Lately my hardware has finally started to feel its age in the latest offerings. But I’m honestly not really bothered by it. There are so many places still in my grasp I have yet to visit. Some titans of their age that still burn bright in my memory: Guild Wars, Runescape, Lineage, EVE, Second Life . . . not once have I set foot in any of them. Newer titles also, passe to the fickle masses but still well within what I designed my trusty rig to handle, and to me virgin worlds: Guild Wars 2, Star Trek Online, Elder Scrolls Online, Neverwinter, Tera, and many others from the silver age when I was more active in the blogosphere. There are also the old abandoned ones that I never really got to see all of, but that fans have revived so that you can see them well and truly for free now: Warhammer, Uru, Star Wars Galaxies. I could play for years more and never get to them all.
Friday, March 15, 2019
There’s not enough time to see everything (a bit of a ramble)
I love MMOs because I love exploring new worlds. Each time you join a one, at first you
founder like a child. The rules
of combat, the rules of advancement, the social rules that govern the small
society you’ve chosen to infiltrate, so much to learn! Between
those structures, unique to each realm, I find my own space to occupy and draw
delight from. Depth and mystery is why I
love these games. The places to see and
the boundaries to push as I inhabit, either briefly or for months or years,
each digital plane of existence that catches my eye.
Lately my hardware has finally started to feel its age in the latest offerings. But I’m honestly not really bothered by it. There are so many places still in my grasp I have yet to visit. Some titans of their age that still burn bright in my memory: Guild Wars, Runescape, Lineage, EVE, Second Life . . . not once have I set foot in any of them. Newer titles also, passe to the fickle masses but still well within what I designed my trusty rig to handle, and to me virgin worlds: Guild Wars 2, Star Trek Online, Elder Scrolls Online, Neverwinter, Tera, and many others from the silver age when I was more active in the blogosphere. There are also the old abandoned ones that I never really got to see all of, but that fans have revived so that you can see them well and truly for free now: Warhammer, Uru, Star Wars Galaxies. I could play for years more and never get to them all.
So even with my limited resources I have a wealth of dawns
on myriad worlds yet to untrod calling to me. But even those I may never
get to. I have enough dawns and galas on the worlds I already frequent to
attend. I've been heavily engaged with Dungeons and Dragons Online and Lord of the Rings Online for months now, and a full expansions loom on the horizon for both. Other tapestrys begun, woven richly at
first but now abandoned, left with threads of adventures hanging, I also have in Everquest 2, Age of
Conan, Secret World, Final Fantasy XI, World of Warcraft and many others. Were I to forever stop visiting new worlds, I
could harvest the orchards I have already planted nearly forever. My digital houses and apartments alone would take weeks to
spruce up. So forgive me if I don’t blog much about the latest thing. I have enough left that I want to see in the
3rd, 4th , 5th, 10th, and 20th most recent things that I can’t imagine my spare time will ever be equal to the
task.
Lately my hardware has finally started to feel its age in the latest offerings. But I’m honestly not really bothered by it. There are so many places still in my grasp I have yet to visit. Some titans of their age that still burn bright in my memory: Guild Wars, Runescape, Lineage, EVE, Second Life . . . not once have I set foot in any of them. Newer titles also, passe to the fickle masses but still well within what I designed my trusty rig to handle, and to me virgin worlds: Guild Wars 2, Star Trek Online, Elder Scrolls Online, Neverwinter, Tera, and many others from the silver age when I was more active in the blogosphere. There are also the old abandoned ones that I never really got to see all of, but that fans have revived so that you can see them well and truly for free now: Warhammer, Uru, Star Wars Galaxies. I could play for years more and never get to them all.
Thursday, February 14, 2019
Adventures in DDO
After my stint in FFXI, I decided to head to more familiar territory and started playing Dungeon and Dragons Online seriously again. I would say the game is currently in a really good spot. The developers have managed to address a lot of the issues that I felt dragged the game down the last time I drifted away, while maintaining and in some cases building on the game's strengths. As a consequence I've managed to make it a lot further than I ever have in previous stints with the game.
