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		<title><![CDATA[Epic Slant Forums - All Forums]]></title>
		<link>http://forum.epicslant.com/</link>
		<description><![CDATA[Epic Slant Forums - http://forum.epicslant.com]]></description>
		<pubDate>Thu, 18 Mar 2010 08:48:02 -0700</pubDate>
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			<title><![CDATA[World of Tanks MMORPG]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=46</link>
			<pubDate>Mon, 01 Mar 2010 04:00:40 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=46</guid>
			<description><![CDATA[Peers! <br />
<br />
Searched through youtube and found a teaser of a new mmorpg about tanks. It's called World of Tanks. Here's the link for youtube video <a href="http://www.youtube.com/watch?v=ax2ilBa4Oiw" target="_blank">http://www.youtube.com/watch?v=ax2ilBa4Oiw</a> and also some pics from the ifficial website <a href="http://worldoftanks.com/gallery/screenshots/1" target="_blank">http://worldoftanks.com/gallery/screenshots/1</a> Looks like it will be mmo about tank battles... Any ideas?]]></description>
			<content:encoded><![CDATA[Peers! <br />
<br />
Searched through youtube and found a teaser of a new mmorpg about tanks. It's called World of Tanks. Here's the link for youtube video <a href="http://www.youtube.com/watch?v=ax2ilBa4Oiw" target="_blank">http://www.youtube.com/watch?v=ax2ilBa4Oiw</a> and also some pics from the ifficial website <a href="http://worldoftanks.com/gallery/screenshots/1" target="_blank">http://worldoftanks.com/gallery/screenshots/1</a> Looks like it will be mmo about tank battles... Any ideas?]]></content:encoded>
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			<title><![CDATA[Battlegrounds in EQ2]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=45</link>
			<pubDate>Fri, 05 Feb 2010 20:16:13 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=45</guid>
			<description><![CDATA[I've been thinking and talking about this a whole lot lately. I wanted to ask the question though.<br />
<br />
Why would SOE add battlegrounds to EQ2 this late in the game's life? Is it to compete with WoW? Is it to try something for EQ3 and other MMOs? Is it a gambit to attract PvP players (I hope it doesn't!)? What do you think?]]></description>
			<content:encoded><![CDATA[I've been thinking and talking about this a whole lot lately. I wanted to ask the question though.<br />
<br />
Why would SOE add battlegrounds to EQ2 this late in the game's life? Is it to compete with WoW? Is it to try something for EQ3 and other MMOs? Is it a gambit to attract PvP players (I hope it doesn't!)? What do you think?]]></content:encoded>
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			<title><![CDATA[Episode Six - Karen is our guest!]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=44</link>
			<pubDate>Fri, 05 Feb 2010 20:14:28 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=44</guid>
			<description><![CDATA[The<a href="http://vagary.tv/multiverse/archives/79" target="_blank"> Multiverse Episode Six</a> is now available for your listening pleasure! We were joined by Karen from A View From the Top and Shut Up, We’re Talking podcasts, as well as the Journey’s With Jaye blog.<br />
<br />
Why not have a listen and discuss what you hear! We're always happy to have feedback.]]></description>
			<content:encoded><![CDATA[The<a href="http://vagary.tv/multiverse/archives/79" target="_blank"> Multiverse Episode Six</a> is now available for your listening pleasure! We were joined by Karen from A View From the Top and Shut Up, We’re Talking podcasts, as well as the Journey’s With Jaye blog.<br />
<br />
Why not have a listen and discuss what you hear! We're always happy to have feedback.]]></content:encoded>
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			<title><![CDATA[Perspective]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=43</link>
			<pubDate>Thu, 28 Jan 2010 07:54:30 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=43</guid>
			<description><![CDATA[Most MMOs default to 3rd person view these days, but the original EQ defaulted to 1st.  Are there any 1st person MMOs?]]></description>
			<content:encoded><![CDATA[Most MMOs default to 3rd person view these days, but the original EQ defaulted to 1st.  Are there any 1st person MMOs?]]></content:encoded>
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			<title><![CDATA[Idea for a Magic System]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=42</link>
			<pubDate>Thu, 31 Dec 2009 21:47:50 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=42</guid>
			<description><![CDATA[I posted this as #10 for my ideal game post, but wanted to expand on it.<br />
<br />
"And the last piece I'll choose for my list would be my own take on a magic system.  I want a voice-chat based magic system where spells are triggered by words 3-8 syllables long and your accuracy in speaking the word determines how good a spell or an accident you have.  I want magic to become strange and wonderous, not the combust, fireball, fireball rotation it is now..."<br />
<br />
Anyone who has tried to learn a foreign language using the Rosetta Stone programs should already be able to guess where I am going with this.  The program helps you sound out the word you are supposed to be learning and then tests you on how well you say it, showing your results on a percent scale.<br />
<br />
