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General: MMORPG Gamers Handbook - Part One

StraddenStradden Managing EditorMember CommonPosts: 6,696

Musse Dolk is a 2nd year game student from Sweden. As a part of his studies, Musse created the MMORPG Gamers Handbook, a fantastic basic resource that introduces new players to some of the terms, concepts and etiquette of MMORPG gaming. Today, we present part one of the guide. We hope to also present it as a full .pdf download in the near future.

1 Abstract

Massive multiplayer online games have a growing percentage of the games on today’s computer market. Each game has its unique set of challenges but there are also similarities where general game play strategies and recommendations apply. The MMORPG gamer’s handbook provides practical suggestions to players for how to work well in a team-based environment. Many misconceptions in MMORPG’s are clarified and players learn the most effective ways to improve their cooperative game play.

2 Introduction

There are a lot of good spoilers and guides out there for massive multiplayer online role playing games (MMORPG). Most of these are game specific and go down to the core in both the games system and fast advancement within the game. So why add another guide to the bunch?

Over the last few years I’ve played a lot of different MMORPGs and in every one of these I discovered that players new to the environment and the multiplayer game concept in general had the same kind of problems. There is quite a big gap between experienced players and new ones, even with all the guides and spoilers out there telling you exactly where to go and what to do.

Read Part One here.

Cheers,
Jon Wood
Managing Editor
MMORPG.com

Comments

  • HexxeityHexxeity Member Posts: 848

    This is not a general guide to MMOGs at all.  The advice on character creation alone is specific to a very specific few games.  There are quite a few MMOGs for which this guide is totally meaningless.

  • jakinjakin Member UncommonPosts: 243

    Concur.

    If the plan is to make this a feature of the site I would suggest renaming and/or adding a disclaimer that this guide only really suits a particular model of MMO (one which I devoutly hope dies out at some point in the future).

    Should a new player read this and happen to start up a game like EVE - thinking they are going to be all in the know - I suspect it won't go well at all.

  • BlueCadwalBlueCadwal Member Posts: 170

    If you're interested in reading the entire article you can download it here: http://www.tentonhammer.com/node/37611

    In the process of typing this up a couple posts have been made that discount the integrity of the document as a whole.  Obviously you couldn't take it into a game like Eve Online, Rumble Fighter, or Albatross 18; however, the majority of MMOs have each of these roles to be filled (and even more than are categorized). 

    Just look at the list of forums on the left.  How many of those games do not have these roles to be filled?  I count six (I think Maplestory actually has these roles to be filled).  Why?  Because these games don't adhere to the generic MMO model, they are FPS, flight sims, or hack-and-slash that would better relate to a console game.  To claim that new players to MMOs would take this guide to heart in all incidents would be problematic on the basis that most people who make EVE their first MMO would probably not even see this guide before playing the game.  Most people now adays join MMOs because their friends show it off to them, and thus most people probably will never come across it when playing for the first time unless their friends give it to them.

    Even though the document has some great points, it misses out on a lot because it fails to acknowledge numerous roles.  It frequently stereotypes specific classes into roles that they generally aren't suited for and at times loses its focus on the class being discussed.

    Stereotyping

    Tanks

    No major complaints here.  For the most part he has the tank's job right on the money.  There are a few points that he could've noted, for example pulling.  A lot of times a tank has the responsibility of playing the role of puller since most MMOs allow melee and ranged weapons to be equiped at the same time.  However, in some games this job is left to a class that requires long range weapons since swapping weapons may be a tedious task.

    Damage Dealers

    This is where things become hazy.  It will not apply to all major MMOs.  Most MMOs have a fast hitter that works as the Damage Dealer the majority of the time.  For example, Rogue/Hunter (WoW), Monk (FFXI), and Brawler (AO) . . . these examples are from major MMOs, how could he have missed all of these melee characters as damage dealers focusing strictly on spellcasters? 

    There are additional exceptions to the rules set forth by almost any MMO (which can be over looked easily since they don't apply to the majority), such as when the Tank (AC) actually performing double roles to keep the spellcasters alive or spellcasters (multi) as a primary DD; however, these incidents are few and far between.  Generally speaking, spellcasters play a support role, by buffing and debuffing, rather than a major contributor to dealing damage.

    Healer

    This section actually appears to be totally devoted to spellcaster.  Which is true for the majority of games.

    Crowd Controller

    Once again, this section is specifically designed for a spellcaster.  There are times, however, when melee characters will be expected to play Crowd Controller as well.  A couple of good examples would be the Thief (FFXI) or Rogue (WoW), granted a spellcaster is generally the only class that can actually "Sleep" an opponent which is an example of the spellcaster being a support class.

    For the Crowd Controller section, a wiser choice would be to break it down to an even greater stance of Support Jobs to include Augmentation and Crowd Controller.  This would better represent the majority of MMOs.