Over the last few years the developers have been slowly but surely tweaking trees like this that were severely underperforming. Going back to the example of Eldritch Knight, recent updates have made it a viable option on its own and a great splash choice for a variety of defensive/ tanking character builds. Instead of whether it's possible to lean heavily on the tree and not have a completely gimped character, a point of debate is now whether adding two levels of wizard to a heavy armor focused character is too overpowered compared to playing a pure fighter or paladin.
However I wouldn't say that viable build diversity is what really drove me away the last time I was playing. There were and still are a huge variety of strong characters you can build if you know what you are doing. What always caused my runs in DDO to stall out was a dearth of content I found fun in certain level ranges. This has been vastly improved. There is a heck of a lot more content now (as there should be after all this time!), and most of the newer content has been exceptionally well done. The content presentation has also become much better organized in general, I don't recall so many NPCs offering to guide you through quest chains when I was last playing. For example, Saga's are chains of suggested quests that reward large amounts of XP, guild XP, or tomes that permanently increase your skills when you complete them (in addition to all the loot and Xp you get from the quests themselves). Gunning through a Saga at a higher difficulty yields better rewards, which gives you a good incentive to push your limits instead of coast. There are also a lot of "challenges" now, quests that you can knock out in five or ten minutes if you need a short play session.
Sharn expansion in the spring to see if SSG can pull off a double. The high fantasy urban setting, complete with skyscrapers, sounds potentially very interesting.
*You can find an in depth review of Ravenloft at Bio-break here (part one) and here (part two). Unless you are really flipping out for some of the bonuses that come with the full expansion packages, buying the adventure pack in the in game store for SSG points is far and away the cheapest way to get access to it. I waited for double bonus points and ended up spending much less than even the standard edition. However the adventure pack is just the content, it doesn't come with the Aasimar race.
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| Even after all this time I've been playing I keep discovering quests and areas I didn't know about. Looking for something new to do, recently I sorted all the level 12 quests listed on DDO wiki into alphabetical order by quest name and started at the top of the list. That led me to this chapel that has probably been in the game as long as I've been playing, but I've never had a reason to go to. |
However I wouldn't say that viable build diversity is what really drove me away the last time I was playing. There were and still are a huge variety of strong characters you can build if you know what you are doing. What always caused my runs in DDO to stall out was a dearth of content I found fun in certain level ranges. This has been vastly improved. There is a heck of a lot more content now (as there should be after all this time!), and most of the newer content has been exceptionally well done. The content presentation has also become much better organized in general, I don't recall so many NPCs offering to guide you through quest chains when I was last playing. For example, Saga's are chains of suggested quests that reward large amounts of XP, guild XP, or tomes that permanently increase your skills when you complete them (in addition to all the loot and Xp you get from the quests themselves). Gunning through a Saga at a higher difficulty yields better rewards, which gives you a good incentive to push your limits instead of coast. There are also a lot of "challenges" now, quests that you can knock out in five or ten minutes if you need a short play session.
Sharn expansion in the spring to see if SSG can pull off a double. The high fantasy urban setting, complete with skyscrapers, sounds potentially very interesting.
*You can find an in depth review of Ravenloft at Bio-break here (part one) and here (part two). Unless you are really flipping out for some of the bonuses that come with the full expansion packages, buying the adventure pack in the in game store for SSG points is far and away the cheapest way to get access to it. I waited for double bonus points and ended up spending much less than even the standard edition. However the adventure pack is just the content, it doesn't come with the Aasimar race.
Saturday, September 8, 2018
Final Fantasy XI in 2018
In another stop on my whirlwind tour of older MMOs, since late April I've been primarily playing Final Fantasy XI. I am a huge fan of the mainline console games from FF IV at least up through FF X (XII I have mixed feelings about, and XIII I nearly hated). FFXI has always been something of a lost game to me both in the sense of the Final Fantasy game I never got to try, but also a once popular MMO I've never set foot in.