I would like to see spell effects based on how well the word is said.  A beginning wizard might have to hit 95% accuracy to get 100% of the spell, anything over that and there is a bonus to dmg, range, duration, etc...  Anything under results in a weakened spell, unless it is under a certain number, where the spell back fires.  The classic fireball exploding on your own party, sleeping yourself, maybe a random result.  Again beginning wizards may have a terribly high number, say anything under 50% of a spell is a backfire, and as their skill increases this number lowers.  Although I would keep the players knowledge of this number vague at best, perhaps all they know is their chance for a mistake is high.  Ideally, this would keep them from using the spell until things got desperate, but in reallity it could keep them from using it at all...who wants to risk blowing their own party up when they are already hurting...<br />
<br />
The length of the word would depend on the campaign type.  If it was a heavy magic, then I'd have a large library of little spells aspiring wizards could practice with.  3 syllable magic missiles, and fire bolts and such, building up to the 8 syllable earthquake spells!  In a light magic campaign, start with 5 syllable spells.  The increased difficulty will lead to reduced use of magic, in theory anyway.<br />
<br />
And as long as I'm on a roll, the syllables could be broken down in parts so mages could actually study spells they find later.  For example, in a 3 syllable spell, the 1st syllable could be the range of the spell, the second the type of damage, and the third the type of effect.  So,     Lon-sol-bur could be the word for a long range flame burst, while      Lon-ick-ra could be a long range ice ray.  Just program it so that a player's character has to unlock a certain syllable before they can use it and you eliminate someone surfing the web to learn an 8 syllable word from a fansite before their character is ready.<br />
<br />
Pros:  Returns a sense of wonder and danger to both magic and magic users, added depth in spell research, possible scribe tradeskill<br />
<br />
Cons:  Reduces the chances of practicing mages to get in pickup groups(people are going to be very wary of adding someone who could blow them up at an inopportune time), less magic being used in game, possibly excluding some people from trying the profession due to lack of microphone, accent, or speech impediment<hr />
Honestly, the above is something I've been considering for a small group rpg.  Such a heavy focus on magic casting might fall by the wayside in an MMO, but be just right for an rpg based on an aspiring wizard.  Add in some heavy focus on Alchemy, Creating Magical Items, Shape Shifting, Travel Spells (like flying), Summoning and Wizard duels and I think it might just work.  <br />
<br />
Possibly set it up like Guild Wars where the mage academy was a public area where everyone could go(like GW cities), then instance off the adventures when the players left.]]></description>
			<content:encoded><![CDATA[I posted this as #10 for my ideal game post, but wanted to expand on it.<br />
<br />
"And the last piece I'll choose for my list would be my own take on a magic system.  I want a voice-chat based magic system where spells are triggered by words 3-8 syllables long and your accuracy in speaking the word determines how good a spell or an accident you have.  I want magic to become strange and wonderous, not the combust, fireball, fireball rotation it is now..."<br />
<br />
Anyone who has tried to learn a foreign language using the Rosetta Stone programs should already be able to guess where I am going with this.  The program helps you sound out the word you are supposed to be learning and then tests you on how well you say it, showing your results on a percent scale.<br />
<br />
I would like to see spell effects based on how well the word is said.  A beginning wizard might have to hit 95% accuracy to get 100% of the spell, anything over that and there is a bonus to dmg, range, duration, etc...  Anything under results in a weakened spell, unless it is under a certain number, where the spell back fires.  The classic fireball exploding on your own party, sleeping yourself, maybe a random result.  Again beginning wizards may have a terribly high number, say anything under 50% of a spell is a backfire, and as their skill increases this number lowers.  Although I would keep the players knowledge of this number vague at best, perhaps all they know is their chance for a mistake is high.  Ideally, this would keep them from using the spell until things got desperate, but in reallity it could keep them from using it at all...who wants to risk blowing their own party up when they are already hurting...<br />
<br />
The length of the word would depend on the campaign type.  If it was a heavy magic, then I'd have a large library of little spells aspiring wizards could practice with.  3 syllable magic missiles, and fire bolts and such, building up to the 8 syllable earthquake spells!  In a light magic campaign, start with 5 syllable spells.  The increased difficulty will lead to reduced use of magic, in theory anyway.<br />
<br />
