Sacred 2: Beautiful home to all the RPG rats you've ever met. Pity there's no sky.

Even though it's not anywhere near as good as Sacred 1, Sacred 2 is definitely a gorgeous gorgeous game.

Which makes it even sadder that they obviously hadn't the time nor resources to do the sky, or make more monsters than... rats. Rats. MOAR RATS.

It's not as in-your-face if you play a ranged aoe build, but if you're melee... zomg the RATS! They're so obviously a placeholder it's not funny. >.>

<.< Now when I play S2, I refuse to play anything that has to aim in more than a general direction. XD

Stuff I learned in design school (that they never taught me)

Enemies can be unwittingly helpful
So someone hates you and is being turdy to you, trying to tear you down in front of the class, and your lecturers, in the hope of getting better grades. That doesn't mean you don't listen to them closely and analyse what they've said. Sometimes a grain of truth in it that helps you, even if it burrrrns it burrrrrns. Learning to find those grains of truth is a skill in and of itself.

Someone being better at something than you are, doesn't make you any less good at it
However, it still makes you less desirable in the job market, should you be in direct competition with one another.

Serve your client, not your ego
You may love sword and sorcery, but that doesn't mean you put sword and sorcery into every freaking thing you do. Especially not stuff that has nothing at all to do with it, and whose target market thinks the whole S&S thing is utterly stupid.

Keep your principles, change your designs
Almost, but not quite, the same as the above about serving your client.

...and of course, there's the last thing I only learned when I went out to work.

Sometimes people pay you for the privilege of overriding your professional advice
If you fail to convince them after doing your best to make them understand, and if you leave paper trails (when needed), you've earned the money.

Another random thread about BOOBS - Forsaken World Forum

...

Great now I have to get this fashion outfit on my human priest just to see if it really does do that on humans.

(It doesn't on elves - elves all very decently covered.) Well, depending on your definition of 'very' and 'decent'.

._. Which makes me sad because it means I spent 10 minutes zooming in on my elf toon's boobs just to see if I could get that view.

This better not be pshopped. T_T

Ahhaaha. Roped a friend in to test... FOR SCIENCE!

It's not shopped. O.O

First image is screenshot taken by dwarf-me. Second is from friendie. *cackle*

...and my colleagues wonder why I never elaborate on my weekends.

The Man & the Unicorn

Should a man chance to acquire a unicorn at a local Singapore market, this is what he does upon bringing it home:

  • Saws off the unicorn's horn to make it seem more like a horse
  • Underfeeds it so it won't have the strength to run away
  • Both of the above
  • Should the man be a government official, he'll additionally berate the mutilated and starved unicorn for not being a horse, before tossing it into the rubbish heap, grumbling all the while that there just aren't any innovative horses to be found for love or money.

 

Don't confuse poor analysis with a lack of need for any analysis

You've taken the prevalence of bad analysis and design practices as evidence that they simply don't work. Doing it correctly requires a deep understanding of the problem domain, of the people who will use the product, and what technology can do. Yes, most practitioners are terrible, but it's brazen ignorance to state that analysis and design (requirements being the output thereof) are bullshit.

My experience with developers (and I include myself when I was one) has been that they are good at building things right, and not so good at building the right thing, except in the narrow space of products that programmers use. They can build what they want, and they can build what a customer says they want, but they are not effective at listening to what a customer says they need and figuring out what that actually means.

Because most clients, if you ask them directly what they want, will describe a solution based on their own flawed assumptions about technology, and they often don't understand their own problem very well.

If your sales force is saying they need a new order entry application because the one they have is slow, and you take them at their word and start building one, that's just plain stupid. Maybe it is simply difficult for them to use. (They are sales people, after all, and they use the system infrequently.) Why the fuck are the sales people entering orders anyway? Is that something customer service can do? Can the customers enter their own orders? Your going in assumption should be that whatever solutions your clients propose are at best illustrations of some of their concerns and not the actual requirement. You have to look at their business, at what they do, at the people and processes surrounding it, at the larger context in which it all happens. Otherwise you're just wasting time.