The game has a lot to recommend it. It's absurdly deep, and has a screaming ton of content. The story lines on offer are also just as good as rumor has it. These are some of the best written stories you will find in a MMO or RPG in general. The crazy thing is that the hundreds of quests aren't just a random collection of stories; everything weaves together into one cohesive whole. Quests that seem like one-offs unconnected to anything when you first start playing turn out to reveal backstory about NPCs and settings that you will be visiting again and again. For example, the first time I encountered the NPC Zeid I had no idea who he was save one of the trusts I could summon. Four months later I can recount decades of his history across three different story lines. He's one of the most interesting characters I've encountered in any game online or off. And he is far from alone. FFXI is an extremely rich fantasy setting.
third party application as a shell for the client. Finally, assuming you have the patience to spend close to a day just getting started, the game is almost completely unplayable without out-of-game player guides.
When you log in, the game barely gives you any hints at all about where to go and what to do. However, FFXI isn't a contentless sandbox where there's nothing much to do but make your own fun. Far from it, the game has more scripted content than almost anything I've ever played. It's just that getting to any of that content is incredibly unintuitive, and varies wildly depending on what you want to do. Getting started on a quest chain can vary from opening a menu and digging through a list of options, to talking to a random NPC out of the many that inhabit every city and village (no exclamation points here), to clicking on a random pixel deep in a multi-level dungeon. You are not likely to find most quests on your own unless you walk around talking to every NPC and clicking on every single object or random spot that you can select.
Myst Online look positively straightforward. Fortunately, there is an incredibly devoted community that has documented the game in exhaustive detail, and I absolutely applaud their efforts. Were it not for those guides, I wouldn't have lasted a week.
Rhapsodies of Vana'diel and Wings of the Goddess), I'm finding that I need a break. Once you are strong enough to actually see most of the content (hitting level 99 and leveling a support job to 49 are pretty much prerequisites), the basic game play arc is as follows: (1) read a guide out-of-game about how to do the quest you are on, (2) do something completely random from finding and killing a boss that takes an hour to get to, to shopping for musical instruments, to spending days memorizing a maze so that you can run through 20 check points in the correct order in less than five minutes, (3) watch a cut scene that advances the plot and starts the next quest, (4) repeat. My patience with the random tasks of step two was pretty high at first because it was so different from anything else I've played. But lately my response to many quest steps has been "You want me to do what? How does this make sense? Wow, that sounds like a pain in the butt."
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| Greely with a full complement of five trusts out (a tank, a healer, and three DPSers). Within minutes of starting the game you'll have five or six trusts to pick from, and this character is up to something like 40 or 50. If you can make it to 86 (!) trusts, a quest-line opens up that you can run through to make them considerably stronger. |
third party application as a shell for the client. Finally, assuming you have the patience to spend close to a day just getting started, the game is almost completely unplayable without out-of-game player guides.
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| Another character I started in Windhurst so I could follow Aysha's new player guide. That really opened up the game for me, it was invaluable the first few weeks I was playing. After following it for an evening I was familiar enough with the basics to start off Greely in Bastok. Since you can see every story and play every class on one character, I've since put almost all of my time into him. Unlocking the level cap for a character is also a long and involved process. It took me well over a month of playtime on Greely. This is not a game that encourages alts. |
Myst Online look positively straightforward. Fortunately, there is an incredibly devoted community that has documented the game in exhaustive detail, and I absolutely applaud their efforts. Were it not for those guides, I wouldn't have lasted a week.
Rhapsodies of Vana'diel and Wings of the Goddess), I'm finding that I need a break. Once you are strong enough to actually see most of the content (hitting level 99 and leveling a support job to 49 are pretty much prerequisites), the basic game play arc is as follows: (1) read a guide out-of-game about how to do the quest you are on, (2) do something completely random from finding and killing a boss that takes an hour to get to, to shopping for musical instruments, to spending days memorizing a maze so that you can run through 20 check points in the correct order in less than five minutes, (3) watch a cut scene that advances the plot and starts the next quest, (4) repeat. My patience with the random tasks of step two was pretty high at first because it was so different from anything else I've played. But lately my response to many quest steps has been "You want me to do what? How does this make sense? Wow, that sounds like a pain in the butt."
