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Poster: Rotundjere at 3/23/2006 3:31:20 PM PST
Subject: GM controlled Raid Bosses?
   Ok, in respect for "The One Thing" thread (http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602368&s=new&tmp=1#new)
I really was interested in the other topic that came up.

Having a GM control certain outdoor raid bosses would, I think, bring a very interesting element to the game and be very challenging.

Knowing that you are fighting against another human being makes a big difference.

Cay said "don't get me started" on this topic. But I am very curious! Why or why not?
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7602673
 
Poster: Caydiem at 3/23/2006 3:46:46 PM PST
Subject: Re: GM controlled Raid Bosses?
   First, in a "general idea" sense.. you might think, at first, that getting human intelligence behind a raid encounter would make for an amazing and enjoyable experience...

...and I have a feeling you'd change your mind after your healers died first and quickly, every single time.

Much of the PvE raid encounter game relies on maintaining or avoiding aggro, something that would be negated with a human mind behind the controls. Single raid mobs have extremely powerful abilities to account for the fact that they're being attacked by 20 or 40 people at once, and you couldn't really scale that back in the encounter without trivializing it entirely.

Then we have the manpower factor. It would currently take 140+ GMs to man raid encounters across all realms in North America alone. To do it randomly would be unfair to other realms, or would take entirely too long. The GMs need to be focused on serving the customer and answering tickets, and hiring someone for this purpose alone is difficult to justify in terms of cost efficiency. Volunteers are difficult to manage and the potential for abuse skyrockets.

These, and other, reasons are why we don't currently have such encounters in game, nor plan to.

But you can still come kick our butts in the Battlegrounds once in a while. ;)

[ post edited by Caydiem ]


Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7602866
Poster: Caydiem at 3/23/2006 5:11:45 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
Have you considered only doing it every now and then and making it a special event, similar to the Lunar Festival, Noblegarden, etc?

For example: similar to the "Fight Blizzard in BG" event you could occasionaly announce on the web page that on X date at X time X raid boss will be controlled by a human. Anyone that succeeds in killing the boss during this time gets a special reward.

As a side-note, it'd be a way for people to vent their frustation after waiting in queues or getting steamed up over the forums.


That would result in zerging, and again, we'd still need to do it across all live realms, which would require hundreds of people that we simply don't have.

I'll post my long world event diatribe again if this keeps up. ;)
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7603710
Poster: Caydiem at 3/23/2006 5:36:26 PM PST
Subject: Re: GM controlled Raid Bosses?
   Creativity, thoughtfulness, and uniqueness are fine and dandy, and we do have plenty of that here -- but reality often intrudes, and practical choices need to be made.

Here is that list of factors that I bring up now and again that are considerations when deciding on a game's approach to events:
  • Developer Time vs. Player Time; the Repeatable Content Factor. Any sort of event like this takes time to create and execute. No company has infinite resources, and it's important that the talented staff work on projects that will make best use of their time. When working on a persistent world such as World of Warcraft, where no one actually finishes the game, repeatable content is a must. Players, by nature, devour content far faster than it can be implemented. Therefore, repeatable content is key. Dungeons are an example of this. Battlegrounds are another. They're features that are used by players over and over again.

    Now, world-changing events tend to be one-time happenings that may take a month to create but only two days to occur for players. The question comes into play... which is better? A one-time event with all the bells and whistles, or a new dungeon? Which would best utilize the developers' time? The answer, more often than not, turns out to be the one that pertains to repeatable content.

  • Dynamic vs. Scripted; the Manpower Factor. The question then comes into play... all right, if you'd rather have the developers work on repeatable content, why not hire people specifically for world events? As someone who has done precisely that job for two other games in this genre, again, I'm fairly knowledgeable regarding the pros and cons.

    Let me define a term before I delve deeper: 'dynamic event', in this case, is a term for a world event run and executed by actors in the world playing the NPCs or controlling the monsters in some fashion.

    Now, developers implementing world events are more akin to actual, coded game interactions -- true NPCs and scripted occurrences patched in. Since that takes more time to create and test than players take to exhaust it, naturally the next progression is to consider a troupe of dedicated actors and strategists to do these events on the fly, without need for developer support. There are many problems inherent with this setup as well, however. First, you need to make certain you have the right people. The individuals need to be fast and efficient typists with a near-encyclopedic knowledge of game lore. They also must be trustworthy enough to be given tools that could cause any number of cancellations if abused to the fullest. Once you start hiring these folks, keep going -- you'll need enough to effectively man over 100 realms. And that's only in the North American offices -- the international teams would naturally need their own dedicated crew.

    The number of realms is a clear detriment to this style of event. Now let's say you want to run a dynamic event. Ideally, you want the event to occur at the same time. Internationally. Staggering times is an alternative, but unfortunately brings with it spoilers and potential technical problems that will affect everyone on the realm regardless of whether or not they're participating (I'll get into this later). So it's a simultaneous event. You therefore need at least one person per realm if it's a simple event -- that's 100 employees dedicated to this alone. If it's an extremely simple event you may be able to pull it off by two-boxing, but 50 is still not an insignificant number.

