After the port … da guilds

So in January I had taken us up to the point of September 20 when Destre had set the new guild leaders.

As you can well imagine it was nutty.  The plan was to have people use their brands to auto induct to the new guilds but they generally did not work properly the first night.  In the interest of not alienating people we decided to throw the doors open and anyone who asked to join the guild claiming to be from an old guild was inducted on the spot.  I don’t think that was the universal decision, other guilds may have handled things differently but I wanted GoO to be as open and inclusive as it could be right from day 1.  So away we went, inducting almost automatically, no alt lists, no application notes, nothing at all.  I am certain some people would go nuts without an alt list, but frankly I don’t like rules that I can’t enforce properly and anyone can lie about their alts, so why bother setting something up that only honest people will follow anyway?

Prior to the guild destructions the immortals had transed all the known bots out of Darkhaven to a safe room.  The Guild of Thieves donation bot, Abelard, was transed in by Kinux to mind the new donation room and Ravith provided me access to Jarax, the former Guild of Mages potion bot who took up residence in the second donation room.  Over the next few days, with Destre creating passages for me and helping a great deal, I moved all the contents of the storage rooms into the Guild of Origin mostly by hand.  The largest challenge with a job like this is the capacity of the containers, which is far below the capacity of the room.  If you drop things on the ground you have to remember their keywords because get all does not work in donation rooms.  I got it all squeezed in, save 10k or so empty flasks and the house cleaning began.  When you merge 3 guilds you will end up with a very unusual mix of items.  It was no surprise that we had well over 100 Neptune’s Tridents but I was surprised that every bloody eyepatch and sharktooth necklace was high level.  To this day the low level stuff isn’t really well organized.  It’s a bit tough to gauge what is going to be useful to a leveling thief, warrior or mage and stock it, but we’ve manage to get rid of some of the garbage slowly but surely.

So with this state we were basically “up and running”.  With the help of Ceirana and Destre and the approval of the CoE we were allowed to increase our number of storage containers which tremendously helped with organization.  Hanging out and grabbing some mining carts helped too … I feel better when things are organized, you’d never know it but I’m a closet neat freak (no really, you’d never know it from the state of my office).

Well, that’s all about logistics and things that needed doing.  The flip side of this is getting to know people, something that was going on in all 3 guilds.  For my part I didn’t know a lot of the people in the Guild of Mages and only a few from Guild of Warriors so there were lots of new faces.  In turn I was new to them as well.  The new guy in charge … it’s not entirely comfortable being the leader when you’re new because people don’t necessarily trust you and some feel you shouldn’t the the person chosen to head things up.  Destre was a great source of reassurance, I bounced a lot of ideas off her about how to handle things and she really helped me grow into my role.  For the most part people were very helpful and friendly and it wasn’t long before we got some regular runs going.

Regular runs means getting some rules in place about pops and sharing which we decided collectively and with a lot of discussion.  As we started getting momentum we had to compete for people’s interest as there was a very active Seth run going on looking for warm bodies.  We had a bit of good and bad on that deal, lots of us participated in the run and came away with loot but at the same time it took away from trying to build up momentum in the guild, especially with 1 leader there constantly and 1 leader MIA.  This friction wasn’t isolated to GoO, I had a conversation with at least one other org leader who was wrestling with it.  At the end of the day people will go where the action is, I just look at a more long term picture of building up a good, reliable team and then moving on to bigger and better.  Some of the guys who went on the Seth run were fairly new players and one day they’re on a ‘bliv pop and the next day they don’t know how to favor their character because they’ve never had to supplicate before and they just died on a guild run.

Nonetheless a handful of good people stepped up and started leading some runs, we fielded some good teams at IGQC events and things started moving along nicely.  We started setting up some councils to help involve more people but in a lot of ways what we needed was to get finished with the transition leadership and move along to just “the leadership”.  With the guild’s approval we were ready, set, go for elections.

Oh and for the ever rabid Loril, sorry that my opening sentences are not topical, I’m not a remarkably formal writer 🙂

A wrap up to the Olympics

Well the Olympics have come and gone and I had a great time.  Here’s a wrap up to the event.

I said in my last post that I hoped that it would be more than a tele-scan but less than a full fledged scavenger hunt and that’s right where I think the event fell.  You did a traditional tele-scan to find letters and then used your letters to build words off a prescribed Nation themed list.  The more letters you were able to use in words, the better you finished.  The half-elves took first in this event, Gagnon was able to split off early and start unscrambling words rather than tele-scan on his mage which gave us a great advantage.  A few small nits to pick, nothing serious … I’d put it in the feed back department.  The unusable characters and the wildcards were a bit frustrating.  In an event like this I’d rather the luck be in the finding the letters and the skill in the word assembly, wildcards take away from that.  Additionally the wildcard letters were in fact just re-purposed unusable letters, and not all of them, which made it one more complication to try to keep straight while looking at the jumble.  Other than that I think the event was a challenge and a lot of fun.  I hope that if this sort of event becomes more common then the people deciding how many of each letter to scatter look at the letter frequency within the words they select rather than looking at standard English letter distributions as we have some things that skew the results (for example H is far more common in the race names due to the word “Half” all over the place than it is otherwise in standard English).

