Slashdot Mirror


Asheron's Call 2 Goes Sunset

In the wake of so many new MMOGs, it was inevitable that one would sink beneath the waves. Turbine's Asheron's Call 2 has called it quits, with a message on the official site stating that AC2 will close as of the end of December. The move comes at a somewhat confusing time, only three months after the release of Legions, the newest expansion for the two and a half year old gameworld. Gamespot has a report as well. The notice on the site reads: "In spite of our hard work and the launch of Legions, AC2 has reached the point where it no longer makes sense to continue the service. We will be officially closing the Asheron's Call 2 service on 12/30/05. Until then, we plan to run live events, but we will not be adding any content or features. We deeply appreciate the many dedicated fans of AC2 who have stood by us over the years. You have our sincerest gratitude. "

94 comments

  1. Not surprised. by SocialEngineer · · Score: 1

    I played AC1 a lot during highschool, and occasionally over holidays from college. Everybody who had played AC2 said it was nothing compared to 1.

    Glad to hear AC1 is sticking around, though.

    --
    "Better to be vulgar than non-existent" -Bev Henson
    1. Re:Not surprised. by Thedeviluno · · Score: 1

      The game was really bad.

    2. Re:Not surprised. by Rayonic · · Score: 1

      All the reviews I saw said that AC2 was extremely streamlined , but wasn't all that compelling to play. No NPCs, you could "sell" unwanted objects no matter where you were, no vendors...

    3. Re:Not surprised. by blackicye · · Score: 1

      I took a free trial of AC1 fairly late into the life of the game, and it seemed to be interesting and fairly well designed.

      Never tried AC2 though, and I'm glad I didn't.

      This isn't real confidence inspiring however, for the company slated to launch Dungeons and Dragons: Online and Middle Earth Online in the near future.

      Looks like I'll be giving those 2 games a wide berth.

      *Presently suffering from MMORPG withdrawal, having quit WoW 4 months ago (60 Orc Shaman) and Guildwars 3 months ago.

      I was eyeing Auto Assault but its been rescheduled to Feb 2006 last I heard. Tabula Rasa also looks interesting.

    4. Re:Not surprised. by SocialEngineer · · Score: 1

      Honestly, I think AC2 was a fluke, and a learning experience for Turbine. They know better now ;) I played AC1 on and off since the public beta, and it is probably my favorite MMORPG (I've played AC1, a little EQ, Lineage II, RYL, Anarchy Online, and that FF mmorpg, FFXI I think it was).

      --
      "Better to be vulgar than non-existent" -Bev Henson
    5. Re:Not surprised. by skreeech · · Score: 4, Interesting

      The AC1 players are pretty worried right now too though. The Dev team got told today that they are being moved back to boston after having been in california for a year or less.

      AC1 is getting double xp weekends and even triple majors(good loot) now. AC2 was getting stuff like this before dying. Whether or not it's a sign it's making a lot of the high level players annoyed that leveling up has been made incredibly easy.

      --
      [20:36] wwwdot/.dotorg
    6. Re:Not surprised. by EvilMagnus · · Score: 1

      The Dev team got told today that they are being moved back to boston after having been in california for a year or less.

      Heh.
      Let me translate that for you.

      The Suits have decided that the LA Office was a failure. So they're "moving Live back to Boston". What that really means is they've decided to move the *office* back to Boston. They could care less if any of the LA crew move. If they don't, it just means they wrap AC1 up a few months earlier, or hire a bunch of wetback coders from Brown at half the price for a few months. But make no mistake - AC1 is on the block in the next 12 months. The 'move' is just a way to trim expenses and let the Suits move back to the Mothership with some decorum prior to the axe falling on AC1.

      Also, Turbine really went to the shitter after the founders bailed. Not that I blame them, but Turbine's been a very toxic place for a few years now.

      --
      -EvilMagnus
    7. Re:Not surprised. by Gojira+Shipi-Taro · · Score: 1

      If they kill AC1, consider Middle Earth Online and D&D online as still-borne.

      I won't even think about buying a MMORPG from a company that kills it's game worlds in that short a time (I dont' care about AC2, it was an abortion).

      If Turbine kills Asheron's Call, there's no fuckign way I will ever look at another game they publish.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    8. Re:Not surprised. by Anonymous Coward · · Score: 0

      or hire a bunch of wetback coders from Brown at half the price for a few months

      Huh? They're going to hire a bunch of Mexican (nice racial slur, BTW) programmers from Providence? I don't get it.

    9. Re:Not surprised. by th3space · · Score: 1

      You seem to have something about dead babies...

      just an observation.

      --
      "How like you to drag your keyboard to a gun fight." - Aaron Bedard (BANE)
    10. Re:Not surprised. by Anonymous Coward · · Score: 0

      Brown University from Providence.

      This is where the semantic web search could really shine, I guess. Understanding local expressions like that.

  2. Whoops by IIDX · · Score: 1

    No wonder MS sold it back to them.

    1. Re:Whoops by Fo0eY · · Score: 3, Interesting

      It was Microsofts fault that it flopped

      It had an enormously successful beta but was down to a few thousand players within 6 months. I'm sure the game set all kinds of records for the fast decline in playerbase

      They seemed to have almost no support after launch to fix bugs, add content, or even get the game to a state where it would have legitimately been ready to launch.

      I liked the game, but it was completely unplayble for the first 3 months because they couldn't keep the chat servers up, and it had absolutely no end game at all

      One of their biggest problem was that AC2 was not a sequel to AC1, they took the world and lore and made a completely different game. This of course completely aliented their existing users. Combine this with the fact that microsoft did almost no advertising at all, and there was no word of mouth advertsing due to their lack of pre-existing fan base.

      The game never had a fair chance, and it probably only lasted as long as it did because they didnt' want to admit the game was a flop as they're gearing up to launch their 2 new games, Middle Earth Online and Dungeons and Dragons Online.

      Still, I guess it was a good business decision on MS's part to sell it back. Though Turbines real intention was to get back the rights to their franchise.

    2. Re:Whoops by Palos · · Score: 1

      I'm not sure how "enormously successful" the beta was. I played it on and off, well tried to, for about two weeks. Almost the entire time the communciation server was down (you couldn't msg other people or talk at all), it would lag out entirely, or the servers would just go down. I don't but other people, but them having such a large open beta that they seemed completely unprepared for is what drove me away. Yes I know it's beta, but if such seemingly basic problems still exist, what do you gain by opening it up, and then releasing it with those problems just to be "on-time"? On the other end of the spectrum you have WoW, which when the open beta started, actually worked. Sure there were the normal patch congestion issues, but you were able to login and play the game and get a good feel for it. It convinced me to give it a try.

    3. Re:Whoops by Cromac · · Score: 1
      It had an enormously successful beta but was down to a few thousand players within 6 months. I'm sure the game set all kinds of records for the fast decline in playerbase

      You must not have been in beta or have a very short memory. There were tens of thousands of people in the open beta because it was free and overwhelmingly they HATED it. There was so much comtempt for AC2 and the problems in the game Turbine/MS all but shut down their forums only allowing positive posts.

      If you define "success" as "lots of people tried it and 99% hated it" then yes AC2 had a terrificly successful beta.

  3. Server software by wed128 · · Score: 1, Interesting

    They ought to open source (or at least release) their server software so the community could pick up where they left off...

    1. Re:Server software by pixel_bc · · Score: 1

      Incredibly unlikely for two reasons: a) Middleware licensing issues - they likely don't have the legal rights to give certian aspects of the back end away. b) AC2 is a centralized service, I doubt anyone wants to pony up for the bandwidth.

