Shadowbane World Closure Due To Counterfeiting? 30
Thanks to Terra Nova for their posting discussing world deletions/consolidations in the PC MMORPG Shadowbane, analyzing rumors that the measures are "a fairly sophisticated attempt to clean the bad gold out of the economy." The piece informs: "The official reason [for closure] seems to be the fact that populations are too low", but it's pointed out that "...those being booted from SB's Scorn and Treachery servers are leaving with nothing but the clothes on their back: no bank items, no coins, no property", a drastic step which some say is down to the fact that "...much of the gold in [Shadowbane's] worlds is duped rather than earned." Is this a simple world consolidation, or desperate economy-balancing measures?
Similarities (Score:4, Interesting)
Re:Similarities (Score:4, Insightful)
I'm sure that in Diablo 2, the first person who duped Stones of Jordan (uber rings for the uninitiated) on the Realm servers was quite pleased that people started using them as basic currency ([x] item equals [y] number of incredibly rare rings which suddenly aren't as rare anymore).
In short, the cheating is a goal in and of itself. People who enjoy cheating in multiplayer environments (as opposed to people who enjoy finding and then reporting cheats without taking advantage of them) have little interest in the rest of the game, and thus don't care how it ruins the game for anyone else - except in the sense that they have a twisted notoriety in the community. Any attention is good attention.
Capt. Kirk cheated. (Score:2)
What does he do? Well, he cracks the simulation computer and cheats his way into doing neither. Iirc.
Just to say there's at least one campy cliche story that would agree that cheating != evil and is a legitimate part of the game when you'r
Re:Capt. Kirk cheated. (Score:1)
A winner is me (Score:1)
Re:A winner is me (Score:1)
The movie was Star Trek 2: The Wrath of Khan.
Perfect Solution (Score:1)
Part of the normal plan (Score:4, Informative)
I do have a feeling the rampant gold duping might be a reason those two are going first, but, gold duping is a problem on every server.
Re:Part of the normal plan (Score:3, Informative)
In the bad old days, we were warned that this might happen if a guild achieved total domina
Re:Part of the normal plan (Score:2)
I played on Death. There was one guild which was so annoying the entire server went to waragainst it. They survived due to a series of exploits, specifically setting the times to defend their city to server reset every morning. Even if we had top run speed we couldn't make it to their city in time.
Then there was the duping- that nation, after recruiting from other servers and taking in eveyr malcontent on the server, somehow managed to hav
Re:Part of the normal plan (Score:1)
The scary thing is, Death is one of the better servers.
I'm only semi-active at the moment, but won't drop entirely, because the things that they got right are still very cool. Besides, I have to hold on until Panther comes out, so I can actually fight in a seige for once. (That one is apparently an Apple driver problem--not a Wolfpack codin
Re:Part of the normal plan (Score:2)
Ya know, you can't dupe cash by moving it around between banks, so you know solving it is possible. They just fucked up.
Shadowbane should just die.. it's AWFUL (Score:2, Interesting)
After another three months (six months since the game was released), I canceled my subscription. Low server populations. Too much server down-time, database rollbacks, client/crashing problems, lag issues and just about
Re:Shadowbane should just die.. it's AWFUL (Score:1, Funny)
it's a sad attempt (Score:1)
really, i don't understand why they don't fix it. whether they see it as being hard or not, it should be fixed. immediately. otherwise, the unbalanced economy will simply destroy the game beyond where it has gone already.
Love the mirroring (Score:2)
Re:Love the mirroring (Score:1)
Duping only a factor (Score:2, Interesting)
The primary reason for the bank wipe, IMO, is to limit the effect that guilds will have on the servers they move to. Without the gold to plunk a town down on their first day, they will have to find a place for themselves within the existing system, instead of just jumping in as a brand-new major power.
I don't think they would lie about low population (Score:4, Interesting)
I think the last thing they would want would to admit was that the user figures were falling - I'm sure they'd much rather admit to a number of bugs that need addressing. This is probably just a convienent time to help remove some of the duped money/items.
It amazing though, so many of these titles have obviously been designed very badly indeed, or in some cases not at all - the developers have just sat down and started churning out code without any thought as to how to write it efficently and securely. I am still stunned by this, and I think impatiant unprofessional developers and poor managers are to blame. Some developers don't see why
In my experience, you should sit down and discuss plan this sort of software for about 3-6 months before you even write any code (and after that have regular meetings to dicuss tweaks to the design that become apparent once you start putting the basic API's in place). To be effective, it should be a proper discussion, between the developers, with no domination by any one developer and no large egos involved (apart from by the 'lead developer', where firm decisions need to be made one way or another).
I know it can seem wasteful to have people sitting around talking and making charts for 6 months, and it might not
I've found, with 6 months planning and a year of development you can achive the same as in 2 years worth of simple 'plunge in head first' development, because you don't have to waste lots of time bug fixing and traking down problems and re-writing significant bits of code.
The only disadvantage with the planning stage is that it you are 6 months later to market, but I think having a product that is twice as 'mature' is much better in the long haul (and if your in it to build a stable product, which you should be - as even if you plan on a quick sale, you can't always count on one right away - then it just makes much more sense to be later to market in many instances, even if you have competitors hot on your heels, customers will soon get tired of them if they have a poor quality product).
I'd be interested to hear other developers/project managers experiences...
Re:I don't think they would lie about low populati (Score:2, Interesting)
I hope as the game industry matures more that there will more examples of well-designed systems and games.
Personally, my c
Re:I don't think they would lie about low populati (Score:1)
I solved this problem on MUDs long long ago (Score:2)
any two objects with the same serial number ever
existed at the same time, they were both (or all if there were multiples found) destroyed, and that was it.
As far as for numeric issues, like coins, which were not really an object, just a number to keep track of, there was a "money daemon" object, which kept track of how much money was in the world (there was a set limit) and all requests by the game program to add
Re:I solved this problem on MUDs long long ago (Score:3, Informative)
Re:I solved this problem on MUDs long long ago (Score:2)