Slashdot Mirror


The Secret Life Of MMOG Characters

An article at Gamasutra pines for MMOG characters to have their own lives. Specifically, the author wishes that over a very long period of time xp would accrue for parked characters. From the article: "Here's what I'd like to see: instead of Vanille Ice and all the millions of unused characters sitting on their collective tookuses, why not imagine that each day they venture forth and do some low-level crime fighting (orc slaying, etc.) just to, you know, 'stay in shape'. Now this workout wouldn't actually happen in any way visible to players logged on, but these characters would earn nominal amounts of experience each day. And in three months time, presto, a new level."

131 comments

  1. ... nor not working out? by XoXus · · Score: 5, Funny

    It'd be funnier if they *didn't* work out, and grew a bit broader around the midsection as a result.

    1. Re:... nor not working out? by Ceriel+Nosforit · · Score: 1

      In that case I need to go save my Guild Wars characters from succumbing to theirweight. It's at least half a year since I last played with them.

      And on a completely unrelated note; anybody else feel like Slashcode is reading your mind? The anti-script code of the reply page often says something related to what I'm typing, and the quote at the bottom of the page often offers the most insightful comment to whatever story I happen to be reading. Coincidence? - At which point must one stop blaming coincidence? - Boggles, my mind doth.

      --
      All rites reversed 2010
    2. Re:... nor not working out? by scanner_darkly · · Score: 1

      That would be AWESOME!

    3. Re:... nor not working out? by Anonymous Coward · · Score: 0

      ClanLord has done this for 8 years or so now. You enter the library when you log off to study when your offline. In fact these days my character is so strong I gain more xp staying offline in the library then when I come on to hunt.

    4. Re:... nor not working out? by Meagermanx · · Score: 1

      Am I the only one here who remembers paying rent in MUDs? That was for realism, or to keep players coming back, or whatever. This is just some guy who wants the next level without grinding. Somebody should tell he shouldn't be playing MMOs if that's the kind of experience he wants.

    5. Re:... nor not working out? by lgw · · Score: 0, Flamebait

      This is just some guy who wants the next level without grinding. Somebody should tell he shouldn't be playing MMOs if that's the kind of experience he wants.

      So you're saying that all MMOs suck and he shouldn't play if he doesn't like suck? Perhaps making the games better is a good alternative to sulking about how much they suck.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    6. Re:... nor not working out? by XenoRyet · · Score: 1
      Belive it or not, some of us MMO gamers like "grinding" or as I like to call it, "earning your level".

      And yes, if he doesn't like that type of gameplay, then MMO's are probably not for him.

      --
      If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
    7. Re:... nor not working out? by lgw · · Score: 1

      Many people must like grinding, given one of them thought the comment was flamebait.

      There's nothing about the MMO format that requires grinding. Old MUDs had three basic flavors - grinding, quest/puzzle, and player-made. The grinding and player-made styles have made their way into the world of graphical MUDs, but quest/puzzle style MUDs simply havent broken out yet. And that's no surprise - they're harder to make, as you have to deliver tons of content. The industry is still at such an early stage that almost every MMORPG uses a different engine and game system, and with everyone still trying to invent a good wheel the sort of automated world creation you'd need to do fast content creation hasn't been done yet.

      Once it makes sense to deliver a full budget MMORPG without spending much to code the engine or design the game system, and turning world design ideas into virtual reality takes less time than the artwork for new textures thanks to good world creation automation, we'll start to see content-rich MMORPGs. There's nothing inherant to a MMORPG that requires repetitive gameplay in order to fill up the hours. Heck, several modern MMORGPS have enough quest-based content already to give you most of the XP you need to get to the endgame (though a non-grinding endgame has yet to emerge).

      --
      Socialism: a lie told by totalitarians and believed by fools.
  2. ATITD does this by merreborn · · Score: 4, Informative

    A tale in the desert lets you perform "Offline tasks", after you've done them sufficiently in game. If you've collected 500 units of grass in your lifetime, you can set your character to collect grass while you're offine. Or, you can accrue "run time", which you can use for instantaneous travel (the idea being that you did that running while offline).

    1. Re:ATITD does this by ratnerstar · · Score: 2, Funny

      If your characters actually collected "grass," this would quickly become the most popular game in the WORLD.

      --
      Just because you sold your soul to the devil that needn't make you a teetotaler. --The Devil and Daniel Webster
    2. Re:ATITD does this by britneys+9th+husband · · Score: 2, Funny

      I'm sure it would be. Instead of playing WoW for what feels like about four hours and then looking at the clock and realizing 16 hours actually went by, it would work the other way around.

      --
      Hear recorded Slashdot headlines on your phone! New service beta testing. Just call (248) 434-5508
  3. Um, don't they have this already? by nifboy · · Score: 4, Informative
    I thought it already existed, just that World of Warcraft called it a "rested state" and made you actually, y'know, play your character to get the extra experience.

    (for those who don't play WoW, leave your char logged off for a few weeks and when you come back you get double experience up until your next level or so)

    And besides, the power levelers are going to run circles around "casual" players any day of the week.

    (Guess who just got -1 redundant! Oooh! Oooh! I know! I know!)

    1. Re:Um, don't they have this already? by kg4czo · · Score: 5, Funny
      (for those who don't play WoW, leave your char logged off for a few weeks and when you come back you get double experience up until your next level or so)


      Blasphemy! What respectable WoW citizen would do such a thing?
    2. Re:Um, don't they have this already? by Evangelion · · Score: 4, Funny


      The ones who cycle thier different characters so they're never playing a character who isn't rested.

      *looks innocently around*

      Whoever that kind of person may be.

    3. Re:Um, don't they have this already? by RzUpAnmsCwrds · · Score: 2, Informative

      (for those who don't play WoW, leave your char logged off for a few weeks and when you come back you get double experience up until your next level or so)

      It's actually just 10 days to hit your rest cap of 1.5 levels; each 8 hours yields 5% of a level of rested XP.

    4. Re:Um, don't they have this already? by Kadin2048 · · Score: 1
      From the linked site:
      As soon as i get done editing the whole movie, i will then be able to distribute it. I plan on putting voice commentaries in it, speed up any boring parts, i figure i can bring down 115 hours of gameplay down to a 30 hour movie...

      Wow. Because I was afraid I wasn't going to have anything to do this weekend.

      The sad part is that there are people out there who are going to watch that thing, in its entirety, with rapt attention throughout.
      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    5. Re:Um, don't they have this already? by Eggplant62 · · Score: 1

      Actually, it's over a weekend that I can up my rested bonus til the next level if I don't play. Unfortunately, they don't call the game "Warcrack" for nothing.

  4. There's already a "rested bonus" in WoW by michaeltoe · · Score: 2, Interesting

    If you remain logged off for an extended period of time, leveling up happens 100% faster.

  5. That's how it's going to work in Vendetta Online by Beolach · · Score: 2, Interesting

    The MMO that I play is Vendetta Online, and it is currently in the process of some significant overhauling. The biggest focus right now is on rewriting the client, but the devs are also working on improving the AI of the NPCs, so that they'll live their lives much the same way the player characters live theirs. But rather than "this workout wouldn't actually happen in any way visible to players logged on", the actions of the NPCs in Vendetta Online are very much going to be visible to players. If there's a trade mission being offered, and a player doesn't take the mission before an NPC shows up where the misison is being offered, the NPC will take the mission. And when a trade mission is taken, either by a player or an NPC, a Pirate mission might be made available from a competitor, which can also be taken by either players or NPCs.

    --
    Join moola.com, play games to earn money.
  6. Why? by Anonymous Coward · · Score: 0

    I have several alternate characters in WoW, whose sole purpose is to hold items for me. I make/buy them large bags to hold lots of extra items that I don't need now, and will need later. So technically, they don't need to level at all, and would be a waste of server resources if they leveled regardless of my interaction or not.

    1. Re:Why? by TheSam · · Score: 0

      Because Vladomir->level++ uses so much server resources...

  7. Eve Online by GoNINzo · · Score: 4, Informative
    You train skills offline in Eve Online. The longer you are in the game, the more likely you'll have more experience. So, you can have one person who plays 16 hours a day for a month, versus one person who plays 30 minutes a day for a month, in the end of the time, they could have the exact same skills. (though the 16 hour a day player might have more money.)

    There are other games that develop these ideas as well, but I don't think it's a serious article. Any article that mentions Progress Quest obviously thinks of MMO's very highly. heh

    --
    Gonzo Granzeau
    "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
  8. Re:That's how it's going to work in Vendetta Onlin by Beolach · · Score: 1

    That's what I get for posting before RTFA. He was refering to player characters continuing their lives while the player is offline, not NPCs living a life similar to a player characters. As it happens, the devs of VO have mentioned plans to eventually have actions players can set their characters to performing while they're offline, but that's a bit more of a long-term goal.

    --
    Join moola.com, play games to earn money.
  9. Characters? Gamers! by Anonymous Coward · · Score: 0, Funny

    What would be nice is if MMORPG gamers had their own lives.

  10. EVE-Online..yes it does this too by ironwill96 · · Score: 3, Informative

    Offline skill-based "leveling". The author of this article needs to check out EVE. Your character trains while you're asleep, while you're playing, heck, even if you cancel your account and leave a long skill running it will keep training!

