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Bring Back the Lith Days.
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MC Photographer

Joined: Aug 15, 2005
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Fact is, there are a lot of good ideas here, many of which are being brought forward by some of the most dedicated players, and fans, MxO is likely to ever see.  Ideas that aren't just "do things the old way" or "do things the way 'Lith did them" but ideas that involve thought, care and compromise on both the dev side and player side of the equation.

Hopefully these suggestions and ideas don't fall on deaf ears.




Fansite Operator

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Thinking about the new scheme of things....I should have posted this back when this was first announced, I know.  But maybe it feels more appropos now.

Many of the people on this thread have been mourning the loss of live events.  Many say without them, their continued participation in the game and community means nothing.  Given this, one can only wonder, what led our beloved, customer-loving devs to change them?  Maybe they were smoking crack.  Maybe they were seeking a way to free themselves from the duty of pleasing a fractious audience.  But maybe there was something else.

 

Rarebit reviewed records of what people actually do in the game.  They have stats on stuff like this; even during the Lith era, when Walrus could say about what percentage of the player population used what percentage of their inventory (this helped persuade them to double the inventory to what it is now).  Maybe they have databases of everything everyone does.  Maybe they have sentinels watching.  I have no idea.  But I do know that they can look and see what people actually do.  And of all the people playing MXO, not a huge percentage of them participate in live events.  In my clan, few people do, though many do other things.  We have school.  We have kids.  We have parents to take care of.  We have jobs.  And getting in at a convenient Pacific time frame seldom works for us.  So the logistics of player attendance in live events means in our case (and many others, judging from the noteworthy but quite un-overwhelming number of people I have seen for the few I have attended) mean that relatively few people attend them. 

 

On the other have, stuff like Pandora’s Boxes, the Valkyrie mishes, and the Danielle Wright mishes are superior for more people in many respects:

  1. They are vastly more accessible.
  2. They yield items which are generally useful, and be done at one’s own convenience in many cases.    And they can be done at a time when one can field a team.
  3. Related to this is the fact that they more consistently yield good loot, and with zero opportunity for disputes, as they have been about some live events prizes.
  4. They can be done as often as desired.
  5. They can be used for leveling pals.
  6. Some, like PB4s, even are kind of social events, to which one goes to join friends.  Most are predictable enough to allow them to become loci for socializing and chatting.  Thus the players are always at the center.  With live events, we are always playing catch-up or trying to read Gray’s or the Merovingian’s mind. 

This cannot be said at all for live events.  And when the devs looked through the records to see what most people are actually doing in the game they probably saw a vastly greater number of people doing the mishes than doing the live events. 

 

This being the case, it only makes sense for the devs to commit resources to what most people actually do more often.  And if you look at how much time now many people spend on the mishes and arcs, compared with how much time a much smaller portion of the population spends with live events, it’s not hard to see which is a more rewarding use of dev time for the active player community as a whole. 

 

We all think, and too often say, “Do what I want or I quit [MXO/school/sports/activities/girl scouts/etc.]”.  I get this from my kids on a regular basis!  But I don’t let it influence me, and I don’t think the devs should let it influence them.  I think it’s fair to say that for business reasons they do they best they can for as many as they can.

 

And by the way, if I can’t get a better drop rate on Lotus Blouses, I am so out of here!!

 


odj


Vindicator

Joined: Oct 5, 2006
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sugaree wrote:

On the other have, stuff like Pandora’s Boxes, the Valkyrie mishes, and the Danielle Wright mishes are superior for more people in many respects:

  1. They are vastly more accessible.
  2. They yield items which are generally useful, and be done at one’s own convenience in many cases.    And they can be done at a time when one can field a team.
  3. Related to this is the fact that they more consistently yield good loot, and with zero opportunity for disputes, as they have been about some live events prizes.
  4. They can be done as often as desired.
  5. They can be used for leveling pals.
  6. Some, like PB4s, even are kind of social events, to which one goes to join friends.  Most are predictable enough to allow them to become loci for socializing and chatting.  Thus the players are always at the center.  With live events, we are always playing catch-up or trying to read Gray’s or the Merovingian’s mind.

 

And by the way, if I can’t get a better drop rate on Lotus Blouses, I am so out of here!!

1. Only to lvl 30 and above.

2.

