A Brief History Of Time

Going through old blog files I found this. I don’t think it really needs much of an explanation, do you? (Click it for ze full size)

  • Aufero

    “Thousands paradoxically flee the welcoming lands of free PKing” is possibly your best line ever.

  • Ashendarei

    “2003 never actually happened, as the world was caught in a temporary causality after UO reaches -40000 subs and loops straight to 2004″

    LOL!

  • chabuhi

    Is this timeline accurate? I could’ve sworn there were about 23 years between UO and WoW.

    It’s hard to remember, now that we live in the future.

  • Hawken

    Dis ist gonna beez teh funniezt thread.

  • sk

    Dead-on analysis.

  • kalain

    Where is shadowbane :(

  • Detrimental

    …it hurts…

  • Njal

    Nonsense, his best line is “I will taxi to victory”.

  • Drakks

    Yea, the WW2OL stuff was some of the best EVAR.

  • http://www.ritchian.com Sl0th

    Is this going to be on the test?

  • Toastrider

    But a company is at steak!

  • Merkwurdigliebe

    :D

  • http://blog.somniusonline.com VPellen

    What DID happen in 2003 anyway?

  • UnSub

    According to SirBruce’s figures, UO achieved 225 000 subs in 2003.

    Except we all know that to be a horrible lie, becuase any soft carebear game automatically fails.

  • Ironwood

    According to Sir Bruces figures, Dogs make great sexual partners tho. So, you know, pinch of salt and all that.

  • Phal

    Awww man. Now I have to go read “Taxi to Victory!!” again. That, and Arcadian’s “Who will help the people?”.

  • Dave G.

    The only thing I remember about 2003 is that zerkers left-axe got nerfed in the 1.62c patch. Indeed, expecting a single year to contain more awesome than that is unfair. One might even say unfair to some.

  • coleman

    what does this have to do with shadowbane?

  • xzzy

    I’m pretty sure 2003 was the year everyone spent saying “I can’t wait for WoW to come out, I am SO going cancel my account because I’m sick of all these nerfs and Blizzard would never do that to us.”

  • Vetarnias

    Ah yes, that old hardcore canard: “Trammel killed UO”, that doomsday substitute for “we have no interest in it anymore, therefore it’s dead”.

    Hardcore last spotted exploiting to their heart’s content on the AoC PvP servers while frantically applying for the WAR beta to get that “edge” over the rest of us losers. Some things never change.

  • Count Nerfedalot

    For those who need their subtle irony served to them on a platter with a big sign pointing to it – 2003 was the year Shadowbane didn’t release, didn’t fail spectacularly, didn’t disappoint all the open PvP fanatics, didn’t prove the wisdom of Trammel, and therefore didn’t really happen. It just didn’t. If those fanatics can say that often enough, maybe it will become truth to enough people that those inconvenient carebears who laugh^H^H^H^H ignored them the whole year will magically find their just rewards in some PvP level of Hell.

  • Vetarnias

    @ Count Nerfedalot (love that name, by the way)

    I always thought that in the Hardcore’s Compleat History of Gaming, the sole reason why Shadowbane failed (if it will confess to that much) was because of bugs (the infamous SB.exe), hacking by certain guilds, and lackluster customer service, and that it had nothing to do with the ideology of the game, strictly with its shoddy implementation.

    After all, 2003 is also the year of EVE Online, which is usually cited by the same hardcore as proof that FFA PvP can actually work and be profitable (you should see how often that gets mentioned on the Pirates of the Burning Sea forums whenever there is talk of “carebearizing” the game).

  • http://www.gamersmind.org Tom

    Thank you so much for posting this. It bring a smile to my face.

  • Sourtone

    Really Eve and SB are proof there are ways to do PvP and ways not to. SB failed because they forgot to add a point to PvP. Sure, you could build a city but what was the point in attacking another guilds city? Sure, random ganking has some amusement but it’s not long term entertainment. By the time they added a reason for the guilds to fight each other it was too late – too many people had already left.

  • Paul

    @Vetarnias:

    But EVE isn’t succeeding because of its PvP nature, it’s succeeding because of canny marketing that keeps people coming back after they quit. Unlike other MMOs (and coincidentally, like WoW), EVE doesn’t just advertise to its own fans.

  • http://www.thejadedgamer.net Joey

    Pre-Trammel UO, LtM, Dt. T…goddamn I miss those days. I really, really do.