    Group Combat

    This guide also makes the assumption that the players will be focusing on fighting entire groups of enemies at one time.  Generally speaking in the early leveling stages, however, this is not the case because often groups especially if you're simply grinding to level.  Groups of MOBs can frequently overpower a party if you're fighting creatures that are of much greater strength than yourselves.  The guide should document these different situations.

    Lack of Direction

    In section 4, you'll clearly notice he intertwines information that applies specific classes in the wrong section.  For example, section 4.1.1.3. is identifying Line of Site as a spellcaster's problem in the middle of a Tank's duties.  The author could've easily fixed this problem by acknowledging ranged weapons (ie: bow) as a tool for pulling creatures. 

    Again section 4.1.2.1. clearly identifies a spellcaster's problem in the middle of a Damage Dealer.  I've honestly never seen a spellcaster efficiently deal more damage over time than a melee based character in any MMO, generally I see them playing better support roles.  When I played WoW, more often than not my hunter would deal a great deal more damage (while not drawing hate) to the enemies while mages would often not to keep up.  I'm not saying that spellcasters can't deal damage effectively because they can hold their own; however, as the article points out they have their limitations due to the use of mana.

    Also, the guide uses the term "mana" very loosely.  Mana is a term that applies only to some games.  Many games have created terms for their form of mana; however, since Ultima Online, EQ, and Asheron's Call have all referred to it as Mana I suppose that the term is appropriate for the situation.

    Let it be known that I hate WoW with a passion and will defend almost any MMORPG against it.
    Current: FFXI (PC/360)
    Want: FFXIV, Stargate Worlds, Star Trek Online
    Past: AC, AoC, AO, Atlantica Online, CoH/V, DAoC, Dungeon Runners, D&DO, EVE, Everquest I+II, FlyFF, GW (all), Lineage 2, LOTRO, Mabinogi, Maplestory, PSO (DC/Xbox/PC), PSU (PC/360), PlanetSide, RO, Shadowbane, SWG (Pre-NGE), SotNW, TR, UO, Warhammer Online, WoW, WWIIO

  • SundersGhostSundersGhost Member Posts: 224

    Oh Stradden... I am not sure if you actually believe this to be a good guide, or you are desperate for material to post or what.  You've been highlighting several pieces and various material that at BEST are dearly lacking.  Hell, I could scribble something together that is more comprehensive than this in about ten minutes.  Look me up next time you want a half assed grouping of MMO info to spotlight. ;)

     

  • craynloncraynlon Member Posts: 255

    i hope no mmo producer reads the guide and piles up on its stereotypes

    if your bored, visit my blog at:
    http://craylon.wordpress.com/ dealing with the look of mmos with the nvidia 3d vision glasses

  • BlueCadwalBlueCadwal Member Posts: 170
    Originally posted by SundersGhost


    Oh Stradden... I am not sure if you actually believe this to be a good guide, or you are desperate for material to post or what.  You've been highlighting several pieces and various material that at BEST are dearly lacking.  Hell, I could scribble something together that is more comprehensive than this in about ten minutes.  Look me up next time you want a half assed grouping of MMO info to spotlight. ;)
     

    This is far from lacking.  It's clearly a well researched and thorough document; however, he was just lacking in some small points.  And based off his experience, I am shocked that he missed points such as melees as damage dealers and strictly support jobs.

    Part 7 outlines all his "experience":

     

    7 Background

    The analysis made to write this book is primary from my own game play experience

    and from interviews with other players in different games. My own experience is built

    from the following games and time estimation:

    Everquest – 321 days (7704 hours)

    Everquest 2 – 77 days (1848 hours)

    Vanguard: Saga of Heroes - 38 days (912 hours)

    World of Warcraft – 22 days (528 hours)

    Guild Wars – 15 days (360 hours)

    Dungeons & Dragons Online – 12 days (288 hours)

    Anarchy Online – 2 days (48 hours)

    Final Fantasy XI – 2 days (48 hours)

    Total playtime: 489 days (11736 hours)



    I have also interviewed players from the following games:

    City of Heroes/Villains

    Dark Age of Camelot

    EVE Online

    Lineage

    Lord of the Rings Online

    Maple Story

    Star Wars Galaxies

    Ultima Online

    EDIT:  The more I thought about this article the more I got to thinking.  I love to read and critique articles here, but why would you post a student's thesis on here?