    2. Re:Server software by Quarters · · Score: 5, Insightful

      What an incredibly short-sighted comment. Turbine makes online game technology and online games. They have two (soon to be one) products running and two more in development. There is no way Turbine wrote a new server system for each of those games. All four of those games have servers that share a codebase to a certain degree. If Turbine open sourced the AC2 server code base they would be, in one fell swoop, giving away a huge part of the value of their company and giving nefarious players the roadmap to cause havoc on their running and future games.

    3. Re:Server software by interiot · · Score: 1
      It doesn't have to be hugely centralized. Multiplayer games that serve on the order of 8-20 players at a time are at times paid for by individuals (eg. Natural Selection servers, for one, were always player-funded).

      I hear that there are some World of Warcraft personal servers that host some small number of players. Maybe it doesn't suck so much if you had your whole guild on a single server, or something like that.

    4. Re:Server software by vertinox · · Score: 1

      What a short-sighted comment this is! If they are going to discontinue work on the AC2 server engine and client then obviously they would be the ones that benefit the most with a GPL license since any community additions and fixes would go back to the company without any cost to themselves.

      If someone can look at the client and server code and then hack the game then by god it will be fixed faster and more efficiently if everyone in the world is looking at it rather than a understaffed team of bug fixers that have to rely on shoddy and biased bug reports from players.

      If someone could hack the game by looking at the client and server code then the code was broke to begin with and would eventually been found out by some ingenious player anyways who has no desire to see the game fixed like a community GPL developer would.

      Sure the games use the same code, but so does Quake I/II/III and Doom 3 and Carmack GPLs most of that (sans punkbusters which says Turbine could always not release parts that they deem critical) and you do not hear people screaming "OMG don't release the source code because people will hack our online games!"

      However, because of economics and the fact that no one has been brave and gone this route before I could understand why they wouldn't and would say that it is their right to keep it closed source.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    5. Re:Server software by rAiNsT0rm · · Score: 1

      What an incredibly short-sighted comment on your part too! Your argument that their closed source must remain this way because they se the same or similar server code for each game and it could lead to hackers/loss of profits is just as lame.

      The fact is that all MMO's basically will go this same way eventually as none of them will continue to be viable for very long. I think what needs to happen is MMO makers need to try harder. Let users run their own servers, it will only help sales... but then make the official servers have more value, and thus be worth the monthly fee. I would pay a monthly fee to play on the official servers, but I would probably enjoy running a character through some user made worlds too. Keep them separate for everyones sake, but it would be great, and then when the game is past its prime smaller dedicated groups can continue on without all the n00b, grief, bitch-fests that all popular MMO's suffer from.

      As far as hacking and whatnot, this is their design and there are many ways to handle this... it is just that most are lazy. GuildWars has done a decent job of thwarting all of this by using a streamed technology.

      The fact of the matter is that the onus is on the MMO maker to begin to do more for that $14.99 they love to reap each month from us, and after years of loyal payments the leastthey could do is keep one server around for free or open up to user run servers.

      --
      http://teasphere.wordpress.com - A little spot of tea
    6. Re:Server software by harlows_monkeys · · Score: 1
      They ought to open source (or at least release) their server software so the community could pick up where they left off...

      Why would they want to make free competition for their other current and future games?

    7. Re:Server software by Ghent99 · · Score: 1

      I hear that there are some World of Warcraft personal servers that host some small number of players. Maybe it doesn't suck so much if you had your whole guild on a single server, or something like that.

      As far as I'm aware, these were illegally reverse-engineered servers. From the same group that duplicated Battle.net. (Their name escapes me at the moment). There's been a long legal battle between this group and Blizzard.

      Looked up the name: BnetD

      --

      - Ghent

    8. Re:Server software by AHumbleOpinion · · Score: 1

      What a short-sighted comment this is! If they are going to discontinue work on the AC2 server engine and client then obviously they would be the ones that benefit the most with a GPL license since any community additions and fixes would go back to the company without any cost to themselves. The GPL is good for some applications but not all applications.

      I'm sorry but the GP has a far better grasp on short sighted than you do. What you are failing to see is that they could not use those changes in their other related servers due to the viral nature of the GPL.

      Sure the games use the same code, but so does Quake I/II/III and Doom 3 and Carmack GPLs most of that ...

      He GPLs his "obsolete" engines as he moves on to something new, it was clear in AC's case they are using similar not new servers. Secondly you fail to understand id's business. It is not merely selling retail games, it is also licensing engines. It is in id's vested interest to get as many people familiar with their engine's as possible. Even when you move to a new engine there is going to be a certain familiarity and comfort from knowing the previous engine.

    9. Re:Server software by L7_ · · Score: 1

      if you want to make a game from thier AC2 engine, you can license it all you want. Look at RYL. It is the asian AC2.

  4. Impact by Anonymous Coward · · Score: 0

    Wow, I wonder how this is going to impact the release of Middle Earth Online.

  5. OT: Any free MMORPGs? by Anonymous Coward · · Score: 0

    I was just wondering can anyone recommend any free MMORPGs? I've never really tried any and would be interested to see what all the fuss is about :)

    1. Re:OT: Any free MMORPGs? by Anonymous Coward · · Score: 0

      There are no Free (as in beer) MMORPGs that are worth playing.

      Closest you may get is Anarchy Online. Its a slightly dated but competent MMO.

      The first part is now Totally free to play. If you can handle playing in just the basic AO world. They hope to get you hooked and thus encourage freeloaders to eventually pony up for the expanded world + monthly subscriptions.

    2. Re:OT: Any free MMORPGs? by SnoopJeDi · · Score: 1, Offtopic

      Guild Wars is a "free" CORPG (similar to MMO, but without the bad parts). When I say free, I mean that you don't have to pay an online subscription fee. The game will run you $30-50, depending on how you buy it (you can buy just the account code at Game2Go for $30, and pick up a box set with installation CDs that will help decrease downloaded content for $50 at most game stores)

    3. Re:OT: Any free MMORPGs? by losman · · Score: 0, Offtopic

      You can get a download of Ultima Online for free. It's a trial version which means its the full software plus a 15 day subscription.

      Now go to runuo.com or sphereserver.com and you can use that client on player run, free servers. I'm a 7yr vet of UO and I gave up paying them money and now play for free on a lot better servers!

      --
      Q: I am short, useless and provide no value. What am I? A: a sig
    4. Re:OT: Any free MMORPGs? by smbarbour · · Score: 0

      Maple Story is free (client and gameplay). However, they are going to have a real-money item shop. This will be for special items. Most regular items can be found or purchased in the regular shops.

      There are various sites/servers depending on where you live. For everywhere outside of Asia, the site is http://www.mapleglobal.com
      It is unique in the fact that its a 2D side-scolling MMORPG.

    5. Re:OT: Any free MMORPGs? by Chadhulhu · · Score: 1

      Te one that comes to mind, is Ragnarok online. tho it really isn't, but there are so many free servers that get you the software to run it. I play it on and off.

      --
      i do not suffer from Insanity... I revel in it.
    6. Re:OT: Any free MMORPGs? by Destoo · · Score: 1

      Whoa... WoBoMoWo* online multiplayer?
      W00t!

      The character design definitely needs to be smoother. In-game characters, not the character illustrations.. Those are sweet.

      * Wonder Boy in Monster World

      --
      Nouvelles de jeux et technologies en français. TC
    7. Re:OT: Any free MMORPGs? by sanosuke76 · · Score: 1

      Free? If you don't mind the lack of graphics, look into MUDs - some of the MMORPG's are practically just graphical facelifts to what could easily be done in a MUD engine. I understand there's a few free graphical (java, generally) ones out there too, but haven't really followed that part of the scene.

