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	<title>Comments on: Daily Blogroll 5/19 &#8212; Black Lung edition</title>
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	<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/</link>
	<description>A blog about EverQuest, EverQuest II and MMORPGs in general</description>
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		<title>By: Lars</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14100</link>
		<dc:creator>Lars</dc:creator>
		<pubDate>Thu, 21 May 2009 23:55:25 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14100</guid>
		<description>@Sente - I was actually thinking of something more like in Final Fantasy XI.  There were several zones that had soft level caps, so if you exceeded its designated level, you were lowered down automatically.  For example, if you did a BCNM 20 fight, you would automatically scale to level 20 and my level 50 paladin could group with level 75 guildmates I normally never see and fill out the group with level 20s, etc., etc.  Itemization in FFXI was such that sometimes some very low level items were really desirable to high levels.  

It was still somewhat of a nuisance in FFXI though because (at that time) it didn&#039;t scale your armor or abilities down meaning you had the hassle of having to keep multiple sets of armor at various level tiers.  I hear that&#039;s not the case anymore, but I stopped playing a long time ago.</description>
		<content:encoded><![CDATA[<p>@Sente &#8211; I was actually thinking of something more like in Final Fantasy XI.  There were several zones that had soft level caps, so if you exceeded its designated level, you were lowered down automatically.  For example, if you did a BCNM 20 fight, you would automatically scale to level 20 and my level 50 paladin could group with level 75 guildmates I normally never see and fill out the group with level 20s, etc., etc.  Itemization in FFXI was such that sometimes some very low level items were really desirable to high levels.  </p>
<p>It was still somewhat of a nuisance in FFXI though because (at that time) it didn&#8217;t scale your armor or abilities down meaning you had the hassle of having to keep multiple sets of armor at various level tiers.  I hear that&#8217;s not the case anymore, but I stopped playing a long time ago.</p>
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		<title>By: Norikue</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14075</link>
		<dc:creator>Norikue</dc:creator>
		<pubDate>Wed, 20 May 2009 17:08:54 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14075</guid>
		<description>The Realm Online is really that old. It was in beta in 1996. It&#039;s the first &quot;MMO&quot; I played. It was owned by Sierra but they sold it to a Canadian company, I believe it was anyway. It wasn&#039;t much of a game though. At the time it was much more of a chat room with cartoon characters. Sure there was monsters to battle etc, and yeah we did all have our own house. 

I did go to the link you had it is the same game I played back then. It looks like they kept updating it after I stopped playing it in 1998. 

It does just amaze me that it&#039;s still played though. It always had a strong community though.</description>
		<content:encoded><![CDATA[<p>The Realm Online is really that old. It was in beta in 1996. It&#8217;s the first &#8220;MMO&#8221; I played. It was owned by Sierra but they sold it to a Canadian company, I believe it was anyway. It wasn&#8217;t much of a game though. At the time it was much more of a chat room with cartoon characters. Sure there was monsters to battle etc, and yeah we did all have our own house. </p>
<p>I did go to the link you had it is the same game I played back then. It looks like they kept updating it after I stopped playing it in 1998. </p>
<p>It does just amaze me that it&#8217;s still played though. It always had a strong community though.</p>
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		<title>By: Hirvox</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14067</link>
		<dc:creator>Hirvox</dc:creator>
		<pubDate>Wed, 20 May 2009 13:31:55 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14067</guid>
		<description>BTW, there&#039;s an in-game channel called eve-bloggers that you might want to check out. Among other things, it has a healthy (and polite) pirate population in case you want to see how things look from the other side of the law. :-)</description>
		<content:encoded><![CDATA[<p>BTW, there&#8217;s an in-game channel called eve-bloggers that you might want to check out. Among other things, it has a healthy (and polite) pirate population in case you want to see how things look from the other side of the law. :-)</p>
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		<title>By: Sente</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14061</link>
		<dc:creator>Sente</dc:creator>
		<pubDate>Wed, 20 May 2009 09:10:50 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14061</guid>
		<description>@Edge: While not exactly Ogre&#039;s LFG tool, you will probably get somewhat close to that in City of Heroes/Villains. The LFG tool itself is still character-based, but a lot of other pieces are global name (i.e. account) based and exact levels are not that important. If the play may have something more suitable he/she may switch, otherwise it will probably be fine anyway in many cases.

The same goes for Lars&#039; comments on EQ2 auto-mentoring; look at what City of Heroes/Villains has done in this area, it may probably be quite close to what he wants. But I think one important piece here would be that the developers would have to let go of the idea that players need to progress through content in a certain order. They could hint at an order, but it would really be up to the responsibility of the players to choose.

When a defined progression path becomes more important than teaming and social aspects is when we get the situations which plague a number of MMOs. 

