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Post by lgs on Jul 29, 2015 21:42:55 GMT
I have a number of issues with Portalarium and the game from basically no planning to short-sightedness of their actions. I still hope they can turn it around back to the vision i was sold when i pledged and the future looked rosy, but they are on the final stretch till release now, not a lot will change from what's already in the game, some things will be added but basically what we are seeing here in pre-alpha is what we will get at launch. And in order to please me they would have to do 180.
Forgetting the issues with combat/costs/ptw/story/pots etc. What they try and emphasise as one of SotA's strengths is its community. I think in its present state it is its biggest weakness. The community is made up of mainly high pledgers, and whatever they say, 90% of people who pledged high did so for bling and prestige. Even early adopters will be at a massive disadvantage to those who made the game possible. These elite will want as human nature does to protect their investment, not a great base to build a community from. Communism paper > reality.
A community can be described in a number of ways, but when i read about sota's community i had visions of an all encompassing, taking all approach, welcoming and tolerant. What is the community there meant to be? Really what is it about? It seems to be its a 'we love sota' circlejerk basically. Any voice not praising sota and offering even a slight differing opinion with the games best interest at heart is ostracised.
In my mind a community and one that is needed to make a game successful is a wide, diverse, love, hate, whocares...One you would find in any city...a bit of everything...a mix match of all sorts. The good, bad & ugly all living together. What they have created there is not a community but a clique. A clique of high backers with an interest in keeping their position, that coupled with the hate of new players who will immediately see they are on a treadmill never to catch up, its all a recipe for disaster. Their funding method encouraged this, and their approach to looking for an easy option by encouraging the community to be the game, even though might have been a good idea, isnt. POT's are a very bad route to take, causing more cliques within cliques, dividing any real community. NPC towns would have been ideal, like a real community. You dont get to choose who you live with, you take life as its dished out and that's what makes it fun. Being locked in a samey POT with the same faces all the time will be like a form of madness.
The trouble with online play/cliques is that it is very easy for them to fracture especially within sota where envy and greed will run riot with all the bad behaviour associated with relative anonymity. Online play will never encourage love and compassion to your fellow gamer, something will always ruin it. The community ideal might have sounded great on paper but in reality it would have been much better to foster and encourage the exact opposite. Chaos over Order if you will. Nothing brings out a need for a community more than if you are all in the same boat. Fighting some injustice, or other community/guild, its conflict that encourages bonding not living day in day out within a gated protected fairyland where every day is the mind numbing same.
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Jul 30, 2015 0:48:06 GMT
Well said. The funding model drew this ugly side of humanity. The fish stinks from the head, and it's shat on the whole community who love rolling in the pig stye.
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Post by templara on Aug 1, 2015 18:27:33 GMT
Ur only mistake lgs is dat u, like many others, still think they r making a game.
Thy r not making a game. They are making some shit likeUktimate Collector (a Facebook game about collecting shit) at best, just milking ppl for mkney - in worst case scenario
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Aug 1, 2015 18:59:06 GMT
Ur only mistake lgs is dat u, like many others, still think they r making a game. Thy r not making a game. They are making some shit likeUktimate Collector (a Facebook game about collecting shit) at best, just milking ppl for mkney - in worst case scenario I said that to my husband this morning - They thought they could make an MMO on the premise of their failed Zynga Ultimate Collector. He cracked up laughing.
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Post by templara on Aug 1, 2015 19:05:24 GMT
Was it b4 or after u made him a sammich?
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Post by Membrane_on_Vacation on Aug 2, 2015 3:40:19 GMT
Was it b4 or after u made him a sammich? During. But really. I would love to know the official reasons for these decisions. Why did it move from a SP game to half cocked MMO? Was SP just an excuse to get the Ultima Saga fan money? Real goal all along was to go half-MMO so that they could give us "dynamic static content" like a set of hats and shit? Suspect we'll never know, Richard and Dallas will never tell the truth behind the motives. I thought this a few years ago, but back then, nobody agreed with me
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Aug 2, 2015 4:00:21 GMT
Was it b4 or after u made him a sammich? During. But really. I would love to know the official reasons for these decisions. Why did it move from a SP game to half cocked MMO? Was SP just an excuse to get the Ultima Saga fan money? Real goal all along was to go half-MMO so that they could give us "dynamic static content" like a set of hats and shit? Suspect we'll never know, Richard and Dallas will never tell the truth behind the motives. I thought this a few years ago, but back then, nobody agreed with me Well, why did any of us trust them? Because we loved one or more of the games in the past. They threw too large a net. Maybe they really had those grandiose ideas of storming the market by gaining all the fans plus new people. It's really hard to say. But after the failed Ultimate Collector, one would think they would not merely go after the whales as the audience. One reason Zynga games did so phenomenal is the F2P, then small transactions. Not whopping ones before a game was even released.
