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Posted on September 10th, 2009 (870 days ago) by Inktomi
Filed under: MMORPG Related, Opinion | No Comments »

It was the financial skullduggery that first caught my interest in EVE Online. Pulp Fictionesque tales of corporate espionage and embezzlement that the blogosphere has talked and wrote about ad nauseum for years. These tales are now legends but the game still rages on. And it’s got me by the collar of my white shirt and red power tie for the past two months now.

I love the stock market. Anyone who knows me personally knows that I did my time in the pits of Wall Street and I can tell you really what market pvp is. It’s not dropping your order by .01 isk to beat me out, it’s the bodybuilder trader that hears that Oil is dropping below 100 dollar a barrel, shoves you and 4 people out of the way to place an order. That’s what I call real PVP and it leaves a bruise.

I just felt like commenting on some of the stuff I have been into lately, I have been rather quiet so I would just like to share some of my EVE experience with you. So two months in I have a fully fitted Caldari fleet: 2 Caldari Badger II’s that I lovingly named AHT Humper 1 and 2, my Drake, 2 cruisers, a handful of Frigates and my biggest problem is do I settle for the Raven or go big for the Rokh. Since close to the beginning I ended up getting lucky and getting recruited by a decent corp that the CEO and second in command have both been around on and off since beta.

It’s a running joke, “when we played in beta all we did was mine, in the snow, uphill, both ways. We didn’t have mining lasers; we kicked the ‘roids til they coughed it up!” Needless to say, I have a ton of laughs as well as a wealth of EVE knowledge at my fingertips. We run L4’s nightly, have regular Wormhole raids and even some pvp…occasionally. I would like more pvp and less mining ops but we are based in lowsec so the latter usually brings the former while I babysit the miners. Just kidding!

Back to the market.

It’s a shame that a certain blogger from mmorpg.com took his post down called “Introduction to EVE trading”. It was an 8 pager that luckily I got a chance to read, the blogs gone but the impression that he left got me to try out EVE. I can also give you a few pointers if you’re interested, this is just some real life tips that maybe can help you make some virtual loot.

Location, location, location.

I have an alt in Jita, the major trading hub, an alt in Rens and I mainly stay around Hek. So I have my view of 3 markets to choose from and sometimes I can capitalize on something called arbitrage. It is when the order to buy, is higher than the order to sell between 2 markets. Use it, abuse it, and exploit it. Some people lack the next subject and will hike their buy order just to “own” whatever they are trying to outbid you. Often I find an outlandish buy order that I just hop, skip and jump to another system for A LOT cheaper and sell to you at a profit. Thanks.

PS: the mexallon market is really out of sorts some of the time. I will often find a 5 isk difference either way between systems. It’s like none of the miners talk; they just want to get rid of it. That’s alright with me.

Patience.

An investor’s number one asset or Achilles’ heel. If you need something that bad, ok buy it. But if you can wait, put a low bid order out in an active system for 10+ jumps. Lowsec or not, someone will dump it to you. I always see order to buy for .01 isk, it is sort of a sneaky trick but it looks to be effective, personally I don’t do it so be careful and always look before you press the button.

Also, if you have a sell order out for a few days, for a few thousand plus pieces of ore, don’t drop the price like a rock (pun) to sell it because Joe shmoe put an order to sell 100. You have two choices: either do what we call, get him out of the way; buy his product at cheaper and add it to your order. Don’t make this a habit unless you have enough VOLUME in the product. And more importantly; WAIT. Sometime’s when my queue is full I am tempted to pull something and crush it to minerals, only to have it sell overnight.

Whew, glad I kept those Caldari Navy Terror Assault Missiles up when I did.

Volume.

Be careful of large price items. Wall Street Rule Numero Uno: Something is worth only as much as someone will pay for it. If it is not going to sell at 10 million, DROP YOUR PRICE. Sometimes I would sell stock cheaper or take a small loss just to put the money somewhere else, know when to cut your losses. And know when a particular market is not going to move.

Need it to move, sell it at the low offer (to sell) and don’t go nuts if someone puts an order to sell 1 in front of you. If it is a larger order than yours then adjust accordingly, sometimes I log on just to make some adjustments sometimes.

PS: Caldari Navy Terror Assault Missiles move, but extremely slowwww. It is a 3 million investment to make 10, but darn it doesn’t move faster than the good old Scourge Missiles.