  • Raelyf

    @ Paul

    EVE isn’t succeeding because of ‘canny marketing’. It’s successful, and keeps players coming back, for one simple reason:
    No other MMO offers what EVE does.

    I won’t debate whether EVE is ‘good’ or ‘bad’ because it’s largely irrelevant. EVE is unique, and that’s enough to hold on to it’s niche.

  • Triforcer

    How could the Golden Age of MMOs pass us by so fast? We had a scant two years. Men of Gold walked the earth, then men of Silver (Shadowbane) and Bronze (Darktide), and all Zeus has left us is lesser men, bereft of will and courage. What has the MMO-world been since 2000 but endless shades of Trammel?

    Weep, ye sinners. For the price of two garlic and a neon cloak, you have been cast out of paradise.

  • That Guy

    Do I win +5 Internets?

  • UnSub

    @Raelyf – Fury offered something that no other MMO did. So did Shadowbane.

    Somehow (and someone who knows better than I can articulate that “how”) EVE managed to get in-game metapolitics right, so that those players crushed today didn’t quit, but went off to nurse their wounds until they could do the crushing.

    It’ll be interesting to see if CCP can recapture that magic with their next MMO and whether the market will let that MMO repeat EVE’s path of failing at launch, only to rebuild over time.

  • Wanderer

    Shadowbane didn’t fail because open PvP was a bad idea.

    Shadowbane failed because its developers not just drank but slammed their own Kool-Aid.

    They built a world with medieval-looking components and issued its inhabitants abilities straight out of Star Trek: Transporters, phasars, shields, etc. Then the devs were surprised that the players (and more important, their battles) didn’t play along with the medieval pattern. Why, for instance, slowly hammer your way through city walls when you can do an alarm-clock raid, or summon people inside and form a zergball? Because it’s a castle, so you’re supposed to besiege it instead of just flying over the walls, because that, um, looks better in the screenshots? The devs produced this medieval-themed world and expected that the appearance, rather than the reality, of the world would cause players to follow the patterns of medieval history and warfare. We weren’t, though. We were modern players with a huge arsenal of weapons and abilities more from the future than the past, and we used them accordingly.

    They wanted a heavy penalty for the losers of PvP fights. Because, y’know, being punished in a game is just so much fun. That penalty was primarily financial. In an equally-matched fight, theoretically you have a 50% chance of having to pay that penalty — in other words, having to go out PvE’ing, in one of the most mindless and boring PvE environments ever known to gamer-kind, in order to pay for that PvP’ing. “Lose a fight and we’ll make you grind undead for 20 minutes”, in a game where losing fights happened on a regular basis, was a surefire way to drive the people who didn’t want to grind undead to another game, any other game. So there were very few equally matched fights. People hid or fled from higher-level individuals and possibly dangerous groups, and ganked weaker people instead, and of course anyone higher level was doing the same to them. Except for city battles (and there were damn few of those, especially given their tendency to crash client, server, or both) combat was almost entirely ganking … which, honestly, isn’t a whole lot of fun whether you’re ganker or gankee.

    There was also no reason not to gank newbies. So people did, in huge numbers. This crimped the newbie hose. People could make it to level 20 in a day or two, and spend the next week trying to get to 21, ending up naked, broke, and no further along than they’d started (though there was fun to be had in ganking the newbie-gankers). No new players joining the game and leveling up meant no replacements for the people who made it to the top, got frustrated and bored, and left.

    The devs thought the world would be one of constant battle between guilds. They forgot, however, that it is human nature to form alliances against a common enemy, and they forgot how everyone wants to join the winning side. This led to the almost instant creation of uber-guilds. Since nearly every server quickly came under the control of an uber-guild, boredom set in equally quickly. You could either be in the uber-guild, with almost everyone you encountered off-limits to PvP, or you could be outside of it, and ganked by almost everyone, and neither one was much fun.

    There was no mechanism to deal with griefers. The devs said “it’s your world, stop them yourselves” but there was no way to do so. When the city of a griefer guild on my server got Baned, blood enemies fought side by side to tear it down. The griefers didn’t care; they’d already leveled up, so they just bound to a Tree in a trade city and continued annoying people, and particularly ganking the characters of new players trying to join the game.

    In short, they had this idea of how people would behave in their game: They would build medieval cities, they would march armies overland to other cities and besiege them, they would nurture and protect newcomers to the game, they would willingly PvE to pay their repairs after even a brief fight, they would choose to engage in constant free-for-all warfare (no matter how great the penalty for losing) instead of banding together for strength, and a whole lot else (and they would, of course, do this in a bug-ridden, unstable, and just plain user-unfriendly game). When reality and their “vision” did not coincide, they decided it was reality that was wrong.