    The problem is that the overall effect on the game is very small in the long run; most people probably won't even know the event occurred, regardless of what sort of in-game or out-of-game messaging used prior (to a point -- again, I'll cover this later). The cost, ergo, to maintain such a force of actors is not worth it. GMs couldn't do it -- they need to be focused on supporting players in-game. There is never a slow time for them.

    Ahhh, but volunteers could do it, you think. This comes with its own serious issues as well. Volunteers are long-distance and extremely hard to manage -- coordinating one hundred of them to execute an event is nigh-impossible. Inevitably something comes up. Also, maintaining the quality of the event is much more difficult when you cannot manage them as intricately. (I wish I could share the stories. :P ) Lastly, giving that kind of power to someone with very little accountability in the long run is a truly dangerous risk. And overall, again, this sort of thing does not have much impact unless you have a large amount of actors working the realms often; and that sort of system simply isn't financially feasible.

    On a side note, I know many people have brought up the 'you are swimming in money, finances are no excuse' line, but you're not considering what I'm saying on the whole, specifically in terms of business. In any business, it's important to get a decent return from the money you invest in something. The sheer amount of funds requires to do true dynamic events would not return the investment well in the slightest. The overall impact on the game would still be relatively small, and then the company is out cash they could have been using to pay some more content developers. (If I spend money on a musical ice-maker, it might make the act of making ice more pleasant, but considering the overall impact it has on my experience as a whole, it really isn't worth the monetary investment.)

  • Latency and Crowds; the Technical Factor. Another serious consideration, not to be overlooked, is the technical limitation of the server infrastructure. Huge crowds in a small area can cause problems. Huge crowds actively doing something in a small area is liable to cause something that leads to a realm restart. (Anyone who has participated in an Ironforge raid will be well aware of this.) Therefore, when considering world events, it is important that no event cause people to gather in such a way that would compromise playability from a technical standpoint. While not really a consideration anyone wants to make, it's nonetheless necessary that players not be drawn to one particular point.

    This is also why simultaneous events are important. If they're staggered, word-of-mouth travels quickly. More and more people end up waiting for the event in that area when it happens, thus leading to the technical issues.

Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7603945
Poster: Caydiem at 3/23/2006 5:52:54 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
I disagree with the dismissive blue postings. Here's how to make it work:

Hire 2 people to perform this event. (1 Horde and 1 Alliance)

Each day, 1 server gets "attacked". The event is spread out over all the capital cities of the faction at the same time so as to prevent MASSIVE lag. However, the dates and times are pre-announced in advance, so you can reasonably expect this to be a massive lag-inducing event. Hopefully, with the new servers, this wouldn't be so bad.

The idea is that you script waves of mobs and NPCs to coordinate the attack against the cities. The GM would control the raid "bosses" who appear at all cities in some form or other.

So, one cycle of the event across servers takes roughly 4 months - ie this can occur 3 times per year on a single server.


Now, onto the AI issue. There are two factors to consider.

One - if this is a world event taking place in capital city zones, people are respawning very quickly so even if he IS selective in his targets, he isn't necessarily making a terrible dent.

Two - you can modify his targeting code so that he can only select from a list of twenty targets at a time. He can't pick out anyone he sees and target them for attack, he has to target someone on his "aggro list". Only the top 20 on the aggro list are targetable. Healers should be able to avoid getting on the aggro list if they do their job.

To make things interesting, the GM would need skills such as a self-heal / mind-control / and other cool abilities.

Aside from the lag concerns, that's it! A very cool event, occuring 3 times a year, and you only have to hire 2 people! I think you can afford that, since it'd be about $100K investment and you get 70X that each month from us =P


Actually, you'd have to hire 6 people -- all capital cities, remember? ;)

But even then, the technical factor is key. I speak from experience, understand; I've done live events almost exactly how you describe in previous MMOs. When 100+ people are all bearing down on you, even on the lowest possible settings, your reaction time will be slower. This isn't as much of a problem in PvP, since there's no one focus, one target... but in these situations, if you're lagged and you're the monster, you're probably dying very quickly.

And honestly? That's not much fun. In every instance I've had that happen the response has been "That was it?" You want the encounter to be challenging if there's a raid and you're all but inviting a zerg tactic, but technically, that's simply not possible.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7604094
Poster: Caydiem at 3/23/2006 6:00:20 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
That looks really familiar, was that posted before somewhere?


I've posted that list before, yes.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7604179
Poster: Caydiem at 3/24/2006 11:38:28 AM PST
Subject: Re: GM controlled Raid Bosses?
   Wanderer, that still doesn't cover the technical issues. Your stating that there are many ways to get around them is nice in theory, but trust me -- I've done this for a living. It's never a matter of low levels flooding an area unless you're holding it in a newbie location; the problem is a hefty chunk of the normal realm population going to one spot.

