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	<title>Comments for Pre-Combat Upgrade</title>
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	<link>http://precu.wordpress.com</link>
	<description>Ramblings from an Indie MMO Game Designer and Pre-CU SWG fanboy.</description>
	<lastBuildDate>Wed, 28 Nov 2007 16:13:37 +0000</lastBuildDate>
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		<title>Comment on Death Penalty?  What about Kill Penalty? by chrisgwilliams</title>
		<link>http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-13</link>
		<dc:creator>chrisgwilliams</dc:creator>
		<pubDate>Wed, 28 Nov 2007 16:13:37 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-13</guid>
		<description>City of Heroes used a combination of things.  You were teleported back to the hospital, where you were rezzed. So no insta-respawning.

There was no need to return to the body, but you did incur XP debt. You could still earn new xp, but a portion of it went to your debt also. This, as a player, sucked big time. As a designer, I get it.

Now, the thing is, COH had a brutal grind for solo-play. It was entirely possible to get VERY deep in XP debt, to the point that your hero felt almost unplayable (from a futility standpoint.)  There probably should have been a cap on how deep into debt you could go.</description>
		<content:encoded><![CDATA[<p>City of Heroes used a combination of things.  You were teleported back to the hospital, where you were rezzed. So no insta-respawning.</p>
<p>There was no need to return to the body, but you did incur XP debt. You could still earn new xp, but a portion of it went to your debt also. This, as a player, sucked big time. As a designer, I get it.</p>
<p>Now, the thing is, COH had a brutal grind for solo-play. It was entirely possible to get VERY deep in XP debt, to the point that your hero felt almost unplayable (from a futility standpoint.)  There probably should have been a cap on how deep into debt you could go.</p>
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		<title>Comment on lfg..  lfg!.. LFG!!! by lm0xl</title>
		<link>http://precu.wordpress.com/2007/06/25/lfg-lfg-lfg/#comment-12</link>
		<dc:creator>lm0xl</dc:creator>
		<pubDate>Thu, 08 Nov 2007 18:41:14 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/06/25/lfg-lfg-lfg/#comment-12</guid>
		<description>This is indeed a game design flaw,  I am currently an EX wow player due to this and several other issues.

you are dependent on the punctuality and longevity of all players in your party, or raid.

If you have your healer and a tank, the three others come fairly quickly. because it doesn&#039;t matter really which classes are invited.

If you are a tank or a healer you are the only one waiting, and doing /who&#039;s for your counterpart, as when these two classes are found people come running.  (this extra work contributes to the rareness of these classes)

People will not like to sit around and wait for the &quot;critical classes&quot; that bear most of the stress in WOW.

If you are a DPS class (most everyone is)  you are most likely looking for a dependable tank and a dependable healer, the two rarest classes in the game.  This is because these positions are too stressful for most people who have jobs, or other IRL things to deal with.

Healers and tanks are the most stressful positions in wow, and are rarely &quot;fun&quot; as people will expect you to do exactly what your supposed to, on time, and, have the right gear equipped. If you don&#039;t the flak doesn&#039;t stop coming.

I ran two different guilds for a total time of 1 year, both guilds were completing the first end game instance raids.  I can attest that no matter what, this problem is always there, due to that pesky thing people call IRL.

the only thing we could do to avoid flakey players, is by recruiting massive amounts of players based on the time they are active, and even then there are times when nobody has logged in.

If the stress were evened out.  If you weren&#039;t so dependent on the two classes nobody likes to play, it&#039;d work alot better.