      --
      My 229 is all the Sig I need http://thegunwiki.com/
  6. Dereth was full of wonders. by DoctaWatson · · Score: 4, Insightful

    It seems like MMORPG sequels have a rough time. Ultima Online's sequel died in the womb, Asheron's Call 2 had a rough time getting customers and is now dying, and Everquest 2 is near the bottom of the population statistics charts.

    Meanwhile, the original games continue to chug along, not gaining new users but also not hemorraging their core fans.

    Sequels rarely live up to originals in any medium, but I suppose that effect is amplified in a genre where titles are considered a billable service and "persistence" is the main attraction.

    If the game never ends, why would a player pull up the stakes in a game where so much time and effort is invested just to move into a newer, shinier world and start all over? On the other side of things, why would a new player going to join a game that already has the history and culture associated with it?

    It's a shame though. Turbine got a lot right with Asheron's Call 1 that hasn't been seen in other MMORPG's since. AC2 was supposed to be the update that filled in all the cracks of that flawed masterpiece. And the next we can expect from Turbine are derivative medival fantasy franchise titles like Dungeons and Dragons and Middle Earth Online.

    1. Re:Dereth was full of wonders. by BondGamer · · Score: 2, Interesting

      It seems like MMORPG sequels have a rough time. Ultima Online's sequel died in the womb,

      That is not true. Both UO2 (known as Origin) and UX:O were not meant to be sequals to UO. UO2 was canceled because they finally realized it would canbalize the current playerbase of UO, potentially causing both games to go under. UX:O fell apart after most of the developers working on it did not move to California when their studio was moved. EA decided it would have been too costly to and time consuming to hire and train enough to work on the engine.

  7. It was obvious from the beta... by EvilMagnus · · Score: 3, Insightful

    I was in the beta from very early on, and it was obvious to me back then that AC2 wasn't going to be a success. It just didn't stand out from the other MMORPGs (and compared to DAOC, it didn't shine at all, except on graphics).

    What's really been key, though, is that for it's entire life, AC2 has been dwarfed by AC1: itself not a very big game, but it says volumes about the game when you can't even convert a majority of your AC1 players over to AC2.

    --
    -EvilMagnus
    1. Re:It was obvious from the beta... by Gojira+Shipi-Taro · · Score: 1

      Biggest problem that AC2 had from my standpoint, they still had the same bugs that made me quit Asherons Call. (my Slashdot tag is my Asheron's Call Character name.)

      I quit Asherons Call because the damned client would crash, my character would run off into the wilderness, and I would die. THis would result in an hours long search for my corpse so that I could get back the equipment that I had lost. Eventually, I decided the hell with it, and stopped playing altogether, since I had become afraid to go anywhere for fear of crashing and losing the equipment I had worked so long to get.

      When I tried AC2, it had the same damned client crash problem. Even stranger, it had an old AC problemwhere you could be on the other side of the planet from the town you zoned in on originally, but you would still hear the local chatter from that town.

      I'm still planning on re-visiting Asheron's Call when the next expansion comes, giving it the graphics engine from AC2. I had a lot of fun in that game for almost 2 years, before the bugs made me look elsewhere...

      AC2 I won't miss.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    2. Re:It was obvious from the beta... by blackicye · · Score: 1

      "What's really been key, though, is that for it's entire life, AC2 has been dwarfed by AC1: itself not a very big game, but it says volumes about the game when you can't even convert a majority of your AC1 players over to AC2."

      The same basically holds true for EQ1 and EQ2. Though EQ1 with its numerous expansions is fairly large now.

    3. Re:It was obvious from the beta... by Rhys · · Score: 1

      AC2 wasn't trying to convert AC1 players. For one thing it's robbing Peter to pay Paul. For another, the two games aren't the same style and feel.

      --
      Slashdot Patriotism: We Support our Dupes!
  8. All I can say is . . . by Seumas · · Score: 5, Funny

    WoW!

  9. Freedom by Bogtha · · Score: 2, Insightful

    Correct me if I'm wrong (I don't play MMOGs), but isn't this a case of somebody going out and buying a game in a box, only to have it break completely a few months later?

    This is the thing I don't like about proprietary software and service-oriented gaming. You aren't in control; they can disappear at any time. Proprietary software because they inevitably aren't compatible with whatever system you'll be running in the future, and service-oriented gaming because the servers can go away due to reasons out of your control.

    It would be great if somebody made a server that could support these games after the service has been dropped, but the last time somebody did that, Blizzard sued them for violating the DMCA.

    It seems to me that a lot of Slashdotters bitch and moan about DRM when it's applied to their music and DVDs, but quite happily lap it up when it comes to them in game form. Where are all the complaints that you don't really own your digital media when the subject of MMOGs comes up?

    --
    Bogtha Bogtha Bogtha
    1. Re:Freedom by Seumas · · Score: 1

      Very excellent points. And to what degree does this same problem exist on consoles, I wonder? I wouldn't know, since I don't own or play any of them.

      Imagine if, back in the day, you found out that you couldn't play Burger Time anymore because Atari had decided it wasn't making enough money or they went out of business and yanked your ability to play it?

    2. Re:Freedom by Anonymous Coward · · Score: 3, Insightful

      "It seems to me that a lot of Slashdotters bitch and moan about DRM when it's applied to their music and DVDs, but quite happily lap it up when it comes to them in game form."

      Jesus Tittyfucking Christ! We've been over this! THOSE ARE DIFFERENT PEOPLE!

    3. Re:Freedom by blackicye · · Score: 1

      "Correct me if I'm wrong (I don't play MMOGs), but isn't this a case of somebody going out and buying a game in a box, only to have it break completely a few months later?"

      Not an accurate analogy. In spite of your having to keep paying monthly fees (comparable or slightly higher than a price of movie ticket) the amount of time you spend playing (most) mmorpgs numbers into the hundreds of hours.

      AC2 has been around for more than a couple of years. Lets see you get that kind of gameplay out of your latest game box.

      20 - 50 hours a week for 3 years? Some may argue about whether its fun. That aside, I haven't seen any non MMO title come close to providing that kind of gameplay in a very long time.

      Counterstrike and its iterations are arguably one exception.

    4. Re:Freedom by Moraelin · · Score: 2, Interesting

      1. You seem to assume that everyone joined from the start, and got a full 3 years out of it. Which is just false.

      I'm pretty sure it was still on the shelves at EB Games, together with its expansion pack, last weekend. In fact, I almost bought it. (But ended up getting EQ2 instead.)

      I know I'd be a tad pissed off if I bought a game _and_ its expansion pack, and 5 days later someone pulls the plug on it. Not "the sky is falling" kind of pissed off, but still.

      2. I don't think even the "but you got 3 years out of it" argument holds much water anyway.

      The point is, in an ideal world, it should be up to me when I want to stop using something. Whether I want to still use my old screwdriver after a decade or still read Shakespeare some centuries after those plays were written, it should be up to me. I still occasionally play games, or use programs, that are a _lot_ older than 3 years. E.g., I occasionally still play Playstation games or even SNES games.

      There is something that just doesn't feel right that someone can remotely pull the plug and cause something I bought to stop working. (Again, not in a "the sky is falling" kinda way, but nevertheless, just not right.)

      3. One problem I've already bitched about in relation to copyright, is basically that something can be "unpublished". Effectively taken out of our common cultural heritage. I've argued that copyright was supposed to help get that stuff published, and using it to basically bury a book, a movie or even a game, is contrary to the very spirit of it.