^^^most useful item in-game^^^

3. Last hit wins, its just as random as whoever runs to the dead body and loots it first.

4. As people have stated, re-doing the same mission over and over is not fun.

5. Yea like a lvl 10 is going to be useful when it comes to Sati's boxes. Get them back to the mission grind.

6. Since when have PB's or any other sort of grind been about social interaction? I'm sure anyone who has got the patchers headgear didnt do it to go talk to people.

Your analogy towards MxO's storyline following population being child-like does not help your position.




Femme Fatale

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Arguments and noteworthy points aside, I can no longer ask myself "What happened today?" when I log in. 




Systemic Anomaly

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odj brings up some good points.

If one thinks that "the devs" have a magic "what are players doing" calculator then they've obviously never spoken to a CSR re: item losses, only to be explained that many many many things are not logged at all.

Also, about the items that are coming out in these quests and boxes and stuff. I really can't understand why this Pacify Duration 1% or Powerless Duration 1% or 8pts resistance gas masks just aren't appealing to players as an incentive to get into the storyline. Who doesn't want an extra .1 seconds of debuffs? The course thus far has been that the few items with buffs worth farming grant: Accuracy(s), Resistance(s), and possibly the new addition of IS regen. If it continues down that path, patches will be farming for new items with slightly more accuracy, slightly more resistance, or slightly more regen. Worthwhile buffs would be risky ones, and with Rarebit's self admitted dislike for the Quicksilver gloves and Seraphim Shoes, I doubt we'll ever deviate in a direction that results in meaningful items that are themselves worthy of obtaining.

I think it's funny that the supposed goal here is to "get more people into the storyline," yet it's having the opposite effect. It's like some manga I used to read, which I haven't touched in a year almost. I know that if I ever have free time, it'll be there, and I can just get back to it and read the static chapters and that's that. That's what this game is now. We get a new page every 6 weeks, and then nothing, and then a new page every six weeks. Some may choose to keep up in progression with the releases, but there is no incentive to. Back in the day, if you didn't know what was going on in the storyline, you looked like an idiot at Live Events "what is BIP?!?" and would often miss out on oppurtunities for interaction or would do poorly relative to one's peers in an event. There was an adverse effect. Psychologically speaking loss aversion came into play, people were motivated to stay in touch with the storyline. Now, nothing. The only "motivating" factor is items that may or may not be worthwhile farming. Otherwise one can easily watch the cinematic and get a quick overview on the forums, or not even do that and come back months later and be in the same position and not feel like they've lost or gained anything.


I think the distinction here is that a lot of people who say they play for the storyline really mean that they play to interact with the storyline. In the previous system that was possible, now, not. Being spoonfed a story-glimpse every 2 months is unappealing.


Message edited by Bayamos on 12/10/2008 18:21:22.



Development

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Bayamos wrote:

Back in the day, if you didn't know what was going on in the storyline, you looked like an idiot at Live Events "what is BIP?!?" and would often miss out on oppurtunities for interaction or would do poorly relative to one's peers in an event. There was an adverse effect. Psychologically speaking loss aversion came into play, people were motivated to stay in touch with the storyline.

From what I could see as far as who showed up for events went, this actually had an increasingly negative effect overall; I think it turned people off from the whole thing more than it encouraged anyone outside of a very small group. It also released the phenomenon whereby Live Event attendance appeared to become a sort of radioactive curse that turned people into big jerks after too much exposure--and yes I include myself in that.

 




Systemic Anomaly

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I'd love to see the org meetings "blossom" into some sort of mission across the city.. like one epic event or battle that affects the story, and not just keep it to the actual meeting point.  These would happen once a month but with the help of LESIG could be really really showy-offy!

Just a few cents..




Fansite Operator

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Rarebit wrote:

Bayamos wrote:

Back in the day, if you didn't know what was going on in the storyline, you looked like an idiot at Live Events "what is BIP?!?" and would often miss out on oppurtunities for interaction or would do poorly relative to one's peers in an event. There was an adverse effect. Psychologically speaking loss aversion came into play, people were motivated to stay in touch with the storyline.

From what I could see as far as who showed up for events went, this actually had an increasingly negative effect overall; I think it turned people off from the whole thing more than it encouraged anyone outside of a very small group. It also released the phenomenon whereby Live Event attendance appeared to become a sort of radioactive curse that turned people into big jerks after too much exposure--and yes I include myself in that.

 

I never saw it in you, but sure saw it in some others.  And the farming groups and PB4s and sati outings were so convivial in comparison! 




