Brad McQuaid is back to preaching Vanguard
After standing by relatively quiet for the last few months, a tactic that shouldn’t have been abandoned so soon – let the patches and changes speak for the game, then start spinning after vast improvements – Vanguard’s King wags his tongue on the foh’s forums about the aftermath.
In response to Lyrical’s “Why all the nerd rage against Vanguard?”
“Well said and a great question and certainly one we think about. I think there are misconceptions out there about the game and our intent. Our heritage making EQ 1 makes it so a lot of people automatically assume the game is only for the hardcore. I posted here and elsewhere (on other boards and our own message boards) for months before release talking about how the game is for casual, core, and hardcore players and our belief they can all co-exist in the same game. Unfortunately, a lot of people didn’t read those posts and assume Vanguard is more hard core because EQ 1 was. I think I failed in reaching out to a lot of people and spreading the word that this game is NOT hard core like the original EQ 1. I probably spent more time talking about the game to those already interested in it than reaching out to those who were not. Ah well, hindsight is 20/20.
A lot of people wanted a new game that was like EQ 1 up to the Velious period and I and others described Vanguard thusly. The good part of that is we got those people excited about the game. The bad part was that people who didn’t follow the game as closely didn’t hear the complete message, that being that the game also has lots of content for casual and core gamers — it was like when I posted, I was just preaching to the choir. People who didn’t follow the message boards and only heard that Vanguard was made by the original EQ guys made assumptions that Vanguard would be just like EQ and require tons of time to play, that you had to raid, that you had to group constantly, etc.
Like I said, that message resonated with a lot of people in a positive way, but it also did harm in that those people who don’t want another EQ 1 were turned off when they heard about Vanguard but not all of the details behind the game. There were and are also a lot of ‘Vanbois’ who spread the word that this game was not for WoW players and that people who like a more casual game like WoW were not welcome in Vanguard. In that sense, the messaging backfired and many people aren’t even giving the game a chance.
I think we could have reached out to those people on other boards in a better way and made sure people knew that casual gamers are indeed welcome in Vanguard. I also think that after level 12ish people are feeling that they have to group, and that is something we need to address. We also need better LFG tools so that people can find groups. We were over-worried that the newbie areas would be over crowded and now we face some under population as people level up and spread out over the large world that is Telon. That is why we are working on making the LFG tools better, looking into adding some overland teleportation, etc. Under population is actually worse than over population because it can be difficult to find people to play with and this hurts community building.
We also need to change our messaging in ads, both online and in print, and attempt to dispel the assumption some people are making that Vanguard is only hardcore. In reality we very much understand that the gamespace has grown and evolved. People who had a lot of time on their hands and played a ton of EQ have grown up, got jobs, families, etc. Even those who played EQ a ton of hours and had a blast for years playing that game now are in situations where while they had fun with EQ want a different game that requires less overall time invested and especially less amounts of contiguous time and the ability to play more casually. Like I said, I think we need to make some changes to the game (nothing fundamental, but some tweaks here and there), but the even bigger problem is that many people aren’t even trying the game out because they’ve already made up their minds that Vanguard = EQ 1.
Some of this will be addressed through viral marketing. As those who are playing the game enjoy Vanguard, they will tell their friends that this game is not as hard core and nearly as tedious as EQ 1. This will help, but I also think we need to be more proactive in spreading the word about what Vanguard is really like. Heck, even people who are giving the game a chance have misconceptions. I was grouped around level 10 and we got into a situation where we were in the floating cities above Jalen’s Crossing and died a few times and just couldn’t get back to our corpses to do a CR. We ending up dying several times. I said forget it, and went to the altar and just summoned my corpse to me (something you could NOT do in EQ 1). I advised the others in my pick-up group to do the same and they didn’t know you could do that! They thought you HAD to CR, just like EQ 1. Man, that was an eye-opener. I think there are people who truly believe you either have to CR or that the penalties for summoning your corpse to the altar are so bad that you never want to do it. And it some cases, at higher levels, and depending on what mob you die to, the penalties *are* too severe, and we need to make some changes. But just as importantly, perhaps even more importantly, we need to get the word out that you don’t have to CR in the vast majority of cases, and that also in the vast majority of cases summoning your corpse to the altar where you pop up when you die does NOT include a heinous penalty; rather, that’s why we put that functionality in there. Having to CR in Vanguard is the exception, not the rule — only in fighting extremely difficult mobs where you and your party knowingly accept the risk vs. reward of fighting specific boss mobs likely in the depths of dungeons do you take the risk of having to CR (or get your corpse dragged out) assuming you totally wipe and don’t have someone who survives on hand to resurrect you. And I think that’s just one powerful example of false assumptions that are being made about the game, either by people playing it (who may get frustrated when they actually don’t have to) or by people who have heard about the game and figure, again, that it’s hardcore and an old school MMOG with updated graphics. Ah! This is frustrating, but we will get the message out.
