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Customer Service Jeopardizes Online Gaming?

Thanks to Gamesindustry.biz for their new opinion piece suggesting poor customer service infrastructure is the biggest obstacle to to the growth of online gaming. According to the piece: "The biggest threat to online games today is the industry's neglect of the customer - usually a subscriber. How can a group so focused on giving the customer what they want, fulfilling their inner desires and fantasies in an online game be accused of neglecting this customer?" The writer also advocates partnering with an external subscription management solution if it makes sense, saying: "..overlooking those operational details that support the subscriber (billing, authentication, marketing, etc.) can mean the difference between disaster and success - even for a very good game."

53 comments

  1. Do not play well with others...ever. by silentbobdp · · Score: 5, Insightful

    I always thought other annoying players would be the biggest obstacle to MMORPG success.

    --
    --Moo.
    1. Re:Do not play well with others...ever. by Lord_Slepnir · · Score: 1

      One of the best games I've ever played has dealt with and eliminated these problems. I'm talking about A Tale in the Desert by eGenesis. The players are helpful, the project manager gave out his cell phone number to call if there's ever a problem with the game (like a server crash) If you ever get stuck and need a GM, they'll be there in a matter of a few seconds to help you out. The people are friendly and always willing to help out a new player (one of the 'tests' in the games is to mentor 7 new players).

    2. Re:Do not play well with others...ever. by Anonymous Coward · · Score: 0

      Yeah, that cell phone idea sounds like it'd scale really well. Nice that you have to call someone if their server crashes. The rest of the world uses Netsaint (or Nagios, for the lamers).

    3. Re:Do not play well with others...ever. by tkarr · · Score: 1

      I played this game, and though I found it interesting, my mentor didn't help much after the first day and I lost interest when no one wanted to talk. Part of the MMORPG is supposed to be the interaction with other people, it's almost like playing the game alone... with AI generated in the background talking about supplies and updating locations of various people.

  2. Ultima Online by RealityMogul · · Score: 4, Insightful

    One of my biggest complaints about Ultima Online was that they never sent out any notifications that your subscription was about to expire. They just left it to you to remember to pay them more money as needed.

    I wasn't a hardcore gamer so I would easily forget about such things as I did have many other aspects of my life that didn't revolve around the game.

    It always bugged me that they couldn't bother to setup a small machine with a 20 line perl script to churn out e-mails.

    A year ago I forgot to pay and when I went to logon my account was dead, so I just said screw it and uninstalled it. The in-game problems were enough to make me want to quit, but that was the straw that broke the camel's back.

    1. Re:Ultima Online by Anonymous Coward · · Score: 0

      I believe most computers are capable of running a program that includes a calendar that can provide a reminder for you.

      Note: I am not advocating use of Microsoft Outlook in any way... but it would work in this situation.

    2. Re:Ultima Online by RealityMogul · · Score: 1

      Yeah, yeah, yeah. I don't run calendar program though. I refuse to have something running all the time that isn't a necessary system-level service. They just waste cpu/memory 99.9% of the time.

    3. Re:Ultima Online by rudy_wayne · · Score: 1

      >> I don't run calendar program though. I refuse to have something running all the time that isn't a necessary system-level service. They just waste cpu/memory 99.9% of the time

      Your CPU is idle 99% of the time, so what's the difference?

    4. Re:Ultima Online by RealityMogul · · Score: 1

      Maybe your CPU is idle 99% of the time. Mine gets pegged for hours at a time doing 3D renderings. My machine is only 800MHz, so I need every cycle.

    5. Re:Ultima Online by qengho · · Score: 1


      Your CPU is idle 99% of the time, so what's the difference?