    Let it be known that I hate WoW with a passion and will defend almost any MMORPG against it.
    Current: FFXI (PC/360)
    Want: FFXIV, Stargate Worlds, Star Trek Online
    Past: AC, AoC, AO, Atlantica Online, CoH/V, DAoC, Dungeon Runners, D&DO, EVE, Everquest I+II, FlyFF, GW (all), Lineage 2, LOTRO, Mabinogi, Maplestory, PSO (DC/Xbox/PC), PSU (PC/360), PlanetSide, RO, Shadowbane, SWG (Pre-NGE), SotNW, TR, UO, Warhammer Online, WoW, WWIIO

  • GruntyGrunty Member EpicPosts: 8,657
    Originally posted by SundersGhost


    Oh Stradden... I am not sure if you actually believe this to be a good guide, or you are desperate for material to post or what.  You've been highlighting several pieces and various material that at BEST are dearly lacking.  Hell, I could scribble something together that is more comprehensive than this in about ten minutes.  Look me up next time you want a half assed grouping of MMO info to spotlight. ;)
     

     

    Time to put up or shut up.

    www.mmorpg.com/opportunities.cfm

    "I used to think the worst thing in life was to be all alone.  It's not.  The worst thing in life is to end up with people who make you feel all alone."  Robin Williams
  • BlueCadwalBlueCadwal Member Posts: 170
    Originally posted by grunty

    Originally posted by SundersGhost


    Oh Stradden... I am not sure if you actually believe this to be a good guide, or you are desperate for material to post or what.  You've been highlighting several pieces and various material that at BEST are dearly lacking.  Hell, I could scribble something together that is more comprehensive than this in about ten minutes.  Look me up next time you want a half assed grouping of MMO info to spotlight. ;)
     

     

    Time to put up or shut up.

    www.mmorpg.com/opportunities.cfm

     

    I honestly find it humorous you sent that message to Sunders, but I'll acknowledge it . . . I have a tendency to strongly criticize peoples work that goes up here.  Not because it's not good, and not because I disagree . . . because there are strong points in some of the articles that could've been done better.  And generally I do elaborate in excruciating detail why it's wrong or why I disagree.

    It's not that I haven't tried writing features for MMORPG.com either.  It's the 650 word count that always hurts me.  Very often I cannot write enough words for a feature article here because I'm of the mindset that I must always have quotes to coincide with my article or I find myself comparing it to other articles and saying that my paragraphs are too simple and need to be more complex.

    Let it be known that I hate WoW with a passion and will defend almost any MMORPG against it.
    Current: FFXI (PC/360)
    Want: FFXIV, Stargate Worlds, Star Trek Online
    Past: AC, AoC, AO, Atlantica Online, CoH/V, DAoC, Dungeon Runners, D&DO, EVE, Everquest I+II, FlyFF, GW (all), Lineage 2, LOTRO, Mabinogi, Maplestory, PSO (DC/Xbox/PC), PSU (PC/360), PlanetSide, RO, Shadowbane, SWG (Pre-NGE), SotNW, TR, UO, Warhammer Online, WoW, WWIIO

  • NaazirNaazir Member Posts: 90

    Can anyone please explain how this garbage (and I use that term incredulously) made it from a blog posting to the main MMORPG.com page where we usually find practical information like developer chats, interviews, new game announcements and the like? How the hell does this "handbook" rate such a prominent position? Is he sleeping with one of the administrators here? An in-law or something?

    I guess it coincides with MMORPG.com posting info on non-MMO games though. Anyone know of a good source of info for actual MMO's as I think this one's been bought out by Sony.  :P

     

    -Naaz.

  • streeastreea Member UncommonPosts: 654
    Originally posted by BlueCadwa
    It's not that I haven't tried writing features for MMORPG.com either.  It's the 650 word count that always hurts me.  Very often I cannot write enough words for a feature article here because I'm of the mindset that I must always have quotes to coincide with my article or I find myself comparing it to other articles and saying that my paragraphs are too simple and need to be more complex.



     

    So instead of expanding on your writing skills, you're going to give a ton of excuses about why you can't?

  • StraddenStradden Managing EditorMember CommonPosts: 6,696
    Originally posted by Naazir


    Can anyone please explain how this garbage (and I use that term incredulously) made it from a blog posting to the main MMORPG.com page where we usually find practical information like developer chats, interviews, new game announcements and the like? How the hell does this "handbook" rate such a prominent position? Is he sleeping with one of the administrators here? An in-law or something?
    I guess it coincides with MMORPG.com posting info on non-MMO games though. Anyone know of a good source of info for actual MMO's as I think this one's been bought out by Sony.  :P
     
    -Naaz.

    Sure, I'll explain.

    First: It's a well-written general guide for players who might be new to the genre. That was agreed upon by the entire staff here, and I stand by it.

    Second: You're not going to like everything that we put up here. Honestly, we cater to a lot fo different people and some things are going to appeal to you and some things aren't.

    Third: Yes, I can see where us posting this article would lead you to believe that we've been "bought out by Sony". You do realize that this is an independently written piece and has nothing at all to do with ANY game company, let alone Sony.

    Hope that clears things up for you.

    Cheers,
    Jon Wood
    Managing Editor
    MMORPG.com

  • CaldicotCaldicot Member UncommonPosts: 455

    Lol @ the jealousy among MMO-players.