My experience has been that people who can do this well are rare and they aren't programmers at the same time they are analysts. Many were programmers, and some may go back and forth, and on small projects it doesn't matter so much, but for complex requirements it is damn near impossible to keep both models in your head at the same time and retain the necessary objectivity. If you're thinking about the code, you're going to gravitate to solutions you want to build and not the solution best suited to the problem at hand. You need to be grounded in an understanding of what is technically possible/feasible, but at the same time you need to forget about that and pretend you have magic fairy dust and anything is possible. This paradoxical thinking tend to hurt your brain and the end result has to be something doable, but it allows you to explore a solution space much larger than a "what can we build" mindset will afford. There are some developers who can do both, but you don't get many opportunities to hire them.

In the consumer space, it is the same, just fucking harder still because consumers haven't got a clue what they actually want or what technology can do and if you only target those products that developers would use and understand, then you're severely limiting your target market.

Look at a company that does this for a living well and you'll see that it can be useful. Apple gets it. How their process works exactly I don't know, but I promise that someone is doing "business requirements" in the sense of thinking deeply about what problems they are actually trying to solve for who, and how the product will actually be used in real life. When I saw the iPhone for the first time, my immediate reaction was "Apple is going to make a big pile of money" because they were the first company to really nail the requirements in the cell phone market. Everyone else previously was just building what their developers thought would be doable/cool or under the sway of designers who didn't know what they were about.

Or if you want a more generic example of someone who at least has a chance of getting it right, look at Cooper design. They have some concept designs posted on their website that are, in my opinion, examples of what a "business requirement" should look like. Note that while the designs could be built, there's nothing in the requirements about how they should be built and there are some interesting business and technological challenges that would need to be overcome. I would suggest that many or most successful technology products (iPhone, again, for example) are the result of solving such interesting challenges and therefore one benefit of good requirements is that they can direct our attention to the problems worthy of solving if we want a successful product. Too often we invest time in optimizing or creating features that nobody actually cares about.

Anyway, aside from being completely wrongheaded and misinformed, nice post.

Comment from a long rant, "Stevey's Blog Rants: Business Requirements are Bullshit".

The rant is nonsense. It does what my title says - confuses poor analysis with a lack of need for any analysis.

The rant-comment though, is epic. ;)

Requirements gathering and the analysis that has to be done to come up with those requirements isn't the same as simply gathering data.

Data are the dots in an (unnumbered) connect-the-dots painting.
Analysis is drawing the lines that connect those dots into a bigger picture of a plan.
Good analysis means that the plan you've just come up with has a good chance of leading to phat lootz.

Forsaken World: War of the Ancients Basic Guide

Updated: 7 Jan 2013 - Katze's comments incorporated - Please read them too, they are very helpful!

If this is your first time in WotA, you'll only be able to pick from 2 kinds of 'mob' that you can be. As you gain more ranks, you'll be able to pick from more types of mobs.

At rank 2, the Flagbearer becomes available. The Flagbearer is a melee attacker with a speed boost.

At rank 3, the Conjurer becomes available. The Conjurer is a ranged attacker with a debuff that increases damage done to the target.

At rank 4, the ??? becomes available. The ??? is a melee attacker with a debuff that massively slows a target.


If you only have Warrior and Wizard, pick 'Wizard' - ranged DPS
The Wizard's advantage over the melee 'Warrior' is that it has a much greater range. Especially on boss mobs that come out at every 5th round, this is crucial.

It's advisable to rebind the 2 skills given to you to your normal 1 & 2 hotkeys on your skillbar.

After you pick a mob, you'll be ported into the centre of the instance.

Katze-licious advice:

It's easy to get turned around and lose your way in WA because everything looks the same. Move your toon close to the north entrance and swing your cam appropriately- you can see which way you're facing by looking at the minimap. 

 

How It Works
WotA is basically a tower defence game. Your character's class does not matter, only the mob you pick.

Large purple arrows point towards the direction of the portal mobs waddle gamely towards. Your goal is to kill them all before they get there.