The final event was the Pkill, where I expected to be splattered quickly and often.  As it turned out, the event was a King of the Hill event where you earned points by staying in the designated room.  If every team had strategized to stay in the room as long as possible by not attacking anyone we would have had a terribly boring tie but thankfully that didn’t happen.  Of course, fleeing and returning quickly were vital to a good strategy.  If you killed a PK then trying to keep them from CRing was useful, but if it took you out of the room to do it, then you were only trading off them for you and at no net gain.  PFs didn’t need to cr or even respell, so it was just rush back.  PKs had some advantages like being able to shove people out of the room, but it really wasn’t a deciding factor.  I was taking 2-3 people pretty routinely and it wasn’t until Ceir started bashing me that I was having trouble at all … I mean a pk circle causes you to flee and return, but oh well 🙂  All in all a lot of fun, I killed Creemore just because he figured he’d get picked on, so I didn’t want to let him down.  A lot of the TSers present seemed to attach each other with great relish, perhaps a little pent up frustration from many long meetings!! 🙂

Congratulations to everyone who participated, and thanks again to all the immortals who invested time in preparation for this event, particularly Eisengrim and Gonnil who hosted events and managed the herd admirably.

The Nations Olympics

As we head into weekend 2 I thought I’d take a minute to say that I’ve been enjoying the events that the immortal community has worked hard to prepare for us.

In the quest for the torch (a little quest for fire?) our team did fairly well until the last clue … the solution to that clue was “Tayalardian Rangelands” an area that our group was pretty unfamiliar with.  That clue held us up for the better part of an hour I’m guessing and certainly dropped us in position.  Grats to everyone questing on a thief who stood at DH[] peeking the inventory of other questors as they ran by!! 🙂  I’ll admit, I checked ‘locate object’ 🙂  You should always use whatever your class has to offer, and keep quest items in containers or use config +cloak! 🙂  An unimpressive 6th place for us, but we did our best and discovered a blind spot in our realms-ucation 🙂

The second event was mob kill … well.. it was… the mobs killed 🙂  I insisted on questing on Tharius, which means dealing with his inherent bad stats and for some reason got all buggered up while tanking and ended up splattered before I should have.  No good reason … full stomach and didn’t see it because I was distracted trying to fix a missed wear/wield.  Awell.  The team did well, taking 3rd overall.

Third we had the flee event.  To be fair this is a mostly random event since you have no control over your flee direction.  Still it was a ton of fun, you gotta stay on the ball and not waste any time, we took 3rd in this event by 1 second… yep, 1 second *fshake*!  We had 2 heats, in the first one I couldn’t get the right flee to save my life and in the 2nd one I was through in no time at all.  Maybe averaging the two runs might have been fairer, but all in all a good event.

Today is the item find, I have no idea if I’ll have time to do this or not, I’m hoping that it’s more than a tele-scan but maybe not a full fledged scavenger hunt; people seem to feel obliged to make scavenger hunt clues as obscure as possible.  I’m sure it’ll be well thought out regardless.  If I have time I’ll be there, it’s been a rough day, had to put down my kitty Cooper this morning, poor guy had a brain tumour that started to really impact his quality of life, so I don’t feel up to much.

Will try though, and if not, I’ll try to be around to die in the Olympic Pkill!

The pros and cons of CON

Last week we saw a new effect come into play with CON now directly aiding in damage mitigation and surprisingly CON past your class maximum would still apply to this effect.

My initial, reserved reaction was that I didn’t know if I liked the idea of using stats beyond the class limits.  This feeling was precipitated by the satisfaction I get from building a character and hitting the maximums in a particular build.  Knowing that you can add beyond the limits means that there’s always some bonus that I’m neglecting to achieve.  For me, and to others like me with a tip of the hat to Fight Club … this is like a cut on the roof of your mouth that would go away if you’d only stop tonguing it, but you can’t.  Stat effects past the boundaries are the Marla Singer of video games.

Ok so that’s out of my system.  That’s the initial reaction: knee-jerk and unqualified.

Of course the only way to qualify an opinion is to go out there and get beat up in some consistent manner and see how much of a reduction there is.  Or wait for Gagnon of Dragonslayer to do some initial testing .. you know, one way or the other 🙂  I’ll note that the only qualified opinion I can give is about opdamage, though I rather suspect mpdamage or rpdamage would be identical.  It’s difficult to quantify in a combat situation because of the number of variables not only from round to round but also from repop to repop (ever had a higher level repop of Danbala?).

I was pleased to find that the effect appears to have a fairly low floor where the player won’t feel more damage.  I didn’t observe any increase in damage on my characters, but I didn’t put a great effort into seeing how low I could drive my con, though I may.  It’s taken me a little while, but I am getting my head around the idea that penalties don’t have to be directly applied to players … as in the lack of con causing more damage than normal, that the lack of a benefit can be a penalty in and of itself.

On the upper end it appears that hitting class limits gives you a decent little reduction to your damage taken, certainly enough to consider adding CON where possible but not so much that I’d give up a radical amount of hit points to accommodate it.  Gagnon managed to push a build to 47 con, which I applaud heartily but did so to the exclusion of every other stat.  The character saw a continuous reduction in damage taken, though we did observe that beyond the class limits the effect does slow down, but by 47 con it was quite a nice reduction.  Too bad you’d be a one-hit-wonder for anything better than a Darkhaven guard, but hey, you’d get your reduction!  *grin*