Don’t waste anything.

Are you kidding me? Don’t waste a hair of the animal. Even civilian boosters and small hull reps are worth something. If it really isn’t worth a lot, then crush it and create something with it. I always have a Salvager on everywhere I go and hey, you get popped outside of a gate doing some foolish pvp because he was a pirate, I am going to salvage your stuff and keep it moving. That’s the lawwww of the west.

Take risks, but don’t bet the farm.

Sometimes you have to grab ‘em like you own a pair. But it doesn’t have to mean you drop your wallet in something because “you have a hunch”. Test the market on a small level, if it works then buy more. Wall Street Rule Numero Dos: Don’t put all thy eggs in one basket. I don’t care what Warren Buffet says, don’t do it.

Lately since the last patch I thought the rig market was going to boom since they changed all the rigs to coordinate certain sizes with certain size ships. It was a change that was very necessary and I SWORE that Medium Core Defense Field Purgers and Extenders where going to be the rage. Well, it is if you fly passive shield buffer tanks like Drakes and Ferox’s, but not everyone uses them. At the end of it all I have all my cruisers fit with rigs and made my money back. If you aren’t making rigs for yourself it is more profitable to sell some of the salvage outright.

Do the math.

I might sound like a nerd here but I have a pen, notebook and a calculator that looks like it should be in a starship next to me whenever I play. I found that some trades aren’t worth it for pennies on the isk because of the broker’s fees and tax. Geez, the IRS even gets you in space these days. Hey, at least I don’t have to pay an accountant here on April 15th.

And secondly, work the percentages. Do you know what most investors would be happy making in one year as a return?

10-15%.

Surprising, isn’t it? I was shocked when they told me I didn’t have to swing for the rafters every time I got up to bat. “Just a series of base hits, and then, when the bases are loaded and you get a meatball down the plate, swing for the stars”, a random comment from a real life millionaire. If you’re going to make only 10% on something, do it. You might lose a few isk along the way down the road and this will make up for it. It’s like a balancing act, more like a tightrope to me. I guess falling would be getting caught in a gate camp with a hauler full of loot. Yes, I hated when that happened but I got back up, dusted myself off and moved forward. But I’ll be damned if I even trade through Hagilur the Horrible again!

Skills.

Train ‘em if you can. But if you are smart and train some of the basics you might not need all the bells and whistles. I think at this point it is my real-life skills that are triumphant over EVE skills. Honestly, my skill queue I have for EVEmon only has 11 days left on it for what I call my set of “B” level trader skills. Eventually I would like to get all the training skills up to V and really be a Tycoon.

But I can’t train it all, and I have been “counseled” by the corp high muck-e-mucks to step it up to a battleship. So by Monday September 14th I will have to make a choice, is it bullets or birds? Rokh or Raven? I have been told Raven is the way to go, but the Rokh just looks so powerful and this is going to be (oh please let it be) a onetime investment for me. But there is some realism that it won’t be, anything can happen in space. I’ll just keep trucking along in my humper.

NEVER RIP ANYONE OFF.

Last but not least have some code of ethics. Stealing and making shady contracts: Don’t do it. Karma is a M———–r. I never ripped anyone off during 12 years at The Wall, I am not going start now. OK,OK,OK. Sometimes I would take unnecessary chances with someone else’s money, but it wasn’t without them knowing full well the risks. But, if I have to stoop to stealing virtual currency from someone else to have a good time, then I have a warped sense of fun. And that’s why I play EVE online, no matter what line of work or play you decide to do it should be fun.

As for the future of EVE and I, we will continue on together through the release of Dominion all the way to Dust 514. I have lastly found a home, now if I can only find a way balance life, writing and gaming I have got it made.

As for that tightrope, a whole other story.

Thank you for listening.

Play safe,

Frank


Posted on September 8th, 2009 (871 days ago) by cmagoun
Filed under: MMORPG Related, Opinion | 10 Comments »

champions_logo1My new game of choice is Champions Online. I played in the open beta and the head start weekend and I am making a special trip to get my retail copy today to make sure I don’t miss a beat. It is a fun game and I am glad to be playing it. However, for as much fun as I am having in CO,  it almost joined that long list of games that have graced my hard drive and been quickly deleted. Nothing is worse than muddling through a long download, install and patch process, only to boot up a game for 10 minutes and realize that within the hour, this thing is hitting the Recycle Bin.