No, we’re not talking about changing the game to be a lot more similar to WoW. We’re not trying to make a WoW clone. The game is more challenging, and it does take longer to level up, but not a lot longer really — we’ve timed it. And the additional challenge is optional — you don’t have to play Vanguard the way you had to play earlier MMOGs unless you want to. So as long as we can make leveling up less tedious, make sure there are ways to advance even if you only have a little time that day to play, etc. I think we’ll be in good shape.
There are a lot of emotions out there. Strong ones. You have people, like I mentioned, that while they enjoyed EQ 1 back in the day, want a game that has the good parts of EQ 1 but not the tedious nature of it, or the necessity to play crazy hours, or to raid constantly. Those people I think, or at least most of them, will enjoy Vanguard if they give it a chance. But first we need to penetrate these assumptions and perceptions.
Then there’s the whole WoW vs Vanguard issue where many people think that if they enjoy WoW they won’t like Vanguard or vice versa. This is in part again to those pre-conceptions, but also our fan base has contributed to this stereotype. (sorry Vanguard fans, I don’t mean to generalize here, but there has been a negative vibe, a polarizing vibe, even with me and others posting that this game is inclusive not exclusive).
Then there’s the issue that Vanguard is a different game and won’t appeal to everyone. Some people like that, and some people don’t. It was always our desire to make a game where casual, core, and hard core players could co-exist and you can certainly solo or play casually in Vanguard and have a great time. But then there are also people who simply don’t want to group. We need to make sure as many of those people can and will still have fun in Vanguard. Again, the game isn’t designed to appeal to everyone and some casual players won’t like Vanguard no matter what. And that’s ok — we didn’t set out to make a game that is all things to all people. But I think quite a few people who have inaccurate preconceptions about the game actually will enjoy the game if they give it a chance. In fact, I know quite a few. The challenge is to get them to try it.
Then there are some of the controversial aspects of Vanguard — a huge world with hopefully meaningful travel, no instancing, etc. When some people hear about these aspects of Vanguard that seem ‘retro’ they automatically assume the game isn’t for them, that it’s old school and that we decided to ignore modern MMOGs and were stuck blindly in the past when designing this game. We need to reach out to those people and explain where we embraced modern MMOG ideas and concepts but also why we chose to build on ‘older’ foundations, not because we’re stubbornly set in our ways, but more so because Vanguard needs to be something different, and a combination of new, revolutionary ideas combined with an evolutionary and proven foundation. And the ‘vision’ can and does change and learn — as we’ve mentioned, we are seriously considering some overland teleportation to take some of the tediousness out of travel. We can and will adapt, and we can do so without making a game that is a clone of another game — the MMOG gamespace is certainly large and mature enough to support games with their own identity and also large enough where people deserve choices. So overall I think a lot of people will end up enjoying the game once they give it a chance.
In a sense the more controversial aspects of Vanguard have been a blessing and a curse. The game is selling very well, but it could do even better if we could get this message out, that more casual people can and are enjoying the game — that soloing or playing in small groups is a viable and fun way to play the game. Yes, you can get more rewards out of grouping and Vanguard is a game mostly targeted at the core gamer who enjoys grouping. But again, that’s not mutually exclusive with casual gamers having fun too.
We also included features that appeal to more casual players and players with different tastes. We have a robust and fun crafting and harvesting system. We have diplomacy which is enjoyable and is done soloing. We put in housing and the ability to own mounts and ships because we wanted to get the UO/SWG player to enjoy the game as well, and not just the EQ 1 player. But again, getting that message out to those who didn’t frequent our official boards before release has been a challenge.
We made it clear how Vanguard differs from other more modern MMOGs. I think this has had both positive and negative effects. It attracted many people who wanted a modern MMOG that is still built on the tried and true foundation of older MMOGs and MUDs. But then it also created controversy and assumptions that Vanguard was just another EQ 1 with updated graphics. In reality, while the game does build on the past, it’s also different and takes into account that the gamespace has evolved and that many players don’t want a total re-hash of the past. So again, this appealed to those who followed the game closely before launch, but at the same time created misconceptions amongst those who didn’t follow the game as closely.