Saturday, April 7, 2018
Everquest: I finally made it to the level cap . . . of the launch era game
I finally made it to the level cap . . . of launch era Everquest. I hit level 50 about a week ago. I then promptly got killed and went down to 49, hit 50 again, got killed and went back to 49, and then finally stopped doing stupid stuff and have since made it to 53. That's light years further than I've ever made it in the past. My previous record was something like level 24. Of course these days the level cap is 110.
like buying and selling using the /barter and /bazaar commands, or where you can get working in-game maps of the majority of zones can only be learned through trial, error, and googling.
The experience of two-steps-forward one-step-back at level 50 nicely punctuates my impression of the game design of modern Everquest. To my tastes it's a heck of a lot better game then it was around launch. I really didn't care for it when I first played back in 2000 (I started right before the launch of Scars of Velious). Forced grouping meant that you couldn't make much progress on most classes without committing to a session of at least a few hours. It was also unforgiving and extremely slow paced. These days getting to level 50 solo is quite doable using any class due to the addition of mercenaries. You can also progress much more quickly due the availability of servers with permanent XP bonuses and plentiful, powerful low level gear. Finally, some of the more frustrating aspects like losing all your gear when you die have been removed entirely.
You can bypass an awful lot of the game if you want to, using items from the game's cash shop. You can start at level 85 with maxed skills and good gear using a level boost. You can also bypass the economic game by buying Krono (a token worth a month of sub time) and selling it in game for a huge hunk of currency (they go for about 4 million plat on my server). I've actually got more than enough "daybreak cash" for both from my last time playing EQ II. However, I suspect either of those options would be self defeating for me. If I boosted to 85, I'd skip all the fun low and mid-level content and get dumped right in the middle of the grindy high level game I probably won't enjoy. If I sold some Krono, and so already had millions of platinum, loot from killing mobs would become an annoyance I have to deal with rather than anything to get excited about.
Overall, I'm finding the depth/ obscurity of the game charming. There is an absurd amount content, more than 500 zones according to wikipedia. It has been relaxing fun to take my time leveling up, gradually learning the game mechanics and exploring new areas as I go. I'm honestly not entirely sure whether I'm enjoying the game on it's own merits, or in comparison to the much slower paced game I tried years ago and got frustrated with. Likely both. Regardless, I'm having a great time.
*I fell down a pretty interesting google rabbit hole looking for the link I embedded in that caption. This paper contains a more modern take on the issue. Apparently it's a point of debate whether your brain really flips the image or an upside-down world just starts to look normal to you. Either way, my point stands :-)
like buying and selling using the /barter and /bazaar commands, or where you can get working in-game maps of the majority of zones can only be learned through trial, error, and googling.
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| The graphics are extremely dated, particularly in the tutorial area. DAoC hails from the same era and looks light years better to me, particularly the animations and spell effects. Oddly, once you have played it for a while you stop seeing the cruft and all of this starts to look normal, even pretty in some places. I suppose it's similar to the phenomenon where if you wear glasses that make everything look upside-down long enough, eventually your brain will flip the image so things look normal again* |
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| Running through the Emerald Jungle on my way to Old Sebelis. Despite the dated graphics, the game does a good job of making zones feel unique. Even the floras in different zones are distinct. |
Overall, I'm finding the depth/ obscurity of the game charming. There is an absurd amount content, more than 500 zones according to wikipedia. It has been relaxing fun to take my time leveling up, gradually learning the game mechanics and exploring new areas as I go. I'm honestly not entirely sure whether I'm enjoying the game on it's own merits, or in comparison to the much slower paced game I tried years ago and got frustrated with. Likely both. Regardless, I'm having a great time.