So where does this fall into the worth the effort/not worth the effort spectrum?  I think that it’s fairly clear that this should fall into the category of an optimization.  New players don’t need to stress out about this, just take con into account when you’re making a new character.  Ultimately I don’t think this mitigation is going to cause you to survive a fight that you otherwise couldn’t.  You may survive a few close calls because of it but in the final analysis if you couldn’t quaff your way out of trouble before, you’re still in trouble.  Where this does have a nice shine to it is that it may save you some equipment damage and gold in heals, which if you’re an active player is probably not insignificant.  If you are on a tanking character where hit points, AC and damage evasion are far more important than DR, then trading DR for CON probably makes sense.  Is it worth glorying extra CON on?  That’s up to you.  1 con will cost you the same as 7.5 hp … The numbers depend on where in the spectrum you are but I don’t think you’re going to save 7.5 hp per round unless there’s more than 1k of damage coming through sanc and protect per round.  Straight mitigation doesn’t make the case here.  On a long term basis there is an argument that more CON = less heals but that doesn’t translate directly into a gold/glory cost analysis since the days to glory trading came to an end.  Were glory trading legal, you could probably save gold if you were an active enough runner by buying CON.

It remains to be seen if this will translate into lower equipment damage.  This is the one spot where this could be a shining star.  If tanks can stay in a fight longer because the damage is lessened and their equipment isn’t being so heavily hit then I would say every tank should load up all the free CON they can grab.  Simultaneously it will reduce repair costs giving a second direct economic benefit to the player who doesn’t want to spend their time golding for repair bills.

All in all I think this is a good change.  What changed my mind about pushing past the class limits was my experience building my character in Diablo 3.  I can take things as far as I want to, starting thinking in terms of “effective health” instead of raw hit points.  It goes against the grain of the Realms of Despair, but I think it’s worthwhile.  I can see not eliminating the stat caps on characters because it would require a total review of everything that is dependent on those limits, but selectively breaking the cap seems a great compromise.  As with saving throws the numbers are not directly read off the score screen (I won’t see myself with 27 con by typing score) so some element of mystery remains, even if many database programs (my own included) will count the actual totals.

Of changes great and small …

I think that today’s post will be a short one.  I want to take the time to single someone out for their efforts, someone whose focus in the game is unrelenting and also counter to the general culture of the game.

Without further ado I wish to applaud Loril.  Loril is, without argument, an outstanding champion of the new player.  I do not simply mean that she is helpful to new players, but rather that she actively and rabidly promotes the new player experience on the Realms of Despair.  For many of us the new player experience ends long before we hit avatar, when we begin thinking about buff gear and running with other avatars.  To try to recall 6 months down the road what things were important to new players is near impossible … never mind for those of us who have been around since prior to the Shattering.

Returning after a long hiatus I assumed that to some degree I would have a new player experience.  I have spoken with many other returning players and there is something that I discovered.  You can’t go home again.  You return to the game remembering where you left off, recalling the things you used to do.  Even after all the time away I had a tremendous recollection of commands and equipment.  I could look at someone else’s character and tell you what pieces were new after the time I stopped playing without referencing rodpedia or any other site.  That somehow Loril has actively maintained an eye for those gameplay elements that are important to new players is remarkable.

As a guild leader I genuinely desire to teach new players about the game.  Not just “how do I gear them up so they can go to Seth” … because runs have rarely been my primary source of entertainment in the game … but rather how can I be a comprehensively good player.  My idea of that means having as good a time checking out a level 10 area as an avatar one, not for the mad lootz but for the fun of figuring out the puzzles and seeing the creativity that people have put into the game.  I have sometimes failed but every time I talk with Loril I find this spark reinvigorated.

Does she remain an enigma to many players who are baffled by her focus?  Sure.  Those who simply play the game to experience a small amount of the content and amass text wealth to the exclusion of community and comradarie will have a hard time understanding how someone can spend so much time working with people under level 10.  Understand her or not her efforts continue to benefit new generations of new players, whether chasing sigil making bots out of the halls of knowledge or adding exit descriptions to the connecting forests and areas around Darkhaven.

To conclude today’s sermon from the mount, thank you Loril for your efforts.  I am certain that a great number of people benefit from your assistance and have no idea that you’ve provided it.

The Botpocalypse … aka wasted talent and effort

So why don’t we talk a little about the whole botpocalypse and laws scripting.

It seems to be all the rage to drone on about this ad nausem and maybe it’ll bring me some traffic! 🙂 No, in seriousness I don’t want to talk much about it but what I would like to talk about is some of the issues that I feel motivate players to automate leveling.

For the record, I have written this article multiple times and deleted it avowing not to go on a tirade. I hope what follows is more well reasoned than my previous attempts.

First the idea that some people just hate leveling is entirely fine by me. Some hate pkill, mkill or any given aspect of the game and I am not one to tell anyone that they have to conform to any style of game play. This situation has long been addressed by paying someone else to do it for you. Hating leveling is a motivation for scripted leveling due to the profit it brings the leveler.

The profit found in leveling is accentuated by the fact that a number of the most popular leveling mobs give fairly decent gold return. Without surprising anyone at all I’ll point to Crab Guards, many of the mobs in Mithril Hall and almost all the mobs in Spectrum. I imagine the goal was for low level characters to be able to get some gold and buy some supplies while they adventure. If a leveler makes the effort to maximize their gold/experience gain in their mob selection the profit for leveling sharply increases.

So I’m sure at this point we can agree that the motivation for the leveler is quite clear. It is a service in demand that pays very, very well.

Why do people tend to hate leveling so much? It is simply because it is repetitive and tedious. Almost nothing you do while you level makes a whit of difference to your end product, no gear is worth keeping, no quest adds anything interesting to the avatar to be. More on this later.

Ultimately it is the demand from players though that drives the supply. So let’s touch on a few aspects of that.