And as long as I'm on a roll, the syllables could be broken down in parts so mages could actually study spells they find later.  For example, in a 3 syllable spell, the 1st syllable could be the range of the spell, the second the type of damage, and the third the type of effect.  So,     Lon-sol-bur could be the word for a long range flame burst, while      Lon-ick-ra could be a long range ice ray.  Just program it so that a player's character has to unlock a certain syllable before they can use it and you eliminate someone surfing the web to learn an 8 syllable word from a fansite before their character is ready.<br />
<br />
Pros:  Returns a sense of wonder and danger to both magic and magic users, added depth in spell research, possible scribe tradeskill<br />
<br />
Cons:  Reduces the chances of practicing mages to get in pickup groups(people are going to be very wary of adding someone who could blow them up at an inopportune time), less magic being used in game, possibly excluding some people from trying the profession due to lack of microphone, accent, or speech impediment<hr />
Honestly, the above is something I've been considering for a small group rpg.  Such a heavy focus on magic casting might fall by the wayside in an MMO, but be just right for an rpg based on an aspiring wizard.  Add in some heavy focus on Alchemy, Creating Magical Items, Shape Shifting, Travel Spells (like flying), Summoning and Wizard duels and I think it might just work.  <br />
<br />
Possibly set it up like Guild Wars where the mage academy was a public area where everyone could go(like GW cities), then instance off the adventures when the players left.]]></content:encoded>
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			<title><![CDATA[Does everything need to be an MMO?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=41</link>
			<pubDate>Wed, 18 Nov 2009 10:57:32 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=41</guid>
			<description><![CDATA[BioWare has been talking up their Star Wars: The Old Republic for a while now.  Mainly, they focus on how it will be more story oriented than other MMOs.  And while all that is good, now we hear <a href="http://www.incgamers.com/News/19682/bioware-on-the-old-republics-endgame" target="_blank">this</a>.<br />
<br />
Of key importance to me is this quote:<blockquote><cite>Quote:</cite>"Just to give one example, if you were to play a Jedi Knight on the Republic side, and then if you were going to play the Bounty Hunter on the Imperial side, it's actually like two different games," he said.<br />
<br />
"None of the story content, none of the combat - none of it's shared. So you essentially have just played two different MMOs."</blockquote>
<br />
Is SW:TOR really a single player game where you maybe group sometimes with a subscription fee that is going to roll into a grinding battleground/raidfest after you complete the story?<br />
<br />
Everything I'm hearing about this game makes me think it should be a single player game, or a co-op multi player game, rather than an MMO.  Thoughts?]]></description>
			<content:encoded><![CDATA[BioWare has been talking up their Star Wars: The Old Republic for a while now.  Mainly, they focus on how it will be more story oriented than other MMOs.  And while all that is good, now we hear <a href="http://www.incgamers.com/News/19682/bioware-on-the-old-republics-endgame" target="_blank">this</a>.<br />
<br />
Of key importance to me is this quote:<blockquote><cite>Quote:</cite>"Just to give one example, if you were to play a Jedi Knight on the Republic side, and then if you were going to play the Bounty Hunter on the Imperial side, it's actually like two different games," he said.<br />
<br />
"None of the story content, none of the combat - none of it's shared. So you essentially have just played two different MMOs."</blockquote>
<br />
Is SW:TOR really a single player game where you maybe group sometimes with a subscription fee that is going to roll into a grinding battleground/raidfest after you complete the story?<br />
<br />
Everything I'm hearing about this game makes me think it should be a single player game, or a co-op multi player game, rather than an MMO.  Thoughts?]]></content:encoded>
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			<title><![CDATA[More choice or more balance?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=40</link>
			<pubDate>Fri, 06 Nov 2009 08:06:13 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=40</guid>
			<description><![CDATA[I'm currently working on an article that will look at more choices in classes vs more balance to them. My general thesis is that the more classes/specs you have the less likely you can achieve balance.<br />
<br />
Anyone have thoughts on this?]]></description>
			<content:encoded><![CDATA[I'm currently working on an article that will look at more choices in classes vs more balance to them. My general thesis is that the more classes/specs you have the less likely you can achieve balance.<br />
<br />
Anyone have thoughts on this?]]></content:encoded>
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			<title><![CDATA[Shut Up We're Talking]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=38</link>
			<pubDate>Tue, 20 Oct 2009 05:48:34 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=38</guid>
			<description><![CDATA[I was recently invited to be a guest on "Shut Up We're Talking." We discussed a little about skill based MMOs, intellectual property, and character deletion.<br />
<br />
You can <a href="http://www.virginworlds.com/podcast.php?show=5&amp;ep=55" target="_blank">listen to me ramble</a> on!]]></description>
