MMOG Subscriptions Update
As he does every few months, SirBruce has updated his page detailing Massively Multiplayer Online Game subscription numbers. No major additions this time around, just some minor tweaks reflecting recent trends. FFXI is way up, with EQ taking a slight dip. No data on EQ2 is included yet. For slightly cynical further analysis, Anyuzer provides us with his opinions.
I think the next few months for SWG should be do or die time. They have had their Jedi re-structuring, JTS and I think they have a combat revamp coming up. If all of that doesn't fix it, nothing will.
Looking at his data it seems that he might be a bit bias toward a certain game. There are only 19 data points for Lineage while there are double that for games that have released later on. He doesn't tell what time of year these statistics were taken and he doesn't provide a set time interval between his recordings. It is good data, but nothing that could show any grand results. The only thing this is good for is telling who is on top at the moment, which might not always be accurate by his scale either. I would like to see accurate readings and maybe some prediction likes, something more like a stock market plot would give a lot better data, especially where there are only a couple hundred users separating the competitors. Since he is the only person I have seen doing this I guess I cannot complain.
redvsblue.com
::BANG!::
Sarge: Did you just shoot yourself in the foot?
Simmons: Yeah I do that sometimes now..
I don't think World of Warcraft and Everquest 2 are going to seriously affect City of Heroes. The kind of quick-easy action, no crafting game-play that CoH exemplifies is pretty much unique in the MMO sphere.
Folks are talking a lot about WoW's upcoming release, and rightly so. It really is going to be the big beasty game it's been promised to be.
But to counter the WoW love I'm seeing I'd like to offer some thoughts on the game's quality for a particular segment of the market: the PvPer.
Caveats: I'm an ex-Clan Lord, ex-Shadowbane player. I enjoy questing and other PvE-type activities for the social aspects, but to put it simply I find playing against the computer damned unsatisfying, fairly quickly. Of course I know serious PvP isn't for everyone, but for those of us who aren't willing to bother unless there's a human on the other side to challenge us with player (NOT character) skill, strategy and quick thinking, there's no substitute.
Executive Summary of my thoughts on WoW PvP: Not Ready for Prime Time, but Lots of Potential. The game is so clearly built around a PvE/questing model its deficiencies in PvP really stand out. However, the engine is robust and looks great, even on sub-standard hardware like mine. I think the problems for PvP posed by a largely PvE game are overcomable, but it's going to take some very significant ruleset/mechanics changes before it's worth it.
Specific problems:
- PvP is Meaningless. It's basically a multi-person duel with no stakes involved. You don't lose anything but a couple of minutes - or less - spent respawning; no loot, little damage to your gear, no money, no experience, NOTHING. There's no recognition for a PvP kill, no death list, no guild/race/area messages about who's kicking who's ass. You can't loot a corpse, you can sit and stare at it until the player decides to respawn, when you can kill them again with no consequences for either of you. Yay.
- Any sort of operational tactics are pointless, because you can't hold territory or ground unless you round up all your enemies, they kindly allow you to kill them all in the same place, and you corpse-camp them. Otherwise they can just rez for free, rapidly, regroup and attack. Everything's a running battle with no center, no topographical advantage, no flanks, no nothing, just a mess.
- All classes are the same speed unmounted. This is ridiculous, and it makes finishing kills a joke if your main damage route is melee. You need potions/gear to move faster, which brings me to my next point.
- The game is dependent on items. This is so Everquest-y it's not even funny. Whether you're skilled or not matters far less than the items you have equipped and, therefore, the time you spent farming to get them (or for the money to buy them at auction). This SUCKS. Some augmentation by items is fine, but this game is ALL about items. And level. Which also sucks. Skill and strategy anticipation is a very distant consideration.
In the brief time I was playing I had a several Horde players complain (this is through their Alliance alts and buddies) that I was exploiting because they for some reason couldn't cast when they wanted to. I was just using the rogue attack Kick; when they looked it up (if they bothered) they complained that it's too powerful to use against players. Come oooonnnnn. In that same vein people were screaming bloody murder and shouting to GMs anytime Horde players mounted a raid. This was on a "PVP SERVER."
Brief aside on player skill v. character skill, cause that's a differentiation that I know a lot of PvE gamers don't make. In general I'm talking about knowledge of your opponent's capabilities, knowledge of your own and the facility to advantageously match yours against his. Facing your enemy with strength in the areas of his weakness, to paraphrase Sun Tzu.
- The group mechanics are rudimentary. Max players in a group is not high enough for PvP and there's no way to move in formation. Presentation of group stats - with the portrait and all - is too clunky to make proper use of against human players.
- Far as I know there's no mouse-push camera option. There needs to be if there's not.
- The combat abilities are built aroun