*I fell down a pretty interesting google rabbit hole looking for the link I embedded in that caption. This paper contains a more modern take on the issue. Apparently it's a point of debate whether your brain really flips the image or an upside-down world just starts to look normal to you. Either way, my point stands :-)
Wednesday, February 7, 2018
Dark Age of Camelot: The best PvE MMO that you probably don't know much about
For about the last year most of my MMO play time has been spent in Dark Age of Camelot. Back in the olden days before WoW it was the second most popular MMO behind Everquest, peaking at around 250K subs (compared to the 500K peak of EQ). According to Google it launched a boggling 16 years ago in 2001, and it's still going. It was the first MMO I really enjoyed, though in it's early years the grind-wall to get to the level cap was slightly insane (par for the course back then). It is largely known for it's unique Realm vs Realm PvP setup. Three factions fight constantly in asymmetric battles where class balance is closer to rock-paper-scissors than what you find in more modern MMOs, and how many players show up to a fight determines the outcome more often than not.
What has kept me playing since I tried it on a whim last year is not the PvP (which is great, and I'll come back to), it's the the solo/ small man PvE. There is an absolutely fantastic PvE game buried in DAoC, which you'd have no way of knowing even exists based on casual observation. It's not something the developer really hypes. In fact just the opposite. Last year Broadsword set about half of the solo PvE game on fire, removing access to all of the Catacombs expansion for low level players so that the zones could be re-purposed. In the process they removed hundreds of solo quests across all level ranges from the game.
a thread on the official "unofficial" DAoC boards where a player pointed out that you can still actually level doing PvE, and posted a guide for how to do it in Hibernia (one of the three realms). The only response he got was pretty close to "Why the hell would you do that?" All of this is a shame, because there is a genuinely great PvE game to be had in modern DAoC if you look for it.
It's an old school MMO in the vein of Everquest, but the grind-wall to see all of it has been sanded down to just the right level. There is a PvE path through the game that will take you to level 50 in 10-20 hours depending on how much time you decide to spend on side quests. You level quickly enough that you are never bored, but not so fast that you are getting new abilities faster then you can make sense of them. You also steadily gain new and better gear, such that you always feel a strong sense of progression. When you hit the cap, every class in the game gets a unique set of starter Epics.
Which leads into how replayable the entire experience is. From 1-35 or so, there are entirely different "New player" quest chains for each of the three factions, and each faction has a distinct feel to it. Albion is based on Arthurian legends, Hibernia on Celtic lore, and Midgaurd is inspired by viking myths. The quest writing is also above average. It's certainly not up there with heavy hitters like SWTOR, TSW or LoTRO, but a lot of the stories on offer are entertaining. Story lines vary from quite silly (e.g., minotaur tipping) to attempts at real gravitas (e.g., watching a NPC commit suicide to protest the political system you are working for). On top of that there are optional Epic quest lines. Depending on your class, you will have one of roughly a dozen epic quest lines available. It's not very likely that any two classes you decide to play will share the same story, and each step in the chain grants a piece of gear uniquely tailored to your class. Finally, when you hit the cap and get your shiny starter Epics, a challenging but rewarding quest chain that will push solo players of most classes to their limits opens up.
On the more bizarre end you have classes like Bainshees and Animists. Bainshees turn into ghosts when you activate their abilities, and radiate a death aura that does very high damage to everything near them. Animists are casters that specialize in summoning mushrooms and kamikaze willow wisps. With an Animist, in any given encounter you have a lot of choices as to how to proceed. You can summon a ton of explosive wisps. They will slowly float towards your target and explode on impact. By the time your foe even realizes it's under attack, four more wisps are already on the way. Alternately you can set up a patch of a half dozen attack turret mushrooms and lure foes into it. Yet another option is to send in your angry tank mushroom and use life draining nukes once it gets aggro.