			<content:encoded><![CDATA[I was recently invited to be a guest on "Shut Up We're Talking." We discussed a little about skill based MMOs, intellectual property, and character deletion.<br />
<br />
You can <a href="http://www.virginworlds.com/podcast.php?show=5&amp;ep=55" target="_blank">listen to me ramble</a> on!]]></content:encoded>
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			<title><![CDATA[Actively Playing EQ2?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=37</link>
			<pubDate>Tue, 20 Oct 2009 05:45:56 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=37</guid>
			<description><![CDATA[I was curious about who was playing EQ2 these days?]]></description>
			<content:encoded><![CDATA[I was curious about who was playing EQ2 these days?]]></content:encoded>
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			<title><![CDATA[What tools are useful to you?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=32</link>
			<pubDate>Tue, 13 Oct 2009 12:25:19 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=32</guid>
			<description><![CDATA[This is a question for guild leaders and guild members.<br />
<br />
What tools do you find useful for your guild? It can be anything. Forums, spread sheets, Ventrilo. Why?<br />
<br />
What information do you always want to have? What makes your life easier? What makes it harder?]]></description>
			<content:encoded><![CDATA[This is a question for guild leaders and guild members.<br />
<br />
What tools do you find useful for your guild? It can be anything. Forums, spread sheets, Ventrilo. Why?<br />
<br />
What information do you always want to have? What makes your life easier? What makes it harder?]]></content:encoded>
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			<title><![CDATA[Groups]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=31</link>
			<pubDate>Tue, 13 Oct 2009 11:14:44 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=31</guid>
			<description><![CDATA[This is more from a technical stand point, obviously I can't stop it if the discussion veers off into other territory, but I just wanted to state my intent at the beginning.<br />
<br />
What sort of things in games does a group structure provide?<br />
<br />
In many games being in a group gives you a chat channel in which you can speak to only your group.  Some games have actually trying to incorporate voice chat for groups with varying results.<br />
<br />
Being in a group, in most games, also throws up UI elements on your screen with status information about your group mates.<br />
<br />
Groups are also a unit used for reward sharing.  Deciding who can loot, experience point splits, etc...<br />
<br />
Content can also be designed around the structure.  If you want to design content for no more than 6 players, make your game's group size 6 and then put the content in instances whose access is determined by group membership.<br />
<br />
What other things does have a group structure in a game provide?]]></description>
			<content:encoded><![CDATA[This is more from a technical stand point, obviously I can't stop it if the discussion veers off into other territory, but I just wanted to state my intent at the beginning.<br />
<br />
What sort of things in games does a group structure provide?<br />
<br />
In many games being in a group gives you a chat channel in which you can speak to only your group.  Some games have actually trying to incorporate voice chat for groups with varying results.<br />
<br />
Being in a group, in most games, also throws up UI elements on your screen with status information about your group mates.<br />
<br />
Groups are also a unit used for reward sharing.  Deciding who can loot, experience point splits, etc...<br />
<br />
Content can also be designed around the structure.  If you want to design content for no more than 6 players, make your game's group size 6 and then put the content in instances whose access is determined by group membership.<br />
<br />
What other things does have a group structure in a game provide?]]></content:encoded>
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			<title><![CDATA[First time Guild Leader]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=30</link>
			<pubDate>Mon, 12 Oct 2009 08:33:57 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=30</guid>
			<description><![CDATA[Hello. I found this site while searching on tips to become a successful guild leader. I have been playing WoW for 4 years and have aquired much from the various guild leaders I have played with. I was wondering if anyone else could give me some tips or suggestions on 1. How to grow the guild and 2. How to maintain it. <br />
<br />
Thank you<br />
Esrevnad]]></description>
			<content:encoded><![CDATA[Hello. I found this site while searching on tips to become a successful guild leader. I have been playing WoW for 4 years and have aquired much from the various guild leaders I have played with. I was wondering if anyone else could give me some tips or suggestions on 1. How to grow the guild and 2. How to maintain it. <br />
<br />
Thank you<br />
Esrevnad]]></content:encoded>
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			<title><![CDATA[A great presentation on great writing.]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=29</link>