      This kind of thing is to me 10 times worse. It's not just stopping any further copies, but causing all existing copies to stop working. It is this time _really_ unpublished.

      If I'll want to show my grandkids what books I've read in my youth, I can get a copy out and show it to them. But if I'll want to show them what online games we played back then, one of them just ceased being available. It just won't exist by then any more. There'll be no way to even launch it. Not in an emulator, not on an ancient PC in a museum, etc.

      That's in a nutshell my biggest concern with this kind of stuff, and with DRM: it can "unpublish" stuff from our cultural heritage. And AC2 is in a sense a grim landmark: while we all knew that such stuff was theoretically possible, now we can see just that happening.

      E.g., if a song was published on (unprotected) CDs and the copyright holder decides to bury it by not allowing any more copies, at least the existing CDs can be ripped. With DRM and/or such subscription based services, it can be totally wiped out. Not only there'll be no more copies, but even the existing ones can be effectively shredded into a bunch of no longer usable junk.

      I'm not against companies using either subscriptions or DRM to make money. Money is why this stuff got made in the first place, plus there's nothing wrong with people being paid for their work. But we should have _some_ legal safeguards against using it to effectively erase something as if it never had existed.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    5. Re:Freedom by Gorin · · Score: 1

      And what's the alternative for Turbine? You can't force a company to continue to run a service that costs them money. And if you could, who would ever build these kinds of games (or services in any industry for that matter). The risks would be far to high. Whether you understand or appreciate these services is irrelevant. The fact is, there are plenty of people who do. And if you were to mandate to the developing companies that they have no 'out', they'd stop producing them to the dismay of all gamers. Not just the ones who chose to play an unpopular title.

    6. Re:Freedom by Anonymous Coward · · Score: 0
      (But ended up getting EQ2 instead.)
      You have my deepest condolences.

      Signed,
      - Avid WoW gamer
    7. Re:Freedom by brkello · · Score: 1

      I am betting that they will release the server code when they shut down so that people can still enjoy the game. Fans have a way of keeping these things alive if they want to. Blizzard.net servers are not down...they are alive and supported. So your analogy is flawed. It would be like be running my own WoW server...and yeah, I would probably sue if someone was doing that.

      --
      Support a great indie game: http://www.abaddon360.com
    8. Re:Freedom by Anonymous Coward · · Score: 0

      "Jesus Tittyfucking Christ!"

      He is my true lord and savior.

    9. Re:Freedom by Moraelin · · Score: 1

      "You have my deepest condolences.

      Signed,
      - Avid WoW gamer
      "

      Heh. True enough, I'm planning on going back to WoW. My WoW monthly subscription was coming to an end again (it's not set to auto-renew), and I just figured I'd use the opportunity to take a break and see what other games are like too.

      Kinda sad that EQ2 not only doesn't live up to WoW, but I've actually found myself preferring to play PSO Blue Burst (in all its 5-year-old-graphics glory) instead of EQ2.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    10. Re:Freedom by Elsebet · · Score: 1

      This is the core reason why I believe that companies who close down a game world should give the game back to the community in some way. That, or the client should be absolutely free and the user solely need to pay for the monthly service.

      For example, even if all the BattleNet servers go *poof* tonight, I can still play Diablo 2 in a local or LAN mode. However if they shut down the EQ2 servers, I am left with nothing but memories pretty much as I and my guild find a new game.

      The developers of AC2 should spend their remaining time building some sort of architecture where the remaining AC2 players can host their own game world locally or over a LAN/WAN and continue with their current characters if they so desire. If necessary charge a licensing fee to recoup some costs.

      I'm not sure how well it would perform, but I was able to load single EQ zones with an emulator on an AMD 1gig processor with 1 gig of ram a few years ago. From my few short visits to AC2 I don't believe the graphics were much more intensive, however I am totally ignorant of the server-side code. That said, it should be possible to rework that just enough to allow play without the main servers.

      If not, then perhaps other MMORPG's could stand to learn something from this and plan from the beginning for obsolescence of their servers, and what they will do for the existing community instead of just simply pulling the plug.

      --
      Sacré-bleu! Where is me mama?
    11. Re:Freedom by metroid+composite · · Score: 1

      Umm...a big part of MMORPGs is supposed to be the community, right? So what if you pay for the game and then the community dwindles away?

      This happens in general communities too--the competitive scene for Tekken 4 is all but dead now, for instance; is this negligence on the part of Namco? What if the key players all stopped doing Super Metroid speed runs and got tired of paying for web hosting the videos. Can you complain to Nintendo? What about how the FFT SCC community is no longer nearly as vogue as it once was. Is this Square's fault?

      Freedom? How about supply and demand. If not enough people demand AC2, then it won't be supplied.

    12. Re:Freedom by snuf23 · · Score: 1

      Yep it sucks. However, MMO's are really services, not stand alone games.
      Requiring a standalone server and staff to maintain it is not DRM, it's a fact of how these games work. It would be nice if free server software were made available after a games demise, but it's pretty easy to see why a company wouldn't want to give up it's codebase.
      MMOs also change over the course of their existance, so the style of play changes. You may never be able to play the character you used to in the game. Class changes, game system changes, balance/nerfs, all affect how the game is played.
      I ended up picking up a copy of Fraps to make some movies of my City of Heroes character. In the next patch they are removing the ability to have multiple pets of the same type out at one time. My whole character build relied on this tactic. So *POOF*, the way I played the game will no longer exist. The only thing I'll have is my nostalgic little movie of how the game used to be.

      --
      Sometimes my arms bend back.
    13. Re:Freedom by blackicye · · Score: 1

      " 1. You seem to assume that everyone joined from the start, and got a full 3 years out of it. Which is just false.

      I'm pretty sure it was still on the shelves at EB Games, together with its expansion pack, last weekend. In fact, I almost bought it. (But ended up getting EQ2 instead.)"


      Ah my apologies then, I didn't realize that people actually bought and started playing 3 year old MMORPGs off the shelf retail. I would never buy into a three year old MMORPG, let alone buy it retail.

      I make it a point to start MMORPGs on week one if possible.

      "I don't think even the "but you got 3 years out of it" argument holds much water anyway."

      Just look at it as an extended video rental. You buy the game _knowing_ that it will not last forever. And in the case of Turbine, you now know that you don't want to "rent" their content any more in the future and thus should give D&D Online and Middle Earth Online a miss.

      "That's in a nutshell my biggest concern with this kind of stuff, and with DRM: it can "unpublish" stuff from our cultural heritage. And AC2 is in a sense a grim landmark: while we all knew that such stuff was theoretically possible, now we can see just that happening."

      I'd have to agree, it kinda sucks, but really it comes with the turf if you're playing MMORPGs.

      Until a developer figures out a way to host a persistent world in a decentralized fashion whilst still being able to preserve the integrity of the game. There will always be the problem of centralized hosting and its associated costs.

      Also just out of curiousity, did you take a free trial of EQ2 before you bought it? I took a trial and I decided I'd rather undergo MMORPG withdrawal (after quitting WoW)than play EQ2.

    14. Re:Freedom by Moraelin · · Score: 1

      Nah, I just got the full thing. A couple of co-workers seemed to be thoroughly addicted to it ever since it was released, so I figured, wth, it can't be completely bad then.

      Strangely enough ;) I'm not _too_ far from the same "I'd rather undergo MMORPG withdrawal" conclusion so far. Well, ok, maybe not that extreme. It's not necessarily that it's "bad" as such. It's just that, well, comparing it to WoW, WoW seemed to do just about everything a little better.