      Not if you're running a distributed computing client. Folding@home keeps both of my CPUs busy:

      Processes: 93 total, 4 running, 89 sleeping... 317 threads 15:17:06
      Load Avg: 2.21, 2.21, 2.06 CPU usage: 45.8% user, 54.2% sys, 0.0% idle
      SharedLibs: num = 142, resident = 37.6M code, 3.47M data, 12.7M LinkEdit
      MemRegions: num = 14406, resident = 391M + 23.4M private, 231M shared
      PhysMem: 154M wired, 184M active, 924M inactive, 1.23G used, 530M free
      VM: 8.49G + 84.1M 174263(0) pageins, 492467(0) pageouts

      PID COMMAND %CPU TIME #TH #PRTS #MREGS RPRVT RSHRD RSIZE VSIZE
      14733 FahCore_65 92.4% 105 hrs 2 11 21 3.78M 892K 4.50M 54.9M
      14740 FahCore_65 90.0% 105 hrs 2 11 21 3.78M 892K 4.50M 54.9M
    6. Re:Ultima Online by Anonymous Coward · · Score: 0

      Well, congratulations. You took an entirely rhetorical statement and copy/pasted your way right out of it. You may now bitch at OSI about not running the 20 line perl script.

      jesus christ, you're fucking pedantic.

  3. The real culprits by lightspawn · · Score: 4, Insightful
    • Buggy, exploitable software
    • Developers unable or unwilling to fix bugs
    • Servers shut down either periodically or permanently (hi SEGA)
    • Boring, repetitive gameplay
    1. Re:The real culprits by wizarddc · · Score: 1

      This is all true, but what I think the author is talking about is that this is something that should be easy to fix/solve. Get money from people should always be a businesses first priority. Screwing that up put's stress on the rest of the system.

      --
      Th
    2. Re:The real culprits by Anonymous Coward · · Score: 0

      Good thing you made "put" possessive. It makes a lot of sense to do that.

    3. Re:The real culprits by Ty · · Score: 4, Insightful
      Developers unable or unwilling to fix bugs

      While many online games are very slow to fix bugs, you should not directly blame it on the developers. SQA's are usually in control of what (if any) bugs are fixed. At times, in large companies, the development team may not even know a bug exists.

      For example, we had a major exploit in PvP in Everquest on one of the servers with special rules for combat. Two years went by without it being fixed. The actual dev team didn't learn of the exploit until they doing Q&A with a public audience, and were confronted with it. The devs claimed the SQA team had never notified them. However, the exploit was patched shortly after.

    4. Re:The real culprits by lightspawn · · Score: 3, Interesting

      While many online games are very slow to fix bugs, you should not directly blame it on the developers. SQA's are usually in control of what (if any) bugs are fixed. At times, in large companies, the development team may not even know a bug exists.

      I'm sorry, but I'm still bitter about the loss of my Phantasy Star Online character. SEGA knew there was a way for players to completely delete (well, modify beyond recognition) other players' games, but they did not fix the bug and did not disclose it (which would have enabled me to save my character).

      They combined this approach with such fine techniques as not letting you back up your game to another memory card and not saving a copy on the server side.

      Whenever a software developer knows of a bug that can result in users' data loss, the users should be informed. This should be a law. Any senators reading slashdot today?

    5. Re:The real culprits by Anonymous Coward · · Score: 0

      they are probably involved in something that matters, not your fantasy life.

    6. Re:The real culprits by lightspawn · · Score: 1

      they are probably involved in something that matters, not your fantasy life.

      The same principles apply everywhere. How about financial software that has a rare bug which may cause one in N users' data to be lost or corrupt? Do you believe a software company aware of such a flaw in one of its products should be allowed to keep silent? Maybe your answer depends on the value of N. Mine doesn't.

      Believe it or not, none of my fantasies involve senators.

    7. Re:The real culprits by Anonymous Coward · · Score: 0

      That's no excuse. The dev team should be playing their game.

  4. Quite true by Kethinov · · Score: 3, Insightful

    This article is quite true and I can support it with experience. I used to play Ultima Online and had been a long time player. I was part of the PVP (player vs player) niche of the game. While it is true that we were the minority, we still payed our monthly fee and deserved to have fun. Gradually over the years, the developers continued to make changes forcing PVPers to quit. Instead of listening to the overwhelming cries to make a server just for us, they continued to make the game cater to people who enjoyed farming gold and items. The casual PVPer was left in the dust

    To make a long story short, they did try to make a server just for us, but they failed to listen to what the PVP customers were trying to tell them. We wanted casual PVP; we didn't want to spend 10 hours a day trying to farm gold and items in order to compete! So because of developer ignorance and failure to listen to customers, they've all but lost their PVP minority. Now the difference between UO and Everquest is minimal and UO's days are quite numbered now that SWG and FFXI are rolling in.