Sometimes controversy is good, and sometimes it’s bad. Again, I think better messaging and viral marketing will help here. But to answer your question, I think that’s why there’s been such polarizing opinions out there — the Vanguard lovers and haters. EQ 1 created so many emotions, both positive and negative. In fact, I don’t know if there’s been another game where people have become so emotional both while playing and after they’d finished playing. I still run into people and when they find out my involvement with EQ I tense up a little bit, not knowing if they’ll get all excited and tell me about all the great times they had, all the people they met and are still friends with, or how they met their spouse in-game, thanking me profusely for producing the game… or if they’ll look at me in a not so friendly way and make sure I know how they dropped out of college, or how the game, in their opinion, caused friction between them and their loved ones, etc. So we need to reach out to the ‘haters’ because I know a lot of them would love Vanguard if they gave it a chance — Vanguard is truly a game where we learned from the past and we know people have changed. I know people who were burned out years ago with EQ 1 style games but who love Vanguard, so I know this is doable. It’s just easier said than done.
Then there’s the issue of us releasing a bit early because of us having to release when we did due to financial issues. And then there’s the fact that we released so close to the WoW expansion. That didn’t help either, at least short term. I am confident though that as people finish up with the expansion, that many WoW gamers will migrate to Vanguard. People want something new in their lives, and that includes MMOGs. WoW is a fantastic game, but Vanguard is designed with additional polish but also additional depth and freedom to experience more from a virtual world.
So while the game continues to sell well and churn is low, I think we could have done even better had we more effectively addressed what you mentioned and what I talked about above. I’m not worried — I know Vanguard is a great game and getting better every patch. But at the same time, I’m not as happy as I could be about the negativity and controversy surrounding the game, when we launched the game, etc. We will recover and get the message out, of that I am certain. And in a sense, we did know some of this would happen — again, there are those drawn to Vanguard because of our EQ heritage, but we also knew that there would be those who would be turned off by that same heritage. The answer is like I said to get better messaging out there, to reach out to those people, to have those who did buy the game and who are enjoying it spread the word to the more cautious or cynical MMOG gamers.
I think we have three groups of people we want to target with this game.
1. People who look back at EQ fondly and want a new game that is built on the foundation and heritage we have. Those people are primarily the ones buying the game and playing it like crazy.
2. People who look back at EQ and either never enjoyed it or enjoyed it immensely but whose lives have changed and don’t want to play an updated EQ 1. I think a great number of those people can be reached and will end up playing the game and enjoying it. We learned a lot over the years, from our triumphs and mistakes. Challenge doesn’t have to equal tedium. Advancement doesn’t have to mean tons of contiguous hours played, families and jobs ignored, etc. Some people within this group are simply done with games like Vanguard period, but I think a lot of them aren’t and won’t be when they find out that Vanguard is different than EQ 1 in the ways that are no longer compatible with their lifestyle. I also think the more UO-esque elements of Vanguard that were not present in EQ 1 will help make the game more appealing to old school MMOG players who were more interested in a broad rather than deep game. There is a lot more to do in Vanguard than there ever was to do in EQ 1 — a lot more sandbox, broad, etc. activities like building houses, sailing ships, etc. And when we get full city building in, players will be able to run vendors, enjoy an RTS element, and much more. Lastly in this group are the PvPers and I think as we continue to make our PvP servers better and more varied that more PvP players will be attracted to the game.
3. New gamers or gamers for whom WoW was their first MMOG. Reaching out to them is also a challenge. Many still enjoy WoW, which is fine, and especially are enjoying it now that Burning Crusade is out. As I’ve posted for months, perhaps years, I am confident that some percentage of WoW players will end up looking for a deeper game like Vanguard, where there is a lot more to do and experience. And as I’ve posted in the past, it doesn’t have to be a huge percentage of WoW players for us to reach 500,000+ subscribers in the first year or so. But, of course, launching so close to the WoW expansion hurt us in this area short term. But they will come
Lastly, there’s the art style, being more like EQ 2, using more modern technology — shaders, bump mapping, specularity, etc. Some people when they look at screenshots of Vanguard assume it is a game much more like EQ 2 than WoW. Here again I am confident that our decision to use newer technology will allow us to keep the game current for years to come. But in the short term, people who stayed with EQ 1 or moved to WoW because they didn’t like the looks of EQ 2, or are having performance issues, or who assume Vanguard plays just like EQ 2 — these people need to be reached as well, because Vanguard is its own game and plays differently and is not an EQ 2 clone any more than it is a WoW clone — it’s a different experience and will become even more so as the game continues to evolve. People will be buying better machines, and we will continue to optimize, and as other games (not just MMOGs) come out that use newer technology (FPS games, etc.), people won’t assume as much that Vanguard = EQ 2 just because they use similar tech; rather they’ll simply see a modern game with an incredibly immersive world and setting.
