Dara's random thoughts about Vanguard , 3 months after release (long)...

Darakor

Full Member
Well, since I have this week off from work and am currently looking for any excuse to delay having to clean my flat, I thought it a good idea to post a small review of the game. The good, the bad, random thoughts and ramblings, etc.

Considering we haven't seen any new posts in this forum leads me to believe people have given up on the game or are generally no longer interested, but since when has the fact that nobody is listening ever stopped me from jabbering on? ;)

First off, let me say I enjoy the game. A lot. It might be the game I have been looking for, the one that I can play for a loooong time to come, without hopping from game to game every 3 months. The game reminds me so much of EQ it is uncanny. Of course, that is exactly what has driven some other people away. It's interesting in retrospect, some friends quit because it was too much like WoW, others because it was too much like EQ or EQ2.

I have to say, the game took a while to grow on me. I played in beta and felt it was nice, but a bit bland. It lacked some spirit. I heard a lot of people say they couldn't put their finger on it, but it lacked "something". And at the time, I agreed. 3 months later, I know what it lacked. Well, what it lacked for me, anyway. Other people will probably have their own reasons. It lacked friends playing with me. People I know, people I have adventured with before, that I get along with. That helps immensely.

The second part is that I probably had too many preconceptions regarding how the game should be. I played an SK in EQ and enjoyed him immensely. I played a Troubadour and an Assassin in EQ2 and they were huge fun, too. So the first chars I created in VG were Dark Elf DK and Half Elf Bard. I played both for a while, and while they were nice, something was missing. Again, something I couldn't even put my finger on.

So about one month after release, I am pottering around unethusiasticly with my DK, complaining about everything that's wrong with the class. And a guildmate asked me what I was looking for in a class. Since I wasn't enjoying what the DK is, what would I enjoy doing ingame? I rattled off my usual list of things, melee char, some magic, some utility, being able to tank in emergencies, being able to keep myself alive, damage would be nice but isn't a priority, etc.

He proposed I try out Paladin. That was a new one for me. Tried a Pally in EQ, it wasn't funny. Tried it out in EQ2, still nothing for me. Pfft, me a goody two shoes? Darakor Stormwind, Dark Elf SK extraordinaire, would be spinning in his lonely EQ grave if he caught me playing a Pally... I imagined Prism and Torhak laughing their asses off at the idea. And then I went ahead and tried it.

Okay, so race choice is the next big thing. If there is one thing I hate doing in MMORPG's, it is play humans. I have been a human all my life, what is the points of doing the same stuff you are doing all the time? Unfortunately, all the other races were out of the question (too ugly, too stupid, bad heirdo, the usual list of complaints), so I resigned and created a Human Pally.

Around level 4 I got my first WOW moment. And they kept coming. When reading up on the skill and spell list, I got excited. So many cool things to do. The DK had one cool skill, at level 35 or so. The Pally had a million of them, every few levels. By now, I am utterly hooked on the Pally. I cannot imagine playing anything else in VG. I have to admit I tried out 90% of the classes by now, played most till at least level 8. Nothing holds a candle to my Paladin.

I talked with a lot of old friends from EQ and EQ2 (well, the 10 or so who are playing on the same server as I) and I keep getting the same reports...

The old school Pally is playing a Ranger and cannot imagine playing anything else.
The Ranger is playing Cleric.
The Cleric is playing Warrior.
The EQ Shammy and WoW Pally is playing Druid. In EQ, he used to say he wouldn't be caught dead playing a Druid. Heh, life's little ironies.
The Warrior / Berzerker is playing Bard.

They all love the game and are playing it a lot. Most of them are in the high 30s or low 40s by now, levelwise.

I compare that to the friends of mine who tried the game and gave up on it, usually after less than a week.

The EQ and EQ2 Mage tried Necro, because he always plays pet classes, gave up on level 8. Didn't try anything else.
The EQ SK tried DK and gave up on it without trying anything else.
A couple more friends tried out the exact same class they had in another game, tried maybe another class and then got out.

They all said the same thing. "Looks like a really good game, but 'something' is missing."

In retrospect, I put a lot of that down to the preconception people had on what "their" classes should be like. As I said earlier, I had the same problems.

All the people I know who are still playing tried out different classes until they found one that "fits" them, that they enjoy playing and stuck with that. All the people I know that quit only tried out one or two classes, because that's what they enjoyed in other games.