If Champions Online is becoming a mission grind like LOTRO and perhaps WoW, then I am a bit disappointed. But will wait and see for myself at some point. I&#039;d rather hope for a Guild Wars model for missions, combined with some of the good points from City of Heroes/Villains missions.</description>
		<content:encoded><![CDATA[<p>@Edge: While not exactly Ogre&#8217;s LFG tool, you will probably get somewhat close to that in City of Heroes/Villains. The LFG tool itself is still character-based, but a lot of other pieces are global name (i.e. account) based and exact levels are not that important. If the play may have something more suitable he/she may switch, otherwise it will probably be fine anyway in many cases.</p>
<p>The same goes for Lars&#8217; comments on EQ2 auto-mentoring; look at what City of Heroes/Villains has done in this area, it may probably be quite close to what he wants. But I think one important piece here would be that the developers would have to let go of the idea that players need to progress through content in a certain order. They could hint at an order, but it would really be up to the responsibility of the players to choose.</p>
<p>When a defined progression path becomes more important than teaming and social aspects is when we get the situations which plague a number of MMOs. </p>
<p>If Champions Online is becoming a mission grind like LOTRO and perhaps WoW, then I am a bit disappointed. But will wait and see for myself at some point. I&#8217;d rather hope for a Guild Wars model for missions, combined with some of the good points from City of Heroes/Villains missions.</p>
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		<title>By: DeepSleeper</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14057</link>
		<dc:creator>DeepSleeper</dc:creator>
		<pubDate>Tue, 19 May 2009 23:52:27 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14057</guid>
		<description>That must be it then. I don&#039;t touch the social aspects of MMOs at all, what you describe there is basically anathema to me. Combat in MMOs without a quest is combat for its own sake, or for loot, and doesn&#039;t motivate me at all the way storyline text does. 

(And, for the record, that was 100% honest curiosity.)</description>
		<content:encoded><![CDATA[<p>That must be it then. I don&#8217;t touch the social aspects of MMOs at all, what you describe there is basically anathema to me. Combat in MMOs without a quest is combat for its own sake, or for loot, and doesn&#8217;t motivate me at all the way storyline text does. </p>
<p>(And, for the record, that was 100% honest curiosity.)</p>
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		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14056</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Tue, 19 May 2009 23:35:26 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14056</guid>
		<description>@DeepSleeper I&#039;m not sure if you are being honest or sarcastic here.

My first MMO, Nexus: Kingdom of the Wind, was a social MMO. There was plenty of fighting, and you had to do a lot of it to progress, but mostly what you did was hang out with other people, and then go in big crowds to decimate an area of all life, and then maybe attend a wedding or a tournament.

In EverQuest, while there were quests, the usual play style was to group up with some folks, find a nice comfy dungeon spot, and camp rare drops (and xp, though xp was very slow in EQ). Given EQ&#039;s generally slow pace back then, you chatted a lot with your group and through the zone and generally just had a good time. Other times you&#039;d be in a hunting group that would go to a usually overland zone and just kill whatever you came across -- Rathe Mountains, for instance, was famous for that.

DAoC had many of the same characteristics as EverQuest, but after you finished the newbie levels, groups tended to shift between normal killing and camping rare drops into small group PvP or massive armies meeting on the battlefield. You never quite knew what would be happening in a night of DAoC.

In fact, until I played WoW, I&#039;d never played a game like it. And I LOVED WoW! But then I got bored with the quest grind. EQ2 was great, but then it started going the WoW route and I got bored with ITS farming and quest grind. Since grinding quests is SUCH a non-starter with me these days, I&#039;m not going to bother with any games with that as their main feature.

Been there, done that.</description>
		<content:encoded><![CDATA[<p>@DeepSleeper I&#8217;m not sure if you are being honest or sarcastic here.</p>
<p>My first MMO, Nexus: Kingdom of the Wind, was a social MMO. There was plenty of fighting, and you had to do a lot of it to progress, but mostly what you did was hang out with other people, and then go in big crowds to decimate an area of all life, and then maybe attend a wedding or a tournament.</p>
<p>In EverQuest, while there were quests, the usual play style was to group up with some folks, find a nice comfy dungeon spot, and camp rare drops (and xp, though xp was very slow in EQ). Given EQ&#8217;s generally slow pace back then, you chatted a lot with your group and through the zone and generally just had a good time. Other times you&#8217;d be in a hunting group that would go to a usually overland zone and just kill whatever you came across &#8212; Rathe Mountains, for instance, was famous for that.</p>
<p>DAoC had many of the same characteristics as EverQuest, but after you finished the newbie levels, groups tended to shift between normal killing and camping rare drops into small group PvP or massive armies meeting on the battlefield. You never quite knew what would be happening in a night of DAoC.</p>
<p>In fact, until I played WoW, I&#8217;d never played a game like it. And I LOVED WoW! But then I got bored with the quest grind. EQ2 was great, but then it started going the WoW route and I got bored with ITS farming and quest grind. Since grinding quests is SUCH a non-starter with me these days, I&#8217;m not going to bother with any games with that as their main feature.</p>
<p>Been there, done that.</p>
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		<title>By: DeepSleeper</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14055</link>
		<dc:creator>DeepSleeper</dc:creator>
		<pubDate>Tue, 19 May 2009 23:23:02 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14055</guid>
		<description>The way you describe &quot;mindless quest grinds&quot; -is- MMOs to me. That&#039;s what I play them for, that&#039;s essentially all I do.

