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General: Community Managers: Where We Came From
News Discussion « General Discussion 11/17/09 5:20:34 PM
Originally posted by SnarlingWolf
So they get stuck in trying to make players happy but without being able to tell them why something happened or that something is going to change in a future update to give them a heads up. Now I do understand on why MMOs are so tight lipped with their information however I think they need to ease up in that area. Let players know a little while before a patch that a balance change is coming so players are both ready for it and can gear up their character for the new way it has to play. Let them know when something has been temporarily removed to a bug and when it will be accessible again. Just let them know ahead or time and let them know why.
This is a great read for me personally and enjoy more in the future (hinthint). Just to give you some additional info from the other side of the fence on community management I'll bite some from my own point of view with it. I think most community managers want to show the community as much as possible. That's because most community managers are just like the player when it comes to development of a new game or next big update. I can't stop myself from being all excited whenever I go and watch a internal demo or new game concept for our games in one example. So you know how hard it must be for us to hold in all that awesome info when we post to the community. The main thing is that community managers don't have control over what goes in and out of the game. We must have patience just as you do when it comes to releasing information. We have to take it in baby steps because simply every game idea or process is not perfect or makes it into the game. We wouldn't want to tease everyone everytime developers got together in one room and thought about the next awesome idea that has some evil plot to blow up the player into a million pieces. So nothing is intentional there, we just have to take our time to ensure the right things get conveyed on the right times. |
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Originally posted by GTwander
Ha, been a while since I spent my days devastating your suggestion section, hope AoC is looking good these days. ~On to my point though; Bugs, servers lag, client issues, etc. When I stated above that permadeath duels deserve their own place to do this, I meant that as an instanced arena of some sort that is sharded off to maximize available stress (though that won't fix the occasional 'stutter'). If you take the fight away from busy areas you can cut out a lot of the prevalent issues - but then the problem in a lack of witnesses occurs. I wonder if there would be a way to place static camera positions around the arena and have players tap into them from out of the zone in order to view the combat, maybe even just two floating cams around the players to make it simple... but would that just add to the problem that made the bout instanced to begin with? Two things have to be kept in mind here; keeping the bout as isolated as possible, while allowing it to be witnessed. Consensual permadeath is the sport of champions imo, gotta have it go down in history beyond smacktalk afterwards. As for client stability, can't speak on it - but as for bugs and general imbalance - you don't have to have the duel occur at the current player levels, gear setup, even hotbar lineup. For the sake of true balance there is nothing wrong with having definitive setups for stat layout, skills, etc upon entry. The idea being that these things can be set to a point where the fight is as near-balanced class to class as it's going to get, going far beyond the stats of endgame that are tweeked in order to make the fight last *longer* I would even put a "best of 5" deal in there, the fight has to be epicly good/long/fair. As for hotbar abilities, I would keep it to a few well known ones in each class range and perhaps change the reuse timers. Simplicity for dueling mechanics is probably a good foot to stand on, at least in the beginning stages - after a successful run you could experiment with allowances of 2-3 chosen skills to add, but they too must be changed to suit the battle, and that means adding them one at a time once each works as it should.
This sounds very cool but yet very expensive for something generally looked at as a non-feature to the game. I think for the most part that players wouldn't like to be completely balanced. I say this from my own personal experience in PVP MMO's and even PVP MUD's from back in the day. It's good to have a balanced system outside the dueling system of course. The point however is that players need to have some flexibility in range in order to *seem* a little overpowering or underpowering in the effort of tactics. For example, when you're dueling or fighting 1on1 some players go out of their way to make their character seem underpowering compared to the target. They do this to lore the target in and keep them fighting until you are ready to unleash hell. In other cases, players will make themselves seem very overpowering or valuable so that others will always hunt and fight them. A good example of that is like achieving a high bounty on EVE so players are attracted to your system or region. Still you have to remember that the higher the risk the lower the quality of PVP. People wont fight as much if they could lose characters or even equipment. Then you have the risk of having more ganks (1v1 become rare) for the simple fact they could lose everything. |
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I think consensual is the best way to make it work honestly. That means given players the choice to decide if they want to have endless life or permadeath. The systems in question though may not be the best ways to go about it. For example, dueling system may never actually be used for that purpose at all. Depending on the game, most duels where players can have heavy loss only happen when the challenger knows he or she can beat the target. The concept of just dueling to have fun is now more void for a lot more people. It's interesting to hear many ideas on how to make permadeath work in our genre. Though, I have yet to see anyone argue the uncontrollables with simply loosing due to client issues, server lag, in-game bugs, and etc. Things beyond any players real control (for balance reasons) where one wrong slip could end even the best and longest lasting player on the game to lose everything then eventually quit.
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Are the devs on holliday, moving to Canada or what?