Now, I imagine a lot of people have quit for reasons other than what I have seen among my friends, so I don't think my experiences are a valid sample, but still.

Personally, I think VG has a lot to offer to potential players, depending on what people are looking for.

Vanguard isn't easy. If you go into a dungeon, your group needs to be good, or they will wipe. Horribly and repeatedly. Even good groups can wipe by not reacting quickly enough or making small mistakes. You can even die if the group in the next room makes a mistake.

I went down into the bowels of the Ruins of Trenton Keep (edit: Actually, it's Trengal Keep - I was close though. ;) ). The mobs were higher level than us and a single add meant a hell of a fight at best, with a wipe more likely. Darn me, I have never been as scared in a dungeon since EQ. The Cleric died, the Necro was killed, we had no way of fighting our way back in if we wiped with our gear not being soulbound. The Druid and little old me managed to keep the group alive against 3 yellow con mobs. What a rush. Again, I haven't seen that since EQ. Without suitable risk, the rewards aren't much either. This is what was missing from SWG, Horizons, EQ2 and other games. Well, for me anyway.

You need to be on your toes, watch for trains forming and move out of the way while you still can.

Be nice and ress the group that wiped next to you, because you know you may need the goodwill if/when you wipe.

Yell at the moron that spawned a boss mob (without a group) that starts picking off half the people travelling through the area.

It brings back a lot of good memories of EQ, without most of the bad ones. :)

It has depth, funny quests, lots of pop culture references (I met a Dwarven Guard Trainee NPC that was nervous about his equipment. All the trainees were wearing red shirts and he kept mentioning that wearing a red shirt made him nervous for some reason. ;) ), Diplomacy is fun when you get the hang of it, dungeons are great, etc.

My biggest complaints right now are that my computer is too old to run the game in all its glory and that the customisation options are not nearly enough for me. But then, I have had that complaint about every MMORPG except SWG, so I guess I can live with that. ;)

If you ask what the point of my rambling was, well, I never really had one, I guess. ;) I just felt a need to say some nice things about this game and maybe convince a few more of you people to come take a look. :) Since most of us met in EQ, it has a lot of EQs strength and few of EQs weaknesses. Just throw those preconceptions overboard before you log in. ;) Try out different classes during the free month and the most important piece of advice: Play on Gelenia, not wherever the rest of CUK is playing. ;)

Dara
 
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Git

Your opinion is worthless....
People are playing just not with CUK, i play a 42 Cleric and a 19 Necro, fyi the game lost alot of players due to the incessent lag and other issues but they have slowly fixed all of those, i am now awaiting certain fixes in PvP and this game will be awesome :)

as for running the game in all it's glory, i have a duel core pentium 2gb ran and a nvidia 8800 768 mb card, i run the game without any issues on balanced but only since they started to tweak the game, i wouldnt dare try it on high detail until they finish fixing the chunking issues and tweak the gfx more, when they do this game will be even more amazing than it is :)
 

Adder

Eternal Student
Me, Prism and a few old AO Bristlebane players are on Shidrith server, only level 27 Blood mage at the moment as I�ve been spending time crafting, up to level 31 Tailor now. (I know, me crafting! Whats that about!)

Loving the game myself, It's the first game for a while that has tried to brake the traditional "you play X class by doing X Y Z skills" some classes take a fair bit to master and it�s fairly easy to see when people don�t know how to play their class. It�s not a particularly easy game, corpse recoveries can be interesting as can some fights with a wider range issues to deal with at relatively low level. I�m only 27 at the moment but I�ve had experiences that took till level 45-50 in EQ2 to have, already had a few Epic fight moments.

It's still far from a perfect finished game, actually it's finally about the right level for release. That said they have been working hard on the game and another few months should see it finally polished.
 

Darakor

Full Member
How hard is it to find groups where you are, Hathy? Whenever I check the server lists, the load on all servers is low, except for Gelenia, which is medium to high. Must be a hard one trying to find pickup groups...

My Pally is only level 26 so far, all that trying out of different classes, you know. ;) But yeah, we already had a few epic fights as well. Makes the game memorable, if you stick with it for a while. Most people are right in saying the "real" game starts at 20. By then you have most of your finishers, rescues, counterattacks / counterspells, etc. Makes for interesting fights and much more flexible than anything I have seen in EQ, EQ2, SWG or Horizons. :) And much less chaotic than CoV. ;)

Edit: What CPU do you have Git? I am currently looking at a new system. I want to buy one with 4 Gig RAM, Vista, the 768 Meg graphics card, etc. I was hoping I would be able to run the game with more than average settings after spending 1500+ Euros to buy a new relatively high end machine.
 