    It really makes for great gameplay because no matter how much someone grinds the game, they won't train any faster than me (unless they can get some uber implants which assist slightly in the speed at which you can train skills). But basically in EVE I can start a new character and within about 2 months or so compete and kill players that have been playing for 3 years because you can specialize - take many things to level 4 in a specific subset of skills (there are 5 levels to every skill) intead of that last "level 5" that takes eons to train (like over 23 days for some skills).

    --
    "To strive, to seek, to find, and not to yield." - Tennyson
    1. Re:EVE-Online..yes it does this too by sendai2ci · · Score: 1

      How about if your account has been suspended due to lack of paid days?

      My account is currently waiting for the banks to get their acts together. Will I have Eidetic Memory 5 (what I was training for when it was suspended) when I get back? I was suspended on Monday.

    2. Re:EVE-Online..yes it does this too by Russ+Steffen · · Score: 1

      Yes, your current training skill continues to train if your account is suspended. However, once that skill finishes you'll have no way to start another until your account is active again.

    3. Re:EVE-Online..yes it does this too by headonfire · · Score: 1

      and skills are everything in EVE, and not money, right? heh. heheh. heheh eheh ehehehhhe hehe.

      NOT.

      The guy who plays 16 hours a day in EVE will school your ass, because he's got the money to buy the equipment, and in EVE, equipment is damn near -everything-. He with the biggest, most expensive gun wins, pretty much hands down. The game is in my opinion horribly, horribly biased in this respect. It is, at its heart, an intergalactic capitalism simulator. Probably banned in China it's so capitalistic.

      Then again, they may love it. Log on sometime and try to make it your own way without joining a mega-corp or mega-pirate-corp with big bucks to front to you. Watch the Evil Capitalists crush you!!

      Meh. Pretty game, but unchecked capitalism blows.

    4. Re:EVE-Online..yes it does this too by sendai2ci · · Score: 1

      Cool, thanks. Makes me feel slightly less annoyed at not being able to log in. :)

      Another Q. how about agent research missions?

    5. Re:EVE-Online..yes it does this too by Dracil · · Score: 1

      Until your ship gets blown up due to a gank, then you lose those billions you spent on that one basket of eggs.

      Equipment in Eve only really matters one on one, but if you're badly outnumbered, that little bit of improvement from the overpriced equipment isn't going to mean squat.

    6. Re:EVE-Online..yes it does this too by muhgcee · · Score: 1

      Banned in China because of capitalism? Ha ha.

      Ha.

    7. Re:EVE-Online..yes it does this too by vendris · · Score: 1

      You have absolutely no idea what you're talking about. Most people in EVE don't even PvP with their most expensive ships because they can't afford to lose them. A small handful of cheap, throwaway ships can take out targets that are worth far more than the cost of the small ships added together, and this happens all the time. You're clueless.

    8. Re:EVE-Online..yes it does this too by Anonymous Coward · · Score: 0

      Although, you'll lose a whole level of Analytical Mind - for being a dumbass.

    9. Re:EVE-Online..yes it does this too by Andy+Dodd · · Score: 1

      I'd be inclined to disagree as far as whether a new player can truly compete in EVE against the experienced people. There's no way any player will stand a chance against players that have two years worth of extra skill points. Yes, you can specialize and compete against a player that didn't, but most of the PvPers always specialize in combat too.

      EVE's system (and the one proposed in the article) are great for the casual gamer, but crap for new players to any game. It means they'll never catch up no matter how hard they try.

      WoW's "increased XP after resting" system is a good compromise though. DAoC's free level system is also a good compromise. You get a free level every N days (N depends on your server/realm), IF you achieve a level in the normal XP grind fashion during that period.

      Needless to say, some parts of DAoC are still grind-only. (Such as Trials of Atlantis master levels and artifacts, but the last 3-4 patches have made ToA MUCH less painful than it used to be.) Getting realm points and realm ranks is still a major grind on most servers, but if RvR isn't your thing, then you should be playing on Gaheris (DAoC's cooperative server) or another game anyway. Mythic HAS made it easier to earn RPs in active play though.

      --
      retrorocket.o not found, launch anyway?
    10. Re:EVE-Online..yes it does this too by ironwill96 · · Score: 1

      Yes, research points accumulate while your account is inactive :-P My friend earned about 50k RPs during the 10 months we both quit, then we got a T2 BPO in the last round of seeds from those points.

      --
      "To strive, to seek, to find, and not to yield." - Tennyson
    11. Re:EVE-Online..yes it does this too by Zero1za · · Score: 0

      Some friends and a bunch of rocket Kessies FTW!!!

      Actually, you can be very successful in eve without much cash, you can finance a very capable combat wing in about a hour or two of ratting. If your friends have good skills, you will probably do some damage in the little cheap ships.

    12. Re:EVE-Online..yes it does this too by lgw · · Score: 1

      Everything I've heard about EVE suggestes that the only valuable skill is the ability to suck up to the popular, powerful people. MMO High School, or something. Of course, any game where the high-end content require 200-person guilds also has this problem, but it's particularly apparant in a game with open PvP, so you can't have any peace unless you belong to one of the big gangs.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    13. Re:EVE-Online..yes it does this too by Dracil · · Score: 1

      Not necessarily.

      There's only so much skills can actually help you in combat. Several million skill points will be dedicated to specific line's of race ships. If you're not flying that race's ships, those points aren't gonna help. If you're flying a missile boat, those gunnery skills aren't gonna really help. If you aren't using EW, most of those EW skills aren't gonna help, and so on.

    14. Re:EVE-Online..yes it does this too by headonfire · · Score: 1

      outnumbered by people, say, from one of the mega-corps that you don't want to join, who have the cash to buy a hundred spare ships so even if you do blow one up it means nothing; meanwhile, they swarm you at a gate and pop the one ship (be it a transport or attack class, doesn't matter) that you spent a day or two or three irl working on?

      that was a constant experience for me, my friends, and other new players that I talked to. Might makes right in EVE, thanks to the free for all PvP and the cash problem. Yes, yes, there are protected zones where you can, in theory, "make money". But to make a decent living and accumulate capital with ANY speed, you have to go outside of them - and you often have to cross PvP zones to get to other "safe" zones, as well.

    15. Re:EVE-Online..yes it does this too by headonfire · · Score: 1

      "cheap, throwaway ships" paid and piloted by you and thirty other corp members, you mean.

      Which helps illustrate my point that you can't get by without financial backing and a megacorp in EVE. Thanks!

    16. Re:EVE-Online..yes it does this too by Dracil · · Score: 1

      So let me get this straight. In a game where teammates are important, you purposefully gimp yourself by going SOLO?

      That's like one guy going against a raid in WoW and complaining he couldn't win and got corpse-camped.

      But you apparently misunderstood my argument. I'm talking about YOU finding a few friends of your own and travelling in a gang so that when you DO get jumped, you actually have a fighting chance. Your friend scrambles and shuts down that lone decked out multi-billion ISK Tech II/Faction ship with full Tech II weaponry while you blow it up.

      Ever heard of the phrase, don't fly what you can't afford to lose? That ship you lost should NOT affect you that greatly because of insurance. It's the equipment on it, and the improvement from equipment frankly does not scale with the price for it. Several hundred thousand isk per piece of ISK on your ship versus the the several hundred MILLION Tech II/Named equipment on their ships. What, you think Named equipment grows on trees?

  11. Long term, eh? by Onuma · · Score: 1

    So that means by now, perhaps my level 24 Swashbuckler in EQ2 would be maxed out. I haven't played that one since a month after its release.

    --
    What else can happen when an unstoppable force collides with an immovable object?
  12. Something for nothing by Bartmoss · · Score: 0, Flamebait

    How the hell is this newsworthy? A lazy player wants something for nothing. News at 11. What a lamer.

    1. Re:Something for nothing by Drogo007 · · Score: 4, Insightful

      No, it's closer to "Concerned writer offers suggestions to Game Companies on possible ways to maintain interest in their MMOG titles on the part of casual gamers as a device to improve income."

      If the MMOG Companies can figure out how to make it attractive enough for players to maintain their monthly subscriptions even if said players don't have time to log in every week or even every month to play, they've hit a potential goldmine of long-term subscriptions.

      For instance, I played Asheron's Call for nearly 6 years. I was part of a good monarchy, had characters in various states of advancement and even had in-game goals I was actively working towards. I started playing before I got married, and even after I got married, I simply got my wife hooked on the game and we played together. So why did I cancel? Well, one-month old newborn twins will severely negatively impact both your wallet and your spare time. AC fell far enough down the priority list that I could not justify paying the subscriptions on the three accounts we own when we didn't have time and energy to log in for more than 5 minutes in a given month. Paying $40/month to Turbine for essentially nothing wasn't a worthwhile proposition.

      But if Turbine had set it up so that some sort of advancement was happening on my character even if I didn't log in for 6 months straight but merely kept my subscription active, well, I might still have one or more active accounts.

      In the end, it's not about Lamers wanting something for nothing. It's about Game companies maximizing their revenue streams (Duh). If allowing some sort of limited, offline advancement for players who merely maintain an active subscription keeps players like me who would otherwise cancel their subscriptions for lack of time and desire to play then the Game companies have found, in essence, a source of free money.