			<pubDate>Sun, 11 Oct 2009 13:01:45 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=29</guid>
			<description><![CDATA[<a href="http://www.ai.uga.edu/mc/WriteThinkLearn.pdf" target="_blank">http://www.ai.uga.edu/mc/WriteThinkLearn.pdf</a><br />
<br />
So much useful advice in here. Many of these techniques have been helping me write better for years. There's a lot of wisdom here. Even if you don't look through the entire 120+ slide presentation, read through as much as possible. You'll find at least one piece of useful information that will make your writing better.]]></description>
			<content:encoded><![CDATA[<a href="http://www.ai.uga.edu/mc/WriteThinkLearn.pdf" target="_blank">http://www.ai.uga.edu/mc/WriteThinkLearn.pdf</a><br />
<br />
So much useful advice in here. Many of these techniques have been helping me write better for years. There's a lot of wisdom here. Even if you don't look through the entire 120+ slide presentation, read through as much as possible. You'll find at least one piece of useful information that will make your writing better.]]></content:encoded>
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			<title><![CDATA[The Top Five MMOs that need remakes]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=28</link>
			<pubDate>Thu, 08 Oct 2009 10:58:05 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=28</guid>
			<description><![CDATA[I saw this on another forum and thought I'd bring it up here.<br />
<br />
Check out this story on MMORPG: <a href="http://www.mmorpg.com/showFeature.cfm/feature/3590/page/1" target="_blank">http://www.mmorpg.com/showFeature.cfm/fe...590/page/1</a><br />
<br />
What do you guys think? I think a new UO would be awesome if they kept with everything they've learned over the years.]]></description>
			<content:encoded><![CDATA[I saw this on another forum and thought I'd bring it up here.<br />
<br />
Check out this story on MMORPG: <a href="http://www.mmorpg.com/showFeature.cfm/feature/3590/page/1" target="_blank">http://www.mmorpg.com/showFeature.cfm/fe...590/page/1</a><br />
<br />
What do you guys think? I think a new UO would be awesome if they kept with everything they've learned over the years.]]></content:encoded>
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			<title><![CDATA[Do existing IPs make for better MMOs?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=27</link>
			<pubDate>Thu, 08 Oct 2009 06:31:42 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=27</guid>
			<description><![CDATA[What do you guys think? What is the benefit of using an established IP for your MMO vs just making your own?]]></description>
			<content:encoded><![CDATA[What do you guys think? What is the benefit of using an established IP for your MMO vs just making your own?]]></content:encoded>
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			<title><![CDATA[Love]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=26</link>
			<pubDate>Thu, 01 Oct 2009 19:19:02 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=26</guid>
			<description><![CDATA[Anyone else heard about <a href="http://www.quelsolaar.com/love/index.html" target="_blank">Love</a>? I just found out about it today. It looks... very interesting.]]></description>
			<content:encoded><![CDATA[Anyone else heard about <a href="http://www.quelsolaar.com/love/index.html" target="_blank">Love</a>? I just found out about it today. It looks... very interesting.]]></content:encoded>
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			<title><![CDATA[Ask a Guild Leader]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=25</link>
			<pubDate>Thu, 01 Oct 2009 13:49:19 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=25</guid>
			<description><![CDATA[I still have a few pending "ask a guild leader" questions but I'd love to get more in my queue. If something is bothering you or you're curious about something go ahead and leave your question here! Alternatively you can send it in via email.]]></description>
			<content:encoded><![CDATA[I still have a few pending "ask a guild leader" questions but I'd love to get more in my queue. If something is bothering you or you're curious about something go ahead and leave your question here! Alternatively you can send it in via email.]]></content:encoded>
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			<title><![CDATA[Advertise your blog here]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=24</link>
			<pubDate>Thu, 01 Oct 2009 13:47:32 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=24</guid>
			<description><![CDATA[When it comes to a forum it can sometimes be hard to know who is who. The ESF is about bloggers helping bloggers and I know some will be too shy to shamelessly advertise themselves. This thread is for you!<br />
<br />
Reply to this thread with your blog name, its URL and the URL of the RSS feed. Let us know who is here and help others find you!]]></description>
			<content:encoded><![CDATA[When it comes to a forum it can sometimes be hard to know who is who. The ESF is about bloggers helping bloggers and I know some will be too shy to shamelessly advertise themselves. This thread is for you!<br />
<br />
Reply to this thread with your blog name, its URL and the URL of the RSS feed. Let us know who is here and help others find you!]]></content:encoded>
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			<title><![CDATA[Day/Night Cycles]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=23</link>