    Add to that things like massive exploiting, the Rolling 30′s discovering a CSR-mode switch in the client for the love of God, gold-duping on an unprecedented scale, game managers who thought that giving one of two equally-balanced warring guilds an unconquerable demon city was an “event” that would somehow add fun to the game (see above about ganking, scale from player to guild), login times of an hour or more on a regular basis (note to newbie coders: remember to release your damned sockets!), a 3D engine that had more bugs than a pet store’s cricket bin, refusing to allow respecs because the launch-day players deserved to have gimped characters because they should have guessed right about what abilities they would have available, how they’d work out, and what changes the devs would make in the future, and a total arrogant attitude of “Our game is perfect; it’s just you crummy players who are coming here and messing it up.”

    Shadowbane didn’t fail because it was open PvP. Shadowbane would have failed if it had been the most carebear game in the world, because it was designed by people who were so fixated on their pre-set ideas that they ignored reality entirely. Their minds were made up, and they weren’t going to let anyone confuse them with facts. They would have made different mistakes if they were creating a competitor for ToonTown, but the mistakes would have come from the same root cause, and they would have had the same effect. The game didn’t fail because of PvP; it failed because of incompetent developers and managers. The fouled-up PvP was just one expression of their incompetence.

    Shadowbane could have worked. Shadowbane probably would have worked, if they’d launched the game they talked about in developer diaries for years, the game we were expecting, the game it should have been. That steaming pile of suck they pushed out the door when they ran out of development money would not have worked no matter what its PvP rules were, because it was crippled at birth. But that’s not because of PvP.

  • xzzy

    Maybe that’s what happened in 2003. Attacked by a wall of text in late 2002 and it left us disorientated until 2004.

  • Ashendarei

    Heh very true

    “Wall of Text crits you for over 9000!”
    “you cast Cheat Death”
    “Resisted!”
    “you die”

  • pharniel

    to be fiar, waaaaaaaaaaay back in the day Pirates of the Burning Sea (PotBS) was pretty much being spun as ‘eve; but with boats’ .
    Somewhere along the line Flying Lab decided they wanted to, y’know, feed thier families and that having a place to sleep at night was nfity, and the game changed.

    hopefully they are now rolling around in money hats and suits so that they can get to work on that long delayed ‘thulu game….(hint hint)

    (for the record: I liked PotBS when it was ‘eve; with boats’ and found the game actually released to be pretty meh, but, that’s my opinion. i’d love to hear that they’ve sold a ton of copies have have many, many, many players paying them to make more games. because eventually we might get that eve with boats or Pirates: the mmo if the space gets big enough. and if it REALLy takes off it might even be a good game)

  • pharniel

    @unsub
    especially if that ‘next thing’ is a NWoD MMO as rumored (they’ve gotten justin achilli back to game making, after declaring that he was out, and have been hiring programmers left and right)

    I’m wondering how that’s gonna work out, but hey, that’s what they get paid to fix.

    (also, white wolf’s stroy and creative guys are now writing the meta-plot for Eve. WW was looking for a way to get an MMO or other Bloodlines good games with thier IP out there, and CCP was looking for people who knew how to write a story or two. This looks less one sided more and more, like whie wolf is actually going to be a partner instead of ‘goddamned ip goldmine’)

  • Vetarnias

    @pharniel

    I wasn’t around during Pirates of the Burning Sea’s formative years. I just joined the game on release day, so I don’t know what happened during closed beta, but the prevailing impression of players seems to be that it was better way back then (perhaps for no other reason than because it was free).

    Right now, the game is a mess, a sheer mess, and I could not avoid thinking, while reading Wanderer’s text on Shadowbane, that it was exactly what happened to PotBS. (This is probably gearing up to be another wall of text.)

    At launch, the game didn’t have many bona fide bugs outside of a few minor annoyances, but it had extremely exploitable mechanics. While such exploits occurred on most of the servers, Blackbeard in particular, where I played (French faction), became notorious because of the widespread exploits made by the British faction. One particularly noteworthy exploit abused mechanics that allowed to use economic unrest supplies to bring a perfectly peaceful enemy port (zero unrest) to a battle (10,000 unrest points) in a matter of minutes. So all British players would gather at one port, drop their unrest supplies at exactly the same time, and even before the defending faction could do anything, the matter had escalated to the point where a port battle was inevitable. All the British needed to do was rinse and repeat, which they did.