Players desire to have multiple characters in order to participate in all the game’s content. It’s no accident that some classes are nearly useless at certain mobs. Nor is this undesirable. Why should every class be able to efficiently destroy every mob? I strongly agree that class balancing needs to be visited to make the classes more generally effective, however, I argue that if we blur the lines too much, we may as well simply have a single super class. I would suggest that not only is this particular motivation normal, but it’s even healthy. Try the game from different points of view.

Some players will desire multiples of the same class in order to be able to go out and gather area pops or kill particular mobiles repeatedly (farming) or to repeat other repetitive tasks such as brewing. Let’s take that sentence apart a bit.

In item farming, whether area pops or from mobiles, there are different motivations. Some items are farmed because the item is always useful, it’s consumable and needs to be harvested en masse. Other items are farmed because the item has a large level range and are particularly valued in lower levels. Things like the apples of life and the low level pops in Coral Depths come to mind though there are a tremendous amount of examples. Other items have variations that people are trying to overcome, whether it is micro-optimizing for the higher average damage Justice or trying to get devout scales from Justice.

Lets address the en masse farming, especially prevalent in area pops. This isn’t a conversation about whether farming is good or bad, I’m only acknowledging what is. There are a few main strategies being used to discourage farming that encourage people to have a mass of character. In the case of the multi-tinker ores they appear at reboot … so the strategy is to blanket the Realms with characters that can farm at 6am in multiple areas simultaneously. Or we can make the time random like the Skulk and encourage the same strategy with a trigger to log into the area each repop and check then log out. Or can we make it appear in random rooms and put some aggro mobs wandering about to make it a pain in the arse? Or we can set a mptag on the character to prevent them from gathering too many of the pops within a particular online connection time like apples of life … can you level a character to an apple farming level faster than the tag rots off? Can you farm apples on your tinkering gnomes and rotate through them to maximize the apples gathered without missing ip8 tinker times?

For mob farming the fact is that after so many kills it gets boring. Once you’ve developed a strategy that works well and are able to repeat it without fail then scripting makes sense … Now, if you’re already at this point and bored with the mob, why would you want to split the gear and increase your kill totals by taking someone else if you can use multiple characters – either directly by being ip+ or indirectly by killing for a while on one, then logging out and loading the next mirror image of that character in to overcome things like equipment damage or ridiculous numbers of heals and so on. I’m not even really pointing to mobs that you’d sell the gear from, this is stuff you’re trying to get for yourself. The rarer the item with the desirable properties is though the more the motivation to perfect this and sell the items. Or you can make the mob ip1 and keep the rare pop rate until people decide that a harder run with a better rate is more worthwhile. Why run Cato when it’s a lesser time investment to get a Veil of Divine Wrath than a Catastrophe for the same number of runners? Especially when it seems that Seth’s Fortress is a far smoother and more perfectible run than Cato’s randomness allows.

Builders have begun to address this issue … I’ll note the Shadowstalker and the barbarian neckwear: SS provides an item that is used to manufacture the neckwear in the alignment you desire, yet no comprehensive effort has been observed to revamp some of the older areas to keep them relevant, often the effort required to get a small improvement is simply not deemed worthwhile by many players… why get the Nevermore neckwear which is modestly better than devout scales when the scales are so much easier to get?

To briefly address the repeatable actions comment, at one point we had armies of clerics brewing heal potions en masse. This was very profitable since flasks were about 4k coins each and heals could be sold at 10k each. To remove the motivation for doing this empty flask prices were brought in line with the store bought heal prices. When all the profit went away, so did the motivation for these armies, but there are other player generated consumables that continue to encourage armies, at least some of which could be sold from shopkeepers and provide, if nothing else, a minor gold sink … of course zomg you can’t sell demonskin potions in Darkhaven rabble rabble hurp durp.

So up to this point I’ve provided some motivation for the armies … which is one of the causes of spam leveling. I think it’s fair to say that army owners don’t care at all about how the characters level, so long as they level. They’re interested in the end result only a character of appropriate level for their farming (note: not all farming needs to be done by avatars!) This is only a part of the demand … and I argue it’s not even the majority of the demand, but I wanted to try to provide a comprehensive overview of this issue.

Why does the AVERAGE player buy into and provide demand for leveling? The simplest explanation is the quest for better character bases. Re-rolling is linked here but I’m going to avoid that conversation for the moment – let’s say that for now, if you invest the time you can get the ——-> stats <——- you want, though perhaps for particularly hard to roll combinations you need to go to extreme measures including but not limited to distributed re-rolling (to avoid ip spoofing) or even directly to ip spoofing for re-rolling to actually pull it off (“perfect” based half orc or half ogre vampires anyone?). Of course that’s the easy part isn’t it? It’s the base after leveling that motivates people to keep trying for yet another character.

My experience is that the average gain per level needs only fluctuate a tiny amount to have a major impact on the avatar bases. Let’s think about a thief’s hit points since this is one of the prime examples. Per level your gain is 12-17 hit points meaning a theoretical range of 608-853 which averages to 731. Now … an average based thief is in the 720-730 range but an exceptional one is in the 750’s. To be fair I have heard of exceptionally few thieves in the 600s or the 800s. It is clear that leveling trends towards the midpoint by design.

If you average 14 hit points per gain you will get a character with a base around 700. If you average 15 it goes up to around 750. So it is also clear that it’s a very sensitive thing that any ham-fisted changes will unbalance things.

