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Star Wars Galaxies Only to Allow One Character Per Account

frotty writes "The developers of Star Wars Galaxies recently announced that the game would only allow a single character per purchased account on any server. This has outraged some, and relieved others." Click on the link to see the reasoning behind this move.

350 comments

  1. Hmmm... by packeteer · · Score: 2, Informative

    It's per PURCHASED account of course. Im sure they would be more than willing to let you buy several accounts to have more than one player.

    --
    unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    1. Re:Hmmm... by justzisguy · · Score: 0

      We're sure being generous with the karma tonight. Isn't that just common sense? I mean the comment is fair and valid, but is it truly insightful?

    2. Re:Hmmm... by Anonymous Coward · · Score: 0

      For anyone who'd actually followed the link, it would in fact be redundant.

    3. Re:Hmmm... by Anonymous Coward · · Score: 0, Flamebait

      Did you acutally read the post??? That is exactly what they said...thank you Captain Obvious.

    4. Re:Hmmm... by Anonymous Coward · · Score: 0

      It's too hard to read the entire article and get first post. Yes, I know this too is obvious.

    5. Re:Hmmm... by Shads · · Score: 1

      Actually, anyone who is seriously going to play will have several accounts anyways, it's hard to power level yourself with a single account. So this basically does... nothing except screw the people who have less money and let the people who have more money irl have more stuff.

      --
      Shadus
    6. Re:Hmmm... by packeteer · · Score: 2

      Actually i read the article before it was posted to slashdot. I also know a good amount about the subject and i feel kind of burned so that is what i wanted to say. It doesn't matter if it's obvious becaseu its my opinion and as a potential buyer that really does matter.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
  2. I can see how some would like it. by CrazyDuke · · Score: 1

    I have experienced what it is like to get gangbanged by 1 guy with 10 different accounts when he decides to wail on my one account for some reason in a different online game.

    --
    Any sufficiently advanced influence is indistinguishable from control.
    1. Re:I can see how some would like it. by Bicoid · · Score: 5, Interesting

      ...And I've experienced the frustration of realizing that the class, stats, whatever that I chose, though perfectly acceptable, were entirely incompatable with my style of playing in the game. When I go into an MUD or an MMORPG, I generally build a very standard character and spend a day or two just exploring and figuring out how this, that, or the other just plain conflicts with my playing style. Yes, sometimes I can guess decently well, but in general, I need to fine-tune certain things to meet my needs. Since none of us have any idea how different skills, battling, etc. will be from the other games we've played, we don't KNOW how to tune our characters. I'd LIKE a test character to run around for a few days...it'll save me a lot of frustration and potential hardware accessory damage when I toss my keyboard or gamepad across the room after cursing myself for picking Rodian as my species when it's so damned clear that for my playtype I should have picked Trandoshan (or Wookie or Human or whatever).

      I understand the issues they're trying to counter. I understand the REAL issue which is the fact LucasArts knows they can milk the Star Wars franchise/MMORPG combination for quite a lot of Money with a capital M.

      They know that's the case, we know that's the case. There are no secrets here. So why the hell are they still lying to us? If they were outwardly honest and said "We're choosing to do this because it will allow us to charge for each individual who uses the service." I honestly don't think that their audience is going to be less receptive to it. Everyone will consider it and decide whether it's worth it to them or not. But there ISN'T AN ALTERNATIVE if you want a Star Wars-themed MMORPG. Period. The mass market that is interested in a STAR WARS game is a captive audience...they'll jump through the hoops to have the service no matter what. The people looking for a good online RPG will either sign on immediately or they'll sit back and see if it's all its cracked up to be. If it IS as good as they make it out to be, than the skeptics (like me) will join because it will provide something they can't get elsewhere and we'll put up with the limitations. I honestly don't see why they have to feed us a line of crap about how this is all to prevent multiplaying and then insult our intelligence with that sarcastic "Ah, Virginia, I wish it wasn't so" comment. We're not stupid...we understand trade-offs. But we also understand that they have more to gain here than we do.

      --
      If not all sentients are human, couldn't it be possible that not all humans are sentient either?
    2. Re:I can see how some would like it. by darien · · Score: 5, Funny

      ... they can milk the Star Wars franchise/MMORPG combination for quite a lot of Money with a capital M.

      If LucasArts can achieve that with just an "M", surely one character ought to be enough for anybody?

    3. Re:I can see how some would like it. by Anonymous Coward · · Score: 2, Informative

      There is nothing to stop you from doing just that with only 1 character. You have 3 options in star wars.

      1- Since this character obviously does not meet your style of play, delete it. Since you are ready to try something new you obviously have not become attached to it, and 2 days played time is not much to give us.

      2- use the sell back option for the skill, wow a game that you can change your mind and sell skills back so that you can try something new like you mentioned.

      3- Create your character on another server. This goes along with number 1, 2 days is not alot of time to put into a character, and you will not have made any lasting friendships by that time, lasting friendship takes more then 2 days to build up.

    4. Re:I can see how some would like it. by dpoulson · · Score: 1

      I would hope they mean one character at once per paying customer. This would mean you could create an initial character, learn the ropes, the delete and create a much better suited character.

      --
      http://www.22balmoralroad.net/ http://www.tinynetworks.co.uk/
    5. Re:I can see how some would like it. by perlyking · · Score: 2

      Can't you just cancel your account, then start again - since from what you've said you don't want multiple simultanuous characters, which is (if I read the forum thread right) what they are preventing.

      --
      no sig.
    6. Re:I can see how some would like it. by Arnulf · · Score: 1
      So you want a test character?

      Okay, why not? Make your test character, and when you're finally found out what to really do, delete your test char and make a new one! Sounds good?

      This is the first piece I read that's by Mr Koster. I don't know the man, I didn't play EverQuest. I did play UO. (And was disgusted by the lack of customer support.) But what he has written is sound.

      Eventually it boils down to resources. Storage and attention per customer. This decision is entirely appropriate. What people fail to realize is that even the namespace is some kind of resource. You wanna name your character Han Solo? Bad luck, you can't. And your million predecessors didn't either. (Not that I think that Han Solo will be valid name choice in the game.) Mules take away names. And that's only a tiny part of it.

      The man is right.

      -Arnulf
    7. Re:I can see how some would like it. by FyRE666 · · Score: 2

      I'd LIKE a test character to run around for a few days...it'll save me a lot of frustration and potential hardware accessory damage when I toss my keyboard or gamepad across the room after cursing myself for picking Rodian as my species when it's so damned clear that for my playtype I should have picked Trandoshan (or Wookie or Human or whatever).

      Well I'm going for the safe bet by playing as C3PO. That guy kicks ass (well he would if his legs moved more than 3 inches at a time)...

    8. Re:I can see how some would like it. by Shads · · Score: 1

      Remember, in any mmporpg your first character should be a buff character, a cleric, healer, enchanter, druid, shaman, mage, whatever the buff class you like the best (but preferably something with a reasonable heal and a 'ress' or in ac2's case-- vitae reduction.) After you get your first character to max level you can sell power level time on ebay or you can power level yourself to get your 'real' character to the level you want or whatever.

      --
      Shadus
    9. Re:I can see how some would like it. by Shads · · Score: 1

      #2, you can do already with ac2 (which is a pretty decent game actually (at least compared to eq/ac1/daoc/uo/ao/etc -- i dont think it will do well against eq2/swg)). The problem with this option and the reason alot of people start over is, it can take a *DAMN* long time to untrain a skill you've put alot of points into. I suspect swg will have a similar issue... i'd rather see them have a quest that you can do once every 3mo that will drop all your skills to notta... but they wont do that, it doesn't increase the ammount of time you need to play... it decreases it... and that means they might miss more money... which means they'll make you take the route that takes FOREVER.

      --
      Shadus
    10. Re:I can see how some would like it. by Anonymous Coward · · Score: 0

      I haven't read the article but I'd guess it's one character at a time, and you can delete the char and start over.

    11. Re:I can see how some would like it. by modme2 · · Score: 1

      It would be more to do with twinking than trying to get people to pay for multiple accounts. Just make your test character then delete it.

  3. Breaking SlashDot News!!! by dagg · · Score: 4, Funny

    Breaking News!:

    As of tomorrow morning at 9:00AM PST, slashdot users can only have one userid.

    Tomorrow Morning::

    All usernames except for CowboyNeal and CmdrTaco are deleted. It turned out that every single identity on SlashDot were alter-ego's of those two individuals. This is all one huge marketing scheme.
    --
    Sex - Find It
    1. Re:Breaking SlashDot News!!! by geekoid · · Score: 2, Funny

      I knew I was the figment of someones imagination..

      how disapoointing its theres.

      Joke! I left my typos in, I mean its not like Taco will notice.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Breaking SlashDot News!!! by AndroidCat · · Score: 1

      And wouldn't you know, they both turned out be Anonymous Coward. Who knew!

      --
      One line blog. I hear that they're called Twitters now.
    3. Re:Breaking SlashDot News!!! by Anonymous Coward · · Score: 0

      Ahh you deleted your bitch-ass signature. Maybe you do have a soul. I still hate you.

    4. Re:Breaking SlashDot News!!! by fforw · · Score: 0, Offtopic
      son.. you need to find a better way to handle your adoloscent identification problems... repeat it with me :

      I AM NOT COWBOY NEAL!

      --
      while (!asleep()) sheep++
    5. Re:Breaking SlashDot News!!! by z01d · · Score: 1

      this does make sense, i always wonder why slashdot itself never been slashdotted...but, wait, if i'm one of the two, why should i wonder this?....(&$*(#^$

    6. Re:Breaking SlashDot News!!! by Anonymous Coward · · Score: 0

      New poll:

      I am really:
      1) CmdrTaco
      2) CmdrTaco
      3) CmdrTaco
      4) CowboyNeal

    7. Re:Breaking SlashDot News!!! by Anonymous Coward · · Score: 0

      Which means that you're Commander Taco.

    8. Re:Breaking SlashDot News!!! by ilyag · · Score: 2

      Hey, Taco, you promized not to tell this sekret to anione!!! If this repeats, I'll hav to delet all ur accounts agaun!

      Your Neal.

  4. Sounds good to me. by elixx · · Score: 1

    When I first started MUDding, having multiple characters was considered in the same league as multiplaying (having more than one character online at the same time, for personal gain usually), and I was happy with it.
    When people started to have multiple characters and such became the norm, people begain [ab]using the traditional power balance problems which plague multiplayer games, using their alternate characters to exact revenge, and other things which generally detracted from the gameplay.
    Down with multiplaying!

    --
    No, Beowulf clusters can't imagine in Soviet Russia.
  5. It's one character per server, 10 to an account. by nhaines · · Score: 5, Informative

    Holocron very, very elegantly explained just why they're doing this. Read and find out.

    http://boards.station.sony.com/ubb/starwars/Foru m3 /HTML/088000.html

    After this article, I completely agreed.

  6. kinda makes sense... by mackstann · · Score: 5, Insightful

    in other MMORPG's people have dummy "mule" characters that only exist to hold items and whatnot, while there's nothing wrong with that, it makes things a little less realistic. with only one character, you can focus on actually developing that character, and playing the game, not inventory management. (and other things.... IANAMMORPGP)

    1. Re:kinda makes sense... by Sycraft-fu · · Score: 5, Insightful

      Whoa, whoa, whoa, stop right there. You can take that "realistic" shit and sell it to the tourists because I'm not buying. A MMORPG, based on Star Wars, the same universe with the Force, droids and Jar-Jar Binks, REALISTIC? Give me a break.

      When companies (and verant is famous for this) claim something needs to be done or can't be done to keep the game realistic, it is nothing mroe than a cop out in its ultimate form. The only one of these kind of games that is even remotely realistic is the Sims, and it's not really an RPG in the classic sense.

      There are legitamate reasons for doing this but "realism" isn't one of them.

    2. Re:kinda makes sense... by Anonymous Coward · · Score: 0

      good thing you dont design new technology... scrub

    3. Re:kinda makes sense... by vena · · Score: 1

      whereas, in real life, we just store shit in our parents' basement :)

    4. Re:kinda makes sense... by dswensen · · Score: 3, Insightful

      I think "verisimillitude" or "suspension of disbelief" might be a better word than "realistic." I don't think we're talking about realism in terms of whether or not it's believable that a fictional universe has Jar-Jar and the Force, but realistic in terms of whether or not it's believable that a fictional universe has a section of the populace that exist for no other reason than to stand in one place forever and hold valuable loot for one other person.

      I think that's a significant difference. I can accept that a fictional RPG universe has Trandoshan bounty hunters, but that the same universe has Trandoshan bounty hunters lounging around in people's living rooms just holding all their crap is a different issue.

    5. Re:kinda makes sense... by Snaller · · Score: 2

      You can take that "realistic" shit and sell it to the tourists because I'm not buying. A MMORPG, based on Star Wars, the same universe with the Force, droids and Jar-Jar Binks, REALISTIC? Give me a break.

      You don't know that it isn't realistic, its a big universe - perhaps they exsist somewhere - just not here. The unknown can be realistic, just not experienced.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  7. Don't worry, Chris' game company won't do that! by Anonymous Coward · · Score: 5, Interesting

    Don't worry, Chris' game company won't do that!

    Right? I mean, he's not posting stories about outrage in the MMORPG world in order to bolster his own efforts?

    I'm not going to link to the site, as they don't need even more free slashdot press, but people should know that Chris started his own "revolutionary" multiplayer game company recently.

    They'll have a super duper game out soon.

    It will be much better than Star Wars, which is outraging its users, right? I'm glad Chris is still a slashdot editor, so he can bring this to our attention.

    Conflict of interest? Don't worry, I'm sure the slashdot community will mod this down sufficiently. (Especially now that I've assumed they will.)

    I bet we'll see some great MMORPG polls up soon too...

    1. Re:Don't worry, Chris' game company won't do that! by Anonymous Coward · · Score: 0

      I Don't think Lucas Arts is outraging its users, they are trying to make Star Wars Galaxies more realistic than other MMORPG's where you can make 1000's of mistakes and then just start over with a new character.

    2. Re:Don't worry, Chris' game company won't do that! by GigsVT · · Score: 1

      It's good to disclose these possible conflicts of interest (something real journalists do), but couldn't it also be possible that Chris, being involved in the MMORPG world, is just more in touch with what is going on there? Wouldn't it make sense for someone involved in MMORPGs to post stories about same?

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    3. Re:Don't worry, Chris' game company won't do that! by generic-man · · Score: 1

      Chris' game company's MMORPG is the greatest game ever. I've been playing the secret closed alpha-test for weeks now, and the graphics and sound are simply spectacular. Sure, it doesn't have a license for a famous sci-fi series, decent sound, good graphic design, satisfying character development, or balanced design, but I think it'll really take off.

      The real kicker: it's being released for Indrema, America's most innovative open-source gaming console. I can't wait!

      --
      For more information, click here.
    4. Re:Don't worry, Chris' game company won't do that! by Anonymous Coward · · Score: 0

      I agree. On my system, an Athlon XP 2000+ overclocked to 2.8 GHz, chrisd's MMORPG absolutely smokes! I get 20, even 22 frames per second on my GeForce 4 Ti 4600. What's more, installation is a snap:



      ./configure

      make

      make install




      If you can think of a more intuitive way to install a game, I don't want to hear it. Eighteen refreshing open-source hours later, I'm ready to recompile my X server with optimized 3D drivers so I can play chrisd's game. It's been a rush: a caffeine-fueled, adrenaline-pumping rush. Screw Star Wars -- chrisd's game is the shit!

  8. Storage costs? by hobbs · · Score: 5, Insightful

    The basically have storage costs and controlling of mischievous behavior as the two primary reasons for a single character system, with storage costs mentioned first and at length. Give me a break. Here's a quarter, buy another 10MB of disk space (their fees are a lot higher than that ...). Even with replication I don't buy that storage costs can be that much, unless some engineer really screwed up how to store a character efficiently.

    The mischief factor I can understand, but why not state that first? It seems like they aren't perhaps being as honest and forthright as they could be.

    1. Re:Storage costs? by garyok · · Score: 1

      As Holocron says the problem is that the unit cost of managing the storage space isn't constant; it takes a step up once a certain threshold is passed or, in english, to store more costs more when there's more stuff stored.

      They're taking this step to:
      A. increase their profitability;
      B. no B.

      But hopefully you get the benefit of a system that has a bit more money sloshing around to pay for more development time and better customer support.

      Pay your money, take your choice.

      --
      One of the penalties for refusing to participate in politics is that you end up being governed by your inferiors - Plato
    2. Re:Storage costs? by Schubert · · Score: 1

      its not physical storage IIRC (did you read it?) its the costs of the their commercial database being able to address this amount.

      --
      -- schubert
    3. Re:Storage costs? by Anonymous Coward · · Score: 0

      Database access times increase dramatically due to the size of each entry. In the case of MMORPGs, where volumes of information are constantly updated, access time is critically important.

      Disk space may be cheap, but lag will cost players.

    4. Re:Storage costs? by joechip · · Score: 5, Informative

      It is not just the costs of the raw disk space,
      but the enormous time and expense required to maintain/backup/restore a large database. Your 25 cents will not go very far.

      Also, the access times would increase with more data to churn through, causing complaints about lag. These raise their CS costs and also cause bad word of mouth on the boards.

      And, from my reading of the entire article (not just the bullet points), muling is a major reason for the change to SCS. Even more so than the storage costs.

      They are trying to attract mainstream folks who have never tried evercrack and want something more than Sims Online. This means not catering to the muling that the average person would find unfair.

    5. Re:Storage costs? by Sycraft-fu · · Score: 1, Troll

      I'm not buying the sotrage costs as a legit reason. Every MMORPG I've yet seen allows for more than one character, and yet many of tehm (like Everquest) make a lot of money.

      I'm fine with their decision, it's their game and they can do as they wish (if you don't like it, vote with your dollars) but that is a pretty flimsy rationalization.

    6. Re:Storage costs? by Anonymous Coward · · Score: 0

      And yet all of them have lag. Its not really the storage costs of the disk space for the data, thats cheap. Its the storage costs of the time to access the data as the database gets bigger. Less time to perform inventory queries means more processor time can go into other gameplay aspects.

    7. Re:Storage costs? by sedmonds · · Score: 1

      If by unfair you mean jealous, you're right on the mark. I've played evercrack a fair bit, and I can say that the only people who I've come across that claimed that muling was unfair are the people who don't have the time or resources to do it themselves.

      The average person sees no problem with storing 'extras' on another toon. In the defense of SWG, though, evercrack only allows one character on at a time. Your toon won't continue mining or any such thing while you're not playing. This pushes resource costs up for them, and also increases the poly count for some people in game (pushing their resource requirements up).

      *shrug* I'd have more respect for them if they didn't try to cover their decision with fluff, but maybe I'm the only one that doesn't like being spoonfed bullshit.

    8. Re:Storage costs? by Anonymous Coward · · Score: 0

      >If by unfair you mean jealous, you're right on the mark.

      Seriously, I doubt anyone who hated this behaviour would be _jealous_. Maybe in stupified awe of the fact that some people can waste away playing a game, though.

    9. Re:Storage costs? by Umrick · · Score: 1
      It is not just the costs of the raw disk space, but the enormous time and expense required to maintain/backup/restore a large database. Your 25 cents will not go very far.


      Any system out there addressing this much data would most likely use minimally an LVM(EVMS) solution for disk storage, better yet a NAS/SAN such as those by Network Appliances. Both permit snapshots in time. With Network Appliances providing a mirror capability. Link two together at seperate sites.

      In a day and age where IDE systems are starting to outperform SCSI, and an IDE disk drive costs $304 for a 200 gig drive (approximately $0.0012 cents per meg)... I would seriously doubt they store even a meg per character (most should be keys to static tables in any case...).

      Also, the access times would increase with more data to churn through, causing complaints about lag. These raise their CS costs and also cause bad word of mouth on the boards.


      Only poor design would result in this. Any optimized database with proper indexes will process data fast enough that those using the server should never experience lag induced by database lookups. No matter the data size.

      Much more likely the user will experience lag (ala Anarchy Online) where the necessity of loading textures from local disk causes slowdown. Nothing you can do about that really. A person with a low performing pc will always lag.

      They are trying to attract mainstream folks who have never tried evercrack and want something more than Sims Online. This means not catering to the muling that the average person would find unfair.


      Agreed. Had this been the primary thrust of the message, then I would have no issue with it. Attempting to blow up the importance and cost of disk storage though is a copout, and they should be called on it.
  9. I bet this policy will change.. by geekoid · · Score: 5, Insightful

    ..
    Many people, myself included, like to try out different aspects of a game, online or not.
    I ,know I would want to see what would happen if I choose a different branch in the game.

    Imagine if you could on choose to drive 1 car in grand theft auto? or only play 1 sim. those games would have lasted maybe 5 minutes.

    I was on the border as to weather I would play this, and unless the policy changes, it is a definate no.

    I probably would have stop playing as soon as I heard:
    "Willing to trade 5 Yodas heads for 1 Darth Vader light sabor"

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:I bet this policy will change.. by Anonymous Coward · · Score: 0

      Your comparisons are meaningless and retarded. Please rethink. Perhaps even read and ponder the reasons they gave in that ridiculously lengthy post.

    2. Re:I bet this policy will change.. by Kilbasar · · Score: 5, Informative

      The original post wasn't so clear about this. It's one character PER SERVER. There are 10 servers, so you can make 10 characters. Want to try out a totally different race, class, or whatever? Just make a new character on a different server. Don't like it? Use your other character on your other server. The only people this hurts are those who use mules, and I see that as a very good thing.

    3. Re:I bet this policy will change.. by sweetooth · · Score: 5, Insightful

      You can have more than one character. In fact you can have 10 I believe. However, you can only have one character per server. It's to prevent twinking etc.

      So, you can try any branch you want, try and character type you want, you just have to try them on differant servers.

    4. Re:I bet this policy will change.. by geekoid · · Score: 2

      Assuming there are only ten branches in the game, which is doubtfull, however if there are only 10 branches in the game, its going to be real boring.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:I bet this policy will change.. by Scott+Hale · · Score: 2, Insightful
      Imagine if you could on choose to drive 1 car in grand theft auto?

      I think it would be more along the lines of "Imagine if you could only choose to play as one person in Grand Theft Auto!"

      Picture this: Imagine if you had to go through life as only one person! You couldn't have your mule lives just sitting around holding shit for you! I cant imagine a life without my twenty mules!

    6. Re:I bet this policy will change.. by geekoid · · Score: 2

      so your saying there are only 10 character/branch posibilities?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:I bet this policy will change.. by Anonymous Coward · · Score: 0

      READ THE FUCKING ARTICLE.
      THEN POST YOUR STUPID FUCKIN OPINION.
      AT LEAST IT WILL BE ON TOPIC THEN, AND HOPEFULLY SOMEWHAT CORRECT.

      lameness filter killer. lameness filter killer.
      lameness filter killer. lameness filter killer.
      lameness filter killer. lameness filter killer. lameness filter killer. lameness filter killer.

    8. Re:I bet this policy will change.. by sweetooth · · Score: 5, Informative

      No, I have no idea how many character branch possibilities there are. I'm saying any one individual can try 10 character branch possibilities at any one time. However each character resides on a differant server. With most MMORGS you can have multiple characters on one server. This allows players to swap items between thier characters etc. Many people feel this puts other players at a disadvantage. So some games are starting to limit the number of characters a player can have on a particular server.

      Of course you can get by this by simply purchasing an additional copy of the game and paying the monthly fees for two accounts.

    9. Re:I bet this policy will change.. by kampit · · Score: 1

      There are 8 playable races in the game, that will be the only factor that's ever going to limit you to anything, the game itself isn't based on levels but on skills instead and what do you know, skills can be learned or unlearned if you're inclined to try something new.

    10. Re:I bet this policy will change.. by Melchior_of_wg · · Score: 2, Interesting

      Actually, you can have 8 characters in total (per account) if you have them on different servers. Each character has been said (based on amount of skill points available) to be able to master up to three sepparate 'routes'. You can also, at any time, unlearn one route and start practicing on another one. This mean that you can have 24 routes practiced/mastered (I guess time is a factor here) at any one time, and if you want, change any of those to other ones at any other time. You just won't be able to pass items between your various characters.

    11. Re:I bet this policy will change.. by Melchior_of_wg · · Score: 1

      Sorry, my bad. There are 20 servers planned (Check the faq, entry 1.18). Just replace 8 with 20, and 24 with 60.

    12. Re:I bet this policy will change.. by A+non+moose+cow · · Score: 5, Interesting

      I dont think so. This is the only condoned Star Wars MMORPG. People will play it regardless of this rule.

      Also, most people like to pick a character and play it for what it is. The more powerful it grows, the more they will want to stick with it. Players who are discouraged by this rule have likely been spoiled by the benefits of twinking. It seems that this idea will make for a richer gaming experience where people take the world more seriously. Your choosing not to play based on Sony not allowing lots of character switching is probably the exact result they were aiming for.

    13. Re:I bet this policy will change.. by Ibag · · Score: 2

      Suppose, however, that you wanted to play with a group of friends. Should you go to all the other servers and make characters there to find out what you like and *then* start playing with your friends? Or perhaps you should make a character and delete it and make another and delete it and make another and delete it and make another and delete it and then decide that you liked your second character the most?

    14. Re:I bet this policy will change.. by perlyking · · Score: 2

      Thats a poor comparison. The whole point of the games you mention is being able to have multiple cars/sims.

      I'm playing nethack at the moment, so I have little sympathy for people complaining about not being able to have multiple characters. I am just happy keeping one guy alive.

      --
      no sig.
    15. Re:I bet this policy will change.. by Brad+Wilson · · Score: 2, Informative

      I wish people would actually read the entire content.

      With a single character, you can learn the bottom half of the tree of EVERY SINGLE profession, with the given 200 points. That means with just one test character, you have a good understanding of the mechanics of all the professions.