Git

Your opinion is worthless....
i have a duel core pent E266 or something mate with 2gb of Ram and the 768 8800 nvidia, i can run it on the highest settings but i still think the game needs tweaking, after 5-8 hours online the fps drops down to 30-50 for pvp you need 50+ and i run the game on balanced, i will try and post up some screenshots and you can see the details.
 

Adder

Eternal Student
I usually don't have much trouble finding groups where I am now (CiS quests on Qalia) but I did have trouble finding groups on my old continent. Average time seems to be around 10mins finding a group, saying that I�ve not tried to group much in the day as I craft whenever it�s fairly quiet on the server.
 

Git

Your opinion is worthless....
fyi from say 34-38 southwatch is the win! then out into the dangerous lands of Graystone and Berenaid Hills or over to the Arena and the colloseaum.
 

Darakor

Full Member
A friend told me to go to Southwatch at 30-36. Due to my uberness he probably felt I would be able to survive there a few levels before Git did. ;)

For now I am very much enjoying Trendal Keep. I really want to find out what the hell happened there, but so far I haven't had a lot of luck with groups on the "Information about Trendal Keep" questline. Got a nice rare Breastplate in there, though. :)
 

SadSurfer

MMO Pimp and Alt Master
just FYI Darakor - if you go for 4gb RAM then make sure you get Vista 64 bit or you will be llmited to 3GB used RAM. Trouble is 64-bit has even less driver support than vista 32-bit.

I think thats right anyways, oh, and good review.

SS
 

Darakor

Full Member
Brad McQuaids recent post on the state of Vanguard on Silkyvenom, for those of you that missed it. It is quite interesting.

Had I had the financial resources, ability to place the product later, etc. I would have given us about 3 more months to get more polish in, more high level content in, and to distance ourselves from the WoW expansion.

That said, we knew the launch date for many months before we released. And we made a promise and we stuck to it. I understand why that date was given and why we had to stick to it and I don't blame anyone.

We made our own share of mistakes that took up time that in 20/20 hindsight would have made up for those 3 months perhaps. I do believe, again in hindsight, that we entered beta too early because of the release date we had with MSFT -- otherwise it would have been held off quite a while and a lot of time getting things working first operationally with MSFT and then again with SOE could have been avoided (e.g. would have only had to do all that once). Much of the roughness of our systems would have been worked out before people from outside Sigil and our publisher would have been able to have been addressed under that scenario as well. I've mentioned the pain in learning the hard way how different it is to manage a company of 100 people vs. a team of 23 was. We had a very experienced team, arguably the most, but it was still a team, from the designer all the way up to me, that had only made MMOGs that had lasted 3 years and taken 23 people, or expansions that had lasted one year.

Had I a time machine, I would go back and do a LOT of things differently, but then life doesn't work that way. We didn't repeat a lot of mistakes we'd already made, but made a lot of new ones given the team size, how ambitious the game was, and the fact that it took 5 years, not 3. Switching publishers, while necessary, also took a lot of time. It also took a lot more effort running the company from a non-creative standpoint than I had thought it would. With EQ, Smed and others handled the business side of things and I, my managers, and my team were able to focus on the game.

As Kendrick posted, we did scale back several times and significantly, but again looking back I probably would have scaled things back more so.

I do take issue with the assertion that I promised a bunch of stuff we didn't deliver. I do fully admit my writing style is verbose and I made a significant effort to hype the game, but at the same time I also made a huge effort to manage expectations and let people know what might not make it in release, what was an expansion idea, etc. Sure, that changed as we got farther along with development. You can look up my posts and look at old copies of the FAQ and see the scaling back that took place (both what Kendrick mentioned and other stuff). And thinking back on it, while I posted a lot of these changes, the FAQ should have been kept more up to date.

