What Nevrax Should Prioritize to Help This Game Succeed
Posted: Thu Oct 07, 2004 4:43 pm
I'm sure I'll catch some flames for this, and some folks will disagree, but I'm willing to bet that *most* folks will agree with this post and probably add a couple things I didn't think of.
Nevrax, you have a tough challenge making this game succeed. You blew it with a poor open beta that made most of the "early adopters" and "opinion leaders" go back and tell their guildmates and gaming friends and the blogosphere in general to just not bother with this game. Especially considering that Blizzard understands how important the beta reception of a MMOG really is. Hell, even the closed beta of WoW is an amazing, polished gameplay experience compared to pretty much any previous MMOG's open beta or even release gameplay experience. Word of mouth about WoW will guarantee major success for WoW. And they're not even in *open* beta yet.
But the fact that you blew your first impression with gamers with your botched open beta is water under the bridge. You have Wow coming out within the next one to three months. EQ2 (not as good as WoW, but still solid with a huge fanbase) in the next 2-5 months.
With these two marketing behemoths just over the horizon, how are you going to ATTRACT a fanbase now and KEEP enough of the folks who try out your game because they're bored of the current fare and looking for something to do while they wait for WoW and EQ2 to come out? MMOG gamers are becoming more experienced, more discerning, and more jaded. We've all played the games that showed good promise yet failed miserably. Take Horizons, as a recent example. There are others, too.
SoR has great promise. Excellent graphics; just top notch. Great setup for a storyline. Unique SF/Fantasy genre. Combat mechanics and graphics are good to excellent. You have a unique twist on crafting. Large, interesting world.
But you are blowing it big time with your early adopters:
A. It is TOO hard to get around among the 4 different lands. The poor Trykers, especially. People like to explore, see different things. Very few people want to wait until the "end game" to be able to see something different than the same old scenery. Sure, the Matis, Fyros, and Zorai can SNEAK into each others' lands, but that is time-consuming and involves lots of exp debt. It's stupid to make it so difficult for low and mid-level characters to explore and see different scenery and fight different mobs. You should either clear out the herd density around the connection points between the lands, or else provide teleport-based travel from cities in one land to cities in another land.
B. It should be a MAJOR priority for you to give the Trykers harvesting parity with the other races. Fix the Q50 max mat problem ASAP. Like by next week.
C. Crafting is good. Crafting is fine. But Harvesting is too slow, time-consuming, and tedious. You need to speed up the process of locating and prospecting specific mats needed for specific crafting needs. It should be easier and faster to find a specific mat type and grade. You should be able to prospect more mats from a node before the node is depleted. Why? Go listen to the region chat in the mainlands. You see a bunch of "Looking to buy Qxx Pike" or "Looking to buy Qxx armor" etc. You see the same person asking over and over for 30 minutes or more. Yes there are some crafters providing these items. But not nearly as many sellers as there are people who want this stuff. When you ask on region chat why this is so, you invariably get the response that finding and digging stuff up is boring. It takes a ton of mats to produce most items, especially medium and heavy armor. Make harvesting faster and easier. Fix the Locate stanza so that it puts a marker on the compass for the located node. Fix the Locate stanza so that if your action includes a brick for a specified grade such as "chosen", the action will locate ONLY chosen, not fine or basic too. Then tweak the extraction process so that a given node yeilds about 4x as many mats before the node is depleted. Make those two simple tweaks and you'll see a LOT more crafting willing to provide goods to the players who don't like to craft.
D. Provide Armor and Raw Materials above Q50 on the NPC vendors. Forget weapons, everyone knows that your weapon stats are of prime importance and they'll do what it takes to get excellent crafted weapons for the appropriate damage output. But armor costs are fairly expensive given your too-fast item decay rate. Give players short on money the option to buy armor of an appropriate quality level from NPCs. Yes it's inferior to crafted but at least you can get your hands on something halfway decent relative your constitution stats and your fighting/magic level. And it's cheaper so the fact that you're wearing it out often doesn't require you to go farm lower level mobs for three hours for the cash to buy another set of crafted armor. You know how frustrating it is for a lower level character to watch a higher level character mowing through all the "good" mobs in that lower level area? As for providing raw materials above Q50, the idea here is to allow your crafters to level up their skills faster by not having to harvest all the mats they need to skill up.
E. For Jenna's sake, please fix ranged combat ASAP. Artillery is needed for dealing with huge herds. Nobody can afford to train up ranged combat because the ammo costs are insane. Drop ammo costs to practically nothing. Make good ammo avail on NPC vendors. Don't require players to craft ammo--it's enough that they have to craft the ranged weaps themselves.
F. You need to significantly increase the incentives for teaming up at lower levels. People hit the mainland and nobody wants to team with them. It's incredibly slow to level up defensive magic, for example, unless you're a member of a good-hearted guild. You should make the exp bonuses and the mat drops from mobs be much, much better than if you try to solo hunt. At all levels. Nobody is learning how to team fight effectively. Nobody is training up support skills that are needed at higher levels.