General Discussion « Age of Conan 11/12/09 7:51:03 AM
Originally posted by SirPaco
Developers are still here. Majority of the ones who post on the testlive forums are also still here. I guess they have just been super busy with work. :) |
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Impression of AoC after 500 hours from previous AoC ignorant.
General Discussion « Age of Conan 11/09/09 6:55:45 PM
Thanks for taking time to review the game. ;) |
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General: Scott Jennings Debuts: The Interview
News Discussion « General Discussion 11/05/09 7:04:12 PM
Great stuff! Good to see more great columns on the lineup. |
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please get rid of the noob mods on official forums omfg
SPAM Forum « General Discussion 11/05/09 9:30:57 AM
Originally posted by RavingRabbid
That's why I post here because I know you post here RavingRabbid. |
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please get rid of the noob mods on official forums omfg
SPAM Forum « General Discussion 11/05/09 9:26:43 AM
Originally posted by SirPaco
Yeah it's always the case with forums. It's generally the only outlet to vent off about the game. A lot of people in the industry will agree that if players are happy then they are more than likely not on the forums talking rather than playing. :D We understand people do get upset and want to vent about it on the forums. Then on top of that, if you're more of ranting guy like I am then you get moderated down to size. It's all typical stuff and very normal stuff. I never read a very long unconstructive rant and automatically put the player on some secret hate list. Yet that doesn't mean it belongs on the forums either. This is another catch 22 when dealing with feedback in the official forums. How far should we take it until the point that every post is filled with longwinded jibberish hate filled rants on what's totally broken with the game or what we should be focusing on with the next updates before people stop reading the forums? It's a hard one to call because if you enforce constructive posting (i.g: nicer form of rant that has more structure and can be discussed civil) as we do then it makes posting and discussing a bit more accepting to everyone in the community. I've done lots of research on this myself. I can say a number of communities within the industry are very restricting as well. It's very hard to find the true 'freedom of speech' type outlets where you can vent it all out to the organization. These have really been long gone now but replaced with a more accepting form of communication rulesets like constructive posting and structured suggestions. In that, we will try to address anything you throw at us on the forums. The more constructive the better because it gives us a better understanding of the problem and a easier approach to addressing it. |
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please get rid of the noob mods on official forums omfg
SPAM Forum « General Discussion 11/05/09 9:09:17 AM
Originally posted by SirPaco
Label it as spam if you want then... what can I do? See? this is why people WANT to talk about it in public, because obviously in the balance of power, YOU have it all, and the players got none. Bringing it to public, and, as you say getting others to rally with you, is a way of finding a way of excercising pressure. It's a power game and as long as everything happens "in private" the player got no chance at all. By the way, I got warned on Test Live and wanted to reply and justify what I posted but was not able to do so? WIth regards to "private" contestation, at the time, I tried to do so with Tahitoa many times and got no replies so gave up. With regards to this particular case (which is not a big issue really, just a 1 point warn for what you consider a spam post), I replied while giving the link to this thread. ... and got no reply :))) Do you honestly believe that a post like the one I did warranted a 1 point warning? Do you consider it malicious or with having bad intentions? Though you rarely permanently ban people (I don't know of any cases) you OFTEN give out temporary suspensions, as was the case with me. I called it ban by mistake "way of tongue" I sohuld have said it was "temporary suspension" :)
It's a question for the ages really. Why would we have public debates on all infractions in the community? The same would still apply with no matter what the player would always be right and the moderation would be wrong. That is why we try to have a balance system where the rules are very clear for all to understand. The question however is if the context is really against any said rule. In example, is this really spam or isn't it? You can really say that about any post in the forums that has been moderated. Is this really a flame or is he or she just joking? We must be fair on all accounts and use the best judgetment we have to issue infractions. Otherwise there would be nothing but pure havoc with people running the streets killing other players with swords and rusty blades! I've personally overturned dozens of infractions due to mistakes or misunderstanding either from my end (Funcom) or from the other moderators. They happen all the time and most of the time it's due to the player questioning the moderation. No one is perfect and mistakes will happen. That's why I advocate to message your moderator because you do have a worthy chance for a second review even if it ended in a suspension. No one ever gets bad marks for making mistakes on the moderators end. Hope this helps! |
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please get rid of the noob mods on official forums omfg
SPAM Forum « General Discussion 11/05/09 8:43:37 AM
Originally posted by SirPaco
My honest opinion on the thread is that I would label it as spam too. So I really don't have any disagreements there in that regard. The general discussion forum has a topic restriction and more so content requirements that haven't been posted a thousand times over and actually can be talked about. That's why you see such threads as the hug one in off-topic. Questioning moderation is perfectly fine to do in private. You have the right to message the moderator and challenge the infraction. We just rather you not post it on the open forums as a way to get others to rally with you as if we can tell them the full details of why you received the infraction anyways (yes we do keep all your suspensions, bans, and infractions private in the sense we don't tell third parties the details of your issues). We rarely ban anyone from the forums. We do however have temporary suspensions that are automatic based on the infraction system we have in place. Spamming and flaming are actually super low but over time can be a pain in the ass. Hope this answers some of your questions. I wouldn't take a spam infraction too seriously. We all flame, troll, and spam sometimes! I know I would be moderated too. |
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Originally posted by AndrewGoat
I tend to agree but this is only because creating content even code for MUD's is so much easier than a large scale game like a MMO. It does have a significant advantage there because it is text based, C/C++ supported and small community bases (depending on the MUD). |
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Why Eve sucks, Why WoW sucks, Why WAR sucks, Why Aion sucks, Why Age of Conan sucks, Why I suck.