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dodgy
Strong in the Force
Posts: 1,171
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Post by dodgy on Aug 2, 2015 4:12:31 GMT
Was it b4 or after u made him a sammich? During. But really. I would love to know the official reasons for these decisions. Why did it move from a SP game to half cocked MMO? Was SP just an excuse to get the Ultima Saga fan money? Real goal all along was to go half-MMO so that they could give us "dynamic static content" like a set of hats and shit? Suspect we'll never know, Richard and Dallas will never tell the truth behind the motives. I thought this a few years ago, but back then, nobody agreed with me It's our own fault. They had a vague business plan and a vague statement of goals. We all interpreted it to suit our own wants. It is the only deliberate thing about the development. And it pretty much worked. Reading Lum links from IM Pretty much shows the thinking and the road map of the game. That red fish bloke is their mantra. It's disgusting. Queue in links to star citizen and other retro developers and it played to the nostalgic return to the golden Era of games with substance. Now what have we learned?
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Post by Membrane_on_Vacation on Aug 2, 2015 4:21:29 GMT
No kick start. No demo, no buy. (Sing it like no woman no cry lulz).
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Post by templara on Aug 2, 2015 6:47:45 GMT
No woman, no sammich…
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Post by nemolives on Aug 2, 2015 11:46:32 GMT
During. But really. I would love to know the official reasons for these decisions. Why did it move from a SP game to half cocked MMO? Was SP just an excuse to get the Ultima Saga fan money? Real goal all along was to go half-MMO so that they could give us "dynamic static content" like a set of hats and shit? Suspect we'll never know, Richard and Dallas will never tell the truth behind the motives. I thought this a few years ago, but back then, nobody agreed with me It's our own fault. They had a vague business plan and a vague statement of goals. We all interpreted it to suit our own wants. It is the only deliberate thing about the development. And it pretty much worked. Reading Lum links from IM Pretty much shows the thinking and the road map of the game. That red fish bloke is their mantra. It's disgusting. Queue in links to star citizen and other retro developers and it played to the nostalgic return to the golden Era of games with substance. Now what have we learned? I don't think we can be entirely blamed, because the role of a developer or any artist is to filter what the public wants into becoming the great art that only they can create; Otherwise what's the point? Yes, most "Modern" art is simple pandering, here's a few coloured squares on a canvas, now you tell me why I'm a genius! And you'll say I am so as not to be the sort of person bamboozled by a simple set of squares... But that shows the weakness of the modern artist, more concerned with fame or income than actual Art. What's actually happened with Shroud is that the Devs don't seem to know what their artistic talent was any more. The public tells them "We admired open worlds, deep plot, community and creativity" and instead of saying "Ok, what elements of our game design history led into that?" they've gone "Well our funding figures show that the most money is spent on these things..." and they've not stopped and said " what does spending money have to do with great plot?" I'm going to talk about this publicly for the first time here, because I'm so sick of the world, especially the software world which forgets what it's there for; Whilst an EM, I had a blazing row with Mesanna (everything's a blazing row, she honestly prides herself on being an awful person) because I asked about clickable rewards that everyone could get, and used to be used a few years back. Here's the thing, the average player just wants a token of their day out, a reminder of personal history; They're not really into rares trading for profit. Why do people grind Raids in other games? It's not for a rare, as a rare at all, it's to generate the chances that ensure you get the item you want, an item which has a higher level of utility. The Purple is a signifier of it's power, and the time invested is required to unlock that power. It's the assumed certainty that makes people gamble and waste time, not the random nature in the short term, even if random chance makes the short term more thrilling. Understanding that is why World of Warcraft is so massive, and Ultima Online stayed a niche. It's not like it's hard to know this, either; just listen to what the players say at the end of any event. They hate that it's a one shot gamble that most people lose. On the other hand the PvP crowd wants the one of the kind Glass Sword so they can win fights easily and get bragging rights. The latter is disallowed for obvious reasons, that's why any item you can get that's equipable is the default, un-enhanced only but with a new name in UO. No breaking PvP, they do understand that. But the former... ahh, it's assumed in the Dev Team in UO that the reason people want rares is for the material benefit. They looked at where the money was, in terms of real cash sales and in game gold, and thought that this meant rares were the core of the game, rather than the more abstract "personal progression" they might signify, and people have long since moved on to other games to find. They honestly are biased towards rare traders. Not in the sense of giving them advantages, but they believe that's the mindset driving it, so all the rules are set up around it; "how many items dropped?", players may ask. Well, we couldn't see, and the design document we originally submitted, with a total of drops listed, would be re-edited to fit Mesanna's sense of rarity. 