What else is there, if not quests and experience gain? Combat for its own sake? Walking around looking at things? Making in-game money for... what? PVP?

The &quot;quest grind&quot; -is- the game to me. I study every bit of NPC text with interest, I enjoy the feel of performing a task for a reward. I&#039;m now wondering what alternate style of play I&#039;m missing.</description>
		<content:encoded><![CDATA[<p>The way you describe &#8220;mindless quest grinds&#8221; -is- MMOs to me. That&#8217;s what I play them for, that&#8217;s essentially all I do.</p>
<p>What else is there, if not quests and experience gain? Combat for its own sake? Walking around looking at things? Making in-game money for&#8230; what? PVP?</p>
<p>The &#8220;quest grind&#8221; -is- the game to me. I study every bit of NPC text with interest, I enjoy the feel of performing a task for a reward. I&#8217;m now wondering what alternate style of play I&#8217;m missing.</p>
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		<title>By: Tipa</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14054</link>
		<dc:creator>Tipa</dc:creator>
		<pubDate>Tue, 19 May 2009 22:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14054</guid>
		<description>Pretty sure that&#039;s where the people said they were coming from. There were a LOT of them, too, and apparently the levels in the Realm are astronomical.

I can&#039;t imagine this game would be that old though. I must be thinking of a different game? But I&#039;m pretty sure that was it. I&#039;ll poke around more.

@Graktar -- that&#039;s good news!
</description>
		<content:encoded><![CDATA[<p>Pretty sure that&#8217;s where the people said they were coming from. There were a LOT of them, too, and apparently the levels in the Realm are astronomical.</p>
<p>I can&#8217;t imagine this game would be that old though. I must be thinking of a different game? But I&#8217;m pretty sure that was it. I&#8217;ll poke around more.</p>
<p>@Graktar &#8212; that&#8217;s good news!</p>
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		<title>By: Norikue</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14052</link>
		<dc:creator>Norikue</dc:creator>
		<pubDate>Tue, 19 May 2009 21:36:44 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14052</guid>
		<description>&quot;Many people had just come off Darkfall or The Realm Online before Spellborn,.....&quot;   

Whoa, hold up a minute. People are still playing The Realm!?! It&#039;s amazing that it&#039;s still going on since it&#039;s launch in 1996! Really though...people are still playing that?</description>
		<content:encoded><![CDATA[<p>&#8220;Many people had just come off Darkfall or The Realm Online before Spellborn,&#8230;..&#8221;   </p>
<p>Whoa, hold up a minute. People are still playing The Realm!?! It&#8217;s amazing that it&#8217;s still going on since it&#8217;s launch in 1996! Really though&#8230;people are still playing that?</p>
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		<title>By: Graktar</title>
		<link>http://westkarana.com/index.php/2009/05/19/daily-blogroll-519-black-lung-edition/comment-page-1/#comment-14050</link>
		<dc:creator>Graktar</dc:creator>
		<pubDate>Tue, 19 May 2009 17:21:05 +0000</pubDate>
		<guid isPermaLink="false">http://westkarana.com/?p=3534#comment-14050</guid>
		<description>Actually you&#039;re wrong about one side being able to hold the Land of the Dead indefinitely.  Mythic has already described how access to the Land of the Dead is earned, and it&#039;s through a points accrual system.  Each side has their own pool of points, and when you fill up the pool, control flips to your side and your pool empties.  The other side&#039;s pool stays exactly where it is.  Even if one side is dominant, sooner or later the other side will get access to the new area unless the sides are so unevenly matched that the underdog can&#039;t score points in anything, ever.  In which case I&#039;d expect everyone on that side would have left the server already, Land of the Dead or not.</description>
		<content:encoded><![CDATA[<p>Actually you&#8217;re wrong about one side being able to hold the Land of the Dead indefinitely.  Mythic has already described how access to the Land of the Dead is earned, and it&#8217;s through a points accrual system.  Each side has their own pool of points, and when you fill up the pool, control flips to your side and your pool empties.  The other side&#8217;s pool stays exactly where it is.  Even if one side is dominant, sooner or later the other side will get access to the new area unless the sides are so unevenly matched that the underdog can&#8217;t score points in anything, ever.  In which case I&#8217;d expect everyone on that side would have left the server already, Land of the Dead or not.</p>
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