Next it is important to say that a 700 hp base thief is entirely playable, but to make those 50 hp up would be a substantial investment in glory or require a trade off in equipment. An example of such a trade off would be changing out 2 Collar of Abyssal Servitude for 2 scales of the alpha and omega. Of course, since people expect to see the 4 luck from CAS’ in the builds, the other thief equipment choices become restricted and the motivation for an 18 luck base is only increased. These options are really fallacies however and they have been espoused for so very long without a real justification that they are, in my opinion, absurdities. In both cases I can level a new character and see an immediate and often substantial gain. Every ounce of effort I put into overcoming a bad base with equipment or glory can be put on a better based character to keep the gap alive.

Let’s pause here and say that some of thing things that influence bases are not random. They are also not reported to you while you’re leveling but many of them are common knowledge. You have to max your con. As far as I know that’s the only officially listed in a help file advice you’ll find. Next is that you want to have good luck … statistic, not fortune … but … some claim that 19 luck seems to go better than 20, some say it doesn’t matter at all. You want to try to avoid having all the leveling spells on at once. Stoneheft’s said as much on channels that maxing your stats by equipment instead of the spells gives you a better chance. Does having sanctuary on penalize you? What other spells might cause a penalty? Is the Blessing of Thoric killing my low level hit point gains since I made efforts to get lots of level 2 con gear? Does killing the same mob too many times in a row bestow a penalty? Does wearing gear that is far below your level penalize you outside of making killing things harder? Does being ip+ globally hurt you? Are my guild bots killing my level gains? Having too many characters in the same room on the same ip hurts experience gain, but does it kill my hit point gains too? The only answer you get when you try to investigate these questions are “you do not have a sufficient sample size to be able to understand it”. So be it, we overcome randomness with high sampling. That’s science folks, no more magic hand wavy pretend statistics. We may still come to wrong conclusions because of an incomplete understanding but we’ll get much closer than we have before with data. With scripting most of the variables that we can control are held in check and even with laws scripting it is clear that ATTENDED scripting will continue as it always has.

Ok, so we’re almost getting ranty again. Time to change the channels. Whether you think the base on a character is important or not is irrelevant. Enough people do think so who create a demand for mass character creations.

*click* On this channel are a few ideas of how we can help tame the motivation side of the equation. If we want to alter behavior we can probably best achieve this by acknowledging the motivations and seeing if there are acceptable changes and yet still maintain some variability between characters and some “risk” element to leveling. Many games do not consider hit point bases as something that should be variable between characters, level playing field and all, that the player’s actions should earn them the advantages instead of some arbitrary factor. I happen to agree with that sentiment but it is not my decision to make on Realms and I will only mention it here in the event that someone who does make such decisions may consider it. It’s interesting to note that even if everyone’s bases were exactly the same that it would still be a monumental task to accumulate even the most popular collection of characters … a few mages, a couple clerics, a couple thieves, a few barbs, a warrior or two, a paladin, a nephandi, a fathomer maybe an auggie, a druid, a few rangers and a couple vamps … never mind a complete army that takes having coverage in most races and alignments into account.

Ok so let’s address some of the points I made earlier and while I am looking at this as a “big bad avatar” to borrow Loril’s turn of phrase, I will use my experience as a Newbie Councillor under Julie and Sarah back in the day to try to help flavor my solutions as being neutral or in favor of the one new player trying to make their character.

Reducing the motivation to level for other people can be achieved by making it less profitable. This will hit the golders who use mobs like crab guards but the solution is to level out the gold across pre-avatar mobs so that there is no great motivation to fixate on mobs that give both good experience and good gold. Why in the heck wouldn’t you hit crab guards while leveling except for competition? There are what? 17 of them at 100k gold each per repop? Well, duh. Toss in the eels and you can crack 2m per repop in an area that turns over rapidly. My argument here is not that the guards need to have their gold or experience downed but that it is the disparity between these guys and clearing out (let’s say) the entire area of Sentinel that puts pressure on Coral Depths and causes conflict between characters focused on the same area. I suggest that a comprehensive revamp of areas targeted towards levelers be done, with an analysis of things like xp per hour — the sorts of analysis that is now utterly common in all sorts of games (Diablo comes to mind). Players can start this analysis but only an immortal review by expert builders can give a true picture — and if done by immortals the analysis can be done by an automated script that looks at the area files themselves and applies knowledge about the experience gain formulas.

Ok. So that’s part of the project and it will help with the next point about the repetitiveness and tediousness of leveling. I would be able to go check out new areas without feeling penalized for it and while there will always, always, always be “optimal routes” you will have to invest time and effort to find them and your reward will be faster leveling. Many people will simple not expend that effort and will investigate areas more freely. The question “where is the best spot to level” will be asked, but will be less relevant. Right now there is a disparity between the right areas and the wrong areas that could result in a 100 hour difference between a new an experienced player creating a single character … and the new player probably won’t be happy with their character in the long time when they get told their base stinks (more on this later, since that’s an age old complaint!). So that’s a part of the tedious equation but the fact is that not everyone likes to explore and further that ultimately builders can only produce so many areas before “it’s all been done before”.