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These things should be your top priorities for the early patches. You have a VERY short time window in which to keep your early adopters and get them to tell their friends and guildmates that "hey, SoR is a pretty cool and fun game." If you haven't done at least this much by the time WoW hits retail, this game will be in big trouble.
Nevrax, you have a tough challenge making this game succeed. You blew it with a poor open beta that made most of the "early adopters" and "opinion leaders" go back and tell their guildmates and gaming friends and the blogosphere in general to just not bother with this game. Especially considering that Blizzard understands how important the beta reception of a MMOG really is. Hell, even the closed beta of WoW is an amazing, polished gameplay experience compared to pretty much any previous MMOG's open beta or even release gameplay experience. Word of mouth about WoW will guarantee major success for WoW. And they're not even in *open* beta yet.
But the fact that you blew your first impression with gamers with your botched open beta is water under the bridge. You have Wow coming out within the next one to three months. EQ2 (not as good as WoW, but still solid with a huge fanbase) in the next 2-5 months.
With these two marketing behemoths just over the horizon, how are you going to ATTRACT a fanbase now and KEEP enough of the folks who try out your game because they're bored of the current fare and looking for something to do while they wait for WoW and EQ2 to come out? MMOG gamers are becoming more experienced, more discerning, and more jaded. We've all played the games that showed good promise yet failed miserably. Take Horizons, as a recent example. There are others, too.
SoR has great promise. Excellent graphics; just top notch. Great setup for a storyline. Unique SF/Fantasy genre. Combat mechanics and graphics are good to excellent. You have a unique twist on crafting. Large, interesting world.
But you are blowing it big time with your early adopters:
A. It is TOO hard to get around among the 4 different lands. The poor Trykers, especially. People like to explore, see different things. Very few people want to wait until the "end game" to be able to see something different than the same old scenery. Sure, the Matis, Fyros, and Zorai can SNEAK into each others' lands, but that is time-consuming and involves lots of exp debt. It's stupid to make it so difficult for low and mid-level characters to explore and see different scenery and fight different mobs. You should either clear out the herd density around the connection points between the lands, or else provide teleport-based travel from cities in one land to cities in another land.
B. It should be a MAJOR priority for you to give the Trykers harvesting parity with the other races. Fix the Q50 max mat problem ASAP. Like by next week.
C. Crafting is good. Crafting is fine. But Harvesting is too slow, time-consuming, and tedious. You need to speed up the process of locating and prospecting specific mats needed for specific crafting needs. It should be easier and faster to find a specific mat type and grade. You should be able to prospect more mats from a node before the node is depleted. Why? Go listen to the region chat in the mainlands. You see a bunch of "Looking to buy Qxx Pike" or "Looking to buy Qxx armor" etc. You see the same person asking over and over for 30 minutes or more. Yes there are some crafters providing these items. But not nearly as many sellers as there are people who want this stuff. When you ask on region chat why this is so, you invariably get the response that finding and digging stuff up is boring. It takes a ton of mats to produce most items, especially medium and heavy armor. Make harvesting faster and easier. Fix the Locate stanza so that it puts a marker on the compass for the located node. Fix the Locate stanza so that if your action includes a brick for a specified grade such as "chosen", the action will locate ONLY chosen, not fine or basic too. Then tweak the extraction process so that a given node yeilds about 4x as many mats before the node is depleted. Make those two simple tweaks and you'll see a LOT more crafting willing to provide goods to the players who don't like to craft.
D. Provide Armor and Raw Materials above Q50 on the NPC vendors. Forget weapons, everyone knows that your weapon stats are of prime importance and they'll do what it takes to get excellent crafted weapons for the appropriate damage output. But armor costs are fairly expensive given your too-fast item decay rate. Give players short on money the option to buy armor of an appropriate quality level from NPCs. Yes it's inferior to crafted but at least you can get your hands on something halfway decent relative your constitution stats and your fighting/magic level. And it's cheaper so the fact that you're wearing it out often doesn't require you to go farm lower level mobs for three hours for the cash to buy another set of crafted armor. You know how frustrating it is for a lower level character to watch a higher level character mowing through all the "good" mobs in that lower level area? As for providing raw materials above Q50, the idea here is to allow your crafters to level up their skills faster by not having to harvest all the mats they need to skill up.
E. For Jenna's sake, please fix ranged combat ASAP. Artillery is needed for dealing with huge herds. Nobody can afford to train up ranged combat because the ammo costs are insane. Drop ammo costs to practically nothing. Make good ammo avail on NPC vendors. Don't require players to craft ammo--it's enough that they have to craft the ranged weaps themselves.
F. You need to significantly increase the incentives for teaming up at lower levels. People hit the mainland and nobody wants to team with them. It's incredibly slow to level up defensive magic, for example, unless you're a member of a good-hearted guild. You should make the exp bonuses and the mat drops from mobs be much, much better than if you try to solo hunt. At all levels. Nobody is learning how to team fight effectively. Nobody is training up support skills that are needed at higher levels.
----------
These things should be your top priorities for the early patches. You have a VERY short time window in which to keep your early adopters and get them to tell their friends and guildmates that "hey, SoR is a pretty cool and fun game." If you haven't done at least this much by the time WoW hits retail, this game will be in big trouble.