      With a single character, you can completely master three professions, and do the bottom half of a fourth.

      I think most people who are knee-jerk angry don't realize how drastically different this game is gonna be from the traditional "pick your race, pick your stats, pick your profession, hope you didn't screw it up!" MMORPG character creation system we have today. If anything, it'll be more like Asheron's Call 2, which encourages players to dabble in a little bit of everything (but for all that, doesn't have enough variety).

    16. Re:I bet this policy will change.. by Gojira+Shipi-Taro · · Score: 2

      Here's a nother example why this will have to change, as the former-Verant-now-SoE is in charge.

      A friend of a friend who still plays EQ got her "main" character to level 60 recently. Except that as soon as she did, it reset to level 50.

      Not suprisingly, they are less than pleased that they have had to wait over a month on Customer Service to resolve the issue. Upon asking for billing credit, since she can't play that character, she was told "well you have other characters on that account, so you can still play!"

      With one character per account, they won't be able to use that excuse. I have absolutely no faith in their Customer Service's ability to bridge the gap, haveing experienced it first hand myself.
      BR Nope. not going to touch that stink-bomb, even if I win a freebie account. No company hates the people who play its games the way Verant/SoE does.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    17. Re:I bet this policy will change.. by dhall · · Score: 2, Interesting

      For a person who's beta tested and played AC2, Daoc, EQ and AO, this decision rackles most people.

      It's seen as an obvious money grap decision to appease the masses of casual players. AC2 still has 3 base professions, with 6 specializations. It STILL gives you the option to play more then one character per server.

      DAOC came out and decided to restrict your play to only 4 characters per regular server (the hardcore PvP and test servers were allowed more), they have since changed this rule since the competition offers more.

      If this game honestly wants the staying power, and appease the masses who actually play, not just the Star Wars fanbois, they'll allow more then the SCS.

      "New Concept" indead. Star Wars: Galaxies, Episode 4, A New Hype.

    18. Re:I bet this policy will change.. by GoofyBoy · · Score: 1

      >The only people this hurts are those who use mules, and I see that as a very good thing.

      If I was serious, couldn't I just buy a different account and use that as a mule?

      The only good reason, IMO, is to hold things to sell on eBay. So money isn't an issue.

      --
      The surprise isn't how often we make bad choices; the surprise is how seldom they defeat us.
    19. Re:I bet this policy will change.. by stienman · · Score: 2

      Yeah, you like to have your cake and eat it too.

      They are obviously making this game for people who want to spend time playing the game instead of those people who want to spend time being indecisive and regretting past decisions.

      If you want to have X characters, and have them all progress slowly, then you can do so on the ten different servers. If you honestly, after choosing 10 of the available paths, find that you find all the players you've created to be fun/entertaining/useful equally, and couldn't imagine getting rid of one to try another path, then I'd say you are having a very good time. If you want to try a different path, then one or more of them aren't making you happy enough, and you should destroy one or more to make room to try new "styles" of playing

      Games like this, I suppose, are a good outlet for those who can't be decisive about simple decisions like what cereal they should eat for breakfast.

      If you can't make a choice, and stick with it with no regrets knowing very well that you may lose all the effort you put into it, then no wonder you are trying to escape to a fantasy world. You'll never accomplish anything here, so you might as well try to accomplish something useless in a fake environment.

      Don't assume that another character class or playing style is going to be more fun or better than what you are playing now. This goes back to regrets and indecisiveness. The world doesn't need another sheep.

      -Adam

      Sucks to be ewe.

    20. Re:I bet this policy will change.. by EulerX07 · · Score: 1

      You can make your character forget skills thus allowing you to put those skill points elsewhere. Than you can develop experience to those skills thus allowing you to ship focus of your character. Hell, you can even set new goals for your base stats and they will migrate in time to those new stats. SWG character are extremely living and malleable concepts.

      On a personnal note i'd like to congratulate whoever submitted this story. SCS vs MCS has been totally polluting the SWG boards and now thanks to you I can read about it on Slashdot too!

      Yours truly, DarthEuler.

    21. Re:I bet this policy will change.. by sweetooth · · Score: 2

      I didn't say it was the right thing to do. Nor did I say I liked it. Personally I think what Neocron is doing is better. Some servers are one character only, others allow you have 5 characters. This way if you want to play around with your friends and figure things out you can have 5 characters that all your friends know of etc. Then for some serious gamers with the hopefully serious players and not just the power levelers and ebay sellers you can play on the one character server.

      Also, if you are playing with a group of friends and you change characters a bunch that's a choice you make. You have to figure out how to let them know your new characters name. That's what email etc are for. Of course if you get left behind in level etc, that's another issue. I think that at least initially many people will be deleting characters. Or playing many types of characters on many servers till they find what they like and then creating that type of character on the server that they will be playing on the most. At least that makes the most sense to me. I've never been particularly fond of the rerolling characters because your character is gimped or the play style for your character stinks. This is what Asherons Call was like. Every couple of months it was time for a reroll because your currently powerfull character couldn't compete any more due to the changes in dynamics imposed with the monthly update. Then if one character type became too powerfull they were super nerfed.

    22. Re:I bet this policy will change.. by the_2nd_coming · · Score: 1

      dude....if this game offers better quality (and I am willing to bet that it does) then its staying power is good.

      besides, I don't like the charactor I have on the server...I DELETE IT.....I find it more fun any how to play new chars and buld them to the top rather than sitting at the top killing everything with a wink in my giant castle from my thrown that sits on a mountain of gold.

      --



      I am the Alpha and the Omega-3
    23. Re:I bet this policy will change.. by Soul-Burn666 · · Score: 2

      Not to mention you can simply place your things in your "home"... so no real need for "mules"...

      --
      ^_^
    24. Re:I bet this policy will change.. by Snaller · · Score: 2

      Many people, myself included, like to try out different aspects of a game, online or not.
      I ,know I would want to see what would happen if I choose a different branch in the game.


      Except he says you get enough skill points to be somewhat bad a all skills. Or totally proficient in 3 (from the start)

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    25. Re:I bet this policy will change.. by Bwerf · · Score: 1

      The problem with that kind of thinking misses one
      big point. One of the largest reason people keeps
      playing mmorpgs is because of the community, ie they
      get friends on their server. If you are forced to
      switch server to try something new out it's probably
      not worth it unless you can convince at least some
      of your friends to start a new character too.

      This hurts anyone that makes friends(or enemies that
      they love to hate).

      --
      If noone rtfa, then what's the slashdot effect?
    26. Re:I bet this policy will change.. by geekoid · · Score: 2

      Well, I haven't played it(D'uh) but it seems to me that it will be pretty dull if the first 3/4 of every character is going to be the same.
      Plus, that doesn't take into accout that someone might want to try different races.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    27. Re:I bet this policy will change.. by geekoid · · Score: 2

      See traditionally I have several character, so I can group with my friends that are low level, or play with my friends that have High levels. There is nothing worse then logging on and not being able to play with your friends because of a power disparity.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    28. Re:I bet this policy will change.. by geekoid · · Score: 2

      That sure beats being smart and not allowing trading between characters. which would solve Farming, twinking, and world hunger. Ok the last one is a lie, but I didn't know how to end that sentence. . . and Istill don't.
      Yeah I know, thy want to save money in maintianance. OTOH if the means they choose to save money costs them players, they better have a damn good ROI(Return On Investment).

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    29. Re:I bet this policy will change.. by Xuther · · Score: 1

      Last I played eq, and it's been a little while since they screwed up the billing and I just cancelled since they kept billing at under the $12.95 each month and I wasn't able to use the account.

      People were handing out gear in newbie zones. You don't need a higher level char of your own to get twinked. Some people in the game have more plats than they can spend and just work up their trade skills for armor creation or whatnot and just hand out the stuff, or practice new item creation spells.

      This won't prevent twinking. I personally feel it's just to sop more money out of people willing to be duped.

  10. Those bastards.... by tgrotvedt · · Score: 3, Funny

    ....I believe they are limiting the characters in an evil plot design to get some of these people laid!

    --
    What makes a man want to be a mouse? (Python's Flying Circus)
    1. Re:Those bastards.... by kaxman · · Score: 1

      NOOO keep the smelly geeks locked indoors and chained to their machines!!!

      --
      Everyone on slashdot has a journal.
    2. Re:Those bastards.... by Anonymous Coward · · Score: 0

      maybe you should stop trolling message boards Mr Geek and you go get laid...friggin nerd and an ass to boot...nice combo fatty!

  11. That's a tiny server by product+byproduct · · Score: 4, Funny

    It can only store a single ASCII character per purchased account?

    1. Re:That's a tiny server by smccurry · · Score: 1

      >It can only store a single ASCII character per purchased account? Yep, but I'm still willing to give it a try. If I see you online, my name will be 'A'.

    2. Re:That's a tiny server by Melchior_of_wg · · Score: 1

      No, everyone has the possibilities to chose up to 8(!) characters. Imagine what you can do with that. If you see me ingame, my name will be 'HNUIAPCE'

    3. Re:That's a tiny server by Anonymous Coward · · Score: 0

      they should really use unicode

    4. Re:That's a tiny server by gclef · · Score: 2

      No, he preceeded it with a dollar sign ("$X"), which means that it's a perl variable, which means all of Star Wars was written in perl.

      Larry Wall should be proud.

    5. Re:That's a tiny server by scumdamn · · Score: 3, Funny

      My name will be LukeSk~1!
      This onerous policy will prevent me from staging a fight between my characters of LukeSk~1 and DarthV~1. DAMMIT!

    6. Re:That's a tiny server by yerricde · · Score: 1

      My name will be LukeSk~1!

      Actually, you can't play as a "famous" character in SWG. The "famous" characters will be NPCs.

      --
      Will I retire or break 10K?
    7. Re:That's a tiny server by Anonymous Coward · · Score: 0

      Yeah, the parent poster was making what is known as a "joke."

      You, on the other hand, were making what is known as "an ass of yourself by being a pedantic asshole in public."

  12. Re:Continuing the First Post Quest by Anonymous Coward · · Score: 0

    Yes, but only on a first-come-first-served basis.

    Hopefully by version 1.0, the first post robot should be stable.

  13. I have a similar problem by 91degrees · · Score: 2, Insightful

    I want to kill myself IRL, be reincarnated as someone else entirely, and then be able to ressurect myself.

    Yes, I know this is just a game, but the point is that we want it to be fairly realistic. We don't want to have anyone who is someone else in disguise. And besides, the other point is that this hardly matters. It is just a game. It has rules. Play by the rules or if you don't like them, find a different game.

    1. Re:I have a similar problem by geekoid · · Score: 2

      "Play by the rules or if you don't like them, find a different game"

      which, undoubtly, a great many people will do.
      There are far ore perfectly good reasons to want to play different characters:
      1) different power levels for different groups.
      2) want to try different races.

      If you want to prevent twinks, and I don't see how this will, don't allow trading between characters.
      God, why is that so hard for people to grasp? EQ could have solved all its problems(well, the mosr grumbles about problem) but not allowing trading. Farming would have slowed down tremendously, twinking would have gone away, people shouting for thing they want to trade, gone.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  14. The one missing point by jazzyfox · · Score: 5, Interesting

    In trying to present reasons why the popular desires for multiple characters per server aren't warrented, the one that is probably most popular was completely glossed over.

    "I want to try something new without having to leave my friends."

    Later on in the thread someone posted a statistic from a poll on the site, stating that nearly 50% of people were going to choose their server based on their friends. This is how most people tend to play these games, with friends. So now if you want to try a wookie instead of a human, gotta give the big adios to your buddies.

    There are some situations where a limitation on characters per server is a good thing. Dark Age of Camelot, for example, limits your choice of the three realms to play in to one realm per server for most servers. They do this to discourage 'spy' characters. But within that choice of a single realm you can make 8 characters. Feel free to try out that new spec, or different class, and still be able to have fun with your friends.

    I had no real opinion on this game before. But I'm the type that likes to try my "alt of the week". If I can't try it out with my friends, no way I'm getting the game. Pretty effective way to discourage community if you ask me.

    1. Re:The one missing point by Brynath · · Score: 1

      well maybe some of your friends will also like playing alts of the week and you can just agree on making alts on the same Alternate server, there is nothing saying you have to leave your friends, you just might not be able to play all the time with them cause they are also trying out their other characters.

    2. Re:The one missing point by warpath · · Score: 2, Insightful
      Later on in the thread someone posted a statistic from a poll on the site, stating that nearly 50% of people were going to choose their server based on their friends. This is how most people tend to play these games, with friends. So now if you want to try a wookie instead of a human, gotta give the big adios to your buddies.
      Eh? Why? I plan to coordinate with my friends and we'll all have our secondary characters on the same servers. What's so hard about that? It's just a little communication.

      -W

    3. Re:The one missing point by quantumparadox · · Score: 2, Informative

      Well you can still try your alt of the week, just on a different server. The designers are attempting to create a more realistic economy and game. IN RL you can't have 10 jobs and pick which one you want to do each day why should you be able to in their VL?

      Even still the developers made clear you'd be albe to relinquish skills and go back down the tree (your only set characteristic is your race). I think the ability to have characters on different servers + the ability to alter skill paths is an acceptable compromise.

      The other factor is that mules and multiple characters destroy economies. Sure, you might use the account just to try out your alt, but someone else might be creating a whole guild of craftsmen to annihilate the competition ... all on one account. With production being automated while away from the game this would effectively create an unworkable economy where only the lucky would being able to support themselves.

      You can still try out that character with your friends ... just convince them all to create characters on another server. Its not really *that* much of an inconvience is it?

    4. Re:The one missing point by jazzyfox · · Score: 2, Insightful

      You can still try out that character with your friends ... just convince them all to create characters on another server. Its not really *that* much of an inconvience is it?

      Actually, it is. This example comes from deeper in the thread..

      You have a group of friends. People are going to level at different rates. It's entirely possible that you level pretty fast, yet have a friend who doesn't. So you start an alt that you play with him or her. That way no one really misses out. The specific example used was a guy who created an alt on AC to play when his less-dedicated friend did. Both of them had other friends playing on the same server, so rolling new characters on another server wasn't the best idea.

      Another, somewhat more practical reason would be that I don't want to have to hop over 10 different servers checking to see who is online from my group of friends. So to get started, I'm going to have to first find my friends, or hope that the character I feel like playing is on the same server as someone else who does, then go through the usual mmorpg tasks of setting up a group, a place to hunt, etc. So yeah, that's pretty inconvenient for me.

    5. Re:The one missing point by Gojira+Shipi-Taro · · Score: 2

      " In trying to present reasons why the popular desires for multiple characters per server aren't warrented, the one that is probably most popular was completely glossed over."

      I agree, and this points out the major reason why I won't play anything Verant/SoE is involved in. They not only don't listen to their players, they actively disdain them.

      The very concept that a company would be so arrogant as to effectively say "I know this is what you want, but you shouldnt. Here's the VISION" is laughable.

      Now that there is competition in the market (DAoC being an excellent example, and the one I play) the EQ team has pretty much removed most of the anti-player aspects of Brad McQuaids "Vision", unfortunately, they've kept the piss-poor customer service, so even though I know they'll wind up doing multi player servers within about 4 months of the release, I aint touching this one.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    6. Re:The one missing point by ErikZ · · Score: 2

      That's a good point, the thing is, that your friends will be in the same boat.

      I've found that we tend to get tired of our characters around the same time. It's easy to start over with a new one on a new server.

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
    7. Re:The one missing point by Anonymous Coward · · Score: 0

      "It's entirely possible that you level pretty fast, yet have a friend who doesn't. So you start an alt that you play with him or her."

      A valid point with the ruleset in place on other MMORPGs, where a small difference in level can equate to an enormous power differential.

      One of the aims in SWG, from what I've seen, is to reduce this to a large degree. There's simply no reason you can't play with your friend, despite the disparity in skill levels.

    8. Re:The one missing point by SporkLand · · Score: 1

      What if the game isn't as character class based as all of the old games? You don't need to try a new character to try out different skills, they let you do it with the one you have. Instead of trying to make a pre-judgement this early, why not wait a few and see how it turns out?

    9. Re:The one missing point by Babbster · · Score: 2
      For every one person who posts (I would say "whines," but that would be too judgmental) on The Star Wars Galaxies board, Sony/Verant likely hopes to have at least 10-20 people playing the game. Making them game friendlier to the "average Joe/Jane" by taking out a particularly common work[cheat]around is a smart move. It was pointed out several times that people aren't stuck with the skills they select so the "try-before-you-buy" theory of RPG playing is moot. It was also mentioned that there will be the ability for crafting professions to be productive while they're offline - this alone makes limiting each person to one character per server a virtual necessity. Sure, people can get around it by buying more accounts, but fewer people will do that PLUS it increases profits - therefore, good for the more casual players AND good for the company.

      If this takes away your desire to play the game, then don't. In about a year, I'm sure they'll be able to see - through sales/subscription rates and through surveys - how their restriction is affecting their bottom line, and if it's a negative impact they'll revisit the issue. I expect that it WON'T be a problem and in fact will be applauded by those who want to play one character at a time and not be penalized for it in terms of player-player competition.

    10. Re:The one missing point by Gojira+Shipi-Taro · · Score: 1

      And those are all people who will learn the hard way how much Sony/Verant HATES their players.

      if people have fun playing at masochism, fine. I've had enough of it, myself. I won't be paying those bastards another dime.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    11. Re:The one missing point by Anonymous Coward · · Score: 0
      Have you ever thought that maybe they just hate YOU? After all, there are a lot of people who continue to play month after month. I would imagine that it is either because they enjoy the game itself or enjoy the environment it provides - either explanation would be valid and would have nothing to do with masochism.


      Verant doesn't hate its customers. If they were really as bad as you say then their subscriber base wouldn't have continually gone up over the last few years.

  15. Tell Me Again Why You Can't Have Multiple Accounts by justzisguy · · Score: 1

    But [storage space] isn't as expensive for them as it is for us. You see, our characters are much more expensive to store than those of other games.....

    Okay, so let me get this straight: They aren't going to allow multiple characters because of "storage constraints?" According to PriceWatch, the cost per gigabyte is rapidly approaching $1/GB. You can't expect me to believe that even storing the massive amounts of data for "customized faces" can't be more than a few hundred KB. So at most, an entire account might run up a few MB. Just in the initial purchase price alone, they could reserve a whole GB for you to use and still come out profiting.


  16. Re:Text of Post by 91degrees · · Score: 1

    Why, thank you for that. It's so convenient of you to save me the effort of clicking on tht darn link.

    This is on a Sony site for chrissake! It more than enough bandwidth to deal with a slashdotting. What is the point in reposting the whole thing here?

  17. just another big turn off for me by Fo0eY · · Score: 1

    i'm already wary of verant's business ideas

    maybe i'm spoiled from playing Asheron's Call
    were we get free content every month
    and the developers still look at their product as a game, and not just a big dollar sign

    verant makes you pay for every drop of new content you get,
    and now they're going to make you every character you want to play?

    no thanks
    i'll stick with the turbine devs
    who put customer satisfaction above the customers credit card

    1. Re:just another big turn off for me by Anonymous Coward · · Score: 0

      I got two suggestions for you:

      1) Read the article. You get ten characters per server.

      2) Stop writing in free verse, unless you're applying for an MFA in poetry.

    2. Re:just another big turn off for me by Fizzol · · Score: 1

      >verant makes you pay for every drop of new content you get,

      Which is completely untrue of course.

      Free Zones:
      Paineel
      Stonebrunt Mountains
      The Warrens
      Marauder's Mire
      Jagged Pine

    3. Re:just another big turn off for me by EvilBastard · · Score: 1

      >Marauder's Mire

      Not free - $40/month to play here - It was Legends Only content

      >Jagged Pine

      Same, except eventually they released it to the general public a few months later, to calm down the Tunare-worshipers who were pissed off over the Faction system in Plane of Growth

      Not to mention the whole quality and effort that they put into Stoneburnt and Warrens, quite possibly the most boring and underutilised zones in the game.

      Paneel was supposed to ship with the game, it ran late - Erudite Necromancers used to have a Hut, rather then a city.

      But never let it to be said players of Everquest get the shit belted out of them, and then thank Sony when the beating stops, rather then being angry at the behavior in the first place.

    4. Re:just another big turn off for me by Joe+U · · Score: 1

      Have you ever been to The Warrens or Stonebrunt? They are in the middle of nowhere. Paineel is no picnic either. Odus is mostly empty nowadays.

      As for the zones being free, I somehow remember paying a monthly fee. Yes, It's coming back to me, $9.95...no wait $12.95!

    5. Re:just another big turn off for me by Fizzol · · Score: 1

      >Have you ever been to The Warrens or Stonebrunt?

      You can't be seriously asking that question. Besides your personal opinion on the quality of the zones has nothing at all to do with them being free or not.

      >As for the zones being free, I somehow remember paying a monthly fee. Yes, It's coming back to me, $9.95...no wait $12.95!

      Well if *that's* your standard as to whether or not something is free then *NO!* subscription rpg ever produces anything free. Therefore the original statement I was referring too, which singled out EQ as a game where you have to pay for every drop of content, is utterly pointless then isn't it?

    6. Re:just another big turn off for me by Backov · · Score: 1

      He has a VERY valid point - EQ makes a TON of profit, every month. MORE than enough to justify a lot of new content, every month and still have a ridiculous amount of profit. Do they do it? Not when I was playing.

      If you named what, 8 zones that were free over the X years that EQ has been out - don't you think that's a bit pathetic? How many hundreds of millions of dollars later, and 8 free zones?

      It's just sheer greed that keeps these bastards charging for expansions - they know they can, so they do. It's not like the cost of the expansions development isn't paid for after quite a bit less than one month of fees.

      The next generation of MOGs will have to turn to a better competitive model - the client will be free, with a free 3day-1wk trial, and they will make their money on the fees. Charging for the box is just greedy.

      Cheers,
      Backov

      --
      In the law there is no overlap between theft and copyright infringement whatsoever.
    7. Re:just another big turn off for me by Fizzol · · Score: 1

      >If you named what, 8 zones that were free over the X years that EQ has been out - don't you think that's a bit pathetic? How many hundreds of millions of dollars later, and 8 free zones?

      Does that change the fact that the zones were given away? No.

      The statement was made that "verant makes you pay for every drop of new content you get".

      I said that's not true. Everything else you guys have been saying is just opinion about whether the content is good or bad or whether it was enough free content or not.

      If you want to prove me wrong go ahead. But don't throw out opinions (and unrelated ones at that) as if they were fact or even had anything to do with what I said.

    8. Re:just another big turn off for me by Backov · · Score: 1

      Calm down Junior, I didn't disagree with you. My point was related - it has to do with Verants unchecked greed. 8 free zones doesn't excuse them, it might as well be zero.

      Cheers,
      Backov

      --
      In the law there is no overlap between theft and copyright infringement whatsoever.
  18. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 1, Informative
  19. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0

    Erm, twit, that's the article linked-to in the bloody post. Pay attention.

  20. Re:Tell Me Again Why You Can't Have Multiple Accou by jonbelson · · Score: 1

    Maybe they're not using cheap IDE drives, but expensive SCSI RAID arrays?

    From the text:

    'I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up." As it already stands, our programmers are nervous that we're storing too much data per character. Heck, we got asked, "You can live with 20 items in inventory max, right? 150 items total per character across the entire game?" Do the math on the items stored with a character above, and start getting scared.'

    --Jon

  21. Re:It's one character per server, 10 to an account by nhaines · · Score: 2

    Did I read the linked article? Of course not. I've been following this issue very carefully and don't *need* to read the article. It's last week's news. I simply pointed out that this is a very well-thought out decision, and provided a link that gives the most detailed analysis I've seen on the decision. The majority of the people who are going to just read the headline and go crazy here have a better chance to see my post and follow the link than to click the one in the article. P.S. thanks to the other guy who linked my URL. I appreciate it--I am new here, posting/account-wise, and wanted to hurry and get the info out before it got buried.

  22. It's a Video Game People! by NateDoggITH · · Score: 5, Insightful

    There is no rule out there that states "Thou shalt allow all users to have multiple characters on one account". If the fact that some one can only have one character bugs you that much don't pay $x per month to play. Simple. Or, start writing your own games and get your own servers.

    And...

    IT'S A GAME! If this were something really important then by all means make a fuss, but not for an online RPG!

    1. Re:It's a Video Game People! by Stalyx · · Score: 4, Funny

      What do you mean its not important!! wait till i get my force grip.. I will crush you like...... er /me addicted /me hangs head in shame /me takes light saber and slashes wrists

    2. Re:It's a Video Game People! by NateDoggITH · · Score: 1

      I don't have any mod points... but funny, thanx!

    3. Re:It's a Video Game People! by Anonymous Coward · · Score: 0

      One word: cauterize

    4. Re:It's a Video Game People! by nytmare · · Score: 1

      So you're of the mindset that one should not try to improve something you like. What a retarded mindset. If it's not important to you, why do you bother posting about it. Just to make fun of others? Yeah.

    5. Re:It's a Video Game People! by geekoid · · Score: 2

      Oh, I'm sorry, I forgat we're only allowed to discuss world problems on /.
      silly me.

      I'm sure you've never discussed a movie or book that really disappointed you, because that would cut into your "Really important things" conversation.
      you are a really useful engine!

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  23. Re:Text of Post by justzisguy · · Score: 1

    Have we hosed Sony now? Shameless karma whoring at its best, except why go off and post AC?

  24. Re:Tell Me Again Why You Can't Have Multiple Accou by Kwil · · Score: 1

    And if all you needed was a completely flat file, you might be right.

    Unfortunately, you need a database that can handle that level of storage and that many records, yet still has reasonable times for searches and updates with various data integrity checks etc. That's where the real cost comes in.