      --
      A polar bear is a cartesian bear after a coordinate transform.
  10. Something to try... by Kaenneth · · Score: 3, Interesting

    Competitive Upgrades.

    Give the company running the new game the username/password to your old service, they login and analyse your character/inventory (perhaps in an automated way) and give you starting benifits in their new game based upon what you had in the old, then destroy/delete your character from the old game...

    That is so wrong, and such a bad idea, someone is absolutly going to try it.

    What I really want is an invite-only MM game, like G-mail, with invites being per-server.

    the bonus part being, assuming a basic Everquest style interface, that you can target another player, and rate them Positive or Negative, and your rating, as given by other players, would help determine if/when/how many invites you get, as well as being publicly viewable (I suppose a bit like Slashdot moderations).

    while this conflicts with the idea of getting as many subscribers as possible, you would also hopefully get a higher quality of subscribers, with better retention, and maybe lower support costs, due to reduced griefing/exploiting.

    it also has a 'Cartmanland' marketing appeal, where the simple fact of it being hard to get in, makes it even more desirable, and if the game is any good, you'll have a nice viral marketing effect, like when g-mail was new, I continually saw message board posts along the lines of 'first 3 people to PM me get invites'

    1. Re:Something to try... by Thedeviluno · · Score: 1

      Thats godamn brilliant. Invite only MMo

    2. Re:Something to try... by Naikrovek · · Score: 1

      that out of the box thinking is exactly what established game franchises are trying to avoid.

      your example is also not good for the pocketbook of the company running the game.

      i played eq2 for a long time, and slowly it is becoming eq1, since players are dropping like dying flies (me included). they have to make the game funner, rather than designed perfectly. a game with perfect balance and design is very different from a fun game.

      i could be all wrong though. who really cares, they're games. the challenges of role-playing my own life are much more fun and rewarding. but the graphics aren't as good.

    3. Re:Something to try... by blackicye · · Score: 1

      "What I really want is an invite-only MM game, like G-mail, with invites being per-server."

      The launch of FFXI tried something like this.
      You couldn't pick the server you wanted to go to, and you were randomly assigned to a server with lower populations, to which you pinged lower.

      Your friends who had already started playing however could purchase invites with in-game currency.

      This infuriated many of the hard core gamers initially, as they were forced to repeatedly re-roll characters until they ended up on the server their friends or guild had decided upon in advance.

    4. Re:Something to try... by thesandtiger · · Score: 1

      Actually, I could very easily see a server in a new MMO that is designated as a "veteran's" server where they do exactly that - give your new character some things based on what your old character had. An inheritance, if you will.

      If the "upgraders" are kept seperate from the characters starting from scratch - like, only allowed on certain designated servers - I absolutely believe there would be a demand for this kind of thing and the complaints from everyone else could very easily be answered with "Well then, it's a good thing there are all those other servers to play on that don't let people do this, huh?"

      To keep the veteran servers populated, they could give any "new" player who started there a freebie - perhaps 15/30 free days of play as a way to compensate for the disadvantage of starting penniless when everyone else is rich.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
  11. Release the server and make a few more bucks by tickticker · · Score: 0, Redundant

    Why don't they open source the servers, or at least release them for public use, and maybe they could still sell the client for a modest fee and still make money off of it. Or sell the server even. Everyone wins. -- Tick! Tock! I'm a clock!

  12. Asheron's Call 2 wasn't fun by CrazyJim1 · · Score: 2, Insightful

    Combat in Asheron's Call 2 consisted of making 2 turrets, then going afk for the next hour. I got 2 max level characters in under a month then quit. Turbine spent no effort on an effective combat system for AC2 as if you fought with anything besides walls and turrets, you just got killed since armor didn't work. The only other effective hunting group besides turrets and walls was mass archers. Mass archers means everyone shoots at the monster, and the unfortunate guy to be attacked just constantly runs away. Picture marine micro in Starcraft where one zealot charges in, you move the one marine away while the rest fire.

    Even though Asheron's Call 2 was a failure, I do like Turbine. I'm looking forward to D&D online.

    1. Re:Asheron's Call 2 wasn't fun by David+Fontanella · · Score: 1

      AC2 combat was what you described way back in the early months of its release. The sad thing is that coming after AC1 known for its macroing tolerance (until recently), it was very bad publicity for AC2.

      They killed Tactician camps by nerfing the class and nerfed XP rewards for perching but the harm was done.

      They changed the combat system to be more group-oriented and give room for every class. In the end, it was almost balanced but just too late to regain the lost players.

  13. The Ultimate Nerf by learithe · · Score: 3, Insightful

    I loved AC2. It was beautiful, solo-able, and had plenty of content for the causual player. [i]And Then[/i]... the developers realized "oh, wait a minute -- people are finishing the game in a month... and then they're leaving..." Their answer? "I know! Adding content takes too long, so we'll just make everyone really weak all of a sudden, and give all the mobs more armor and resistance! Then it will take everyone longer to do the same things!"

    The fateful day of that "update" to the game was it's death. Things that I was able to solo before, I now needed a group of 5 players to kill. Everyone I know left the game within about two weeks. Most went back to AC1....

    1. Re:The Ultimate Nerf by WankersRevenge · · Score: 1

      A friend raised this point to me, and so here, I am raising it to you ... why you want to solo when you are playing a massive MULTIPLAYER online game. Doesn't just make sense to play a single player offline game instead? Or is it all about the pvp factor?

    2. Re:The Ultimate Nerf by Yosho · · Score: 3, Insightful

      While I don't know exactly how the original poster feels, I can probably answer for him, because I'll bet I feel the same way. He's not saying that he never wants to play with a group -- just that having the ability to play solo is nice. Sometimes you want to play without dealing with other people, and sometimes even when you feel like playing with other people, getting them together can be a hassle. In addition, there are more ways to interact with other players than grouping to kill monsters; you still have PvP, item crafting, and just general socialization.

      Back when I played Ultima Online, some of the most fun I had involved going out and hunting monsters for materials solo, then crafting what I could into usable items, returning to town, and peddling my wares to other players. There's still plenty of socialization going on there, but no forced grouping in order to accomplish anything.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    3. Re:The Ultimate Nerf by learithe · · Score: 2, Insightful

      This is definately an interesting question. For me personally, I find that I enjoy playing in a world populated by real people, chatting and interacting, whether or not I'm actually in a group. I like just knowing that my friends are online with me. I love being in a good party, but I don't always have the time to devote to a group, and soloing allows me to play in the short intervals I can fit into my busy life, and allows me to progress (albeit slowly) in the game.

      I have found MMORPGs which require grouping to be miserable. I am a shy and sensitive person, and have a hard time finding groups of people who are competent, considerate, and fun. I therefore tend to only party with friends or when I feel like it -- if I'm forced to play with teenagers slinging rude comments left and right, or with people who get really mad at me because I'm not doing something a certain way (when it honestly doesn't make any difference which way it was done) ... then I just don't want to play...

      This is what has kept me from enjoying FFXI: it requires being in groups in order to progress in the game. I share a house with three FFXI addicts -- I bought them the game because I wanted to play with them -- but then they quickly passed me in level, and my experiences trying to get parties to "catch up" were usually miserable bordering on traumatizing... so I moved on to games that were actually fun for me. They love the group-only FFXI -- they play upwards of 8hrs/day, and can "afford" the time -- but it's not for me.

      (I should note, if it is relevant, that I'm a girl, and they're all guys... maybe I'm just too sensitive or something. Guys seem to be fine with a superficiality in conversation/interaction that I find frustrating.)