It&#039;s poor game design
the guilds can&#039;t be run better, unless you quit your day job.  A guild with a regular raiding schedule, and forums is pretty much the best you can do, aside from being online 24 hours a day.</description>
		<content:encoded><![CDATA[<p>This is indeed a game design flaw,  I am currently an EX wow player due to this and several other issues.</p>
<p>you are dependent on the punctuality and longevity of all players in your party, or raid.</p>
<p>If you have your healer and a tank, the three others come fairly quickly. because it doesn&#8217;t matter really which classes are invited.</p>
<p>If you are a tank or a healer you are the only one waiting, and doing /who&#8217;s for your counterpart, as when these two classes are found people come running.  (this extra work contributes to the rareness of these classes)</p>
<p>People will not like to sit around and wait for the &#8220;critical classes&#8221; that bear most of the stress in WOW.</p>
<p>If you are a DPS class (most everyone is)  you are most likely looking for a dependable tank and a dependable healer, the two rarest classes in the game.  This is because these positions are too stressful for most people who have jobs, or other IRL things to deal with.</p>
<p>Healers and tanks are the most stressful positions in wow, and are rarely &#8220;fun&#8221; as people will expect you to do exactly what your supposed to, on time, and, have the right gear equipped. If you don&#8217;t the flak doesn&#8217;t stop coming.</p>
<p>I ran two different guilds for a total time of 1 year, both guilds were completing the first end game instance raids.  I can attest that no matter what, this problem is always there, due to that pesky thing people call IRL.</p>
<p>the only thing we could do to avoid flakey players, is by recruiting massive amounts of players based on the time they are active, and even then there are times when nobody has logged in.</p>
<p>If the stress were evened out.  If you weren&#8217;t so dependent on the two classes nobody likes to play, it&#8217;d work alot better.</p>
<p>It&#8217;s poor game design<br />
the guilds can&#8217;t be run better, unless you quit your day job.  A guild with a regular raiding schedule, and forums is pretty much the best you can do, aside from being online 24 hours a day.</p>
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		<title>Comment on Death Penalty?  What about Kill Penalty? by Jonathon Stevens</title>
		<link>http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-11</link>
		<dc:creator>Jonathon Stevens</dc:creator>
		<pubDate>Thu, 12 Jul 2007 20:47:55 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-11</guid>
		<description>That doesn&#039;t even seem like a killing penalty to me.  As it sits on most games, if I engage in a fight (wanted or not) with another faction, I&#039;m &quot;flagged&quot; to be able to be attacked by others of that same faction.  Sure, this goes away eventually, but that&#039;s basically the same thing as just &#039;marking&#039; someone as attackable.  I think we need an honor system much like WoW has but with penalties.  Reward players for killing or participating in killing other players around the same level (or &quot;skill level&quot; for skill based games) as you, and penalize them for killing the rest.  If you are able to kill someone without hardly any damage to yourself and within a very short period of time, take honor away.  Make people NOT want to kill &quot;lowbies&quot;, but still leave it to their choice.

I think you should have an &#039;assassin/bounty hunter&#039; type profession no matter what which would always be to hunt down players to kill, but you could up the importance of killing a player (or add them if not otherwise on the list) if they do a lot of pkilling of lowbies.</description>
		<content:encoded><![CDATA[<p>That doesn&#8217;t even seem like a killing penalty to me.  As it sits on most games, if I engage in a fight (wanted or not) with another faction, I&#8217;m &#8220;flagged&#8221; to be able to be attacked by others of that same faction.  Sure, this goes away eventually, but that&#8217;s basically the same thing as just &#8216;marking&#8217; someone as attackable.  I think we need an honor system much like WoW has but with penalties.  Reward players for killing or participating in killing other players around the same level (or &#8220;skill level&#8221; for skill based games) as you, and penalize them for killing the rest.  If you are able to kill someone without hardly any damage to yourself and within a very short period of time, take honor away.  Make people NOT want to kill &#8220;lowbies&#8221;, but still leave it to their choice.</p>
<p>I think you should have an &#8216;assassin/bounty hunter&#8217; type profession no matter what which would always be to hunt down players to kill, but you could up the importance of killing a player (or add them if not otherwise on the list) if they do a lot of pkilling of lowbies.</p>
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		<title>Comment on Death Penalty?  What about Kill Penalty? by kanthalos</title>
		<link>http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-10</link>
		<dc:creator>kanthalos</dc:creator>
		<pubDate>Thu, 12 Jul 2007 17:14:56 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-10</guid>
		<description>Lineage 2 used a system very similar to UO&#039;s it sounds like where you could attack anyone, but you turned red and there was no penalty for others killing you in return.  My brother played and not be, but I&#039;m guessing there were instances and certain places where this was different, but this really helped to keep players in check, as random killings could lead to all out wars between clans.  This works well for some people, but its not my cup of tea.  I like that your whole group can get behind you, but I&#039;d want more of a boundary between peace and allout war due to one random killing.  Sorry for the tangent, but yeah, Lineage 2 has a &quot;killing penalty.&quot;</description>
		<content:encoded><![CDATA[<p>Lineage 2 used a system very similar to UO&#8217;s it sounds like where you could attack anyone, but you turned red and there was no penalty for others killing you in return.  My brother played and not be, but I&#8217;m guessing there were instances and certain places where this was different, but this really helped to keep players in check, as random killings could lead to all out wars between clans.  This works well for some people, but its not my cup of tea.  I like that your whole group can get behind you, but I&#8217;d want more of a boundary between peace and allout war due to one random killing.  Sorry for the tangent, but yeah, Lineage 2 has a &#8220;killing penalty.&#8221;</p>
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		<title>Comment on Death Penalty?  What about Kill Penalty? by damianov</title>
		<link>http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-9</link>
		<dc:creator>damianov</dc:creator>
		<pubDate>Tue, 10 Jul 2007 09:43:15 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-9</guid>
		<description>UO&#039;s original system was interesting.  The main problem was the system for determining who should have a &quot;red name&quot;.  If you stood in a doorway, invisible, and thus blocked someone from running away from a monster that was killing them, was that an attack?  &quot;Training&quot; a group of monsters into someone?   What if it was unintentional?  The old moral dilemma of &quot;healing the murderer&quot;?  