10-20 usually were allowed, anything higher was changed. We could ask for generated results from the databases and get you a total of drops later, but it might bear no relation at all to what we thought we'd designed. How do traders know which events are going to carry rewards? Because they've worked out the actual rules, which are the items have to be on a giant monster with the distribution code attached. Sure, you can have an ultra hard mongbat at the start of an event, but do it too much and you abandon any sense of story telling, or lore behind your items. So naturally EMs gravitate towards it being on the Big Bad, which the traders learn to spot when it's coming. So... "Who are you to speak for the players?!" I had screamed at me, whilst I tried to point out I was just passing on what everyone says at the end of every event. Here's the chat logs and everything. I pointed out there would be advantages too. Less arguments. If you placed the reward at the start, those just there for the shinies would go away and stop bothering the roleplayers... but the Devs think they know what the players have told them through economic activity. Even if it doesn't match what the players are actually telling them. If you don't agree with that assumption, or just kiss Dark Lady Ass, the working environment becomes hellish, so those who do survive on the program tend to be rares traders too; they won't necessarily get one if they turn up on a player account, as the code isn't accessible to them either... indeed, we couldn't even edit our own mobs, or see what stats it actually had, which is why if it went wrong we had to sit around on our thumbs until I found someone online who had the power to fix it, sorry folks. Trust me, I knew how much it upset you all. But it all flows from incorrect original assumptions about why you're there; they honestly don't think the story matters as much as the rarity of items. That's not to say "The customer is always right"; a lot of the rules are also in place because of hyper competitive, attention seeking dickheads who would rather blow up the game than feel they aren't being pandered too all the time. The very first deco I did for the shard I got reported for supposedly giving people snowflakes, as they'd seen a Christmas Tree going up, and thought that claim might stick; which is why items now are automatically glued and EMs can't make even their own sashes any more. And when you tried to run PvP events for them, they'd cheat, break the event they agreed too beforehand as much as possible, and drive away all the other PvPers just to say they "won"; later they'd try and lie to the new EM and say they'd won the actual fights that weren't held, and the trophies should be renamed for them... But it's the role of Devs to design a better game, not always react to the worst of people unthinkingly. They should be asking themselves "don't you actually know what good design, good people are any more? Don't you have a vision you want to keep pure?" Shroud has done the same thing. They've become besotted with the loud mouthed rich and stupid and forgotten what actual fun involves, and as a consequence risk wrecking their game entirely because very few people want to play it. However if it keeps the money coming in, and people treat you like you're a rockstar because "You work in computer games!!!" why should you change? Indeed, you can be a complete monster and people desperate to keep their jobs in the industry will still turn on whoever dares criticize you... Bollocks to that though. And bollocks to Shroud too if it doesn't lead.
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Caliya
Strong in the Force
People fight to gain things they can't take with them in the end
Posts: 2,121
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Post by Caliya on Aug 2, 2015 18:26:06 GMT
I also don't think we can blame ourselves entirely. We all had sketchy information and we simply trusted.
However, a company should maintain a sense of rightness, of fairness. Looking out for the interests of everyone, not just a select few just because they paid more. They got digital goods for what they paid. But that wasn't enough for them. They wanted a say in decisions, and things like POTs evolved when the majority did not want this.
I wanted what was promised in the KS campaign. I did not come in thinking there would be full loot open PvP, nor a host of other things the original UO had. I personally thought that was unrealistic expectations. RG did not want to get back to "his roots," and he spoke openly about the mess that full loot open PvP caused. It was a learning curve. Now don't jump all over me thinking I'm insulting open full loot PvP, or justifying it should not be an expectation. I'm just repeating what I heard/saw him say.
A lot of all this could have been avoided if the original buy-in was not P2W type items. There have been KS campaigns that would name you in the credits, or any host of perks. And they got donations and funding. Ok it's a matter of degree. But if a game has a really good concept and is fair from the start for all players, it may make a lot more money than relying solely on whales.
And that is what they've done - turned solely to the whales. And that is what I did not come to expect - that they would solely cater to the whales. In fact, it utterly astonished me they stooped to such an almost racketeering level of game design to please certain whales. That is not our fault. It's Portalarium's.