*There aren't a ton of players, but the server does have more hardcore multi-boxers than I've seen in any other MMO. On the somewhat infrequent occasions that you stumble across someone else, there's a good chance it will be will be a single player running 3-5 characters.
PvE leveling for new players. Everything from how to set up your hotbars when you first start to a quest path to the cap and optional side quests as you level. It covers all three realms and both Ywain and Gaheris.
How to get your first artifact. Artifacts are powerful magic items that gain abilities as you level them. The process of acquiring artifacts is a bit arcane, and the game itself doesn't give you much clue that they even exist on a normal play through.
Champion Levels. This is an essential but poorly documented advancement system that opens up when you reach the level cap.
Mounts. Another really important system that isn't well documented anywhere else that I could find.
I have a few more guides planned, but it's not a project I have the spare time to support as much as I'd like.** The main reason I put the guides up is so that web search engines can find them. A lot of the resources for DAoC currently available on the web are badly out of date in the modern game and/ or don't really help much unless you already know most of the basics. Dated graphics and steep learning curve with nary a hand to guide you equals a game doomed to obscurity. I hope my site helps out with the lack of guidance for new players at least a little bit.
**Update: I eventually also posted walkthroughs the "obscure but challenging PvE quest line," but after that the project wound down. You can find an overview of the final website here.
No post on DAoC is really complete without at least touching on the PvP. There are a few MMOs that also offer three faction PvP, but none I'm aware of where that's the primary focus of the game and the player base. One of the main areas where you can see this difference is in class balance. Classes are designed to be roughly balanced with their mirrors in other factions (if they have one), and to make for a fun and varied PvP playing field. No attempt is made to achieve balance among characters of different roles, or really to balance classes in PvE at all. The PvP on offer is ruthless, very often completely unfair, and surprisingly fun. Knowing what fights you are likely to win and being on the side that can get organized well enough to bring the most bodies is at least as important as gear or skill. If you are a huge fan of well balanced battleground style PvP, it probably sounds terrible. However, it really has a very different feel from PvP in most MMOs. The persistent PvP areas feel much more like real places than an instanced battleground that despawns after a match ends.
It's also less hardcore then you might think. Death is pretty painless, there is no real penalty for getting killed. It isn't EVE where one bad choice can make months of progress disappear like a fart in the wind. Victory, on the other hand, is absolutely elating. Hitting new realm ranks and earning realm abilities feels very rewarding. The primary PvP map (Frontiers) is enormous, with tons of objectives to fight over. There is also keep warfare complete with battering down doors, siege engines, and some classes being able to infiltrate keeps by climbing the walls. All of this is embedded in a full featured MMO, with crafting, housing and fun PvE content ranging from solo quest chains to raiding. Overall, I'd say that if you can get past the dated graphics and a steep learning curve, Dark Age of Camelot is absolutely one of the best MMOs on the market today. The main server, Ywain, is also extremely active and the players there are generally quite welcoming.
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| One of the front gates of Tir Na Nog, the Hibernian capitol city. |
a thread on the official "unofficial" DAoC boards where a player pointed out that you can still actually level doing PvE, and posted a guide for how to do it in Hibernia (one of the three realms). The only response he got was pretty close to "Why the hell would you do that?" All of this is a shame, because there is a genuinely great PvE game to be had in modern DAoC if you look for it.
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| Swimming around underwater near the ruins of Atlantis. If you level doing PvE, you will spend a surprising amount of time underwater. |
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| Riding a nightmare steed in Volcanus. As you go up in chamion levels, many different types of horse become available, ranging from normal horses to more exotic varieties. |
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| An enchanter fresh out of the newbie instance wearing the gear he got there. Notice that his pet, standing behind him, is better dressed than he is . . . |
*There aren't a ton of players, but the server does have more hardcore multi-boxers than I've seen in any other MMO. On the somewhat infrequent occasions that you stumble across someone else, there's a good chance it will be will be a single player running 3-5 characters.