    It all came to a climax when they flipped three French ports in a matter of minutes, with three port battles to be fought concurrently. This was already bad enough, as the British were basically using their numerical advantage over the French, who could only defend one of the three ports. The problem was compounded because this particular case occurred right after the devs themselves had posted an entry saying this was an abuse of game mechanics, and right before the introduction of a patch that was supposed to solve the matter. The French faction took to the forums, only to be told by the devs that the two ports they lost as a result of the exploit would not be returned, on the grounds that “the port battles themselves were won honestly” — never mind that we could not fight three at once. I always thought that was akin to saying an election where one candidate posted goons with baseball bats before the polling station to only let in his supporters was valid, because nobody tampered with the ballot boxes themselves…

    A good chunk of the French faction on Blackbeard left the game right there. Those who stayed, seeing there was no hope in fighting the omnipotent British juggernaut (who continued to concurrently flip two French ports at once, even without the instant zero-to-10,000 mechanic to help them, in full knowledge that the French could only defend one port at a time), turned against the weaker-still Spanish for some easy pickings. So on Blackbeard for a while, the pecking order was British-French-Spanish, with Pirates themselves fitting in no place in particular as they could not retain towns they captured and were basically irrelevant to the conquest game because of a point-counting disadvantage that would give them a nearly guaranteed second or third place; “nationals” themselves often saw no reason to fight them and thus just stopped defending their ports against them.

    Fast-forward to the night of April 15th, when two-thirds of the game’s servers were quickly condemned to extinction (fittingly enough, this was also the night the Titanic went down with two-thirds of its passengers). With character transfers implemented for *all* servers (this turned out to be important later on), every surviving server, Blackbeard among them, attempts to recruit players from the doomed servers. In this task Blackbeard failed miserably, despite having a decent community that included three player newspapers for that server, precisely because the entire player body knew about the dominance and underhanded tactics our British faction. Worse still, the British made their own recruiting effort by vaunting the large number of ridiculously expensive ships of the line (ten million doubloons for a First Rate) they owned, which sent a message to every non-British player that transferring to Blackbeard was nothing short of a death wish, and to every British player on other servers that they would almost certainly be shut out of port battles, limited to 24 players on each side.

    In the end, the bulk of the Blackbeard French faction, seeing how hopeless the situation was on the server, took advantage of the fact that character transfers were available to all players regardless of where they played and transferred out of Blackbeard to Rackham, my society among them. The ironic conclusion of this little story, not surprising perhaps given the circumstances, was that the major British societies on Blackbeard who had done all the bragging (also who were also singled out by the community for the exploits they used) also transferred to Rackham — the next day. Blackbeard never recovered from the dual exodus; in the meantime, the Rackham French then started winning the map, while British ranks in particular started to suffer numerous casualties against Conan and his fellow cimmerians.

    Back on Blackbeard, the tiny French population that stayed behind was moribund and the British who remained found themselves impoverished and without leadership. Spain, formerly guaranteed to always finish in last place, started winning the map, until they got bored and started leaving the server and sometimes the game altogether. Then the Pirates, who were never supposed to be able to win a map under normal circumstances because of adverse game mechanics, steamrolled across the server.

    So it’s very similar to what Wanderer was saying regarding Shadowbane: the PotBS devs put a system in place and the players ran with it. Except that Shadowbane was pretty clear as to what it wanted to be, while PotBS seems to be built on a series of compromises to attract both the PvE and PvP crowd. Even more troubling is that the devs have been sending very contradictory messages about what they wanted their own game to be.

    In early March, when the issue of ganking was coming to the forefront, one of the devs posted this: “Open Sea PvP is a very low restriction PvP system. Characters can be attacked by virtually anyone, and they can most certainly be ganked. That’s the nature of the system, and we’re not changing that system. So we don’t want to hear any crying about it. War’s not fair. Open Sea PvP is war. Open Sea PvP is not fair. I recommend trying to figure out how to make it not fair in your favor.” In another thread from roughly the same time period, Flying Lab Software CEO Russell (“Rusty”) Williams commented that Sun Tzu’s “Art of War” (which everybody was merrily name-dropping at the time) “should be called the Art of the Gank”. The first quotation in particular has been mentioned by a few players who quit the game, and by some prospective players who decided to stay away.