      In the end, it comes down to: I love playing in a world full of real people that I can talk to and interact with. It adds depth and reality to the gaming experience. But I don't want to be forced to group with people in order to play the game.

    4. Re:The Ultimate Nerf by learithe · · Score: 1

      Yep. My sentiments, exactly. And said much more clearly and succinctly than my reply... :)

    5. Re:The Ultimate Nerf by blackicye · · Score: 2, Informative

      The reason many (most) prefer to solo a majority of the time is that in almost every MMORPG these days, you are required to form complete parties of 5 or more players.

      Unless you're gaming for 4 - 8 hour stretches, its kinda inconvenient. 5 - 10 people needing to go to the bathroom, answer phonecalls, eat dinner and go to bed at various times just usually makes grouping downright inconvenient.

      Developers in their infinite wisdom (with WoW being the only notable recent exception) didn't usually make 2 man groups or small groups viable for questing or gaining experience.

      Requiring that you have every specific role filled in a party (tank, healer, nuker, downtime reducer, buffer) etc and not allowing much flexibility in the group just exarcebates the problem (yes FFXI I'm looking at you.)

      I think many enjoy the social aspects of mmorpgs, not necessary meaning playing with other people all the time.

      In the same way when back in the day when MUDS were popular, people soloed most of the time, but you chatted almost constantly with everyone else online. To the extent that there were players who just logged in to chat and hardly played at all.

      Also aside from PvP, the other form of "competition" in an mmorpg, is for who has the coolest toys, the highest level etc. I think its a legitimate form of competition personally, though its been reduced to who has the most time to spend or has the most unbalanced character build now, more than a show of skill.

    6. Re:The Ultimate Nerf by Peacedog67 · · Score: 1

      To the original poster,

      My intent here is not to flame but to educate so whatever I say here following is not a flame but rather something you can take back to the friend who originally raised the point.

      Inevitably, anytime someone even so much as mentions soloing in a thread discussing an MMORPG there will be someone who does this ---->"Doesn't the name mean massively MULTIPLAYER????. Yes that is what the acronym means but you are sadly misinterpreting what the word MULTIPLAYER means (for some strange reason it is always in caps).

      The EARTH is multiplayer by definition. Does this mean I have to go grab five people when I decide to do the "Bathroom Quest"? Or make sure that my bed's big enough for 8 people for the "sleep adventure"? I'm hoping that my wife is not up for the 72 people it takes to do the "Epic Sex Quest".

      The point is that multiplayer just means that you share a WORLD with many other people. Much like you do in real life. It does not mean that you have to have a set number of people to do everything, once again just like real life. A game can be group-oriented or a game could be solo-oriented but that is not the same as a requirement that most people who quote the tired "massive MULTIPLAYER" seem to think it is.

      See, here's the dealio, the getting a group experience in these games can either be real easy or a real hassle. Usually in these types of threads some lamebrain says something to the effect of "get some friends" or "or I get groups in my guild all the time". Well duh, its not impossible to get groups its just that some people either a) don't have the playtime to put together a group b) don't have the proper character class that other players prefer or c) feel like dealing with people at that moment on such a close basis that a group demands.

      So a smart game company will include solo-oriented content to keep those people happy. And by "those people" I mean pretty much everyone that plays an MMORPG at some point and time.

      There are times when being in a group is a lot more fun, just like in real life. Imagine a party and you were the only one there type of thing. There are also times when you just wanna hang alone and logout with some sense of progress. It's up to the game designer to find the proper balance. If they go to far either way (as in WoW 1-59 vs. WoW 60) then they alienate a large amount of CUSTOMERS.

      Hope I cleared it up for you.

  14. run fer the hills! by xenomouse · · Score: 1

    the mor-peg bubble went bust! woe! WOE!!
    </idiocy>

    From what was said by those who have actually played the game, it sounds like the makers of the game pretty much did the game in themselves by using nerf paint with an extra broad brush.

    I've not played many MMORPGs myself (just anarchy online and toontown), but it doesn't surprise me too much that at least one well known name has fallen to the wayside. As it is, i couldn't really see playing either of the two games i mentioned for more than a few months. Toontown was fairly original and light-hearted, but the simplicity of the game started to make it repetitive. Anarchy Online is fairly complex, but - try to disguise it as they may - a grind is still a grind (the pretty ones just take slightly longer to notice). By the time i quit, any sort of "role playing" i saw being done in AO could have been done for free in any old chat room.

  15. From someone who's playing it right now. by isthisorigional · · Score: 1
    Given that the peak population on one of the 2 major North American servers was guessed to be at about 400-500, this doesn't come as a suprise. Since the release of the last patch near the beginning of August, there's been rumblings from the playerbase that things were on the decline.

    I played AC2 while it was in beta, I purchased it about 4 months after it went live, I cancelled after about 6 months of play, but I re-subscribed about 4 or 5 months ago. It's a fun game, and it has something for everyone. It never took off because Turbine doesn't know how to advertise, and with WoW and EQ2, it seems dated to any newcomers.

    We were hoping Turbine would combine the last 4 servers into one, giving it a decent popultion. With AC1 still running, and their 2 new MMORPG's set to release, it would probably be not the dumbest move. But instead, they pissed off a portion of their fanbase, and killed a game that a lot of work went into. With all the artwork, lore, class balancing, just everything, it really seems like a waste instead of putting the game on the backburner while their other projects launch.

    Oh well, I guess I'll join the WoW croud after I come back from my Real Life break from MMORPGS.

  16. Or maybe it's just that bad games die. Nothing new by Moraelin · · Score: 2, Interesting

    The problem with some of these things isn't as much that they're sequels, but that they're not that much fun as a game.

    E.g., I just started on EQ2 and I can already tell that WoW is simply a much more fun game.

    So maybe it's not that sequels have a hard time, it's that the better games thrive and the worse ones die. Being a sequel to a successful game, or based on a successful franchise can only do so much. But in the end, if the actual game is lacking, it can't save you.

    "If the game never ends, why would a player pull up the stakes in a game where so much time and effort is invested just to move into a newer, shinier world and start all over?"

    Actually, that happens all the time. Even Sony plans around the average player sticking around for only 6 months or so. Sure, some get bored and leave before even their free month is over, and some go nuts and hang around for 8 years in UO, but the vast majority don't.

    So the problem isn't that people never leave EQ1. They had more than a milion that came and left. (Although by now it's probably populated mostly with those that don't leave. They tend to accumulate.) But when they leave, they won't automatically just move to the sequel, and won't automatically stick around if the sequel isn't that much fun.

    If Joe Average leaves EQ 1 today, there are a lot more games than EQ 2 competing for Joe's time and credit card. And Joe might as well end up on WoW instead, if that's the better game.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  17. Shutting down a MMORPG by Anonymous Coward · · Score: 0

    The death of a MMORPG, which is, let's face it, as inevitable as my own eventual death and that of everybody reading this comment (yes, that means YOU) raises a few interesting issues.

    By far the most pressing of these concerns virtual property. We've already seen the beginnings of a trend towards legal systems considering in-game items as real property; witness the story we had a few days back about the arrest of an online "mugger" in Japan. Now, if stealing in-game items and cash from a few players is a crime, what does this make shutting down a server containing said items belonging to thousands, perhaps even tens of thousands of players?

    Of course, nobody can reasonably argue that a MMORPG could be considered an essential service, like electricity, gas or water supplies. If a developer wants to shut down a game because it is no longer financially viable (or indeed, for any other reason), they should be within their rights to do so, provided they give a reasonable notice period. Before you shout "they should open the source and let people run their own servers", do a little research into the server and bandwidth costs for running a modern, graphical MMORPG (not a text-based MUD).

