Gamers Fight MMO Boss for 18 Hours - and Fail

Gamers Fight MMO Boss for 18 Hours - and Fail

August 21, 2008

This can't be good for your health - or your psyche.

Yahoo! Games reports that the most recent update to Final Fantasy XI added an apparently unbeatable boss. "Pandemonium Warden" survived an assault by a group of high-level players which lasted 18 hours:

...it has sparked debate over what exactly the game's developers, Square-Enix, expect out of their devoted fan base. Message boards have lit up with disgruntled players calling out the company for failing to respect its very own in-game warning telling players they have "no desire to see your real life suffer as a consequence [of playing]. Don't forget your friends, your family, your school or your work..."

 

"People were passing out and getting physically ill," leaders of the player guild said in a forum post. "We decided to end it before we risked turning into a horrible news story about how video games ruin people's lives."

 

Comments

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Whats next?  People falling into comas from playing MMO's?  

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

King of Fiji, you remind me of .Hack//Sign and the whole series :P

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Its like someone from Square Enix just started watching .hack and said "Hey that seems like a good idea with the incredibley hard monsters and what not."  xD

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

is 'The World' available yet?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

They made a generic .hack MMO in Japan but it sucked.  I would like to see a proper .hack MMO one day.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Apparently no one had the "Key of the Twilight" :p

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Sorry, I prefered The Bracelet myself.

 

Hunting the shadows of the troubled dreams.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

The Bracelet is a "Key of Twilight"

Got to remember, theres more than 1. GU's key was a person, not an item. IMOQs was The Bracelet, SIGNS key was Aura.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I keep hearing about this ridiculous incident. As a designer, it drives me crazy that players have been conditioned to think like this. Why should players be the absolute top of the foodchain in any game? Having some insurmountable (or at least incredibly difficult) enemies gives a sort of balance that is generally missing from most games.

This is, to me, one of only several issues that prevade common design principles that are holding back games from progress. (MMOs in particular are terrible for design, as far as I'm concerned)

 

"..what exactly the game's developers, Square-Enix, expect out of their devoted fan base." -- Perhaps they *don't* expect you to win? Would that really be such a shocker?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Frankly I love how they blame Square-Enix for going against their mantra of "Make sure you remember your real life" when in reality its mostly the player's responsibility to do that.

In a way I find it to be passing the buck as no one was forcing them to stay there for 18 hours except their own idiotic brains.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

But... You can't leave in the middle of a battle, which means they ARE forcing you to sit there for 18+ hours (or lose the fight)

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

If you've already been fighting this one boss for an hour or two and haven't gotten anywhere, wouldn't you just give up? If they fought him for 18 hours, they should have known within the first couple hours that he wan't going to die anytime soon. I personally would have left after fighting the same guy for 3 hours straigh and not getting anywhere.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I don't think you understand. The boss has different forms, and they were making headway. The problem is that it took a long time to beat each form. They quit at 18 hours, and from their estimates it would take about 24 hours total to beat it.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I should have known the boss had multiple forms. What FF boss doesn't? Still, wouldn't you quit after a few hours? Maybe I just give up too quickly, but from what I'm reading on another site, this thing has 20 different forms. Does anybody know how many forms they got through?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

They believe there to be 20 forms, no one really knows for sure.

Yes you can rotate people in and out (to an extent anyway, emnity will still carry out of party), the linkshell in question did have more than 18 (alliance size) people there.

@ the 'developer'  If you want an epic monster, that is fine, in fact most people wouldn't care.  Don't put some of the best items in the game on that monster though.  The monster in question isn't some random world encounter, it is a top of a very specific chain that is the culmination of roughly 30 other fights.

Is there a hint to this fight? Probably, however this is the same game that has Absolute Virtue that is still unbeatable to this day.  The community has been asking for hints on this mob for a long time, SE finally released a very cryptic video (snippets of the fight, not the entire fight) that hasn't helped at all.

Who knows maybe by 2010 they will give us an equally worthless video for this fight.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Actually I am pretty sure in FFXI you can indeed switch people out in the middle of the battle, or you can just go afk completly for parts of the fight. I know in everquest some bosses the damage dealers could basically afk for a good deal of time, unlike in World of Warcraft where bosses tend to be on timers and need to be taken down in around ten minutes.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

So you lose.  So what?  If you think that winning such a battle is more important than your health, that's your problem.  Forcing?  Phuleeze.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Actually, in FFXI you can leave  your computer chair for around 30 minutes. Unlike other MMO's, when you're doing a tough boss, you're going to run out of mana. Therefore you can set your character to rest and say "I'm taking a break for X minuted" while the others pick up your slack. You basically rotate your heals/casters/dps. Sadly, the tank is the one stuck there for 18 hours.

Square Enix has said there is a way to make this boss around a 30 minute fight, but they're not telling anyone. The players aren't thinking "Final Fantasy" style, they're thinking MMO style. In most final fantasy games, especially the recent ones, there's either an item or spell that can make a boss go down almost instantly.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Maybe you're right. I love Square-Enix for doing things like making undead vulnerable to healing items, and petrified monsters able to be taken down with softs. The players need to think about what makes this boss unique, and try using attacks/items that are the opposite.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

MMO's are terrible design?  Then why are they so popular and (reasonably) profitable?  Having a boss that's unbeatable isn't good design either, it's pretty lazy.  Being that a major point of designing a game is getting more people to enjoy playing, an encounter designed to fail is just plain goofy.

To the raiders in FFXI:

1) Play an MMO that doesn't have a scripted economy that punishes new-to-the-game players (and is inherently broken and infinitely inflationary).

2) If you don't like the game, stop paying for it.

3) More PEW PEW and less QQ.

4) . . .

5) Profit

~~All Knowledge is Worth Having~~

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Then why are they so popular and (reasonably) profitable?"

That's a damn good question, and I think it's because it's pop-entertainment, easily consumed and risk free, while being social. It's prettier than Facebook, and gives the players a sense of accomplishment, but beyond that, it fails pretty hard.

For games that try to simulate a living world, MMOs generally resist individual impact to an incredible degree, even for overpowered high-level characters. Not to mention the term RPG is so completely abused that it's meaningless nowadays.

 

But you raise an interesting point -- how is an unbeatable monster lazy design? Because personally, the fact that killing monsters is more or less the only form of advancement available in MMOs, that to me is exceptionally lazy. Or how about how there are no consequences to virtually any character actions? Lazy... AND boring.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

An unbeatable monster is exactly the opposite reason why people play games. Where is the fun in taking on a challenge that it is physically impossible to overcome? They may as well flash a message on the screen when you approach this monster that says "Do not waste your time on this."

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Really? Because I play games, and I'm not against impossible monsters. I can even name places in several games where impossible monsters made the game better -- like all the Dhaka Encounters prior to the end of Prince of Persia: Warrior Within, and similarly the mid-game encounters with the SA-X in Metroid: Fusion. Even as Alex mentioned elsewhere, fights the player is destined to lose for story purposes can be interesting.

I would be far more interested in an MMO about exploring a vast world than about slaughtering monsters wholesale. I know not everyone would agree or enjoy that experience, but it's still a valid experience. I don't see any reason why it shouldn't be acceptable to have creatures in a game that can't be killed -- why do MMOs need to boil down to little more than a gallery of monsters to slay? Why not offer something more engaging to do?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"like all the Dhaka Encounters prior to the end of Prince of Persia: Warrior Within, and similarly the mid-game encounters with the SA-X in Metroid: Fusion"

These encounters are not unbeatable. You beat them by escaping the monster in question. By remaining alive, you "win". The Pandemonium Warden isn't a boss that chases you: it is a boss you "summon" for the purpose of deafeating it. It is an encounter that cannot be won.

Monsters that canno be -killed- are already present in MMORPGs. But they are always encounters you can -win- in the sense that there is a path that leads to player advancement, wether escape or simply suvival for a given amount of time.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

That's splitting hairs -- enemies you cannot kill are still enemies you cannot kill. The more important thing between the Dhaka and the Pandemonium Warden is that there is no point to the PW *beyond* killing it.  While monsters like the SA-X and Dhaka have a story wrapped around them, the Pandemonium Warden does not, or at least, not one that concerns the players in any kind of intimacy.