I will say I think we did a pretty darn good job overall. We released a game that is probably 80% of what we'd originally planned outside of sheer landmass. We did not completely re-design major systems in beta other than diplomacy -- we revised crafting and harvesting and made some tweaks to combat in terms of pace, how complex it became at what level, etc. But the notion that we threw a bunch of stuff out just isn't accurate -- again, some of the perception likely comes from starting beta when the game was really still in alpha. Probably the biggest features that didn't make it in that I think would have been very cool (or some variant thereof): AES fully realized, fellowships, caravans.

Again, had we a few more months I think the game would have been more polished. That is one of the biggest things WoW taught us, the importance of polish, AI, general accessibility, etc. Launching near TBC was nuts, but again something that couldn't be avoided. Switching publishers also took time, but we would have had a LOT less time to make the game had we not done so. MSFT underwent a lot of internal changes and had to focus on getting out the Xbox 360 -- switching to SOE was simply another change that reality dictated during this long 5 years.

I think the biggest things that are hurting the game right now are:

1. Performance. We simply asked too much of the engine. Tech becoming faster and cheaper will help us with this issue over the next 6 months, but that's 6 month's that *might* have been avoided. That, and we would have had more time to polish and fix bugs and get better and more complete high level content in (and maybe even a more workable AES). We did run into this a bit with EQ 1 being one of the first hardware only games, but not to this extent. Ideally, you launch with both a flexible engine that grows with you and also in a tech window that doesn't mean that a lot of your players feel the need to upgrade their machines significantly. Failing that ideal, however, I'll take the more flexible, planned for the long term tech, and bite the bullet for overshooting in terms of tech than the former (undershooting and/or launching with inflexible MMOG tech that isn't easily upgraded over the years to come).

2. Underpopulated servers. The reason we are enhancing the LFG system (other than it's always a good idea in general) is because it's too hard to find a group. One of the biggest reasons it's too hard to find a group is that we were overly worried the newbie yards would be over populated the first couple of weeks post-launch that we opened with too many servers. That's why we are working on better LFG tools, having to seriously consider overland teleports, etc. If a world at peak hours had 4-5k people on it, this wouldn't be nearly the problem it is.

3. Launching so close to TBC. I never thought we were going to, but Blizzard's launch date was a moving target and things could have worked out better there. Again, though, I think a decent percentage of WoW players are going to want a game like Vanguard (or any other MMOG this year) once they are burned out on the WoW expansion, so I think in the next 4-6 months this issue will become less and less as painful.

4. Marketing. There are two groups of ex-EQ 1, UO, DAoC, etc. players out there: the ones that look back fondly on the years they put into EQ 1 and those who don't -- either they're upset or, more often, they simply have had their lives change and they don't have the time to play another EQ 1. So when they heard about Vanguard and all of the EQ 1 people working on it they didn't even give it a chance -- they simply assumed Vanguard would be as hard core as EQ 1 (when it absolutely isn't). We totally underestimated that second group, and I think if we had got the message out that Vanguard was not just another EQ with all of its time sinks, tedium, leveling times, necessary raiding, need for contiguous time commitments, and somehow got that message clearly and strongly through to that second group we would have launched more strongly. This is another issue, however, we will survive, not just by changing the marketing message, but mainly through viral marketing. Those ex-EQ 1 players who *do* buy Vanguard, and enjoy it, *will* slowly but surely let that second group of people know that Vanguard does *not* equal EQ 1 with better graphics in the ways some people look back, sigh, and mutter 'never again', but that it *does* have the elements in it that made EQ 1 a great game (as well as many of the cooler UO/SWG elements, new systems like Diplomacy, greater immersion, etc.)

So a lot happened in the almost 5 years it took to make Vanguard. We made our share of new mistakes, we were a bit too ambitious in terms of world size and feature set, we were definitely too ambitious in terms of performance, we lost some time switching publishers, we still could have used another 3+ months of dev time, the market changed in general, we did lose some time learning how to organize and manage a 100 man team, and it would have been damn nice to have not launched almost right on top of the juggernaut that is WoW's expansion.

Certainly none of the above mistakes were planned for. Many/most were unexpected. Some of the mistakes were directly our fault, and some more indirectly and some totally beyond our control. I could write another one of my missives going into a lot more detail and maybe one day I will, but I will spare you my verbosity tonight. No matter what ,however, I was CEO and the buck stops here. None of the above do I use as an excuse as if life was unfair to us. We made some bad calls and were put into some bad situations. But I should have known better, planned better, and reacted better, so I take full responsibility. Most assuredly I cannot stress how proud I am of the Vanguard team, past and present, and all of the hard work, sweat, and tears that were put into the game. The team was and is incredible and it was an honor working with them. So regardless of screw-up or mistake, I take responsibility and apologize. The team should feel nothing but pride and a great sense of accomplishment.