    And for those kind of databases, storing a terabyte worth of records can cost half as much again as storing a terabyte minus one.

    --

    That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

  25. crypted character downloads by Erpo · · Score: 2, Interesting

    One of the reasons they cite for limiting accounts to one player each is server storage space. Here's an idea: if a player wants to, allow him to download his character and store it on his own computer -- then he can create a new character and play it until he decides he wants his old one back or discovers that his MMORPG addiction is destroying his social life ( ;) ). If he chooses to go back to his original character, let him upload it and play from where he left off.

    There are two main ways a user can cheat in a system like this:

    1. He can download, modify, and upload his character file to get extra items or status, and
    2. He can download his character, do something risky but with a large possible reward online, and re-upload his character file if he isn't successful and ends up losing something.

    Both of those problems could be solved by associating a unique ID and last-downloaded date with every character in a user's account. Character files containing the above data would be made available for download, and only the unique ID and date would remain on the server taking up very little space after download. Since the data would be encrypted using a fast, proven symmetric cypher and the server would be the only entity in posession of the key, the user would be unable to determine the internal format of the character file or modify data to gain in-game status.

    Don't confuse this with DRM -- this is actually capable of working. Digital Restriction Mechanisms will always fail because in order for them to make content available to the user, the user's computer must be in possession of enough information at one time or another to obtain a decrypted copy of the "protected" content. This is not a requirement for the character-saving system, as the user never needs to have access to the character data stored in the file. Every character file could contain a copy of the goatse pic and no one would ever know.

    This system prevents users from uploading stored characters to erase mistakes by including a last downloaded date and a unique ID in the character file. If the last downloaded date in the character file is older than the last downloaded date stored on the server for that character's unique ID, or if a user tries to upload an earlier copy of their active character, the server would reject the upload.

    Of course, that's only a technical solution to the problem. It doesn't stop the rich from buying more than one account and getting around every single restriction imposed by single player accounts, but I have a feeling that the service providers kinda like it that way. Maybe EQ or Blizzard (Diablo II) will implement something like this and save themselves some storage space?

    1. Re:crypted character downloads by Brynath · · Score: 1
      what the hell are you smoking?

      That wouldn't solve anything it isn't the amount of space it's the cost of the Database software.

      how would you be able to set up a shop and sell stuff if you saved your character onto Your machine and then logged out? they are talking Database software here.

      It isn't like they can just go and slap down a few hundred dollars and fix it with some extra hard drives, or with people saving their characters to their hard drives.

    2. Re:crypted character downloads by Anonymous Coward · · Score: 0

      You don't get it. What he's saying is that you might have 5 characters, but can only have 1 "active" at any given time. The active one stays in the DB, the other 4 are simply in storage client-side. To swap, all the game driver would need to do is store an SHA sum of the current charfile, upload the charfile to the client, purge the record from the DB, load the new file from the client, perform integrity check against previously stored SHA sum, and voila, char 2 ready to go. It takes maybe a kilobyte in the DB per inactive char (assuming they allow really long names). People can't modify their inactive chars while they sit on their computers, and everyone is happy.

    3. Re:crypted character downloads by Gabrill · · Score: 1

      Wrong again. Unless LucasArts limits char switching to a week or more, then muling is still a problem.

      --
      Always going forward, 'cause we can't find reverse.
    4. Re:crypted character downloads by Ty · · Score: 3, Insightful

      This is completely retarded. This person has never played any sort of MMORPG. You NEVER, and I mean NEVER trust the client software to do any sort of calculation that would allow for cheating, including sending it the only copy of character data. No matter how it was encrypted, it would be cracked in all of about 2 hours after release.

      I can't believe this got modded up.


    5. Re:crypted character downloads by Kragg · · Score: 2

      Good idea. Certainly possible, 100% secure and eminently acheivable.
      Well, provided eminently means with an extra, oh, say 50 dev days? Plus 25 test days for alpha, add in another 25 dev days for beta support and bugfix.
      And then add... um... say 1 extra CS person per 10000 players to handle queries (and that's conservative). (== $5 per player per year)
      You're increasing dev costs by around $150k and increasing ongoing CS and support costs by I guess $50k per year per 1000 players.
      Oh, and bandwidth. The players are big, remember? Add bandwidth costs of $10k per 1000 players for u/l and d/l.
      Oh and you'd also be reducing their revenue, since if they allow this to happen they'd be throwing away a fair amount of dupe-account revenue.

      The real bullshit here is that it is storage costs that are the problem at all. They claim that going over the 'threshold' costs an extra 10x for DB costs. But do they then know the exact amount of storage they'll require? That would imply they know exactly how many people will be playing! Damnit, I'm going to go and buy 3 extra char accounts now, and bankrupt them.

      --
      If you can't see this, click here to enable sigs.
    6. Re:crypted character downloads by Anonymous Coward · · Score: 1, Informative

      That's right Ty, if they were to encrypt the data file using AES or 3DES, it would be only a matter of days before someone released a crack to let you edit the file. Pshaw.

      Seriously, though. This is not a bad idea, but it still doesn't take into account that they have explicitly said that they intend to have the character working on autopilot to some extent when you're not logged in -- so if you set up a shop or a manufacturing company, the character will still conduct business while you're offline. Well, this makes the situation signifigantly more complex; they can no longer afford to let you download the whole character in order to remove it from their systems. It just won't work with the autopilot functionality.

    7. Re:crypted character downloads by Anonymous Coward · · Score: 0

      The major reason he said their game has such a more complicated structure was this "face data."

      If it's just a map of the char's faces, it should be stored client side.

    8. Re:crypted character downloads by fleppir · · Score: 1

      All you folks who are dissing the parent post:

      This is viable as a means of implementing SCS and still being able to experiment with other character classes. Encryption is server-side and believe you me, DESIII is tougher encryption than our measly machines can decrypt in our lifetimes. I recall a story on /. not long ago that revolved around the design of an efficient DESIII cracker for the NSA (or other spook agency) for 1.3 billion US$.

      Not quite what week-end crackers have access to.

      I took a course in cryptology where one of the assignements was to crack a classical cryptosystem. All of them were hobbled in some respect.

      The Enigma project had a known signature, making it weaker.

      The Diffie-Hellman/RSA project was only 250 bit numbers, but we could only use math we could explain ourselves (CS, not math class).

      The RSA key was 240 bits.

      The DES project was to decode 4 packets of single DES with some part of the keyspace given.

      The easiest to implement was the des, because it is simply a brute-force attack on the keyspace, testing the output for english-legality. There were 2 DES teams and one of the teams managed to log some 2000 hours of computer time to decoding the packets. They were unsuccessful.

      Needless to say, DESIII is in my opinion safe.

      --
      I am the Barber of Seville.
    9. Re:crypted character downloads by Alsee · · Score: 2

      Excellent idea, though you missed a nice twist on it...

      The character data doesn't even need to be encrypted!

      Just store a hash of the data on the server. If you try to cheat the hash won't match and the character restore will fail. And there's no risk of the password being discovered because hashs don't use passwords.

      Another thing they were worried about was the fact that charcters "do stuff" even when you're offline, like mining and pets progressing, and that having 10 characters means you would have 10 charcaters mining at once. Well, that's pretty easy to solve - only allow once character per account to "do stuff" when you're offline. Seems pretty simple to me.

      I suspect that the fact that characters "work" even when you're not playing them will create a cross-server economy in their labor - keep a main account on one server and "worker drones" on the other 9 servers. Just log into the "worker drone" accounts for a few minutes every few days and trade their "work product" to someone who has a main account on that server and collect payment from one of his "worker drones" on the server with your main character. Of course you want to trade with someone you trust to complete the trade. Even if you get ripped off it's not such a big deal, the stuff that was stolen was no good to you because it was on a server you don't play anyway.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    10. Re:crypted character downloads by harlows_monkeys · · Score: 2
      This is completely retarded....No matter how it was encrypted, it would be cracked in all of about 2 hours after release.


      So, if they stored game data client-side encrypted with GPG, it would be cracked within 2 hours? Did you learn everything you know about encryption by watching movies, or what?

    11. Re:crypted character downloads by Dachannien · · Score: 1

      If you discovered the hash mechanism, you could engineer a modified character with the same hash. The only way to prevent that is to make the hash result larger, which obviates hashing the data in the first place.

    12. Re:crypted character downloads by Alsee · · Score: 2

      If you discovered the hash mechanism

      They'd be idiots NOT to use one of the standard published systems. Cryptographic hashes don't need secret passwords or secrect mechanisms for security. That's why they are secure!

      you could engineer a modified character with the same hash.

      The whole point of a hash is that if you pick a decent hash algorithm that is effectivly impossible. Lets put it this way, pretty much all of the E-cash systems are based on this. If it's good enough to prevent you from forging MONEY it's good enough to prevent you from forging characters.

      The only way to prevent that is to make the hash result larger, which obviates hashing the data in the first place

      A it looks like almost all of E-cash systems use a 20 byte hash. I guess if the characters need more security than MONEY you could always use 24 or even 32 bytes.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  26. Re:Tell Me Again Why You Can't Have Multiple Accou by justzisguy · · Score: 1

    Alright, so they are using SCSI. We're still talking peanuts though! Even at $5/GB for SCSI drives, the price of data is still nothing to sweat about.

  27. Cutting out three fourths of the market by USC-MBA · · Score: 5, Insightful
    By now,everyone should be familiar with Richard Bartle's classic article about the four types of MORPG players. To-wit:
    The four things that people typically enjoyed personally about MUDs were:

    i) Achievement within the game context.
    Players give themselves game-related goals, and vigorously set out to achieve them (...)

    ii) Exploration of the game.
    Players try to find out as much as they can about the virtual world. Although initially this means mapping its topology (ie. exploring the MUD's breadth), later it advances to experimentation with its physics (ie. exploring the MUD's depth).

    iii) Socialising with others.
    Players use the game's communicative facilities, and apply the role-playing that these engender, as a context in which to converse (and otherwise interact) with their fellow players.

    iv) Imposition upon others.
    Players use the tools provided by the game to cause distress to (or, in rare circumstances, to help) other players. (...)

    Note that Holocron's writeup assumes out of hand that Star Wars: Galaxies players are only concerned with developing their characters, that is, that the only legitimate way to play the game is within the "Achievement" context. This is viewing the potential market for this game through far too narrow a field.

    There are any number of legitimate reasons why MMORPG players who prefer the three types other than "Achievemer" would run multiple characters. "Explorers" would want to try many different classes or races. "Socializers" would want a different character to suit different moods or hang out with different crowds. "Imposers" (player-killer types) would need plenty of backups....

    Furthermore, Holocron's post made no mention of whether any reasonable pricing scheme other than forcing users to start entire new accounts (doubtless containing much redundant information) was even considered.

    The statement that multiple accounts are used primarily for muling belies an overly constrained mindset about how and why people play MMORPGs. I can only conclude that cutting out three fourths of SW:G's potential market with this draconian pricing move will only have a negative impact on profits.

    1. Re:Cutting out three fourths of the market by Galvatron · · Score: 2

      Explorers and socializers can just play different characters on different servers. 10 servers, 10 total characters at any given time. As for "imposers," I doubt death will be any more permanent in SWG than in any other MMORPG

      --
      "The question of whether a computer can think is no more interesting than that of whether a submarine can swim" -EWD
  28. why not distributed storage? by eddeye · · Score: 2, Informative

    A big reason given for this policy is the storage fees. It's expensive for them to store everyone's character server-side.

    Frankly I'm surprised no MMORPG's have attempted client-side storage yet. The security problems are relatively trivial. MAC (keyed hash) the data before it leaves the server and verify it when it comes back. The client transmits the MACed data when he starts a session, the server modifies it locally during play, and the client gets back the updated and reMACed data when he logs off. If the client tries to modify his char data, the server detects the change and refuses to load the char. If the client gets disconnected before receiving their updated char file, then have the server store it so the data isn't lost.

    With an onboard secure coprocessor card, the MACs can be computed and verified quickly and cheaply with little risk of key compromise. The player will have to wait a little longer to load up the game, but if the alternative is one char per acount I'd certainly do it.

    This should significantly reduce the storage costs, but with a corresponding (but probably not equal) rise in bandwidth costs. It all hinges on the cost per byte of bandwidth versus storage. If there's ever a point when bandwidth is cheaper, this model should be viable.

    --
    Democracy is two wolves and a sheep voting on lunch.
    1. Re:why not distributed storage? by Anonymous Coward · · Score: 0

      What about people playing on multiple computers such as gaming centers and such? Also, from hacking diablo 2 series, it is way too easy to cheat it with the files stored on the server, much less files stored locally (which actually did happen for a few patches). Thin clients are a good thing, although I still doubt that "Storage costs" are anything more than red herrings. Unless you discount that they probably have uber-gigabit high-tech firewire raid scsi usb hard drives that cost 30 grand each.

    2. Re:why not distributed storage? by foniksonik · · Score: 2

      You missed the commentary on how the data is stored, db records, distributed, load balanced database records. In the future a distributed non-db storage scheme is plausible, but for current game architecture, apparently it's not.

      Second, to add to the resolution, it's not just storage space with the database model, it is also licensing fees (a much larger portion of the actual TCO).

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    3. Re:why not distributed storage? by Anonymous Coward · · Score: 0

      You missed the whole point of his post. Under such a system, the database would only need to store a (assuming SHA) 160-byte hash per character. Active characters will, of course, need uploaded before play, but this is still far less DB space used at any given time than 1 char stored server-side.

    4. Re:why not distributed storage? by Joe+Rumsey · · Score: 3, Insightful

      Pretending that it's even possible to make it 100% secure, there are still major problems. What if you want to play from another computer (say you play for half an hour at lunch at work)? You have to somehow get a copy of your character on to all the computers you might want to play from. What about game rooms? Where do you store your character if you never play on the same machine twice in a row? Save it to a floppy or a CD-RW, and hope it doesn't get demagnetized or lost?

      What if your hard drive crashes? Or you have to reinstall Windows and it formats your drive? (I know, don't be silly, Windows is perfect!)

      It will never work. The first time any of those things happen to make someone lose their character, they will quit the game. Of course, they will first cost you at least as much money as they've paid you in support calls trying to get their character back. Why, you'd have to keep server side backups of every character to make sure they always existed somewhere. But that's crazy talk!

    5. Re:why not distributed storage? by Anonymous Coward · · Score: 0

      I thought the first rule of Client/Server programming (Especially in the case of MMORPG's) was:

      Do NOT trust the client.

      It's out of your hands and god knows what somebody is doing to it.

      I'm sure you remember hex editing old save games, what's to stop people from doing that to their character? It would take a more sophisicated approach, but determined people will stop at nothing.

  29. Too much to think! by edox. · · Score: 0, Offtopic

    How do u know the true INTENtion of good & bad?
    We are programmed to think good= @Everything_good
    They might be programmed= @something_else[my google didnt figure it out :(]
    Good might be bad in alien language and inverse for extra-terrestrials!
    It might be excellent for their logic --->"single-characters per account"[$ per a/c]

    Informative[-5]--This is just a plain old text

    --
    quote:port 17 udp
  30. In the end.... by 73SSNova · · Score: 1

    ...but the rich can still mule!
    Yes. They can buy another account and mule away. And in turn their extra fee can help pay for the extra database server they're obliging us to buy. Is this a crass businessy thing to say? Maybe. But I'm being honest and realistic here.


    Sure... in the end, we are all just trying to make a buck!

  31. Great Rebuttal to the whole thing........ by Anonymous Coward · · Score: 0

    I personally would have liked atleast 2 characters per galaxy. I was absolutely shocked by the news of SCS, I was almost 100% sure that this game would have MCS.

    I believe that SCS is just a smiple/cheap way of dealing with griefing/muling, when other actions could have been taken.

    I don't understand why Muling is a factor, "I have a house, I can store as much as I want in it". SCS does not control muling. With houses there is no need for mules.

    Independance? Allowing 2 characters per galaxies wouldn't allow you to live on your own without any interaction with others. Now I agree that 4 or more characters per galaxy could become a problem, but allowing 2, I see no problem with that. And 2 characters is a million times better that SCS.

    Griefing, well I'm not quite sure of all the forms of griefing, but I sure it can be summerized at "pissing people off". SCS will not stop this, I will(well not myself, I don't harress others, I respect others and the feelings) just go to another server and piss people of there to get my griefing "fix".
    Allowing 2 characters per server would allow for much griefing. If a character is reported, then the GM/Dev/Guide should track done the users account, and warn every character on that account about the griefing, then if it happens again with any other new or exsisting character on that account, ban them...seems simple to me..

    If you are worried about spying and whatnot, then just have MCS-Single-Faction-Servers...All toons have to be Rebel, or Imp, or neutral. You cannot have combinations.

    I believe SCS was just a simple way of getting this game out earlier because they are running out of time to impliment any of these logical systems.

  32. Moronic analogy alert by Anonymous Coward · · Score: 1, Informative

    The fact is, if I want cable TV in another room, I have to pay for an additional cable outlet.

    Uh, what planet is this on? Here in the US, cable companies are prohibited from charging on a per outlet basis. If I want cable TV in another room, all I have to do is buy a splitter at Radio Shack. Now, if I split it too many times I'll get a poor signal, but then all I have to do is buy a signal amplifier. Bad analogy.

    If I want a phone for my daughter or heck, for myself in my office, I have to pay.

    For a phone? No, you don't. Again, you just split the line and add an extension. Now, if I want to add a separate line, okay, but that's not the same thing, that's consuming additional resources (an extra number)

    If I want a second cell phone on my family plan, I have to pay.

    Only because the cell phone providers are in collusion to prevent people from getting the services that are possible. There is no technical reason why I can't clone a handset and have more than one cell phone...other than of course only one can ring. In fact, if you know the right codes to enter you can do this.

    I have multiple computers on my home network, and I pay for the extra IP addresses.

    Or you just setup a router/NAT/whatever and share the existing IP address.

    1. Re:Moronic analogy alert by Com2Kid · · Score: 2
      • Uh, what planet is this on? Here in the US, cable companies are prohibited from charging on a per outlet basis. If I want cable TV in another room, all I have to do is buy a splitter at Radio Shack.


      Last time I checked, if my local cable co hears about that they cancel the account. They ban the usage of splitters. Not like the cable guy gives a damn (or won't help you install them for that matter. . . .)
    2. Re:Moronic analogy alert by Sandman1971 · · Score: 2

      I don't know about the US, but here in Canada....

      You can buy splitters for your cable and split your phone line to add another extension... But guess what. Doing it is against your contract with the phone/cable company. Doing so can incure fines and have your service cut off for breach of contract. Just because they are available at Radio Shack does not mean you can do it without the chance of repurcussion. And in fact, there are 'legal' uses of splitters and signal boosters that don't include setting up a pirated outlet.

      Doing so is theft of service, plain and simple.

      --
      It's better to burn out than to fade away
    3. Re:Moronic analogy alert by adavidw · · Score: 2, Informative

      Assuming you're in the US, your local cable company is kind of, well, violating law. The Telecommunications Reform (or Deregulation, or something) Act of, oh, 1993 or so (too lazy to look up the reference) specifically states that the wiring in your house is yours, and what you do with at that point is your business. You can put splitters on those wires to get the signal to as many places as you want.

      Now, each splitter drops the signal level, and the cable co is under no obligation to up your signal to accomodate your mess of splitters. Additionally, there's nothing that prohibits a cable company from charging for an extra outlet, and many do that. Some will only charge an installation fee one time, while others will charge a monthly extra outlet fee, which is basically breaking up your extra outlet installation fee into an infinite number of equal monthly installments. Hey, if they installed that outlet for you, they can charge you whatever they like, however they like. But, if you hooked up that outlet yourself, on wires that legally belong to you, they can't charge you any additional money for that.

      Of course, the cable company could make sure that they're sending a 0db signal, and charge you to up it if you're splitting it. And, don't forget one of the real reasons why the cable companies love digital cable so much. Since you need a box, it's back to the per television fee. Even if you could buy your own digital cable box, they can still charge an access fee to authorize it on a monthly basis.

      Just because I'm too lazy to look up the reference doesn't mean that this is not 100% true. I'm a renowned authority on the subject. If you don't believe me and want to prove me wrong, find a reference and post it here (this is just my way of baiting someone into doing the fact checking for me).

    4. Re:Moronic analogy alert by Anonymous Coward · · Score: 0

      I don't know about Canada, but in Soviet Russia, the cable splits YOU.

    5. Re:Moronic analogy alert by Anonymous Coward · · Score: 0

      Duuh, no it's not theft of service. I have a TV in my living room and my bedroom. I would be foolish to pay for the same thing twice.

      Also I can install a second phone if I want to, the stores for my phone company even DIY kits.

    6. Re:Moronic analogy alert by Anonymous Coward · · Score: 0
      I don't know about the US, but here in Canada....

      You can buy splitters for your cable and split your phone line to add another extension... But guess what. Doing it is against your contract with the phone/cable company

      Wow. That sucks.

      You should consider moving to a free country.

    7. Re:Moronic analogy alert by Anonymous Coward · · Score: 0

      Actually i walked into my local cox service department asked for a splitter they handed it to me and i walked out. Never asked if i was a customer or anything.

  33. UNIX is better by bockman · · Score: 4, Funny

    It allows up to 8 (!) characters per account. And with some extensions, you can have even more!!!

    --
    Ciao

    ----

    FB

    1. Re:UNIX is better by archen · · Score: 1

      I play that game all the time, the graphics suck! And when you level, your UID goes down. Who came up with that system anyway? =P

  34. Would it be too far fetched... by Anonymous Coward · · Score: 4, Insightful

    to wonder if game companies have considered keeping profiles on players based on everything done and said in the game?

    If some value could be had from something like that, how long would it take for some enterprising game companies to captalize on it?

    Some angry words passed between you and some other person in the game, echoing forever onwards throughout your life? Picture your resume sitting before the hiring officer of some company in the future:

    "Hey Bill, pull the personality profile, and credit reports for this stack of applicants."

    "Sweet jesus, this guy sure is a live one!"

    *sound of balled paper hitting bottom of wastebasket*

    And there's a whole lot of stuff that seems perfectly normal when in context but could be quite useful in the hands of someone who wants to destroy you.

    Make some nasty comment about some future politician? Big Mistake, because guess who he plays golf with on Sundays? that guy, what's his name, Poindexter's succesor. ANd you better believe they're gonna find plenty of stuff on you to shut your ass up real quick-like.

    In a way, tribes who think you've stolen their souls whe their pictures are taken, have grasped a small part of something. If someone has sufficient information about you, they do have your soul. Everything would be predictable to them. Even if you had a chnace to confront them, they would know ahead of time how to counter the arguments, because they've reviewed arguments you've had in the past. If you tried to take them to court...out comes the shitstorm of information. all that stuff you said all those years back. Have tremendous power over you through this knowledge alone, not mentioning all the possibilities for blackmail.

    Ahhh contraire! You have nothing to hide, do you?
    Sure. If that lets you rest easier at night, you keep on believing that. Otherwise, you might want to ponder the sorts of things about your life that will be bought and sold like a credit report.

    Maybe I wasn't clear enough. You don't need to be a criminal to be concerned about this. Any information about you, is power that can be used against you. If people are execerting effort to gather information about you, chances are goodwill towards you isn't a major factor in their efforts.

    Ok, now I'm sounding paranoid. But think about it. I'm not saying to go hide in hole and treat life as if it were some precious secret, I'm just pointing out that it may not be wise /to go to the other extreme/ and blast a shitstorm of personal information about yourself every day on the internet. And it is easy to do, an example being these games.

    In this way, the only true speech is anonymous speech.

    1. Re:Would it be too far fetched... by mvpll · · Score: 1

      Yeah, you have to be careful, wouldn't want people to know you once said,
      "Come here George Wookie Bush, I'm going to stick this here light saber where the suns don't shine!".

      In general, people also appreciate it when others refrain from "blasting shitstorms of personal information onto the internet" as there is already pleny of "personal shit" to wade through now.

    2. Re:Would it be too far fetched... by grumpygrodyguy · · Score: 2

      Would it be too far fetched to wonder if game companies have considered keeping profiles on players based on everything done and said in the game?

      If some value could be had from something like that, how long would it take for some enterprising game companies to captalize on it?


      Yes, and this is quite frankly what is most dissapointing about this decision. It means that games like SWG will always be just games. I don't know how many of you are aware of this, but there are thousands of people who support themselves finacially by playing Everquest. They put a great deal of time/effort into accumulating valuables in order to sell them for real cash to real buyers. There are also service players who sell accounts, or offer to PL your character for a fee.

      Regardless of your stand on the morality of these kinds of people, one has to admire the fact that a thriving middle class structure has actually managed to develop within an completely artificial world. This is the kind of stuff that Neil Stephenson wrote about. It was something that SOE didn't plan for, and it's something they have been trying to stop ever since.

      SOE has been telling the gaming community at large that they will not tolerate sharing thier profit space with anyone. Regardless of whether or not it improves play, or expands thier subscriber base. SOE is god, players are the sheep, and they intend to keep it that way. Instead of allowing an ecosystem to develop where players can actually become professionals within the game, SOE is ensuring that its games will always be played by weekenders and late nighters...or kids during thier summer-time break. I think it's a big mistake.

      A very important niche of the gaming community is being marginalized. I'm disappointed at Sony's lack of effort in trying to expand on what is one of the more interesting "side effects" of EQ. Instead they are greedily covering thier territory, and disempowering thier user base to such extent as to ensure that what happened in EQ won't be possible in SWG or EQ2.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
  35. Re:Tell Me Again Why You Can't Have Multiple Accou by Derek+S · · Score: 1

    You remind me of the Windows developers I had to support a few years ago when I ran a helpdesk. Sure, storage is cheap...if you don't need to worry about IT support, redundancy, reliability, backups, or high-volume network access. If you do need any of those things (and I imagine that the Galaxies servers will need all of them), then the price goes way up.