    So what happens if a court decides that players' in-game items have a real monetary value? Are developers forced to "buy" these items off players before shutting down the servers. If this is the case, then I suspect the potential cost would just keep most developers out of the MMORPG business altogether.

    This, to my mind, gets to the heart of why online-gaming currencies must absolutely not be given equivalent status to "real" currencies. I know that "real" currencies are "virtual" these days, but there remains an important distinction. The value of "real" currencies in entirely based upon the fact that they are supported by a government, which can be expected to continue to support them in the future, or to make adequate provision to bearers in the event of a change of currency (such as the shift to the Euro in some European nations). MMORPG currency, by its very nature, has no such backing and cannot, to my mind, be considered to have "real" value as a currency.

    1. Re:Shutting down a MMORPG by andr0meda · · Score: 1


      Actually the value of real currency is the value of the coin + the value of a fraction of a number of stable-priced minerals for every coin. For paper money it`s the same. So every money that you own is backed by a truckload of (usually) gold in the central bank of your nation.

      So it`s very simple. That judge ruled wrong, and his decision should be redrawn and he should be sent back to school, because he makes the wrong kind of decisions.

      --
      With great power comes great electricity bills.
    2. Re:Shutting down a MMORPG by Anonymous Coward · · Score: 0

      Actually the value of real currency is entirely virtual and is not backed by gold or other minerals. Are there really people that are that clueless about something as basic as money?

      Try google for Fiat money or fiat currency

    3. Re:Shutting down a MMORPG by Anonymous Coward · · Score: 0

      In fairness (I'm the original poster here, from the top of this thread), I think a lot of people make the same mistake.

      I'd trace this to the fact that the Gold Standard still seems to be taught in High School history lessons (or at least, it was in mine), while there's basically no discussion of Fiat currency or how it works at the same level. Plus, the whole "I promise to pay the bearer on demand..." thing on our currency here in the UK serves to keep the Gold Standard myth alive, with the whole "you can trade your bank-note in for gold at the Bank of England" thing being firmly enshrined as a (false) urban legend.

    4. Re:Shutting down a MMORPG by arkanes · · Score: 1

      Absolutely correct. The US abandoned the gold standard sometime in the 19th century, if memory serves. I don't believe theres a country in the world with a gold (or silver) backed currency anymore. Certainly none of the major currencies are.

    5. Re:Shutting down a MMORPG by Impotent_Emperor · · Score: 1

      I think the Gold Standard was mostly abandoned by the U.S. in the 1930s (during the Great Depression). Some big money industrialists were pissed off at the time and the actually consider deposing FDR. It wasn't until 1971 that the U.S. was taken completely off the gold standard.

  18. Developer hubirs is what killed AC2 by Shivetya · · Score: 4, Informative

    AC2 was not written for the players. It was written by the developers for developers. AC2 had everything their players didn't ask for any nothing they wanted.

    There were many hints of discord among the players of the beta. The end of beta event quickly turned into damage control. Turbine introduced items that benefitted PvP players more than regular players. This immediately alarmed many about what the future would hold. They made quite a few changes to the end of beta event to fix that mistake but it was truly a harbringer too come.

    Examples of the hubris.
    Having the audacity, though they might have though themselves humorous, to have a PR person bring "books" down from an ivory tower.

    Having a world where the cities were essentially monuments to the developers. None of the buildings were enterable. There were no NPCs. The cities all looked wrecked at the start and only improved if people used the crafting facilities. What was funny was there were ruins of some of the older cities from the previous games and you could enter those buildings; granted they didn't have doors but you could still get in them!

    Inability to code a decent AI led to giving nearly all MOBs a ranged attack. This happened in beta and stunk to high heaven. What hurt them the most was that most of the mobs were new versions of AC1 mobs - and none of them had ranged attacks so they broke lore because they could not make their new AI work.

    Inability to code a decent pathing engine into the new system. This led to the mobs being able to go through many objects AND shoot through them.

    Starting the live game with a well known and documented exploit in place. Tyrants were AC2's solution to having Dragons. Unfortunately the model was so large it got stuck on the terrain. People used this throughout beta to powerlevel as even moderately level characters could take down a mob that could not fight back. Turbine was warned over and over about it and how if it went live people would abuse it. It went live and people abused the daylights out of it!

    Broken chat at launch. One of the requirements of any MMORPG and it was essentially gone at launch. Half the time you could not even fellowship chat, let alone be heard in a city. If you wanted to chat with people not in your immediate vicinity you used IRC.

    Horrible interface. Too many fixed windows and conflicting windows. No real player convienences either. Strange issues with the look of running characters, humans seemed have broken backs on anything but flat surfaces. A combat system that relied on visual cues to tell you when to use your special power yet those cues were lost in the other special effects like frill and fixed objects.

    No class balance at launch. It was so bad that it was common knowledge that if you wanted to get ahead you only played a few certain classes. One, the Lugian, had a subclass which could place walls and turrets which allowed the player to literally take a nap and level!

    Simple quests. Most were nothing more than finding potions on mobs that made you "horny" to kill other mobs. Really that is how it felt. You drank this potion and suddenly you felt the need to kill 10 of some particular creature. Never mind the fact that half the time that particular mob wasn't anywhere nearby.

    Half hearted KvK system. Heavily influenced by DAOC, as in there were even 3 factions, but obviously never thought out. PvP/KvK was a joke from the start. Being heavily level focused PvP was no longer skill oriented when compared to AC1. (in AC1 levels became mostly meaningless after a point, not so in AC2 as there were hidden modifiers based on your level). However the biggest screw up was having non-PvP player forced to go PvP to complete some quests. This led to a lot of grief play as griefers would portal camp.

    Vaults. No, these were not player storage, something else that was missing from the game. Vaults were special dungeons that told the story of the game. This was the other major f

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Developer hubirs is what killed AC2 by Anonymous Coward · · Score: 0
      "Having a world where the cities were essentially monuments to the developers. None of the buildings were enterable. There were no NPCs. The cities all looked wrecked at the start and only improved if people used the crafting facilities. What was funny was there were ruins of some of the older cities from the previous games and you could enter those buildings; granted they didn't have doors but you could still get in them!"

      The problem was that using the craft facilitites did NOTHING! Players spent days keeping the forges at 100% and the city never changed! After 2 updates the city never changed, and then it was finally revealed that player's have NO control over improving the cities, it's only if the Devs see that a bunch of players are hanging out in a particular city, that the dev then improves the appearance of that city themselves. And after 2 months of waiting for a city improvement what do the players get? An f'n sign gets improved. That's it, just a friggin sign. The game got boring fast, because the player's all had to wait for the devs to do stuff that was advertised as players being able to do!

  19. Bonus Dev comments by grimwell · · Score: 5, Informative

    From a thread on VNBoards.

    In Citan's goodbye post he suggest people view the special credits by holding down the Ctrl+Alt keys while clicking the Credits button.

    I did this and wow! The team was as cynical and depressed as many of those who complained about the game. You don't want to miss this. If you have access to the game, take a look. You have to wade through a lot of credits before you get to the team comments, but I'm so amazed this is in there. Here is an example from memory...not a direct quote:

    "Pissing off players is what we do best. Best to stick to our strengths"

    There are many other comments that just vent frustrations.

    --
    If the govt becomes a lawbreaker, it breeds contempt for law, it invites man to become his own law, it invites anarchy
    1. Re:Bonus Dev comments by Psychochild · · Score: 1

      Not surprising. People always act like development teams are these monolithic beasts that hate the players. In truth, many devs can easily see the truth of the matter, and they often are just as torn up by what's happening as anyone else is. The "official word" comes from managers that try to put the best spin possible on things, and don't necessarily reflect the opinions of the people in the trenches.

