syncaine

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  • Surviving in Darkfall: A guide for new players

    by 
    Rubi Bayer
    Rubi Bayer
    06.25.2010

    "Agon can be a rough, frustrating, confusing, and unfair place at times..." Truer words were never spoken. If you've heard of Darkfall, this is probably a good approximation of what you've heard. If you've played Darkfall, you've experienced it firsthand. This full-PvP niche game comes by its dog-eat-dog reputation honestly, and the players who love that sort of thing thrive in the environment. It can be pretty daunting for a new player, so a little hand up is always welcome. Syncaine over at Hardcore Casual provided that very thing with yesterday's Darkfall Online FAQ. The post is full of helpful hints regarding everything from character creation to long-term gameplay plans, and is a good resource for anyone new to Darkfall.

  • Anti-Aliased: The Quest of Vindication

    by 
    Seraphina Brennan
    Seraphina Brennan
    12.24.2009

    Happy Holidays everybody! Hope you're all having an exciting time that's full of epic loot drops from purple gift packages sent by the jolly NPC in the red suit. This week's column is a holiday-tacular rant fest as I feel like tackling one of the major sticking points of an MMO player's behavior: the need to pursue vindication. This isn't something unique to MMO culture or even video game culture at large. We all feel this rather odd need to defend our decisions or opinions to others, even if they will never ever agree with us.However, when it comes to MMOs, vindication can be a bad thing. When communities become polarized in thought and begin to shut out others it can hurt the game's growth and the game's sense of community.

  • Darkfall gets its own analog of EVE University: Newborn on Agon

    by 
    James Egan
    James Egan
    10.30.2009

    The settings of Darkfall and EVE Online are worlds apart, but there is some common ground between the titles. PvP combat permeates both sandbox games, and given a potentially hostile environment when starting out, it's always good to have a helping hand. EVE Online players have training corps like EVE University to show them the ropes in what can sometimes be a brutal game. Darkfall now has an analog of EVE University called "NEW" which Syncaine recently pointed out on his blog, Hardcore Casual. NEW is short for "Newborn on Agon", a North American server clan that provides training in most any facet of the game for those willing to learn. Although Darkfall can be harsh to newer players, NEW provides a (comparatively) safe environment where players can spend 30 days learning what interests them, or developing the skills to succeed in the game once it's time to move on. The clan is politically neutral and owns the city of Hammerdale, contributing to NEW's potential to become a haven for new players. Also, some of Darkfall's major alliances support the idea of NEW which could be beneficial in the long run. It's great to see things like this happen in sandbox MMOs, and hopefully Darkfall will continue to see its players establish lasting institutions in the game.

  • Skill-based MMOs: Passive vs. active gain

    by 
    Brooke Pilley
    Brooke Pilley
    08.13.2009

    There are two main progression models in MMOs: Level-based and skill-based. In level-based MMOs, you kill things and complete tasks to earn experience. This experience leads to new levels and the new levels generally lead to newer and more powerful skills. In skill-based MMOs, it isn't you who "levels up," but your skills. The more you use a particular skill (e.g., swimming, shield-blocking, axe-slashing, etc.) the better that skill becomes. At a basic level, both models are just different interpretations of the "experience point" system.While traditional, level-based MMOs don't usually allow you to earn XP while logged off, some skill-based systems do. EVE Online, for example, has a passive skill-leveling system, where players choose a queue of various skills that level up in real-time whether they are logged in or out. On the other hand, Darkfall uses an active skill-leveling system. The more you slash with a one-handed sword, the better your skill with one-handed swords becomes. If you switch to a two-handed hammer, you won't be as good until you start using it more.Syncaine has started an interesting discussion on his blog about the pros and cons of passive versus active skill gain in MMOs. While the original article favours one over the other, the comments really show both sides of the argument.