And that sort of volunteer system, even among employees, would be extremely difficult to manage without some very, very strict rules on accountability, which would all but kill any chance at spontaneity. The time frame thing is an interesting idea, but in practice wouldn't properly work. There's a lot of havoc you can wreak in a few short minutes, and a straight time limit doesn't normally allow for a good event. Recording, again, wouldn't really be an effective countermeasure against abuse.

I've heard your suggestions before and I've seen a few of them tried, but unfortunately the set-ups you propose aren't effective in practice. I do appreciate the effort, however. :)
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7611500
Poster: Caydiem at 3/24/2006 1:57:55 PM PST
Subject: Re: GM controlled Raid Bosses?
   I understand that it can be disheartening -- that's why I emphasize that we do have a World Events team, and their focus is in creating scripted events for our playerbase.

I've done both live and scripted events for two other MMOGs in my time, Disda, so trust me when I say that my response on this is not close-mindedness based on what I know of WoW. It is, in fact, an informed stance with full insider knowledge as to how the games executed their events, and a comprehensive understanding of how others performed theirs. An earlier poster described the exponential cost of dealing with people quite well in this thread, and that's primarily what it comes down to.

It looks fantastic on paper, and as a player, I myself know that nothing can quite replace the personal interactivity that comes from live events, but the simple fact of the matter is that such a setup is not feasible in World of Warcraft at this time.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7613434
Poster: Caydiem at 3/24/2006 2:21:02 PM PST
Subject: Re: GM controlled Raid Bosses?
   Disda... it's not a matter of changing how we do things; it honestly isn't. I'll be frank; there is no change we could make to our operations, short of limiting our customer base to a very small number, that would allow for this sort of thing to occur and work well.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7613760
Poster: Caydiem at 3/24/2006 2:52:18 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
Cay why not think small and so little GM based events like I proposed? Sure you wont hit everyone but again not everyone gets a chance at the raid bosses that spawn in the world. Not everyone gets a chance at the Razza in Dire Maul arena when he or a friend spawns due to having no warning and not being in the area when it happens.

Dynamite comes in small packages. Heck I bet the player base would be more than happy to make a thread with susgestions for small script/life GM events. The GM's dont have to know lots of lore.. they can have a simple little bit they could cutNpaste from notepad with general info.

(small note gonna post my susgestion in the susgestion forum)


We can't take that sort of thing from the players; we'd have to have writers and actors on staff for legal and managerial reasons. If you only have a few, it has practically no impact. You might affect a dozen people per run in a positive way, as opposed to that money being used to make a world event that would affect every player.

Also, copy and paste scripts are -- and trust me, I know this from experience -- one of the most boring things to witness. It sounds like a workable idea on paper, but in action everyone gets the feeling that they need to sit down, shut up, and listen to the story; there's no interactivity there, which is the point of having a live person in the first place.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7614098
Poster: Caydiem at 3/24/2006 2:55:20 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
Doh :( Ignored by blue again.
/sigh


This thread is not about the PvP game, so no, I'm not responding to your tangent. Sorry. :)
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7614134
Poster: Caydiem at 3/24/2006 3:22:47 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
We're just asking for anything Cay. A raid on the XR for an hour or two with some GM controlled Alliance NPCs every other week would be huge. Would affect around 100 people every time and take next to no effort on your part.

I don't see how that would be hard to do in any way, shape, or form.


A raid on XR for an hour or two with controlled NPCs every other week.

Okay, let's say a party of five NPCs raid. There are ~150 realms in the North American region. For a two hour raid, you'd still need, say, half an hour of prep work per realm. That means you can run three realms a day. That's 50 days, or ten weeks on a 40-hour work week to complete it if there was one team doing this. If we do it every other week, then we need five teams to cover it. 25 new employees for this plan.

Except raiding XR alone is unfair for the other faction, so we double that to appeal to both Horde and Alliance. That's 50 new employees to do nothing but this in the US alone that would not, in the long run, impact players much more than a player-run raid on that area.

A bit more effort and a bit less impact than you were first thinking, I believe. ;)
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7614485
Poster: Caydiem at 3/24/2006 3:36:58 PM PST
Subject: Re: GM controlled Raid Bosses?
  

Q u o t e:
I think you may be underestimating the ammount of impact it would have. And, as has been mentioned a few times in this thread, other less lucrative MMOs seem to be able to handle this kind of interaction with their player baes.

Perhaps have GMs do this at the same time they respond to tickets with macros?


This sort of thing requires the full attention of the players behind the screen. I know well the type of impact it's had on MMOs and precisely how smaller MMOs handled it. That does not mean it's feasible or practical for World of Warcraft.
Fundeni kuchera.
  http://forums.worldofwarcraft.com/thread.aspx?fn=wow-general&t=7602673&p=#post7614645

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