    Nice job Musse! Very well written

    If you wish to make an apple pie from scratch, you must first invent the universe. - Carl Sagan

  • VortigonVortigon Member UncommonPosts: 723

    This is a well written generic MMO class guide article.  What's with all the moaners?.

    The article applies to 90% of all MMOs that have ever existed, it even applies to EvE online ( if you actually played EvE to any level you would know that the exact same classes exist in EvE at their fundamental level, but are masked by different visuals and names, they still play the same role.)

    I say good job, it provides insight for new players to the genre in an accessible manner.

  • VultureSkullVultureSkull Member UncommonPosts: 1,774

    The guide so far has a lot of information and is easy for MMORPG gamers to understand, since we all understand what the guide is about and what it is telling us.

    However for readers that are not MMO gamers it may be more difficult to follow and understand.

    I explain:

    Character Creation is rather short in the write up, the RPG  part of MMORPG is centered around your character, what makes your character unquie, appearance, race, male, female, amour types, weapon types,  skills, talents and feats etc. He touched on stats, what are stats, to the layman?

    A longer introduction on group make up should be added as well, what classes make up a typical group, what are must have classes,  how grouping is different to solo game play, why the group is greater than the sum of it parts etc. Explaining the roles of Primary and seconday Tanks and Healers and when and why they are used. 

    Further more the writer takes some things for granted like the statement :

    ""The biggest challenge is to know when to heal and when not to. This is important because if you heal too fast, the enemy will run for you and if you heal too slow your tank dies.""

    We all know why the mob will run to the healer, but this is not immedaitely apparent to a novice.The reason should be explicitly stated.

    It states that the guide is aimed at new gamers to the MMORPG world, and as such it is rather vague and needs to be fleshed out a bit more, it does go in to some detail in some areas but this is inconsistent, with out adequate back information it will be hard to follow for a novice.

    It is a good piece in my opinion, but the writer needs to understand his target audiance and provide necessary information that will enable the reader to fully understand the underlying concepts of the MMORPG genre and build up from there.

     

     

  • NaazirNaazir Member Posts: 90
    Originally posted by Stradden

    Originally posted by Naazir


    Can anyone please explain how this garbage (and I use that term incredulously) made it from a blog posting to the main MMORPG.com page where we usually find practical information like developer chats, interviews, new game announcements and the like? How the hell does this "handbook" rate such a prominent position? Is he sleeping with one of the administrators here? An in-law or something?
    I guess it coincides with MMORPG.com posting info on non-MMO games though. Anyone know of a good source of info for actual MMO's as I think this one's been bought out by Sony.  :P
     
    -Naaz.

    Sure, I'll explain.

    First: It's a well-written general guide for players who might be new to the genre. That was agreed upon by the entire staff here, and I stand by it.

    Second: You're not going to like everything that we put up here. Honestly, we cater to a lot fo different people and some things are going to appeal to you and some things aren't.

    Third: Yes, I can see where us posting this article would lead you to believe that we've been "bought out by Sony". You do realize that this is an independently written piece and has nothing at all to do with ANY game company, let alone Sony.

    Hope that clears things up for you.

     

    My opinion has nothing to do with the content at all, just the fact that it was posted up in the revolving window of useful information pertaining to games and gaming companies. Now, you could translate that statement loosely enough so that it would include something some guy wrote about games or gaming. But so far, we've come to expect information that is more "official" pertaining to games and gaming. Devices reviewed by staff or reputable hardware sites. Developer information, chats and interviews regarding current and future games.

    The information we expect to see (or is it just "I" expect to see...) has always been stories and articles written in stone, official, and out of the mouths of the people in charge. Is this just the first of many "papers someone wrote that sounded good" we're going to find there? Will the balance of quality gaming information start tiping in favor of player opinions instead of direct information from gaming companies (for example)?

    Again, I'm not saying ANYTHING about the content of his paper. That'll have to be another rant for another day (teehee). And no, of course I didn't actually think MMORPG.com was purchased by Sony... it was sarcasm based on all the hatred people have for that company and the tragedies that become of those purchases. Anyway...

    You're are correct in assuming not everyone will like everything you post here, but please take a look past all that. I don't care if this guy wrote a paper on how he thinks a gaming company makes games or what some gaming companies could do to improve... My opinion here is merely that some random reader's personal opinion should not have been deemed worthy of a "page1 print". It should have been left in the blog section where it originated (at least that's where I saw it the day before it was moved up to the big flashy banner) along with everyone else's opinions on how to best play an MMO.

    Was that clear enough? Do I make more sense now? Am I still a hater?   :(

     

    -Naaz.

  • BlueCadwalBlueCadwal Member Posts: 170
    Originally posted by streea

    Originally posted by BlueCadwal
    It's not that I haven't tried writing features for MMORPG.com either.  It's the 650 word count that always hurts me.  Very often I cannot write enough words for a feature article here because I'm of the mindset that I must always have quotes to coincide with my article or I find myself comparing it to other articles and saying that my paragraphs are too simple and need to be more complex.