  36. Hmm... by Nogami_Saeko · · Score: 2

    I don't like the attitude there. Too much talk about EULAs really annoys me.

    I suppose the point is, the marketplace will decide. I have decided. I won't spend my money on their product.

    N.

    --
    "Nothing strengthens authority so much as silence." - Charles de Gaulle
    1. Re:Hmm... by joechip · · Score: 1

      I can't tell if you are being funny or not.

      If there is a place to discuss a EULA, that appeared to be it.

  37. Re:Tell Me Again Why You Can't Have Multiple Accou by Brynath · · Score: 1
    do you get it They are paying for the Database software, the software costs $Y amount of dollars for X Gig of information held, if you go to x Gig + 1 byte then it costs $y * 10 for the next size server.

    Do the math do you want to pay the $10 to $15 that they plan to charge or do you want to pay $100 to $150 that they would have to charge to make the game break even, if they allowed you to have 10 characters that you might realisticly only use 2 of?

  38. 2 Characters??? by Anonymous Coward · · Score: 2, Interesting

    Independance? Allowing 2 characters per galaxies wouldn't allow you to live on your own without any interaction with others. Now I agree that 4 or more characters per galaxy could become a problem, but allowing 2, I see no problem with that. And 2 characters is a million times better that SCS.

    Griefing, well I'm not quite sure of all the forms of griefing, but I sure it can be summerized at "pissing people off". SCS will not stop this, I will(well not myself, I don't harress others, I respect others and the feelings) just go to another server and piss people of there to get my griefing "fix".
    Allowing 2 characters per server would allow for much griefing. If a character is reported, then the GM/Dev/Guide should track done the users account, and warn every character on that account about the griefing, then if it happens again with any other new or exsisting character on that account, ban them...seems simple to me..

    If you are worried about spying and whatnot, then just have MCS-Single-Faction-Servers...All toons have to be Rebel, or Imp, or neutral. You cannot have combinations.

    I believe SCS was just a simple way of getting this game out earlier because they are running out of time to impliment any of these logical systems.

    1. Re:2 Characters??? by foniksonik · · Score: 2

      "I believe SCS was just a simple way of getting this game out earlier because they are running out of time to impliment any of these logical systems."

      Sounds likely to me.

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
  39. Startling (and refreshing) honesty! by Anonymous Coward · · Score: 1, Interesting
    We should make clear that this has little to do with roleplaying--rather the opposite, in fact. Most of the people who argue this point are not going so far in their daily gameplay as to keep their alts secret. I've actually been down that route--I used to maintain a separate email address for an alt of mine, separate web address, and maintained fictional friendships and the works, but it was for the reason that I was a mud admin at the time, and really really didn't want people to know who my alt was.

    Well, I guess the First Step is admitting you have a problem.... Which Step is it where you open a bar where people can get as drunk as they want but have to stick with the same drink all night every night? Is that Step Pi, or Step Square Root of Two, or what?

  40. I don't buy it by whereiswaldo · · Score: 2

    I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up." As it already stands, our programmers are nervous that we're storing too much data per character. Heck, we got asked, "You can live with 20 items in inventory max, right? 150 items total per character across the entire game?" Do the math on the items stored with a character above, and start getting scared.

    Say a player takes 1 megabyte of space. How many pennies does a meg cost these days? Plus backup, plus electricity, blah blah blah. Say 50 cents per player? And you're paying $10 to join? That hs to cover advertising, development, etc.. so ten bucks helps to cover all that. Perhaps having secondary players at 50 cents a shot wouldn't be a bad idea since the only added cost then is storage space.

    1. Re:I don't buy it by foniksonik · · Score: 5, Interesting

      Remember that this is all being kept in a COMMERCIAL database, the kind with licensing fees and really good performance. TCO isn't just the hard disk storage space. Think administration, think redundancy (as in mirroring), think backup, think load balancing, add in bandwidth costs for balancing, mirroring, etc. and shit adds up.

      I work for a storage technology company. These are real details that do cost cash. BTW this is the short list of expenses.

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    2. Re:I don't buy it by Brynath · · Score: 1
      Did you even read the quote you used?

      it's not that they cant buy space, but the software to store and access the information, costs X amount untill you reach a specific threshold, after which you pay a signifigant amount more, because you have to purchase the Next Tier of service.

      Think you cant just pay a bit of an extra amount to have an extra character when if they have too many characters they need to pay a signifigant amount extra.

    3. Re:I don't buy it by whereiswaldo · · Score: 2

      I hardly believe they will run it so close to the licensing threshhold, but say there were no secondary players allowed, and someone wanted to join for ten bucks. That player would bump them into the next tier which would cost, say, $20,000 dollars. Not worth it. Forget expanding.

      I don't think it's that cut & dried. Sooner or later they will exceed a threshold and it will make them money. What the need to do is figure out how much an extra player costs just in hardware, backup, etc... (MUST be less than $10) and only charge people that much.

    4. Re:I don't buy it by Brynath · · Score: 1

      Well they are planning on limiting the amount of players on any server, so they can tell where they will be and bring it right up to the threshold of the server, then as either they get their cost down to keep the servers up, or figure that they can spend the extra money they can expand the amount of characters that they allow on the servers.

    5. Re:I don't buy it by whereiswaldo · · Score: 2

      If they're running that close to the profit line, they might as well switch to mysql or postgres while they're ahead. They won't make enough money to please the (almighty) stockholders otherwise, AFAICT.

    6. Re:I don't buy it by Tim+Browse · · Score: 2

      All fair points - but if you read the aricle, you'll see the guy is complaining about space being taken up, that people are not really using. They just have lots of characters that they use occasionally. So load balancing, bandwidth costs, etc don't come into it. They need a certain level of that for the game no matter how many characters are used - it seems to be a storage only issue.

      Having said that, the admin, redundancy, backup etc are real issues. Most people seem to be missing the fact that if the servers/player data are mirrored, they're taking up that space many times over, in multiple hard drives and multiple tapes/backup systems, etc.

      Tim

  41. Deleted characters? by anethema · · Score: 2, Interesting

    Maybe I should have RTFA a bit closer, but I couldnt tell...
    Can you delete the one character to play a new one on that server?
    Maybe an option for these outraged people is to explore their first character as much as possible, then delete it, and explore new avenues.(sp?)
    Or I guess selling your game along with the high level character and buying a new game and starting over is always an option to...

    --


    It's easier to fight for one's principles than to live up to them.
    1. Re:Deleted characters? by Brynath · · Score: 1
      Yes you can delete your character, or if you don't like what your character can do, you can choose to drop the skills that you have earned and go a diffrent way, and pick up other skills.

      Don't like making droids, well get out of the droid buisness and, start practicing with your blaster, poof you are now a bounty hunter, don't like the long hours and the thrill of the hunt, put away your blaster and pick up some scissors and become a hairstylist.

      The choice is up to you, and they allow you to change your mind even.

    2. Re:Deleted characters? by anethema · · Score: 1

      Well then, in Arnold Schwarzenegger's infamous words...
      "STOP WHINING!"

      --


      It's easier to fight for one's principles than to live up to them.
  42. Merkac Dot - Google Links, Slashdot Summary by merkac · · Score: 0, Redundant
    Merkac Dot - The Slashdot Summariser: something to ease your slashdot browsing.
    All story links point to the google cache. See Merkac Dot for the full slashdot summary

    Star Wars Galaxies Only to Allow One Character Per Account Games [G] | Posted by chrisd on Saturday December 14, @04:08AM
    from the one-one-r2d2-per-customer dept.
    frotty writes "The developers of Star Wars Galaxies recently announced [G] that the game would only allow a single character per purchased account on any server. This has outraged some, and relieved others." Click on the link to see the reasoning behind this move.

  43. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0
    What are they doing with the damn items? Storing the whole description and past history in exacting detail as they were handed down for thousands of years as heirlooms?

    They're obviously not using a setup like this:

    • Two fibrechannel databases.

      • One containing a list of "base" items, structures, or even components of structures. A catalogue, if you will. Individual items in here are big, but they're not tremendously numerous.
      • One containing character data. They own things from the other database, and here we just store circumstantial information like modifications, status, location, etc...
      • Pull from both databases at once, effectively placing some load-balancing right in the design itself in addition to mitigating the storage cost of item records.


    • Scalable cluster

      • Claiming a 10x cost increase for going over a threshold and buying a new class of server tells me they failed to design the infrastructure in an acceptable manner
      • Costs for increasing capacity should be very managable. At most all you should need to do is buy another box or disk array of the same type as your others and hook it into the cluster


    • Raph Koster works for them. This is the same guy who worked on Ultima Online, which sported such design triumphs as a non-database character data storage system with a backup cycle so slow it had to run continuously because it could not complete within the 4-hour interval between scheduled backups. Transactions, Raph. Transaction commits to database, good!


    I bet they're doing obscenely wasteful things like using ints to track individual character features that have under 256 alternatives each.
    There are 101 moustaches to choose from! Quick, store that vital info in a 4-byte variable! Better store the name of that whisker style as a unicode string, too!

    typedef struct _moustache {
    3ds_model style_mesh;
    texbuf moustache_texture;
    unsigned long color_red;
    unsigned long color_green;
    unsigned long color_blue;
    unsigned long color_alpha;
    double face_position_pitch;
    double face_position_tilt;
    double face_position_height;
    double face_position_rotation;
    uchar* style_name;
    uchar* color_name;
    long double phase_shift; /* depricated, but one little function in an obscure dll uses this, and it's only 8 measly bytes... */
    long double isodimensional_tachyon_rift; /* this'll be used in a plot point next year. one randomly chosen player will need this special moustache-based super power, so we need to give everyone the variable... it's only 8 bytes anyway */
    } moustache;

    It's the only explanation.
  44. Total Cost of Ownership by foniksonik · · Score: 5, Interesting

    Anyone interested in knowing how much it takes to maintain Terabytes of database storage:

    Hardware
    - Storage
    - CPUs
    - NIC cards
    - Cables
    - Electricity ($$$)

    Licensing (Commercial)
    - OS
    - Database
    - Admin seats
    - User seats
    - Storage Admin Software
    - Admin seats

    Administration
    - Salary
    - QA at 60k/yr
    - Admin at 75k/yr
    - Manager at 80k/yr

    These are all very ball-park, but you can see that there is a lot more than $1/GB involved here.

    Sure you can buy a hard drive for about $1/GB for personal use but you don't count all the man hours involved in maintenance or you don't have enugh activity to need maintenance or any of the other tasks involved with serious database activity.

    I hope this starts you thinking about all the effort that goes into keeping a very active DB going.

    There's more, much more to say about this but I'm done for now.

    --
    A fool throws a stone into a well and a thousand sages can not remove it.
    1. Re:Total Cost of Ownership by alexburke · · Score: 2

      Almost every single one of those items are the same regardless if you have 20GB of storage or 1TB of storage. I know this because I have a fileserver with six 120GB drives forming a RAID 5 array, and other than needing more than one controller due to the number of drives involved, everything else is the same.

      So don't tell me that you need more license seats because you have more storage available. I call bullshit.

    2. Re:Total Cost of Ownership by Anonymous Coward · · Score: 0

      You are not maintaining an enterprise storage facility. You are maintaining a personal porn and pirated media collection. Don't pretend that's the same thing, it just makes you look like a 'tard.

    3. Re:Total Cost of Ownership by alteran · · Score: 2
      "So don't tell me that you need more license seats because you have more storage available. I call bullshit."

      It's easy to call bullshit on something that was never said. He just mentioned user license seats as an expense of running a large DB.

      As other people have pointed out, this whole storage space discussion is a Straw Man / Red Herring. If you read the article, it mentions that there's a DB size over which they'll pay a premium according to contract. Maybe you don't believe the guy, but repeating that storage is cheap is completely irrelevent.

      --
      Who is RTFM and when will he help me with Unix?
  45. An alternative? by long_john_stewart_mi · · Score: 2, Interesting

    I know that in Warcraft III, Blizzard has a ton of data to store when it comes to team games. What they did was set a 30-day inactivity limit, at which point the record for that team is erased. To me, this seems a bit more fair than "you can only have one team" (character in this case).

    I'm curious if this idea is feasible for them, because it would make more people happy I bet... Or maybe set an inactivity limit for additional characters to 30 days, and let the person keep their selected primary character indefinitely. Then if they go away for a bit, they don't lose everything.

    But the fact that he's complaining about how much data each customized face takes up makes it sound like they didn't plan this thing out very well. They could have sacrificed a bit of customizability in exchange for smaller data sets.

    Anyway, enough ranting... That's just my opinion.

    --
    ...oOOo..'(_)'..oOOo...
  46. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0

    The article was actually about a beautifully-done drop-stitch doiley depicting some really long post in the SWG forums. It even shows you how to stitch your own from any page of written text and images.

    Not sure what prompted your rant about some game accounts.

  47. What do you think the chances are... by ndnet · · Score: 1

    ...that 90% of the complainers are mules of a few regularly used accounts. ;)

  48. Re:It's one character per server, 10 to an account by darien · · Score: 2

    I bet they're doing obscenely wasteful things like using ints to track individual character features that have under 256 alternatives each.

    That would be wasteful. If they... oh, ints. Sorry. Thought you said ents.

  49. Re:Tell Me Again Why You Can't Have Multiple Accou by Anonymous Coward · · Score: 0

    Then cluster 'em and pay $Y * 2 for double capacity instead of $Y * 10 for one more byte.

  50. Why is everyone hung up on the storage issue by vaguelyamused · · Score: 4, Informative

    Reading the responses of most people I don't understand why most people are hung up on the storage issue. Maybe it will cost them lots of money, maybe it won't, at the same time we're ignoring the gameplay issues that I think are core to SOE's decision. The people who are screaming the loudest about this are the Everquest and other MMPORPG power players. They want SWG to be Everquest in the Star Wars universe. They want muling so they can store huge amount of accumulated loot. They want to be able to twink new characters with the latest and greatest stuff. In order to build a complex or powerful item in SWG requires multiple skills that a single person can't have. This makes sense. Most of us can't build a car from scratch, much less a VCR or telephone. I'm not talking about assembling them from pre-made parts, I'm talking about building every individual component themselves. By requiring users to depend on each other to get the things they want requires interaction between the players and discourages being an a-hole to everyone you meet. If you can have 10 characters per server than you won't need anybody you can build it all yourself, no interdependency, no socialization. I honestly believe that the reason that SOE is using one character per server is to improve gameplay and interaction. Having played several other MMPORPGs this is something that desperately needs improvement. Maybe it will work, maybe it won't, but I believe it's worth a try. For those who want to twink, mule and grief, keep your EQ accounts.

    --
    STOP ROCK VIDEO
    1. Re:Why is everyone hung up on the storage issue by Anonymous Coward · · Score: 0

      haaa... makes so much sense.

      afther reading your comment everything is clear, no need to read the article or other comments. good stuff.

  51. Re:blah blah blah who the fuck cares? by Anonymous Coward · · Score: 0

    This is, of course, an inherent contradiction. If it's modded up, then people care, but the message says that people don't care. If it's modded down, then people don't care, but they may not get to see your message either.

  52. Dunno, don't wanna know... by Anonymous Coward · · Score: 0
    I have no idea what this is all about, but in the linked "story" it says:

    If you're the sort of gamer that seeks to optimize everything, then you'll probably be frustrated that you made a Bothan, and he's never going to be as good at hand to hand combat as a Wookiee, true. But you CAN make that Bothan into anything that Wookiee is.

    Ugh, that's enough to put me off right now. Y'all can have fun roll playing wookiees and ewoks. I'll stick to other online RPGs thankyou...

  53. Only one character per account? by Anonymous Coward · · Score: 0

    When I first read the title, I wondered if their quota system were a bit harsh to their users. When I went to school way back, we had room for more than one character on our unix accounts.

  54. Re:It's one character per server, 10 to an account by JaredOfEuropa · · Score: 3, Insightful

    Not that elegant.... He lists the pros and cons, mostly just glosses over the reasons people want more than one character, and misses an obvious (and tried-and-true) solution to the problem of having characters in multiple factions: allow multiple characters on a server, but in one faction only. Dark Age of Camelot does this.

    Another concern would be how viable it actually is to play on different servers. With most MMORPGs, your connection to the server plays a large role in how well you'll fight, especially in PvP. For that reason people choose a server that is closest to them physically, so they can enjoy a good connection. You'll probably find one or two SWG servers with a good connection, but on the further servers you'll always be playing second fiddle to the locals.

    In the end I agree with the poster who said "You can have my 10 characters on 10 servers, if you give me just 2 characters on a single server". Raph Koster goes on about experimenting (dabbling as he calls it), muling and twinking, and he does not miss the fact that these are in fact very popular playstyles. That leads me to believe that this is primarily a business decision: these playstyles are in fact so popular that people will happily fork over money for an additional account once they are hooked. I'm not sure that Raph is the one that made this decision, it might have been some drongo from Lucasart marketing. But it's a smart move... look at Ultima Online, where one gets to play 5 characters per server on all the servers. Even so, some players have as many as 5 accounts. Personally I think that anyone playing SWG and liking it, will very soon feel the need for an additional account.

    --
    If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  55. I applaud the fools. by Anonymous Coward · · Score: 0

    I am, after all, from the old school of Bastard Implementors from Hell. A pity this will do very little to stop problems.

    The most dedicated people who cause problems through muling, twinking, powerlevelling, etc. are the ones who already have multiple accounts on these games. This move will only help them get ahead, while leaving more 'regular' players with the short end of the stick.

    If they went farther - one account only, that'd be fine. However, while that was possible in the days of text-based MUDs, back when e-mail addresses weren't so easy to come by, it's impossible now. E-mail addresses can be gotten by the millions and anyone over the age of 16 can get a near-limitless supply of credit cards. Anything else to prevent multiple accounts would take too much power and be too complex - besides, why would they want to? These new graphical MUDs are corporate run, and thus, dependant on revenue streams. ;)

    This will backfire on them. People who play these games make friends. People who make friends are loathe to leave them. I've seen disgruntled players who wouldn't leave a MUD, despite the fact that they hated playing. Why? Their friends were all there. I've seen it on games such as EverQuest and Dark Age of Camelot as well.

    If that was the only part of the issue, SW:G would be fine. However, players of these games also like to try new things - different classes, different races. They will dislike the idea of having to leave their friends to do it on another server.

    With the number of graphical MUDs that are coming out these days, SW:G is shooting itself in the foot with this. Regular players will go elsewhere, so will powerplayers. The only ones that'll be left are the hardest of the hardcore Star Wars fans, and there's not enough of those to generate the income of another EverQuest or DAoC.

  56. This is not about SCS Vs MCS by SWG-Tang · · Score: 5, Informative
    I am a SWG beta tester since beta 1 batch 4.
    Please read the post by Holocron on the reasons behind SCS when you can.
    1. http://boards.station.sony.com/ubb/starwars/Foru m3/HTML/088000.html

    SCS is critical to many aspects that are only unique to SWG and not other MMOs. This is not a SCS Vs MCS issue. But more of which will be best for SWG.
    I am sure alot of old school MMO gamers will be put off by it but here's my take anyway :)

    First of all, the customizability of SWG needs SCS. It's not only when you create your character but also after throught your SWG gamelife! The Image Designer Profession can alter your look, hairstyle, tatoos, cloths etc. There will be 3 layers of clothings. Your house and many other things can be customized and personalized. Your pets can also grow! Not just in its stats and skills but its size! There are many more other features of the game that can be customized. This customizability aspect of SWG is unseen in any other games. And it needs SCS to maintain a feasible server/CS cost.

    SCS ensures a player-driven economy will not get destroyed by excessive muling and self-sufficient players. And it secures the roles of the crafter professions in the economy. Trading at this scale will also foster a tighter community.

    SCS also means no more two-face cowards that play their main hero then logon their griefer char once in the while to just piss people off. With only one character per server, and such heavy emphasis on interdependency, every single actions you do in game counts. Griefer can still buy separate accounts, but he would have to pay to do that and that atleast covers the additional CS he caused.

    There are many more reasons and benefits SCS will bring to SWG. The only benefit MCS I can see so far is satisfying the old MMO gamers "habit". I canforesee SWG's SCS concept will only be the first in the 3rd generation MMOs. As MMO becomes bigger, more detail and more complex, they will need SCS.

    It all boils down to one question, do you want to play UO/AC/EQ-in-space, or do you want to play SWG? Those who gets put off by SCS and refuse to play SWG, I am sure a good portion of them will try out SWG when the others rave about it when its launched. Ya, I have that much faith in it. ;) I will stop here before I carelessly break my NDA :p

    P.S. In a nutshell SWG's SCS means, for each account you own, you can have 10 character but only 1 on each server.
    SCS - Single Character Servers
    MCS - Multiple Character Servers
    CS - Customer Support

    -Tang

  57. Now this is amusing. by DragonPup · · Score: 2

    SOE sure has its head in the sand here. Mythic just raised the number in Dark Age of Camelot to 8/server(24 on Gareheris, pendragon, Mordread, and Andred, actually).

    So why would you want more than 1 characters on a single server?
    -Friends: People make alt characters and still want to be with their friends.
    -Crafting: No one class can do all the crafts, and there are people who take pride that have a high skill crafter for most/all the craft trades. High level crafters are an asset to the entire realm.
    -Roleplayiing: Yes, there are people who actually roleplay. And some roleplay more than 1 character.

    Unless SOE changes their policy, I won't be picking up SW:G myself.

    --
    "Useless organic meatbag" -HK-47
    1. Re:Now this is amusing. by Anonymous Coward · · Score: 0

      So "they" should play another fucking game, not SWG. Problem solved!

    2. Re:Now this is amusing. by Kwil · · Score: 1

      Friends: You still can be with your friends. You can change servers to be on another one in an alternate and have your friends change with you. Or you can delete your old character and create a new one and be with your friends.

      The question really is, why do you need an alternate character on the same server? Why not put that role-playing effort into fully realizing the one character on a certain server? Instead of being "Foffa Bet, Bounty Hunter -- when it looks like bounty hunting is good, otherwise Jedi Master Doya," concentrate on one or the other. Your choices have more meaning this way -- okay.. I'm one kick ass jedi, but I might miss out on some cool opportunities to work for Jabba." This is a good thing. It encourages you to keep pushing development around your one character rather than just jumping ship if things get a little slow.

      Crafting: This is exactly the point. They don't want a single person being able to do all the crafts, as this reduces interdependancy and hence community, and hence RP. Instead, you'll have to deal with several people who have worked really hard to be the top dogs in their craft. This also allows more people to experience that pride in having a high-skill, well-utilized crafter, and encourages demand for those type of people.

      Roleplaying: This is a valid concern. Fortunately, you can play different characters on different servers. Or you can pay the money for an extra account if you really really have to be two characters on one server.. of course, that means that you're missing out on half of the time of your other character.

      --

      That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze

    3. Re:Now this is amusing. by Drawkcab · · Score: 1

      "Crafting: No one class can do all the crafts, and there are people who take pride that have a high skill crafter for most/all the craft trades. High level crafters are an asset to the entire realm." Exactly why SCS is so necessary.

  58. It's Not Like You Have to Play by Taliesan999 · · Score: 1

    The reasons for the limit sound fair and hey if you don't like it, hey, you don't have to play.

  59. This is what's required for mass acceptance by Kenshiro70 · · Score: 1

    We're going to have to get used to this. For massively multiplayer games to flourish, they have to move beyond the hard-core gaming market into mass market. You can see similar choices being made on The Sims Online (the emphasis on relationships over items acquired) which are geared towards bringing the audience of casual games into the loop. The average housewife is not going to play when some thirteen year old can harass her without consequence. The upside is that a rising tide lifts all boats - a larger gaming audience allows for more games, higher budgets, and more variety. This will be a little painful in the short term, but long term it is far better for the market overall.

    1. Re:This is what's required for mass acceptance by Anonymous Coward · · Score: 0

      "We're going to have to get used to this. For massively multiplayer games to flourish, they have to move beyond the hard-core gaming market into mass market."

      So why are they pandering to "role-playing" whiners with single character systems rather than to the masses who play for fun and want multiple characters, twinking and so forth? What exactly makes you think that the masses _want_ to be restricted in this way?

  60. LOL! That's really Funny! by gaudior · · Score: 3, Insightful

    This is NOT some Starwars Fan Weblog we're talking about here. This is the Big Time. This is where the the Grownups play. Mysql or postgress haven't got the balls to handle the kinds of data sets and transaction times this kind of application requires. You need Big Iron, and Big Commercial Databases.

    1. Re:LOL! That's really Funny! by Anonymous Coward · · Score: 0

      So, Access and dBase?

    2. Re:LOL! That's really Funny! by Herkum01 · · Score: 2, Informative

      Mysql or postgress haven't got the balls to handle the kinds of data sets and transaction times this kind of application requires. You need Big Iron, and Big Commercial Databases

      So because you shell out big bucks you get big performance? Please, that is like saying becuase you spent $40 for a pen that you will write better. Sometimes can be very little correlation between the money you spend and any improvements you get.

    3. Re:LOL! That's really Funny! by MightyTribble · · Score: 2

      You're right in that there is not always a direct correlation between cost and performance.

      However, in this instance the original poster is correct that currently available cheap / OSS / free-as-in-beer DB applications are not up to the task of running a big iron DB like this.

      You pick the right tool for the right job. MySQL or PostGRE are great for many things, even large-size databases with simple structures. But for something like SWG they just don't cut it. You need to pay for a DB that gives you the right level of comfort, both in capabilities and support, and in this instance, MySQL et al aren't there yet.

      For example (and this is just one small example of many possible), we run Oracle 9i on AIX for our line of business DB. This lets us scale up to the largest iron IBM sells without having to change anything. MySQL can't do that, so the fact that it is cheaper than Oracle and AIX is irrelevant.