  • Being a WoW fan doesn't mean you're an MMO fan

    by 
    Brooke Pilley
    Brooke Pilley
    07.03.2009

    Syncaine posted an interesting article on his blog discussing why he thinks there hasn't been much uptake in the majority of MMOs released since World of Warcraft. Basically, he believes that just because you enjoy playing WoW, it doesn't mean you'll enjoy other MMOs.The post goes on to say that there are many more non-MMO gamers than MMO gamers out there who simply can't fathom spending a monthly fee to repeatedly kill ten rats or grind out the perfect PvP character over several months time. They have much more accessible and engaging singleplayer RPGs or FPS games for that, right?The main point he aims to make is that designers should stop chasing non-MMO gamers and focus on those who are already fans. On the other hand, hasn't our genre become a bit pigeon-holed as of late? Isn't the biggest and best part of an MMO the community aspect and not the DIKU-based über-grind? We hope so! Couldn't we maybe expand our acceptance of what MMOs are and challenge the boundaries of what they could be? Maybe that's a viable route toward making those who do not care actually care.

  • The Daily Grind: Are betas really more fun?

    by 
    Krystalle Voecks
    Krystalle Voecks
    04.26.2009

    We've all been in Free Realms recently, which is still currently in beta - and we've been having a ball. As such, when we saw Syncaine's recent posting about why games are more fun in beta - and if people would pay more for a similar experience, we thought it was a pretty good topic. The idea is that there is generally one shard; the community is smaller; many are using the forums; dev interaction is high; there's no real reason to race to endgame since the servers will likely be nuked and reset; and finally - it's free. With all that said, however, there are some negatives that weren't mentioned. Betas mean more bugs, long - often unannounced - downtime, no real addons, no item database sites, generally no quest helper sites or very weak ones, and while the game may be free, if it's crappy, people will abandon it in droves - even in beta. Personally, I feel that in betas, players have access to almost no information - no wikis, item databases, etc. - and are thus forced to simply explore the world blind, taking the good with the bad as opposed to zooming from carefully-mapped quest hub to quest hub, guide in hand. This morning we thought we'd ask - with the above points, what do you think? Are games really more fun in beta due to the points raised by Syncaine? Or is it simply that due to the lack of extraneous helpers like item databases, mods, etc. we're forced to slow down and just explore, playing the game as just a game and not a string of interconnected places we race to in order to get the best experience and drops? Would segmenting players to a separate server with smaller population for a higher cost as Syncaine suggests truly make MMOs more fun? Or is it just a question of us starting to look at our enjoyment in games as a return on time invested versus a free-form experience with ups and downs? Are there other things you think are at play more than these points?

  • Some players feeling burnout in Darkfall already?

    by 
    Brooke Pilley
    Brooke Pilley
    04.15.2009

    Syncaine has another interesting Darkfall post up on his blog discussing why he thinks some players have started experiencing burnout so soon after release. He feels some of the issues are a result of how the game world has been playing out, while others are attributed to individual play style.Game specific issues include large alliances that have been forming up in Agon and that some people feel they must keep up with the Joneses. Being in an über-alliance means that nearly (if not) all your neighbours are friendly and that you must travel far and wide to find any PvP. Perhaps due to exploitation methods in the past (e.g., being able to skill up on invincible mobs), some players feel they need to grind before they can be truly effective in the game.Play style specific issues include trying to play a sandbox game with an "on rails" mentality and that some people simply can't handle the notion that for every triumphant gaming session, they will probably encounter an equally disastrous one. While some people think they crave a wide open, hardcore PvP experience, they refuse to accept that it may not actually be their style.

  • You wouldn't like Aventurine when they're angry...

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.14.2009

    Aventurine smash! Well, they smash people who attempt to impersonate GMs and cheat in their game, at least.Over at Hardcore Casual, Syncaine has put up a post discussing Aventurine's hardline attitude to players in their game, Darkfall. The company has already said, straight out, that they will ban players for an offense like attempting to impersonate a GM or cheating in their game. No warnings, no temporary boots, we're talking a full ban on the first offense.What is unclear, from the perspective of a player, is how well Aventurine is implementing their own policies. From one player's perspective, it seems that the GMs are certainly on the ball and are dealing with people who attempt to use joke names. But as to how many people may have been banned by Aventurine's staff? Well, that's an unknown number that most likely will never be released outside of the company.Even so, a hardline stance like the one Aventurine is taking isn't seen very often in MMOs. Companies worry about alienating their player base with moves such as those.Interested in the full post? Check it out over at Hardcore Casual.

  • The Daily Grind: Is it luck?