    2. Re:Something for nothing by Anonymous Coward · · Score: 0

      "lazy player" ...

      Something about this phrase just doesn't make sense...

    3. Re:Something for nothing by Ninwa · · Score: 1

      Hehe, you must not have had good followers! I remember taking a couple month break and came back with a bunch of allegiance experience and leveled three times. Nothing like seeing the levelup animation as you're logging in. :]

    4. Re:Something for nothing by lgw · · Score: 1

      Imagine that - someone wants a game to be fun, instead of work. That lazy player clearly represents a vanishingly small market share!

      --
      Socialism: a lie told by totalitarians and believed by fools.
  13. Fantastic! by Elvon+Prezton · · Score: 4, Funny

    Just what I want to see when I login: When I pop into the zone, I'm in my house... but I'm not alone. There's a level 93 quadruple-classed Ninja/Executioner/Assassin/Brawler named "Chok Norissss" giving me a red-assed beatdown! As I lay there bleeding to death, Chok explains himself... Apparently, while I was logged out for a few days, my toon decided that he would go pork Chok's in-game life partner, repeatedly...

    --
    Long Live Sig Vicious.
  14. What WoW did was ok, this goes a little too far by garylian · · Score: 3, Insightful

    Wow's idea that you could spend a week (at least at launch) with that toon being offline and end up with 1.5 levels of 2x experience worked. It was incentive to bring your alts out once in a while, and have them gain a level fairly quickly, then put them back in the closet for a week or two.

    But you still had to do stuff to gain that experience, and quest rewards weren't doubled. Only actual mob experience doubled. You had to work for it. It was just easier to get somewhere on that less used toon.

    But just gain experience while off-line? What's the point in rewarding people for doing nothing? Next you are going to ask that you be given a stipend for not playing that character? The character should get free currency because they weren't played?

    No offense, but you play MMOs to accomplish something. I don't want to accomplish something by NOT playing.

    Or, as Herm Edwards, former coach of the NY Jets put it, "You PLAY to WIN the GAME".

    1. Re:What WoW did was ok, this goes a little too far by Anonymous Coward · · Score: 0
      former coach of the NY Jets put it, "You PLAY to WIN the GAME".
      Ah yes but MMOs are never "beatable." Like War Games, the only way to win is not to play.
    2. Re:What WoW did was ok, this goes a little too far by jibjibjib · · Score: 1
      Like War Games, the only way to win is not to play.

      w00t! That means I've already won almost every MMOG, just by not playing!

    3. Re:What WoW did was ok, this goes a little too far by Highrollr · · Score: 1

      No offense, but you play MMOs to accomplish something. I don't want to accomplish something by NOT playing.

      That almost made me think of something. Hmm... life priorities... videogames... damn, lost it. Oh well, off to raid BWL!

    4. Re:What WoW did was ok, this goes a little too far by kevin.fowler · · Score: 1

      Or as Eric Mangine said: "If we can.. uhhh... win the... uhhhh... division. There will... uhhh... be better competition."

      As a Pats fan I will miss the Herm's Jets vs. Belachick's Pats epic battles from the past few years.

      --
      Bury me in mashed potatoes.
    5. Re:What WoW did was ok, this goes a little too far by IsoRashi · · Score: 1

      The rest system is also very friendly towards casual players--if you can only play once or twice a week, you'll find the rested state pretty handy. I guess that it also helps wow keep subscribers. If you can play once a week and it takes forever to level (despite how easy the game is, time could limit someone like that), you may become discouraged and cancel. But with rested state... "Hey this is cool, I level more quickly because I haven't been playing! Thank you blizzard!!!" Of course, a grind is a grind is a grind.

      --
      This is not the greatest sig in the world, no. This is just a tribute.
  15. How about, you know, shortening the grind? by cgenman · · Score: 2, Insightful

    I love how there are a lot of solutions to the problem that the basic act in most MMPORPG's is boring. You grind away, killing baby spiders of tenderness or sickly sewer rats until hours and hours later you level, at which point you can go buy a bunch of new spells and some new abilities. Then you test them out in combat, and head back out to grind for another 6 hours to level one more time.

    Combat always seems to be too straightforward. I've been playing world of warcraft dwdfor about 80 hours, and so far I've found one enemy that I couldn't kill with a default strategy. Sure, towards the endgame I could group up and do interesting things, but for now it is a grindfest. At least they don't make you sit down for a half hour like Everquest did: 60 seconds or so of wasted time is enough in WoW.

    If your game can be easily scripted, you haven't made an interesting enough game. Every single MMPORPG out there suffers from this.

    Free leveling would be a great way of drawing people back in to play if they haven't been on in a while, but it doesn't solve the fundamental problem that what you're asking the player to do should be fun.

    1. Re:How about, you know, shortening the grind? by eyepeepackets · · Score: 1

      "what you're asking the player to do should be fun."

      Or challenging. Eve Online looks like it has a decent challenge level, the rest of them look to be gerbel wheels for humans.

      Maybe it's just me, but the whole magic/fantasy thing seems to be approaching the "too worn to wear" point. Maybe the game makers could mix it up a bit and do a "Glory Road" type of game where the players are from the present but find themselves in different times and places and have to figure out how to survive and prosper. "Dr Who" has this type of element in some ways. Would be nice instead of having to kill the poor old green dragon the player gets dumped into a nesting area of t-rex on old Earth with only what weapons and supplies he had from his last area (20th century American ghetto, for example.)

      If it's too easy or too rote, it's not fun.

      --
      Everything in the Universe sucks: It's the law!
    2. Re:How about, you know, shortening the grind? by I+Like+Pudding · · Score: 1
      Combat always seems to be too straightforward. I've been playing world of warcraft dwdfor about 80 hours, and so far I've found one enemy that I couldn't kill with a default strategy.

      Bullshit, unless that default strategy is "do more damage than is done to you, faster". I played a rogue up to 60, and the entire string of fights was a bigger blast than I've had in any other MMO. Fighting 2 warriors was nothing like fighting 2 mages because I was far less likely to live in the latter case. Perhaps you just don't like MMORPG style combat as a whole?

      The REAL complaint about WOW is that it is great to play until you hit 60 (which doesn't take very long on an MMO timescale), at which point you hit a brick wall and are forced to raid continually. While many people love raids, as evidenced by their subscriber base, a whole lot don't enjoy being in a large guild or the organizational overhead associated with a 40 man raid.
    3. Re:How about, you know, shortening the grind? by lgw · · Score: 1

      While many people love raids, as evidenced by their subscriber base, a whole lot don't enjoy being in a large guild or the organizational overhead associated with a 40 man raid.

      That's the exact reason I've never played WoW, and won't play any future MMO where the end-game content is either large raids or PvP. I've been there and done that, led 60-man raids and the occasinal 200-man raid in both PvE and PvP. Big battels are great fun for a few minutes, but never worth the hours of organization, yelling at people who can't listen to simple instructions, getting constant "advice" from people who need to go lead their own raid and leave me alone, and worst of all: 2-hour loot distribution sessions after a large successful PvE raid. When you find yourself hoping the end boss for the raid kills wins the battle just to save you 30 minutes of hassle afterwards, the game has stopped being fun.

      If you can't make an MMO with a cool end-game that's interesting and accessable to a single team, count me out. Heroic adventure is supposed to be about direct personal action in any case, not following a careful plan involving 200 people that will fail if anyone doesn't follow the script. "Noooo, put away that sword, if it procs on the dragon he'll breath and wipe out the whole raid. Nooooo! Ah shit, there 2 hours wasted."

      --
      Socialism: a lie told by totalitarians and believed by fools.
    4. Re:How about, you know, shortening the grind? by Galidron · · Score: 1

      That's why I quite WoW. PvP is fun, but it needs to be suplementable with something besides raids.

      --
      The truth is an illusion.
    5. Re:How about, you know, shortening the grind? by cgenman · · Score: 1

      Very true.

      In WoW (and AC / AO / etc) you can kill wimpy strawlings far, far below your level for 100 XP, or you can pick on a giant demon of instadeath and after a long and epic fight walk away with 150. You can lure enemies out once at a time the easy way for 100 XP each, or you can take them on the manly way two at a time for... 100 XP each. It seems like MMPORPG's are the perfect place to reward players for trying insane things and surviving, but the winning strategy is the riskless plod.

  16. Secret life of mmog characters revealed. by mc+bean · · Score: 1, Funny

    Online I'm a busty, easy, cleric maiden giving freely of her body to any adventurer she comes across. Offline I live in my dad's basement on welfare and am posting this to Slashdot. It's funny because it's true!

    --
    Coranon Silaria, Ozoo Mahoke
    1. Re:Secret life of mmog characters revealed. by geekoid · · Score: 1

      yes, but are you busty?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  17. Done already by moronga · · Score: 1

    It's called progress quest.

  18. How do you win WoW? by Hyperhaplo · · Score: 0

    You beat the final boss and rescue the girl?
    No. Don't tell me. The princess is in another castle.

    --
    You have a sick, twisted mind. Please subscribe me to your newsletter.
  19. Wrong way around by Grail · · Score: 2, Interesting

    The writer wants to have characters do something while the player is offline. WoW tries to address this with "rested bonus".