I wasn't aware you had to summon the thing, and that I think is stupid. Why bother creating creatures with not actual place in the game? Fighting big boss monsters for the sake of fighting big boss monsters (particularly in FF or MMO styles) sounds incredibly yawn worthy to me, but hey.

More important is that it *can* be killed. They just didn't get that far.

But regardless, it still comes back to questioning why everything needs to be killable, even stupid optional summonable boss monsters.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

The design of MMO bosses are difficult in that if you only allow for the elite of the elite to complete the encounter, then you've lost your source of income.  To make a boss unbeatable is simplicity.  Just deisgn either it's damage to be so high that even the best geared team can't withstand it, or make the health of the boss be so that the fight literally goes on forever, or add a mechanic that is impossible to attain - like an ability that the boss casts that prevents healer players from casting spells.  Scripting a boss that wipes a raid is easy - the difficulty lies in creating one that requires effort, but isn't trivial.  Trivial repetitive monsters get old really quickly, and won't succeed in a cut-throat market.

It's lazy.  What you consider laziness, I consider just an artifact of the player base.  No one would play an MMO where actions have lasting consequences, because of griefers.  And in some ways, the most popular (currently) MMO, World of Warcraft, has "World Events" that do have permanent, lasting effects on the game world.

"Or how about how there are no consequences to virtually any character actions?"

I would counter with that MMOs downplay singular player's negative actions, and allows for teamwork to shine.  This is due to the social nature of the genre, and is not indicitive of lazy deisgn.  Perhaps the gameplay isn't your cup of tea, but let's not pretend that is design - that's your taste for the genre shining through. 

~~All Knowledge is Worth Having~~

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Perhaps the gameplay isn't your cup of tea, but let's not pretend that is design - that's your taste for the genre shining through. "

I have no doubt that my taste in games reflects on my opinions of design, but you likewise should not be so similarly colored by your tastes when you opt to dismiss what I say.

You state that 'Trivial repetitive monsters get old really quickly', and yet, trivial repetitive elements are what create the CORE of MMOs -- the term 'Grind' isn't plastered all over the games needlessly. Repetetive behavior is what the games are made of.

Perhaps creating a boss that takes hours upon hours to kill is Lazy, assuming that it's artifically made more difficult with excessive amounts of health and damage resistance and the like. But it could be quite deliberate. I find it totally in the realm of plausibility that they designed a monster to be completely overwhelming and insanely difficult to stop. Because why not? If the players could beat it, what would they do after? Is there anything left for them to do? The big problem here is that these players have effectively 'finished' the game, but the nature of MMOs has people convinced that the experience is endless, and once you've killed every creature and done all the quests, you'll realize much more quickly that there isn't anything left to do.

That's what I'm talking about, for laziness. Not the giant monster, the fact that there is nothing after it. Or maybe there's another, BIGGER monster. Then what? The players can't directly influence the game world themselves in methods other than murder and item collection, so... what to do?

 

You complain that griefers would make a game with lasting consequences unplayable, and frankly, you're wrong. Because there are no games with clearly developed consequences built in to things. If the consequence of dying was the loss of your character, then there would have to be some sort of control to keep people from being killed. Players would have to learn that fighting to the death was unwise. Player killing would be seen by most to be a very serious offense. If it wasn't regulated by the system, though, players would have to rise up to regulate it themselves, like, you know, the real world. It's far more plausible and possible than its given credit for.

Griefers exist and operate most optimally because there are virtually no consequences to their actions. Add consequences, and the problem will be resolved.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Because there are no games with clearly developed consequences built in to things."

An inaccurate statement appears!

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I'll grant you that, sure. Most games have consequences, though I am referring to long term consequences, ones that aren't easily dismissed or undone. Few MMOs have real consequences, from my experience, but please, if you can state examples, I welcome them.

MMOs with consequences

Take a look at EVE. In some of the Missions (or quests) that you do, you're pitted against NPCs from other ruling factions. You kill them like other rats, but as you do, your standing with those ruling factions (one of the four major governments in EVE) will go down. If you continue doing these missions, your standings will drop far enough that you'll become kill-on-sight with them. That means if you go into their star systems, the NPC Navy patrols in that area will lock onto you, and shoot to kill. This results in the player effectively being blocked out of a decent portion of the game universe.

This negative faction standing can be a right pain in the ass to have removed. There are ways to mitigate it, but they're not easy, and certianly not trivial if you end up having your standings go far enough down.

Then you have the issue of dealing with -Player- empires (alliances of hundreds of players that actively claim regions of space). They can set your standings to them at a whim, and pissing them off can and will result in much the same problems as getting a NPC Empire to hate you. Oh, and with the added bonus that if they take over areas of space with your stuff in it, well, odds are you won't be able to get your property out of there...

Re: MMOs with consequences

I forgot to come back to this thread yesterday, but yes, Eve is exactly what I was thinking of.

Oh look, you've managed to piss off Goonswarm.  Hope you weren't fond of that space that you've been living in (hi Smashkill)

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

They are popular because people play things they are familiar with.

Anything differnt has a huge uphill battle in front of it.

In othe words, bad designs are popular because they are the designs everyone is used too, and the design everyone else uses so moving between the same broken design is easy and comfortable for people.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I understand the point of having an unbeatable boss. I don't think the boss should be unbeatable forever, but one day should be replaced by a new unbeatable boss. It is to show the players that they are not the top of the world. There are bigger and nastier things than them. Makes sense to me, and adds realism to the game.

As for MMOs being profitable, even reasonably, is up to debate. Blizzard is profiting. Is anyone else, really? Don't know. A lot of MMOs have failed recently (Fury and Hellgate). I think more are dying slowly. More will come out and die, too. Like I said, up to debate.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Honestly, MMOs ARE of terrible design. Absolutely WRETCHED design. I mean, it's just sick how terrible the design of MMOs are.

 

Take WoW. I can play for 8 hours, and not gain more than 2-3 levels, and that's if I'm at a low enough level to even gain a level after 8 hours of play.

 

The pacing is set up to make you play for years at a time. That's fine, but I'd rather play Diablo, where 8 hours of play will get me fairly far in the game, and I won't feel like I just wasted 8 hours of my life doing something that should've been possible in 2.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Not to object to your point, but shouldn't the unbeatable encounter, I don't know, one-shot your group, or at least kill you in a reasonable amount of time? Otherwise, it's a poor design choice to set up a treadmill without telling the players that they're on one...then letting it run for hours and hours.

In the good old days of D&D, if I didn't want a player to head down a particular route, they'd see 50 mind-flayers having a party just ahead (as a joke), so they knew not to even bother. Obviously you can use better methods to inform players that an encounter is a colossal waste of time.

If a player is to encounter something that is unbeatable, it should add something interesting to the gameplay. Such as when you turn level 60 in WoW and head to Hellfire for the first time and you bump into the Fel Reaver, a wandering giant mech monster that stomps you to death. That made questing occasionally nervous.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

This is a no-win design question, though.

In D&D, if you one-shot kill the whole party, not only will they all be pissed at you personally, but they'll be pretty well stopped right there (presumably).

In your standard MMO, if you die, what happens? You lose experience and equipment, generally, and get teleported back somewhere. That's pretty low consequence. More over, Healer characters can sometimes raise more patient allies. For the one-shot design to work in an MMO, it would need to one-shot everyone who might be participating in combat in exceptionally short order. If it doesn't, respawing players will return as quickly as in-game mechanics allow them to in order to continue the fight. If it DOES, then there will be never ending complaints of the unbeatable monster, similar to what we're seeing here, only with more tears, I imagine.

Flavor then comes to mind as well. What if it's just an impenetrably armored creature? Or indestructable? Just because you can't hurt it (or hurt it effectively) doesn't mean it needs to be good at fighting back, either.

And who says there weren't warnings that the encounter was ridiculously difficult or impossible? I can't say I've played FFXI, but I imagine there'd be NPC information scattered about talking about the creature if it's unique and so overwhelmingly hard to kill. Of course, to players like this, I'd imagine that sounds like a challenge, not like a warning. It's very likely their own stupidity that lead them to this task. I mean, these guys fought a virtual monster for EIGHTEEN HOURS. The only tangable and relevant reward they could really expecting from all of this would be the renown they'd incur for enduring such a stupid battle and claiming 'First!' for doing it.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Perhaps they *don't* expect you to win? Would that really be such a shocker?"