That said, I still believe very strongly that we planned many or even most things correctly and that we launched a game that was 80+% the game we had planned to launch (again, other than totally reworking Diplomacy, tweaking some systems later in beta than I would have liked, and shrinking the world a LOT). And again I humbly but strongly stress all of the hooks and stubs that are in the engine, gameplay code, tools, etc -- they *will* pay off. While Vanguard stands on its own as a fun game, despite the bugs and performance issues that we all know exist and have been talked about in this thread and others, it's also set up such that we have years and years of cool features, content, land masses, etc. planned out in detail that will make the Vanguard of 2007, as cool as it is, pale in comparison to the Vanguard of 2008, 2009, etc. Relatively quickly, player run towns with an RTS element, ship and mounted combat, Diplomacy expanding to become more integral with factions, organizations, etc., user generated content, and so much more are really going to make this game shine. That, and even though it does require a lot of horsepower in terms of tech today, those issues will become less and less relevant as time goes by, with PCs getting so much faster and cheaper, RAM and bus speeds getting so much faster, graphics cards getting faster, physics cards, DX 10, utilizing Unreal 3.0 tech more and more, going into expansions with tools and tech that while still could use a lot of improvement are finally at a point where a lot of R&D won't be necessary and that time will be much more efficiently spent putting in content, features, etc.
And finally I still feel very strongly that going seamless will really pay off as the live team adds efficiently to the existing world, databases of items and such can be updated en masse to slow MUDflation and at the same time refresh the world and make it feel more dynamic, ship travel and exploring vast archipelagoes becomes more integral, planes with unique physics models appear miles up into the sky, non-Euclidean Portal technology is used to build unheard of dungeon layouts, Underdark-style 'chunks under chunks' are added, the ability to load any art asset anywhere is more fully realized, and yes even the controversial 'unibody' system allows us to create *that* many more item & armor sets, adding even stronger visual variety to player characters in such an item-centric economy... I still feel firmly that even if we were early and our system specs initially high that all of this tech will pay off big time, especially in the mid to long term, given a genre that thrives on newness and patching, that demands a game world that remains interesting and compelling for year after year.

Anyway, the pages and pages that I posted promoting Vanguard, to get the word out, was the truth as best as I knew it at the time and I updated it as soon as it was obvious something would work differently or not make it in by release. And anything I did miss was unintentional, but the buck still stops here. Where I wasn't clear, or where I failed to manage expectations -- all of that was my responsibility. So while apologetic wherever and however we failed, overall I have no regrets looking back at the 5 years Sigil has been around and look to the next 5 years with even more anticipation. A lot of new mistakes were made, but we took notes and have long memories.

In summary, had a lot of the above not occurred then I think Vanguard would be nearing 300k or 400k and not 200k. A lot of the above caused the game to start out more slowly than I had hoped, anticipated and planned for. But still looking at both sales and retention, the game is doing well, even if in a more ideal world it could be doing even better. The team continues to work their butts off, fixing bugs, optimizing, putting in content, tweaking and balancing, and we have our first expansion and where we want new live content to go planned out for when the timing is right to begin that endeavor. So while all of the above, this post-mortem of sorts, may come across as critical and looking back negatively (and not by accident -- much of this thread is doing just that, so this post is certainly not off topic), Vanguard is still far, far from a failure by any means. Few PC games, MMOGs or otherwise, do more than 100k units, and we surpassed that in a couple of weeks. So even with regrets, some kicking myself, and a lot of 'dammit, if only...' coming out of part of me, the rest of me is damn proud of what we have accomplished, and what we will and are accomplishing, and most importantly extremely honored to have worked with such a team and that so much of that team continues to march onward. Ultimately I am very grateful to God, MSFT, SOE, EQ, and so many other people and products for the opportunity to have been able to do this again. Few get to make even one successful MMOG, much less two. And fewer still given $8M to make the first one and over $30M to make the second.

*humbly bows*

ps. Glad many of you like Nino's style -- he is definitely more cut and dry than me and probably could have said all of this in one paragraph. I hope he and other dev team members are able and willing to continue to post.
 