The second part of reducing the tedium can also be tied into some of the other comments I’ve made. Some experiments have been made with automated questing on Realms to varying degrees of success. Some of the quest provide a nifty leveling item, often owner tagged, or some amount of experience. Both of these are great rewards and nothing I’m about to suggest should take away from the continued growth of these quests though I suggest that they be a little more tied together so that achieving some of them eliminates others. The current quests are very hardly variable at all. There are a very limited number of permutations that once accounted for encourages automation. To utterly randomly generate such quests removes too much control from the builder and can introduce ridiculous combinations yet to build any substantial amount of quests by hand is a daunting task as well. The solution here is a permutation engine where a builder can provide sets of items to be permuted. Choosing 2 items from a set of 6 where the order is important and repetitions are not allowed produces 30 combinations. So … you can tell a character to go retrieve item 1, ah good you’ve got it, go get item 2 30 different ways with only a variety of 6 items … and if you set up your programs smartly so that the item is NOT a stock Realms item but can only be obtained by a mob that reads your mptags you can also vary the mob that people retrieve it from. If there are 3 potential mobs that these 6 items might come from then suddenly you have 90 potential quests. If you want to overcome enumeration you do it by overwhelming options. Math FTW. What sorts of rewards might make this level of questing worthwhile?? I would utterly ignore such a system that ONLY provided experience or a leveling item. Glory is inappropriate as a reward during leveling, perhaps. Why not have some of these quests trigger when a player has a sub-par hit point/mana/movement gain and allow them to make up some of the missed opportunity? Remedial leveling? Holey moley, better bases through interesting dynamic content instead of repetitive combat of the RNG. Will you have to work for it? Darn right you will! Will you be rewarded? Sure will! So uhm, how to prevent abuse of it? Well, maybe you lose the opportunity to regain the lost hit points (whatever) when you hit your next level? That is, you can’t simply blow through the levels as fast as you can and then go do a bunch of quests to make it up. You have to go level by level BUILDING YOUR CHARACTER … holy craphats Batman! Imagine also applying this to stats so that people could do remedial work on their stats and consider how this might help remove some of the reroll motivations.

I said earlier that nothing you gain while leveling is worth keeping at avatar. I stand by that. You could av and dt and not even feel a pinch because it’s a free recall. Now take what I’ve proposed about questing into account. Not every quest has to be for remediation … what if some of the quests helped you build up an item that was useful to you from level 2 to 50? When you hit avatar you actually had gear that was useful for joining in runs and going to earn more, better gear? What if after 49 levels at least one item was worth keeping even if you joined a great Guild that ran all the time and could GIVE you great gear? What might that item look like? Could it look different for EVERY PLAYER based on the choices they made? Is it a way to fix bases without actually adjusting the person’s base? A permanent object maybe? Certainly at least owner tagged … well… I hope you’re getting the idea here.

I make no comment on having a variety of characters or building an army. I think these are avatar issues that put pressure on the leveling problem but ultimately aren’t the cause. Likewise the farming issue is part of this demand but a thorough review of the areas can address a great deal of this and really, should be addressed separately but people should be aware that no matter what anti farming practice you put into place it can likely be circumvented by overwhelming numbers of characters.

Maybe the quest system idea is way too far out to get an immediate result. Let’s try something simple – remove the minimum gains from characters except as a penalty. It will not raise the maximum achievable bases but will modestly move the lower end towards the average and make some average a bit better. A string of 12’s and 13’s on these thieves is really discouraging and feels like a penalty for getting good gains otherwise … if I see a 17 I almost smell the 12’s coming as the algorithm tries to massage me back towards the average.

I’ve argued why I believe bases are one of the major motivating factors. You can feel free to disagree but the fact is enough people believe it to create a demand that is increasingly being capitalized on by the clever.

I also assert that though there is absolutely no intention on my part to suggest that every possible penalty towards level gains needs to be exposed to the Realms community so that we can optimize our leveling behavior, it is clear that whatever changes are made need to encourage the behaviors that give better results or to allow us to be aware of what is penalty and why is poor gain (simple example … have the mob in the Halls of Training tsk and you and tell you that the aura of magic surrounding you is so heavy that it is no wonder the fates can hardly reward you … or whatever … just to hint that wearing all leveling spells is bad).

Ok guys and gals, I’ve been typing for hours now and I’m sure you’re all sick of reading. I’m not telling anyone what to do. Maybe there are good reasons why a lot of this won’t work. I openly admit I might have my head up my ass on a ton of this stuff, but in a fairly straightforward way I’ve tried to present the problem as I see it and attempted to address both leveling and re-rolling together. I hope that we can have constructive discussions around this topic, I have no energy left for any whining however.

If you just want to piss and moan, go pound salt.  Don Quixote has left the building.

Who says things change slowly on Realms?!?

Since my last blog post a couple of days ago I thought perhaps I had not completed the quest, so I went back to do it over and try to linger about and find out if I had become too impatient and missed out on the completion of the story line.

Today’s kill blow contained a new message:

 

A shadow beast is DEAD!!
You receive 1041 experience points.
You have completed the quest to save Lord Wendle and his family from the Shadow Beast!

 

Thank you to whomever made the change, I can assume that it was Romani since I know she cares a great deal about doing a good job and because she had asked me if I found the cloak! 🙂  (Of course you know that also could go two ways … did I find the cloak I was talking about in my blog post or did I find the cloak that is the item at the end of the area!!  See what happens when you put a puzzle in this head?  Insanity!!)

I only hedge my bets in case it was some other helpful immortal lurking around the blog-o-sphere!

Ever stop to level a character to level 5 and lose 3 days?

For the past few days I’ve been in Wendle Mansion on a couple of lowbies, learning the heck out of the area and driving Romani pretty well nuts with my on going tells as some parts of the area drive me strange with frustration :->  To be fair, she’s tight lipped, I didn’t really expect her to share too, too much as I know she takes her immortal duties very seriously.