Well, yes.  See, whenever you play a game, you expect that within said game there are going to be certain goals. The object of the game is to complete these goals. Now, in most linear games, these goals are pretty straight forward. Reach end of game, finish story, maybe get the 100% marker etc. A game that for one reason or another can't be finished is usually considered bugged or flawed or made by a jerk. Forsaken 64, for instance, was unbeatable even with cheat codes like invincibility. Which is too bad because I wanted to love that game.

 

Now, obviously MMOs are different. There is no real “end” to the game. MMOs seem to be an attempt to recreate the open-endedness of tabletop RPGs. Now, in a tabletop RPG there will be unbeatable bosses...I never played D&D but Verjigorm from EarthDawn, Cain from Vampire: TM, etc. The GM's job is to tailor the games in a way that makes it fun for the players...obviously the GM wont let them go up against an unbeatable boss for a long period of time. Said boss will usually smack them within an inch of their life and then be on its merry way.

 

The problem with doing the same in an MMORPG is this: if a boss is unbeatable, but can be hit for damage, it should be marked as unbeatable. Otherwise, group A (from hereon referred to as BIG MOTHERS) will gather up there biggest and baddest and attempt to kill it. Because, what else is a hostile in an MMORPG there for? Now, lets say BIG MOTHERS got together and spent about three hours fighting this thing...they are holding their own (not getting wiped). After spending three hours there, the chances that they are just going to quit are small. After all, they would have lost three hours of their time and had nothing to show for it. So it is likely that they would invest another hour, and another, and another...you get the idea. Each hour invested makes it more likely they will invest another hour. It becomes more and more important that they get a return on their investment. There is a principle in economics based on this but with money not time. Also, no one wants to quit when the next hit could literally be the last. Especially after umpteen hours.

 

Now, when they do finally quit it is because they are out of resources to invest. In this case, time that can be invested without crippling effects to their health and lives. All because they expected that the enemy was killable. As you said, they have been conditioned to think this way. However, playing with this conditioning, as SquareEnix did, can become a cruel practical joke. If there was no indication of the unkillable nature of the boss, BIG MOTHERS were tricked. This trick would be clever, if it didn't cost them 18 hours. Translate this into a business investment where they funders keep donating more and more money in a desperate attempt to get a return until finally they are forced to cut their losses and withdraw. Now, if the people running said program that the funders are investing in knew that the investors would never get anything back, and they failed to mention this, then they have committed fraud.

 

The old adage goes “time is money” and don't pretend most people don't adhere to that principle.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Translate this into a business investment where they funders keep donating more and more money in a desperate attempt to get a return until finally they are forced to cut their losses and withdraw."

(Anyone else reminded of the Phantom? :P)

I totally agree -- you are absolutely right. It's a vicious cycle once it starts; the more time the expend, the more they'll be willing to spend more time. And knowing the 'logic' of MMOs, I can understand the frustration of the players in this circumstance.

But I still have to stand by my original point -- there's no rule that says every enemy must be beatable, or that there needs to be clear, unmissable flags on the ones that can't be. There's only social expectation. But the fact that this expectation exists is inherently ridiculous. MMOs display these horriffic worlds where there is little for anything to do except murder other creatures around it. It's all part of a murder-competition to become the biggest, baddest murderer, leading to this mentality of "if it's there, I can kill it".

As far as I'm concerned, the flaw in the design here isn't the unbeatable boss, but the lack of things to keep the players engaged otherwise after they'd completed the majority of content (hit max level) such that attacking an unbeatable boss seemed like a good idea and a worthy investment of time.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I keep hearing about this ridiculous incident. As a designer, it drives me crazy that players have been conditioned to think like this. Why should players be the absolute top of the foodchain in any game? Having some insurmountable (or at least incredibly difficult) enemies gives a sort of balance that is generally missing from most games.

Say what? Incredibly difficult is good, but no enemy should be 100% unbeatable. If he is, what's the point? People will just ignore him because they know he's unbeatable.

"Hey! I just got to the end of Super Mario World!"

...........

"Crap! I can't do anything at all to hurt Bowser! Guess I'll never be able to rescue the princess! This sucks."

The one exception to this that I can think of is single-player RPGs where a boss encounter is designed so that you have to lose. A good example of this is in Lunar: Silver Star Story - at one point in the story you run into the final boss "before you're ready" and he obliterates you, but you are miraculously rescued and taken away.

Otherwise, the way I see it, difficult is good. Wall of solid titanium not so good. Just my two cents.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I really should register so I can edit stuff but the person right above me explained the point I was trying to make (and more) far better than I could.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I can't really agree with the comparison to an invicible boss in Super Mario to an unbeatable boss in an MMO. I'm curious, do you then expect that had they killed the Pandemonium Warden, there would have been a nice cinematic that concludes the story of these characters, then a cast and credits roll? Did they have to beat it to get to max level plus one? What reason did they have to attack it? What reward would they have for beating it?

In a linear game, an unstoppable enemy is a brickwall to the plot. I could easily argue this being a good thing in some games -- where the story ends because they main character failed, rather than letting them be unendingly victorious. (Granted, dissatisfying endings would anger players, but that doesn't mean it couldn't be good.) But it's not the same at all in an MMO. You don't have plot points, or an active, personal story. You're in an open environment where you have options as to your moment-to-moment activities.

Not being able to kill Bowser means not being able to see the end of the Super Mario World story. Not being able to kill the Pandemonium Warden means not being able to brag that you did it.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"Not being able to kill the Pandemonium Warden means not being able to brag that you did it."

You're a moron.  Please do your research.  This boss drops some of the only upgrades for many classes that have come out in the past 2-3 years.  It's not just an e-peen thing, it's also one of the literal last ways to develop your characters.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

You and I use the phrase "develop your character" in entirely different ways.

So once they collect this epic upgrade -- now what. Are you just saying that they guys are total completionists? They're doing this just to finally and totally max out their character stats, or wear another little shiney bauble or wield a bigger oversized weapon? (Never mind the questions about how to divide the loot.)

Does it open anything up? Get you to a new area, or allow you to access otherwise completely restricted abilities or activities?

You say it's not an 'e-peen' thing, but seriously? If no one else has done it, then they're at no disadvantage compared to other players. So they need some sort of upgrade advantage? For what? PVP? Raids? They could do it anyway. The advantage they earn is still, ultimately, a bragging right. "I am better than you, because I wasted all the waking hours of my day killing such-and-such to get the last +1 to everything!" This is again in comparison to say, not being able to beat the final boss of a linear game, which stands between you and resolution of the game.

It's quite possible I'm wrong -- I'm willing to admit that. Again: I DON'T play FFXI (not that it should shock anyone at this point) so my information is imperfect. But I do know the MMO formula, and I've read about FFXI and its ilk, even in passing, so it's not like I'm baseless here. Still, I encourage you to correct me if I've made a factual error.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I used Super Mario World as an example because anyone should know, in a generic way, how the plot ends. The Princess is saved! New and surprising!

An unkillable boss is not my idea of fun. I can sort of see where you're coming from with having it as a "world depth" thing, though, so I'll go a little further here. Let's look at World of Warcraft at release. Onyxia and Ragnaros were both considered unbeatable. No one could do it. One could argue that the bosses simply hadn't been tuned properly yet (probably true) but they were, in those days, unkillable.

Did anyone spend 18 hours chipping away at their health constantly without getting obliterated themselves?

No. They went in, tried their best, and the bosses wiped them out in a timely manner. Then they could go in and try again a few times.