So, anyway, that’s what I think. We have some hurdles to over come, but I’m confident we can and are overcoming them. The word is getting out. The game is controversial. Our heritage in being involved with EQ 1 is controversial — a blessing and a curse. But as more and more positive reviews of the game come out, as we continue to optimize and fix bugs, as we continue to add polish, and as people who are playing and enjoying the game tell their friends about it, the game will grow and become that much more popular. It’s hard to compete in the gamespace now with WoW being such a giant. But then it can also be very advantageous to offer an alternative to the ‘mainstream’. Look at DAoC back in the EQ days — that game was never as popular as EQ, but was still a great game and found a solid niche and did very well. And now they’ve been bought by EA and have some tremendous opportunities ahead of them. I think the same is true for Vanguard — the Vanguard lovers will mellow and enjoy the game and spread the word, and the Vanguard haters will relax and the more they hear about the game and that it’s not more of the same, or too retro, or too hard core, they’ll give the game a chance too.
In the meantime we’ll continue to make the game better, fix bugs, make tweaks, add some very cool features. And we’ll make sure people know that you don’t have to grind unless you want to, that you can play casually, that you have multiple advancement paths and don’t have to fight all of the time. We’ll make sure people know that you don’t have to CR — that you can summon your corpse at the altar. We’ll make sure that skipping CRs isn’t as painful as it is. We’ll add some teleporters. We’ll make sure that while grouping remains the focus, that we make better LFG and even matchmaking functionality. The word about how fun harvesting and crafting is will spread. The newness of diplomacy where you don’t have to fight to advance, where you can find out the lore and storyline without having to hack and slash all of the time will get out there — there’s already been some very positive reviews where people are very excited about this third sphere of gameplay. The community will grow. The controversy and love-hate feelings will subside and having more options when it comes to MMOGs will appeal to more and more people. After all, people like choices.
Anyway, those are my thoughts as to ‘why they rage’, the controversy, and all the emotions surrounding this game. Thanks for listening”
*bow*
More:
“We had to agree to a launch date, or there would be no money to continue. This was unfortunate, but we will and are recovering. This game was expensive — probably second only to WoW, although WoW cost more than double. I don’t want to sound jealous, although I probably am to some degree to be honest, but Blizzard put $80M into development. No one else is willing or able to do that. Not Microsoft, not Sony. EA perhaps, and they’re now back in the MMOG business with the Mythic acquisition (but at the time we started Sigil, they were still in a lot of pain over Sims Online, which is rumored to have been around $25-30M — so at the time they were not interested in a game like Vanguard. And certainly not smaller publishers — they definitely don’t have that kind of money.
The reality is that Blizzard has been a fantastic company for many years, known for it’s quality RTS games. They’ve been very profitable and pride themselves in taking whatever time they need. This allowed them to take the time and spend like I said more than double what Vanguard cost, EQ 2 cost, etc. They also, because of how popular the Warcraft and Starcraft RTS games were and are in Asia, have a great name there, a great sales force that understands and thrives in a very different market (where you sell to PC Bangs as much as you do individuals). They are even making great in-roads into China. The result? The money they put into the game was well worth it and the game is doing incredibly well.
But in a sense, I can’t really complain. That Sigil, a start-up company, was given the money we were is probably unheard and totally unprecedented. If it wasn’t for our EQ heritage it never would have happened. We also set out to make a very ambitious game. In 20/20 hindsight, we could have scaled things back, but we didn’t know that we’d need to launch a couple of months early. Also, WoW has exposed people to MMOGs who likely wouldn’t have tried them — back when we were pitching Vanguard the general belief was that the MMOG market was saturated and only about a million or so people were interested in MMOGs. WoW blew open the gamespace, destroying the theory that the gamespace was saturated. This is good for all MMOG developers, especially those who began development after WoW.