    If they wanted to save their game and make it unique they should have offered what no other game had: casual PVP. But it seemed they were more concerned with the short term business model than the long term business model. Drop an insignificant minority here, gain some newbies there, raise subscription rates for 3 months. Seems okay on the surface, but by shunning long time players and relying on a constant flow of newbies, your game is destined to fail.

    --
    You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
    1. Re:Quite true by achacha · · Score: 4, Insightful

      Casual PVPer is like saying a casual serial killer. The only benefit to the MMORPG is that they can be used as a self policing aspect when reputation system is inadequate.

      PvP is the scourge that prevented UO from growing and why EQ has over 300,000 subscribers. PvP is a small subset of players that somehow feel that they need to be supported while they drive away many of casual gamers. And there are 50x more casual gamers than hardcore gamers, from the financial point of view, the companies would rather cater to the casual gamers rather than the hardcore ones. Casual gamers still pay the same amount per account and play far less reducing the load on the servers and in the long run reducing bandwidth costs of a hardcore player. Hardcore players are actually financially the worst type of a customer they use up way more resources than their monthly payment "allows".

      Most PvPer tend to be griefers, PKers and generally annoying people. Having played UO, I was unable to do anything in the game without someone attempting to kill me, the game became 1 domensional, leave town and run hoping you don't get killed. The only option was to become a PKer and prey on the clueless newbies and ruin their experience, and I chose not to do that.

      If people want to PK then they should be playing Quake/Halflife/etc. where the environment is set up for them to kill each other and leave the rest of us MMORPG players to explore the world, group up, research, tradeskill and try to have a good time.

    2. Re:Quite true by Micro$will · · Score: 2, Interesting

      But it seemed they were more concerned with the short term business model than the long term business model. Drop an insignificant minority here, gain some newbies there, raise subscription rates for 3 months. Seems okay on the surface, but by shunning long time players and relying on a constant flow of newbies, your game is destined to fail.

      This is true for any service. It could explain why AOL lost over a quarter million subscribers this year.

    3. Re:Quite true by Dachannien · · Score: 1

      Except design decisions aren't about customer service. Sure, perhaps UO completely failed in the arena of "casual PVP"*, but how was their CS?

      ( * Though in a game such as UO where advancement is such a huge focus of gameplay, I'm not sure how you can do casual PVP without a complete redesign of the entire game.)

    4. Re:Quite true by Shrubber · · Score: 2, Interesting

      The article is completely right, except for the conclusion. All of the outlined problems do exist. They don't stop people from playing, however. To say the future of online gaming is dim goes against all of the evidence we already have. People will play bad games, get treated like crap, AND pay for it in droves. Sure, there's plenty of people who say they quit such and such a game because of the poor service. Then there's the hundreds of thousands of other people who are still shelling out their money month after month, and are showing no signs of stopping now. The only thing that will hurt online gaming will be bad games. And the only thing that will hurt is the individual game, people will happily keep paying someone else.

    5. Re:Quite true by JavaLord · · Score: 1
      If people want to PK then they should be playing Quake/Halflife/etc. where the environment is set up for them to kill each other and leave the rest of us MMORPG players to explore the world, group up, research, tradeskill and try to have a good time.


      PvPers ARENT the minority, PvE'ers are and that is a big reason why MMORPGs haven't caught on big with the mass market. Most video games that are played online are about playing AGAINST someone else rather than the computer. That is the joy of online gaming. Now, there are a lot of other reasons MMORPGs don't catch on with the mass market...(Monthly fees, Too much Grinding)

      And to say, well go play quake if you want PvP is just silly. You are comparing two different Genre of games. Fighting in quake is nothing like doing so in a RPG. Ever think that maybe some people want combat, but don't want to have everything depend on fast twitch skills?