    What I always thought would be a better idea is to have characters get tired the longer they grind. The first two hours of "work" each day you get 100% XP. After that it's a linear roll off until at 8 hours, you cease to make any XP gains by grinding (still get XP from questing).

    Then people would have a dis-incentive for "power levelling" and just go out and enjoy the world and, you know, put the RP back into MMORPG.

    1. Re:Wrong way around by kg4czo · · Score: 1

      A lot of people aren't interested in the RP though, which is why some MMO companies have pure RP servers. The same for PvP.

      Besides, to tell you the truth, it kinda creeps me out a little. I mean, who wouldn't be creeped out by a Dwarven warrior saying "It'll put some hair on yer chest?" Or some Pally walking up and saying "How art there fair lad?" when I'm a Night/Dark Elf.... *shutters*

    2. Re:Wrong way around by Vo0k · · Score: 1

      Nope. Not 100% XP and linear roll.
      100% constitution (strength, to hit etc) and (some, maybe atan()?) roll. Your character gets tired and doing stuff gets increasingly difficult. You still do a wonder of slaying the dragon, no matter if you do it fresh and refreshed or after a week without sleep. So you go slaying fresh and rested because it's easier that way.

      As for accumulating XP while offline doing "daily job", nope. Your character has some daily job that keeps it from starving, from LOSING their XP (forgetting things and skills). The fact you have your XP on the same level as when you left off the game 2 weeks ago is thanks to that "secret life". Otherwise you should be 5% XP aback.

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
    3. Re:Wrong way around by ZombieWomble · · Score: 1
      WoW did this originally - the rested bonus went from 200% experience (after you've been logged off for the standard period) to a 50% penalty, depending on how much you levelled without logging.

      Unsurprisingly, the 'hardcore' people (which was the majority, as this was back in the US beta IIRC) tore Blizzard a new one on the forums. Blizzard then redid it as the nice, simple, two-tier system we have today. Most of the truly hardcore aren't going to be 'encouraged' to explore the world, they want to do it on their terms, which is something penalites don't really help. And Blizzard really didn't want to lose them, so we switch from a perceived penalty to giving the impression that non-rested was 'baseline' and rested xp was a 'bonus', so nobody feels like they're losing out.

    4. Re:Wrong way around by AnotherBlackHat · · Score: 1

      What I always thought would be a better idea is to have characters get tired the longer they grind.


      So instead of giving players a bonus for being rested, you'd rather give a penalty for not being rested?

      Sure, there's no real difference, it's just spin, but you're advocating a negative spin.
      IMO, positive spin is better.

      -- Should you believe authority without question?
  20. Day job? by Allison+Geode · · Score: 4, Interesting

    what if you gave the characters a day job, like some folks do in D&D campaigns. say, you have to make your character go to a business, get hired, and then, when you're not out adventuring, you can be said to be doing the "day job." day jobs probably don't provide much advancement, but certain jobs could be based off of skills. in one campaign, a character got a job as a 'blacksmith'.. and after finishing a particularly long dungeon exploration, we decided that "the next adventure happens two months later, when you're all summoned to the village elder's house....." in that two-month's span, they got a salary (based on their chosen job, and if any of their 'skills' seemed like it would make them better at performing that job), and recieved X amount of money for 2 months of labor. nothing much, granted, but enough to seem reasonable and provide a more interesting level of immersion.

    1. Re:Day job? by sendai2ci · · Score: 1

      In EVE, I sort-of do have a day job. I'm heading towards career in Science, and I'm currently doing reseach for a few NPC Agents.

      Well, I would be if the damn banks would hurry up and pass my payment on.

    2. Re:Day job? by mbourgon · · Score: 1

      Actually, I really like a variant of this. What if you could hire PCs when they weren't on? You hire the guy and the AI controls him - he has your skills, your gear, but the AI is running the character. The problem is figuring out how it's supposed to play it - obviously you want certain skills in combination, otherwise not terribly useful. But, that could be really clever...

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    3. Re:Day job? by Gulthek · · Score: 1

      In Ultima 7 your character could get various day jobs around Brittania. You could drive goods from farms to cities if you owned a wagon, you could follow a (simple) recipe and bake bread, you could take wheat to a mill and then take the processed flour to a bakery, you could smithy some weapons, etc.

      You couldn't actually open your own shop and get business, so you were restricted to being paid by the item by your boss (or trading partner) NPCs but it was still a great touch of immersion. But what else could you expect from one of the best RPGs ever made? :-)

    4. Re:Day job? by steveo777 · · Score: 1
      The real problem here would be that I don't care who you are, the hired PC is dragon fodder. I can see it now.

      "Hmm.. six level 10 orc fighters versus my lvl 8 fighter and these four lvl 5 mages i hired out... I'll just have them stand in a line and run the hell away!"

      Every time you log in your charecter would be dead or would have accumulated every injury that the coders could concieve of... maybe a few they didn't.

      --
      This sig isn't original enough, it's time to come up with something witty...
    5. Re:Day job? by PantsWearer · · Score: 1
      Well, the AI would be just a generic based on class and various items, etc. Yeah, certain skills probably would never get used, others would get used differently than the player intended, etc., but it would at least keep your rogue from acting like a mage.

      I'd probably make sure there were some limitations both for and against the player. The AI is going to be reasonably stupid, so I'd probably discount any kind of permanent death or major loss of items, etc. Of course, the NPC could die, it just wouldn't have any effect on the character when the player "returned". Of course to counter this "invulerabilty", the character would gain experience at a reduced rate and wouldn't gain any treasure or wealth because of it. Basically, you couldn't have an army of gold farmers this way.

      Also, you'd have to make sure that it only happened when the player was completely offline, not just playing an alt. I'm not sure how you'd handle it when a player logs on and his character is already out running around. Maybe just have him replace the AI? Probably limit this to adventures with the character's guild members in that case, so you'd "wake up" with people you actually knew.

      --
      Be glad life is unfair, otherwise we'd deserve all this.
    6. Re:Day job? by Galidron · · Score: 1

      I actually like that idea. If you were a weapon smith maybe you could have a shop (after earning enough money for one) where your lower level characters and your other friends could buy goods. During game play you might have to collect the goods needed to produce the items while you were offline, so your shop could run out of goods but you would get the profits.

      --
      The truth is an illusion.
    7. Re:Day job? by geekoid · · Score: 1

      Those issue are easily taken care of. The real problem is when you hire a character, then in the middle of the adventure there person logs in and the character leaves.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    8. Re:Day job? by steveo777 · · Score: 1
      Excellent point. I believe this might also be easy to handle. When you log in there is a message box saying, you've been hired out by blah, to do quest blah, the wages are blah. Then your char can 'wake up' and start fighting without the AI (less sever load). You could just tell the other guys their on their own and split (but no cash).

      I suppose it would also be pretty easy for you to set blocks of time aside for when your char can go questing on his or her own. Like, say, when you're at work, or sleeping. Then anybody who hires out will know they have a time limit and have to hurry the hell up.

      Just a couple thoughts.

      --
      This sig isn't original enough, it's time to come up with something witty...
  21. WoW "caps" rested bonuses though by MMaestro · · Score: 2, Informative
    I think the absolute max "rested state" you can store up it 1.5 of a level over the course of 2 weeks. (Don't quote on me that though)

    WoW however also enjoys the fact that hitting level 60 isn't that hard at all so some friends of mine who play it say its not really worth it since people generally fall into two catagories. A) they play so infrequently or in short periods of time that the xp boost eventually just caps out and is 'wasted' or B) they play 'hardcore' enough that rested bonus just isn't worth the 'downtime'.

  22. Jekyll / Hyde: The MMO by Wilson_6500 · · Score: 4, Interesting

    Wow. Take it to the next level. Whenever you're not online, your character has some other personality that actually works towards a _different_ and possibly contrary set of goals--instead of grinding XP, maybe he goes out and harvests fish or shoots puppies or something. Of course, the more time you spend online, the harder your character works against you when you're offline (just to keep it fair for the casual gamer). Man, that'd be hard to balance, but why do games always _require_ that you're in more or less total control of your character? If you're going to give them an "offline" life, why not do something _interesting_ with it? Imagine logging back in only to find that some naked newbie's character is locked in your apartment's bathroom. Total riot.

    1. Re:Jekyll / Hyde: The MMO by kabocox · · Score: 1

      It sounds like you'd like to have the offline state sort of go into Sims mode and your character can do what they want to do instead of what you tell them to do... I actually like that idea combined with min. leveling. Now what would be really "funny" is allowing those characters to form there own parties or be lead to do things by others. Of course, those that are on line would now have the ability to manipulate newbiew characters. Of course those that are always on-line after work my come home and find folks from a different time zone using their character in a party.

    2. Re:Jekyll / Hyde: The MMO by merreborn · · Score: 1

      Someone actually discussed a similar idea at MUDdev con 2003. Unfortunately the archives at kanga.nu are pretty unreachable, so it's hard to find transcripts and the like at this point.

  23. Mario 64 Skill Accretion by Anonymous Coward · · Score: 0

    MMOGs are all about using all the wrong parts of normal video games, removing the part that makes them "games". The best solution in my mind would be to start everyone off with all skills and spells, but unaware of their full use, and being able to freely create a certain kind of item at any time as soon as you've found it once somewhere, or taken it from a monster (unless it's a unique item...). This includes weapons and armour too. If the only thing limiting one's talents in a MMOG were one's knowledge of the game, I'd personally enjoy them a lot more.