There are any number of reasons why a game is an instant candidate for deletion… of course the main one is that my gaming attention span is that of a hyperactive ferret… but let’s ignore that fact please. Actually, it isn’t that bad. I am usually quite forgiving of my MMOs. I can sift through a crappy UI. I am forgiving of bad graphics. I can even manage games that are horribly repetitive because frankly, all MMOs are horribly repetitive. I do want a game to offer me some hook — something new to the formula. Most games get insta-deleted because, after a night or so of play, I realize that it has nothing new to offer me. If I want to play the exact WoW formula, I have Runes of Magic, or WoW for that matter.

Champions Online DOES have a hook — a couple of them actually. It has great character customization, both in the look and the mechanics of your guy. It also has an action-oriented combat system that, while I am not entirely sure if it succeeds, is at least novel enough to keep my interest for now. I like it… so what was its Big Sin? What almost made me hit the Uninstall button 30 minutes into the game?

Instances

guildwars-logo-256-whitebgThe first time I saw the “Choose Your Instance” screen when I zoned, I was done. It was Guild Wars all over again.  Guild Wars is a decent game,  with some good ideas and a pricing model that is hard to beat, but it is a “hub and instance” game. In these games, you are either in a hub where you interact with other players between adventures and form groups, or you are in an instance with your team, isolated from the rest of the universe. D&D Online is another example of a hub and instance game — you can chat in town, or run a dungeon.

I don’t like hub and instance games; they feel small to me. I like exploring and interacting with people. I like “hunting on the way” to missions and quest areas. I like teams that meet up and join together for the evening, not just as a convenience to complete a single mission. I find that when I am playing heavily instanced games I even miss things that are considered annoying. I miss being kill-stolen, and waiting in line to kill a specific guy to complete a quest. It sounds strange, but these little hassles remind me that I am playing with people. Overcoming these annoyances builds community.

So, I hate instancing and Champions Online is instanced, but I like Champions Online… In fact, I think CO could use MORE instancing. What the heck?

What Do Instances Do Well

1. Instances keep the servers happy — An instance is a copy of part of the world that is segmented, allowing only a (relatively) small number of players to interact. Many server architectures handle different instances on separate servers, keeping the number of connections to each server down. If a structure like this is used for the zones of the world, this can be a great boon to performance. Champions Online caps many of its zones to 100 players, spawning new instances when needed. I certainly don’t know for sure, but I am guessing this has to do with technical limitations of their architecture.

2. Instances allow quest designers more flexibility — DDO has some of the best dungeons I have ever seen. DDO dungeons have puzzles to solve and scripted events. They feel closer to a single-player game, or even to a tabletop rpg, than most other games. Instances allow this. Because the quest desginers know that no one else is in your copy of the dungeon, they can create a puzzle or scripted NPC behavior knowing that someone else is not going to come along and mess you up. Guild Wars had a progressing story where areas actually changed over time, based on where you were in the quest chain. You could not change an area in an open world game.

splinterskull_sized

3. Instances can scale — Instances allow the game designers to scale the difficulty of the missions they contain. If a solo player enters an instance, he can face 1 or 2 enemies. If 10 players enter, 20 enemies can spawn, or tougher enemies can appear. CoX has perfected this concept, allowing missions to scale based on team size and level composition — you can even set your difficulty level to make the missions harder or easier based on your preference. You just can’t do this in an open world.

4. Instances allow players to avoid griefing/inconvenience — Who here hasn’t been trained? I don’t mean trained as in “I am trained in 25 forms of martial arts and can chop boards to bits with my pinky finger” or “I trained my dog to hop on its hind legs while balancing a phone book on its nose.”  I mean, “We were sitting in the Crypt of Weeping Solace, waiting for Gigathrox the Mighty to spawn and these jerks trained 62 Flaming Orcs on us, killing us instantly.”  Kill stealing, camping, training… all problems in MMOs go away when you can hide with your friends in your own little pocket dimension.

Less malicious, but still annoying is the fact that open world quests often create spawns that are needed by many people at once. If your mission is to “Kill the Chief Orc” and there is one of him, and he spawns every hour, it is very likely that there are a half-dozen people waiting once you get there. In an instance, you have your very own orc to kill.