I originally visited the area to obtain a cloak of spirits, a lowbie body wear with con on it for rogues and aberrants so that I could get my level 2 thieves to level 5 and slow the autodelete timer.  As I got to looking around the area I found a number of interesting programs and the heart of Lord Wendle that sort of sucked me into the story line of this haunted mansion.

In many ways the area reminds me strongly of the Shining with the blood appearing at night and disappearing through the day, whispering warnings to you and so forth. Romani certainly captured the atmosphere right down to the idea of the ghosts tormenting the house guests to insanity … though that’s more from the book than the movie adaption.

The GOOD

An excellent little levelling area it’s got a good story line that draws you further into the area. It relies on a number of easily found skills like search and dig to get you through the area, though there is a spot you can adept mount if you’re paying attention. (Minor spoiler ahead) I didn’t realize that you could search in a container on the ground, so after all these years I learned something new which finally answered the question of where the skull-bone mask comes from.

A few useful levelling items all in a small spot with a quick repop (as low as 8 minutes from time to time). It’s possible to get most of the puzzles solved without fighting, which is helpful since most of the items in the area stop popping once you hit level 10. This makes farming trickier but not impossible when you’re hunting for the level 2 versions.

If you pay close attention to extra descriptions and hang out in rooms to wait for programs and read everything that’s said, it does prod you along towards your goal.

The BAD

There are a couple of things I’ve come to loathe thanks to this area, or maybe I always did and this area reminded me of how much I hate them.

Oh my god I’ve come to hate waiting 30 minutes for a mud day to cycle. When you’re trying to figure out a puzzle whose triggers are midnight in almost every hot spot you only get to try one thing per half hour. That’s a half hour you’re not leveling because you’re worried that maybe you’re going to become too high a level for the puzzles. You’re standing in the next spot eating mushrooms out of a chest and drinking off your dragonskin waiting for 30 minutes in case there’s a program in the room that fires off. Of course you could start a lowbie army and sit in several spots at once but that does sort of defeat the idea of a real new player experience right? I mean that’s a big bad avatar approach …

I had been thinking of using this technique in my building but I’m right off it now. Either that or there needs to be more going on … I can live with ALL NIGHT something’s happening in the area and at MIDNIGHT something special happens in a part of it, but to have to be in 2 different spots (at least) at once means a lot of sitting idle logging the room.

The only other critique I’ll throw on this is that it’s not at all clear if I’ve finished the area or not. I found and fought a beast that looks like the end dude and received the items that other old Cry of Despair articles point to … but … did I break the curse or not? Should I have idled more in that last room I got to?

And what was up with Sarah in the shed? I spotted her there once, and now I can’t for the life of me seem to get her to appear again, even though I’ve moved to a different character… I’m wondering if she only appears to higher level characters now because my first time through was on a higher lowbie.

So there are a few things left to figure out. Romani did a great job on this area my personal frustrations aside 🙂 I will certainly revisit it and try to figure the rest out, there can’t be a ton left :> If you’ve never been, it’s a great way to learn how to explore.  Until next time!

From Guild Port to Dragon Raid, only 3 1/2 months behind on my posts! :)

So when last we talked I got about as far as the guilds being ported onto the game port (aka 4k). At the time they had appeared there many immortals had gone over them with a fine tooth comb and they had been approved by the CoE. We were all asked to go back through the areas and start looking for typos and spacing issues, things that were introduced as part of respacing or editing. I’m certain that some made it into the game on the night the guilds opened, because Destre was busier than heck fixing things, but back to that in a moment.

The hint that things were getting close to completion was the appearance of the first of the “guild member” quests. I imagine the idea was to stimulate people who were not logging in on their guild characters to do so and it was at least topically successful. For posterity’s sake the quest was to gather vials of dragon’s blood from the white dragons of the Realms of Despair. The difficulty of the dragon decided the number of vials that would pop. When you returned the vials to Sonoria she would award you 1 glory to a maximum of 15.

This was the first time I’d seen a repeatable, automated glory quest so I had to inquire of some higher ups as to whether it was ok to repeat the quest on other guilded characters as normally you would only go at these things ip1. Some people seriously farmed the dragons to add the 15 glory to each guilded character they had. I’m sure there was more than one headache over this … the more obvious the more problems … Dragon’s Pass and Dragon’s Tower were zoos but Icingdeath and Phenn were less so.

During the second “guild member” quest everyone was instructed to find dragon ore which could be smelted and eventually forged into weapons. The particualr weapon you received would award 1 (dagger), 2 (sword) or 3 (halberd) glory. Through a small bug you could earn up to 17 glory (instead of the maximum 15) by getting to 14 and turning in a halberd. The in theme story line was that we were preparing for a dragon attack, which a few us knew would be the guild port (many suspected).

On the evening of September 19, 2013 the attack hit around 10:30-11pm. Having waited all day I was just wrapping up a Shades of Light run led by Jaxxon of Arete when the echos started appearing. I was heading to bed when this run wrapped up and was quite ambivalent about participating … after all, who the hell knows how long it would take. Still, wanting to see what it was all about, I jumped over to Lareawan and by the time I got myself organized GoV had already fallen. I ran around Darkhaven killing white dragons along with many others and it was well after midnight when we all wrapped up.