    But don't take my opinion, my favorite way of "leveling up" occurs in Mario 64. The correct measure of a game, in my mind, is that you can come back to the beginning of the game after having played through it, and you'll be able to progress at least 100% faster due to skills accessible but not taught at the beginning.

  24. Some Ideas by SilentOneNCW · · Score: 4, Interesting
    Many games have some sort of "offline-life" built into the game. Eve, World of WarCraft, Progress Quest all have this system; that to hinder power-leveling players from ruling 'teh w0rld', those characters that aren't played as often gain some sort of bonus; like WoW's concept of 'rested xp' (a second bar that overlays your normal xp bar, and the longer you rest at an inn the more of this second bar fills, and when you gain experience that is covered with this second 'rested' bar, you gain it at double the rate) or Eve's auto-skill improving (your characters train while you're offline, having them increase in skill levels over long periods of time.)

    However, these don't, I think, adequately balance the playing-field; in WoW even with the rested bonus countermeasure, those that grind constantly still have a significant edge in arms and armor, and it is this issue that must be addressed. Perhaps, as 'Time Goes By,' you could tell your character to pursue various tasks; somewhat like the training option in sports simulations that allows your character to focus on a single aspect of the game (shooting, tackling, tactics, etc) or in Homeworld Cataclysm in which the Beast mothership can focus on one aspect of her being to accelerate it (building, researching, firing, defending). Similarly, one could instruct your character towards a course of action on log-out, dependent on your locale and skills.

    For example, Yassi the Night Elf hunter could be instructed, upon log-out, to hunt low-level wild beasts, with her skinning skill and also make bags with the leather recieved, so that when I log back onto Yassi, she'd have made a lot of bags, and improved her skinning and leatherworking skills in the process. Or, if Yassi was miles from home in the Barrens, she could be instructed to make her way back to Darnassus; when I log back on, she's got less silver (for hippogryph fare) but she's back in Darnassus. Or she could even grind against low-level monsters and merely collect their drops. In this way, one could automate some of the more mundane parts of the game, and allow greater freedom for offline characters.

    Of course, it would be mightily important to ensure that only one character per account could use this ability (otherwise each player would just create tons of mules to harvest stuff) and that the benefits recieved would be much lower than the benefits of doing it one's self; I'd say between ten and twenty percent.

    Any thoughts?

    1. Re:Some Ideas by darga · · Score: 1

      "those that grind constantly still have a significant edge in arms and armor, and it is this issue that must be addressed."

      i guarantee you that any game in which a casual player can do as well as a hardcore grinder would be out of business faster than you can spit:

      1- all the hardcore players get pissed off when they realize their uncle Ed has the same set of armor that they do, and quit for a Real Game.

      2- the semi-hardcore players are now the closest thing there is to hardcore, and they have the same realization, then quit.

      3- all that's left on the server are the casual players, who like the fact that they don't ever have to log in to get all the phat l00t.

      4- whenever one of them actually comes online, they get pissed off at the fact that there's nobody in the world to interact with, because all the hardcore and semi-hardcore players have quit, and all the other casual players log in once a week to buy a new skill. so they quit too.

      5- stock plummets, lead designer kills himself, world is shut down.

    2. Re:Some Ideas by argStyopa · · Score: 1

      Not to sound like a smartass, but why would you bother to PLAY then?

      I mean, I'm exactly in the demographic you talk about - I'm a casual, 5-10-hour-per-week player. I have lots of guildmates that I started with, that hit 60 (in WoW) months before I did, they all have full sets of Tier 1/2 epic gear, while I'm still strugging to get my first few Tier 1 pieces. When I started MC, they had just about moved it to 'farm' status. Now that I'm ready to farm MC and hit ZG, they are almost ready to break into AQ. I'm always a step behind, and actually adventuring with players that started months after I did, and I'll watch them pass me by in phat lewt as well.

      But even to me, this seems silly.

      There's a basic disparity: I DON'T PLAY AS MUCH AS THEY DO. You can't simply "rule" that away without invalidating the work that they've done.

      There's a constant flow of WoW forum posts about hardcore players vs. casuals, and what I simply don't get is why the casuals (like myself) feel that somehow there "needs to be a system" that allows them somehow to compete with the guys/gals that grind 12 hours per day. WoW is an equipment-centric game; the more time you spend, you get better stuff. Ergo more time = more powerful character. Even in totally non equipment centered games, it's that way. WW2OL has NO equipment specific to the character - if you're a rifleman, you have a rifle just like everyone else on your side. The quality of the character is essentially totally based on the developed skillz of the player, as with other FPS games. In fact, there it's worse: if you don't play regularly, you're going to get owned even FASTER by the hardcore players because they simply have more practice.

      No, I have to say anyone who advocates a system by which offline characters can improve AS A MEANS OF LEVELLING THE PLAYING FIELD BETWEEN PLAYERS is mistaken; like real-life, the harder you work, the (generally) the better the reward. To try to break that is misguided.

      --
      -Styopa
    3. Re:Some Ideas by IsoRashi · · Score: 1

      Another issue is that rested state only helps you pre-60. Once you're at max level, all the rested state in the world won't benefit that character. This is where people who grind really have an advantage.

      --
      This is not the greatest sig in the world, no. This is just a tribute.
  25. Progress Quest did this first by Anonymous Coward · · Score: 5, Informative
    I'm pretty sure Progress Quest did this first.


    For those who haven't tried it; IMHO it's the first MMORPG that provides all the best excitement of everquest without any of the tedium.

    1. Re:Progress Quest did this first by Daengbo · · Score: 2, Funny

      I ran it in Wine on Linux, and got the same framerate as Windows users, and I didn't even have to pay for Cedega! Progress Quest rocks, because it gets rids of that unnecessary tedium when playing a low (or even high) level character in an MMORPG (the single-player mode is equally exciting, as well). I am addicted and have this game running for days on end!

    2. Re:Progress Quest did this first by Kadin2048 · · Score: 1
      My favorite Progress Quest quote, from the Info page:
      Gamers who have played modern online role-playing games, or almost any computer role-playing game, or who have at any time installed or upgraded their operating system, will find themselves incredibly comfortable with Progress Quest's very familiar gameplay.
      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    3. Re:Progress Quest did this first by Anonymous Coward · · Score: 0

      That has got to be the gayest mmorpg I've ever seen. Horrible.

  26. When do we get an RAG: Role Assigning Game? by Anonymous Coward · · Score: 0

    Your objection is certainly hilarious but is also certainly an extreme one. It is possible that your PC might make such a choice independently and in direct contravention of your plans/wishes/desired but only if you were using an incredibly naive AI and, crucially, learning system.

    In other words, _it_ is possible for your PC to learn to successfully interact with game characters independently. Certainly there would be some overhead in terms of time - that is, the PC cannot immediately, out-of-the-box infer your "wishes" but requires some learning time - and in terms of computation - obviously! - but modern AI (such as in the game my partner and I are working on *ahem*) can do this in a way that is nearly transparent from the perspective NPCs and other PCs and is not cumbersome to the player to learn or use.

    More interestingly, though, this opens up questions about the identity of RPGs (i.e. at what point does it stop being the denoted interaction and start becoming, say, "role-assigning")? And, more importantly, would that be enjoyable?

    In any case, don't ask me how; I plainly won't tell you.

  27. Benefit, Bonus and Booty - What about Value? by rudeboyintrouble · · Score: 2, Interesting

    Disclaimer: I don't claim to know anything about, well, anything.

    Sure, getting XP modifiers and offline cash and breast plate, etc. -while- absent is fine.. but why should you? What incentive does the ever-giving, limitless-supply, disneyworld factory conveyor belt of the MMORPG world have to fork out this stuff? Tax those that wish to -take advantage- of these systems..

    This is just an example of -one- application. The variables, adjustments and angles are limitless. You could SkillShop (TM)(R)(C)(patent pending) Foul Language. In this case, it would add .02% to the player's "to hit" probability percentile -for that skill-, per unit pre-purchased, but at the cost of being -kept- offline for 9.5 hours AND 100 gold pieces.. value dependant on exchange rate.

    Choose skills you'd like to -invest- in while offline. Not just expect a return for showing up. Like being a deadbeat dad and coming back to a brand new house.

    Multiple benefits in that the worlds will be less crowded with AFK'ers, who will be 'active' in the world, but identified as offline (maybe even with a countdown counter for all to see), who, for a fee and some time to read or cook or walk or enjoy a movie, or find a real life mate, could enhance everyone's online experience and fill pockets at the same time.

    Those in it for a quick boost give the server less time to rest but the local economy benefits from the higher rates and the need for (?) trainers, facilities, materials consumed, produced or processed, etc.

