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The Pulse

First, you vote with what you view at Ten Ton Hammer, and the result is the Ten Ton Pulse (What is Pulse?).

Here's today's top 5 Pulse results:

  1. World of Warcraft
  2. Warhammer Online
  3. Age of Conan
  4. Lord of the Rings Online
  5. Atlantica Online

Biggest Movers in the Top 20 today :

  1. Dungeons & Dragons Online (UP 9 to no. 7)
  2. EVE Online (UP 7 to no. 10)
  3. EverQuest 2 (UP 6 to no. 8)

Loading... Daily

Loading... hasn't rick-rolled you yet... until this edition.

During a recent bout of Team Fortress 2 over the holidays, I was convinced of three things. One, I cannot under any circumstances install this game on my work PC; the temptation for a fifteen minutes of highly cathartic carnage in the 24/7 2Fort server is too great.

Two, an online community can, in fact, be established with pick-up groups and voice - though getting Astified with a stuck mic is only funny the first 150 times. The dialogue is as testosterone-fueled as you'd expect and would occasionally make a Maxim writer blush, but aside from plans for a get-together in Vegas being interrupted by a something like "SPY MAIN ENTRANCE!," it's there and it's persistent from game session to game session within the active servers I've played on.

The third realization I came to is that if anything is going to get people to work together, it's class weaknesses, not strengths. This is one of those paradoxes of design where everyone wants to be über and not need anyone's help, yet the real, perhaps hidden satisfaction of an online game is in working together to achieve a goal everyone wants.

That's not to say that strengths aren't important, but that an understanding of weaknesses leads to greater skill at using your strengths. A low hitpoint scout had better use his fast attack speed and direction-changing jumps or it's a quick trip to the respawn screen. An engineer is highly vulnerable while building transporters and sentry guns, which aside from a last resort slow-firing shotgun, is his only offense. Each of the nine TF2 classes has a very clearly defined role best performed with the help or distraction of others playing their roles well. The only true lone wolves are the highest skill class, the spy, who has to use stealth, disguise, and hit and run mechanics to infiltrate enemy ranks.

TF2 has its problems, too. The achievements system and the unlockable items many achievements brings has the potential to hurt gameplay by encouraging friendly players to team up on opposite sides and work together to grind achievements rather than team goals. TF2 also allows players to switch between classes when respawning, which isn't really possible or desirable in an RPG. But it does lead to a well-rounded understanding of other classes.

WoW, like TF2, built its fame and riches on nine classes too, so have we discovered (or arrived at) a golden mean? In any case, I'm happy that we seem to have moved on from a "more classes necessarily leads to more variety" approach in MMOs. Class redundancies only confuses players (like me) who still prefer to think in roles rather than classes. Better a little of everything and a lot of something rather than a hybridized mishmash of skills with slight advantages in one category.

Disagree? Still want lots of classes and cosmetic variation? Your opinon is welcome in the Loading... forum, or email me directly if you like.


Shayalyn's Epic Thread of the Day

Permadeath Discussion: the scariest MMOG feature

I
can't imagine a worse mechanic for MMOGs than permadeath. No one wants
to put months of hard work into a character only to have one ADD moment
destroy it all. Owyn, who started the latest permadeath discussion on
our forums, thinks the genre is almost ready for a sandbox game with
permadeath hardwired into it. He comes up with some pretty compelling
arguments.

Can you imagine a way that MMOGs could implement
permadeath so that it would be challenging but not excruciatingly
painful? Or is permadeath an impossible MMOG mechanic?

=================================

Awesome Quote from the
Epic Thread
:


"With permadeath, individual heroism becomes possible. Trying to hold the bridge
to buy the rest of your team time to flee into the castle is a real
sacrifice, not an empty gesture because you will respawn in a minute
anyway. Jumping in to save someone against a beastie that's about to
kill them becomes heroic, because you risk permanent death of your
character.
"

- Owyn

=================================



Do you have a favorite Epic Thread? Let
us know
!


5 new MMOG hand-crafted articles today! 27 in January! 27 in 2009!

New MMOG Articles At Ten Ton Hammer Today [Thanks Phil Comeau for links and Real World News]

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Commentary

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Community

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Hot Content - Or, what I took a fancy to:

  1. World of Warcraft Celebrities - NFL Punter Chris 'Warcraft' Kluwe
  2. Champions Online: Cryptic, Champions and the Console MMOG
  3. Aion: Fantasy Forever - Capturing the Feel of Flight
  4. Warhammer Online: New Year's WAAAGH-solutions
  5. Finding the Right Free-to-Play MMOG
  6. Geeked: "Competitive Strategies"
  7. Loading... Live Podcast Episode 1 - Not Funny... Forever
  8. Chronicles of Spellborn: Combat Evolved
  9. Top 10 Free To Play Games - Investment Opportunities for Players
  10. Fasaria World Beta Giveaway

Real World News


Thanks for visiting the Ten Ton Hammer network!

-Jeff "Ethec" Woleslagle and the Ten Ton Hammer team


Last Updated: Mar 13, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.

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