Systemic Anomaly

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Rarebit wrote:

Bayamos wrote:

Back in the day, if you didn't know what was going on in the storyline, you looked like an idiot at Live Events "what is BIP?!?" and would often miss out on oppurtunities for interaction or would do poorly relative to one's peers in an event. There was an adverse effect. Psychologically speaking loss aversion came into play, people were motivated to stay in touch with the storyline.

From what I could see as far as who showed up for events went, this actually had an increasingly negative effect overall; I think it turned people off from the whole thing more than it encouraged anyone outside of a very small group. It also released the phenomenon whereby Live Event attendance appeared to become a sort of radioactive curse that turned people into big jerks after too much exposure--and yes I include myself in that.

 

Well I know you love nothing more than to interact with new players that you haven't seen at Live Events before.  I understand this...it feels great when I actually run into an actual new player, I instictively try to help them out and put my best foot forward, trying to leave a good impression for our game, not to mention our org/faction/server.  I don't know though, how a new player is supposed to last until they are able to access critical content (now that its exclusionary to only upper level players) without getting bored and leaving after a month.

As far as the LE's I dunno, some people are cool and some aren't.  Some people "get it" and some people still don't after almost 4 years.   Its like a small community or classroom or workplace, where personalities are already established....You do the best with what you have and learn who you work/interact best with.  And who you don't.  The wrong thing to do IMO is let a few bad apples or a few unpleasant experiences spoil the whole batch.  I dunno I had a few great LE experiences and just tried to enjoy myself and behave knowing that they were sporadic, never trying to crash and dominate every one.  Or acting like an idiot.   

I think daily LE's are obviously and clearly unsustainable, but (effectively) zero LE's are equally unsustainable for different reasons. 

The bottom line is MxO doesn't really work as a static, non-dynamic game; the main reason I've been here all this time is for that dynamic sense.  I'm totally open to other ways to channel that dynamic, engaging feel of MxO, but if we just become another generic static grindem game then I don't see how MxO can sustain itself for much longer.




Vindicator

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Villemar_MxO wrote:

The bottom line is MxO doesn't really work as a static, non-dynamic game; the main reason I've been here all this time is for that dynamic sense.  I'm totally open to other ways to channel that dynamic, engaging feel of MxO, but if we just become another generic static grindem game then I don't see how MxO can sustain itself for much longer.


This.




Encrypted Mind

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I just don't really know what to suggest to make things better. Daily LEs were too much, announcing a LE apparently scares the heck out of you because heaven forbid someone come up and say something less-than-quality to a LE character and you might have to put them on ignore even though you don't hesitate to put others on ignore PLUS omg the lag. Outside that, there's not a whole lot to be done that can be used to interact with the storyline for a large scale of players with the exception of LESIG, but that's not you and can't be considered 100% part of the storyline.

 

It seems to me and I know a few others that you're catering to the people who whine and complain. For the most part, the dozen or so people that showed up to events and showed constant support to you and LESIG are out of things to do in this game now. Those people who would constantly cause problems and still do, have you ever tried, despite it being out of your job description, talking to those people and figuring out why they're acting like that at a Live event or are riding your case constantly? Just calm down if you're not, talk to them, take whatever you can to help out of their angry PM. What's the worst that'll happen? It's nice to see you care, as you've shown by posting in this thread and in other threads.

 

This is the next "CR 2.0" that loses people just because it's a change. I'm certaintly not going to tell you what you're doing is right or wrong, because I'm just one person and represent only a portion of the game's population's beliefs. To be bluntly honest, this seems like the path of least resistance for you. You're an art guy, you do art very well in my opinon. The Cinematic you made was well beyond my expectations and I liked it. But you're cutting out the parts that were stressing you out and are to me avoiding confrontation with the problems you don't want to face, while trying to do and concentrate on the things that you seemingly like to do and do very well. You just seem scared to do anything that might step on a toe or ten, worried that you'll horribly mess something up. But you know your work and yourself better than I do, so I could very well be wrong.

 

I'm not trying to attack you personally, I just want to help you reflect on what you're doing. Maybe it'll help, I know a swift kick in the butt helped me.


Message edited by eval on 12/10/2008 20:51:32.


Ascendent Logic

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I like the events where two orgs clashed.

Say one org was told to do one thing, and the other was told to try and stop them doing that, that way it's all about the players, which will make the end result. That's just my input.


 
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