     

    So instead of expanding on your writing skills, you're going to give a ton of excuses about why you can't?

     

    First off, I find it ironic you tell me to expand my writing skills, when almost all my posts are lengthy posts that generally provide valid arguments, counter-arguments, and details relating to the topic at hand.  This is because I like to pose questions as well as question "why did you choose to do it this way and not that way?"  Every writer has a reason they do the things they do, even I have a reason for doing the things that I do.. though I can't really explain why I bother to write such elaborate posts knowing the author will most likely never respond.

    Regardless, it's not an excuse.  Any traditional journalistic endeavor should use quotes to support facts.  What you see here (usually) isn't traditional journalism though (if you want to see what I mean, just go to theherald.com or newyorktimes.com - you'll notice a strong difference in writing styles).  The majority of the pieces here at MMORPG.com are Editorials or press releases.  Very rarely will you see a real piece of journalism.  One could easily determine that the reasoning behind this is because almost all the articles are done by non-paid volunteers.  Checking the front page gives a good idea of what I'm talking about.  The majority of articles made available here can be classified as press-releases and patch notes.  The few submissions made by outside individuals are Editorials, such as the Gamers Handbook or the AoC launch article a few weeks back.

    To criticize an editorial is to be expected by the editors (and they know this... hell if I published an editorial even I know this), and regardless of how much I may disagree or criticize some articles the editors may choose publish, I have as much a right to voice my opinion on the article as everyone else on the board.  I have always defended my stances, often detailing in great length, what could've been improved.  Very frequently (in any writing atmosphere, not just journalism), people will make suggestions and some of the suggestions will be taken to heart and used while other times the suggestions will simply be thrown out.

    To criticize me for "making up" excuses is completely unfair and off-topic though.  You don't understand the background of people on MMORPG nor can you read my mind . . . so I'll give you a peak into it.  These are not "excuses," these are "reasons."  An excuse is an attempt to remove blame from one's self, in which I clearly never did... I fully accepted responsibility for my inability to write an editorial piece of 650 words and gave my reason.  I never denied the fact that I could write a newsworthy piece of 650 words if given the time and resources.  Writing a news worthy piece is a different idea though.  To write a newsworthy piece one would need to be able to get quotes (from people in the industry).  In which "to not be able to" is a fair reason to give because I don't have any of the connections that GameSpot, IGN or MMORPG.com staffers have, nor do the greater majority of contributing writers here (you'll notice that most of the editors and managers have those "hard hitting" interviews with people in the industry - you'll also notice the same trend at other MMO and gaming sites).

    The key word in my mind, however, has always been "editorial," and I regret using the term "feature article" originally since those are quite a bit easier to write than an editorial.  Contributing writers that aren't tied to a major organization have a harder time getting those major interviews with game developers and publishers (have you ever tried getting an interview with the mastermind behind Ultima Online or Everquest?).  To create an editorial takes a lot more time and effort than a traditional journalistic piece.  It's a lot like writing a scholarly work in the fact that you need to sit down to plan and design the format you want to present the information in.  You also need to establish WHAT information you want to convey and establish whether that information has been presented to the gamers already.  If the information has already been presented then you need to establish "can I present it in a new manner?"  If not, then the editorial should be abandoned to allow for further brain storming.

    So you must realize, that it's not just a bunch of "excuses" as you put it.  These are honest to goodness reasons that go through the mind of any writer when they are writing any piece.  I'm sure some people can just sit down and write everything that comes to mind with little editing in the end, but for someone so methodical as myself I have to start from a sheet of paper with some sort of a flow chart to guide me.

    Also, to write a counter editorial would be totally pointless because there are already so many points put forth in the first one that the second article would end up being the same exact article and take a lot of flack just as a "copycat article."  Readers don't want to reread old material, they want new stuff.  MMORPG.com does a wonderful job at publishing informative opinion pieces that will engage their community and get a strong reaction.  Such as this piece.  You'll see a lot of people voicing there opinion from "it's great" to "it's stupid" to "it could use some work."

    The way I see it is that it's a good thing that people such as Vulture Skull and myself add serious critiques and recommendations to articles like these because they help improve the overall work of a writer in the long run since the writer gets to see additional details that the readers would've liked to have seen.  Since this is a scholarly piece, rather than a traditional editorial, there is further incentive to provide recommendations because odds are if this were to ever be published in a Video Game designer's text book down the road then the author may want to take into account our suggestions.



    You know... next time someone questions me (and I end up writing over 650 words) I think I'm just going to write my editorial and submit it rather than posting it to a forum...