      Having been on an ignored project in a large company, I can sympathize with the developers. Often the developers will be doing their best work in spite of all the problems. They often believe that they can do something, ANYTHING, to turn the game's future around. I'm sure most of the developers are more devastated than anyone else to see the game close down. I know most of the former developers literally cried when Meridian 59 closed down at the hands of 3DO. I made the financially irrational decision to resurrect the game mostly out of love instead of a real desire to make gobs of money from it (HA!).

      This isn't to pain the management as the bad guys, either. Sometimes your job as a manager is to make a hard decision like closing down a game like this. I don't think it's necessarily an easy decision for anyone that's involved in the development of the game in any meaningful way.

      Some perspective from someone who's been there, done that before it was cool. :)

      --
      Brian "Psychochild" Green
      MMO developer's blog
  20. Well, here's why by Moraelin · · Score: 2, Interesting

    A long time ago, in a galaxy far away, I was asking the same question: "why on earth would anyone want to play a Massively MULTI-PLAYER game solo? WTF is the point of playing it as a Massively SINGLE-PLAYER game?"

    When the gods want to punish you, they give you what you asked for. In this case, the MMO gods made me understand. After a couple of months of doing pickup-groups in COH, I ended up with a severe case of misanthropy.

    The problem in a nutshell is that functioning as a group is, more or less, like making a watch out of a bunch of cogs. They have to fit together. Throwing together some random cogs isn't always going to work that well.

    Some of the random pickup groups I've been in, to borrow someone else's expression, bordered on traumatic.

    Some people were just literally unable to function in a group. Some people lacked even the basic skills or clue to play the game at all. (Somehow they had gotten a character to level 50, but didn't yet figure out how tanking works or how EOE attacks work. Did they buy that level 50 character on ebay, or wtf?) And then there were those with a major attitude problem.

    At some point I was actually at the point where groups were what got me killed and into XP debt, and soloing was what I had to do to actually repay that debt and eventually level-up. _Literally_.

    I know, so I'm supposed to find a group I can play with, and avoid pickup groups, right? Trust me, I thought of that too.

    The problem there are the levels. E.g., in COH, by the time my character was level 35, some of my online friends were level 20 (those who weren't as hardcore players as I was), but on the other hand some were already level 50. (Being a teenager on vacation and playing 16 hours a day can have that effect. Even I can't compete with that.)

    And then there's another aspect: sometimes I just don't have the time to group, or none of them are online at the moment. E.g., I've been known to play some half an hour in the morning before I went to work. The problem there is that:

    1. that's just not enough time to put together a group and do anything meaningful together. I can run bash a few NPCs, maybe even do a quick solo quest, but that's it.

    2. it's a pretty crappy time by anyone's standards. The chances of anyone I know being online at that hour, are rather low. Heck, even for grouping with strangers it's pretty bad on games with a low-ish population. (E.g., in EQ2 last time I've grouped in the morning in the newbie area, there were exactly two people there: me and a rogue.)

    So any game where you can't solo, is inherently one game I can't play at all in that time slot, or in any situation where I don't have at least half the evening available.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  21. Not surprised by shoptroll · · Score: 1

    I had to play AC2 as part of a class on Social Issues in Games. The game looks nice, but when I had to do this back in March the servers were pretty much devoid of people (aside from the sudden influx of ~25 people).

    I don't think Turbine is too worried though, they're expecting the D&D Online game and Middle-Earth Online game to be much more popular than AC2.

    --
    Insert Sig Here
  22. I had many of those problems too by Moraelin · · Score: 1

    And if it makes any difference, I'm a guy, so I don't think that's the cause there. I don't know about shy and "too sensitive". I figure I'm anything but "too sensitive", but some people just aren't fun to play with.

    E.g., the kind of control freak that just has to have everyone do something _exactly_ his way, oh yeah, that one got on my nerves quickly too. Bonus points if his way is all wrong to start with. (E.g., I've grouped with a mage who insisted that he opens the fight with a big AOE attack against a whole company of enemies, and just got mad that everyone else didn't heal him quickly enough after that.) I don't think it's really necessary to be "too sensitive" to get annoyed by that kind of person.

    E.g., ending up in the wrong level bracket to group with your friends, that's actually a very common problem.

    One game which I've found more tolerable in those aspects, is Planetside. I don't know if you like the genre. It's basically a MMO-FPS. But it doesn't have a lot of the more traditional MMO problems.

    E.g., levels in Planetside don't work like in most MMOs. Having more levels in Planetside gives one more flexibility in what mix of equipment they can take, but nothing more. It is certainly possible to contribute your fair share to a level 20 group as a level 1 player.

    E.g., "groups" (well, "squads") are a much more loose concept in Planetside. Being in a squad gives you the group chat, which is very useful for coordinating your actions. But for anything else (e.g., xp) just being in the same area/battle is more than enough.

    Even as a support character (medic, repairman, driver, etc), you can get the same xp by just going to the nearest battle and healing the people fighting. You don't have to be grouped with them. Or you can drive an AMS or ANT to where one is needed, and get the same rewards whether you're grouped with anyone or not. Or a few other options.

    Again, I don't know if it's your kind of game. It's closer to FPS than to a medieval RPG, which also means pure PvP, so it's not everyone's cup of tea. But if you think you can live with that, it might be worth a try.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:I had many of those problems too by Anonymous Coward · · Score: 0

      I'm just not fond of client side hit detection. That's the part of Planetside that breaks the game for me. I'm being penalized because someone else has a bad connection.

  23. Release the Server Backend by Thyamine · · Score: 2, Funny

    Someone already mentioned that perhaps they'd release the backend to the public, and while I didn't play AC2, I'd love to see this with some of the MMORPGs I've played.

    Not for any benevolent purpose mind you, like setting up a server for people to use for free, but so I could stride like a GOD across those zones I kept getting slaughtered in. Damn you Kithicor! Damn you!! My revenge is at hand!

    --
    I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
  24. Re:AC1 Expansion is already released by Anonymous Coward · · Score: 0

    The Throne of Destiny expansion pack relased on July 18. The graphics are updated but not AC2 graphics. Turbine has always stated that it is not possible to run AC1 with the AC2 graphics engine and judging by the difference, I believe them.
    So, pick up a copy and try it again. Depending on how long you have been gone, you will notice quite a difference.

  25. Give us your art and code by mrjimorg · · Score: 1

    What I'd like to see is them release the code and art for these games. After all, they're shutdown - they won't ever make another cent from the game. Might as well sell the code & art to tinkerers like myself for $100 a pop. I might be willing to even go to $200. Its better than just sitting on it.

  26. "The GPL is good for ..." pasted to wrong para by AHumbleOpinion · · Score: 1

    " What a short-sighted comment this is! If they are going to discontinue work on the AC2 server engine and client then obviously they would be the ones that benefit the most with a GPL license since any community additions and fixes would go back to the company without any cost to themselves. The GPL is good for some applications but not all applications. [cut]"

    I'm sorry but the GP has a far better grasp on short sighted than you do. What you are failing to see is that they could not use those changes in their other related servers due to the viral nature of the GPL. [insert]


    Apologies for the bad paste. "The GPL is good for some applications but not all applications" should have been added to my paragraph not yours.

  27. Re:AC1 Expansion is already released by fyrie · · Score: 1

    It's interesting what the game as evolved into. It is very, very different today than it was during the first 2 years of its life.