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Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

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/back

Well, I’m back. Move went well. Nothing lost, nothing damaged (except for several of my muscles). Still tons of things that need to be done, but we’re slowly getting back into the rhythm of things in the new place.

Had a bit of a hiccup with the internet deal but, credit where it’s due, we got it solved thanks to some great customer service from AT&T. On a sunday. Almost at midnight. That CSR is getting a wonderful survey straight back to her manager, because she was that good. She was the difference between being connected and not.

Now that the move is slowly getting behind us, time for my new master plan to begin.

Group Size

Star Wars Galaxies started out with a 20 person group as the default. Early on, this could mean a group of 20 people running around on a planet ganking alien beasts that would take several minutes to solo. Sometimes, this meant gathering outside a place with tough-mobs like Fort-Tusken and killing everything that came out of there. There were even multiple 20-person groups there sometimes. This made you feel like a small part of an army. But you know what? You felt powerful because the group is powerful. You were a very small part of a very powerful force.

Five years later, Jedi’s had a boss unique to them and them alone. In order to obtain the best cloak in the game, each Jedi was forced to face two bosses solo. Anyone could stand and watch the Jedi fight these bosses, but no one could help. Unless a player read strategies ahead of time, they would fail both fights. Even when someone knew of strategies that worked for fighting these bosses, it was still a difficult set of fights. Complaints from players on the forums about the absurd difficulty of the fights only served to make the eventual victory more sweet. You felt powerful because you knew you had become skilled as a player.

Feeling skilled and feeling powerful. Can these two feelings exist in the same combat scenario? To me it seems they are at odds. The larger the group becomes, the greater the diffusion of responsibility a player feels. Too big a group, with a role shared by too many others in the group (like DPS in a raid) and I feel as though I don’t matter at all.

Trailers

Good: The Old Republic.
Bad: Book 8.

I think I have scorned every piece of marketing for The Lord of the Rings Onlineâ„¢ that I have seen, dating back at least to citing the number of characters created. That teaser trailer has approximately five seconds of video of new content, showing one boss doing one animation. I mean, if that one animation makes you want to put down your $15, I guess it worked, but I would hold out for at least five animations and maybe a tile set.

On the other hand, I have liked every piece of marketing that Bioware has done for Star Wars: The Old Republic. Syp keeps linking their stuff, like this Republic Trooper video. It is just graphics and concept, and I am the least visual person you know, but I found that really compelling. Everything that Bioware is releasing is high quality, and they are releasing it at a stately pace that does not imply a cry for attention or too early of hype. (And that trailer is showing some serious conservation of The Force.)

I also like the early media strategy from 38 Studios. What do you know about code name Copernicus? Almost nothing. That’s great! If a game is more than a year from release, I don’t even need to know its name. Call me when you have something to show me.

: Zubon

Storytelling

I just got back from a four day camping trip with my folks, my brother, my sister, and my husband.  The day before I left, my husband and I stayed up all night questing and burning off the blue ‘bonus xp’ from our alts.  Sleep-deprived, we hit the road.  As soon as we were rolling, my sister suggested we play a pen-and-paper RPG on the way. What a refreshing experience this turned out to be!

We didn’t take any RPG books or character sheets.  We ended up just making up various character bio’s and linking them all together by saying each person’s character was sucked through a dimensional rift to the same place in Rifts Earth where they had to team up to fight the various demons that also came through the rift.

We didn’t have any dice, so I made up a coin based combat system based on the change I had in my pocket.  On a combat roll, I might toss a nickle, dime and penny into the cup-holder next to me.  A heads meant damage was dealt (in the amount of the coin’s worth) while a tails meant a miss.  To keep track of hit-points, I just wrote down everybody’s name with “100 hp” next to their name.  As combat went on, I’d scratch out or erase and re-write their health amounts.  Combat was surprisingly both challenging and satisfying for everyone.