    4. Re:LOL! That's really Funny! by Iscariot_ · · Score: 1

      How do you know that their data structure requires anything but MySQL/Postgres? As far as seek times are concerned, I think MySQL would be plenty fast. I've done some MAJOR projects with MySQL, and it has never ceased to amaze me when it comes to seek time.

    5. Re:LOL! That's really Funny! by whereiswaldo · · Score: 2

      The grownups should stop playing and get to work.

      If you have a universe full of players, how are players on one end of the galaxy going to be interacting with those on the other side of the galaxy? Either they won't or can't, or it will happen infrequently.

      If you partition your system properly, you won't have a central "hive" of data where you need big iron. You will be able to distribute the load amongst smaller servers running a smaller database.

      Since cost seems to be a major issue with this project, I'd say going with a very expensive is a tad risky. I don't know how their system works obviously, but there's a good chance they'd be better off spending more time designing and looking at performance issues and single points of failure (maybe the entire universe doesn't have to go down if something fails?)

      Anyway, it sounds like you have some kind of stake in large databases so I'm going to consider your opinion biased.

  61. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0
    Another concern would be how viable it actually is to play on different servers. With most MMORPGs, your connection to the server plays a large role in how well you'll fight, especially in PvP.

    Actually, I don't think this will be a major issue. After 1.5 year of playing Everquest in California (close to servers) and 1.5 year in Europe (far from servers) I never noticed any significant difference.
  62. Typical franchise fare: Crap by ShieldW0lf · · Score: 2

    1) Pick a popular franchise
    2) Make a cheap as in shoddy game around it
    3) Short term profit
    4) Repeat

    "Hey, I don't feel like playing my Fighter today... I feel like using my Thief instead... can you guys all ditch your characters and go to this server?"

    Yeah, right...

    Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game....

    Not that I care... there's hasn't been a quality product from the Star Wars franchise since ROTJ came out, and you'd be a fool to expect it to change now...

    --
    -1 Uncomfortable Truth
    1. Re:Typical franchise fare: Crap by Photon+Ghoul · · Score: 5, Insightful

      Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game....

      People talk about mules because in many games these alternate characters, whose sole purpose is for a specialized method of getting around imposed gameplay rules, run rampant. The use of mules deteriorates the economy, the community and the role-play aspect of the game. This is due to anonymity, less player investment in the mule character, benefits from specialization that a "real" character can't hope to compete with and more.

      Role-Play? While I understand where you're coming from, the sad truth is that in MMORPGs the majority of the player base does not role-play. Multiply the number of players that don't role-play by how many alternate and mule characters you have and the true role-players are swamped by a population that just doesn't give a frell about anyone else.

      If anything, the lack of insta-anonymity, muling and increased character investment should only help to increase the level of role-play.

      I hope. Not that I'm going to play it, simply because I don't really want to play a mega-blockbuster movie franchise game. Although the single-character-per-server idea tempts me to.

    2. Re:Typical franchise fare: Crap by Dysan2k · · Score: 1

      Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game....

      Well, first of all, computer/online stuff is never going to take the place of pen -n- paper. GET OUT OF THE HOUSE! Go visit real, living friends. Sit around with no computer, tv, radio, etc. and enjoy having company!

      Secondly, I've been playing EQ pretty hot-n-heavy for the past 2 1/2 years. Good game, has it problems, enjoy the playstyle. My issue is I get board playing my main (cleric), and sometimes I just go hack-n-slash with a tank, or play background boy with my 'chanter. Or feel like grouping with newer, younger players (something that won't be able to be done with only one character per server) so I fire up a lowbie and head out with 'em.

      See, everyone isn't going to get into the game at once, and the biggest problem will be when your friend, a year down the road, breaks down and buys the game and wants to go out with ya. Well, you're going to be stuck for a long time running lower missions to attempt to get him up to speed. Even skill based, there's a level aspect involved. If there weren't, you'd have no character development to speak of since there is no advantage to higher "levels" or skill branches.

      As far as mules go, I have 1 mule and 7 PC's. The mule is just to throw various equipment on since I do a LOT of tradeskills and don't have enough room for all the components I collect AND the gear I use based on certain situations.

      So, all being said, I can understand their decision (yes, money has much to do with it, but trying to make a game non-EQ like also does as well.) I don't like it, but I'll play the game and see how it goes. I agree that having 2 characters per server is a much better idea to begin with, but hey. If I'm that into the game and have the extra cash, I'll buy an additional account. Why not?

      --
      -What have you contributed lately?
    3. Re:Typical franchise fare: Crap by Anonymous Coward · · Score: 0

      Well, you may be the honest exception here, in which case you'll find much better and true-to-form RPG opportunities elsewhere (ie: off-line).

      There are basically 3 reasons for having multiple characters:
      1. mule
      2. provide services you'd normally pay for (healing, repairs, etc)
      3. self-twinking/self-buffing

      1 is just lame, and hurts the economy.
      2 is a serious screw to the econonmy, as well the game play and variety. Why would anyone choose a support role, when everyone has dummy characters to do the same for free? Why would casual players ever enter the game when some of the best 'part-time' advancement opportunites (ie: no need to play 40 hours/week) will lie in support roles?
      3 is just a form of cheating. Getting twinked by another player is bad and frustrating enough to regular players and newbies. I always found this rather distasteful, and I never understood why anyone would do it (on both the receiving and giving sides).

      Just because other RPGs let you have more than one char per server, does not mean this is the way every RPG should be. Just a decision one game company made, and should not necessarily be followed by another. It's their universe, they do as they want.

  63. Everquest has done this by Sabol · · Score: 1

    Everquest has so or so standard servers on each of which you can have 8 characters per account. However there is one server, launched a little over a year ago with a special ruleset. Firiona Vie is the roleplaying prefered server, and part of the ruleset is a one character limit.

    Firiona Vie was my server since I started eq in January. I've just recently quit and canceled my FIVE accounts. Having been a hardcore player I wasn't satisfied by one character, and playing on any other server just wasn't an option to me since all my friends and efforts were local to Firiona Vie.

    There is a huge potential for the same behavior by hardcore players of the new game. Believe me the game creators know this and I'm sure it's a factor in their decision.

  64. Maximizing profits? Hardly by Voltayre · · Score: 1

    Like Tang, I'm also a Betatester for SWG. And he's right, its not an SCS/MCS issue -- its more the fault of SWG managment making some bad decisions which has led to them painting themselves into a corner. SOE/Lucasarts have put their foot down and they need the game out ASAP, and the easiest way to do that is via SCS.

    I'm not going to apologize for Holocron in the least. SCS/MCS has caused on big firestorm (at least among those a bit obsessed with this game). A good percentage of betatesters are equally pissed off and are just riding out beta with not much of an intention of buying the game simply on this one issue (however they are honoring their commitment to bug squashing). Yeah its Star Wars, yeah the graphics are pretty, but to pay in the order of $15/month for one character? No thanks.

    Of course if SOE wants to maximise its profits there is a slim chance that several months from now we'll see MCS servers. But I'm not holding my breath.

  65. Re:It's one character per server, 10 to an account by DrXym · · Score: 2
    Muling shouldn't be allowed, period. It is just a form of cheating and it doesn't matter how many accounts a person sets up, there should be a ban on using one character to supply / twink / buff another, or spy on rival factions or whatever. If the game balance were right in the first place, there would be little need for this, or least players would have to pay someone else for the privilege of fetching stuff for them.


    I don't see that it would be necessarily hard to catch most cheats. Correlating transactions between players, IP addresses, credit cards, addresses and other personal info should enable it quite easily. A player so flagged could be monitored by an admin and kicked when they were caught doing it.

  66. Why This Crypto Works (Unlike Everquest Crypto) by Effugas · · Score: 5, Insightful

    You're absolutely correct. Using client storage capacity to store encrypted alts is a particularly elegant solution. The reason why it works -- unlike the stream obfuscation of Everquest et al -- is because the client never receives the symmetric key for the encrypted data. It's remote storage; the carrier for a megabyte blob of something or other. There's no "partial disclosure"; AES or 3DES will deploy just fine, and no kiddie's getting around it. Throw a timestamp and an HMAC into the file pre-crypto, just to prevent various forms of corruption attacks.

    Pretty trivial, and there goes the DB problems (in exchange for a bandwidth hit).

    The job of the game is to be addictive and fun for as long as possible. Supporting group play, both in-house and across geographic boundries, is empirically one of the more important techniques for "keeping people hooked". If deciding to try an all-new character forces me to lose my original investment, I'm not likely to switch. But since my original interest was driven by boredom, I'm also not likely to continue paying $10 a month now that the entertainment value has ceased.

    On a similar note, nobody ever paid $10 a month because they really felt good about supporting that EULA.

    Yours Truly,

    Dan Kaminsky
    DoxPara Research
    http://www.doxpara.com

  67. Storage a problem? by Anonymous Coward · · Score: 0

    This is a crap answer. Most likely the real reason is they can't figure out how to let people have more than one character per account or they can't change things to allow it because their code is crap.

  68. I'm sure they're willing... by BiOFH · · Score: 2

    ... to take business advice from a bunch of goobs who can't spell or cobble together a proper sentence.

    Seriously... all those replies from what appear to be either adolescents or illiterates stating categorically how bad an idea this is and how they'll lose money! Yeah, I'm sure there's heaps of business experience and acumen behind each "sence" and "their" [they're] and "are" [our]. One poster even mis-spelled his own god#&^%$ name for fsck's sake!

    I'll play. And I'll play safe in the knowledge that the worst of the whiners will be off on their pouting protest of what's probably the most anticipated (and probably, eventually, most profitable) MMORPG ever and not getting in way of my enjoyment.

    --
    - I am made of meat.
  69. Mod this up! by BiOFH · · Score: 1

    Nuff said!

    --
    - I am made of meat.
  70. Well... things have gotten out of hand. by Codifex+Maximus · · Score: 5, Insightful

    MCS or Multiple Characters per Server is a very abused thing.

    1. Mules. Many characters are created just to hold lots of items or carry them places the main character cannot go. Sum up the capabilities of the main and all the mules and you have a super-character at the expense of the game company and the other players game enjoyment.

    2. Low level char is acting an ass so people around him get mad at him and wont group with him. He goes and gets his high level character and spawn camps preventing others from enjoying game. Harassment is a very real thing. Now you got an alt war on your hands and it's a support nightmare due to the fact that it's hard to identify alts.

    3. Hi level players decide to start alts. They twink (give hi level stuff to their own low level characters) and now the new main chars of new players are at a disadvantage. Nothing like being passed over for a group because your Bronze armor didn't stack up to the Cobalt armor of your level 10 warrior competitor.

    4. The one-stop-shop. You got yer Shamans making potions, your enchanters making jewelry and fetching components for the shaman. You got yer gnome tinkering. Why would you need to do business with anyone else?

    People will always find a loophole in the rules. The SCS (single character per server) idea will address some of the inequities currently brought about by the abuses of MCS (multichar per server). I'm sure that the more financially endowed players will purchase multiple accounts (like they are doing even now with MCS) so that they may continue to abuse the game - with SCS they will be forced to pay for abuses AND they will be more accountable for same.

    Some ideas:
    To address some of the problems with SCS such as wanting to dabble with a new char class. They could have a short lived tryout character at the end of which time the user could decide whether they wanted the original char or the new char. Only one would live. HOWEVER, this would also allow the transfer of goods from one to the other i.e. the new char benefitting from the old char's accumulated wealth and items - an abuse.

    They could allow users to purchase more slots per server. Would still allow abuse of trade as purchasing additional separate accounts BUT would keep users from transferring directly from one char to another - they'd need a cooperative mule.

    To sum up:
    The SCS idea is the best one they've come up with yet to address inequities.

    --
    Codifex Maximus ~ In search of... a shorter sig.
  71. For a few dollars more by mvpll · · Score: 2, Insightful

    All those MUD, MUSH, MOO, whatever admins who dream of doing it commercially should take special note here.

    When you do it for free, you can tell people this is how it is, like it or lump it.

    When you do it for a living you have to kiss ass and attempt to convince people that your (bosses) decision is the right one for them (the people indirectly paying your wages and keeping you in a job).

    So be careful what you wish for and remember that sometimes hobbies are enjoyable mainly because they are hobbies...

    Note: In either case you still have to listen to them bitch and moan.

  72. The problem with DAOC. by Codifex+Maximus · · Score: 5, Insightful

    The problem with DAOC is that it is nothing more than an analysis of EQ and trying to address the little nitpicking issues people had with it.

    1. People didn't like waiting for ports in EQ. DAOC provided rentable horses.

    2. There were problems with low level chars wearing hi level gear. DAOC wouldn't allow the lowbie to wear gear that was outside it's level range. I feel that if a char were personally successful due to real gains then they should be able to purchase the advanced gear - DAOC would not allow this.

    3. There was the problem with gear never wearing out in EQ. DAOC solved this problem by having degradable gear. Not a bad idea really.

    4. People complained that they were spending too much time getting their body back in EQ. DAOC used the concept of the headstone. Go to the headstone and pray. You get your exp back. No need to worry about lost gear at all - you already got it back. Where is the risk?

    DAOC is not a bad game. It merely examined what people didn't like in EQ and tried to address them. In the end, it seemed that they handed them the game on a silver platter. At first you might be pleased! Indeed! But, you soon begin to realize that the game is not as challenging. There is no real risk and without risk there is no danger of failure. With no danger of failure there is no perceived success. Risk of failure is what makes gambling challenging - the potential rewards are great but skill has not alot to do with it though some. Risk of failure is what makes ANYTHING challenging.

    Risk vs. Reward is the idea or vision of Verant. I agree with it. You risk much and through good planning and skill - not to mention a bit of luck you get the reward. If it's just handed to you on a silver platter then all you have to do is just sit there and wait for it to fall in your lap. No challenge... no risk... no fun.

    Some of the good new ideas have gotten back into EQ but I hope Verant continues to try to maintain balance of play so it stays challenging.

    YMMV

    Don't know about physical location of servers. That is beyond the scope of the SCS or MCS issue. However, I do maintain that different servers have different economys and userbased societies - it has a direct bearing on which server different folks will want to play.

    --
    Codifex Maximus ~ In search of... a shorter sig.
    1. Re:The problem with DAOC. by Anonymous Coward · · Score: 0

      "DAOC is not a bad game. It merely examined what people didn't like in EQ and tried to address them."

      And everyone I know who's tried DAOC has quit for EQ because they found most those changes too restricting. You see, the majority of players like gear that doesn't wear out, being able to use high-level gear with low-level characters and so forth; it's only the minority who complain and they're not the ones who make you the money.

    2. Re:The problem with DAOC. by harlows_monkeys · · Score: 2
      DAOC used the concept of the headstone. Go to the headstone and pray. You get your exp back. No need to worry about lost gear at all - you already got it back. Where is the risk?


      You have the details wrong--and in this kind of thing, the details make all the difference. When you die in DAoC, you immediately lose a certain amount of experience. When you type "/release" to spawn back at your bind point, and the headstone is created, you lose that amount of experience again. When you go back to your grave and /pray, you get back what you lost on /release, but NOT what you got back for dying.


      Also, you lose constitution when you die and /release, which must be restored by paying an NPC healer. At higher level, the cost is significant.


      An "average" death in DAoC is a bigger setback than an "average" death in EQ, especially at higher levels, when it is likely you'll get a res. In EQ, the res restores most of the lost experience. In DAoC, all a res does is avoid the /release experience and constitution loss--you still take the immediate experience loss.

    3. Re:The problem with DAOC. by grumpygrodyguy · · Score: 3, Insightful

      DAOC is not a bad game. It merely examined what people didn't like in EQ and tried to address them. In the end, it seemed that they handed them the game on a silver platter.

      Yes. Verant has been picking and choosing the features/improvements that DAOC builds, and then they just copy them outright. In the short-term this is a good thing. EQ is a better game because of DAOC. The new EQ user interface is almost a carbon copy of what DAOC did first(fadeable windows being the most important).

      The long-term effect of this however isn't good. SOE/Verant continues to stay in the forefront of competition because there's no real IP protection in the games business. I'm usually the first to denounce IP protection, but in this case the debate is especially nasty.

      After what verant/SOE has done w/ the new Planes of Power add-on, I'm certain that I don't want SOE monopolizing the MMORG market. Unless games like DAOC can capitilize on thier fresh/good ideas/changes, SOE will continue to stay ahead and draw customers.

      Let me say it again, in the last year or so the only good improvements in EQ have come from thier devs observing other games. All of the bad decisions have come from SOE trying to leech more money from the customer.

      --
      The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
    4. Re:The problem with DAOC. by Cylix · · Score: 2

      He also missed the armor/gear effects.

      Wearing higher level armor isn't necessarily a bad thing. It will certainly begin to wear out an incredibly fast rate, but you are guranteed some bonuses.

      I could go over all the algorithms and explain all the details, but you will just have to trust me that it does balance out.

      I don't quite get where the original poster had said it wasn't very challenging.... /me shrugs and moves on.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  73. Family concerns by Lumpish+Scholar · · Score: 2
    Holocron addresses the desire of families to have one account (and presumably one simultaneous user per account) but multiple characters, one for each family member:
    I don't know if you have any idea how much a pain in the neck it is to deal with a family whose account is cancelled because the 14 year old harassed somebody, thereby forcing us to ban grandma, two aunts, six sisters, mom and dad, and his elder brother who is away at college. Arguing this issue with the poor people involved over the phone probably not only eats up their entire monthly fee, but that of a half dozen other people, just in the CS [customer service?] costs....
    Good point.
    The fact is, if I want cable TV in another room, I have to pay for an additional cable outlet. If I want a phone for my daughter or heck, for myself in my office, I have to pay.... I have multiple computers on my home network, and I pay for the extra IP addresses....
    Bad points. In theory, maybe. In practice, we have cable and phone drops all over our house, and a residential broadband router; and I don't pay the service providers involved for any of those, and I like it like that!

    I'm actually impressed with (1) their insistence on a good business model, and (2) their serious cluefulness and proactivity about online gaming in general and MMORPGs in particular.

    And I'm very nervous about what a time sink (read: addiction) Galaxies could be, at least for me. For that reason, I probably just plain won't buy it.
    --
    Stupid job ads, weird spam, occasional insight at
  74. great news by Anonymous Coward · · Score: 0
    while I am not the biggest fan of this decision, I am all for what trend this could start. There needs to be different types of games and different implementations of gameplay to allow for specialization and a wider range of choices. This is also good IMHO because of how it will filter people towards the gameplay and thus games that they like. This will free other people from having to compromise and have their games "watered down." Imagine if you and some buddies decided to create your own lan gaming group. You play with a particular style and have your own codes and signals. What would you do if you had to constantly deal with those who demanded you change your methods? (they wanted you to adapt to them instead of they adapting to you) For that matter, what if you impossed your groups views on every other LAN party?

    While this particular choice might not agree with many, the fact that they are willing to sacrifice many potential customers for the better enjoyment of the customers they will have (not to mention increasing retention) is a WELCOME CHANGE. Perhaps this could be the start of a trend where developers actually produce games that will involve and entertain, not just fill a gap. Right now many will admit that they play various games "because of nothing better out yet." That is a sad state of the industry.

  75. Oh Good by Cylix · · Score: 2

    I'm sure that announcement relieved some of the stress from the other games out there. The industry standard is more then one account and no matter what the reasons people expect it.

    Personally I enjoy have an alt around. Over time even casual players will reach a certain maxim. When that happens for myself, I don't want to switch servers just to try out another character.

    He spoke of building strong communities and in my opinion nothing will fragment this worse then players being forced to other servers to try another character.

    We know the real reason, casually dressed behind user concerns, they want to keep the total cost per player down.

    Not that I have played the game yet, but the quoted storage space was quite high with regards to what I have been accustomed too. If it is such a big deal, have the total storage space as a shared resource between all characters for a given account. (ie, shared vault but individual storage on characters). In the end, all the characters are married to each other via the account ID so this can't be terribly difficult to implement.

    My other guess is the worry regarding twinking characters, but no matter what you do this is going to happen. You can limit this to an extent but it would create inflexibilities trying to completely remove it.

    Again, no matter what problem they say this character limitation fixes it is going to happen. The only difference now happens to be SWG picks up a few extra bucks along the way.

    What is really sad is they KNOW they can get away with it. Damn you Star Wars fans... just try to be picky for five minutes.

    --
    "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
  76. my fav part by RyLaN · · Score: 1

    "I have multiple computers on my home network, and I pay for the extra IP addresses." No, you need to get a decent switch. Also, a punch-down block would solve your multiple phone issues..but most people would't think of this...

    --
    At least the war on the environment is going well
  77. Quit Whining by rfc1394 · · Score: 1
    I read part of the guy's letter to the people using the game. The general tone sounds like someone whining about how much the overhead costs where the overhead is part of the cost of doing business. Like complaining how much disk space costs to run these characters. If you can't afford to run the game, quit, or charge what it costs, but don't complain that it's too expensive to operate.

    I am reminded of the TV show, The Flintstones, when Fred has gotten a part in a movie playing the creature from the tar pits, and they're supposed to have safety equipment so he isn't hurt. The director has a scene where the hero uses a club on the creature, and wants a padded club for the scene. The property manager whines, "Are you kidding? Do you know how much padded clubs cost?" So they'll use a real one. You can guess the result: Fred is knocked cold on the first swing to the head. It's cheaper to injure extras than protect them.

    If it's that expensive they perhaps should run their own server, either renting it or collocate a box of their own and put in enough disk space. If a T1 for network traffic costs about $500 a month, disk space is peanuts in comparison.

    Last time I checked, a 120 GB - that's 120,000 megabytes - IDE disk sells for about $300. Buy an inexpensive used computer, say a 200 MHZ pentium for about $50 with a $75 Gigabit network card connected to the server via a $20 crossover cable with the same $75 gigabit network card so you can access disk space fast. So if you have a box with 4 of the 120 GB space, you can run 480 GB of space for all the characters - that's 480,000 megabytes - for $1500. Or you can mirror it and have 280GB of space completely mirrored. Or spend perhaps another $500, and put two drives each in separate machines with a gigabit switch between them. Or maybe the drives aren't that fast and you can get by with $15.00 100 megabit networking cards and a $20 hub. (You put the traffic going to and from the external disk drives on a separate network card so the data traffic doesn't interfere with the network traffic which is playing the game.)

    If it takes as much as 10 megabytes per user (and that's a hell of a lot of space to store character data, and probably isn't anywhere near that much), you can host 48,000 customers with mirrored disk drives for a one-time cost of about $2K. And I believe all the software to handle this including raid striping or mirroring is built in to Linux which means it's free. If your provider is charging too much for disk space, colocate and reduce your cost. Or charge what it costs to operate the game.

    This is just another way that companies that operate on-line games get greedy because they don't want the customers figuring ways to make money off the game (by selling characters they've built up) or want to impose draconian conditions (like no fan sites or no creating mods to their game) because they think the customer and any money he spends related to this product (and any attention he devotes to it) is all theirs and nobody else should be able to make any money at all related to it unless they get it or a huge percentage, or any non-company attention unless they control how that attention is given.

    Anyone notice how when movies are released to theatres, the studio gets 90% of the ticket price? (The only thing keeping movie theatres alive is the popcorn stand.) Also notice how many studios, when they release films or tv shows where a star in it took a smaller salary in exchange for profit participation, discovers after millions of dollars in sales, that the show or movie has always lost money and thus allegedly never had any profit to pay out? I think it's no coincidence that some of these on-line games are run by divisions of studios and they are operating them the same way as the studios are run. They think everything related to their properties should be all theirs and resent anyone getting anything out of it unless they get a piece of the action. No, make that, they get as much as possible of the action, and resent sharing anything they might have to allow.

    Paul Robinson <postmaster@paul.washington.dc.us>

    --
    The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    1. Re:Quit Whining by RembrandtX · · Score: 2

      The flaw in your logic is pretty easy.
      You don't run a business that is BASED off a database on retail quality IDE drives you buy at bestbuy.

      Were talking high speed SCSI drives .. in a type 5 raid at LEAST ! if not redundant raids.
      On a professional development platform (the kind you have to pay for .. not MySql) Backups, system admin salaries, DBA salaries etc.

      You don't run a game that is expected to get over a million subscribers in the first 3 months, on your brothers old 486 tripped out to run linux with a spare parts from your friends.

      Not when every single MINUTE of downtime costs you money (just in Customer Service costs alone .. let alone lost revenue and PR to counteract the negative experience.)

      48,000 customers won't even cover the number of copies shipping to california i bet :P

      Of course .. Ralf's point about service size (which is only a SMALL part of this decision) is scaleability. They have to project over a 5-7 year period. and growth in that time .. So .. conservitaly , if they are expecting 1 million accounts in the first year .. they could concievably need space for 4 million accounts over a 7 year life.

      If you have ever worked in a professional big business position .. you know how hard it is to get funding 1/2 way through a project - no matter HOW important or sucessful it has been.

      --

      --Ne auderis delere orbem rigidum meum, non erravi pernicose!
    2. Re:Quit Whining by Zed2K · · Score: 1

      People who always say "well IDE drives are cheap, just buy a cheap computer and stack it with drives" proves they have never put together or been around real servers. That may be fine for your little box sitting in your apartment that you use for ftp and telnet when you are away or serving the occasional web page, but for real life servers that actual need high performance and long uptime that just won't cut it.

      "If it takes as much as 10 megabytes per user (and that's a hell of a lot of space to store character data, and probably isn't anywhere near that much), you can host 48,000 customers with mirrored disk drives for a one-time cost of about $2K."

      Again, obviously not understanding how a real life server works. If you want quality and something that will scale really well you need to pay for it, Linux ain't it. Database tables can get rather large when you add in indexes and linking all the tables together. Its not just a text file list.

