MR. POD Episode 1

Thursday, September 4, 2014 | 45

I don't just have a shitty website anymore... I also have a shitty podcast! In the first episode of MR. POD, Ryan and Miguelito struggle with Google Hangouts, reflect on games both past and future, and dive deep into MMO economics. Check it out:





If you don't like it, feel free to bash me in the comments section, twitter, or via email. Your hate makes me strong.

45 comments :

  1. Darkfall sort of already has an eve system. Safe zones = high sec (only there is 0 chance of fuckery). Everything else = null sec. It sounds like darkfall is putting in an alignment system and getting rid of the large safe zone areas.

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  2. Better solution: Do not play an awful game.

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  3. Losing time is effective for sure but also annoying to deal with since the game essentially prevents people from playing it more. Usually the law abiders love the system and enjoy a justice system based around that while the evil doers hate and loathe the system because they can't do a dang thing for hours after killing people. I don't mind it in either scenario usually but a better system is definitely one that allows the evil player to continue playing the game in some fashion.


    Note that I am ignoring your awful reference to an FPS game. The Time punishment is scene in a ton of mmorpgs: Age of Wushu, ArcheAge, etc.

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  4. The name - "Mr. Pod" - is just... such creative genus, it leaves me speechless!
    As
    for the content... it was an enema for my ears! I now have full
    sympathy for your wife. I actually listened to it for as long as it took
    me to type this.
    I am now going to sandwich my head between two
    pillows and hope I'll recover by tomorrow. I could actually do with a
    hug from Maevrim...

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  5. It starts off pretty rough, for sure. Skip ahead next time you attempt if you do because I think we caught a breeze as it went along.

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  6. Also, if you only listened to the beginning, Ryan ran the intro and he has a LOT of energy.

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  7. Mkay, granted that one can't make a fair judgement after only 90
    seconds, but I didn't want to run the risk that it might make a turn for
    the better and deprive me the benefit of posting a criticism here in
    the comments and feeding your trolling!

    Speaking of fairness, I only give mmos about 90 secs before judging them...

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  8. Yeah, but 86 minutes and 32 seconds?! *head explodes*

    You could go one step further and start a Youtube channel and not only provide us with an audio-enema, but even a visual one.
    Suddenly, a bout of ebola seems trivial in comparison.

    On the upside, I’m happy for you that you found a friend in Ryan!

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  9. Trust me if anyone understands that, it's me. I'm new at this thing, so I appreciate all criticism regardless of how I'll conceived it may be.

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  10. That's something were currently considering, but the message is probably most important. Ryan was an early supporter of my site, and gave me undeserved credibility when I started out.

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  11. I mean, you should be able to kill anywhere, just have guards in some areas/less in other areas & none everywhere else.

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  12. My plan for handling justice starts with temporary bans from cities. If you steal something from someone in or near a city, you get stripped of your gear, escorted to the edge of the city's territory, and you will no longer be allowed into the city. The penalty might last for an hour the first time you commit a simple crime. Repeated offenses have harsher penalties. (frequency would be taken into account) Larger offenses (like murder) would carry a much longer ban. In addition, ban time would stack... If you plant yourself on the road outside of town and rob or kill people, each offense will accumulate additional (and exponentially increasing) ban time. If you accumulate a total of 1 week's worth of ban time, you become perma-banned.

    If the city is a member of a faction or alliance, you might also be banned from the other cities in the alliance depending on the severity of the crime, or the frequency which you commit crimes.

    A city might also put out a contract on you... In which case anyone who kills you gets a reward. These contracts would also have timers, as the bans do. So they won't expire simply because someone killed you once.

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  13. There are billions of ideas that would be more compelling than that's normal. This is one such example.

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  14. Aren't justice systems telling something about the game itself? I believe a game is broken by design when a new player has absolutely no chance of defending themselves against an experienced player to the point where a justice system is implemented in order to prevent full scale slaughter. However, this is a topic for another time.


    On the topic of bad justice systems, Mortal Online is a good example. I recall a fellow in the starting area going by the name of "Anime" who jumped in front of new players who took swings at animals, and got them flagged as criminals and subsequently killed by the guards.

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  15. Yes and no. I think justice systems are as much for the vet as the noob because it adds a level of risk and excitement to being the bad guy.

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  16. Can't the same risk and excitement exist without the system in place? For instance, this Anime fellow was such a bother that I got together a bunch of angry new people, followed him into an area with no guards and delivered some justice of our own. He was not flagged since what he was doing didn't conflict with the system even though he was essentially murdering everyone.


    Now Anime was a mid-level player with moderate light armor and a medium quality sword. The 5 of us had little to no armor of fair quality and very low quality swords and axes. Of the 5 of us that ambushed him, 2 of us were killed and the rest of us were severely wounded. We were glad to have killed him though and celebrated by looting his corpse and taking all his shit(I took his head and his bitchin' cape). I found him later and he had a good laugh about having to fight us off and dying a heroic last stand.

    Point is we, the players were able to deal with an enemy who was experienced and had equipment that was superior to ours without relying on the justice system and at the same time he had a great time trying to fight us off.


    Now I don't disapprove of a justice system completely, I just haven't found one to my liking. I would have it so flagging is maintained, but it is more for people to have an impression of the individual they are dealing with rather than to be run down by guards with easily abused AI.

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  17. Thanks homie. Hopefully I'll get less awkward as I become more comfortable talking to myself.

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  18. This article was so... uninspired. I liked more when you were some kind of masochist playing awful games to entertain us. What about a revisit to Darkfall Unholy Wars, now that the talents were revamped?
    Or perhaps you could comment about the new expansion on WoW. You know you like it.