    Then there was that “no crying in the red circle” business, which apparently started as a tongue-in-cheek reference to hardcore players but which quickly became co-opted by them, all the while remaining in widespread use among the developers. Then in June, right after that seminal devlog entry on “Ambush gameplay” which boldly promised to make ganking go away, “no crying in the red circle” quickly faded away as far as the devs were concerned; it was even dropped from the masthead of PotBS producer Joe Ludwig’s blog. The only place where it remained widespread was in the forum signatures of some of the more hardcore players. But by then, it was too late.

    And yet, amidst all of this, FLS lead designer Kevin “Isildur” Maginn had commented on this very blog (which is how I first encountered it) in July 2007 that: “The people who want to gank are waiting for the Next Big Failure to come along, to let them grief noobs for a few months before it shrivels up and dies. This is because every sane developer has learned this lesson: griefing and ganking doesn’t just lose you the $15/mo from the person who was griefed. It has a multiplicative effect, creating an environment in your game, and a reputation outside your game, and people tend to steer clear. ‘Play to Crush’ as a selling point and marketing slogan probably lost SB twice the players it ended up bringing them.”

    When I first read that I could hardly believe it. Here was the lead designer of the game, six months before release, saying that ganking was bad and a sign that a game was in trouble as a result of bad design choices. Six months later, his fellow developers post on the game forums arguing that ganking is part of the game. Here he was, warning against hardcore slogans as selling points because they drove people away, while the dev team wrapped itself in the “no crying in the red circle” banner.

    I hope Pirates of the Burning Sea survives and thrives as a game, but were it to die, I think that Isildur’s words should serve as a cautionary epitaph. I once cited this quotation on the PotBS forums, with a link to the appropriate blog page here (so Mr. Jennings, if you were wondering where all those page views on that older blog entry came from, here is your answer) in the hope that Isildur would comment. He did not respond directly, though his “Ambush Gameplay” devlog might be seen as an indirect confirmation of his earlier beliefs. All of this suggests either that FLS was and perhaps still is profoundly divided internally on what their game should be, or that they never had a serious or consistent vision for their game past a very distant and vague initial intent.

    There used to be an unusual level of interaction between the FLS devs and the community in early months, but now it has more or less dried up. Nowadays, the only dev who seems to bother commenting on serious game issues, while being an intelligent fellow, happens to be a recent hire into the company (as in a few months after release), so it gives an impression that because he cannot be linked to the initial mess, he can “think outside the box” while being limited by what is in front of him and by whatever company politics might be at work around him. What is troubling is not that he might lack the general experience baggage within the company to be commenting on such matters, it’s that Isildur and the others — those who should be discussing core issues with the community — are essentially missing in action.

    And in another respect, PotBS also echoes Shadowbane: Lowbies are useless. Just as guilds in SB avoided recruiting lowbies because they were seen as a liability, the port battles of PotBS (limited, as I mentioned above, to 24 players on each side) have become displays of elitism at its worst, not only level-based (a month after release, people who were not level 50 were already being asked to pass) but, more and more by the time I left (in June), wealth-based. Sooner or later, anyone who does not show up in an expensive ship of the line will be blamed for showing up at all.

    Last I heard, PotBS was supposed to benefit from a new advertising campaign, but unfortunately if new players show up only to fall victim to six-ship ganksquads while being asked to pass on port battles until they’ve reached level 50 (a matter of two months or so) and then told to pass in favour of more experienced players, I fear FLS might just be wasting their money.

  • UnSub

    Who would have thought that a post about UO would lead to a wall of text about Shadowbane and POTBS? :-)

    Both posts raise a question in my mind – I’ll post it up at f13.net in the MMO section so as not to derail this topic.

  • dieplskthxbai

    All I have to say on this one, ladies and gentlemen, is that I left AO/UO for DAoC and somewhere along the line I picked up EvE – Online. Yeah, I tried WoW (who didn’t?, got to level cap. Twice. Killed the “end” boss. Twice. After that it just lost its replay value… I mean, there’s only so much of following the same endless patterns that one can take before _”Thy drool cup runneth over”_ (Crafting a la DAoC, anyone? :P ). EvE kept my attention where WoW lost it due to the fact that its storyline evolves at the behest of the players and alliances and the sheer depth of the game is astounding. Wanna plan your market long/short strategy with the assistance of Donchian channel data? EvE’s gotcha covered. ;)

    EvE succeeded even after faltering at launch (Though I’ve been playing since closed beta.) because they listened to their playerbase and engineered in-game events to coincide with actual macropolitical player trends which built-in a sense of the playerbase’s contribution to the game. The little contests like the riddle—>in-game monument bit is just one more way that they build the playerbase’s involvment with the game and allow them to leave their mark.