You start off with 30 'Seals'. Every monster that reaches the portal will reduce the Seals by 1. It doesn't matter if the monster is weak, strong, or elite. The exceptions are the Bosses that waddle out every 5 rounds. Each boss does 15 points worth of damage to the Seals.

When your Seals reach 0 (or negative), the instance ends.

As more and more mobs load, what tends to work better is to prioritise killing off the weak mobs. Elites and strongs take much longer to kill, but still do the same amount of damage to the Seals as weak mobs (i.e. 1).

Round 1-4
An instance announcement will be displayed:
E.g. "Alarm: [South] The rift is changing, monsters will appear soon."

This means that monsters are appearing to the south, and going in the directions of the purple arrows towards the portal they want to reach.

Ideally, ranged DPS should be positioned as shown here. This positioning gives you maximum range both on the portal, and if you spin around, on the mobs as they trundle past you, should you fail to kill them all before they walk past.

 

Round 5 onwards

Mobs will now head towards the end portal from 2 directions. An instance announcement will be displayed:
E.g. "Alarm: [Northeast] [Northwest] The rift is changing, monsters will appear soon."

You will need to split your party to deal with the 2 portals. There are 2 possible kinds of splits.

Short Roads to Portal
No purple arrows visible at centre.
Both sets of purple arrows are headed directly towards the Portal, without crossing the centre of the instance.

Strategy
Split into 2 teams of 3 members each. One team will take the first location, the other will take the second.

 


Long & Short Roads to Portal

Purple arrows visible at centre.
Long Road: One set of purple arrows is headed towards the Portal, crossing the centre of the instance.
Short Road: One set of purple arrows is headed directly towards the Portal, without crossing the centre of the instance.

Strategy

  • Split into 2 teams
  • The Short Road team:  4 members, because a shorter road to the Portal means less time to kill.
  • The Long Road team should have 2 members, since they have more time to kill the mobs
  • After the Short Road team is done with their mobs, they should double back to see if the Long Road team needs help

In the screenshot:
Monsters heading from the Northwest to the Southeast are taking the Long Road.
Monsters are heading from the South to the Southeast are taking the Short Road.

 

After round 5's spawns are cleared, the round 5 boss will appear. It is extremely important that everyone be waiting at the gate where he spawns, so that DPS can start immediately.

Use your 2nd skill as much as possible. When you have to run to keep up with the boss, which you eventually will, run while the 2nd skill is on CD. Stop when it's almost off CD so you can fire it off again, pelt him with 1 as much as you can, and repeat.

The round 5 boss is doable with 6 wizards - you don't need anyone rank 2 and above, though of course, it helps. ;)

Rewards
  • Round 5 and 10 bosses each award 10 soul leaves when killed. 
  • Round 5 boss awards an Anima: Shelter (claimable from NPC outside the instance, in Bloodskull camp). 
  • Round 10 boss awards a quest that lets you exchange 30 valor tokens for an Anima: Shelter upgrade item.
  • Round 15 and 20 bosses each award 20 soul leaves when killed. 
  • Round 15 boss awards a quest that lets you exchange 50 valor tokens for an Anima: Shelter upgrade item.
  • Achievement for Round 15: Stand Fast
  • Achievement for Round 20: The Good Fight

 

 

... and that's about it!

Note that each subsequent boss gets harder to kill, and the Round 10 boss miiiiiight be possible with just Wizards, but it's unlikely.

As you get more ranks, and unlock more mob roles, you'll be able to kill more than the Round 5 boss. That goes a bit beyond the basics though, so I won't detail it here.

This is where the group I took all these screenies from ended. =)


Happy hunting!

Forsaken World: They're just so good at ridiculous tartiness.

Before I get people up in arms, that's not equipment - that's fashion, and all of us have chosen to wear it. XD

(The toon on the left is mine.)

Funnily enough, especially as you get to higher levels, the female equipment models in FW tend to cover more skin than the 'epic plate armor'  models in many other MMOs.

So of course, we then have to wear ridiculously silly tarty fashion. Ahem. XD