    Logoff options:

    Combat:
    [ ](42m/5g) [ ](24m/15g) [ ](15m/35g) Flame Punch +.15
    [4](44m/7g) [ ](27m/18g) [ ](15m/35g) Spinning Kick +.12
    [6](90m/5g) [ ](45m/14g) [2](15m/35g) Foul Language +.02

    General:
    [ ](32m/7g) [ ](17m/16g) [ ](15m/35g) Legs - Running Skill + .05
    [ ](47m/8g) [ ](19m/15g) [ ](15m/35g) Arms - Grab/Climb Skill +.03
    [ ](48m/9g) [ ](19m/13g) [ ](15m/35g) Mind - Dodge Skill +.01

    Collected funds could be rerouted back into the community, providing a pool of earnable offline income. As a "Foul Language Master" you could offer rogue non-NPC training at lower (higher?) rates (in remote areas or 'villages' with no trainers). Rare skills can be got by meeting (and paying/partying with) strangers. Bartering Skills/Product?

    2D avatar chat could be offered as a waiting-room or lobby experience. parlor games, voice chat, etc. etc. etc. without the hangup of walking long distances, grinding away at mobs or other repetitive tasks.

    Now, mix in the model of 'play for free, upgrades for Real Money' and the game companies might have a new cash cow. Deep pocket heroes. An uber-skilled, well-funded player who is hardly ever online due to constant offline-training-time.

    but, whatever happened to .. roll the dice ..?

  28. Won't 'fix' anything by SmallFurryCreature · · Score: 4, Interesting
    What is fundemantally wrong with a lot of MMORPG games is that people seem to be fixated with getting levels. They are willing to spend hours of absolute boredom to get just that next level taking them one step closer to being... well high level. And then what? Oh but the high level content is so much better.

    Right, sure. Lets take the MMO out of the MMORPG for a moment. Would you think say a game like Baldur's Gate was as much fun if you first had to grind you way to level 20 before getting on with the game proper? No.

    In single player land we want the game to be fun regardless what our level. Levelling up is just a way to give you a few new toys to play with. Just because the level 18 spells are really neat doesn't mean it is excusible that the level 1-17 spells suck donkey balls.

    In short I think MMORPG's should be fun to play regardless your level. Removing levels completly is not going to be acceptable but I think they should be far less important. If the casual player who after a year is still a low level can have as much fun as the power grinder (or perhaps even MORE fun) then you got a game that people will not cancel because they find themselves all alone unable to find a party. Current games suffer to much from the fact that a new player is in a world with everyone else at high level being bored.

    But frankly I think it is impossible to achieve this. The only way I can think of doing it is to make combat far far more complex. Stop it with the simple D&D crap and get some real strategy and tactics in there. Perhaps where the difference between a low level and a high level isn't just special moves but plain experience. Then adding difficulty would be easy. Just increase the number of attackers. With real AI and real combat you could then easily have mixed level groups. Imagine this scenario. High level fighter keeps the center position, a low level fighter stand by his side attacking only one enemy being protected from being overrun by the high level who can fend off multiple attackers.

    Current combat ALWAYS runs like this. EVERYONE attack the biggest threat and then work their way through the mob. This is not 'real'. In real live the heavy would take on the heavy and the low levels would take on lower level enemies. One on One. Just imagine how different fights would look. Rather then a dozen models all meshed together they would be spread out more. Rather like a big fight in the movies.

    Yeah yeah, I am rambling. I just think that a game that I am expected to play for years should be more challenging then a single player game I finish in a week. For me the problem with all the MMO's I have played is that I grow fed up with the combat wich is boring and repetetive. Change this. Make it so a cellar filled with rats is fun. Scale the dungeon for total group level. So 1 level 1 player gets 1 rat. 2 level 2 players get 2 rats. But a 2 level 1 and a level 10 get 12 rats. Now they have to work as a team, perhaps with the level 10 just concentrating on keeping the enemies at bay and the low levels picking them off one by one.

    Tada! Fun for everyone. Sadly it ain't going to happen, the current move is to arcade like combat with it becoming more about twitchy turning games then cool strategy and hot tactics. MMO the world of lag and everyone is going for combat that requires instant reaction.

    DDO is particulary bad, you got to block manually. Oh sure, that is fun. For the first day. But after you played a year and blocked a million times it might get a bit repetitive.

    Sadly I am in a minority, I actually prefer it if my avatar is not under direct control but rather takes instructions and carries them out.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Won't 'fix' anything by blahplusplus · · Score: 1

      "What is fundemantally wrong with a lot of MMORPG games is that people seem to be fixated with getting levels. "

      Actually that's what's right about most fantasy-esque MMO's. Almost every RPG imaginable has some sort of leveling system. Without levels, or "goals" if you like, gaining skills and whatnot starts to lose its value. That and developers need a way from everyone speeding through their content in a month while keeping the game interesting, if you can finish the entire game in a month you don't have to subscribe any longer.

      Take Guild wars for example where they only have 20 levels, it's free but the same problem occured: Once I maxed out my characters level there was no need for me to keep fighting, and since in Guild wars the treasure and item system is very limited, there was no booty incentive either. After the initial first week or two I haven't touched the game since.

      In games like Diablo 2, while diablo can get boring, they ensure that you're always working towards some goal, be it level or items by keeping certain things or items "just beyond your reach", the randomly generated items make your goal of attaining 'an uber rare' fun while you're in the game. The fact is a game without goals is dead in the water.

      I think it bears repeating though: Any game or action overplayed or played over and over again loses its value, only certain games don't lose their replayability because they were designed with that in mind (See games like Civilization 4 for instance) or Fire Emblem path of radiance.

    2. Re:Won't 'fix' anything by garylian · · Score: 1

      I don't see your plan having much of an effect, unfortunately.

      If a single lvl 1 rat is a challenge to a lvl 1 toon, why do you believe that 12 lvl 1 rats would be a challenge to a lvl 10 toon? There is nothing that says the mobs will scale like that. In fact, I haven't played a game where that would hold true.

      Those lvl 1 rats are designed to be challenging to a lvl 1 player. They are made to have a reasonable chance to hit that lvl 1 player through the toon's expected armor/skill level. A lvl 10 character should have a much greater chance of avoiding that.

      Those lvl 1 rats are also probably not an experience kill for a lvl 10 player. It wouldn't make sense to make mob farming that easy.

      I never felt like I was really grinding that much in WoW. Just about every time I was killing something, it was to accomplish a quest. They made the grind feel like much less of a grind. Sure, you may have killed 50 mobs to get the 10 items you had to turn in. But, you were rewarded not only with the mob's XP, but the quest XP and quest item(s). It made you feel that your time was being well spent.

      EQ/EQ2 had a horrible grind. DDO has got too much grind due to lack of content, causing you to redo the same quests too often to level. (That's my only real beef with DDO. I can live with blocking, since I don't even bother that often, playing a cleric mostly.) I blame EQ more than anything else, since it put more grind into MMOs than any other I can recall.

      But even games like Diablo II had grind in it. Could you try to go right through as fast as possible and fight Diablo? Sure. But, you got a lot further along and had an easier time of it if you redid certain parts. Lord knows I must have done chapter IV all the way up to Diablo a half dozen times, grinding up gear and experience. Why? Because I got there pretty damn fast, and needed more levels and skills to survive Diablo.

      Not all single player games have grind, but many do. And I consider those quests that are "Go from point A to point B. Kill mob at Point B. Bring item back to Point A to check in. Go to Point C to show item to NPC. Come back to Point A for reward" to be just as much of a grind. I don't play games to run across the map 3 or more times through places with no more encounters just to complete some quest. It's grind.

    3. Re:Won't 'fix' anything by ChozSun · · Score: 1

      Right, sure. Lets take the MMO out of the MMORPG for a moment.

      GENIUS! The is the only way you can get a good roleplaying game is cutting the number of people down to something manageable. That and removing anonymity would be awesome as well.

      But you knew that... you are preaching to the preacher.

      --
      ChozSun
      ChozSun.com
    4. Re:Won't 'fix' anything by AuMatar · · Score: 1

      You played Diablo 2 to get items and skills? I played it to kill Diablo and play out the story. Then replayed it to try out some of the other character types. Items and skills were just things that helped me to my goal of beating Diablo. If anything, I give more props to someone who manages to do it with lower levels and fewer items than with more levels/items.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:Won't 'fix' anything by AuMatar · · Score: 1

      I went straight through to Diablo in D2 without going around mindlessly killing. The only time I redid an area was when I quit in the middle of it and had to.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    6. Re:Won't 'fix' anything by Anonymous Coward · · Score: 0

      Sounds like Neverwinter Nights - which seemed to kinda scale to groups, might be your cup of tea.

    7. Re:Won't 'fix' anything by Anonymous Coward · · Score: 0

      You're describing a Neverwinter Nights server. There are a few where RPG really IS what it means. Though sometimes it's a PITA for the admins and DMs to avoid the power-playing.

    8. Re:Won't 'fix' anything by lucerin · · Score: 1

      Without levels, or "goals" if you like, gaining skills and whatnot starts to lose its value. then why is sangband so much fun?

    9. Re:Won't 'fix' anything by blahplusplus · · Score: 1

      "You played Diablo 2 to get items and skills? I played it to kill Diablo and play out the story. Then replayed it to try out some of the other character types. Items and skills were just things that helped me to my goal of beating Diablo. If anything, I give more props to someone who manages to do it with lower levels and fewer items than with more levels/items."

      I didn't mean to say story isn't important but I'm talking about a game in terms of replayability, i.e. it remains fun long after you've finished the game or tried different characters.