5. Instances help gather teams together — Champions Online copies a lot of the WoW/EQ quest structure. There are hubs where you gather all the quests and then you venture into the open world to various quest areas, complete a bunch of quests, then return to the hub to turn in. CoX has an instanced mission structure. You get a mission, head for the instance door, enter, complete the mission and then turn in. Sounds the same… but the first time I teamed in Champions Online, I realized it wasn’t the same.

See, the problem with copying the WoW quest structure is that people don’t team in WoW to quest. It’s too inconvenient. Invariably, people don’t have the same quests. If you share quests, then you find that people haven’t completed one of the prerequisites to get your quest. Other quests you have are unsharable… for some unknown reason. Once you get everyone together, and share all the quests you can share, the team sets out and then people scatter. Someone sees a quest pickup… for a quest they have that they couldn’t share… over there by those goblins. Once you are fighting the quest mobs, they are way too easy for a group to kill, so people tend to drift… and then see something shiny near that tower and … “oh I just died, I’ll be back”. Hopefully, as you kill monsters, the quest drops count for everyone, or else you have to kill even more creatures, which takes you longer than if you’d just gone it alone.

Champions Online has these problems, but then adds the fact that the guy who knows where to go can fly, so he goes vertical and you are left to putz through the zone with your superspeed or acrobatics… aggroing pretty much the entire contents of the zone to your destination. Of course, while you were doing this, the flying guy accidentally aggroed the big-bad you were there to fight and had to kill him while you were still too far away for the kill to count for you, meaning you have to wait for a respawn and kill him again, to which the flyer gives you a happy, “Good Luck” and takes off, having completed HIS quest.

Really, I am not bitter…

CoX’s instanced missions keep everyone focused. Someone gets a mission and then you all head for the mission door. There is no ambiguity as to where to go, or can you run off to kill Bob the Unclean who is just over that hill. You go to the door. Once everyone is in, you start. It is more linear and thus, easier to get everyone on the same page.

6. Instances can promote teamwork — In WoW, instances provide the hardest content. In CoX, instances scale to the number of people in your team. Difficulty tends to bring about teamwork. If you cannot face the evil boss alone, you have to bring friends and if the enemies are hard enough that even when you bring friends, you had better work together, all the better. In the open world, generally quests are easier because they cannot scale up, so if you team, you are bringing too much firepower. This generally means no one has a good reason to work together and thus teams never gel because their members are busy soloing on a team. I have seen many evenings in both WoW and CoX where a team would have a hard time the first few pulls, but then as they understood how everyone was going to work together, they improved. By the end of the night, we would be steamrolling the opposition.

Why Instances Still Stink

1. Instances make your game feel small — Hub and instance games feel small and often lack that feeling of exploration you get from open world games. If I am just going from hub to hub and dungeon to dungeon, I just don’t feel as though I am seeing that much. Even the most linear of open world games gives you the option to go places you aren’t supposed to go. You just never get that in DDO, or Guild Wars, and so even though they might have a similar amount of content as other MMOs, they still feel smaller.

2. Instances make your game feel empty — In Guild Wars, travelling (even town to town) meant heading into an instance. The hubs may have been populated, but travelling, you never saw anyone. DDO has “open world” zones, but since they are instanced, you and your friends are the only people there. Ultimately, these games feel busy only when you are in town. CoX has some action outside of their instances, but they long since adjusted rewards and risks such that no one “street sweeps” anymore. Heck, with the Mission Architect, no one even ventures outside anymore to even hop between mission instances. I am picturing a world where all the superheroes are pale and cannot bear the light of the sun.

3. Instances scale — Of course, I just said this was a good thing, and it is, but there are also pitfalls here as well. One possibility is that everything is either too easy, or too hard. Who judges what is the correct level of difficulty for an MMO? What should a solo character be able to fight? How can you possibly scale a mission for a team of all dps, or all tanks? What if the players are worse than average, or significantly better? Before CoX allowed players to choose the difficulty of their missions, it was pretty painful with some builds being able to fly through instances while others would get stuck, unable to clear missions without assistance.

4. Instances don’t foster community — Strangely enough, some inconvenience and crappy behavior is good for a game. When there is an issue, good people tend to rally together to deal with it. This can be as simple as getting a team invite from a stranger when you are both waiting for a coveted spawn, or as involved as starting a guild to hunt down notorious player-killers. Heavily instanced games don’t have strong communities because there is no need for them. DDO and Guild wars take this to a pretty extreme level in that not only can you spend the majority of your time alone in your private adventure instances, but the truly anti-social can bring along NPC henchmen and never team with another human being again!!