That is certainly a niche market, and they probably are happy and confident with it. But UO and the Ultima series were not designed for a niche market, even though they essentially became one. Yet look how successful UO was in retaining players. I never once believed UO was designed unfairly even though there were certain favors for more prominent players. I felt there was more of a chance of getting a house in-game, without certain people being considered better than others. We worked for what we got. In Shroud, you pay for what you get.
Their business decisions are certainly at the forefront of why I'm disgruntled with the game. They drew a certain customer type I would never associate with in real life, or in a game especially. Games are supposed to be fun. Shroud is not fun.
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Post by templara on Aug 2, 2015 21:16:05 GMT
Was it b4 or after u made him a sammich? During. But really. I would love to know the official reasons for these decisions. Why did it move from a SP game to half cocked MMO? Was SP just an excuse to get the Ultima Saga fan money? Real goal all along was to go half-MMO so that they could give us "dynamic static content" like a set of hats and shit? Suspect we'll never know, Richard and Dallas will never tell the truth behind the motives. I thought this a few years ago, but back then, nobody agreed with me It didnt rly move to MMO. I mean, its some instanced shit that cant hold more than 50 ppl at once. The video Caliya posted didn't give me a very good understanding of the size of the locations, so if anyone can post another video, Ill be grateful. Then I might have something to say. Because we wanted to trust them. We all need a sammich great MMORPG like pre-tram UO. God, nemo. This post was 1)useless 2)so long its painful to read. That's why I didn't. I just saw a wall of bullshit and instantly noped. Pls, make your text more appealing to the eye of the average citizen. If you even conveyed some worthy points in that huge pile of letters, you better try to combine them in a smaller text. With more spaces between paragraphs.
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Post by templara on Aug 2, 2015 21:16:52 GMT
p.s. ok u got spaces between paragraphs. This text still scares me tho.
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Post by Membrane_on_Vacation on Aug 3, 2015 1:37:37 GMT
Let me attempt to give you an overview templara : We aren't to blame for buying into SotA, their aim was to bait us with our needs rather than give us a good game. They shouldn't react to the biggest or most vocal voices in the community by changing the game to suit those voices. I didnt quite understand the difference nemo pointed out between the success of UO and WoW. But I'm interested in knowing more and understanding. PvP players want a WIN Button sword, click to kill easy and then to brag about it. Which I will disagree with, obviously not all players are exactly the same which includes PvP players. Fuck SotA if they don't bring something new to the industry.
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Post by nemolives on Aug 3, 2015 16:03:08 GMT
Let me attempt to give you an overview templara : We aren't to blame for buying into SotA, their aim was to bait us with our needs rather than give us a good game. They shouldn't react to the biggest or most vocal voices in the community by changing the game to suit those voices. I didnt quite understand the difference nemo pointed out between the success of UO and WoW. But I'm interested in knowing more and understanding. PvP players want a WIN Button sword, click to kill easy and then to brag about it. Which I will disagree with, obviously not all players are exactly the same which includes PvP players. Fuck SotA if they don't bring something new to the industry. Hmm, how to simplify it further? Ok, the thing that defines the modern MMO is "Levelling". It can be in gaining a level, or owning more stuff, or melting more faces and getting "Rank" etc. That's different from an Ultima 7 (story based, the combat is largely automatic!) or a Street Fighter (pure skill based PvP) ... and it doesn't mean everyone plays an MMO for that levelling, needless to say. But that's where they've all gone, including Shroud. The reason (and I'm not defending it) is that reptilian brain we have is addicted to that feeling of "Ding!", and it's been proven by wiring the brains of rats up to a button that goes Ding! and gives them a sense of pleasure every time it's pressed. They won't eat. They won't sleep. They'll crawl over electrified grids to press that button. They just keep pressing, pressing, pressing until they fall over and die. So how do you cock up this simple design? By not allowing people to get that Ding satisfaction. And it comes in two ways; PvE: The items are too rare for your players to ever get PvP: Power creep prevents new players from getting involved in PvP and ever winning, and the scene dies. Guess which one Shroud has done? Possibly both if they screw up the rare elements in crafting! The way you avoid this is by ensuring anyone who works, eventually, gets the item; WoW understands this, what ever you think of it's Theme Park PvP, power creep isn't an issue there because there are multiple, guaranteed paths to equipment. Or to take an open world PvP game, EvE online mixes up the roles so everyone is useful in a fleet action, no matter how many years someone has been training skills or how many billions they have invested in a super-ship. Games that do PvP badly; Star Trek Online, where the power creep has killed completely PvP, because it's literally impossible to compete any more unless you specifically grind AND cash store into wildly imbalanced specs. And that's come from trying to satisfy the desire for more DING from the PvE crowd; the Devs in STO long