			<pubDate>Wed, 30 Sep 2009 21:16:44 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=23</guid>
			<description><![CDATA[I recently posted this on my blog, but considering I don't get many readers, I figured I'd post this question here in hopes of some interesting thoughts.<br />
<br />
Two points: a proposal, and a question. What if day/night cycles mattered? My thought is that small disruptions and variations to basic game mechanics depending on things like time of day, weather, and the seasons can be a very good thing to keep players engaged and paying attention to how the world around them is changing.<br />
<br />
I came up with a short list of things that could be affected by whether it's daytime or nighttime in-game:<br />
- Stealth (more effective at night, obviously)<br />
- Dodging (can't see attacks coming, can't dodge)<br />
- Aim (can't see the target, can't hit as easily)<br />
- Animal movement (nocturnal creatures, such as hunting wolves)<br />
- NPCs sleep<br />
- Guards become more alert (or perhaps more guards are posted, due to dangers at night)<br />
- Magic (e.g. light-based magic stronger during day, weaker at night)<br />
- Movement (slower at night, faster during day)<br />
<br />
The question needs to prefaced with a problem I saw with having day and night matter: if the game time cycle is the same as Real Life&#153; time, then players who play at the same time each day would miss out on the change in mechanics. My solution would be to simply shorten game day/night cycles to something that would change multiple times per day, and would do so asymmetrically, so that each RL day at the same time, it would be a different time of day in-game.<br />
<br />
So my question is, how long would you say a game day/night cycle should be? My thought was 5 hours total; 2.5 for day, 2.5 for night. Long enough to feel like a day, but short enough to force players to adjust on the fly to changing conditions.<br />
<br />
Shameless plug: <a href="http://verilazic.blogspot.com/2009/09/daynight-cycles.html" target="_blank">my blog post</a> has a more extensive explanation, especially on why a multiple of 5 hours is a good number.]]></description>
			<content:encoded><![CDATA[I recently posted this on my blog, but considering I don't get many readers, I figured I'd post this question here in hopes of some interesting thoughts.<br />
<br />
Two points: a proposal, and a question. What if day/night cycles mattered? My thought is that small disruptions and variations to basic game mechanics depending on things like time of day, weather, and the seasons can be a very good thing to keep players engaged and paying attention to how the world around them is changing.<br />
<br />
I came up with a short list of things that could be affected by whether it's daytime or nighttime in-game:<br />
- Stealth (more effective at night, obviously)<br />
- Dodging (can't see attacks coming, can't dodge)<br />
- Aim (can't see the target, can't hit as easily)<br />
- Animal movement (nocturnal creatures, such as hunting wolves)<br />
- NPCs sleep<br />
- Guards become more alert (or perhaps more guards are posted, due to dangers at night)<br />
- Magic (e.g. light-based magic stronger during day, weaker at night)<br />
- Movement (slower at night, faster during day)<br />
<br />
The question needs to prefaced with a problem I saw with having day and night matter: if the game time cycle is the same as Real Life&#153; time, then players who play at the same time each day would miss out on the change in mechanics. My solution would be to simply shorten game day/night cycles to something that would change multiple times per day, and would do so asymmetrically, so that each RL day at the same time, it would be a different time of day in-game.<br />
<br />
So my question is, how long would you say a game day/night cycle should be? My thought was 5 hours total; 2.5 for day, 2.5 for night. Long enough to feel like a day, but short enough to force players to adjust on the fly to changing conditions.<br />
<br />
Shameless plug: <a href="http://verilazic.blogspot.com/2009/09/daynight-cycles.html" target="_blank">my blog post</a> has a more extensive explanation, especially on why a multiple of 5 hours is a good number.]]></content:encoded>
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			<title><![CDATA[Breaking the Tanks, Healer, DPS trinity.]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=22</link>
			<pubDate>Tue, 29 Sep 2009 12:53:24 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=22</guid>
			<description><![CDATA[In order to progress as a genre, MMOs need to move past this primordial and mercilessly mediocre character ability design pattern.<br />
<br />
What games have you played that challenge this pattern successfully/unsuccessfully and why? How do they do it? How would <span style="font-weight: bold;">you</span> do it?]]></description>
			<content:encoded><![CDATA[In order to progress as a genre, MMOs need to move past this primordial and mercilessly mediocre character ability design pattern.<br />
<br />
What games have you played that challenge this pattern successfully/unsuccessfully and why? How do they do it? How would <span style="font-weight: bold;">you</span> do it?]]></content:encoded>
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