    3. Re:Quit Whining by rfc1394 · · Score: 1
      People who always say "well IDE drives are cheap, just buy a cheap computer and stack it with drives" proves they have never put together or been around real servers.
      People who think you should just throw money at a problem have never tried to run a sustainable business. The correct answer is, you start small, as the business grows and produces an income stream, you use the income from the business to grow the business which includes improving the equipment as you make money off of the business. Anyone can run a business if you have lots of cash to burn... until you run out of cash. If you start out with very little money and make the business pay for itself, you can stick around for the long haul. Because your risk is lower, your upside is much higher and your downside is substantially reduced. That's why Real Estate investing beats anything else. When someone uses leverage of someone else's money, the return rate can be as high as infinite.
      That may be fine for your little box sitting in your apartment that you use for ftp and telnet when you are away or serving the occasional web page, but for real life servers that actual need high performance and long uptime that just won't cut it.
      My example focused exclusively on the use of additional boxes for disk space only which was the issue the man on the game system was complaining about. I was not saying anything about what was being used for the actual game server, just as a system to provide additional external disk space separate from the server machine over a separate intranet connected to it.

      In my example I proposed the idea of running dual mirrored machines as RAID boxes. Are you trying to tell me that two identical machines running on an operating system that, according to the published reports, provides uptime reliability measured in years between reboots other than for planned outages is inadequately reliable for most transactional based systems? Then make it 4 machines, or 6 or 8 or whatever is reasonable.

      There are two ways to increase reliability. One is to harden the system to prevent failure by building expensive boxes of extremely high reliability, with redundant components, dual processors, dual power supplies, etc. The other is to reduce the complexity of the system so that any particular failure at any point does not compromise the system.

      Maybe I am wrong, but let's consider the cost of setting up a system consisting of 16 cheap computers each on a separate UPS, each containing a single inexpensive 60 billion byte drive and a gigabit network card, so that the system represents 4 of each drive group mirroring all the data sent to that group, doesn't that then provide the equivalent of 4 x 60 billion bytes, or 480 GB of storage, with at least four times the reliability (since you now have to have 4 boxes all simultaneously fail before any one "drive" is out of service, and each one only has to respond to 25% of the read requests for that group) at a fraction of the cost of a more expensive system that it in and of itself supposedly more reliable? Further, I think it's even more reliable since you can conceivably continue to operate, even in degraded mode, until 15 of the boxes fail which I do believe the possibility of failure only grows linearly while reliability grows exponentially as more machines are added.

      A specific example of this is in the use of birth control. Any of the usual methods, pills, barriers, or chemicals, might have a 1-3% failure rate, i.e. 3 in 100. So, if a woman uses two forms of contraception, say diaphragm and foam together, the worst failure rate goes from 3 in 100 (3%) to 9 in 10000 (0.009%). If she can talk the guy into also using a condom, the failure rate is now 27 in 1,000,000 (0.000027%). Increase the number of things that have to fail to cause catastrophe and the reliability rate goes up.

      I was giving a gross example where you can do the job with inexpensive equipment. So I could be wrong on some of the figures. So maybe it's a bit more expensive. But I do believe you can do this sort of thing successfully with the kind of setup I was talking about for less than $5,000 in any case. And remember, what I talking about here was moving the disk space to inexpensive mirrored servers, I said nothing about the transaction server(s).

      So if you wouldn't recommend Linux (or BSD or any of the other similar items) what would you recommend? I would like to learn something here if I am wrong, please explain to me how this isn't going to work. I would like to know because I do want to understand and as I understand, this seems to be the most cost effective way to do this. I could be wrong and I'd like to understand more.

      "If it takes as much as 10 megabytes per user (and that's a hell of a lot of space to store character data, and probably isn't anywhere near that much), you can host 48,000 customers with mirrored disk drives for a one-time cost of about $2K."

      Below I will comment on how I was using the phrase "character data" in my article and the way I phrased it, I may have caused you to misunderstand me.
      Again, obviously not understanding how a real life server works. If you want quality and something that will scale really well you need to pay for it, Linux ain't it.
      I was under the impression that it does scale. If you feel that Linux is inadequate to handle the scaling factors for a large database system such as a game would use, tell me what you think such an application requires. Considering that I've heard that large clustering systems of thousands of nodes use Linux successfully to handle the load, and IBM has it on S/390 mainframes which are designed to handle huge transaction volumes and conceivably run thousands of Linux servers on one machine, I believed it did scale quite beautifully. But tell me so I can learn something if you think I am wrong.
      Database tables can get rather large when you add in indexes and linking all the tables together. Its not just a text file list.
      My apologies. When I said "character data" I meant the data to store the values of a character in a game, not character data as in text. I realize that the way I said it could have mislead you and I apologize for the way I said it as I realize now how it could have been misunderstood.

      I've worked with databases where the base system, with no data, just empty tables and stored procedures, ran in excess of 100 megabytes. I am saying that I think a factor of 10 megabytes average space per user is a lot of space. But maybe I'm wrong so let me see. If you figure a index key per record at being perhaps 16 bytes, and maybe you have 500 tables, and each table perhaps uses an average of 3, no let's say 5 links per record, and lets say the user has, oh, say, 50 records each in the system, that's 500x50x5x16 means you need about 2 megabytes for the indexes for each user. If you use normalized databases you might use maybe 2K per record based on trying not to repeat data except where needed for performance, so you need 5000K or 5 meg for the user's data. Add into that perhaps 3 meg for image data, and you have the 10 megabytes I estimated as a lot of space.

      Okay, then, I was wrong on it being a lot of space. Make it 20 meg average per user and cut my estimates in half or double the cost.

      If I am wrong on some of these numbers, please enlighten me so that when I make a statement in the future I will have the correct numbers and be able to justify my estimates as I am trying to do now, using my best estimates from my own experience in programming and database management. I know I do not know everything. But I can make educated guesses and perhaps, if someone else knows more than I do they can give me information to allow me to learn where I have made assumptions not backed up by real-life data.

      And I wasn't figuring that to be a lifetime cost, I was figuring that based on the estimated 3 year life-span that an IDE disk is expected to have. If you have 48,000 customers each paying $10 a month to use the service - which is what I think many of these are doing - that's $480,000 a month, which is a lot of money. Based on usual cost figures of 50% for labor cost, this gives you $240,000 a month for salaries, $24,000 a month for G&A, (general and administrative ovehead) and perhaps another $48,000 a month for maintenance and equipment, and maybe another $12,000 a month for the Internet connections over multiple . This leaves in the neighborhood of $324,000 in costs which may be high. That means there is, or should be, something in the neighborhood of $100,000 a month to pay back the investors. As there are more people taking the service, it produces more income.

      If the service is only being paid $10 a year, then you can run it through automated sign ups and buy managed hosting, and increase the amount of hosting as more people use the service.

      The point I am making is that if you want to run a successful business you run it as an investment. You put some money in as initial capital, in the amounts necessary to get it started, according to what is reasonable to make it operational, and you expect it to eventually return cash in order to build up to larger capacities, and if it can't, you either make it pay or you close it. You do not complain that the costs of running the business make it non-economic. Then you're just whining, and as far as I can see that's exactly what he is doing, whining about how much it costs to run the operation instead of working with what you can afford and building it up as it produces an income stream.

      To me it sounds suspiciously like it was expected they could just throw some money into this - probably less than it should have had - and expect it to have immediate huge cashflow and huge returns, and when it didn't they were disappointed. It don't work that way. A successful investment means you start it small, and allow the business to grow itself.

      I think someone once said that those who become emotional over their investments soon end up losing money over them. And his sort of whine sounds suspiciously like emotionalism.
      Paul Robinson <postmaster@paul.washington.dc.us>

      --
      The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    4. Re:Quit Whining by rfc1394 · · Score: 1
      The flaw in your logic is pretty easy. You don't run a business that is BASED off a database on retail quality IDE drives you buy at bestbuy.
      I wouldn't buy anything I expected to use in a commercial environment at a store that is not devoted to computers because they won't have the selection and the prices will probably not even be competitive.
      Were talking high speed SCSI drives .. in a type 5 raid at LEAST ! if not redundant raids.
      I believe I did give an example of dual mirrored drives. So go quad mirror.
      On a professional development platform (the kind you have to pay for .. not MySql) Backups, system admin salaries, DBA salaries etc.

      You don't run a game that is expected to get over a million subscribers in the first 3 months, on your brothers old 486 tripped out to run linux with a spare parts from your friends.

      Well, that very answer shows that his whining is even more pedantic. I did not realize the operation was that large. But as the numbers rise, so do the scale factors. Bur either you put in the correct amount of capital to build the business in the first place, or you start small and work up. You don't underfund the system, refuse to use some of the income from the business to feed it - which is what a professional business manager does - and then expect a business that is a thriving operation be able to continue operate when you starve it of the cash that it needs to grow that it itself produces. This is on the order of a farmer borrowing money, starting a crop, picking it, paying back the loan but refusing to use part of the money the crop produces to pay for the seeds you need to buy to grow the next crop, then whining how he couldn't afford to grow another crop

      If this is supposed to produce a million customers over a three-month period, either it produces something in the neighborhood of $10 million a month if it charges out at $10 a month, or it produces in the neighborhood of $10 million a year if it's $10 a year. All up-front cash since the customer pays when he signs up. For that kind of money, either build the place to support the load or close down, refund the customer's money and stop complaining. You don't underfund the necessary equipment to run an operation then complain how you can't run it successfully on less than was necessary to operate it in the first place. That's whining and that's exactly what he's doing. Do it right, make it right, or admit you can't and close up.

      Not when every single MINUTE of downtime costs you money (just in Customer Service costs alone .. let alone lost revenue and PR to counteract the negative experience.)
      Well, fine, we're talking about a business that should conceivably return several million a year in profit after deducting costs. That means that they should expect to put in the investment necessary to support the operation, or don't expect to get that big that fast and don't spend as much. Do one or the other. Anything else is dishonest.
      48,000 customers won't even cover the number of copies shipping to california i bet :P
      At the time I did not know the sizes involved. So raise the cost estimates I give in my other example by a factor of 20, and you get $60,000 for disk space for three years. And realize you don't need it all at once, when you drop below 50% free you buy another bunch of boxes or whatever. But I believe my original point is correct. Besides that, if it's that large an operation, either it should be spun off as a separate company where that is the only thing they do, or it should probably be operated on a managed hosting system which can probably handle the care and feeding of servers better than they can. Do something correctly or find someone who can, don't do a half-way job and then complain about how expensive it is.
      Of course .. Ralf's point about service size (which is only a SMALL part of this decision) is scaleability. They have to project over a 5-7 year period. and growth in that time .. So .. conservitaly , if they are expecting 1 million accounts in the first year .. they could concievably need space for 4 million accounts over a 7 year life.

      If you have ever worked in a professional big business position .. you know how hard it is to get funding 1/2 way through a project - no matter HOW important or sucessful it has been.

      I guess it is this sort of dishonest way of operating projects is the reason more than 1/2 of all software projects get cancelled. Or is it 3/4? Improperly funding a project and incompetent management are the usual causes of that sort of failure. I've never worked in a big business because whenever I've applied at one of those places, the usual comment was I was overqualified for the position. There were a number of times I wanted to paste someone in the mouth for insulting me that way. To me, saying you won't hire someone because they are too good is saying that they want nothing but incompetents and are afraid of people who know what they are doing. Maybe that's the reason the manager of this system is whining instead of doing it right in the first place.

      Paul Robinson <postmaster@paul.washington.dc.us>

      --
      The lessons of history teach us - if they teach us anything - that nobody learns the lessons that history teaches us.
    5. Re:Quit Whining by RembrandtX · · Score: 2

      Dishonest way of planning projects ?

      I think you have that backwards.

      If you constantly need to request funds from your company to finish your project, you didn't plan it well.

      THAT is how most businesses go under. Horrible planning.

      You can rest assured, that when a large org .. lets say the US army, grants a 3 billion contract for a new tank, that there will be no more money after that 3 billion.

      its the same in any big business org. hell . .its the same in small business.

      If you take a small business loan out through the SBA, you only get the first loan, they will NEVER let you take another out until the first one is paid off.

      so lets say you think you can open a retail store on $5,000 .. you somehow manage to get the store 1/2 set up, and suddenly you run out of $$ to buy inventory. You have been selling the inventory you had to pay the bills .. now you have an empty shop and nothing to sell.

      [in the real world .. the SBA wouldnt even let you take out a loan for 5,000 they insist on a full 3 year business plan up front before they even consider you - as well as a 5-10 year break even plan before they grant a loan.]

      So saying that having to report all your $$ requirements for the life of your project up FRONT is how the real world works. its not dishonest, it just means that if you get 1/2 through a project and run out of money - that you never should have gotten the job in the first place.

      SOOOO .. by ralf saying 'this is what we can finantually do' [keeping in mind that he designed Ultima Online, and probally has the most experience of any MMORPG designer out there] thats probally a pretty dead on guess.

      --

      --Ne auderis delere orbem rigidum meum, non erravi pernicose!
  78. WAIT A SECOND! by LiberalApplication · · Score: 5, Funny
    Real life is single-character-per-server, and I'm still surrounded by griefers and idiots who aren't accountable for their actions! Admin! Admin!

    ...but seriously though, I very much hope that SCS will increase player-accountability. Heck, I very much hope that SCS will increase actual RP. With only one character to work with, perhaps people would be more willing to really *play* their characters and flesh out the Star Wars universe.

    After all, what would ruin the experience of living on Tattoine more than being constantly subjected to conversations like this:

    A) Psst! Hey, Bob, it's me. Al.
    B) Bob? Dude, you're a CHICK!
    A) Yeah, I know. I just finished watching "Bring it on" so I wanted to be a hot acrobat for a day.
    B) Dude! You're hot! Let's go back to my hut.
    A) Uh... I think I'll go make a Wookie instead. C Ya.

    (some time later)
    B) Dude, you are one HOT Wookie! Let's go back to my hut.

    1. Re:WAIT A SECOND! by Voltayre · · Score: 1

      SC would simply increase a player's identity with the character... the default being they're playing themselves and not developing an alternate RP persona.

  79. Everquest and Dark Ages of Camelot by applejacks · · Score: 1

    Seems like a novel idea, charge somebody 10$ a month for letting you play on their servers. It's been around for a while right? Buliten Boards used to charge subscriptions. I guess it's a good way for them to get back some of the millions they lose after development is finished and the game hits the shelves of the local Walmart and Electronics Boutique.

    Well that would be what you would expect some Shitmonkey to bellow out. But sorry friends, I think the cracker that thought up this scheme is a rascal. Have you tried the current online games that are using this crap? I've been testing out Dark ages of Camelot and it highly smells of lazy programmers. There's no collision detection between monsters and the player nor the players themselves. Lot's of bugs. I can only guess Everquest is the same way considering the claims DAOC was based sorta on it.

    I can only hope Lucasarts has made every attempt to put out a flawless perfect title. Doubtful, considering we can only expect Mr Lucas' films to be Maticulously created.

    Well I think on topic this time around but maybe the rest of you are pissed off about these Online subscription based ploys to vamp your cash.

    --

    Stuffing feathers up your ass does not make you a chicken.. Tyler Durden

    1. Re:Everquest and Dark Ages of Camelot by viper432 · · Score: 1, Informative

      No Collision Detection was put in so that players wouldn't get stuck. It was one of the features that most (if not all) reviews commented on highly.

    2. Re:Everquest and Dark Ages of Camelot by Anonymous Coward · · Score: 0

      Collision detection becomes a hinderance to the game when you have over 200 players on screen at once. Sometimes more.

  80. MMORPG != RPG (in most cases) by C0deM0nkey · · Score: 5, Insightful
    "Why does everyone always talk about this "Mule" crap when this subject is brought up? I've been into RPGs off and on since '81, and I can't remember a long running campaign EVER where I just used a single character. Why? I would periodically feel like PLAYING a different ROLE. That is, after all, the entire purpose of a ROLE PLAYING game...."

    Yes...but did your other roles exist solely to support your primary role. For example, did you create a Cleric/Healer character in order to have someone whose sole reason for existence was to act as paramedic to your Warrior (and I'm not talking about the initial investment in time -- obviously, you had to spend some time getting the Healer's level up to a respectable point so he could meet all of your Warrior's needs -- not only routine healings but resurrections and such, as needed)?

    The issue becomes particularly cloudy if your Cleric/Healer does not actually adventure with you and instead waits for you to visit him whenever you need something....or when you want to store some gold....or for any other reason that places the Cleric/Healer in a pure support/increased carrying capacity role.

    Your Cleric/Healer has now destabilized the local economy. If you can get free healing from your Cleric/Healer, why would you ever go to any of the other Healers in town? (And even if you move money from one character to the other in order to simulate "paying" for the healing service, you haven't really paid for anything -- you've moved money from one storage location to another; both of which you own).

    As a Gamemaster, I have always allowed my Player's to create and play multiple characters but I have never allowed them to create/play them simultaneously and I have never allowed one Player's character to support another of that same Player's characters. My reasons? Economics -- it is a lot easier to motivate players to take on adventures when they are strapped for cash. If Joe never had to seek assistance outside his own pack of PCs, he'd become fabulously wealthy and overly powerful -- not on the basis of his excellent skills but on the basis of exploiting a loop-hole in the game mechanics.

    One positive in most face-to-face RPGs, at least, is that your character typically does not improve in skills when you are not actively playing them (I am aware that some RPG Systems support "off-time" skill advancement but have never seen it widely used after playing RPGs for over 20 years). Now consider MMORPGs where you do not even have to be present for your character to be gaining/improving skills. Now not only have you destabilized the local economy but you have also turned that "extra character" into a factory. Now...maybe "Sword Factory" is an interesting role to you...

    With mules existing to solely support primary characters, why would anyone bother playing a character with a support role? Why would I bother to play a weaponsmith or other artisan when I know other players can create their own, tell them to study/learn their craft, leave them and come back to an accomplished character who can now provide a service to them for, essentially, free.

    Most MMORPGs I have seen (and most MMORPG players I have talked to) are more about accumulation of wealth and power than they are about ROLE-playing. SWG, it seems, is actually attempting to provide a ROLE-playing experience -- you don't have to be a combatant to make a difference. Choosing to be a merchant, opening a shop and supplying other adventurers can be a fun role (I'm thinking about the barkeep or equipment supplier who can function as the local rumor mill here...) as long as "mule" characters are eliminated...if a Player has no reason to visit your store because he's got a pack of mules meeting his every need then there is no reason for you to create that merchant character.

    Just my opinion...

    codemonkey

    1. Re:MMORPG != RPG (in most cases) by Anonymous Coward · · Score: 0

      Amen Brother,

      Exellent post, If the previous poster was simply interested in "Role-Play" (as opposed to acquiring power or hoarding) then the poster would have realized that 10 characters were available, on other servers.

      If your attracted to playing a different role then you must be attacted to interacting with different characters (on other servers).

      This is attactive to me, coming from Asheron's Call where most are "professional power seekers" and having multiple characters was just another method of:

      Low(or no) risk leveling
      Acquiring (including stealing) goods and money Behaving like a clod

      This will be interesting to try IMHO.

    2. Re:MMORPG != RPG (in most cases) by Anonymous Coward · · Score: 0

      It's too bad that there is no way to ensure that one person is never playing more than 2 characters in game simultaneously.

      If it were enforcable I think a gamemaster would be justified in implementing this rule primarily for the reason that it increases overall the probability of a better social dynamic in the game.

      More often then not when one person is playing two characters the purpose is to "powerlevel". In this case, allowing this to happen does nothing but increase the likelyhood that there will be more characters who are not interested in contributing socially to the game, taking up game resources.

      Obviously we can't force a player to contribute socially, but we do, as gamemasters, have the right and obligation to encourage and reward social interaction so far as is possible and practical.

    3. Re:MMORPG != RPG (in most cases) by ShieldW0lf · · Score: 2

      No, I thought I made it pretty clear in my original post that my other characters did not exist to support my main character. They existed so I could have fun playing a different role.

      For example, in one campaign I had a male half-ogre fighter and a female swashbuckler.

      One was a big, dumb, mean, scary brute who was so big he had to sleep in the barn with the horses. Except he evolved into a (relatively) more sophisticated character, aquired a small army of followers, developed a sense of responsibility, and became a leader.

      The other was a gorgeous bombshell who started out as a tease, evolved into a tramp, then evolved into a cruel and bitter woman.

      Both were very different to role play, neither resembled ME very much, and the whole experience was great fun.

      While there are morons who will corrupt any game, that doesn't change the fact that it's not a RTS game, it's a big game of pretend. This rule change takes out the ability to have fun playing pretend, and makes the focus developing the power and abilities of your only character, who will inevitibly compromise the role to the circumstances and come to resemble you. Thus, you've killed the last vestige of role-playing in the game.

      Sometimes it's fun to be a brute, sometimes it's fun to be honorable to the point of stupidity, sometimes it's fun to be evil. But this game won't be a "Pretend to be someone else" game. It will be a "What would happen if I personally was in the star wars universe" game. Which is not role playing at all.

      It may be a fun game for all that, although I doubt it. But so is Quake, and it's not a role-playing game either.

      --
      -1 Uncomfortable Truth
    4. Re:MMORPG != RPG (in most cases) by geekoid · · Score: 2

      What if I want different characters at different power levels so I can play with different groups of people?
      Someone may ave a "regular" character which is higher power level, and a less powerfull character to play with the people who only play one or two nights a week. There is a perfectly legeitiment reason for allowing more characters.
      I fall into the 1 or 2 nights a week(*at most) catagory these days, so its nice when I log into EQ with my 20th level charater I've been playing since the game started, and my friends logout and grab there lower level charaters so we can have a good time together. Isn't being together what makes a roleplaying game fun? and, to me at leaset, the bottom line is, it suppose to be fun.

      BTW, I clever GM could find away aroung those problems. Perhaps the merchent guild shows up a demands a cut? Or the local healer leaves town, thus putting the burden of being the town healer onto the character. On a scale of 1 to 10, I would rate the a solid 6 in the plot hook and story catagory, and I thought those off the top of my head, I'm sure you could do better.

      Finnally, what if a bunch of your friends want to play that way? do you not play with them, or just force them into a game they don't enjoy as much as they could? (I'm not saying that is the case, just curiose what you would do all you rplayer said, "Look, we want to have secondary charater, they game would be more enjoyable for us"

      You can NOT force role playing on people(get it, force), either they will or they won't. Based on my experience with MMORPG of the last few years, far more people want to run arround and aquire things, then people who want to role play. The question is, Is having a game that ONLY allowed roleplayers giong to survive at 10 bucks a month? I hope so, but I doubt it.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:MMORPG != RPG (in most cases) by C0deM0nkey · · Score: 1
      While there are morons who will corrupt any game, that doesn't change the fact that it's not a RTS game, it's a big game of pretend. This rule change takes out the ability to have fun playing pretend, and makes the focus developing the power and abilities of your only character, who will inevitibly compromise the role to the circumstances and come to resemble you.

      First of all, MMORPGs (as I have already stated) are not really RPGs -- when your MMORPG character stands in front of mine there is very little of the "role" that comes through. I see an avatar who is either stronger or weaker than I am...I see words you write (if you are 'talking' to me) but I do not get the benefit of facial expression, voice tone, inflected language, etc. This rule change opens up possibilities to players, it does not restrict them.

      Restricting players to one character per server offers the possibility that you do NOT have to adventure or be the best at a particular skill in order to be successful. If you do not want to adventure, if you do not want to slay other characters/creatures and steal coins or whatever, you do not have to. You can open a shop, develop a merchant persona and interact with the local mercenary/bounty hunter/adventurer population. If your merchant is not as skilled as the next, you charge less and attract customers that way. One role that could be very satisfying along these lines is the role of Fixer/Fence; the "I can get you anything you want if the price is right" guy. Your merchant develops relationships with other merchants, your merchant hires body guards, bounty hunters, whatever to get the items he requires for his customers. In this way, you become a focal character of the local economy, you become a source of adventure rather than just a participant. This type of role would be very difficult to sustain if there are a lot of mules present and Players have no reason to search out local merchants.

      Another point you have not addressed is the fact that you are allowed 1 character per server per account. So...if you want to explore multiple characters, you are free to do so...just put them on different servers so that they cannot help each other. They are not friends/relatives/associates; they are strangers to each other. Your main complaint seems to be satisfied by this point...depending on your mood, you log on to a different server.

      The one disadvantage I see to single-character-servers is that of disparate power-levels among groups of real-life friends. If your buddy joins the game six months after you, your only options are to dump your current character (not likely) or play on a server where you do not have another character or help your buddy out via advice until he is at a comparable level to you to adventure with. This is a problem but I feel it is a minor one because you are probably not actively playing ten characters (1 per server) and can probably find one that you can dump if you are. At this point, if you are worried about losing Item X or Z number of coins, then that character is a mule and should be dumped anyways for all the reasons I've already stated. If you are about ROLE playing, the items you have should not matter.

      Thus, you've killed the last vestige of role-playing in the game.

      I would argue, again, that MMORPGs are NOT role-playing games...if they were, or if people treated them more as such, then EQ would not have had to go through the hassle of setting up an entire server just to support the players who are interested in actually role-playing and not just increasing the size of their hoards/powers/whatever.

      codemonkey

  81. No. by labradore · · Score: 2
    First of all, it is not 100% secure. It is 99.99999999...% secure, since it is possible to make changes to a file without changing its cryptographic signature, but the odds of finding the right change is very slim and the odds that the change that slips by the signature algorithm will not corrupt the file are are also very slim. The biggest potential security hole is where a player gets access to the server and can change the signature stored on the server. This, however, is also has pretty slim odds. Although if a player was able to gain administrative access to the servers, all bets on character integrity are off anyhow. You don't get the part about responisbility. The downloaded character becomes the player's responsibility. After you download the character and it is deleted from the server then it is the player's responisbility to take care of it. They can put that message in big bold letters on the game interface and in the EULA. Also, they can post some guidelines for how to properly keep your character safe. (e.g., burn the character to 3 CD-Rs, buy a really nice storage case for each one and give two of the CD-Rs to your friends to keep for you.)