    10. Re:Won't 'fix' anything by blahplusplus · · Score: 1

      "Without levels, or "goals" if you like, gaining skills and whatnot starts to lose its value. then why is sangband so much fun?"

      yeah but I didn't just mean levels, I meant interactivity, fun, adding levels adds goals as well. I used to play BBS text games so I know that other games can be fun, but don't take my comments too far out of their context.

  29. The reverse would be better by Havenwar · · Score: 2, Interesting

    A system that rewards people who not play it is detrimental to the motivation of the gamers. Why should anyone grind on when all they have to do is create a dozen alts that can sit unused and slowly but steadily gain level? Too many shortcuts or 'easy roads' means that fewer will be interested in the difficult road, and soon enough fewer will be interested in the game.

    So, the reverse would be better, or in my mind at least more interesting. A system where experience steadily decreases while you are away, at least down to the most recently reached level. This would more accurately reward dedicated gamers, thereby making an interesting game.

    Of course this is a difficult balance issue. WoW for instance could never bring this into game, because they would loose a lot of their customer base. It doesnt matter to them that those who stayed would be even more dedicated.

    1. Re:The reverse would be better by gutnor · · Score: 1

      The monthly rate is the same if you are a casual player or an hardcore gamer, so that make sense if game companies tries to keep casual player. After all by being casual, they also consume a lot less resource ...
      Additionally think of the hardcore gamer coming back from holliday or after the exams, the harder it is to come back the more likely this gamer will try some other game and because the games favorise that much deep commitment, that also mean that player is lost.

      But I aggree that its overly difficult to keep game intersting for both casual and hardcore so maybe game designer should get over it and design their game for only 1 group. (ex: hardcore WoW servers and casual WoW servers with different sets of rule and maybe also different price/account/server availability/...)

    2. Re:The reverse would be better by Havenwar · · Score: 1

      Well, I happen to know a couple of hardcore gamers. Well, it is hard to actually know them, because there is rarely time to speak unless in game... But from what I have observed I would say that coming back after the holidays or exams knowing they are at a clean level wouldn't be a problem, quite the opposite. It is more likely they would enjoy the challenge to get that extra level in the bag before they have to leave... And once they come back tackle the next level, and the next level with the same enthusiuasm - just as they do now. Most gamers already have the battlecry of "just one more level mom" (or SO, or whomever is bugging you.)

      So I figure it would be cool to make that one level a little more valuable.

      But as you agreed... it is difficult to make a game interesting for both casual and hardcore gamers... And I hope that more gaming companies will take your advice and design their games for a narrower market. Dilution of concept is what finally makes nobody happy.

  30. Level caps by kickedfortrolling · · Score: 1

    In a game like WOW which has a level cap, offline leveling would only let players reach the maximum (and i think most broken level) faster. The rested bonus is a much fairer way of doing it, and also helps the game last longer.

    i'd also add that eve is different in that its skills your learning and not XP gaining and as some skills can take months to level up, it doesnt make frequent players feel less valued.

    --
    --AlexC
    Just because I dont agree with climate change doesnt make me a troll
  31. I tend to agree somewhat... by emagery · · Score: 2, Interesting

    I would like to see a somewhat harsher game... I mean, I play ArcticMUD off and on and that is one harsh game... you die, you lost immense amount of exp, all your gear, suffer stat damage for a week or more, etc etc etc... so harsh i usually let the character die for good (good roleplay) and take a few months off before playing again... sounds unfun? problem is, I keep coming back... the point becomes, in a persistant world, when you log off, your character should still be int he game as an NPC... lets say we have an unnamed game in which the ENTIRE economy relies on player/npc crafted goods... the only items that can be looted from battles are those that at one point HAD been made by players... this would make such items as swords and armor and arcanery intrinsically precious... not like in WoW where you discard your sword every couple of days or so; So anyways, lets say your character has blacksmithy skill... you spend your online time experimenting, coming up with new formulas, new designs, trying to achieve a new plane of skills or such... and offline, except for sleep time, the npc version of yourself is hard at work filling orders and quotas for more basic but needed swords, armor for the town guards, etc etc etc... making money, building up crafting experience, etc... sure, there'd be the danger that your town could get sacked and you'd die... but then again, all the more incentive to keep the town guards well armed, giving a real NEED for crafters (over the hobbyist level that you find in current games), and guards and ... gasp... ROLES to play... anyways...

  32. staying in shape by OglinTatas · · Score: 1

    it is not the toon that needs to stay in shape to adventure, it is the gamer. If you haven't played a character in a while, whether you were just offline or if your primary is a mage and your alt is a tank, you need to practice your own skills on greenie or even gray mobs. What are your best combos? is your hotbutton bar optimized for your current level and the types of mobs you are facing? what tactics work best vs. casters? vs. the snare+range types? vs. BAF melee types who run for help before you expect them too?

    I know I haven't played my warlock in a while, so there were several things I needed to relearn, like emergency tactics to disengage when I'm over my head... like when I've accidentally pulled a couple adds, and the blue guy isn't holding aggro like he should, then perhaps aoe spells are more trouble than help. (todo: acquire more healing potions...) Also, how does a warlock fit in a group setting? The mage's nukes really can pound on a target before my first DOT can cast. About all I can do is make sure the proper curses are on the proper targets--demonspeak on the casters, weakness on the melee types, recklessness on the BAF types, agony on everyone else. And by then the fight is usually over anyway. If there is a better way I can only find it by _actually_playing_. Characters staying in shape offline indeed...

    Furthermore, it wouldn't hurt for the gamer himself to stay in shape. turn of the computer once in a while and take a walk in the fresh air. You'll have more stamina for those weekend gaming marathons if you work out during the week.

    1. Re:staying in shape by genx88 · · Score: 1
      I agree with your train of thought when it comes to practicing skills and it can probably be applied in game. I think it would be interesting if you lost skill points in crafting or weaponry if you didn't exercise them after a while. Instead of your unarmed combat level staying at 30 points while you did nothing but pummel things with a swords or daggers, have that value slowly degrade as your other value continued to rise. Therefore you'd have to build up your skills again or rotate weapons every once in a while to keep everything even. (Just like if you used to run a mile a day then quit for six months, you don't immediate get the same time/speed until you've gotten back into the swing of thing.)

      As for being a gamer and memorizing commands those are all game tactics that you should pick up as you go along. You level your skill by playing the game, reading forums, asking questions, etc. The more you play the more you'll realize which spells do what they're supposed to and which are just a waste of time/mana.

      begin WoW game specific babble/ As for being a 'lock, when it comes to a group you're the debuffer class. (Not to mention wipe insurance and a summoning taxi.) If you're spamming Recklessness and DoTing then you're doing your job. If you want more DPS and don't want to roll a different class, then I suggest you pick up Nightfall and spam Corruption on all the mobs currently engaged with your group which will almost always proc and get you one insta-cast Shadowbolt. Your pets (Imp and Succubus) can help with your DPS output while your Felhunter shuts down casters. You also have more HP than Priest or Mage so you can also help by getting aggro of them in a pinch. /end babble

    2. Re:staying in shape by Synic · · Score: 1

      Degrading weapon skills is a horrible mechanic that serves only to punish players for wanting to try out different weapons. You'll end up with everyone using the same type of weapon for many levels, because nobody wants to lose their skill that they need to properly use the uber weapon they want later on. Basically nobody would even consider playing around with other weapons unless the bonuses on them were extremely beneficial.

  33. idlerpg by Anonymous Coward · · Score: 0

    There's also idlerpg

  34. OT: Slashquotes by Kadin2048 · · Score: 1

    Anti-script code of the reply page?

    I must be missing something -- I'm looking at the reply page right now, and I'm not seeing any sort of anti-script code. Do you post a lot with out signing on or something?

    But I agree with you about the quotes on the bottom of the page. I never used to pay much attention to them, but lately there have been a few that were either eerily related to the subject I was writing about, or such gigantic non sequiturs that they made me laugh.

    Does anybody know where they're being pulled from, or who puts them in? Is there some fixed number, or do they get ripped off the net somehow?

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  35. "Psycho": The MMO by Kadin2048 · · Score: 2

    Let's take it a little further -- rather than just having one human player per character, why not trade them around a little?

    Every time you log on, you get dropped into a character that somebody else has just logged out of. Feel like doing something anti-social? Violent? Cannibalistic? Go for it! And the best part -- once you've gotten the character in jail / being chased by hundreds of angry players, log out and let somebody else take over. It'll be HI-larious.

    After all, you can only program a script to be so evil. Allow other people to run your character when you're away? It's virtual Ted Bundy time.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  36. Re: Difficulty vs. Duration by JaredOfEuropa · · Score: 1
    But just gain experience while off-line? What's the point in rewarding people for doing nothing? Next you are going to ask that you be given a stipend for not playing that character? The character should get free currency because they weren't played? No offense, but you play MMOs to accomplish something. I don't want to accomplish something by NOT playing.
    This is not just about secondary characters, but about casual players.

    Many MMORPGs struggle with accommodating both casual players and power gamers. If gaining XP is too easy, the power gamers complain that their accomplishments are essentialy meaningless. If it is too hard, casual gamers complain that they will never have a chance to build up a worthwhile character.