A few points about this quest… though officially kill stealing was not allowed, because you could draw the white dragons just by throwing a punch (yes, you can start a fight with another mob while you’re tanking one) if you didn’t kill steal you didn’t get many kills. For most of the quest I didn’t kill steal but when I saw people tanking 6 of the damn things, you’re darn right I started kill stealing… and since the biggest kill stealer got the biggest award a few days later when Kinux started handing out glory and noting people in the news, I can’t say I’m sorry I did it … should have started much sooner. 😛 (Ok, that’s a little childish but when you pat people on the back for kill stealing you do ruffle the feathers of the people who tried to follow the rules … it’s fair to say though that it was chaotic and I am certain Kinux and the other immortals had their attention going in a dozen or more different directions).

The weapons that everyone made during the second quest were never distrubted to the guards in contradiction of the second quest storyline and no in story explanation was ever given for their non-appearance. Of course it’s probably just an oversight, but what the heck, I can pick nits if I notice them :-> I hope to make reference to this in an IGQC quest. The other thing to note is that Kilgharrath was not killable and thus was not killed. I hope to make some reference to him in future IGQC quests as well.

While the quest was running, unknown to many, Ceirana was going crazy behind the scenes clearing out the old guilds of people and unlinking the exits. I think she was loading up people and transing them to Harakiem and force quitting them, but you can well imagine just how many people log out in a guild, so it’s equally possible she just put a program in each room of the old guilds to do it as you logged in.

As the old guilds fell the new leaders were installed. Myself as Guildmaster, Hubris (former Guildmaster of Guild of Warriors) as First and Mooq (former Guildmaster of Guild of Thieves) as Second. Due to the brands not working correctly we had to sort of make things up on the fly and at one point some people were even using induct triggers to handle the flood of requests (at least 1 level 2 got inducted!! since fixed!!) I didn’t get to bed until well after 2:30am, which makes for a very early morning since I was back up at 6am with my little boy.

This seems as good a place as any to put a pin in things, lots of things run through my head as I’m recounting but we’re well on the way to getting my point of view on the mergers out … I look forward to getting current so that I can post Merry Christmas and Happy New Year and not feel like I’ve jumped ahead :->

From working on the database to working on the guilds …

I am still working away at some trigger problems, so I’ll return to that topic soon enough, but now for something completely different …

When I returned to Realms one of the first things I did was ask Gonnil to port an area that Julie had almost completed before she died.  I want to see it completed and in game to honour her but I also don’t want it to be too pansy and need to be tweaked and updated to accommodate the new reality of the Realms (for example barbarians weren’t in the game when the area was designed).  Part of that education has been to learn what tactics and techniques are currently used and work them into my design.  That’s still an ongoing issue.

In the mean time as I discussed building things with people I was steered to approach Melindora and Zistrosk about contributing to the guild overhaul.  As I understand it the guild revisions had been proposed quite a while beforehand and should have been completed by March 2013 according to the original timetable.  As it was early May and they were not done we can safely assume timetables be damned but there was an urgency to getting this project completed.

So a bit of backstory.  It’s not widely known but it’s not secret either.  I was passed a log of the meeting at which the changes were announced to the leadership of the guilds and I must say I was not surprised by resistance to the idea of the merger but I was disappointed with the way that rather than contribute to the new ideas some of the guild leaders elected to abandon the project and even their guilds.

After this announcement many guild run programs became idle as no one wanted to accumulate points towards gear and not have those points recognized in the new guild.  This led to wholesale inactivity in guilds as far as I can tell.  I think that if people had continued to be active in their programs and had gone forward with an agreement to honour the old point systems then perhaps the merger would have gone on with a more active userbase but … it didn’t happen.  With some notable exceptions people abandoned the old guilds and moved on.

When I joined the project my original idea was to work on Guild of Origin but I was happy to contribute to the Guild of Spirit build.  At that point Guild of Nature was well developed and a lot of what you see today was already there.  Zistrosk was in full shine and polish mode, though through working together and using each other as sounding boards some things evolved.

Melindora had already established the layout of the Guild of Spirit and I started a process of adding extra descriptions and programs into the guild, polishing each room description as I went along using Melindora’s original descriptions as a guideline.  We have differences of style but what eventually came out of it and is in the game now I’m quite pleased with.

I think that at first there was an outpouring of effort but that as personality conflicts arose people dropped off the project.  By the time I was working on Zist’s port it was not uncommon that only he and I were on.  In time Bern stepped in to help get GoO completed and Malkatov dropped in to start designing the guild port quests.  The whole while there was a ton of support and consultation with Ceirana and Destre (hand holding too sometimes).  Gonnil was a big help with unkinking some programs.

As I worked on the guild project I really got the chance to brush the dust off my creative side and take it out for some exercise.  I originally was uncertain about revising an area but it really did leave a lot of room for creative expression.

When we were finally finished with the builds they went back to the Build Council and finally the CoE for approval, some things got nerfed but some the important things stayed.  Zistrosk and I were asked to find suitable locations to put the guilds within Darkhaven and had some idea of the timetable as we moved into September.  When the guild only quests started we felt sure that the time was near for the ports 🙂

I think my involvement with this project is the reason I was asked to step from Guild of Thieves First into the Guildmaster of the Guild of Origin role.  Leadership is a verb and if you’re not actively out there leading, then you’re not doing the job.

I will find some more time to reflect on this time period soon but this gives you an idea of what the behind the scenes process was.  A thank you to everyone who did contribute positively in any way including constructive criticism before the port and since.  Some of the things I put in GoS were boneheaded (Joy should have had sneak and should have had a lower % on her progs!! Sorry guys and gals!!) but I learned. 🙂