If you're going to make an unkillable boss, at least let it kill the players easily. What happened with this alliance wasn't a loss, it was a stalemate - they probably could have kept it going for a lot longer if they had people to take over for them. They never got wiped, not once, in 18 hours. THAT is what I personally find insane.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Exactly, Greg, exactly. In an MMO, you're supposed to be part of a living, breathing world. Should you be able to kill every boss? No. That's not how the world works, and you're playing in a world. You're not the best. You're not the only legendary hero (despite how hard Conan tries to make you...it tends to fall apart after seeing thousands of "chosen ones" running around), and you are not the top of the world. Now these players see how all the lowly mobs that they slam every day feels. Welcome to a world. You're part of it, suck it up. I like the idea of an unbeatable boss. At some point it would become beatable, but another more powerful fiend would step up. What do you gain if you're the king of the world? You beat an MMO? That doesn't happen, my friend.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Well put.

And yeah, this is esp a problem in MMORPGs... well, it happens more in single player games but it feels like less of a problem there.  But for on line games it breaks immersion and just starts getting silly.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I'm sorry, but this kind of scenario where you drive players to give up before they actually lose the fight is a poor, poor example of game design.  It reminds me of the old arcade games that didn't actually have endings, they just kept repeating the levels and maybe knocking up the speed or something.  At least for them it was a design choice based on technical limitations, something that can't really be claimed here.

If you're going to have an insurmountable/insanely difficult enemy, design it so it's actually able to defeat the players in the game, not just outlast their ability to stay concious at the controls.  If the fight just doesn't end, the players (paying customers in this case) don't get anything out of it in-game.  They need to get something from it, even if it's their rear ends handed to them on a plate.  That is their incentive for continuing to pay for their subscriptions after all.

And frankly, I find the concept of a truely impossible enemy (outside of plot points where "losing" moves the plot forward) to be one of the worst design concepts for games.  It's a total cop-out and stinks of "I didn't know what Make an enemy as hard as you want, as long as it is actually theoretically POSSIBLE for it to be defeated, even if nobody is yet at the point of being able to do so.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

But these players weren't "driven" to do anything. They went to an optional encounter, knowing that it was an exceptionally difficult creature, and eventually gave up.

You're truely missing out on the reason of my complain -- why should the players even be fighting this thing? If they had any reasons beyond "It was there" and "No one has done it before", I would be genuinely surprised. Why can't there be something too tough for the players to kill? It simply highlights that there isn't any compelling content left for these players, if they're resorting to fighting off the biggest, most pointless monster they can find. The flaw isn't in the monster, it's in the core of the game.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Yeah, we all get your complaint, many of us even agree.

 

Problem: Unless you think it is in fact *brilliant* game design to create a powerful monster in a game (which you intend to be killable by players of said game) which is just unkillable enough to allow high level players to figuratively bash their heads against it for long enough that they will *have* to sleep, then you're just taking this opportunity to go on about something tangental to the topic at hand.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

As a designer, it drives me crazy that players have been conditioned to think like this. Why should players be the absolute top of the foodchain in any game?

As a consumer of videogames, remind me to avoid any game you ever design.  Fscking Ever.  Seriously.

You sound like Dennis Dyack.  [=puke=]

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Sure, will do. Are there any graphically-updated and superficially improved sequels I can get for you today, or would you just rather replay through something you already have? I recommend you avoid any kind of downloadable games -- they may have scary new approaches and ideas.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Tell me if I have this correct.  Is your idea of fun is having a challange presented to you that is impossible to acomplish?  I thought the majority of people played games to have a challange, but got enjoyment out of overcomming the challange.  An unbeatable encounter (that isn't used as a plot device) goes against that.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I think you people are not understanding what Greg is trying to say here...

This is not a single-player game. This game does not have an end. You play this game knowing that you are part of a world. You are not the end all in this world. I wouldn't want to be. I'd go play a single player FF if that is what I wanted. I play to be part of something outside the realm of single-player. Immersion is knowing that you are not the biggest fish in the sea, and you never will be. There will always be a bigger fish out there, or you would have beat the game...and that doesn't happen in MMOs. There is a storyline and quests that you can beat, but you'll never save the world forever. Seriously, I can't believe you people are getting what he is trying to say.

The unbeatable boss is not the problem. The fact that the players have nothing to do, but try to beat the unbeatble boss is the problem. There should be content that serves them until this boss becomes beatable (as it should, noted in my other posts).

And for other arguments, what if they beat this boss? Then what? Brag...and? Is there anything else? There is Greg's main complaint. The core problem isn't the unbeatble boss. This is a problem in all MMOs. You really need some kind of employee that works on in-game events...maybe random monster attacks on town controlled by GMs. No MMO really ever does that, or anything like that and can't pump out content to keep people interested. People sit at end game with nothing to do until a new content patch or expansion, which takes time to make.

As we know, WoW is the current king of MMOs, and I believe they will remain so until we start getting world events that happen at random and is organized and controlled by GMs. These will not be in the favor of players. Some times they will win, and sometimes they will not. It will make the game more interesting, and add to the immersion. (I know the current stand against this is that there are many servers and it is hard to do it at the same time, and takes lots of planning for world events--i.e. Gates of AQ event in WoW, but that shouldn't count since it was not a random event, but static, one-time thing--, but they don't realize that it doesn't have to happen on all server at once. It's random. It'll happen here one day. It'll happen there another. They'll win, and they'll lose. Things will not be the same.)

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Why? Because they play games to have fun. And nothing is more fun than feeling like an incredible, nigh-on undefeatable hero. We all get beaten down by larger forces enough in the drugery of real life, why should our entertainment terribly frustrate us and make us feel like crap? If a challenge is presented in a game the logical thing to assume is it can be beaten.

Then again Square might have a history of this, I remember my younger brother as a child attempting to take on all the Weapons in FF7, there was much controller throwing and tears of frustration there.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"incredible, nigh-on undefeatable"

" If a challenge is presented"

Having trouble making up your mind? Do you want to be challenged, or do you want to unbeatable? You certainly can't have both. *I* want to be challenged. I like the idea of permenant consequences to the actions I make as a player and through my character. MMOs are very much presented as unending games, but the offer some of the most unrealistic advancment. While in linear games, you'd be able to reach the top of the food chain, kill anything within the game, then beat the final boss and you'd finish. In MMOs, you're left with nothing, or close to nothing. Just more raids. More optional fights. Buying stuff. Is there any point to it once you hit that plateau?

I agree, I like the idea of using games to feel powerful, like a conquerer, but I am rarely interested in being undefeatable.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

What I'd like to know is if the players were actually in a position to be able to beat him before they took him on or were they too low a level or missing a required item?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

From the sounds of it, they had a solid plan and were capable of beating it if they could endure it long enough. As well, at current there's no mention or clue for any special item. The boss just has too many forms to beat within a reasonable amount of time as a design feature to be unbeatable. Combine that with the fact that you cannot rest in between forms and you have a simple matter of the boss, by design,  being able to outlast human endurance.

Is it a good plan? I doubt it. When you stick an enemy in a game and claim it's unbeatable, you of course are going to get people to claim otherwise. Look at The Sleeper for EQ. It was claimed to be unbeatable by having over 4 billion hit points. Didn't stop attempts and it did fall. Simply because someone said it couldn't happen.

Is it strictly Square-Enix's fault? No. After a couple of hours I personally would have said "screw it" and left. Those that were collapsing while fighting it are stupid. But SE can share part of the blame. Anyone who has done a little bit of research knows that MMO players are a stubborn bunch, especially if they see that they are making progress. With them giving the illusion that they are making progress by the depleting health bar, then to keep leading them on with every form switch is basically encouraging this 'DoT till you drop' mentality which is stupid in it's own right.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I have no doubt that they were appropriately equipped, after playing FFXI for years and seeing how a Linkshell (FFXI's guilds) like theirs operates. They were probably equipped to the teeth with every piece of Uber-Leet gear and item they could get their hands on. What most people are not mentioning is that this is a Square-Enix Final Fantasy game. That means that these impossible to beat bosses have some rediculous trick to beating them that no one has been able to figure out yet. The other supposedly unbeatable boss mob in FFXI is called Absolute virute and people have literally spent DAYS fighting him before the solution was cracked. Not too many people have beaten him as far as I know. I have been out of the FFXI loop for a while now.