since stopped caring how it affected PvP. And I was trying to point out despite being ancient, there has been deliberate design choices in Ultima Online too: there's a few absolute assholes who don't care if the game lives or dies as long as they can "win" it short term. Not all, but a few toxic enough that the rules were laid down no weapon could ever be made with anything but crap statistics. The devs know full well about what would happen if they gave in to those demands. It's in the EM handbook, no buffed weapons EVER. But they aren't ignorant about the effects of EM rares in PvE either, it's designed that way deliberately. A game that does PvE badly? UO these days. I tried to argue against it, the Devs don't care. They think a limited run of 10 items makes the game last, and for the few remaining rares traders, it probably does. But everyone else hates the ending of any EM event where everything they've done doesn't matter, because it's random mob drops no matter what. The PvPers hate that so much focus is on EM Rares. And they all see 18 years of inflation in gold and feel they'll never be able to afford an item... unless they get a drop they don't want, and then they sell it to a rares collector and... now you've just pushed forward the very system that you hated in the first place, and made it seem that you don't really want any change in design either. Basically, games have to stop their player base from killing their game and themselves. Richard Garriot when he launched UO didn't really understand people enough to see what they'd do with an open world. Fair enough, it was new then. He's got no excuse now. Indeed, even EvE has relatively safe space because it knows not to let it's audience's rat brains throttle their own world to death by eating it's own young alive. What Portalarium seem to have done is thought "Ok, post UO Trammel, what has the market shown the PvP crowd want...? Rankings!" You don't though, do you? You want fair and fun fights. And they've also gone "Hey, UO seems to show the PvE crowd want Teh Rarez, let's focus on that... in the cash store!" and thus got the worst of both worlds. My point about some PvP types was also that unfortunately, some of the lessons about theme parking from the past are still valid; Anyone remember Envy posting videos mocking his kills on the official forums... in an alpha? In a forum so obviously trilby-tipping as that one is? How does that encourage people to test your part of the game then? HNNNGH
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Post by Membrane_on_Vacation on Aug 3, 2015 16:21:22 GMT
Thanks for that nemo.
I am afraid you are already quite correct; fair and fun fights and rare cash store it is.
Now my question is if they should have no excuse, and they shouldn't you are right, what in the seven kingdoms are they doing? Surly we can all agree that the game, if it ran two years instead of one, would be better served by running longer.
Granted the game isn't going to fail just because we think it is. But damn, outside the SotA forum which has been scrubbed harder than the deck of a ship with too many sailors, SotA is being torn to pieces.
To make things even worse, they can blame the community "we gave you what you wanted" - well the high level backers in any case. That is I suppose why I thought perhaps there is a great deal of money involved in selling off the remains to other publishers. It just doesn't make sense that they would keep moving forward like this, unless they thought they were going to make more money.
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Post by nemolives on Aug 3, 2015 16:45:10 GMT
To make things even worse, they can blame the community "we gave you what you wanted" - well the high level backers in any case. That is I suppose why I thought perhaps there is a great deal of money involved in selling off the remains to other publishers. It just doesn't make sense that they would keep moving forward like this, unless they thought they were going to make more money. That's it right there; they don't know the difference between what the community wants, and what the community needs. Like in PvP with rankings visible in the instance; that just tells you someone else is in the zone, so you know to watch out for them; How did that ever get past even the initial design stage, let alone live? Yes, people say they want bragging rights in PvP... don't you know what fair PvP needs Portalarium? Someone had to explain the value of stealth attacks to them, and why the visible rankings ruined this, which I found staggering! If I'm generous, I'd say it's because they are probably doing such insane cramming sessions to try and get the game just to its current standards, they're probably sleep deprived and lost track of basic human interactions. But who knows? Again I don't think they're bad people, but blimey has the sense of leadership and control vanished. DELIBERATELY REDUCING THE UPGRADE PATH OF OTHERS TO ENCOURAGE WHALES?! Thou has lost 1/8th in Justice, Compassion and Honour, thou art no longer an Avatar, Shroud.
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Post by Membrane_on_Vacation on Aug 3, 2015 17:22:00 GMT
To make things even worse, they can blame the community "we gave you what you wanted" - well the high level backers in any case. That is I suppose why I thought perhaps there is a great deal of money involved in selling off the remains to other publishers. It just doesn't make sense that they would keep moving forward like this, unless they thought they were going to make more money. That's it right there; they don't know the difference between what the community wants, and what the community needs. I was just assuming that they did, and they had a master plan to get some $ somewhere, even with all evidence to the contrary.
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