Age Of Wushu Bot Programs
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Monday -. Wednesday. Today I learned a bit about the research of Dr. Richard Bartle into the different things that different types of players want out of a game.
For those that aren't familiar, he identified four major types of players during his study of player populations in early MUDs. For whoever is interested, Extra Credits has done two videos on the subject, one of which concerns Bartle's findings on balancing an MMO ecosystem.
Suffice it to say that some players derive their enjoyment by exploring a game's world and mechanics, others want to achieve the best gear, highest ladder ranking, first to level cap, or whathaveyou. Some just want to form meaningful social connections.
There are also all those who enjoy dominating other players by killing, camping, griefing, robbing, buying out, or some other creative means. I think that many people enjoy games in more than one of these ways, and I find them all necessary for my continued and happy stay in the world of an MMORPG.
Age of Wushu provided me with everything I wanted out of a game. My progression felt important and driven by me, I was heavily invested in the game's economy, my friends and connections were everything to me, and I was in wonder at all the new things I continued to find and learn. Not to mention, I always had time to fuck with people. And fuck with people I did. Funnily enough, there was no questing or PVE grind present in the game, period. Gaining strength as a character was a very different process than we are used to, and I think we don't see it in more games because that design makes it too hard to control the content that the player experiences, and makes it impossible to be certain that the player will always have something to do, with no steady stream of pve leveling content.
I can only think of a few developers with the balls to have tried it. That said, I spent more time bored, doing nothing, in Age of Wushu than I ever have in an MMO before. I don't think that's such a terrible thing, because it made it feel less like a game and more like life. Shit doesn't just happen to you as you're whisked along a rail of content in any believable world. Who can become invested in that? Still, as a game, it had neigh endless flaws and shortcomings, backed up by a shitty developer and an even shittier local manager, dedicated to ensuring the game's failure.
Where the fuck am I going with this? I'm basically asking if anyone can relate; if anyone knows of a game world open right now that can provide a player with all those things that made a profoundly bad game the best gaming experience I've ever had. Rift was another one I got a lot of enjoyment out of, but the social aspect was hardly important when it came to your daily life in the world, and it's always disappointing the way that structured player interaction (especially regarding pvp) is usually the only rewarded type of player interaction in a game. The original Darkfall was wonderful, as well.
Snail Games
The world was the most enthralling of any I've entered, though most of it was largely inaccessible for a rather long time after starting a character. Still, the fact that this inaccessibility was not artificial, and one could technically walk or swim anywhere if they were really curious, meant that this drawback actually added to the intrigue of the world. Another game riddled with flaws, lacking in terms of gameplay, and operated by one of the most incompetent companies I've ever heard of (patch delayed 2 weeks once because the entire dev staff, that's right, the whole half-dozen or so of them, got sick). Regardless, I played for a year and it kicked the shit out of just about everything I've played since.
For a long time, I've missed the kind of experiences I used to have in games like these, and I've searched for them elsewhere for years now. I've yet to find another game that satisfies those four fundamental things I want out of a game, as described by Dr.
Maybe I just don't know how to enjoy the games we are offered now, but many of the most lauded and successful just seem lacking. Even after getting to play Black Desert with 30 ping after moving to Japan, I somehow failed to enjoy that game, with all its beautiful places to explore, wonderful combat system, thriving world and frequent skirmishes on the roads.
Is it worth it to go back to Rift? Is there another game you think does well providing players with opportunities to enjoy it in those four fundamental ways Dr. Bartle articulated? What do you think about the games I've described? I can totally relate to your description of Age of Wushu, it was one of my best experiences in an MMO as well, though the main problem with it was not so much the devs themselves, as the technology they used − the game has an incredibly thick client for an MMO, having too much stuff calculated on the client side: model presets, some premium functions and even physics of the player's movement, which allowed the game to be exploited with a few relatively simple client modifications. I was actually one of the first people to start digging in the client of the western version of the game, not for the purpose of exploitation, but simply out of curiosity, and the things I found there were incredible in their ability to influence the gameplay.
Then the people who did want to exploit it came in and ruined it for everyone. The only game I enjoyed more than AoW was Lineage 2, which also had all the gameplay aspects mentioned by Bartle, but also always kept the players busy with endless grind, which in itself was a motivation for socialization and domination, exactly the features that modern MMOs lack.
GPotato
I never played Lineage 2, but I guess it's kind of in the past now. I remember AoW, at least on the NA server, had some far worse problems than a client vulnerable-by-design and rampant exploitation. We had a bunch of Vietnamese clans who come to the NA server with knowledge from the Chinese server, utterly dominated the market, and started selling gold to the stupid Americans who bought it, hurting the economy more.
Then there was a huge issue with widespread fraudulent paypall purchases of game-currency inflating the economy like never before, and sweeping bans of anyone who bought from the goldsellers that committed the fraud. Without friends or money, it was pretty hard for new players to get into the game at that point. Still, it was so much fun messing with GoonTangClan. The shittyness of the client could be used for things like that too, actually.
I used to glitch into the walls of a static building in front of the bank in Chengdu and yank them into the wall with Lotus Palm. Every now and then I could get a nice clusterfuck of them to build up and try to get in and kill me XD I only wish I had Royal Guard Chain to make it even better. AoW was probably the best mmo I've played in a long long time. It was also the worst mmo I've played in a long long time. Snail managed the game terribly.
Pretty sure they're a corrupt Chinese publisher that does immoral wrong things like selling player data to gold sellers. They didn't region block the game allowing chinese players from the CHINESE version of the game (year older) to flood the english version and utterly dominate everything. Best crafters = chinese names. Most powerful guilds = Chinese guilds.
They got in and took full control. Combine all those problems and people started quitting and uninstalling within 2 months of the games launch. I even reinstalled a month later to try to find someone and the server was a ghost town full of bots and chinese players sitting around afk and my old guild and everyone on my friends list was gone. The wide spread account hacking became nearly predictable. It happened to anyone no matter what precautions they took. Didn't matter if you never visited fan sites or had the most convoluted password.
Some how, gold sellers 'guessed' the passwords each week. For a year and a half after I quit AoW, I was being met with 'Another computer attempted to log into your account' whenever I checked my email and the ip was always some where in China. They finally gave up but still. Never once had that problem with any other mmo publisher in my life. Age of Wushu.
They didn't region block the game allowing chinese players from the CHINESE version of the game (year older) to flood the english version and utterly dominate everything. Best crafters = chinese names.
Most powerful guilds = Chinese guilds. They got in and took full control. That's funny, cause I was in a (semi-)Chinese guild. Those guys were pretty chill and it's not like there was no competition, I remember the sieges were pretty tough and the opposing guild was American, we were only managing to hold them off because we had two guilds while they had only one. Age of wushu had a lot of potential, and where it is now dissapoints me immensely. My biggest problem was the tutorial system.
As i was being lead through the UI i didn't feel that it was very intuitive at all. They did a terrible job explaining the deeper mechanics of the skill and advancement system IMO. In short i felt like i was being told to press buttons without really understanding why i was clicking them, or what they actually meant. After the prompts and the tutorial ended, i had no idea what to do.