What kept us laughing our asses off and screaming wildly was the story we created.  I let the players do whatever they wanted, and they did some crazy things.  Whenever they went someplace new, I made up something new for them to encounter there.  They fought terminators and kid-napped psychics.  They time traveled and killed a flying spaghetti monster.  At one point, one of the characters became a triple amputee with machine guns grafted onto her stubs.  At another point, the entire party of adventurers were bit by vampires and forced to serve their glorious vampire lord for a hundred years.

We may have spent more time talking about what happened to our characters than we did actually playing our characters.  At times we laughed so hard that our sides hurt and we had to try thinking unfunny thoughts just to breathe.  In short, it was awesome.

Once you get away from the dice and the rulesets, pen and paper RPGs are story-telling games.  I have a hard time recreating that feeling in an MMO.  Sure, I may talk about ‘The time the tank died’ and my medic had to finish tanking until the end of the battle, but it’s not quite the same.  If a developer was so inclined to make an MMO be heavy on storytelling, would it even be possible?

/afk

I won’t be posting much at all in the next following days for a very powerful reason: We’re moving to a new house. That includes of course packing all the stuff, transporting it, unpacking it, arranging it nicely and falling over from exhaustion.

This also includes having to deal with changing our internet provider. Unfortunately I could only choose between Comcast or AT&T for my cable/dsl needs, which is the same as saying “Would you rather be stabbed in the back or in the chest?”. Marginally, I decided to go with AT&T, but I have no idea when I’ll have internet at the new place.

The good news is I’ll finally be able to rejoin the ranks of those having decent internet. 6 meg pipe and better latency, hopefully. There’s just that matter of… yeah… when, you know, it will be installed and all.

At any rate, we’re very, very happy with our new home (it will be our first time as homeowners). I’m just dreading the actual “move your stuff” phase.

See you all soon. Fair winds, good pings, nice drops, great times.

Needless Buttons, or On Skill Wrongdoings

We become attached to skills, especially the ones that are used less.  We become masters of knowing when to pull at that situational godsend.  Then the developers take it away, or muddle it to the point where our mastery becomes nothing.  Skill balances like this happen all the time, but there are things far worse… and they just happened, again.

ArenaNet made the genius move of splitting skills in PvE and PvP.  Before they did that it was a complete mess.  They would balance the skill, and it would get abused in Guild vs. Guild.  Then they would nerf it to stop the spamming in PvP only to find that they ruined a few PvE builds.  Consequently, boss X became impossible.  It was a balance-puzzle they could never win, especially when nearly each year players got a massive glut of more skills from the new campaigns and expansions.  So great, skills are split.  Now something closer to balance is achieved in both PvE and PvP more easily.  A greater problem occurs when balance cannot be achieved, even with the split, with how the skill can maintain functionality.

Continue reading Needless Buttons, or On Skill Wrongdoings

Passive-Aggressive Help

Thanks to Jong for the link: Let me Google that for you. This is a more polite and useful version of Just F’ing Google It, which spells out F’ing if your workplace or parents are very sensitive about that kind of thing.

Lifehacker provides my title, along with some relevant commentary about being a jerk when answering questions this way. It also provides the critically useful Let me Rickroll that for you. As commenters there point out, good keyword and searching skills really are skills, which is why librarians will rock you. But it takes less time to Google something than to type the question.

: Zubon

2,000 Posts

We just hit another milestone here at KTR: 2,000 posts (with 12,000+ comments). Let’s take a quick look at some of the numbers behind that number.

Busiest months:
1. October 2008 – 82 posts
2. April 2009 – 69 posts
3. May 2009 – 61 posts (so far)

Most popular topic:
1. World of Warcraft – 282 posts
2. City of Heroes/Villains – 224 posts
3. Lord of the Rings Online – 214 posts

Busiest authors:
1. Zubon – 910 posts
2. Ethic – 577 posts
3. Ravious – 88 posts

Zubon is a machine. Oops, I wasn’t supposed to let that secret out!

– Ethic