Archive for the ‘PvE’ Category

Baby Seal Clubbing

Friday, February 19th, 2010

As I’ve mentioned in a previous post, I’m no fan of player-versus-player (PvP) combat in MMOs. According to the Bartle Test, I fall squarely into the “Explorer” category. I’m more interested in surveying the virtual world around me than in being pwned by a 12 year old.

Although some MMOs are PvP-centric, most keep it cordoned off from the PVE sections of the game, and provide players with the choice to opt in or out at their discretion. Often, if PvP combat is the central theme of an MMO, the game designers still provide a protected “beginner” area where players can learn the game’s mechanics before being thrown to the level 50 Wolves of Ganking.

Player versus player combat has always been a part of Pirates of the Burning Sea, and for this game’s genre, it makes sense. Epic sea battles are its mainstay. But what doesn’t make sense, is the developer’s decision to allow high level players to attack low level players in the beginner areas.

PotBS has a map conquest system that I profess to not completely understand. It involves seizing your enemy’s ports by attacking their ships as they sail in or out. Players often exploit this by camping outside the ports of the beginner areas, because they know that low level players will be attempting to move between the ports to complete PVE missions. It makes sense strategically, but it creates a miserable experience for new players. I recently got stuck in a British port at level 10, unable to complete any more quests because high level pirates would attack anyone who tried to leave. I asked in chat if there was any solutions to this problem. Someone suggested – without a hint of irony – that I should log out of the game until the pirate players had left the area.

PotBS’s player population has been declining since the game launched 2 years ago. Slow, repetitive combat and a steep learning curve were some of its biggest drawbacks. Currently, Flying Lab Studios is in the process of closing 3 of their servers, leaving only two – a US and a European server – remaining. In light of this waning player base, it strikes me as odd that FLS would allow a game mechanic that is so detrimental to the retention of new players. One veteran player cynically referred to it as “baby seal clubbing”. I call it “going bankrupt”.

Fixing What Isn’t Broken

Monday, January 4th, 2010

You know an MMO is in decline when they get rid of their dwarf-tossing and replace it with painfully pedantic beginner quests. Case in point: Warhammer Online.

WAR has always suffered from putting all of its eggs into one PvP basket. Their “public quests” – cooperative PvE encounters – are a great idea in theory, but they are a complete failure if the player population is too low to support them. (For more information on how Public Quests work, watch this video.) Mythic didn’t take into account the fact that as a game ages, players move out of the lower level maps, creating population imbalances on the server. This means that all of those exciting beginner and mid-level Public Quests are as empty as a Greenskin’s head.

Mythic’s answer to this problem was to redesign the starter area. Initially, each race had their own beginner quests that were tailored to their specific racial histories within the overall storyline. These quests were fun, informative, and even involved some dwarf-tossing. The redesigned beginner area lumps everyone together doing generic we’re-at-war-so-go-kill-stuff quests, and involves tutorials so simplistic that a 10 year-old would be offended.

Sadly, I don’t think Mythic was seeing the bigger picture, and was attempting to fix something that wasn’t really broken. Yes, player population densities do shift, but the game would have maintained its population and attracted new players if they had addressed the lack of content and uninspired quests at the mid-levels. When my first character, an Empire Witch Hunter, got to level 20 the available quests became sparse and the quest rewards were often two and three levels above her. Nothing kills player enthusiasm quicker than receiving rewards that you can’t even use!

The irony of the situation is that although the combined beginner areas may give the illusion of player density, they have done nothing to improve the mid-level PvE areas. I logged into my level 32 Bright Wizard, who was last standing in Eataine – a Tier 4 area appropriate for her level.

The entire map was deserted.