So I’m not upset in anyway with SOE or Microsoft — again, what they did give us in terms of funding and support is unprecedented. The vast majority of developers would kill for such a budget as we received. It’s just a financial reality that is hurting us short term a bit, but something I know we can and are recovering from. Also, launching around the same time as Burning Crusade wasn’t optimal either, but again, nothing we can’t recover from.
What are we going to do about it? Well, the team is continuing to crunch and kick ass and are quickly making up for what happened. We’re killing bugs, tweaking content, adding polish, etc. And, at the same time, putting in new content as well. We’re patching often and the game is getting better every day. That, combined with the hooks and planning we did early on, makes me really excited. I’m loving the game now, and I’m just as excited about the future. We have 5+ years planned out in terms of expansions, live updates, new game mechanics, etc. We’ll be able to take advantage of new technology, implementing it relatively easily because of the way the game is architected.
So that’s it in a nutshell. A little frustrating short term, but the game is out, it continues to sell well, churn is very low, and the word continues to spread that the game is fun. Also, hardware is becoming cheaper and faster and as people upgrade their machines for Vanguard and other newer games either already out or on the horizon, the performance issues will go away. EQ 1 had a similar issue, but it paid off as well — we were one of the first hardware only games (remember the Voodoo 1?). People needed to upgrade, but within 6 months or so after launch, Voodoo 2s were out, etc. and performance issues all but went away. In fact, performance past us up and we were able to create zones more detailed in our first expansion (Kunark) without any problems. This will happen with Vanguard as well.”
If you’ve been following Vanguard’s progress, you’ve heard or know it’s more or less on life support; granted there are some who do in fact worship Vanguard. No amount of demagogy, wishful promises, blood oaths, pinky swears or prognosticated patches will improve Vanguard because if McQuaid has proven one third generation thing with Vanguard, it’s his inordinate amount and ability to spew bullshit and it does more harm than good. Vanguard reminds me of Humpty Dumpty and it sits atop walls of text McQuaid constructed over the years, but when it came time for visitors, Humpty Dumpty fell off those walls and “all the King’s horses and all the king’s men couldn’t put Humpty Dumpty back together again.” When it comes to fixing and making Humpty Dumpty better, my motto is: if you don’t see it, don’t believe it.
“So getting upset that I am preaching the gospel of Vanguard on sites that hopefully reach out to people who are wary of Vanguard, not playing it, etc., with all due respect, doesn’t make a lot of sense.
I think the devs posting on the affiliate sites answering specific game questions makes sense, and me evangelizing on more general, more widely read sites does make sense.” -Brad McQuaid
No, it doesn’t make sense! McQuaid needs to stop the sermonic proselytizing and get a grip on reality. If he really wants to help out he needs to stop the madness – stop the brain dumps. He needs to use his time to go around in game and survey the people already playing; learn how to use the developer tools so he better understands Vanguard’s limits and aspirations that will make him more beneficial to his content developers. Once a mmog is good the players themselves will be the voices of reasoning. I only posted his rampage here because I want to respond to a few things in another post, and this will be the last time I will respond to McQuaid’s comments. I will ignore him until Vanguard shapes up, and if it does I might start listening again, but not believing.
About this entry
You’re currently reading “Brad McQuaid is back to preaching Vanguard,” an entry on Plaguelands
- Published:
- 03.11.07 / 7pm
- Category:
- Vanguard: Saga of Heroes

plaguelands.com
[...] post by Krones and a wordpress plugin by Elliott [...]
WoW is a fantastic game, but Vanguard is designed with additional polish
Huh?
Lots of words, very little in content. The main point is that he complains that Vanguard had bad marketing and that bad marketing was the cause for the game not doing all that well. Which isn’t really the point.
I believe he is honest and what he says isn’t “wrong”, but I doubt Vanguard is going to have a bright future.
Nice Freudian slip catch! It probably stems from thinking about WoW’s polish, Vanguard and typing too fast.
I was hoping he would take Scott Hartman’s example and lay low until Vanguard showed more improvements. I find it funny because I think Brad’s honesty is bad marketing for Vanguard, he really crushed a lot of expectations he set so high, there is a tinge of irony when he talks about bad marketing. I left out a bunch of his recent posts on improving Vanguard that solidify my thoughts, (check out his recent post history) but I thought these two were worth noting for rss readers.