      Also, the Everquest argument is bogus. EQ doesn't attract true PvP players. There may have been some players that are PvE and PvP so they play on the EQ PvP server but most players who want PvP action know not to go in that direction.

      And if companies want to cater to the casual gamers explain EQ? Are you telling me EQ players are casual players? Surely, you jest. :)
    6. Re:Quite true by Kethinov · · Score: 1
      Casual PVPer is like saying a casual serial killer.
      You know, this statement just proves to me how bias you are. Coupled with "If people want to PK then they should be playing Quake/Halflife/etc" you couldn't be more wrong. If quake was doing it for me why would I be paying a monthly fee for UO at all?

      PvP is the scourge that prevented UO from growing and why EQ has over 300,000 subscribers
      UO should have focused on PVP and not PVM or PVE. Everquest clearly kicks UO's ass in that department. Now because UO tried to do both and failed at both, it's suffering a loss of all its PVPers and slowly all its PVMers. Saying things like "PvP is the scourge that prevented UO from growing" is clearly bias and makes me wonder why you got modded +4 insightful.

      As if bias is insightful? Someone mod him overrated.
      --
      You're right, I wouldn't steal a car. But if it were possible, I sure as hell would download one!
    7. Re:Quite true by bmyers · · Score: 1
      If you take a look at the book "Developing Online Games", they've published the results of some surveys taking by online players about how they play.

      According to those results, 30% of players are "explorers", 25% are "socializers", 23% are "achievers", and 22% are "killers".

      So, assuming PvP means "killers", this *does* put PvP players squarely in the minority.

      The book goes on to explain why "killers" are the biggest cause of other people leaving MMO games, and things you can do to remedy that situation.

      --

      #man woman
      segmentation fault - core dumped.
    8. Re:Quite true by PapaZit · · Score: 1

      The problem, really, is that most MMORPG-ers don't like PVPers. Bitch all you want about "bias", but
      bias against people who are runing a game for you is reasonable. If a company has people who are dropping accounts because those people are sick of the PVPers, then the company has to decide who's more important.

      EQ had a really elegant solution: on most of the servers, anyone who wanted to could become PVP at any time. The trick: if you were PVP, you could only kill other PVPers. You had to leave everyone else alone. The funny part: the PVPers were still easily identifiable, even if you ignored the name marker. They were the griefers and annoying twits who were doing everything in their power to make the game less enjoyable for everyone else. When EQ finally set up a PVP server, everyone was happy. The PVPers could finally prey on everyone, and the players on all of the other servers were thrilled that the griefer element was suddenly mostly gone.

      UO didn't have that, so the majority of gamers had no recourse from the PVPers and left for greener pastures (EQ and the like). UO realized the problem too late, and ended up alienating the small percentage of their market who was still left.

      --
      Forward, retransmit, or republish anything I say here. Just don't misquote me.
    9. Re:Quite true by JavaLord · · Score: 1
      Sorry I missed this follow up until now, but you wrote..
      If you take a look at the book "Developing Online Games", they've published the results of some surveys taking by online players about how they play. According to those results, 30% of players are "explorers", 25% are "socializers", 23% are "achievers", and 22% are "killers". So, assuming PvP means "killers", this *does* put PvP players squarely in the minority.


      First off, lets look at who the book was written by. Two women. You can take this a troll if you like, but it is not. I have never run into a female PvPer. I think the authors are biased against PvP types.

      Also, where did they take the survey from? Current MMO players? Of course most of them don't PvP because most MMO's aren't geared twards that and drive PvP players out. My point is the market is untapped for the most part.

      I also don't think much of the RPG "What player type are you test". I forget the guys name who made it, and I don't care much. Why? Because it's simple, I fall into at least three of those four catagories. If I don't have anyone to kill, I get bored easly. Why? Because killing humans is a lot harder and more rewarding than killing NPC's in any game IMO. If I don't have "Achievments" that I can make I don't bother playing, because I can't get any better. It doesn't matter if that achievment is the next skill in a RPG or being able to use a sniper rifle better in a FPS, I want to have room to get better at something. If there is nothing new to explore, I'll leave a game too, because it will become boring. I don't need new worlds, maps etc...but I do need depth. I'd rather have one full, rich world than 6 empty ones.