The Pub at MMORPG.COM « General Discussion 11/03/09 11:52:13 AM
This thread really touched me in ways not known. Thanks! |
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Funcom admits to wanting low populations?
General Discussion « Age of Conan 11/03/09 11:20:37 AM
Originally posted by LordBonezy
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games. Nonethless, that's me! You got a lot of balls there Famine. Since when has community building been a priority of Funcom's or the AOC dev team? Were that the case would they not have been much wiser offering free server transfers months before they did forced server merges, after the vast majority of players who would play the game ever, had already left? Do share with us the logic of how "tight" communities are created by servers which implode because there are more hours of the day when you can't get a group going than when you can? Tight communities, are created when you have veterns who stick with the game while welcoming new players because the game is growing and not an MMO representation of the titanic about 2 hours after it hit an iceberg.
Thanks for the compliment! Since when has the team been about community building? Well since we've had a community team of course. Community is a very important factor of any online game really. Some believe it's the glue that holds everything together in the good and bad times. I tend to agree because no matter what, a good community can hold the fort down. I can see where you going with that and by that logic that means mega-giants like World of Warcraft would have very tight communities simply because they have a lot of veterans and new players. Yet when it comes down to it, the amount of servers and influx of new players may actually hinder the effort to form tight communities even by a server-by-server basis. Which in itself is sort of like remembering everyone on the train when you're in a big city like NYC. Everytime you get on the train I bet there are always new faces even if those faces are veterans of the city for 30 years. In general it's hard to say what really makes a tight community but it's good when it happens. Being able to come back to a game where people actually remember you and you can jump back into the flow is a good thing. Developing ways to make characters even the players reputation themselves have more meaning or value is all the better in many ways.
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Originally posted by Reehay
It really depends on what you like I think. The next update series will feature more guild enhancements and content to boot, Tower system that will add more competitive PvP game play, and of course more PvE content in the form of tier three raiding. You can find a good summary of those here. The expansion will really open up the world in that respect. It will contain a lot of great content to jump into and feel a bit less restricted. Though that really depends on the type of player you are in the long run.
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Originally posted by Darth_Osor
It's a question and answer...nothing is out of context. Not only that, the COMMUNITY MANAGER basically stands behind the statement in that very thread. What a joke. Those people at Funcom really don't have a clue, do they? No wonder they think server pops are fine, despite players telling them there is a problem. Tight knit communities are what guilds and friends lists are for. Oh well, they got their wish on the low pops.
Since when did "tight" mean just small? I would rather think the opposite if I was bringing things to that extreme. Maybe like "Oh man, they want to jam as much people in the server as they possibly can so no one can move and the server racks EXPLODE into millions of pieces!"
It's good to want a tight community where the chances of knowing the people you run by or interact with on the forums are people you know. That has nothing to do with wanting the population to reduce or wishing a less massively MMO. I think it's the opposite with wanting a massively feel coupled with a greater community feel in the sense people actually bond together more than other games. Nonethless, that's me! |
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Yes it went live today. You can find the riddle to start the event here. |
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LordBonezy Asks Why Not Get REAL Community Input?