Even if Vanguard drastically improves like EverQuestII did, I don’t think it will see 250k subscribers after the year. In fact, I think subs will drop down under 100k. Launch is critical and with other exciting mmogs releasing soon Vanguard will fizzle into obscurity.
[...] spotted by Krones, Brad McQuaid leaves the Sigil fallout shelter and sees his shadow, which means six more months of [...]
[...] Plaguelands comments on a Brad McQuaid posting on the FoH forums about how Vanguard’s message of supporting all styles of play from casual to hardcore was somehow lost (though that has been his core message all along), and that they will be adding features to Vanguard to make it even easier to play (like faster travel and lessening of some penalties in the game). [...]
Casual, core or hardcore, people want a quality game. I’ve played WOW and am in the middle of the road when it comes to time available to play. I pre-ordered Vanguard because I “wanted” to love this game. Yet even though I have a good gaming system, this game can’t perform to my expectations. Now add to that the bugs and you have a game that I’m not willing to subscribe to at the moment, so I cancelled.
I believe the lack luster acceptance is much less about the crap that’s being spouted and more about, people don’t want to pay for beta. I’m sorry, gaming has evolved and there are way too many options to pay for Vanguard in it’s current condition. Hell, I can play actual betas for free and am, before I’ll pay for Vanguard. And yet it’s not exactly about the money. For me it’s the presumption that I would or even should pay for a game in the condition that Vanguard released in. Not gonna happen.
I’ve played Vanguard for a month now, and I find that I don’t log in many times because I know I cannot accomplish much in an hour or two. I only log in when I know I have four hours to play. Just my thoughts.
http://www.mmorpg.com/discussion2.cfm/thread/121845/page/1
Some more of Brad:
“I believe I said it needed 200k-300k to be successful, and that I hoped to see 500k after the game was out 1 year, which would make it very profitable. So far we are in the mid 150s which is less than I would have hoped, but still good and still growing.
I have said we released 2-3 months early and that releasing near BC was a mistake, but there was nothing we could do about it. That doesn’t mean we were perfect in our development — we made mistakes — I talked about in the NYT about how hard it was to manage and organize a team of 100 people when we were used to to EQ 1 (which had about 25 people). So yes, it was harder to schedule and remain as focused and efficient. We also had the switch from MSFT to SOE which slowed us down and caused us to start beta too early.
We also made the mistake of releasing a little early in terms of tech, e.g. we had hoped that computers would be cheaper that could run Vanguard by the time we launched. Time will fix this, but it is hurting us short term. In 20/20 hindsight we probably should have gone a bit lower tech and made a smaller world. But we really felt strongly from the very beginning that part of immersiveness in next gen MMOG was being seamless where you could travel wherever you wanted to, fly anywhere, be able to load any object in the world anywhere in the world, etc. Again, I think longer term as tech is increasing so rapidly, a lot of these problems will go away and having a seamless world with no instancing, ships and flying mounts, etc. will pay off.
I will apolgize for all of the above and the buck stops here. I won’t, however, apologize for the team: they worked their asses off and continue to and truly believe in the game (as do I). That said, while I apologize for the mistakes, some of which we made and some of which were out of our hands, we also got the opportunity to make a very ambitious game, the game of our dreams, and were a start-up company that got a 30M+ budget, which is basically unheard of. So while VG does indeed have some issues, I know a lot of people are having fun with it, and a lot more will have fun with it in the future and call it a home. I am also proud to have been part of such an awesome team and to have been able to launch a second MMOG (not something a lot of people can say they have done). So, again, I do apologize for the shortcomings, but am also proud of the game and its potential, and am confident that while it is a successful game now (certainly not a WoW, but not a D&D online either) it will gain momentum as tech catches up, people tire of BC, etc. And also as we through both expansions and the live team add more really cool features to the game over the next year.
Also things like teleporters, experience rates, better LFG tools, etc. are all being looked at and you will see changes soon. I don’t have the details yet, but we are listening and the game will get better and the areas where we messed up (large world, but too hard to find a group, etc.) will be addressed. - Brad McQuaid”
[...] mixed on Sigil and SOE’s love child, but I’m quickly becoming a fan of Brad McQuaid. As Krones and Lum pointed out early last month, he tends to be up front about the problems facing Vanguard. [...]
My eyes exploded. The only thing I weaned from his Godzilla post was that he really wanted people to “give Vanguard a chance.” If I got a dollar for every time he used that phrase, I would have $30M+ to start my own damn company.
KK