PvE leveling for new players. Everything from how to set up your hotbars when you first start to a quest path to the cap and optional side quests as you level. It covers all three realms and both Ywain and Gaheris.
How to get your first artifact. Artifacts are powerful magic items that gain abilities as you level them. The process of acquiring artifacts is a bit arcane, and the game itself doesn't give you much clue that they even exist on a normal play through.
Champion Levels. This is an essential but poorly documented advancement system that opens up when you reach the level cap.
Mounts. Another really important system that isn't well documented anywhere else that I could find.
I have a few more guides planned, but it's not a project I have the spare time to support as much as I'd like.** The main reason I put the guides up is so that web search engines can find them. A lot of the resources for DAoC currently available on the web are badly out of date in the modern game and/ or don't really help much unless you already know most of the basics. Dated graphics and steep learning curve with nary a hand to guide you equals a game doomed to obscurity. I hope my site helps out with the lack of guidance for new players at least a little bit.
**Update: I eventually also posted walkthroughs the "obscure but challenging PvE quest line," but after that the project wound down. You can find an overview of the final website here.
No post on DAoC is really complete without at least touching on the PvP. There are a few MMOs that also offer three faction PvP, but none I'm aware of where that's the primary focus of the game and the player base. One of the main areas where you can see this difference is in class balance. Classes are designed to be roughly balanced with their mirrors in other factions (if they have one), and to make for a fun and varied PvP playing field. No attempt is made to achieve balance among characters of different roles, or really to balance classes in PvE at all. The PvP on offer is ruthless, very often completely unfair, and surprisingly fun. Knowing what fights you are likely to win and being on the side that can get organized well enough to bring the most bodies is at least as important as gear or skill. If you are a huge fan of well balanced battleground style PvP, it probably sounds terrible. However, it really has a very different feel from PvP in most MMOs. The persistent PvP areas feel much more like real places than an instanced battleground that despawns after a match ends.
It's also less hardcore then you might think. Death is pretty painless, there is no real penalty for getting killed. It isn't EVE where one bad choice can make months of progress disappear like a fart in the wind. Victory, on the other hand, is absolutely elating. Hitting new realm ranks and earning realm abilities feels very rewarding. The primary PvP map (Frontiers) is enormous, with tons of objectives to fight over. There is also keep warfare complete with battering down doors, siege engines, and some classes being able to infiltrate keeps by climbing the walls. All of this is embedded in a full featured MMO, with crafting, housing and fun PvE content ranging from solo quest chains to raiding. Overall, I'd say that if you can get past the dated graphics and a steep learning curve, Dark Age of Camelot is absolutely one of the best MMOs on the market today. The main server, Ywain, is also extremely active and the players there are generally quite welcoming.
Friday, October 26, 2012
Project: Gorgon, impressions from the pre-alpha build
I have seen a lot of commentators state that they wish that someone would do something really different in with an MMO. Make a game where exploration itself was largely the goal, and provided meaningful rewards. A game where players aren't straight-jacketed into some class role on the character creation screen, and where the play environment is more than a backdrop for quest hubs and crafting nodes. Based on a few hours of play in the pre-alpha build, Project: Gorgon may be that game.
At character creation I chose my race and gender, that's it. There's nothing else to choose because how your character develops is determined 100% by what you choose to do in game. There was a bit of a surprise in that the story starts on the character creation screen. When I first logged into the game proper I had a long conversation with an NPC that contained a lot of branching dialogue options. I then tried to look at a book near him, and was promptly informed that it was his book and I should leave it alone. I was allowed to eat some gruel from a bowl nearby on the floor, however :-)
The room contained a lot of mushrooms, and when I clicked on one I was informed that I had gained one level in mycology. At that point I had no idea what mycology was for, but figuring that more points in it must be good I ended up grabbing every mushroom I saw from there on out.