      Also, even with their surveys of online players (MMO players I'm betting, most of which are everquesters who hate PvP) 22% of them came out as killers. You state that this squarely puts PvPers in the minority. Now, I would argue that not only are the statistics biased, the authors biased and the questions flawed but that 22% isn't that far from 23 or 25% and 22% of the MMO market is enough to develop a game for.

  5. PHBs by pmz · · Score: 4, Insightful

    Until corporate accounting evolves to properly label customer service as a means for profit rather than expense, this will always be a problem.

    On rare occasion, I've had a company blow me away with tremendous customer service, and that almost guarantees I'll be a repeat customer. At least, I'll think of that company, again. Customer service really should be viewed as advertising, where it is the company's chance to define their image to customers. Even though the total number of people exposed are few, the power of word-of-mouth should not be underestimated.

    The last couple of times I've bought from lesser-known retailers listed at Pricewatch, I'll do a google search for "company-xyz sucks OR 'poor service'", for example. The results can be suprising and help me determine whether a vendor is an acceptable risk.

  6. obscure to say the least by August_zero · · Score: 0, Offtopic

    Bravo! That was some great detective work there.

    In other news, the Earth is a sphere, light is really fast and snails have shells.

    Among the other leading causes of of customer dissatisfaction are:
    1) Lack of Content
    2) 4 bazillion patches a day
    3) Easily hacked game servers
    4) Exorbitant monthly rates while providing very little actual "service"
    5) Server instability
    6) the color yellow

    --
    On Wall Street they say "buy low, sell high" On the pad we say, "buy high, sell high" Isn't that somehow better?
  7. How is this a surprise? by felonious · · Score: 1

    Why should gaming customer service be any different than regular software customer service? We all know regular software customer service is frustrating with the wait times, automated email responders and general lack of any real help unless you pay for it. I'm sure a lot of it is outsourced anyway since the entire point is pinching every single cent out of the end user and offering nothing back unless you squeeze it out of them.

    My local isp's customer service is in a different state and they never know shit about current network outages and/or issues so as a gamer myself I just can't see why it would be any different for games themselves.

    Isn't it fact that the games themselves these days are rushed out the door in beta and sometimes alpha states? They release and patch later and offer no help to their customers. They also outgross most big business in the process. Where can I signup to fuck people over like this and become a millionaire?

    --
    You aren't free to do anything, until you've lost everything.
    1. Re:How is this a surprise? by anon*127.0.0.1 · · Score: 1

      Well.. you'd *think* that an online game would have better customer service because they're depending on monthly subscription fees. Regular software is usually a one-time cost. The company already has your money, so they can afford to be a little cavalier in the customer service department.

      Not so with an online game. They want you to pay up every month to keep playing. You'd think they'd realize that it's a lot easier and cheaper to keep existing customers happy then it is to go out recruiting new ones. The fact that they don't seem to care would seem to indicate either that poor customer service doesn't cost them customers, or that nobody has ever bothered to try to quantify just what the effect is.

      --
      I am NOT a man!
      I am a free number!
  8. You don't really need to be a paying subscriber... by ihatesco · · Score: 2, Informative
    to feel screwed from the Management.

    I remember when I used to play on an unofficial Ultima Online shard

    Origin: before continuing please note

    • I aknowledge that it breaches your TOS contract
    • That shard anyway closed and disbanded and I am not informed what their admins are doing now
    • I am not advocating with this article to play on unofficial servers (rather: che contrary, play on official ones dudes, or play free games like muds or free mmorpgs)

    Back to us...
    I can remember playing on this unofficial UO shard. There the Admins tought the following things:

    1. They were the admins and they were going to decide what was the best for the Shard, including:
      • Sudden Gameplay Changes (many of which undocumented or really far far far from the original UO experience)
      • Insane rules about guilds (like this one: "your guild space is sacred and no one can enter into it, HOWEVER, if someone manages to enters in it via a gate and mark the territory, you have to pay them a ransom"... that doesn't make any sense at all)
      • Some GMs really liked to unnerve you asking to stick to roleplay mode (they jailed a group of four girls who entered in one of their houses with their horses and stayed there for some time, just to avoid the horses to be killed by a group of PKs) and the minute later other GMs summon strange beasts inside guilds for entertainment (a red/black flametrowing Oclock which also liked to make jokes), or makes NPC bankers say funny out of character things to people around (yeah so much for the "RPG Mode ON" in the Message of the Day... my a$$).
    2. A really childish management of the forums (replying to a professional pk and troll, which was 13 years old at the time, with the :rolleyes: smiley at every single post... and the admin/moderator doing replying with those spammy :rolleyes: was 24...)
    3. The ban of the two most clever admins and making a third one to suspend herself temporarily because she was tied to the other two and did not want to impede the management... and all of them were people who really liked to work on the shard and who really did their questing job well (the third of them is a girl who was even neglecting other hobbies, and other friends for that damn server... but she was the one that answered all the Pages, all the damn subscription requests and mails, no Origin... she went to live to Venezuela with her boyfriend some months ago and I haven't heard from her since). All of this why? The comeback of the original founder of one of the two shards that have merged into the one I played.

    What is my point with this rant?
    I arrive to it in a minute.

    Before that experience I loathed Ultima Online since it was sucking my friends in and I found myself alone... but when I started playing it on Christmas, I managed to understand why they liked it, and I began mining, hacking, chopping stuff for hours like them because I wanted my PC become stronger, and I wished to do quests with them.

    I also found a very good game guild, I also found "my role" in there and my "part". Everyone else liked my PC and we exchanged our stuff, I repaired stuff for them and they gave me ingots... so I became part of that world.

    Unfortunately the Game masters were too much involved in making the game a "continuous experimentation in serverside scripting", a "living lab of game design failures and unfixed bugs", and a "political chess game".

    They managed to ruin an otherwise good experience.
    Why?
    Poor communication, poor understanding, and a really scarce level of humilty.
    This is what happens with nowadays companies.
    Why, for example, my "railroad transportation authority" has to put loud, clearchannel/disco music at the train stations (yes, in Italy we have Clearchannel radio stations... I am not surprised by it). Does it enhace the service or is it only eye candy?
    Is it

    --
    "I am slashbot, hear me roar!"
  9. Re:You don't really need to be a paying subscriber by Anonymous Coward · · Score: 0

    Here's what killed UO for me.

    Macroing.

    That's it. Macroing. It made the game completely un-fun.

  10. Similarities to... by ae0nflx · · Score: 2, Interesting

    Whenever I think about MMORPGs, I think about the music industry. There are so many similarities, buggy software, restrictive service for exorbantant monthly fees...

    The only company, in my opinion that has gotten online gaming right is Blizzard, you buy the game (right...buy...) they provide Battle.net for FREE. hmm. what a novel concept. I would think that most gamers switch from game to game every few months, yes some games last more than others but it is often too much effort to switch gaming services. When I think about what I want in an MMORPG, i think (nerd alert...) of .hack, an anime show. The technology isn't at that point yet, but it wouldn't hurt if the developers could make a little effort to make things more interesting. The MMORPG community needs a savior like Apple was the online music community. And I am by no means suggesting that you have a pay-per-game system, just a more innovative system that would attract more gamers.

  11. Re:You don't really need to be a paying subscriber by ihatesco · · Score: 1
    Here's what killed UO for me.
    Macroing.
    That's it. Macroing. It made the game completely un-fun.

    Actually macros can be very useful since UO's skill system is lame. I think that a good MMORPG skill has to reward you for doing MANY DIFFERENT THINGS, and not the same stuff again and again like Everquest's Timesinks.
    But anyway, this is a company trying to hook you by compelling you to spend more time online in building up one strong character.

    I think that a succesful MMORPG would reward people playing many different characters and try many different strategies. Hope to see one MMORPG like that coming out soon.