    Let it be known that I hate WoW with a passion and will defend almost any MMORPG against it.
    Current: FFXI (PC/360)
    Want: FFXIV, Stargate Worlds, Star Trek Online
    Past: AC, AoC, AO, Atlantica Online, CoH/V, DAoC, Dungeon Runners, D&DO, EVE, Everquest I+II, FlyFF, GW (all), Lineage 2, LOTRO, Mabinogi, Maplestory, PSO (DC/Xbox/PC), PSU (PC/360), PlanetSide, RO, Shadowbane, SWG (Pre-NGE), SotNW, TR, UO, Warhammer Online, WoW, WWIIO

  • _Seeker_Seeker Member Posts: 175
    Originally posted by VultureSkull


    The guide so far has a lot of information and is easy for MMORPG gamers to understand, since we all understand what the guide is about and what it is telling us.
    However for readers that are not MMO gamers it may be more difficult to follow and understand.
    I explain:
    Character Creation is rather short in the write up, the RPG  part of MMORPG is centered around your character, what makes your character unquie, appearance, race, male, female, amour types, weapon types,  skills, talents and feats etc. He touched on stats, what are stats, to the layman?
    A longer introduction on group make up should be added as well, what classes make up a typical group, what are must have classes,  how grouping is different to solo game play, why the group is greater than the sum of it parts etc. Explaining the roles of Primary and seconday Tanks and Healers and when and why they are used. 
    Further more the writer takes some things for granted like the statement :
    ""The biggest challenge is to know when to heal and when not to. This is important because if you heal too fast, the enemy will run for you and if you heal too slow your tank dies.""
    We all know why the mob will run to the healer, but this is not immedaitely apparent to a novice.The reason should be explicitly stated.
    It states that the guide is aimed at new gamers to the MMORPG world, and as such it is rather vague and needs to be fleshed out a bit more, it does go in to some detail in some areas but this is inconsistent, with out adequate back information it will be hard to follow for a novice.
    It is a good piece in my opinion, but the writer needs to understand his target audiance and provide necessary information that will enable the reader to fully understand the underlying concepts of the MMORPG genre and build up from there.
     
     



     

    I agree with VultureSkull. The guide introduces too many ideas at once, which would confuse a newbie. Its a nice idea, that just needs a little more work.

    Another idea for a guide would be one targeting advanced players wanting to join a large raid group. For a specific game and/or instance.

  • FlummoxedFlummoxed Member Posts: 591

    bah, just play the damn games and get experience by actually Playing, not Reading how to play.

    Half the fun and wonder of experiencing a new world is being tossed in and having to figure stuff out - ask stupid questions, being called a noob, getting ganked, finding real friends, ...

    LEARN THRU EXPERIENCE!

  • DreamionDreamion Member UncommonPosts: 287

    As a mmo gamer i would say this were a very good base guide on how to get to know how it goes in the mmo worlds. I've played alot of mmos out there and yes i aggre that this doesnt go with all those. If i was new to mmo games and i read this post, i would be very pleased.



    The first important things to me when it comes to mmo games is that it should be fun to play and not as a second jobb where you have to farm alot "alot".



    The second important thing is that you choose a archetype that you like and feel comfortable with, you dont wanna end up at a high-level getting second thoughts wich i have had many times. Look up wich class you like the most (test them first), watch some vids and stick too it.

    _

    GJ Musse ^^'

  • NaazirNaazir Member Posts: 90
    Originally posted by Flummoxed


    bah, just play the damn games and get experience by actually Playing, not Reading how to play.
    Half the fun and wonder of experiencing a new world is being tossed in and having to figure stuff out - ask stupid questions, being called a noob, getting ganked, finding real friends, ...
    LEARN THRU EXPERIENCE!

     

    /stand

    /appplaud

    /cheer

    /equip "Hand Drum" primaryhand

    /playsong "Jackrabbit Speed Song"

    Happy hunting/exploring everyone!!!

  • ThunderstumpThunderstump Member Posts: 3

    Hello there, I am Musse the author of this handbook, thanks for all feedback. I’d thought I’d reply and shed some light to some of your thoughts and concerns about it. : )

     

    Hexxeity, Jakin

    I’m aware that it may be tricky to apply it to games like EVE. It was never intended to fit every mmorpg out there. My aim was to target most games and as many new players that could be interested as possible. There will always be a few games that fall off the chart. If a player would happen to stumble upon this guide and start up EVE as their first mmorpg, they will probably just stop reading and get on with their playing, no harm done. I reasoned that the benefit to help the massive amount of players getting started in games this guide is aimed for outweighed the risk of that happening.

     

    BlueCadwal

    thanks a lot for your input. : )

     

    Tanks

    The reason I moved the pulling part to “tactics & coordination” instead of “tanks” is that I wanted players to read about pulling even if they are not playing a role as a tank. I figured that many might skip parts doesn’t’ apply to them, at least for a start. Very few read guides from cover to cover. You got a good point about the weapon swapping, but I’m not sure it requires strategy on a general level. Nevertheless I should mention it somewhere. I’ll be sure to add that if I get time to make a future update.