Finding ways for the system to define/decide in an automated fashion who &quot;deserved&quot; a red name and who didn&#039;t was the big headache, as I recall.  A big enough problem that none of the big names has really tried to tackle it ever again, let&#039;s put it that way.  I do think it could be both fun and instructive to try it again on a smaller scale, tho.

I&#039;d like to see a bunch of different approaches to the death/killing paradigm, frankly.  It was touched on in Richard Bartle&#039;s roundtable session at IMGDC... it&#039;s one of the biggest assumptions in the genre.  The current paradigm may well be the best for general purposes, but that does not mean other approaches may not be viable as well.  It&#039;d be nice to see some alternatives, IMO.</description>
		<content:encoded><![CDATA[<p>UO&#8217;s original system was interesting.  The main problem was the system for determining who should have a &#8220;red name&#8221;.  If you stood in a doorway, invisible, and thus blocked someone from running away from a monster that was killing them, was that an attack?  &#8220;Training&#8221; a group of monsters into someone?   What if it was unintentional?  The old moral dilemma of &#8220;healing the murderer&#8221;?  </p>
<p>Finding ways for the system to define/decide in an automated fashion who &#8220;deserved&#8221; a red name and who didn&#8217;t was the big headache, as I recall.  A big enough problem that none of the big names has really tried to tackle it ever again, let&#8217;s put it that way.  I do think it could be both fun and instructive to try it again on a smaller scale, tho.</p>
<p>I&#8217;d like to see a bunch of different approaches to the death/killing paradigm, frankly.  It was touched on in Richard Bartle&#8217;s roundtable session at IMGDC&#8230; it&#8217;s one of the biggest assumptions in the genre.  The current paradigm may well be the best for general purposes, but that does not mean other approaches may not be viable as well.  It&#8217;d be nice to see some alternatives, IMO.</p>
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		<title>Comment on Death Penalty?  What about Kill Penalty? by Cameron Sorden</title>
		<link>http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-8</link>
		<dc:creator>Cameron Sorden</dc:creator>
		<pubDate>Tue, 10 Jul 2007 01:28:53 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/07/09/death-penalty-what-about-kill-penalty/#comment-8</guid>
		<description>Well, there was UO&#039;s system of the scary red name for a while. Kill someone without cause a few times and you become a PK&#039;er. That means other players can hunt you with no penalty for killing you over and over again. IIRC, if you killed enough PKs you got a blue name for your efforts. Maybe not. It&#039;s been a while.