    --
    "I am slashbot, hear me roar!"
  12. What a surprise! by PapaZit · · Score: 4, Insightful
    Check out the "So what can I do?" section. The answer: "an out-of-the-box subscription management solution". Other tips: don't do it yourself, expect it to take time and cost a lot of money.

    Now, skip down to the bottom of the article:

    Dale Munk is CEO of subscription management software provider Sandlot - www.sandlot.com
    A subscription management software provider recommending that people spend a lot of money on subscription management software. Who'd have thought?

    --
    Forward, retransmit, or republish anything I say here. Just don't misquote me.
  13. Isn't it obvious? by Baloo+Ursidae · · Score: 1

    I mean, honestly, how many times does news of a game coming out happen and people start asking when the Linux or Mac version is going to come out and gets met with silence? Gives you a real warm feeling about wanting to do business with that publisher in the future.

    --
    Help us build a better map!
    1. Re:Isn't it obvious? by Anonymous Coward · · Score: 0

      Perhaps someone should work on porting DirectX to Linux and OS X. I'm semi-serious here. That right there ought to help cut down the porting costs.

      As it is now, though, it costs far more to port to Linux/OSX than the developer will recover, due to the # of installed systems out there.

  14. Re:You don't really need to be a paying subscriber by Schezar · · Score: 2, Insightful

    Here's what killed UO for me.

    Macroing.


    Macros make MMORPGs fun. Without them, you'd actually have to waste your time clicking on the tree ten-thousand times. With a macro, you can let the computer do the repetitive, boring, tedious tasks while you're at work, and then have fun playing the game when you get home.

    If a task in a game can be reliably done with a non-intelligent macro, that task is only worthy of a non-intelligent being.

    --
    GeekNights!
    Late Night Radio for Geeks!
  15. Re:You don't really need to be a paying subscriber by ihatesco · · Score: 3, Funny
    If a task in a game can be reliably done with a non-intelligent macro, that task is only worthy of a non-intelligent being.

    If a game requires you to have a non-intelligent macro in order to advance, that's a game I would like to leave only to non-intelligent beings O:)

    --
    "I am slashbot, hear me roar!"
  16. Re:You don't really need to be a paying subscriber by Anonymous Coward · · Score: 0

    Exactly. Also, the macroing killed the fun because the designers just "gave up" and let everyone macro up their 7xGM chars, and then assumed that everyone would do this, so any future improvements relied on that. Lame, lame, lame.

  17. Surprised this isn't a repost by Dachannien · · Score: 4, Interesting
    Problems with Customer Service in online games are nothing new. The several people above complaining about CS in UO, of all games, should indicate that.

    But the real problem is that CS in an online game is, believe it or not, hard. Reasons for this:
    • Customers asking for things they cannot have due to regulations governing CS. These are games, they have rules, and they have to be fair for everyone. If CS grants certain favors to some players and not others, those other people complain. Ironically enough, if CS doesn't grant those favors to some players and not others, the some players are the ones complaining.
    • Customers asking for immediate gratification through immediate information, even when the knowledge will not gratify them. So the servers are down. "Why why why?" "OMG wehn will tehy b bakc up!!!!1" If you've ever been in an online game's out-of-game chat when the servers were down, you've probably seen your fair share of this. The problem is, there are tons of people asking why, there are tons of people complaining, and many of them will not be sated by the truth anyway. Yes, the servers are down, and the players have reason to be distraught, but unless the company is completely slacking off, someone is working on the problem.
    • There are usually not enough CS staff for the number of players. This is exacerbated by two factors: one, a small portion of the player base makes an inordinately large portion of the requests received by the CS staff; and two, CS is notoriously underpaid in the MMOG industry. (For reference, EverQuest GMs used to be hired initially as temps, and after the temp agency took its cut, they were making about $8 per thankless hour, while living mostly just north of San Diego.)
    • Customers suck. Yeah, that's not a very polite way to say it, but drawing from some of the earlier points I made, this summary can be obtained: an inordinately small portion of the customer base complains both constantly and quite rudely to an overworked, underpaid CS team about issues beyond CS's control. Players blame CS for everything, because CS is the front line for a lot of their problems, regardless of where the request should go. CS generally doesn't handle tech support (though this depends to some extent on the company). CS certainly is not in charge of making design decisions. CS has a very limited scope of action, yet customers who do not (or refuse to) understand this continue to levy their complaints against the first people they see - customer service.
    • Lawyers suck even worse. Ever since the AOL lawsuit regarding volunteer workers, MMOG maintainers have been scared shitless of the implications of being sued. EverQuest was and is, to my knowledge, the only professionally-published online game still to make use of volunteer customer service personnel. While the Guide Program was not the perfect solution to the customer service problem, it provided advantages in terms of cost to the end-user which are unavailable when all of a company's CS staff must be hired. Yes, a company should absorb the costs of customer service when they are making money hand-over-fist, but realistically, no company is going to cut the bottom line to make the customers happy when they have a parent company (with shareholders) breathing down their neck. (Alternatively, shareholders and parent companies suck and will be a thorn in the side of customers until their expectations on return can be brought to a more reasonable level.)