    WAR’s ‘Living Guild’ system is going to be something similar to this, I think. It’ll give the players something to actually work towards that will be around as long as the servers are up and running. (6-10y?) It’s this immersion and sense of community that I think will be a staple in MMO’s from here on out. WoW, while arguably the biggest thing to hit the industry since the stamped circuit board, doesn’t have this and imo will be donating customers to the Mythic cause once word gets out for exactly this reason.

    Basically, if more devs paid attention to the collective works of Mythic, we’d see a lot more MMO players than we do now… and the market is by no means even close to saturated. WAR’s success will serve as a bit of an industry litmus test, i think inasmuch as other devs will be watching the formulae at work. Every successive MMO picks up a little bit of those that came before, ‘Best Practices’ basically.

    If we all knew then what we know now, AO/UO/DAoC/Etc wouldn’t have their spots carved out in history as pioneering MMO’s and we’d all (those of us reading brokentoys…) believe that WoW is the anti-MMO by now… ;)

    The status quo is nice and safe ground, but I’m glad to see WAR trying something different and potentially as ground breaking as anything that’s come before.

    * crits you for 8,674 damage (ASCII)*
    *Your eyes hop out of their sockets and go on strike*

    Happy cannibalism dance incoming…

  • Daeven

    2003 – the year where launching SB.exe resulted in some half-nekkid greek guy stomping into your basement, screaming ‘THIS! IS! SHADOWBANE!” and kicking your CPU into a nearby, handy, yawning pit of doom.

    Although some revisionists, like Lum, deny it ever happened.

  • Comstar

    Someone needs to write the book about MMOG’s and their failures, disasters, hero’s and knaves. There’s 10 years of stories there.

    I think EVE only got away with it because of the large, empty universe. The ability for the losers to go away and play somewhere else away from the big nasties. And the lack of competition in the genre of Space Games/Empire building. PotBS doesn’t have the size Eve does (neither does WW2OL or SB) of being able to go on the other side of the galaxy and rebuild your small kingdom away from the big empires. If BoB or Goonswarm or whoever ever got to the point of owning all the 0.0 space, we’d be talking about EvE in the same space as SB.

    The big empty space of ‘corse has it’s own problems (it’s big, empty and boring to be). Give me the game of the size of EvE with the content to fill it for PvE and you have the game that will beat WoW. However, that game is probably going to be World of StarCraft which means we won’t see player kingdoms and empires like we do in EvE.

    And EvE has it’s problems with empires too: you can’t be small. There’s no where a small group of players can set themselves up on the frontier of 0.0, they just get swatted by the big players. Adding some “terrain” where big expensive ships don’t work (much like mountains and forests do on earth for protecting small countries vs large ones) and that would help.

  • http://geldonsgaming.blogspot.com geldonyetich

    Re: Blog
    Insightful yet humorous commentary as always, Lum. The only major omission I see is EA killing Ultima Online 2 for fear that it would compete with themselves.

    Re: Whether or not PvP (or lack thereof) killed Ultima Online
    It’s not that hard: PvP is good if it’s fun.
    Oldschool Ultima Online’s PvP was fun for the players who were ganking eachother like this virtual world was nothing more than a massively multiplayer version of Quake, and sucked for all the rest.
    That, my friend, is where I’d file my, “you’re deluding yourself unless you believe otherwise.”

  • http://www.battlevortex.com Fear

    Dead on balls accurate… Except I just started playing wow 3 months ago.. I don’t remember any of them…

  • Vetarnias

    @Comstar

    PotBS also has a problem those other games you mention (EVE and SB) do not face, namely, that the factions are based on pre-existing nations and that societies (guilds) are essentially meaningless in political terms. This adds another concern: faction imbalance. Britain benefits from both a strong naval tradition and a linguistic similarity to the core of the gaming population, and Pirates have this entire romantic/idealized aspect going for them, despite their lack of a conquest endgame. But who would want to play France or Spain, widely seen as the naval losers of history, no matter how much of a geographical advantage they might possess?

    Not surprisingly, France and Spain have been shorthanded most of the time on every server.

  • Nicademus

    Umm I’m hoping people aren’t actually saying that just b/c Trammel didn’t kill UO it was well designed. I didn’t quit b/c the game stopped being hrdc00re. I quite b/c fucking gold inflation and trammel farmers killed what was left of a worthwhile player economy.

    UO lived, yay for them, but Trammel was still a PoS.