Anyways, the point of Mobs like this is to cater to the hardcore fanbase that they have, the people who have run through every single thing in the game and are looking for something to spend their time on after beating everything else and leveling everything that they can. It's like beating Maat with every single job, or getting every single piece of epic gear for every Job in WoW, This is not meant to be accomplished by people who do not CHOOSE to spend the time doing this. Every single person in that group made the DECISION to play for that long. They had a choice and that's not the company's fault that they went that long. They put a piece of content in for that type of player from their own requests (the hardcore FFXI players have been complaining about how easy most bosses are lately) and they just got what they wanted but are too lazy or stupid to realize that it was done for them.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

This reminds me of the WoW south park episode.  "Bathroom!...BATHROOM!"

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Oohh, that's a big boy, isn't he?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

They should have used the Sword of a Thousand Truths

How do you kill that which has no life?...

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

oooooh, that is gonna leave a bruise to an ego!

Jesus Jack Jones Thompson told me to do it!

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

 People have died while playing MMO's.  As I write this I am playing EQ2, but I am not about to die or lapse into a coma.  I can remember playing Everquest when the Sleeper was unbeatable.  It was eventually killed by 3 guilds, and I don't know how long it took, but if you are willing to sit in front of a PC for 18 hours trying to beat a boss then you are already beyond the point of worrying about the rest of your life.  I see nothing wrong with creative content that is especially hard, but it would be wrong to create content that requires you to spend more than a couple of hours at your PC at a given time.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Wrong seems a little harsh, it does not seem fun at all but  when you  get right down to it it was  a small group of people who made this choice.  If we are quick to label this incident in a pejorative manner it will only take seconds for other isolated cases to become full blown epidemics, of course the industry is used to that kind of thing.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"People have died while playing MMO's."

I'm skeptical on this one.  Outside of represive government controlled press, there are no report of such a thing.  I'm certain it's more urban legend that fact. 

This isn't to say that there aren't South Park style losers out there, but they are the minority of players.

~~All Knowledge is Worth Having~~

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Perhaps he means that guy who killed himself while playing EQ, but there are obviously other factors in that case.

Then of course the incidents we hear about in China, but I think you covered those...

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I'd like to know why these stories originate around countries in Asia. Can anybody explain?

---

XBOX LIVE GamerTag: Harry Miste | Steam ID: Harry Miste | PSN ID: HMiste | EYE. HAVE. YOU.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

well, I think I remember hearing some news about some chinese guy starving to death, or something while playing one. And, while not the actual player, wasn't there one where the people's kid died while they played like a week long MMO grind?

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Here's an idea....DON'T PLAY IT THEN. Just because Square Enix makes an incredibly hard boss that a bunch of high-lvl characters can't beat, doesn't mean it's unbeatable, and doesn't mean YOU as a player have to beat it! I mean, MMO's will always have to push the bar on how difficult some bosses are, of course EVENTUALLY this type of character will appear.

What else could SqE do? Players would complain about how easy the bosses are, so they put a boss that'll basically need the whole server's worth of characters fighting it, then people complain about it being too hard....

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

And that's exactly what they were complaining about in the months leading up to the update that put this thing in. SE has been fighting so hard to keep their player base since WoW came out that they listen to players' suggestions.

FFXI is not a game for people who like to have a life outside of the game. That's why I stopped playing it. I highly doubt that a straight up fight agaisnt this boss is the best way to do it. Come on this IS a Final Fantasy game, when was the last time a Final Fantasy game had a hidden/hard to get to boss that was easily defeated in a straight up fight, you generally have to undermine him somehow.

These people made a decision to play that long and they suffered for their poor decisions. Tough luck guys, sorry you didn't beat this boss, you can try again later or you can quit trying and leave it alone, or you could go outside and interact with people. I don't know I'm no expert on it, but I cancelled my subscription to FFXI after I realized how much time anything took in that game ever.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

(whistle) Cripes.  I've been known to play CoH/CoV from time to time, and I thought Strike/Task forces were bad.  Generally you don't want to commit to one unless you have at least five hours free to play.  I can't usually go more then 12 without my eyes trying to crawl backwards into my head and I usually have to go someplace and get a cheeseburger/read a book or something.

If spending 18 hours trying to beat something and not even winning isn't a giant neon sign that says it's time to pick up the phone and cancel your subscription - I don't know what is.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Ah, but with a TF/SF, you can deligate rest points and extend it out over a few days if need be. If features like that weren't in place, I'm sure there would be very few people having Portal Jockey or Postitron's TF complete in Co*, and Molten Core in addition to other long raids would have taken a lot longer to hit farm status in WoW.

This boss you cannot rest between forms. If you leave, you forfiet and have to start from scratch.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

What else do you expect from Square-Enix? They are the kings of unbeatable/nigh unbeatable bosses. Do you really think they wouldn't do it in their MMO?

Grab a few hundred otehr players and fight the thing in shifts and get over yourself.

E. Zachary Knight
http://www.editorialgames.com
Oklahoma City Chapter of the ECA
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Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I think that the purpose of the boss was for that "don't forget real life" thing, rather than just because they're Square-Enix.

I have friends who play MMOs with almost as much fervor as these guys, and after hearing the news, they toned down their playing.  Heck, I don't think the message could've gotten across as well as it did if the method weren't so extreme.

Now all we have to do is prepare for another accusation from JT about how the video game industry/us video gamers poisoning the youth/ourselves or some such nonsense.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

In my mind, it's one thing to have an unbeatable/near unbeatable boss. It's another thing to make it take hours upon hours to make it clear that it either can't be beaten, or is going to take hundreds of people.

-Gray17

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Did this boss have some kind of a health meter?  Because if I have been in an encounter for more than ten minutes and that meter has not moved significantly, I would probably do something else.  If there was any kind of early indication that this fight would take an extremely long time, I cannot blame Square for players deciding to continue with it.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Yeah, I've never played the game, so I wouldn't know. If there's no health bar...then they need to put in a damn health bar! If there is a health bar...then it's the own players' damn fault!

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

The article just said it kept healing. Doesn't indicate if it had a health meter or the like. In any case I'm not finding this all that extreme from the standpoint that I keep hearing people talk about stuff in MMORPGs that takes 6-8 hours to do. So I can imagine someone trying something for 18 hours on a rare occasion. I'd also guess that the talk of people passing out or becoming sick was people dozing off due to exhaustion, and people getting headaches and eye strain. So not something nearly as sensational as it sounds.

-Gray17

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

The boss is designed to change when it's defeated. So yes, it has a life bar and it does go down. Bosses in this game take some time to beat, with an hour per boss not being out of the question. Now each form has a health bar of a boss in this game, which can take longer to beat than most dungeon crawls in other games. So it gives the illusion of being beatable without having to be.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

To qoute someone from Rock Paper Shotgun:

" Pfft. I’d have just run up to him and said “Flatlander Woman”. "

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"We decided to end it before we risked turning into a horrible news story about how video games ruin people's lives."

Too little, too late.  It never ceases to amaze me how people will devote themselves to an MMO.

M. Carusi

Capitol Gaming

http://capitolgaming.blogspot.com

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"We decided to end it before we risked turning into a horrible news story about how video games ruin people's lives."

Too late!

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

This is why im glad i didnt buy FFXI when i had to chance. (also the ridiculous limit on number of playable characters allowed. 1 per account!? Buy more? Grrrr) 

 

I havent dared enter the world of raiding in WoW due to worries about the length of them.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Raiding is alot shorter than it was pre BC. It usually takes 2-5 hours now.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Actually you aren't limited to just one character per account. You do however have to pay a buck extra for each one over the first.

But really, the only reason to have more then one is to use them as storage as you can freely switch jobs in any town, any race can play any job, and race doesn't make as big a difference to performance as other mmo/rpgs.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

They did this a while ago when they added Odin into the game. Same thing, no matter how well you played, how good your gear was you could not beat him. Hell WoW does the same thing when they add new raid content, it is to make sure people are not able to just burn through something in a matter of hours/days. If you cannot kill something in a game after X tries, chances are you are not meant to just yet. Give it some time and come back a little later. Though I see the people that were getting sick and passing out as the elitist morons who have to be the first in the entire world to down something so they an brag about how big their e-peen is.

 

"Easy for them to say. While the beast continually healed, the gamers weren't so lucky."