    So, yes, CS is hard. Everyone hates you - the customers, the pencil-pushing-penny-pinchers, everyone. Do companies owe us good CS for our money? Yes, of course. For our $14.95 a month, we should be getting the same sort of CS we get from the phone company, the cable company, plumbers, banks, mechanics.......

    ...and hopefully the irony there was lost on no one.

    1. Re:Surprised this isn't a repost by the_ed_dawg · · Score: 2, Informative
      Anarchy Online actively recruits ARKs for in-game help. I believe the only requirement is to have at least one level 50 character, though I imagine they can be as selective as necessary.

      However, having sat in a petition queue for over two hours without advancing in priority, I'd like to mention that they should be less selective in their help and look for more quantity. I mean... I was only stuck inside a mission. Beam me up, Scotty!

      --
      There are two types of people: those prepared for the zombie apocalypse and those who will be eaten.
  18. The reason everybody plays that "Real Life" game by Zelxyb · · Score: 1

    must be the great customer service.

    I knew there was an explanation somewhere.

  19. Rate players you've played with by jago25_98 · · Score: 1

    Why don't games have moderated server? Or a better way to find people you've played with before.

  20. Re:The reason everybody plays that "Real Life" gam by macrom · · Score: 1

    What are you talking about? I asked for a blow job from a Playboy centerfold when I was 13, and I've been put on hold for the last 15 years. I think it's time for a management change.

  21. Star Wars Galaxies isn't any better than any other by flibbidyfloo · · Score: 1

    I think this point is well made and needs to be taken seriously by the game companies. I've played a lot of MMOs, and even the new SWG title doesn't seem to have improved upon it.

    As if they didn't know they'd have 130k subscribers in the first week, the response time for an in-game ticket filed currently runs between 1 & 2 days. Generally the response is "It's a known bug, sorry, can't help you".

    Even when you lose items to a known bug, they won't always make it right, opting instead to say "You'll be able to get those items from your vendor when the bug is fixed. Sorry, no ETA".

    At least in EQ the "Game Masters" could materialize in front of you and looked sufficiently godlike. In SWG they are just a voice on the chat-channel (when you finally get them).

  22. Re:Star Wars Galaxies isn't any better than any ot by Dachannien · · Score: 1

    "At least in EQ the "Game Masters" could materialize in front of you and looked sufficiently godlike. In SWG they are just a voice on the chat-channel (when you finally get them)."

    I think they took a cue from DAoC on that one. A considerable amount of time was wasted in EQ CS by having to wait for your machine to zone, wait to do this and that, and generally figure out what was going on by going there. Yeah, you lose that personal touch sometimes, but the intent is to make the process more efficient (especially given that they are woefully understaffed).

  23. Re:Star Wars Galaxies isn't any better than any ot by Andy+Dodd · · Score: 1

    Note that DAoC GMs CAN manifest a physical presence if necessary. They appear as some sort of glowy crystal.

    --
    retrorocket.o not found, launch anyway?