There was an interesting (to me at least) post recently on this Terranova thread (which started a couple weeks ago) from someone named Heather Sinclair. She’s either a player or a developer on Dungeons and Dragons Online. Can’t tell which. In her post, she talks about the apparent rampant superstitions that run through the playerbase of DDO. She writes:
“From beta all the way through months into launch players were CONVINCED that if you used the diplomacy skill on a chest it would improve the loot you got.. this was SO widespread that you literally could not get in a pick up group without them querying about the diplomacy skills of the party and someone forcing everyone to wait while the highest diplomacy skill player cringed before the chest sufficiently. No matter how many times we posted on the forums that this was a myth and it doesn’t do anything, they kept doing it. It got so bad our community relations manager even put it in his sig. Finally we made chests an invalid target for the diplomacy skill, then players whined that all the points they put into diplomacy were worthless because we “nerfed” the skill! Even now I’ve seen endless variations on the theme, from people being CONVINCED it’s based on a certain stat, or a certain class, or amount of times you’ve repeated the quest, or level of your character, to the point that there is always some voodoo you must do to satisfy someone in the party, if that voodoo does not produce sufficiently acceptable results, they’ll switch to another superstition.”
“We’ve had similar problems with some of our boss encounters, for example, on my first dragon raid, I was regaled with a long list of things I MUST NOT DO or else the raid would be wiped. Not one of them was valid, but they were incredibly detailed and equally silly. (Things like you can’t switch weapons, press hotkeys, cast spells, attack anything but a single leg of the dragon, that sort of thing). It was pointless to argue about, they wouldn’t accept the fact that their rules were really all superstitions.”
This kind of thing is both highly amusing and frustrating to me as a developer. Amusing because it’s kind of fun to watch these kinds of unsubstantiated rumors sweep through a playerbase, but frustrating because some players will simply refuse to believe you when you point out the lack of truthiness in the superstition, and will, in fact, get angry because they believe you must be lying to them.
I must confess, I’ve been guilty of encouraging this kind of thing at least a couple times purely for my own selfish entertainment. For instance, I once appeared in my guise as Sarapis, the Logos (the creator God of Achaea) to a newbie named Mick (I liked his plain name), and informed him that he, Mick, had been chosen by Me, the Lord, to be the savior of mortalkind in the face of a terrible threat about to encroach on Sapience (the main continent in Achaea). Mick was a trusting soul and took my warning very seriously (as he should…typically when a God lets you in on something like this, you’re pretty damn psyched. It usually means you’ve been chosen for whatever reason to be involved at an early stage in an upcoming admin-assisted storyline). He loudly proclaimed that he had received a visit from Sarapis and had been named the chosen one, destined to lead the defense. I feel a bit bad about it as I write this (sorry Mick!), but….it was really really funny to watch a newbie spend a couple weeks trying to convince everyone else that he was, in fact, the chosen of the Creator, believing it himself all along.
So how about it? What other superstitions have players of our text MUDs/MMOs noticed? I’m particularly interested in superstitions surrounding gameplay mechanics such as described in DDO above.
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November 15th, 2006 at 9:05 pm
Alex
What happened to Mick?
November 15th, 2006 at 9:18 pm
Matt
Poor Mick. He got a lot of attention for awhile, especially after I publicly backed up something he said, but eventually he must have given up and disappeared. I stopped paying attention. Boy, now I really feel guilty about the Mick incident. Thanks a lot!
November 16th, 2006 at 1:18 am
Wolfe
The DDO chest example and the Dragon Encounter examples are profoundly different. The dragon problem is a risk averse raid management approach and typically how you force transparency through a larger raid group. If people dont do what the raid leader says you have no reason to try kill a dragon with those people so you must make sure that no one is inventing their own strategies.
The chest problem is very amusing and I guess it relays a message about what type of functionality players think of as powerful or desired.
We found our own superstition in WoW, there is a cat at the entrance of Naxxramas. When the cat is killed the big boss in there yells that we are cursed. We have killed something like 400 trash mobs in there with a dead cat and never gotten any “trash epics” from kills while the cat was dead. Of about 300 trash mobs killed with the cat alive we have gotten about 7 trash epics, from the same groups of mobs. This seemingly improbable statistical relationship has developed a cat thesis type of religios conviction within my own raiding organisation.
November 16th, 2006 at 2:32 am
Iruen
Anybody playing WoW surely has found this one at least once:
- The loot of a dungeon is rolled by the system acording to the person who made the group, the person who entered the dungeon, the number of males&females in the raid, or the phase of the moon. And a warlock is hacking the servers for warlock loot. The developers using a random seed is just too simple to be true.
As a programmer this situation is indeed frustrating. Why should somebody calculate loot in any way that can be “influenced” by the players instead of making a nice random for random loot much faster and easier? But the human brain is great at finding patterns, even from just 5 event results.