Anyway, it all still boiled down to gang warfare at its finest. A modified system like this might be interesting to see, though. Especially in a modern game.</description>
		<content:encoded><![CDATA[<p>Well, there was UO&#8217;s system of the scary red name for a while. Kill someone without cause a few times and you become a PK&#8217;er. That means other players can hunt you with no penalty for killing you over and over again. IIRC, if you killed enough PKs you got a blue name for your efforts. Maybe not. It&#8217;s been a while.</p>
<p>Anyway, it all still boiled down to gang warfare at its finest. A modified system like this might be interesting to see, though. Especially in a modern game.</p>
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		<title>Comment on WTF is an image designer? by cdsorden</title>
		<link>http://precu.wordpress.com/2007/06/14/wtf-is-an-image-designer/#comment-7</link>
		<dc:creator>cdsorden</dc:creator>
		<pubDate>Sat, 16 Jun 2007 17:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/06/14/wtf-is-an-image-designer/#comment-7</guid>
		<description>Yeah. I always love the games where the players have enormous control over in-game elements. The problem is that asshats tend to ruin immersion when they can control large portions of the game.</description>
		<content:encoded><![CDATA[<p>Yeah. I always love the games where the players have enormous control over in-game elements. The problem is that asshats tend to ruin immersion when they can control large portions of the game.</p>
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		<title>Comment on WTF is an image designer? by homelessdragon</title>
		<link>http://precu.wordpress.com/2007/06/14/wtf-is-an-image-designer/#comment-6</link>
		<dc:creator>homelessdragon</dc:creator>
		<pubDate>Fri, 15 Jun 2007 01:44:08 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/06/14/wtf-is-an-image-designer/#comment-6</guid>
		<description>*posts links to your post on all the feminist websites he can find* :P</description>
		<content:encoded><![CDATA[<p>*posts links to your post on all the feminist websites he can find* <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>Comment on exit stage right by Jonathon Stevens</title>
		<link>http://precu.wordpress.com/2007/06/13/exit-stage-right/#comment-5</link>
		<dc:creator>Jonathon Stevens</dc:creator>
		<pubDate>Thu, 14 Jun 2007 14:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/06/13/exit-stage-right/#comment-5</guid>
		<description>It just simply amazes me that even 49k people still pay $15/month to play this game.  I mean get serious.  I know HARD CORE SW nerds who dressed up at each of episodes 1 - 3&#039;s movie premiers who don&#039;t even play SWG anymore.

SOE and LA need to wake the **** up and create SWG 2.  Like I&#039;ve said over at Raph&#039;s blog, this horse will keep being beaten until we see an SWG2 or a good alternative.</description>
		<content:encoded><![CDATA[<p>It just simply amazes me that even 49k people still pay $15/month to play this game.  I mean get serious.  I know HARD CORE SW nerds who dressed up at each of episodes 1 &#8211; 3&#8217;s movie premiers who don&#8217;t even play SWG anymore.</p>
<p>SOE and LA need to wake the **** up and create SWG 2.  Like I&#8217;ve said over at Raph&#8217;s blog, this horse will keep being beaten until we see an SWG2 or a good alternative.</p>
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		<title>Comment on exit stage right by homelessdragon</title>
		<link>http://precu.wordpress.com/2007/06/13/exit-stage-right/#comment-4</link>
		<dc:creator>homelessdragon</dc:creator>
		<pubDate>Thu, 14 Jun 2007 12:16:10 +0000</pubDate>
		<guid isPermaLink="false">http://precu.wordpress.com/2007/06/13/exit-stage-right/#comment-4</guid>
		<description>When I checked out the SWG trial, back when they first offered it, I couldn&#039;t complete the tutorial even.  I&#039;d get to a point where I was supposed to interact with an object, but the object was never there, even if I relogged.</description>
		<content:encoded><![CDATA[<p>When I checked out the SWG trial, back when they first offered it, I couldn&#8217;t complete the tutorial even.  I&#8217;d get to a point where I was supposed to interact with an object, but the object was never there, even if I relogged.</p>
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