     

    Damage dealers

    Here I actually have to disagree with you a bit, but I’m open for discussion. Most of what I have written here applies to melee damage dealers as well as casters. It doesn’t’ really matter if casters have a more support role, it’s still aggro that will get them killed in the same way as melee’s. And it’s important for both to hit the same target. Playing healer in WoW, I had a lot of hunters and rogues that slurped up my mana by doing too much damage. By decreasing dmg output by waiting a bit before hitting attack, we could take on harder encounters since my mana lasted longer.

     

    4.1.2.1 Mana preservation is for casters, but same rules apply to stamina/energybar that melee’s have in many games. I should have chosen a better title there.

     

    I’m aware of that melee characters usually can take more hits than a caster, but it’s still important to keep your aggro. This doesn’t mean that wearing medium armor is useless, I brought this up in the “assisting” chapter, where one of the strategies is to let a damage dealer with some better armor get the role as main assist.

     

    However, since this was brought up, I seem to have made a poor choice of words. I will look in to that and see if I can make it more clear that it applies to melee damage dealers as well. : )

     

    If you notice something missing entirely from melees or other damage dealers, please tell. : )

     

     

    Crowd Control

    Same thing here really, a melee crowd controller applies to the same rules. Their range is just always point blank. I see now that I made a bad word choice though, I wrote “caster” instead of crowd controller and maybe I should have written ability/spell instead of spell durations.

     

    I am interested in your way of breaking it down in support jobs as you mentioned. Would you be able to explain a bit more in detail how this could be done?

     

     

    Group combat

    Yep, I intentionally focus on group encounters, because that’s usually where you need strategy. A group pounding single mobs usually doesn’t have much of a problem. Group strategy should apply to a single target also. But if you know a normal (non boss) single mob scenario that there are no guidelines for please tell, and I will add it. : )

     

     

    Line of sight

    Yes, this is a caster problem, but if the tank is not aware of it, he might go behind a wall without realizing he’s obstructing their view. This is something I actually hadn’t thought about until I saw it happening in WoW, which gave me the idea of implementing it in the tank section. Don’t’ really see how a bow introduction would help here, most games require line of sights for ranged weapons in the same way as spells do, please explain. : )

     

     

    It’s true that Mana is a term not all games uses, but I couldn’t’ think of a better one here, open for suggestions. I do have it in the glossary for people to look up that are unfamiliar with it. : )

     

    I’m also interested in your definition on strictly support job. In my experience, support such as buffs and debuffs are usually only a side role of one of the 4 archtypes. I was considering making a fifth as a buffer/debuffer, but I couldn’t think of a game where this was general enough to make out its own role. Instead I tried to point out the different utility spells one by one, so that whichever role you play, you get the information you need.

     

    And to answer you question, this was not a thesis, it was a undergrad student work of 10 weeks, and I posted it here to reach out to people that might have interest in reading it.

     

     

    SunderGhost

    I’d be happy to see what you can wrap up in 10 minutes. Feel free to teach me anything and I’ll add it to the guide. : )

     

    Craynlon

    Don’t’ worry, this is a guide for gamers handbook, not a game developers handbook. If they have the producing role, I’m sure they can tell a difference. : )

     

    Naazir

    Does it matter if something has the title “official” as long as a lot of people might take interest in it? Just because someone is in charge doesn’t’ mean he can give good interviews, and just because someone isn’t in charge, doesn’t mean his writings are useless.

     

    You say “some random reader’s personal opinion” and at the same time “I’m not saying anything about the content of this paper”, you contradict yourself. This paper isn’t based on my personal opinion, but on experience of what has worked efficiently through years of gaming. Also academic projects have a lot harder rules, so it’s actually more likely that you get personal or a company’s opinion from someone “official”.

     

    Though if you still feel that I’m talking out in the blue, please correct my mistakes and tell me where I’m doing wrong. I still find it better to write and try to help people than decide that learning through experience is best and keep everything to yourself. Many people have different reasons for needing a hand and those that doesn’t’ can just skip reading.

     

    Funny you mention Sony since the only game I played actively was WoW when writing this. I do believe Blizzard is one of their hardest competitors. ; )

     

    The reason I was focusing on WoW is because they have the highest player base and should also have highest amount of new players, which is my main target group with this article.

     

    Streea

    It’s perfectly alright to give criticism in a constructive way that BlueCadwa did. Through discussions and reasoning many can learn a lot. : )

     

    Stradden, Caldicot, Vortigon

    Thanks :)

     

    VultureSkull

    Thanks for your input and Point taken, it is always tricky when it comes to explaining to new people. Though I did try to keep my vocabulary easy and throughout. I have also given this guide to a lot of people that hasn’t’ played mmorpg’s or even normal games before, ranging from kids to old ladies. So far I haven’t seen anyone run in to bigger problems than they can handle. I added in the introduction a part where I recommend new players to read it in baby steps. Was there anything in particular you found hard to understand?