    The early MMORPGs made the mistake of tweaking only the difficulty of gaining XP, not the duration. Later on, they started taking duration into account as well. A good example is Ultima Online's "guaranteed gain" system. Instead of having to churn out 1000 swords for that elusive 0.1 skill gain, they made it so that every so often (increasingly less frequent as your skill level went up), you would be guaranteed a skill gain on the first sword you made. After that, the regular grind system applies.

    Casual players do not have less time for grinding, they often have no time at all for this, if they want to have any time left over to do fun stuff. But a casual UO player could log on, make 1 sword and get their 0.1 gain, then get on with actually playing the game. It would take him perhaps a year to get to Master Smith that way, but eventually he'd get there. And powergamers would still have an edge on him; by grinding they would get their Master's title much faster.

    The system described is similar in that it offer the player a tradeoff between duration and difficulty: either wait a long time for your "free" skill gain, or work at the grind to get your skill faster. I think it's a good way to cater to casual players without taking away the accomplishments of the power gamers.
    --
    If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
  37. How would monetary/fiscal policy work? by Kadin2048 · · Score: 1

    I'm not sure that this would pan out -- the critical problem with WoW economies is that there's a totally unlimited supply of money, and unlike fiat currency in the real world, it's printed without much control at all.

    E.g., when you complete a quest or kill a monster in most games, you get some money. (Don't ask me why that boar I just killed had 15 Copper on him, I don't want to know.) It's being created all the time, if there wasn't some way to take it out of the economy (objects getting destroyed, "bound" items being sold for less than market value) the economy would hyperinflate.

    So you'd have to also come up, I guess, with a totally different way of making money and keeping everyone employed. In effect, you'd have to have a central bank in the world that would regulate monetary policy just like we do IRL.

    I guess it wouldn't be impossible to do, given that we do it in the real life, and the admins of a MPG world have truly godlike control over their universe (if they want to stop adding money to the economy, or change the value of an item, they can just do it without any real effort). It would certainly be an interesting experiment.

    --
    "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    1. Re:How would monetary/fiscal policy work? by emagery · · Score: 1

      oh yes... it would have to be that dynamic... barter would be allowed, and minting of coins could literally be a form of tradeskill... but then again, that could be risky as you might not want to have to waste data tracking individual coins... but that depth isn't really necessary... if you had a dynamic 'culture' or 'faction', among its stats could be 'monetary units' that remain blank until that faciton/culture/town whatever had reached a critical mass enough to be able to give manpower to minting (assuming npcs since a player would be bored still doing that), the currency could then just be stored as numbers as with all other games, except they have exchange rate ratios that can change over time, etc with neighbors... and perhaps the faction/town/culture data keeps track of the 'maximum' value of its currency (i.e., the max amount that can be found in the world) which of course can also change over time... this way, it can keep track of the amount of currency that is held by players and the diff of that to the max, given random and odds, chance of being found on a REASONABLE npc in the area... etc... and of course, coinage on players can be lost, stolen, used (etc) thus distributing/changing the 'held vs. max' ratio, etc... all ideas, and no doubt i'm selling myself out here =P i should learn to keep quiet

  38. Re: Difficulty vs. Duration by garylian · · Score: 1

    Trust me, I understand about what TFA was talking about. Heck, my wife and I duoed in WoW all the way to 60, with rarely grouping with our guildies due to time constraints on our part. My wife is working on her masters degree, and I do some editing on the side. We played most nights, but only for about 3 hours a night. Weekends may have been more.

    From lvl 10 through lvl 50, we were almost always in XP bonus. We weren't power gamers. We took our time, and we had fun with it. And due to that bonus we were almost always under, we reached lvl 60 about a week after the power gamers in our guild did. That week happened to be mostly due to us taking an actual vacation.

    So, as I said, WoW did it right. You were rewarded for having spent some time offline. At low levels, the impact doesn't last as long, because it is easier to get through a level. But that one week off while we were in our mid 40's; that XP bar was blue for more than 2 weeks afterwards. But the reward had limits, in that it could only reach a maximum of 1.5 levels worth of blue XP.

    There has to be limits on it, or folks will create a character, and then eat XP.

    Besides, you could earn real XP in AC, at least early on in the game, due to it's pyramid helping system. There were folks that assisted various newbs by the hundreds, then earned 10% of whatever those newbs earned in XP. I knew guys that wouldn't play their toon for a week due to being away, and come back to find they levelled. Pyramid schemes were the rage up to the point I quit about 3 months into the game.

  39. Not Working Out by kentyman · · Score: 3, Insightful

    It'd be funnier if they *didn't* work out, and grew a bit broader around the midsection as a result.

    What's sad is the ammount of players who would frantically try to keep their character in shape, while completely ignoring their real body!

    --
    You know where you are? You're in the $PATH, baby. You're gonna get executed!
    1. Re:Not Working Out by C0rinthian · · Score: 1

      Should make a line of exercise equipment that tracks your activity and applies it to an avatar. THen make the avatar usable in an arcade game or something.

      I can just see the gamers dying from exhaustion trying to powerlevel their ExerFighter...

    2. Re:Not Working Out by Bahamuto · · Score: 1

      I think my friend, you have just solved the obesity problem. Well at least among power gamers.

  40. Motivation and Content? by genx88 · · Score: 2, Insightful
    Having never played CoH/CoV but having RTFA, it seems like the author has proposed a strange solution to a simple problem. His problem is motivation. There's no in game content availible to him at the moment that's enough to make him keep playing personally and that's understandable. I've had friends quit because they feel they can't keep up and their characters aren't strong enough to do anything. I don't blame them because if you keep staring at the same mobs or you're in the same place that you've been stuck in for the last six levels of your characters life and know that you're going to have to do that for two levels more it just isn't motivating.

    What would be fun and cool is if you could get new skills or new quests every level and that you could easily do reach said level in a few hours instead of a few months. It wouldn't even have to be a set skill or rewards. Maybe one level you get a new spell. Maybe one level the reward is a new shirt or a bundle of cash. Perhaps give the player a choice of keeping these Quest items or turning them in for something else so it doesn't feel like you're nothing but a Fed Ex service for medicore gear. (I still maintain the Fulborg rod quest is one of the coolest thing in WoW and it serves no purpose whatsoever.) Perhaps they do nothing to improve your stats or gear but you can get cool things to change or improve your appearance. Vanity works in a lot of games why not MMOs?

    If you keep a player busy enough and keep them focused on the short term goal they casual players will be content with the level they're at now and want to reach the next level soon without ever thinking about end game.

  41. Gee, I thought story was the goal in RPG. by SmallFurryCreature · · Score: 1

    Levelling up was never my goal in all the black isle games. I was playing it for the story. Silly me I guess.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  42. "Real Fights" ? ? ? by airos4 · · Score: 2, Insightful

    "This is not 'real'. In real live the heavy would take on the heavy and the low levels would take on lower level enemies. One on One. Just imagine how different fights would look. Rather then a dozen models all meshed together they would be spread out more. Rather like a big fight in the movies."

    What real fights do you watch, where people end up slugging it out one on one? Beatdowns in the street are usually gang vs solo. Police and other people trained to fight wait until they have overwhelming numbers before going in to subdue even the weakest prisoner. Military tactics emphasize dropping one enemy through mass fire before turning to engage others. Even barfights turn out to be "gang up on one guy" rather than the bare knuckles stuff you see on TV. Your last line says it best, there - "Rather like a big fight in the movies" That's because movies need to be entertaining, not realistic.

    --
    I wish there was a choice that said "Factually Wrong -1" when I mod.
  43. A couple other games that do this... by AgentDib · · Score: 1

    Conquer Onlinehttp://www.conqueronline.com/ does this via an in game Training Grounds area that your character will automatically gain skills and experience at. It doesn't work while you are offline, but it's a pretty small client and easy to keep minimized. Lord of the Rings Onlinehttp://lotro.turbine.com/ is also tentatively planning on a passive leveling system. The idea is that some skills would level over time, while some would require direct intervention. Whether this will make release or not is difficult to say, as there has been a significant amount of redesigning so far.

  44. I think that one reason for WoW success by geekoid · · Score: 1

    is that it is simple, and doesn't do crap like that.

    Why would you [punish the casual player like that? or punish players who like to try lots of different stuff?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  45. WoW already does this by Kuvter · · Score: 1

    You get 'rested xp' when your character is in a town when you log off. I didn't play WoW for a couple months, and yes its on a decreasing scale, but I got to play my nest two levels at double xp before I could see the end of it.

    It wasn't what effectively brought me back. That happened to be the news of the expansion sounding pretty fun. Additionally the fact that some of my friends play religiously still. Sadly my new lifestyle just doesn't give time to something like WoW, atleast to the point where it's worth $13-$15 per month.

    --
    "To be is to do." --Socrates
    "To do is to be." -- Aristotle
    "Do-Be-Do-Be-Do..." --Sinatra
  46. why not have them interact with other players? by Augmento · · Score: 1

    i have been a fan of offline mode for played characters for a while. my idea is that you could give the player a scripting interface that would allow the player to dialog, adventure, work while you are offline depending on how much you were willing to risk your character getting killed or not while you were gone. bleh, here is an old post i made on the subject http://www.kaneva.com/forum/forumThreads.aspx?topi cId=1147&communityId=896