November 16th, 2006 at 3:05 am
Michael Chui
Whoa there, Matt. You’re misusing the word “truthiness”. The word you want is “truthfulness”. Truthiness is what the players believe. =P
November 16th, 2006 at 7:10 am
Pentharian
You mean Mick WASN’T the savior of Sapience? I feel so…let down.
November 16th, 2006 at 8:29 am
Sisca
In EQ2 there are still people that are convinced that if a harvest node is going to have a rare you’ll get it on the first harvest. There are still some guides available on the net, even in the official forums, that spout this nonsense so it even infects new players. Even though this rumor was denied all through beta and has been proven false repeatedly people still run around snagging one harvest off of each node in hopes of a rare.
November 16th, 2006 at 9:38 am
Daniel
Back in the days of Starcraft, I would frequently come across people who believed that rapidly pressing some insane combination of keys (I think shift was involved) would increase download speed on player-created maps. At one point, I tried to explain to them that no one would ever spend time coding something like that into the game, and besides the download was coming from other players, not from the server itself. No luck.
Regarding the solution of DDO, “Finally we made chests an invalid target for the diplomacy skill, then players whined that all the points they put into diplomacy were worthless because we “nerfed” the skill!” This was absolutely the worst thing they could have done. Their fix only confirms in players’ minds that there was a diplomacy bug, and the developers were only lying about it until they could release a patch for it. The appropriate solution would have been to mock the player by giving the party a sardonic message each time the diplomacy skill was used on the chest. Think of the messages you would get in the old adventures games when you tried to do something silly like use a lockpick on yourself.
November 16th, 2006 at 11:04 am
Andrew Crystall
Yes, well.
The DDO raid thing? That’s because there ARE a load of stupid things you need to do - mostly involving taking off your armour, running over a bridge, standing there for 30 minutes then wiping in 15 seconds against the boss - if you’re lucky as a fighter you get to bash a pillar. If you’re unlucky, you get to be the sod who pulls to the level start. which involves dying about 5-10 times..
November 16th, 2006 at 11:44 am
BugHunter
What harm was it causing to let the players continue to use diplomacy on the chests? Why didn’t they just let the players create whatever new game they want, don’t you guys call that imergent gameplay or something like that? Isn’t that a good thing?
Besides that, a pure random decision on loot is the most boring thing you could do. How epic and fun do you think it is for a warrior to always randomly find wands instead of swords.
November 16th, 2006 at 4:27 pm
Earen
Actually, I have a superstition that we all acknowledge is superstition, but it’s fun anyway
In EQ1, my guild was hosting a LAN party and attacking the Tower of Frozen Shadow. The final boss, Tserrina, of ToFS is a random spawn that happens immediately after killing a bat on the top floor of the dungeon. Normally, you could expect to get one and only one spawn of the boss from the twenty or so bats that were up there.
Well, I was the DJ at said LAN party, but someone had brought a bunch of music to add to the mix. When it was getting late and people were becoming hyper-caffienated, someone complained about the music. So I put on Copacabana by Barry Manilow. Immediately, we killed a bat and the boss spawned. The song played out but an hour or so later someone requested it again. Towards the end of the song, we killed a bat and the boss spawned. Someone made the connection and suggested that we leave Copacabana on repeat. We killed eight more bats and each time the boss spawned. By this point, people were getting sick of hearing the song and so I turned it off … we killed a bat and … nothing.
Of course its coincidence … but we submitted it as a strat the next day to Allakhazam and from then on Copacabana is my guild’s official “spawn song”. If you can’t get something to spawn … play Copacabana … it can’t hurt.
November 16th, 2006 at 6:27 pm
john
In Achaea, fishing is boring and tedious, with random wait times between each nibble/bite opportunity.
My IC family loved to get together to fish, to chat and generally goof around to kill the boredom. Somehow, someone made the connection that within a few seconds of someone using the “chant” emote, someone would get a nibble. The frequency of this occuring seemed to increase the more people that chanted.
Soon, when we found ourselves in a long “dead” period, we’d get the whole family chanting (even our sentient pets). We’d even teach the “trick” to our new family members who were learning the fishing ropes.
We knew it was silly, but it was still fun
November 27th, 2006 at 1:49 pm
Heather Sinclair
“The DDO raid thing? That’s because there ARE a load of stupid things you need to do - mostly involving taking off your armour”
Actually, that’s another excellent example of superstitions - at no point in the dragon raid do you have to take off your armor. I hadn’t actually even heard of players doing that yet, so it’s a new one for me.
January 13th, 2007 at 11:20 am
Shawn Farrell
The reason the phenomenon that “we played this song so this spawned” or “the diplomacy skill got us better loot” is because the human mind remembers hits and forget misses.
For instance, when you think of someone and they happen to call your home right then it seems very odd. But what you don’t realize is there’s countless times you thought of that person and they didn’t call. It’s the reason that “psychics” and folks like John Edwards who talk to the dead are successful - nobody remembers their misses and remembers their hits (they tend to get about twenty misses to a hit).