     

    The character creation chapter was hard, but in most games you don’t’ destroy your avatar if you make a bad choice, so I tried to keep it simple. I also kept outside skills, talents, feats, etc, making the call that it becomes too game specific. I wanted to keep this on a general level. Usually there are guides already which explain how to build a good character if needed in a specific game.

     

    For the same reasons I didn’t go deep in to classes, it would leave out any game that isn’t class based. I replaced this with archetypes instead, since they should occur in most games with group oriented combat. Secondary tanking strategy is usually the same as when you are with only one tank. But it might be worth mentioning somewhere, did you find an appropriate place?

     

    The healer text below my statement explains when the mobs start pounding the healer, and tells about giving aggro, which I also pointed out as a buzzword above. Do you feel something extra should be added about aggro here? If so, can you go explain a bit further?

     

    _Seeker

    Is there anything special you see that could make it easier to understand?

     

    Flummoxed

    Agreed, though it doesn’t hurt to read and do some thinking and planning too, especially from people who do not think alike. :)

     

    Dreamion

    Agreed, and thanks : )

     

     

    Feel free to ask me any more questions, I’ll check back here every now and then as time allows. : )

     

    Sincerely,

    /Musse
  • NaazirNaazir Member Posts: 90
    Originally posted by Thunderstump 
     
    Naazir
    Does it matter if something has the title “official” as long as a lot of people might take interest in it? Just because someone is in charge doesn’t’ mean he can give good interviews, and just because someone isn’t in charge, doesn’t mean his writings are useless.
     
    You say “some random reader’s personal opinion” and at the same time “I’m not saying anything about the content of this paper”, you contradict yourself. This paper isn’t based on my personal opinion, but on experience of what has worked efficiently through years of gaming. Also academic projects have a lot harder rules, so it’s actually more likely that you get personal or a company’s opinion from someone “official”.
     
    Though if you still feel that I’m talking out in the blue, please correct my mistakes and tell me where I’m doing wrong. I still find it better to write and try to help people than decide that learning through experience is best and keep everything to yourself. Many people have different reasons for needing a hand and those that doesn’t’ can just skip reading.
     
    Funny you mention Sony since the only game I played actively was WoW when writing this. I do believe Blizzard is one of their hardest competitors. ; )
     
    The reason I was focusing on WoW is because they have the highest player base and should also have highest amount of new players, which is my main target group with this article.
     

    Being "official" or not : My point was in regards to where this ducument was posted. The location in which it was posted has been, till now, a place to find information other than gamer opinions/research... whatever you want to call it. Your paper belongs in the blog or forum sections as I see it. Excuse me for voicing this opinion?

    On "personal opinions" : Again, since I have yet to even READ this document (a point people keep missing here) I obviously cannot comment on the content of your paper. Again, as I've stated a few times already, I'm commenting on WHERE IT WAS PLACED, not the subject, content, style, language.... of the paper itself. How is this a contradiction?

    As to contradictions : You say this paper (again, I have NOT read it yet!) "isn't based on my personal opinion", only to then state "but on experience of what has worked...". To put it bluntly, your experiences make what you write about them opinion. Your feelings on a class as you test them out and try to see what works and what does not work, these are all biases and therefore opinion. What IS the case for you as you play a Cleric may not fit the play style or interests of someone else playing a Cleric. But I digress...

    To be honest, since I have NOT read this paper yet (echo... echo... echo...) I have no idea how you feel about any class or whatever. I'm not interested in how you think I (or anyone else for that matter) "should" play an MMO. I'm more of the mind that people should get a game, install it, create a toon, log in and explore/have fun. Learn as you go. My point here is what again??

     

    Oh right, the placement of this paper.  Wow.

  • ThunderstumpThunderstump Member Posts: 3

    Point taken, I guess I misunderstood you. I’m not familiar with the requirements of the different places to post, so I can’t relate to if it’s in the wrong place. But how can you really tell that it is, if you haven’t read what it’s about? If you really want it moved, I think it’s easier if you point out the requirements it does not fulfill to the admins.

     

    It’s true that experience may be biased but it doesn’t’ have to be. If you base it on feelings of a class yes, that is most likely a based on a biased opinion. However, if you base your knowledge on facts, theories and tests, this becomes more valid for research and less of a biased opinion.

     

    In this guide, it shouldn’t’ matter much what your play style is, it brings up general suggestions on tactics that should work on most mmorpg systems. If you take time and read it and find something that doesn’t fit as a general suggestion, please point it out and I’ll remove it.

     

    This handbook is not trying to convince people how they “should” be playing; anyone is free to do whatever they want. This is more of a helping hand for new players that would like some guidelines and basic tactics to more easy get in to their game play. I can perfectly understand that you are not interested and if you want to explore games yourself. However there are other people that see it useful to have a guideline to follow for many reasons. Maybe they don’t’ have time or energy to learn everything from scratch.
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