    In fact, this kind of thing could be a potential boon to the company because they could sell a secondary service where they store a "deleted" character for you for some nominal fee ($2/mo?) in addition to your game fee. They could use a lot cheaper storage, too; they would be storing and backing-up a flat file instead of a live database. On top of that, don't allow the characters to be deleted and restored more than once per week.

    When you get tech support calls about lost characters, you just say, "Sorry, we told you to be careful but it's your responsibility. Goodbye." Your argument about protecting people from their own klutziness comes from the same kind of thinking that advocates that the government should protect people from their own stupidity. It is the root of censorship, anti-drug laws, soddomy laws, and generally anything else that the government does to trample individual freedoms in the name of protecting people from themselves.

    I think you underestimate the character of a person who screws up (looses their character) and knows it's his own fault. He's not going to give up playing a game he likes just because he made a dumb mistake.

    1. Re:No. by Babbster · · Score: 2
      It isn't just a screw-up that could cause the loss of a locally stored character. A hard drive failure can happen, a previously unknown virus could infect the computer, or some malicious script kiddie could find a way to tap into the computer through your Adelphia cable modem.

      Leaving Sony/Verant with the responsibility of storing the characters at the very least offers the security of having someone else to blame. Under the best circumstances, it allows Sony/Verant the opportunity to have backup systems in place and the ability to have corporate-level security in place to protect that data.

      Finally, I would note that every argument against multiple characters on a server is smokescreen for the primary two reasons: Limiting the ability to cheat in a significant way and the opportunity for greater profits from those who will want more than one character per server - NEITHER of which I personally have any problem with.

      Go Verant.

  82. I choose... by C0deM0nkey · · Score: 1
    ...to gripe, moan and complain about lack of options!

    Then I choose "Beowulf Cluster" -- it must be an unwritten option, right?

  83. Re:Tell Me Again Why You Can't Have Multiple Accou by Viv · · Score: 4, Informative

    Er, they likely won't just be using straight up SCSI. Let's look at the TCO. I will say that I don't really "buy" the database argument, because my understanding is that the big guys tended to price by horsepower, not size, but I could be wrong.

    Lets assume the following, using what I think are probably conservative numbers --

    1. 2 million total accounts, one character each
    2. 10 server active 'sites'
    3. Each character uses approximately 5MB of space
    4. 60% change in data set between backups.
    5. Each 'galaxy' has overhead of some unknown amount, which I will not take into account in this TCO equation.

    Let's consider the storage costs:
    1. Each site will need approximately 1TB of data for characters; probably 2TB to be able to do flashcopy for backup purposes; assume 500GB for overhead. Note that they won't be able to use just a standard SCSI RAID, they'll need a real workhorse of a machine. Depending on how cheapie they're willing to go, they might get a mid-range FC Array like the IBM FASTtT700 or a real storage server like the ESS. Cost will run between $210k and $2 million. Per site. However, with the high load, they'll probably need something with oodles of cache, so I'd lean towards the ESS and call it $2 million per site.
    2. Disaster recovery. They'll probably use something like the 3590E or H for tape; they'll probably want to store 2 weeks of data with probably 60% change per day -- that works out to about 52.5TB of data. That'll need about 3 3494 frames at ~$100000 ea. That's $300k per site. Then drives -- each drive costs about $40k, and if each drive does about 75GB/hr average and you need to back up in 8 hrs, you need at least 3 drives, plus another 4 or so for tape maintenance -- $280k per site. Tape will cost about $10k extra, per site.
    3. Online backups -- this will essentially require you to duplicate the storage equipment once per site, so we end up doubling our hardware costs.

    Per site, we're looking at:
    $2 million for DASD
    $600 thousand for tape
    ----
    $2.6 million in storage alone.

    To do the online backups, which I find probable, double that number ($5.2 million); multiply by ten sites, and you get $52 million investment cost. Divide that by 2 million characters, and your approximate cost per character is $26 in storage, per character.

    Note that this doesn't even begin to take into account the recurring fees -- vendor support, which you can expect to be at least $10k per month per site, in-house technical support, which you can expect to run probably $20k per month per site, nor does it take into account ANY management software, any bandwidth to transfer to the online backup site, etc,.

    More than you thought, huh? Probably by a factor of thousands.

    Please write the following on a blackboard 100 times:

    ENTERPRISE HARDWARE IS SIGNIFIGANTLY MORE EXPENSIVE THAN THE COMMODITY INTEL COMPATIBLE HARDWARE I AM USED TO. IT IS ALSO EXPONENTIALLY MORE EXPENSIVE AS YOU SCALE.

  84. This won't solve anything, IMO by TheBracket · · Score: 2
    The biggest reasons being cited for having one character per server are...

    Twinking
    I don't see this changing; in a lot of MMRPGs, while alts may be big twinkers, this pales by comparison with guildmates/friends. A friend finds a second +4 Sword of the Frenzied Wampus - he'll give it to you. One character per server may actually make this worse, since there is a greater chance of picking up items that you don't want for any of your characters.
    In other words, twinking will still happen - but will be even more focussed on large guilds than it is now.

    Muling
    Muling will still happen, but to a lesser degree. I foresee a world in which people who buy second accounts create mules on some worlds - and share the use of the mule with a friend. This already happens in some multi-character games (quite common in Asheron's Call 1 which lacks banking).

    The Spying Issue
    Spying could be a problem, since factional/PvP is being played up so much. However, DAOC solved this very simply - allow multiple characters per server, but they all have to be in the same faction.

    The player economy
    If SWG's tradeskill system is as complete as Verant say it will be, then crafting has the potential to play a big role in the game; this is a good thing in that interdependant players tends to create a good atmosphere. It is also a bad thing in that new players are dependent upon the existing economy - and if they don't find people to help them, they will have a really unhappy time; this happens already in Asheron's Call 2 which has a player economy. Only having a single character on a given server would make me less likely to craft; I don't want to craft all the time (I play to escape reality, not simulate work!), so I like the opportunity to craft for a bit and then go and save the galaxy - without having to worry about coordinating cross-server guild relationships with friends/guildmates.

    Overall, I think SWG is shooting itself in the foot with this. I personally wasn't going to play anyway - Star Wars isn't my thing, and I'd hate to see a 13 year old screaming 'D3WD, US3 F33R M! L33+ J3D! SK1llZ' - but I know a few people who are considering it. Not one of them is happy about this move.

    --
    Lead developer, http://wisptools.net
  85. Re:Well... things have gotten out of hand. by sedmonds · · Score: 1

    Hard to identify alts? For players, maybe, but for the people who come in to settle disputes between people acting like 2 year olds, its only as difficult as the developers make it. Anyone who has given any thought to mmorpg's realizes the need to make available a list of characters associated with an address, credit card, and account.

    Thats not to say that all support staff should see the address or credit card number, of course, but they should see the account name. So when Joe Blow complains that Jimmy has been harassing them, the support staff can note this of Jimmy, and attach this in such a way that its visible in a query of characters by address/credit card/account.

    Now, for twinking I think you're burying your head in the sand. A LOT of the people that are into twinking can still do so by purchasing a second account. Multiple accounts is a COMMON thing in mmorpgs. Probably 1/3 of the people I play EQ with have 2 or more accounts. And limiting to one character per account per server does jack shit to stop twinking for this crowd.

  86. If Monty Python is realistic enough for you.... by Pyrosophy · · Score: 1

    "[thunk] Message for you sir............."

  87. This post is a gigantic display of idiocy. by Romothecus · · Score: 1

    Score: 4??? FOUR?!?! This poster is obviously a complete moron. They don't even store the characters on the client's computer computer, they store them on their own servers. His whole post is totally irrelevant and useless.

    1. Re:This post is a gigantic display of idiocy. by poridge · · Score: 1

      Some people should take a long hard look in the mirror before calling someone a moron.

  88. I'm Also A Beta Tester by RembrandtX · · Score: 2

    (and have to tread softly around my NDA)
    What folks need to realize here .. is that this is a dead horse.

    People, especially .. err .. not highly social people, are quite often afraid of change.
    [anyone remember when Taco announced the subscriber member plan HERE? - rest my case.]

    There are only a few folks on the beta forums who have (from a year or two ago) been saying they want mcs only. Almost everyone else is just picking a bandwagon. (I myself am neutral .. maybe leaning towards SCS after reading some of the arguments NOT posted in that article.)

    What a LOT of folks seem to forget .. is that this is SOE's game ! Here is an example that WONT break my NDA :P :

    I used to work for games workshop - you know .. warhamemr .. warhammer 40k etc.

    They make some 300 million Pounds Stirling selling toy soldiers (about 1/2 a billion US depending on exchange).

    Every 3-5 years they changes the rules in their games. Fix bugs, make them easier to play etc.

    EVERY TIME they do this .. they get tonnes of greif from their existing customers. Of course, this isn't suprising as their products are targeted at *13 YEAR OLD BOYS*.

    As a general rule, the folks who complained the loudest were the 30 year old geeks who had been playing their product for YEARS.

    after all .. 13 year old boys are pretty easy to win over - and 1/2 of them don't know the rules anyways :P [Anyone who has ever worked a Games-Day in the US or the UK know this :P]

    Games-Workshop rightfully totally IGNORE all these complaints. After all .. they make like 1/2 a BILLION bucks a year .. they probally know more of what makes their product sell than a 13 year old kid does.

    They make desicisions based on what is good for their sales, what is good for their games, and what will make them less confusing and more fun for the boys that just turned 13 this year, and have never seen it before. You see .. every year there are more and more 13 year old boys. THAT is who they target. Its called business growth people.

    If you were an investor, would you give capital to a company like this ? :

    Exec : "And each year we review our product to see if it falls into the expectitaions of our existing customer base, and if it doesnt, we take all their suggestions - and rewrite it at our expense. Just to make everyone happy."

    Investor : "Oh .. so they buy your product again to get the new rules ? That sounds like you can resell it countless times then :) *greed*"

    Exec : "well, no .. they already own the rules, we just make sure that they are happy."

    Investor : "Oh, Well it sounds like these customers are very important to you .. what do your current customers contribute to your bottom line annually ?"

    Exec : "Well, past the first six months, not that much really, since they have bought almost everything they need already. Actually most are complaining because they don't want to spend more money."

    Investor : "So what your really saying, is that your letting your customer base affect your vision of your company. Hmm .. Still .. your a very specilized company, I can see how you might turn the educated outlook of your customers to your advantage. What was the average age of your customers again ?"

    Exec : 'Ummm .. 13"

    Investor : "oh ... *NEXT!!!*"

    I mean .. imagine a company betting their entire company future on the very malliable influence of 13 year olds. That would be like letting gamers design your online game for you ... oh .. wait.

    DiaKatana Anyone ?

    --

    --Ne auderis delere orbem rigidum meum, non erravi pernicose!
  89. Thank God. by megaduck · · Score: 3, Interesting

    I know there's a lot of hard-core MMORPG players here that won't be playing SWG because of this MCS vs. SCS thing (Acronym overload!). I, for one, will be playing because of Sony's decision.

    One reason I've stayed away from MMORPGs in the past is because of all the chatter about "muling", "twinking", and fscked economies. I want to play an online RPG that feels like an RPG, not some twisted inventory management competition. I mean, can you imagine trying to sell multiple characters to a D&D group?

    I think Sony is trying to create a MMORPG for the common man, or at least the common gamer. Flame all you want, but I think it's grand.

    --
    This .sig for rent.
    1. Re:Thank God. by EQ · · Score: 2

      If you are looking for relief from an"fscked economy", then SCS will doom you. A vibrant economy requires a lot of varied crafters. Consider that to make a top notch item, per the designers, wil require the input of 6 crafters.

      The number of crafters that are "free" (outside of a PA that supports them by making a "production chain" and consumes 100% of the input) on a server will be miniscule. Your player economy will be nothing because far more people will use their one and ONLY slot to be an adventurous character, not a factory worker or a retail clerk.

      This leads me to believe that someone in Marketing is driving this decision in order to ensure multple sales of accounts to individuals - more boxes sold = higher profits that will offset the loss of revenues due to disillusioned SCS players quitting/

      --
      Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo! http://goo.gl/J9bkO
    2. Re:Thank God. by Dachannien · · Score: 1

      I'm planning on playing, and I'm planning on making a character who doesn't know thing one about adventuring, but who can manufacture certain items quite well. If you read the official boards, you'll find a whole lot of other people doing the same thing.

      What you fail to realize is that SWG is going a long way toward pulling in untapped portions of the world population - the same portions which The Sims Online is going for, for example. You're also bringing in people who love Star Wars but never got into FPSes or MMORPGs (i.e., aren't "hardcore").

      Will PAs remove a significant portion of the population from the demand market? Sure. But not everyone will be in a PA, and not every PA will be large enough to become self-sufficient - and the major factor contributing to this is that hardcore players of the sort that are members of the uberest PAs will, as you say, be unwilling to make a character who can't adventure.

      To be honest, I'm looking toward this being the most well-balanced economy to date in an online RPG, and the single character per server feature will increase that likelihood by orders of magnitude.

    3. Re:Thank God. by Babbster · · Score: 2
      You'd be right except for one thing: Even a master of mining can have adventuring skills. Instead of providing my own examples, I'll just say "RTFA" and provide you with the relevant quote in case you still don't want to do so:

      "We've gone to very great lengths to make sure that you can try out different playstyles--and even engage in multiple different playstyles simultaneously. You get 200 skill points right now. That's enough to fully master three separate professions plus half of another one. Put another way, it's enough for you to be a Master Image Designer, Master Marksman, and Master Gunsmith--actually, probably enough where you could go beyond Marksman and master Rifle Specialist or Pistol."

    4. Re:Thank God. by MikeBabcock · · Score: 2

      Remember that a well-organized D&D (LA)RPG will be more well organized in character design than any of these MMORPGs are. Can you imagine starting the game and being told that cleric was unavailable because the game needed a fighter? This doesn't sell to the mass populous, and neither do DMs. DMs make D&D games work well, and I'm sure some MMORPGs do a better job of this character management than others.

      PS, I'd love to hear about it too ...

      --
      - Michael T. Babcock (Yes, I blog)
  90. Kids these days. by Anonymous Coward · · Score: 0

    Why does everyone always talk about this "Mule" crap when this subject is brought up?

    Damn now I miss M*U*L*E.

    </offtopic>Still haven't found a MMORPG that I really like. sigh.

  91. Usenet... by Anonymous Coward · · Score: 0

    ... is what is is called.

  92. Perhaps... by mindstrm · · Score: 1

    you don't understand encryption.

    If you think "no matter how it would be encrypted, it would be cracked 2 hours after release" then explain why it took years to crack rc5-64.

    This isn't about client software doing ANY calculation; it's about the client software storing a block of encrypted data. It doesn't know how to DO anything with it other than send it back to the server. It has no keys.

    If the client somehow could manipulate it, yes, you would be correct.. but as long as we are dealing with nothing but pure data storage, this is a great idea.

  93. Well, maybe not realistic by flimflam · · Score: 5, Insightful

    First of all, let me say that I don't play any of these games (I prefer to waste my time reading slashdot and the like *ahem*), but that said....

    I think what it means is "consistent with the rules/laws of the imaginary universe". If things aren't consistent, the game loses its appeal. (I guess)

    --
    -- It only takes 20 minutes for a liberal to become a conservative thanks to our new outpatient surgical procedure!
  94. Really? by mindstrm · · Score: 2

    So you can, like, crack AES & 3DES in a couple days?
    How?

    Maybe you should get a job with the NSA.... I'm sure they'd be interested.. especially if you can crack AES. Or maybe they'd just kill you.

    1. Re:Really? by Anonymous Coward · · Score: 0

      He was obviously being sarcastic.

  95. No it can't work. by aepervius · · Score: 2

    Because people would simply switch to the other char and play it a minimum time and then leave it in the dark for 25 days. Et Voila !

    personally whatever the decision ground8economical, buisness, Customer support, $$$) I don't care. i think it is a good idea because so much things screwing the conomics of the game which put me off in other RPG are simply higher level char having a quasi monopoly on goods and all stuff on alts.

    Now if *everybody* is limited to 1 char... Then one can hope to balance economy a bit better. I wasn't interrested in SWG. Now I am !

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  96. silly little company... by Anonymous Coward · · Score: 0

    Yes, you may be here to relax, but no, it isn't just a game. It is a new medium of entertainment with its own rules.

    I'm sorry, but this IS JUST a game. I think it
    is cute when developers believe that what they
    are doing is culturally important.

    hEpen

  97. Re:blah blah blah who the fuck cares? by Anonymous Coward · · Score: 0

    You've got that completely wrong, twit.

  98. Re:Tell Me Again Why You Can't Have Multiple Accou by Anonymous Coward · · Score: 0

    Did anyone else read this as Tell Me Again Why You Can't Have Multiple Orgasms?

  99. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0

    Raph Koster works for them. This is the same guy who worked on Ultima Online, which sported such design triumphs as a non-database character data storage system with a backup cycle so slow it had to run continuously because it could not complete within the 4-hour interval between scheduled backups. Transactions, Raph. Transaction commits to database, good!

    Real easy to criticize the guy who did it first, I guess. As usual, all the best coaches are in the stands...

  100. Here's an interesting bit... by FauxPasIII · · Score: 2


    "Agh! More forced grouping!"

    I'd prefer to think of it as a chance to get to know your neighbors. The fact is that something like 90-95% of you are unable to tell me the names and occupations of the people who live in the eight homes that lie adjacent to you: three across the street, three behind you, and the two on each side. In fact, a very large number of you have social circles that are built around your school or your job. Not only is this unnatural for humans, but it means that the groups you form are extremely homogeneous.

    As any biologist can tell you, homogenous populations go extinct very readily. As any teacher can tell you, exposure to different modes of thought makes for better citizens and better thinkers.


    I can't decide if I think he's incredibly pretentious or incredibly insightful for the comparisons he's making to evolutionary biological systems... in either case, it's a good sell for the game.

    --
    25% Funny, 25% Insightful, 25% Informative, 25% Troll
  101. Unfortunately... by Anonymous Coward · · Score: 0

    ... AC2 absolutely sucks =(

  102. Mac Version? by NSupremo · · Score: 1

    LOL :( :( :( :(

    It sure would be nice to play this on opening day.

    (Everquest for mac is almost done.)

    --
    http://en.wikipedia.org/wiki/2004_U.S._Election_co ntroversies_and_irregularities
  103. Snort. by Anonymous Coward · · Score: 0

    Apparently you didn't read the entirety of Bartle's article, or are forgetting parts of it.

    To wit:
    Killers and Explorers make up a minority amongst MUD populations, with the Explorer type being very rare.
    Also, considering the adaptability of these two types, I doubt such a change is going to make a big dent in either population. Explorers explore more than the player types available to them, and Killers just need a way to cause trouble.

    The majority consists of Achievers and Socialisers. Achievers make up the core of the game, which SWG is trying to appeal to. Socialisers kind of leech off of Achievers, but I doubt they need something as minor as extra characters just to chat and socialise.

    Me, I think the only real impact this decision will be on the hardcore Achievers, which are costly to MMORPGs in the long run. Guys that spend most of their time on the servers can't be good for profitability reasons, but you can't stop them. Come on, the real profits are made from cashing in the players that come, play casually, then leave.

    In either case, you're blowing this decision way out of proportion. I doubt their profit line will go anywhere but upwards.

  104. Re:It's one character per server, 10 to an account by Tingler · · Score: 1

    I must say that I applaud your ability to post a link to the story posted & receive a moderated score in excess of 5.

    BRAVO!

    Let's hear it for the moderators!

    For his next trick, a Beowulf cluster of "In soviet Russia....."

  105. EBay and $$ by Brent_DS · · Score: 1
    The new issue of Wired (sorry, no link yet) has a great article about the economics of Ultima Online; i.e. people who play the game and auction off their stuff make over $3/hr on average, placing this *virtual* economy 79th in the world.

    So how will this compare to SWG where you can no longer Mule and get away with general stupid stuff? And which game will have the higher GDP? Only time will tell!!

  106. Re:Well... things have gotten out of hand. by Alsee · · Score: 2

    1. Mules. Many characters are created just to hold lots of items

    Ok, I've never played EQ or most of the others, but I can tell you that in Diablo2 the storage space was PATHETIC! It was also extremely unrealistic. It's perfectly reasonable to have strict limits on what a caracter can actively carry on his person, but if you have any sort of "storage locker" it should be a HELL of a lot bigger than your backpack! One of the reasons I got tired of the game was the hassle of moving stuff to another character.

    And if you've got a house your storage space should be practically unlimited...

    That box in the corner? Oh that has 300 magic rings in it. How do you like the front wall with with my collection of 40 swords hung up? Pretty, huh? I've got 30 pairs of boots under the bed and few dozen wands hanging next to the window. Just don't try to open the closet - it's stuffed with all sorts of armor.

    -

    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  107. Cheaters! by Knacklappen · · Score: 1

    To ban cheaters more easily is the only reason why I would accept that model. I play online quite regularily and am always pissed by that folks who just found some new cheater kit and now try it out with an alt character. Which might be banned by the company running the show, but the actual account wil almost never be terminated. The reasoning is always "Who knows, it might be a whole family playing here...". But one of this rotten family has just ruined the game for a lot of others, for christ's sake!
    So, if in SWG they would charge us an entry fee, than the just banned cheater had to open a new account and pay once again. At least a certain punishment...

    --


    Excellence: Moderate (mostly affected by comments on your karma)
  108. Another Cash Grab by idealego · · Score: 1

    Sony did lots of things to encourage everyone to have multiple accounts in Everquest (later on, but not in the beginning). This is yet another way to make the game miserable for those with only one account. Sony even tried the Legends server idea to squeeze more money out of people (it was an expensive server with some rather trivial perks).

    Get 3 accounts and make Sony happy. Personally I will chose not to play the game. I'll wait for the next game that's actually designed for the players and not just for the Sony coffers.

  109. Wonderful idea guys. by Flakeloaf · · Score: 2

    I'd prefer to think of it as a chance to get to know your neighbors.


    More often than not, my neighbours are two nine year-olds who haven't read the manual, some gibbering idiot whose only binds are PATY PLZ!!! and YOU TRADING OF ITME ME!!!, and a half-dozen others who kill characters 1/3 their level for no apparent reason.

    Thanks but I'd rather play alone. Find a way to weed out the complete fucknuts on a server (or at least uniquely identify them!) and we'll talk.

    --

    Am I the only one who heard Roxette to sing "I'm gonna get blitzed for some sex"?

  110. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0

    So, "twinking" and "muling" should be recognized playstyles, eh? How about if they also offered, (for a few extra bucks a month, of course) to activate cheat codes for you too? The demographic you're talking about is "llama". Stick to one-player games if that's what you want.

  111. The full reason (short and sweet) by tuxracer · · Score: 1

    There's many who have cited the idea that they get bored with their character, and want to go try something new, so they make an alt. But when they get bored with their alt, they want to return to the main character.

    Basically, this says "I'd like to play the game starting over, but I want you to keep around all the past data that a character makes up." Well, that's storage space that someone else doesn't get to use, for one thing. It sits, inactive and unused, until you want to come back to it. Yes, other games have offered this. But it isn't as expensive for them as it is for us.

  112. Re:Tell Me Again Why You Can't Have Multiple Accou by harlows_monkeys · · Score: 2
    Just in the initial purchase price alone, they could reserve a whole GB for you to use and still come out profiting.


    Yeah...if they only had a few customers. Look, this thing is expected to be bigger than existing MMORPGs. EQ has about 500k subscribers. DAoC and UO have about 250k. Let's say they get a million.


    Storing a big record for a customer is easy. Storing a million big records for your million customers is not easy. They need a database that can have a lot of big records, and handle 100k or more essentially concurrent updates to those records, in real time. This isn't a job for MySQL.

  113. Re:Well... things have gotten out of hand. by Anonymous Coward · · Score: 0

    > The SCS idea is the best one they've come up with yet to address inequities.

    It doesn't address the inequities at all. Rather, those with more money to spend on the game will be able to engage in all those problematic behaviors by buying multiple accounts. This means that having more real-life money buys privilege even in an online game.

    They should just say it's a business decision. In the article, they list numerous reasons why people want to play multiple characters. Then there's a bunch of gobbledygook, amounting to "no". Then they say you have to pay for each character. It's not hard to connect the dots.

    I also don't buy the "lots of storage" angle. As long as the characters are stored with expandable metadata, rather than a fixed list with blanks for EVERY option (re: linked list vs. array), they will only take up as much space as they are actually using. You don't need 8 blank house records for every character! When a character gets a house, append it to his file.

    It is very unlikely that one person would have enough time to get and maintain ALL that stuff for more than one character at a time. It would happen in very few cases, so storage requirements would hardly increase.

    It sounds like they're using a huge database with columns for every conceivable attribute. This wastes space. Why use 150 columns for inventory items instead of an "inventory" db with one row per item, or better yet, one BLOB for the whole inventory, in binary, with a bigger blob when there's more items?

    It seems to me that the "RIGHT" way to handle records for an MMORPG is to do a memory dump straight to disk. Very fast. Then in the background, another program (on another computer, if need be) can parse it out and save it as text, XML, to an SQL DB, etc.

    This way, saving and retrieving a character is just a straight binary file read or write, or a read into memory from a binary image stored in a DB.

    If you want all the statistics (X of this item, Y characters wear hats, etc.), that can be compiled at leisure offline.

    Most of the time, the game needs to know info only about who is currently playing. That's just reading the character struct in memory. If it needs any other data, ANY kind of over-the-network DB access or disk access is too slow with thousands of characters online at once.

    (E.g. imagine your hard drive has a 1 ms seek time, and you want to quickly check 3,000 files. Right, can't do it in realtime, the game would grind to a halt.)