 

 

Or the Boss is bugged right now. Hell if I noticed that it had been a few hours and the boss wasn't anywhere close to 50% I would have said fuck it and went to do something else.

 

 

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Sounds like a case of sour grapes. 

Translates to:  If Square-Enix had not made the Mob unbeatable (extremely difficult at least) then we would not have needed to spend endless hours and risk public spectacle. 

News flash for you bubby.  No one to blame but yourself.  No?  You knew what you were getting into and that the Mob was hard.  You showed signs of knowing or how did you know to need/want to gather all the people you did.  If Square was really responsible for not letting your hurt yours (hows that?  They are responsible for your being an idiot?) they could always put in a timer that kicks you if you play more then XX minutes on a single log-in and will let you relog for xx hours.  The screams from the player base would likely fighten the Pandemonium Warden to death.   

Bet you would not have complained if you had won.   But no you spent all that time and lost and complained.  Pitiful. 

Have to wonder what kind of epic/uber loot a mob like that would drop though.

 

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

18 hours?

Their lack of dedication troubles me.

:)

I did once play Commando on the C64 for something like 48 hours. I did take breaks for sleep and eating though. Autofire and the fact that you could rack up something like 99 extra lives helped. The game did not have pause.

More recently I played the unlimited mode of E3 for a few days before I realized it would never end. That game, however, did have pause, so I didn't do it non-stop.

-- http://pixelantes.blogspot.com/

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I don't play FFXI, I stick to WoW and LOTRO for my MMO fixes.  But I wonder, would it be possible to design encounters like this to be taken in "waves" or shifts.

For example, and I'm just throwing out numbers here, say you have a 45 person group.  Would it be possible to have to take this boss in shifts of say 9 players each.

So group A attacks for 3 hours

Group B for 3

Group C for 3

Group D for 3

Group E for 3

and then Group A comes back in and starts to cycle over.  Obviously, the idea being that no group of nine players is stuck doing an ENTIRE 18 hour boss fight, which is pretty ridiculous.  All boss' should be beatable within 12 hours if you're going to make one group do the entire thing.

I don't think this takes away from the Difficulty.  It still means finding 45 people who are capable.  IMO it might even add to the strategy since you need to create 5 effective fighting groups, since if one group gets wiped out the raid fails.

Just an idea.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

For WoW, at least, encounters are designed not to allow this in most cases.  Kazzak had a super-powered AE that would blast everyone if more than a certain number of people got within range.  The majority of raid bosses are inside instances, and don't allow new people to join in once combat has started.

In short, no, they design encounters to prevent this from happening.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Actually you can do that already. The vast majority of FFXI isn't instanced like alot of places in WoW are. As long as you are not currently the one getting hit/with hate you can freely drop out of the party and have someone else take the spot, granted you'll still have whatever hate you built up in the party on you so if the party dies the mob will come for you but you can simply log out or zone to a different area to clear this.

You don't even have to be in the party to cure people (well, most of the mages can anyways), which is fair as most mobs also have area of effect attacks that can hit people outside of the allaince(up to 3 parties working together, 6 people per party).

The group doing this most likely had over 40 people there swapping in an out as they either died or needed a break.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Wow, some people in this thread disgust me with their indifference or ignorance.

I don't understand how this concept is so hard.  They introduce a raid boss.  Pretty much by definition, this means that there is a method for killing it available.  It might be ridiculously hard, it might require you to figure out the specific strategy required first, but it can be done unless they're explicitly telling you otherwise.

Was this boss in an instance?  If so, they have NO excuses.  Instances are the one part of MMOs that have a defined beginning, middle, and end; you go in, you kill a boss, you move on to the next boss and repeat.  If they suddenly drop a boss in there that CAN'T be killed...the instance is impossible to complete.  And anyone about to open their moronic mouths and say "well maybe you're not SUPPOSED to be able to beat the instance"...just shut up right now.  Your contributions to this discussion are clearly non-existant.

There are simple solutions to this problem.  WoW uses the Enrage timer; if you haven't killed the boss in X time, it goes nuts and wipes the party.  The end.  You will NEVER have an 18 hour attempt at a Void Reaver or Kael'thas encounter.  And again, this is different from a guild spending 18 hours on repeated attempts.  If they just keep dying every 10 minutes but continue to die for 18 hours, that's a different story.  But they're being conditioned and implicitly told that they are getting closer to victory.

The encounter should be designed in a manner that tells them how close they ACTUALLY are to winning, or how long they have until they will automatically lose (a la Enrage timers).  It is not hard to see what you're allowing players to do, and what you're encouraging them to do, and what they are in all likelihood GOING TO DO if you don't stop them from doing it.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

From my understanding, this particular monster only appears if it is summoned by the party.  It is not required to "beat" the dungeon, there are no missions involved with it and in general, players do not have to kill it unless they really want to.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I think is pretty stupid by both sides: Square creating an inmortal enemy and players who dare to archieve such impossible feat.

If the boss battle went for, lets say, two or three hours, and the boss is indeed beaten, then I´d understand, but, 18 hours? No thankx...

The cynical side of videogames (spanish only): http://thelostlevel.blogspot.com/ My DeviantArt Page (aka DeviantCensorship): http://www.darkknightstrikes.deviantart.com/

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

There are a few points of information that commenters on this post need to take into account before spouting uninformed opinions. Mind that I'm not here to argue for either side of this "issue."

- The boss WAS fought in shifts. A large Linkshell can bring enough members to a fight to rotate people in and out on a 3-ish hour schedule. (The fact that they're used to something like this tells you a bit about high-level encounters in FFXI.)

- The boss DID show visible signs of progress; the problem, as alluded to by a previous commenter, was that the signs were illusory. It's the old carrot-on-a-stick tactic; basically the boss says "you ALMOST have me!" for 18 hours.

- Yes, of course, these players were geared to the teeth, highly coordinated and strategic, and prepared for a long encounter.

- No, they were not "required" to do it. However, adding in nigh-impossible bosses has become SE's *only* method of keeping the game interesting for top-end players. Pandemonium Warden was likely the only thing left to do in FFXI for most of these players, and before you quip that they should just quit if that's the case, consider how you might feel if you had poured that many months into your FFXI character. Probably not inclined to cut and run.

- In light of the above point, it's should be clear that it's cheap psychologism to deride these players as being concerned solely with bragging rights / their collective e-peen. Think of it this way: SE gave them a puzzle to solve. They're trying to solve it. Last time there was a puzzle like this (a boss called Absolute Virtue), it was so hard that players tried and tried until SE went and dropped hints about how to beat it. They put out a video showing how to win - using characters that were impossibly overpowered. Finally Absolute Virtue was downed. Players were not overjoyed or bragging; they were upset, at the end of the whole thing. They felt cheated by SE.

- To add insult to injury, bosses like these have a history of dropping one single poor-quality item.

- Commenters have wondered what else Square-Enix is supposed to do - make the thing beatable? (Note that talk of "unbeatable" here is a stand-in for "ridiculously hard to beat, requiring insider knowledge from the game devs.") They clearly aren't familiar with satisfying, well-designed high-end content as it appears in other, better MMOs.

- Nobody's denying that it's partially incumbent upon the players to uphold SE's advisory not to neglect your family, friends, school, and work. But when the designers fashion an encounter that, under ideal circumstances (clairvoyance into the minds of the boss developers so that you can know the silly "trick" required to beat the boss) would still take the better part of a full day to beat, that is at cross-purposes with their own recommendation. That's like giving a crack addict a pipe and $500 and dropping him off in the inner city. Sure, you can say it's his fault for being a crack addict, but are your hands really clean in that situation? Why didn't you give him methadone?

- Just to be clear, when the phrase "silly trick" gets thrown around, well ... in one case, there was an FFXI boss who was pretty much unbeatable until players figured out - with no hints - that you had to do a /kneel emote before one of his attacks. That's the kind of thing we're talking about here. No surprise that it could take you well over 18 hours to figure out something like that.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Oh please, tell me that the silly trick for this one is something that easy and it makes that fight last about 20 minutes, I would die laughing.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"The boss DID show visible signs of progress; the problem, as alluded to by a previous commenter, was that the signs were illusory. It's the old carrot-on-a-stick tactic; basically the boss says "you ALMOST have me!" for 18 hours."