Git

Your opinion is worthless....
as for southwatch your playing a blue server on a pvp server you either solo the missives or you only group with guild members you never ever LFG unless it's an untagged character your just asking for trouble otherwise.

that artice is pretty good, he at least admits that the lag and tweaking needed to be done, and also the LFG does suck but i dont use, i am going to keep going and hopefully the tweaks will keep coming and i can run the game on super wonderful :p

at least he had the balls to admit his mistakes which is nice and he mentioned UO !! FTW.
 

Gottaa

Full Member
I heard Insta Travel appeared in Vanguard today, is that along the lines of EQ Planes of Power or something that still keeps the place "feeling" large ?
 

Git

Your opinion is worthless....
you get stones so you can travel it's to reduce travelling time due to the world being huge, only thing is the game is losing people left right and centre now along with a rumour that SOE are buying the game outright..... FFA has dropped to 561 online at night that's awful.

even though i love FFA i don't like a lack of targets so at the moment i am tempted to either head back to EQII or hold out for the next thing.

http://www.vgflames.com/showthread.php?t=940&page=2 the rumour began here ! ;-)
 

Gottaa

Full Member
Why not just play LOTRO as an evil Uruk-Hai the whole time, walking around killing all the hobbits :D

's a shame though, when we get around to finally upgrading the PC at home was thinking about at least giving this a spin, though perhaps by the time I get a new PC DF will be out :)
 

Darakor

Full Member
Hmmmm... When I checked the server select screens the last few times I tried out new chars, it seemed like server population is down on a lot of servers.

Might be LOTRO coming out. I know a few people that tried that one out, some others followed because, while the game isn't as good as Vanguard, they would rather play with their friends, leading to a bit of a chain reaction. That's their words, not mine, btw.

I for one am still enjoying Vanguard a lot, but I have to admit the game is more fun when you are playing it with friends and less when you don't have a lot of friends playing.
 

SadSurfer

MMO Pimp and Alt Master
Does the server select screen show the population or does any know of any sites tracking population?
SS
 

Git

Your opinion is worthless....
I like the game please don't get me wrong but low pop on FFA is of about as much use as a chocolate teapot, on our server to kill people you need a decent population otherwise it's not worth playing, i don't play for PVE i play PVE for PVP a means to an ends basically :(

all the pop's are down on all servers LOTR and probably other issues as well.

the main issues on PvP are mezz and stun being a joke, and the invis exploit.

there is a place showing population for VG servers but i cant remember the link for it.
 

Darakor

Full Member
Well, when you create a new character, the server select screen shows server load / server population currently active. Used to be light on the US servers and high on the EU server I am playing on. These days the US servers are still at light (can't really go any lower), and Gelenia is down to medium most of the time. Even during peak hours, I haven't seen it go up to high.

As far as exact figures go, Brad published that they had sold 200K boxes and "showed very good retention" of customers. Whatever that means. ;)
 

Flight

Full Member
As far as exact figures go, Brad published that they had sold 200K boxes and "showed very good retention" of customers. Whatever that means. ;)


He didn't say they had sold 200k boxes Dara. He was extremely vague in what he said. The way he said it it could have meant 200k separate characters (including multiples on the same account), 200k units produced or all sorts of other things.

Word is they are very close to bankrupt. Brad has left and they are selling the whole company to SoE in the next week, once this months subs are paid by customers. :lame:


It was so obviously goign to end this way when you realised they only ever had 3 QA staff throughout the history of the company - one line manager and two guys who were GMS until recently. None of them had any knowledge of QA or Process Development.



A major sign of the poor QA and sad state of the games code is the dupes that have been all over the boards for the last month or so.

You see, the problem, when you have a company with more artists than the rest of the staff put together, is artists can't do network fixes, bug fixes or track down dupers.

They are in the shit and they don't even know how the hackers are doing it, even though they are using the most basic methods.


A guy on the SV forums made a couple of interesting posts :




Quote :

At some point, when all the money's been made that can be made, we'll have a little expose on exactly how dysfunctional the coding was in this game. I suspect we're very close to the gold being free, followed by a tell-all, complete with screenshots. And some very interesting information regarding an inside job that Sigil will be totally embarrassed about. If you can't trust your server programmer, who can you trust? So there's a little teaser to wrap your heads around.

He added a little screenshot for good measure :




http://img168.imageshack.us/my.php?image=tellme6.jpg
 
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