    Even if it's all stored in RAM, there's a practical limit based on memory bandwidth. Say each character record is 5 MB, with 3000 characters on a server logged in at once. How fast can you page through 15000 MB?

    There's tons of cool things we'd like to do, but which aren't feasible at this point. The programmers are either going to have a slow, expensive-to-run game, or will have to make better decisions than maxing out their Oracle license budget.

  114. Not decided yet by Iscariot_ · · Score: 1
    Holo stated that the MCS versus SCS debate is still just that, a debate. He was just giving us the latest pros and cons being debated by the SWG dev team.

    So, keep in mind that this is NOT the final decision.

    Here's a quote from Holo: "Now, you may agree or disagree with each of these, but I thought I would explain each one from the devs' perspective so that we can have a more constructive discussion... Let me tell you, as a player I'd like multiple characters per server too... Definitely keep debating and discussing. I just want everyone to have all the facts."

  115. Interdependence? Uhoh... by harlows_monkeys · · Score: 2
    One of the reasons they give is to encourage interdependence.


    I had enough of that in EQ. I recall when my Ranger spent an hour traveling from GFay to Freeport...and then two hours trying to find someone to bind him in Freeport.


    I recall guild events cancelled because we didn't have enough people of certain classes. I recall guild events saved when some people would switch from a class we had enough of to their alts of a class we needed more of.

  116. I'm not liking the arguements. by flogger · · Score: 2
    AS someone stated several times, They are out for our money.
    But, what is up with their lame excuses? One excuse is
    I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up." As it already stands, our programmers are nervous that we're storing too much data per character. Heck, we got asked, "You can live with 20 items in inventory max, right? 150 items total per character across the entire game?" Do the math on the items stored with a character above, and start getting scared.

    WTF? THey don't want to spend money for a bigger hard drive? Maybe they should STREAMLINE the databases some. Instead of having my weapon be stored in their database as:
    $Weapon="Ordinary_Blasater_With_No_Speial_Abilit ies_Unless_Used_By_Smuggler_Damage_Model_Level_3"
    Use:
    $Weapon="Pistol2"
    Let my freaking client know that pistol2 = Ordinary_Blasater_With_No_Speial_Abilities_Unless_ Used_By_Smuggler_Damage_Model_Level_3

    Grr... I'm going back to reading the rest of the article
    [/rant]
    --
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    "First things first -- but not necessarily in that order"
    -- The Doctor, "Doctor
  117. Star Wars Galaxies Only to Allow One Character Per by quintessent · · Score: 2, Funny

    Jar Jar Binks made this statement to the press "Meesa nosaa liken dis, knowsaaaa, aaaaah [inaudible], oopsi."

    The spokesman for Darth Vader had this to say, "We are unable to comment on this decision at this time. You don't have a problem with that, RIGHT?"

    According to a press release, Luke Skywalker had this to say: "No! No! It's not true. That's IMPOSSIBLE!"

    Han Solo and Princess Leah were occupied and unable to comment.

  118. What DB charges based on it's size? by Synn · · Score: 2

    From the "reasons" for this:
    I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up."

    What database system charges on a per size basis? The only thing I can think of is them talking about disk space, which should not be the killer they seem to make it out to be.

    If each character record took 100k worth of storage, you could put 800k characters on about 80 gigs of storage.

    And really, if you're even using 100k per character record you've got some really ineffecient data use going on.

    It's not like binary data should be stored with each character. A character record should just be a reference of IDs pointing to a master database.

    1. Re:What DB charges based on it's size? by geekoid · · Score: 2

      Oracle, DB2 have plans like that. Or used to, I'm a couple years behind these days.

      But it does sound like they have either a poor DBA, or they think 100k is really big!

      It just sounds that way, I have no Idea how big a character is. But if it is more then 100k, I have doubts about the design.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  119. "Imagine if you could on choose to drive 1 car... by 19Buck · · Score: 1
    ...in grand theft auto? or only play 1 sim. those games would have lasted maybe 5 minutes."

    You are talking about a totally different type of game in reference to GTA. There's no persistant online world, there's no storage server being paid for by the developer, etc etc. And in Sims Online, you are INDEED limited to Three total charecters, only allowed to have one Sim per town. If you've already created a Sim in one town, you cannot create another in that same town.

    Reason: Prevent Abuse (prevent people from getting a roomie and lot size bonus illegitimately)

    Promote diversity - get people playing on and working in different game worlds and people

    Prevent one server from getting "too popular" and becoming overloaded while another server sits with empty capacity.

    So go ahead, try different aspects of the game. When you get bored of the charecter, give your belongings to a trusted freind to hold, delete your charecter and make a new one. Or just make another charecter on a different server.

  120. (Meta)Bad jokes on Slashdot by yerricde · · Score: 1

    Yeah, the parent poster was making what is known as a "joke."

    How can a fellow tell the difference between a bad joke and a serious but misinformed comment with 99% reliability?

    --
    Will I retire or break 10K?
    1. Re:(Meta)Bad jokes on Slashdot by scumdamn · · Score: 1

      If it's coming from me, it's a bad joke 9 times out of 10.

  121. Re:blah blah blah who the fuck cares? by Anonymous Coward · · Score: 0

    Wrong. If it's modded up or down then people care at least enough to read the comments and moderate them. Neither action could reasonably be taken as implying that people don't care.

  122. What is DAOC? by Snaller · · Score: 1, Offtopic

    NT

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  123. Re:Moronic analogy alert redux by Anonymous Coward · · Score: 0

    Checked with whom? You called and asked? "Hello? ....cable company? this is c2k again...will you gettpist if I use a splitter?"

    Talking out of your ass only draws attention to your bad breath.

  124. Funny stuff by Oriumpor · · Score: 1

    This is some funny stuff
    [snip]
    You see, our characters are much more expensive to store than those of other games because we have a much higher degree of customizability. There's a ton of data just in storing your customized face. On top of that, there's more equipment slots that hold items. There's a datapad which holds data objects, which is a whole second inventory other games do not have. There's the inventory itself, which is larger than that of most games. There's the fact that we allow placing of structures on the map--and a single player can currently have around a dozen of them. And each of those can be furnished--which is more items. And what's more, they might have a vendor in them, which calls for a character with customization data and inventory and shop stock and price data and whatnot stored too. Oh, and you can run multiples of those. And let's not forget that each item is customizable as well--unique stats, custom colors, custom names. Plus you can have a pet that grows over time and that we need to store data on to. Plus a commodities market that is an in-game auction system, with all associated data.
    [/snip]

    This should not be an issue, they should have planned for large databases (lots of people, lots of data, LARGE database.)

    [snip]
    I'll say it flatly--a character record in SWG is FAR larger than you think. There's a business reality to see here. We share fancy databases over multiple servers. Said fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up." As it already stands, our programmers are nervous that we're storing too much data per character. Heck, we got asked, "You can live with 20 items in inventory max, right? 150 items total per character across the entire game?" Do the math on the items stored with a character above, and start getting scared.
    [/snip]

    More preplanning that should have gone into the mix.

    [snip]
    I have to pay. I have multiple computers on my home network, and I pay for the extra IP addresses. These things do incur extra costs for the service providers.
    [/snip]

    Nat solves that problem pretty well, and if the guy making this "awesome" game didn't know that, think about his level of knowledge in network programming. Backtrack again, and wonder if he doesn't know that much about networks, does he really understand the restrictions of databases?

    I can't continue it makes my head spin.

  125. Verant screws up AGAIN !! by Anonymous Coward · · Score: 0

    Had to take Verant and Sony to totally screw up the potential BEST online RPG EVER! Jeez...

  126. Twinking is good for business by Anonymous Coward · · Score: 0

    So let's suppose you start to play the new Star Wars Galaxies game with your friends. You have limited knowledge of how the game mechanics work at this point. So you make yourself a wookie and spend hundreds of hours trying things out.

    Now let's suppose you get tired of your character at some point. There could be many reasons why you would do so. Perhaps you've achieved everything you deem worthwhile in that particular class direction. Perhaps they decide wookie sharpshooters are too powerful and you're nerfed. Perhaps your character just isn't that well suited for the end game. Maybe it's just time for some variety.

    So now a this point you have to decide what to do, as you are now done with that character. Do you start up a new one and try it out? What keeps you from wiping the game off of your harddrive and installing a new one?

    Twinking and alts go a long way towards making the game replayable. They leverage your previous experience with the game into how well you can play it again. Without this buyin you'll just be inclined to move on to the next thing when you've used up all the fun.

    Michael

  127. Get a life by Animats · · Score: 2
    If you have more than one character in a role-playing game, you need to get a life.

    Besides, the way the Lucas family of companies works, if there's enough demand, they'll sell a 10-pack of characters for a higher monthly fee, and throw in some overstocked Jar-Jar merchandise.

  128. Re:Star Wars Galaxies Only to Allow One Character by quintessent · · Score: 2

    Moderators can be so pathetic sometimes. Laugh a little.

  129. Re:Breaking SlashDot News!!!: Moderators... by dagg · · Score: 2

    Wow!

    Moderation Totals for the parent post:

    Offtopic=1, Funny=6, Overrated=3, Total=10

    That's a record for me!

    Let's see if it can be moderated any higher/lower! Come on moderators! I'd prefer it to be moderated higher so that more people will see it so they can in turn moderate it lower... but do whatever you see fit.

    --
    Sex - Find It
  130. the real reason... by briancnorton · · Score: 2

    fancy databases cost $X up to a certain size. Then they cost ten times that if you go over that limit by one byte because you have to buy the "next size up."

    Well my contribution to keeping down the size of their database will be not subscribing...

    --

    People who think they know everything really piss off those of us that actually do.

  131. Re:It's one character per server, 10 to an account by Anonymous Coward · · Score: 0

    Exactly how is having a mule "cheating"? I don't think you know what that word means.

  132. Reply: "What is DAOC?" by hirebrand · · Score: 1

    "Dark Age of Camelot", DAOC, is a massively multiplayer online role-playing game -- similar to "EverQuest" or "Star Wars Galaxies".

    DAOC came out October 2001, and captured many unhappy players from previous games due to its refined gameplay and interesting warfare system.

    http://www.darkageofcamelot.com/

    1. Re:Reply: "What is DAOC?" by Snaller · · Score: 2

      Ahh... thanks hirebrand!

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  133. You have no idea what the hell you are talking abo by DAldredge · · Score: 2

    You have no idea what the hell you are talking about.

    GW makes about 100,000,000 pounds/year in revenue and less than 10,000,00 pounds/year in profit.

    http://www.icv2.com/articles/news/1675.html

    According to the new Games Workshop annual report, covering the fiscal year ending June 2, 2002, the company continues to struggle with its independent retailer business in the Americas, saying of its business in that channel, "...[I]t has been hard work maintaining momentum during the year." This is the continuation of a trend that that was first noted by GW in its mid-year report six months ago, and is a reflection of dissatisfaction with the company felt by many independent retailers (see "Retailers Send Joint Statement to Games Workshop").

    In response to this problem, Games Workshop appears to be stressing the opening of new stores (it opened six new stores in the Americas in its past fiscal year, bringing the total to 43) to a greater degree, "...to attract new gamers into the Hobby, and to establish a more appropriate balance between our own stores and independent retailer customer base." A second strategy is continued development of sales teams that work with independent retailers. In the UK, where its own stores account for 69% of sales, GW does "...not expect to grow significantly the number of stores...in the future," which may indicate the target mix of sales through company stores and independent retailers. But worldwide GW sales were up the same rate through independent retailers as through its own stores, indicating that with a growing pie there's enough business for both channels to grow significantly.

    One channel that did not grow as quickly was the mail order/Internet sales channel, which grew at a slower 8%. The reason will come as good news to brick and mortar retailers. "The increase in direct sales was slower due in part to a deliberate reassertion of our no-discounting policy to counter some discount creep that had occurred in some territories."

    Games Workshop had a great year over-all, with sales up 17% to over 100 million pounds, and after tax net profits up 49% to 8.6 million pounds.

  134. "They"are taking away our rights, I tell you! by www.whitehouse.org · · Score: 1

    First they came for the code exploiters.
    But I never exploited that eq duping bug, so I didn't speak up.

    Then they came for the area re-pop campers.
    But I never liked those guys anyway, so I didn't speak up.

    Then they came for the player killers.
    I really hated those guys, they summoned me to the draco-lich just before leveling, AND with me wearing all my leveling EQ, so I didn't speak up.

    Then they came for the EQ hoarders.
    My 37 sweet storage chars brimming with every piece of EQ in the game, purged from the p-file to make room for 800 average user chars... And by that time, there was nobody left to speak for me.

    --
    Mod me down and I shall become more trollish than you can possibly imagine!
  135. Re:Well... things have gotten out of hand. by geekoid · · Score: 2

    OR Just don't allow trading between characters.!!

    there, solved all your issues, and I can still have diffrerent characters to play with different friends.
    You remember friends?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  136. Re:I'm Also A Beta Tester by geekoid · · Score: 2

    Valid points, however if they start alienating players BEFORE the game is out, they won't get those 30 year olds that have been playing most there lives.

    Also, if yo7u are starting a business, and you present it to the community you will be targeting, wouldn't you listen to them? A) they might have valid points B) you don't have an existing client base yet c)if you piss them off, you won't last.

    Now, if they where already making 1/2 billion dollars a year, and had a history, then they could get a way with it.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  137. Re:Well... things have gotten out of hand. by Codifex+Maximus · · Score: 2

    >And limiting to one character per account per
    >server does jack shit to stop twinking for this
    >crowd.

    It makes em pay extra.

    --
    Codifex Maximus ~ In search of... a shorter sig.
  138. Bad news for you... by geekoid · · Score: 2

    ...most those nine year olds are 30.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  139. Re:Well... things have gotten out of hand. by Codifex+Maximus · · Score: 2

    Yeah, you're right. People with the spare cash will still find a way to exploit MMORPGs. However, now they will have to pay extra for the privelege.

    Verant has issues with abusing storage priveleges so they have found a counter to it. They must expect a counter to the counter.

    --
    Codifex Maximus ~ In search of... a shorter sig.
  140. Re:Well... things have gotten out of hand. by Codifex+Maximus · · Score: 2

    I agree with you on static vs dynamic storage. It's academic.

    Verant is merely saying that you can't expect them to foot the bill for other's abuses. i.e. maxing out their storage requirements by having every character slot full with the biggest backpacks in the storage slots.

    I imagine that this measure is temporary as it will be countered. I fully expect them to allow you to have multiple characters per account but pay extra for each additional character in future.

    Things appear to be shaping up quite like an arms race between the abusers and the proprietors.

    --
    Codifex Maximus ~ In search of... a shorter sig.
  141. Re:Tell Me Again Why You Can't Have Multiple Accou by geekoid · · Score: 2

    Lets ee:
    2 million suscribes, each paying about 50 bucks to buy the game.
    Ok, that takes care of almost ALL the intial investment.

    then they char 10 buck a monther, so that 20 million a month (gross, obviously).

    Now, if a character is taking up anywhere near 5 megs, I would be very suprised. If it is taking 5 megs and is well designed, I'll drop a brick.
    I meann, you going to have several tables of stuff, and weach customer table will hve pointer to the master tqable for stuff. Hair clothing combosa, while great, are finate, so youy can define each possibility with a number. Yes you would have to actually hire someone who can do that sort of thing. If you need someone, email me.
    Now, the Graphic data should be stored on the client, based on a number in the customer table(which will would have a list of each customer, with a link to a Character table that house the stats.

    My point is some data for multiple characters will be redundant, and you don't need to back-up the redundant data.
    OR
    you could use High grade encryption(real encryption) and store the data locally. which would be secure, because you wouldn't store in key information on the client, Right?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  142. Re:Tell Me Again Why You Can't Have Multiple Accou by geekoid · · Score: 2

    "Storing a million big records for your million customers is not easy."
    actually it is, if you can design worth a damn. If you can't thaere are books that can tell you exactly how to. I have worked with databases, running 5 9, with many MILLIONS of customers.

    But its not Cheap
    However, if it isn't designed properly, then suddenly its a nightmare.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  143. The social aspect of SCS vs MCS by Drek · · Score: 1

    I, for one, think this idea of one character per server is really the only way to go. All this talk about muling/twinking is, no matter how you slice it, exploiting the system. There will be other exploits, of course...but at least this one won't be there.

    The only thing mentioned that I could actually see as a legitimate issue is the complaint about not being able to hang with your friends if you want to play another character. There's one thing, though, that people haven't taken into consideration: With this rule, your friends will most likely be playing on other servers too! Just share your alternate characters with all your friends along with the server names and you'll be set!

    Oy.

  144. It's *ALL* about the money by Jarnis · · Score: 1

    Verant ain't stupid. They've been making MMORPGs for a long time.

    They *KNOW* players want to mule, they *KNOW* players want to have multiple characters on same server. Especially tradeskill junkies, who want to have their private factory who can put out any item in the game.

    I play DAOC and see this every day - heck, most crafters I know have multiple crafter alts who can then do every damn single thing possible. This is remarkable considering how many hundreds of hours and how much ingame money it takes to 'skill up' a crafter.

    Verant is just setting themselves up for a system where average MMORPG junkie forks up for 2-4 accounts, and powergamers pay for even more.

    Just guess how 'huge' and 'big' game this will be when every damn nolife EQ junkie who *already* has multiple accounts even without this restriction jump on board. They can claim stuff like 1 million players, when in reality its something like 300K, with lots of people with 2-5 accounts.

    It just remains to be seen how bad the backlash is. Currently the general consensus seems to be that most MMORPG junkies probably still will test it (it's Star Wars!), but most are expecting a total disaster of a game.

    In any case, Verant/Lucas will make shitload of money. They might not make it long term, depending on how crappy the game turns out to be, but short term this decision is going to get them lot more revenue than the usual '4-8 chars/server/account'.

  145. Re:Well... things have gotten out of hand. by Alsee · · Score: 2

    still find a way to exploit MMORPGs. However, now they will have to pay extra for the privelege.

    I'm not sure weather or not you caught my intent on two points...

    In my oppinion "muling" items is not (or shouldn't be) an "exploit". It is stuff you got legitimately. If you have a place to store stuff I don't see why it would be so small. A "storage locker" should be a couple of times larger than what you can carry in you backpack. Heck, your character should be able to rent extra space (and should be able to do it with his fictional money).

    The other thing, the "worker drone" exploit I described - you don't have to pay for an extra account to do it. Each account can have one character on each server for free. You use the extra free characters to make stuff you can't use for your main character to trade for stuff you can use on your main character.

    -

    --
    - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
  146. not in my experience by DrSkwid · · Score: 2

    An "average" death in DAoC is a bigger setback than an "average" death in EQ, especially at higher levels

    Except in EQ you can't just say "aw fuck it, I'm releasing" and pop back to spawn with all your gear.

    DAOC gives you the freedom to explore without too much penalty except for xp & cash. [I've not played DAOC since before the underworld - I was lvl 36 when I got bored]

    I enjoyed DAOC but the lack of depth was it's downfall. Degrading gear made it worthless and the stuff you needed for this level dropped frequently enough that people would generally just give it to someone of the same class walking by.

    The RvR stuff was interesting but the being repeatedly creamed by level 50s was annyoing.

    I'm looking forward to SWG and EQ2. I think I will buy and subscribe to them both. [I'll be on the EQ2 long-time subscriber beta too according to their blurb]

    I've recently gone back to EQ and boy, is it dead!
    Getting a [good] group is like finding 100pp!

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  147. Re:It's one character per server, 10 to an account by DrXym · · Score: 2
    Actually I know exactly what the word means and since I played EQ for a good two years, enough to spot its faults I know it is cheating.


    My definition is simple - rolling one or more chars for fetching junk, trade skills, running into agro cities to buy stuff, sitting /auc'ing all day & raising cash and another that goes and kills stuff.


    It is cheating because it offers an unfair advantage. I don't care how rich someone might be to afford two accounts, two computers and two copies of EQ+expansion packs, that should not entitle them to an advantage over other players.

  148. Friends ?? What's that ?? [NT] by Fred_A · · Score: 1

    [NT]

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  149. RPG Styles ( was: MMORPG != RPG (in most cases)) by C0deM0nkey · · Score: 1
    What if I want different characters at different power levels so I can play with different groups of people?

    I agree with you that this is a very real problem and is probably the only worthwhile argument against single-character servers (SCS). I believe the benefits of SCS outweigh this disadvantage. If you are as casual a player as you say you are, you probably will not use all 10 of the characters you are allotted (1 per server) and can satisfy this need by creating lower-level characters on other servers.

    BTW, I [sic] clever GM could find away aroung those problems.

    What are you saying? That I'm not a "clever GM"? :)

    Perhaps the merchent guild shows up a demands a cut?

    Yes, that is a possibility. But it is a possibility that assumes the healer is the primary character and not just a support character (which in this scenario he is) and it is a possibility over which a Player might have a legitimate reason to cry foul. The way it could come across to the player is: you stole my gold/whatever just because you didn't like how I solved the problem you gave me -- it seems retributive. The simpler solution is just to never allow the situation to occur.

    Or the local healer leaves town, thus putting the burden of being the town healer onto the character.

    Not sure I see how this is a solution to preventing a Player from using one of his characters to benefit another. Just because the Player's character is now in a more prestigious role or a role with more responsibility does not prevent the Player from abusing the character. Remember, the Healer is in a support role in this scenario. Care to explain your point on this one?

    ...what if a bunch of your friends want to play that way? do you not play with them, or just force them into a game they don't enjoy as much as they could?

    Well, here is what I normally do:

    Typically, I'm the GM. I like to world-build and enjoy GM'ing much more than I ever enjoy actually playing (I guess it is the Catbert part of me coming out :) ). I always start off a new campaign with a list of written ground rules that state how I expect the game to go -- some of these rules are written in stone, some are not. The purpose of the ground rules is to give the Players an idea of where I see the campaign going: whether it is likely to be dark or light, humorous or serious, serial or episodic, etc. I also try to indicate the main thrust of the campaign: heavy role-playing, questing, monster-bashing, war campaigns, etc. and provide suggestions on the types of characters that I think would be successful in the campaign. It is then up to the Players what they want to do -- key point: they've been warned.

    Having been warned ahead of time about my expectations and where I see the game going they are free to play or not to play and to leave at any time they cease to have fun playing. RPG game players come in a variety of shapes and sizes -- there are so many different play styles out there that if a player is not comfortable with my style they are free to find another game elsewhere. No hard feelings, I understand -- been doing this for a long time.

    I have found that warning players ahead of time about what my style of play is and laying out my expectations for the campaign have prevented many problems. Bringing new players into an existing campaign is just as easy; they get the "Ground Rules" handout and are normally encouraged to come to watch for a session or two -- gives all the current players a chance to get to know them and gives them a chance to see how we play and interact. If they want to join, "Welcome aboard!" if not then no hard feelings.

    I'm almost 31 years old, a Senior Software Developer at my company, have a beautiful wife and a great almost-2-year-old i.e. Given the demands on my time, I game for pure enjoyment, and the chance to write and think creatively. If I'm a Player in a game (rare) and I'm not having fun, I politely drop out of the game (did that recently in a Champions game). If I'm the GM in a game and I'm not having fun, I recess the game for a while (if I'm the GM and I'm not having fun, odds are no one else is either and its time to take a break). Which leads me to:

    ...or just force them into a game they don't enjoy as much as they could? (I'm not saying that is the case, just curiose what you would do all you rplayer said, "Look, we want to have secondary charater, they game would be more enjoyable for us"

    I have never had this situation occur but I would never force a player to play according to my style. They are always free to seek out another GM that is more compatible with their desires; I won't change my style to fit theirs -- the GM:Player ratio is probably 1:6 or so. I can always find other players if I really want. Again, it is just a game -- there are no hard feelings associated with players moving on. If the entire troupe moved on, I'd probably do some soul-searching to see if I did something to offend them but I would not compromise any principle or rule I felt strongly about. Personally, I feel that Players should find GMs they are comfortable with but the last thing you want is to force the hand of a GM -- if he is not having fun, you probably will not either. GM'ing can take up a lot of time and effort; he is less likely to invest the time and effort if he is not having fun.

    The question is, Is having a game that ONLY allowed roleplayers giong to survive at 10 bucks a month? I hope so, but I doubt it.

    To be honest, I doubt it will either...but that is more a testimony to what the medium lacks than a reflection on the quality of the game. MMORPGs are not RPGs. I think SWG is heading in the right direction but I think there are too many computer gamers who think hack-slash-kill-steal-wash-repeat is the only way to have a good time. Having loved face-to-face RPGs for the majority of my life, I have never been enamored of computer games of any sort. SWG's stance is intriguing, though.

    codemonkey

  150. It was relevant for the discussion! by Snaller · · Score: 2

    You idiot moderator

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  151. Physically or logically? by Inoshiro · · Score: 2

    " For that reason people choose a server that is closest to them physically, so they can enjoy a good connection"

    I'm "close" to my local university, but the university is about 26 hops away. That's because we're on two separate networks, and it has to go all the way out to a NOC somewhere that has inter-network traffic passed through.

    Perhaps you mean logically closest ;)

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  152. IN SOVIET RUSSIA by jumbie · · Score: 0

    Yoda would speak like this!

  153. MOD UP +5 FUNNY by jumbie · · Score: 0

    thats the cleverest ISR variation ever! IN SOVIET RUSSIA postmodern goes joke

  154. IN SOVIET RUSSIA by jumbie · · Score: 0

    moderator waits to be karma-punished by jumbie

  155. Last Post! by alpg · · Score: 1

    Mac Airways:
    The cashiers, flight attendants and pilots all look the same, feel the same
    and act the same. When asked questions about the flight, they reply that you
    don't want to know, don't need to know and would you please return to your
    seat and watch the movie.

    - this post brought to you by the Automated Last Post Generator...