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.29.2009

    If you've been paying attention to the MMO blogosphere at all recently, you'll notice there's been some banter back and forth between Syncaine and Tobold in regards to what Syncaine calls "WoW Tourism". If you're not familiar with the concept, the idea is that someone who has only played WoW, and thus has that shiny "first mmo love" with it (as anyone who has played MMOs over the years can attest - the first one that really gets you always has a part of your heart long after you leave) but then proceeds to judge everything else by World of Warcraft. The further away it is, the more it sucks, the more it will fail, etc. This is really telling when they are talking about a game with completely different mechanics like say, EVE Online, which you can't even begin to put into the same general neighborhood if you've ever actually played the two games. But we digress...In all the bantering back and forth, one thing was stated that's been ringing around in our heads ever since. In his most recent posting, Syncaine ends off with "Perhaps then we can finally stop using 11 million as the size of the MMO genre, and realize WoW (along with being a good game) was a product of market timing and luck." Regardless of your feelings on the recent banter, this is an interesting observation, and one we wanted to ask you about this morning. Do you think that World of Warcraft's 11 million players was just a fluke that no other MMO will ever see again - including Blizzard with their next MMO? Was WoW just a product of right-place, right-time? Or do you think that there really is some type of 'magic formula' as it were; more properly will Blizzard - or anyone else - ever be able to repeat that 11 million players number?

  • Is Warhammer's new zone domination system working as intended?

    by 
    Brooke Pilley
    Brooke Pilley
    03.10.2009

    The 1.2 patch went live for Warhammer Online last week and introduced many new things to the game. Among them was a new open RvR mechanic called the Zone Domination system, which supplements the original zone locking mechanic. In simple terms, the new ZD system allows realms to lock a zone by holding all of the keeps and battlefield objectives for at least two hours.The new mechanic has been live for a full week now and Syncaine of the Hardcore Casual blog reports that it is working as intended. Not only does it speed up the zone locking mechanic, it simplifies things as well. The objective timers allow for realms to more easily coordinate their efforts and make smart choices about where to attack and defend. It also splits up the zergs that dominated the previous system and gives smaller groups more impact in the battle.A cynical person might say the new ZD system is great but what's the point if city siege is not up to par? Mark Jacobs recently hinted that his new State of the Game announcement will touch upon this very topic. Could this issue be addressed in the 1.3 patch?

  • Natural selection applied to MMOs

    by 
    James Egan
    James Egan
    11.22.2008

    There tend to be some fundamental differences between players of World of Warcraft and EVE Online, due in part to the contrast in rules and game mechanics, and the types of personalities each title attracts. This was mentioned in a recent Shut Up. We're Talking. podcast and provided some fuel for further discussion by Syncaine, from the Hardcore Casual blog.He observes that "EVE players embrace scams, trickery, underhandedness, and generally resent any changes that would 'dumb down' EVE. In WoW that gets you quickly banned, and before that rivers swell from all the tears shed while players scream mommy." There's also a huge divide between the titles in terms of how 'hardcore' or PvP-centric the games are. "EVE is harsh on day one, and stays that way," Syncaine writes. "WoW holds your hand from 1-80, and makes sure you get a cookie regardless if you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place."

  • Burnout: This MMOG isn't what it used to be

    by 
    Matt Warner
    Matt Warner
    06.27.2008

    The loading screen in your brain is stuck. What is this madness? Is it the same tireless errands disguised as quests, social ties torn asunder leaving your guild in disarray, maybe it's the same old rigmarole and you need a new routine in-game. You don't want to give up, you turn to leveling endless alts, doing unorthodox things in the game you'd never do before, even playing less to help stave off the ennui to help reclaim the magic isn't working. You're burned out. Maybe it's time for a break, probably not your first time around either if you've been playing any MMOG for years it's something many of us struggle with.Over on Hardcore Casual, Syncaine addresses the topic and brings up some interesting points like when the MMOG genre was in its infancy players were a lot more tolerable to game debilitating bugs and hardcore server rulesets. It was an amazing time, most players describe an awestruck wondrous feeling of enjoyment with their first MMOG, but at the beginning of the graphical online genre it really was a revolution in gaming with a much different atmosphere. Today, MMOG players are less patient; newer MMOGs have spoiled the masses, and sometimes we really don't know what will make playing our dream MMOG an exhilarating experience even when thinking we do. Are you in a burnout now? If so, let us know how you are dealing with it.