    Hugs and kisses.

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  19. look I know you might be the paladin, law and order, save everyone type of guy, I know I like that niche, but some people love to play the bad guy. Making penalties so harsh the bad guy cannot play means the good guy cannot defend. There has to be some balance. Good cannot exist without evil (holy corny heaven batman).

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  20. Yeah...Darkfall just forgot to make a UI that was born of something relating to a language or goal of some sort. They also forgot that the game is supposed to be entertaining. Ask Miguelito about darkfall's interface. It always sparks a great set of comments.

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  21. First of all if the idiot logs off then the justice system did its job. Second of all making punishment be a server initiated, uncontrolled, machine response takes away the point of leaving to the players. Maybe I want to be a murder who is fleeing from police. Maybe I want to steal and cheat and be a total asshole. Maybe I am the kind of guy that wants to chase down criminals. Either way the auto punish system sucks. Players need to be in charge, not the game developer.

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  22. I'm not really sure what that means. Wait...are you heterosexual or homosexual?

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  23. I will listen to it while driving home after work

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  24. I completely agree in concept, the only problem I have is a punishment that is automatic from the server. High risk is great, automatic punishment from the server when you do something "evil" is not high risk, it is impossible. I like the idea of a foot print of some sort. If the criminal is caught in a certain amount of time and evidence is available then the guild leader, officer, or jury can issue a punishment to include duels with extremely high stakes, Stat loss, and financial gain paid to the victom. Make it sort of a hidden quest. Just keep the developer out of it. If the criminal gets away enough times the victom could take actions into his own hands with a bounty or public duel. There are endless possibilities without involving non player based punishment.

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  25. First of all, you definitely gave out your age. Secondly you are a murder... of English language. Thirdly you suggested that maybe you want to be an idiot.
    Anyway, go play Arma III Altis Life. Sounds like your kind of game.
    I hope this comment is not too long for you demanding attention span.

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  26. "I hope this comment is not too long for your demanding attention span." FIXED



    Before you correct someone else....

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  27. Thanks. Typo. Still, I'm waiting for anti-nazi outrage from that guy. It'll be fun :)

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  28. I like it when people on these forums start insulting people. It means I hit the right nerve. All I am saying is any punishment needs to be initiated from the player base. I actually hate playing the bad guy. What I hate more is not being able to play the good guy because the game does not allow there to be any bad guys. All action related to making the game world flow needs to come from the player base. In a Game like Archeage for instance, every server looks different because of the amount of control the player base has on the world itself. Insulting me shows your age and maturity level. I'm typing on a phone, so it can get wierd sometimes for sure, but my education level, job, and responsibilities far out weigh anything most Americans will ever do. Put your attitude away and have a civil discussion.

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  29. Define "bad guy". IMO there is a difference between bad guy and rival/opponent. Toxic MOBA players are bad guys. Spammers, gankers and afkers too. All these miserable jerks that contribute nothing to the game but anger and dissonance.

    In all MMOs the entire population of the game are your rivals. You either race for fat loot, points, ranking, power or bragging rights. But if your entire point of the game is to fuck people over without gaining any benefit other than sadistic satisfaction, then you're not only a bad guy, but also a terrible person too.

    I don't know where did I insult you.

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  30. The insult was obvious. The reason you are arguing is still baffling. I agree, it can be frustrating when grievers go nuts in a low level area. All I am saying is that games like Ultima Online solved this by involving the gamers. When that griever gets killed by a guild with the goal of defending those areas and looses his gear, money, stats, or some harsh punishment that can be instilled by the player you have effectively controlled the problem without imposing rules sets from the server. The player's are involved deeper in the game as well. There is no better solution. Fear baby, it's the wonder bread of gaming!

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  31. If granting PKing player with gigantic KILL ME Icon and red nick and allowing everyone to kill him without fear is NOT automatic, then I don't know what are you talking about.

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  32. I need to design a comments engine that lets you kill each other.

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  33. At this point I think you just like arguing. Miguelito, what's your oppinion. Player initiated punishment or server assisted punishment?

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  34. A MMORPG's strongest feature is the MMO part. Players (should) be the driving force behind all gameplay implementations, and yet we see more and more confinement in unimaginative systems; such as the Planetside 2 autoban style system.


    My ideal mechanics would have features would certainly enable players to craft their own ideas of punishment, but a one-sided approach like this often leads to a popularity contest (or zerg mentality). That's why I enjoyed classic UO so much. You basically had an automatic system (like a karma system) where players made the decision about how to punish these bad-doers. There were still server mechanics to make sure the punishment would be tangible, but it didn't just auto-ban people for playing the game as it was made.


    Planetside 2, by the way, is terrible. Everything about it is terrible. Period.

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  35. My opinions, as the site owner, should be pretty well documented...

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  36. Oh gawd yes! Pls make this happen! (Along with working gifs.)

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  37. It's in the works... Of course I'd have to get rid of existing comments. Shame....?

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  38. Ooo, tough call if one has to wipe existing comments. Make a back-up page? Copy-paste comments? I don't know...


    Of course I'll be one of the first to bite the dust if, and when, we can kill each other here :-/

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  39. It would have to change because your identity would be replaced with a character. Tabula Rasa

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  40. Well...MMO's are a mixed bag. with the majority of the contents of the bag being from the sewers.
    A lot of companies are doing it wrong and are just making games that have already been made, dumb it down, and make the servers with 50 times maximum population. Very few realized that mmo's are still experimental and actually tried something.

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