Thank you.  Some people would rather fling insults around rather than acknowledge the truth and realize that there was a logical reason for them to continue playing.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Too late. Anti game people and or anti at least MMO people are going to be all over this like pitbulls on a hambone.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I think a lot of you probably don't understand these games.

1. No the boss shouldn't be unbeatable. For the (redacted) that think that it is normal to have an unbeatable boss, go away, you don't understand these kinds of games. You remind me of the snobby artists who would put out a blank canvas and say that is the statement they want to make and if you don't appriciate their art then you just aren't worthy of it. In these games, mobs aren't meant to be invincible. The theme is that you can overcome anything with planning and teamwork. Throwing that theme away is what has the players feel betrayed.

2. Likely this was a simple glitch. I'm was playing AoC until recently (canceled this morning) and glitches like this happen all the time. There was one raid boss that would randomly refill to full life occasionally. He was invincible until they fixed him. Likely a new update will come through, they will realize they slipped an extra 0 into the mobs heath and the problem will be fixed.

3. MMO's aren't like playing a normal game, they are more like a flower garden. Some of us would consider tilling, weeding, fertilizing and planting a flower garden a lot of work and a huge waste of time and money. Others really enjoy it, it is their hobby and they will spend as much time and money as they want to play out in their garden. You could say that they are wasting their time, the flowers will die in the winter, they could be reading a book, and all those plants and tools cost a lot of money. Or you could just let them have fun.

In the end, it is what they get out of it that is important. Some get leadership training, others learn skills such as following instructions and working as a team. Critical thinking is important as well as math. Which increases your survivablity more, a 10% increase in damage or an 12% increase in your chance to dodge?

What has the group up in arms is that this is a glitch they find unacceptable. The media has tried to turn it around to say that people are spending too much time on this. When they say that people were becoming ill, they weren't referring to ambulances being called, just likely headaches and stress that any event would cause after 18 hours. It was a glitch and the players want it fixed. Stop making a mountain out of a molehill.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

You remind me of the snobby artists who would put out a blank canvas and say that is the statement they want to make and if you don't appriciate their art then you just aren't worthy of it.

That reminds me of the time I went to a museum of modern art. One of the pictures was just a few lines down on one side of a canvas.

When they say that people were becoming ill, they weren't referring to ambulances being called, just likely headaches and stress that any event would cause after 18 hours.

I tried to make the same point earlier, but people seem to have missed it. In short "physically ill" was likely headaches and eye strain, and "passing out" was likely dozing off from being tired.

-Gray17

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I'm glad I met you. I have always wondered who the expert on MMOs was, and now I have found him (or her I guess, whatever). I am glad to know you know exactly how an MMO should be made, seeing how many successfull MMOs there are out there. Thanks, now I can die in peace knowing you have every thing handled.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Apparently none of you has played FF XII. That game has a boss that can take upwards of... oh say 20 hours to beat. he has over 50 mil, or is it 500 mil, hp and you have to do it solo. But the good news is you can leave and save then come back to the fight without him healing up too much. But ya, i understand completely with the unbeatable god monsters of doom. I played FF VII and fought Emerald Weapon without underwater materia... didnt work out too well.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Yeah, even with the underwater materia, that guy takes over twenty minutes to beat, which is how long you have without the materia.

 

E. Zachary Knight
http://www.editorialgames.com
Oklahoma City Chapter of the ECA
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Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Oh, god, the optional weapons on that game were terrible! Ok, not Ultima, he was easy...but the others. Yuck.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Oh, come on. If you knew or figured out how Ruby Weapon worked, he was the easiest of the two. The hint is he's made up of two parts which use three attacks each. So don't go in thinking you can't use Knights of the Round on him.

Emerald Weapon, depends on how much materia you have equipped along with the underwater materia. If you are armed to the teeth with materia, he's going to kill you with that one attack he has.

Now Ozma Weapon in IX? That's tough. But I bet there are people who have beaten that thing.

If you wanted super tough enemies and bosses? Play Final Fantasy V...

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Aarg, freakin Yiazmat!!

...What?????

This is lame as hell. If you lost, level up your character and try again with a different strategy, and if it takes more than 2 or 3 hours, back out, level up some more, or just say fuck it, and play the other parts of the game. I seriously doubt the boss is genuinely UNBEATABLE. If it really is, that changes things, but to say that SQUENIX is responsible for the amount of time players spend on the game is illogical to me. Whatever though, this kind of stupid shit is why I don't play MMO's.

 

-Entertainment isn't the reason the world sucks. It's the reason we know the world sucks. For information on games and psychology, look up: Jonathan Freedman(2002)Block & Crain(2007)Grand Theft Childhood, by Harvard researchers Larry Kutner&Cheryl Olson

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

LOL

A player

I play FFXI, and I have since it's North American release.

The game has always been exceedingly difficult, it isn't friendly to new players, and does little to hold the hand of solo'ist players (though many have worked around this now). Even at level 75, there are plenty of areas I can't visit on my own, or if I do, I have to be incredibly wary or I'll just eat a death by attracting unwanted attention.

The game isn't there to the individual player like the The One. You're not lord on high. You aren't special. You're a person, in this world, one of many. And like it or not, there are a lot of things a hell of a lot tougher than you. That's constantly in your face as you play the game, you're always reminded of it. It's emphasis on grouping, and socialization, and many over the one is stressed far more than most MMOs.

So it shouldn't be suprising in a game that has normal enemies that can be quite difficult fights, that you'd find a boss like this. It's simply there to be there. It's for those groups tenacious enough to get together and try it to do it, and shit, if they pulled it off? The dramatized claims of people keeling over at the keyboards (I've been up for 18 hours before, I'm not sure what kind of cheeto based lifestyle they're leading, but I can handle it without too many issues) would've been a damn badge of honor for them.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

This story Reminds me of that South PArk Episode "Make Love not Warcraft" the final battle was that long.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

"It's times like this when the chips are down, you can't just give up on the world...

 

...of Warcraft..."

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Ummm, I have a suggestion. A similar thing happened on a MUD I play, it turned out there was a bug in the hit/damage detection. You'd hit it, it's say it got hurt, it'd SHOW wounds, but it's vitality never actually went down. Could all of this have been the result of a similar bug?

 

Hunting the shadows of the troubled dreams.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Lol, Pandemonium Warden isn't the only unbeatable boss (HNM in FFXI terms) in FFXI, a mob named Absolute Virtue is the original.  While he has technically been beaten, that was through  a use of an exploit and was rather quickly fixed by SE. He was also beaten by the SE dev team (using the uber cool, fade camera maneuver >.>;).

Only thing is, most people know that AV is , realistically, unbeatable and either run away or just stand there and take the death. Most people wouldn't be stupid enough to stand there and whack away at this thing for 5 hours, let alone 18.But then again, most people aren't as concerned with they're e-peen as blue gartr is. I mean, during that time they didn't even actually hurt PW's true form.

There is without a doubt some obscure way to beat these two, but it's just not worth it for most players, as your stil looking at a 10+ hour fight. They're really just put in as time sinks. They don't even drop things that are that spectacular.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

18 hours... and then they quit!? What the hell is wrong with them!? You don't give up after 18 hours, you either give up after 1-4 hours after that you have made a freaking commitment. They must be having some serious trouble sleeping now, spending 18 hours for nothing. But then again the mmorpg players perception of waste and time is far from my point of view. If they beat him they could have at least said that they got the bastard...

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

It's ment to be beaten. There is only one place left for the Hachiryu Haramaki to drop and that's PW (the other pieces of the set drop off the lower tier bosses). There are also a number of other very powerful items that were added to the game's data files last update and again, PW is the only place left for them to drop.

http://wiki.ffxiclopedia.org/wiki/Category:Zeni_Notorious_Monsters

 

This isn't some random monster they added, it's the final boss in a new endgame event system they added last update and it's highly unlikely they would make you go though all that just to fight something that can't be beaten.

 

Details on and pictures of the actual fight here.

http://rukenshin.livejournal.com/17366.html

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

i can't beleive any of actually look down on how hardcore FFXI is, FFXI players truly SHOW dedication to the game. Most WoW players wouldn't even bother dedicating this time much and effort in defeating a boss.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

A wise man once said: One man's 'hardcore' is another man's 'basement virgin.'