What does all of this mean? Well, for one thing, it means I still don’t like hub and instance games and for that reason, both Guild Wars and DDO have been off my play list for a while. Still, I look at a game like Champions Online and its troubles with open world questing and think that it could use more instanced quests. Champions Online has made me reconsider instancing as a tool. Like any tool, it has advantages and drawbacks. Used well, it can be a boon to a game. Used poorly, it makes your game feel like a single-player game, except with a rotten story and repetitive combat…

But those are problems for another article.


Posted on September 5th, 2009 (874 days ago) by Mike
Filed under: MMORPG News, Other | 11 Comments »

hacker2

Two of the largest auction sites for MMORPGs virtual goods, MMOBay.net and Playerauctions.com, have been down for most of today.  While I cannot say with certainty that PlayerAuctions is under attack, I can say that MMOBay.net is.

They have been under a botnet attack since 5 am this morning (est).  Even though I’m not positive, it would be a pretty big coincidence if PlayerAuctions was down for another reason, so it’s likely they to are also under a botnet attack.

Who is attacking these sites and for what purpose has yet to be determined.


Posted on September 4th, 2009 (875 days ago) by Mike
Filed under: MMORPG News | 4 Comments »

lotro_mirkwood_logo

Today Turbine announced Siege of Mirkwood,  the second expansion for Lord of the Rings Online.  Looks like Turbine is following  the footsteps of Warhammer with there new “Skirmishes” feature, which sound like it’ll be PvP battlegrounds that you can join from a queue.

Siege of Mirkwood will expand the online world of Middle-earth where players will join forces to press further eastward into the dark, foreboding and treacherous forest of Mirkwood and take part in the epic conclusion to Volume II of The Lord of the Rings Online

NEW FEATURES:

  • The Epic Conclusion to Volume II: Mines of Moria™ – Under the command of Celeborn and Galadriel, players will fight through vast armies of Orcs alongside the Elves of Lórien in a battle that will take them to Dol Guldur, the fortress of the Ringwraiths.  This update includes Book 9 and the Epilogue to the sweeping epic tale begun with the award-winning Mines of Moria expansion.

  • Increased Level Cap — Players will be able advance their characters up to level 65, gaining access to new traits, virtues, skills and class quests.

  • Answer the Call of War! – Jump into the heat of battle with the new Skirmishes feature.  Skirmishes offer endless action in repeatable, randomized instances where players can create and lead customizable soldiers into battle, training them to greater skill as they earn victories against the forces of shadow.  Answer the call of war wherever violence erupts with the new “World Join” function that lets players and their fellowships band together to fight in various locations throughout Middle-earth.

  • Take up Arms! – Infiltrate the dark jails, deadly arenas and savage stables of Dol Guldur, the fortress of the Ringwraiths, and strike a blow against Sauron’s forces in new 3 and 6-player instances.  Call upon your fellows to adventure into the most deadly 12-player raid yet and face the ultimate challenge – the Nazgûl Lord!

  • Major Gameplay Enhancements – Turbine continues to improve the award-winning experience of LOTRO with major improvements to the combat and Legendary Items systems.  Players will experience improved responsiveness when in the heat of battle.  Players will also be able to create and craft their own customized Second and Third Age Legendary Items from raw materials and grow their weapons’ power to level 60.  Achieve new Legacies, new titles, and a fourth Runic slot that will make Legendary Items even more unique and powerful.


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Logo Allods Online

Score:
9.31
Rank Game Title Score
2 Runes of Magic
8.94
3 Guild Wars 2
7.94
4 Age of Conan
7.81
5 DC Universe Online
7.75
6 Lord of the Rings Online
7.75
7 Global Agenda
7.75
8 Star Trek Online
7.69
9 City of Heroes
7.63
10 Champions Online
7.56
Logo Eve Online

Score:
8.81
Rank Game Title Score
2 RIFT
8
3 World of Warcraft
7.81
4 Star Wars: The Old Republic
7.81
5 Warhammer Online
7.69
6 Aion
7.63
7 The Secret World
7.5
8 TERA
7.5
9 Final Fantasy XIV
7.38
10 Mortal Online
7.38
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