General Discussion « Age of Conan 10/27/09 10:27:13 PM
Originally posted by LordBonezy
Many have mentioned it already and I'll just re-highlight it here from the Funcom point of view. Having forum only polls really don't help in the long run. This is mainly because only a small percent of players actually post on the forums or even read them. That's why we aim for surveys that are mailed out to all active and sometimes inactive customers. So we can get a better turnout that's bigger than a few hundred people or even a few thousand. It is very important we listen to those who take time to share their input in the community. We do take this in as much as we can and it should be obvious by now that our Game Director (Silirrion) also consumes this daily. I think we are all for client polls when you login. I can't say if and when we would have such a feature but I know it's not something we don't want to do. It's just a matter of finding time to add it as we always have more important issues to address or enhance (siege issues or expansion stuff). In the meantime, just know the community team is always pushing for the said feature because we know how important it is to have when planning our future updates. Cheers! |
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Originally posted by Eanok
This will be revealed in due time. We have some interesting ways of letting people know of the locations. The content will scale depending on the players level. No |
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Fair questions. I know what thread you're referring too because it's on the US forums. Yet the point I'm trying to highlight here is the game is more than just the US players. For me, 400 posts is a good thread to really take some notice but 400 people compared to the entire player base is very small percentage too. A good example here is the server merger thread. This is a thread that both ended up on US, EU-EN, DE, FR, and even SP. What we do just for the US reflects all regions because we are all the same in-game community but with different needs. Speaking on the thread you're quoting here. We've added and going to add 50% of the suggestion (may be more) into the game. I believe the only things that I can say we haven't done or I know of us doing is the guild tax and extra space in guild banks (although the original idea is not for extra space). Extra character slots, more bank space and even more inventory space are all major changes to the database. It's not the same as a simple vendor that holds a set amount of goods per server. That's because it takes major support from the database and even hardware side of things. It's also taking major risks to the stability of player data that comes into the game. Thus we can't just can't add such suggestions quickly and sometimes can't add them at all due to hardware or even software limitations. This is the hardest concern to address for any community manager I feel. How can you convey to players that not every MMO uses the same hardware, software, engineering and etc? Then how you can convey that something is simply not possible with the amount of resources on the table?
You have a right to your own opinion and I respect that. I'm not saying your right or wrong here. I just wanted to show you that we are here and reading your input. We won't please everyone and that's alright too. Thanks for the input LordBonezy. Always a pleasure. :)
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I understand the concern but the entire community (this means everyone) has not asked for expanding guild banks. Fixing bugs, adding more content and addressing the siege issues are generally the top concerns in the communities. We did submit the extra slot suggestion to the development team though. We included the requests for extra character slots as well. Hopefully in the upcoming updates we can receive some more final words on the subjects.
Understood but that's not just with the siege system and more with the supporting systems with the playfields. We've added some changes to it that have reduced it but not completely. That's why I've said there is a focus on it. We do hear the community here and want to address it as much as possible. Hopefully 5.6 will help reduce the amount of issues there. If not, we will of course address it more. I wish we could magically snap our fingers and fix every issue instantly but we can't. It will take some time to address the concerns within the game.
The point here is that it wasn't getting enough attention till we took a look at what things we needed to fix according to our customers. When the big changes happen, the developers as well CM's turned things around and got it fixed. This is a prime example of how things were being addressed from what the community wanted. Things don't go according to plan and when we don't address the top concerns then this is what happens. So we acknowledged this and fixed it because that's what was needed in our players eyes like yesterday. ;)
I believe ranking and decals will get some love in the coming updates but guild taxes and build orders may not. I haven't heard too much on build orders but the taxes is surely one of the top requested features. I will try to check on that some more with the developer but generally when there are focuses on systems (guild for this example) then more features will come in with them. I can't say much on the more details just yet but I hear you there.
That's understandable to say but I will have to disagree with you. That's why I made the initial post and why I wanted to at least post a reason why. The current counter-argument from some of the posters here is that all the bugs and changes we have made were too slow. Yet the point is that we weren't focusing on those top community requests. Now with the changing of the guard we had to restructure and focus on the things we needed to focus on. This is when you saw the memory issues, crashing issues and etc addressed. The other response here is that the things we're doing now is not what the community wants. You can say that if you only read the suggestions you want to read and only pay attention to one community. Remember, we have more than the English US and EU community to handle. We also have the German, French and Spanish communities to consume as well. Even then, the amount of posts compared to the amount of players only makes up 10% of the current player base. Hence the player surveys we keep emailing. Nonetheless, take what's going on now. We have the 5.6 update coming and the upcoming updates on the way. The current update on testlive includes the Veteran Reward System. This system alone has been request very hard for many months. This is not something we added out the blue. It's something the community wanted. The next change is the Iron Tower. Again, a lot of players want more high-end content and story. This addresses that. The next change is Tier-3 Raiding. As above, the same thing applies, more content, content and more content! Then lastly we have done some more fixes to sieges/dungeon to try to reduce the amount of crashing that affect them. Seriously though, I rather enjoy reading you input here. That's exactly why I post on the MMORPG.COM forums. It's very important you tell us what we are not doing but it should be understood that there is more to the community than what's on the forums. You have the in-game community too who don't give us feedback at all. It's important we take things step by step in order to ensure we are on the right track. Not to mention convey that the track is not a super fast ride. Content is not easy to add weekly and the same applies to major concerns or issues like crashing/etc. Cheers!
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