~~All Knowledge is Worth Having~~

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

I think it's far more likely the players were fighting it wrong. It's not Square-Enixs fault they were fool hearty enought to stick with it for 18 hours.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail
This is the way I see it, Greg. Making an unbeatable boss: Cool. Not warning the player that said boss is unbeatable: Cool Stringing the player along allowing them to believe said boss is beatable: NOT COOL. The point is not that the boss couldn't be beaten, or that they weren't warned it couldn't be beaten. The point is that the boss makes it seem as if he can be beaten after he is encountered. Hell, making it just automatically rez itself after you deplete its HP is still well into "Cool" territory. But in giving it different forms makes it seem as if the players are making progress. And by creating that illusion it tricks them into wasting time because no one wants to quit after making progress. Imagine it this way. A monster at the lowest level possible who can only inflict one HP damage to you, but every time you kill it, it changes forms. And it has 5,000,000 forms. Nothing is fun about that. It's deceitful and a complete waste of time, but you don't know that until you've spent a ridiculous amount of time trying to make it dead.
Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Sorry but you are wrong, THE BOSS IS BEATABLE near the end the majority of people got really tired and also they said if they spent around 5 more hours they could of beaten it.

There are other ways to defeat the boss but only Squareenix knows the true way to defeat it.

The Boss is Meant to be a challenge THE PEOPLE WHO WHERE FIGHTING THIS BOSS knew what they were going into they were all prepared.

This is in know way SquareEnix's fault.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Well, looks like all the media coverage got to SE wiki.ffxiclopedia.org/wiki/2008_-_%2808/22/08%29_Regarding_Specific_Notorious_Monsters

Note that they say a "decisive outcome may be reached within a shorter period of time." doesn't necessarily scream easier to me, rather, beat this mob in this amount of time or else it kills your group along with everyone else unfortunate enough to be in the immediate vicinity.

 

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

This press release from SE is a pack of lies, allow me to explain.

 

"It is by no means the desire of the development team to see players involved in encounters that require an excessive amount of time and effort to complete. It was for this reason that previous measures were put into practice which prohibited NMs from being held in battle for prolonged periods."

 This is a 100% lie. The reason they added rage timers to certain NMs a few years ago was to prevent people from claiming them and then holding them for hours to move the respawn time into a time zone conveniant for their LS (these NMs have a 21-24 hour respawn timer). It had nothing to do with concern for the player's health. I'm quite frankly amazed they tried to spin it this way, they had to know that the player base is going to call them on such an obvious lie. Did they think we don't read the mainstream gameing press?

 Furthermore, for 3 years SE has been insisting that Absolute Virtue is beatable by an average group of players if "done correctly". If that were true then SE would not be lowering the difficulty on Absolute Virtue, they would just tell us what the trick is and call it a day.  This can only mean that AV is in fact unbeatable by normal players and that SE has been laughing at us for 3 years.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Also, why the hell are they talking about adjusting Jailor of Love? That thing is already a loot pinata as it is. Making him easier would be a joke because he's already rediculously easy.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

At least from how I read it, they may also be adding a rage timer to it, so unless an ls is capable of zerging it this may actually end up making it harder to beat. Even if they slightly weaken it as well.

Re: Gamers Fight MMO Boss for 18 Hours - and Fail

Nintendo is indeed selling SOME of these on the Virtual Console but not even close to all of them. While i agree in part to his piracy he was filling a market that Nintendo failed to recognize. Maybe someone doesnt want to buy a Wii. maybe they just want a console with 50 - 100 NES games on them?? maybe just maybe?

but no Nintendo wants everyone araba kiralama to buy the Wii. thats their excuse but thats not what copyright is supposed to protect. i am real sure that the makers of 10 yard fight were losing sleep because they were missing out on their $0.00025 worth because they didnt get royalties from this player. *smirk*

my question is, should Super Mario Bros. be banned from public domain forever? isnt 23 years enough time for Nintendo to have made their profits?

If you have followed the Steamboat Willie case regarding Mickey Mouse you can rest in your bed well at night knowing that the MOUSE will still be under copyright law, away from public domain after your great grandchildren are in nursing homes. That is beyond ridiculous dont you think??

Gallagher can araç kiralama say all he wants, but I strongly rent a car believe it's due to his crappy leadership and E3 being a joke. ESA's Board of Directors need to find a way to get out rent a car of this horrid contract with this Bush cronie before there's no one left on the Board.

Btw, I think Atari and Midway will drop out too, but mostly travesti because  these guys have done nothing ttnet vitamin or little and need to start saving costs.

YES.

Now I don't have to get off my ass for the important shit anymore!

Whats next, ordering pizza from Xbox live?

Wait... I think that sounds like a good idea.

But I think voting should MAKE you get off your ass, and see outside or a second while you go vote. I mean, your picking the president of the United States of America for God's Sake... least you can do is drive down there and punch out a card.

GamePolitics ShoutBox

Posted 11/24/09 at 01:44pm
JDKJ: And since you shared with me, I'll share with you, if you'd like. I have the best recipe for chocolate nut cookies. Just lemme know if you're interested.
Posted 11/24/09 at 01:40pm
JDKJ: Thanks. That wasn't so hard, was it? You make me twist your arm. And I'm glad your ass ain't going nowhere near the turkey but to get a serving or two. I just can't see you cooking no turkey as a good move.
Posted 11/24/09 at 01:36pm
ZippyDSMlee: JD:its going to be a 20-30 person party soem are bigging in stuff all I am cooking is soem chocolate/nut cookies and some cake with choclate iceing.
Posted 11/24/09 at 01:33pm
JDKJ: For real, Zip, what's the plan for Thanksgiving? I know you ain't doing all the banister painting and leaf blowing for nothin'. I assume there're big things popping off at the Chateau Zippy. But that you won't share the plan hurts me.
Posted 11/24/09 at 01:32pm
ZippyDSMlee: Vlag:sorry but are a diseased lefty...but we love you anyway ^^ *lick*
Posted 11/24/09 at 01:28pm
ZippyDSMlee: DS:But...I am a spaz 0-o
Posted 11/24/09 at 01:04pm
JDKJ: I thought it was because he types with his left hand only, his right hand being perpetually occupied otherwise.
Posted 11/24/09 at 01:03pm
DarkSaber: Too late for that.
Posted 11/24/09 at 01:02pm
Valdearg: I just don't need a bunch of people thinking I'm diseased for whatever reason.
Posted 11/24/09 at 01:02pm
Valdearg: No worries.. Just making it clear that I'm fine. Just gotta ride it out.
Posted 11/24/09 at 01:01pm
DarkSaber: Zippys hands hate each other, that's why he types like a spaz.
Posted 11/24/09 at 01:00pm
JDKJ: I'm just saying that taking medical advice from Zippy may not be the best move you ever make.
Posted 11/24/09 at 01:00pm
ZippyDSMlee: Vlag:DOn;t mind DS his dicky prickleness is what makes him so hot :X *luff luff* JD is just a dick.....a small annoying one....
Posted 11/24/09 at 12:58pm
Valdearg: FYI, I'm getting better. It was a fast moving, severe cold.
Posted 11/24/09 at 12:58pm
Valdearg: It's frigging cold/flu season. Plenty of people are sickl.
Posted 11/24/09 at 12:57pm
Valdearg: Wow.. Just because I'm bi doesn't mean I'm a slut. Damn guys..
Posted 11/24/09 at 12:56pm
DarkSaber: ok, so you have good aids instead of gay aids (bad aids as it is otherwise known).
Posted 11/24/09 at 12:56pm
JDKJ: @Val': I dunno. Compromised immune systems often fall victim to common colds. You may wanna consider looking beyond Dr. Zip's diagnosis and towards a second opinion.
Posted 11/24/09 at 12:54pm
Valdearg: @DS: gaids? Really? Wow, you are a dick.. That being said.. It is a cold. Zip's instincts were right on.
Posted 11/24/09 at 12:42pm
JDKJ: Or hemorrhoidal flare-up?
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