At the entrance to the room was a corpse with a rusty long sword embedded in its back. As it was far superior to the "no weapon whatsoever" I started with, I promptly equipped it. I then headed over to the next room, which was swarming with skeletons. A few swings later I gained my first point of sword skill, and a new attack ability (sword flurry). After that I decided to start throwing in some punches as well. This quickly earned me kick, a knockback attack which synergizes very nicely with sword attacks. For example you can put an armor DoT on a mob with a big sword attack, knock them back with kick, and watch the damage tick down on them as they slowly run back to you.
Soon after that I got parry, which will prevent mobs from using any of their special attacks on you if you time the use well. The cool thing about it is that it's pretty easy to see when you need to use it. Mobs have these fist icons on them that represent their rage. When it gets full, many of them can use attacks that will stun you and let them get some free hits in. When that bar is full or near full, you just hit the parry button to empty it out.
Skill based systems where you use an ability to raise the ability have often been quite grindy in other CRPGs I've played. Not at all in Project: Gorgon. Skills go up very quickly, especially at first, and using a combat skill both raises related combat stats (such as health and power) and unlocks new abilities. Just swording skeletons in the face to see what neat new sword abilities I would unlock was quite addictive.
The first time I died I was shocked to discover that "dying gracefully" is also a skill. Every ten ranks you get in it, you gain five health. From the skills I've unlocked so far, that's actually a decent boost. For example, ten ranks of unarmed combat gets you only twice as much health and requires a lot more work then jumping into lava.
Finally, after a good while wandering around picking mushrooms and bashing skeletons, I came to an odd looking side room.
In the room was a cot with an open book next to it. When I read the book I learned three new recipes. Two for mycology, and one for a new skill: Alchemy. One of the mycology recipes was for spore bombs, consumables that can be used for a powerful (at least in the area I'm messing around in) AoE attack. The other is for spore flakes, an item that is one of four ingredients for the alchemy recipe I learned. Also nearby were some empty flasks. When I later found a pond I was able to fill them with water, giving me another of the four ingredients. Skeletons drop dust, a third ingredient. All I am missing now is sugar, and I honestly have no idea where that is found. The alchemy recipe is for a drug that will give me a some sort of stat boost, but become addictive if I use it too much. I can't wait to see what it actually does.
I am one or two hours in to the pre-alpha and Project: Gorgon has already given me a more unique and intriguing experience than most of the MMOs I've tried in the last few years. This game with decent graphics and animations would be an absolute winner. Mechanically it's already as good as anything else out, and brings a ton of innovation to the table. I really hope the kickstarter hits its goal. The total pledged has started to move up again in the last few days, but it really is down to the wire and has a long way to go still. 55K to finish out a game that is already so far along is not a lot to ask.
Edit (update): I am happy to report that the environmental graphics improve considerably if you make it out of the starting cave (as you can see below).
At character creation I chose my race and gender, that's it. There's nothing else to choose because how your character develops is determined 100% by what you choose to do in game. There was a bit of a surprise in that the story starts on the character creation screen. When I first logged into the game proper I had a long conversation with an NPC that contained a lot of branching dialogue options. I then tried to look at a book near him, and was promptly informed that it was his book and I should leave it alone. I was allowed to eat some gruel from a bowl nearby on the floor, however :-)
The room contained a lot of mushrooms, and when I clicked on one I was informed that I had gained one level in mycology. At that point I had no idea what mycology was for, but figuring that more points in it must be good I ended up grabbing every mushroom I saw from there on out.
Mycology, cool!
At the entrance to the room was a corpse with a rusty long sword embedded in its back. As it was far superior to the "no weapon whatsoever" I started with, I promptly equipped it. I then headed over to the next room, which was swarming with skeletons. A few swings later I gained my first point of sword skill, and a new attack ability (sword flurry). After that I decided to start throwing in some punches as well. This quickly earned me kick, a knockback attack which synergizes very nicely with sword attacks. For example you can put an armor DoT on a mob with a big sword attack, knock them back with kick, and watch the damage tick down on them as they slowly run back to you.
This is my guy after finding some armor and getting his first combat skills (the armor displayed is not what he is wearing, he just looks like that all the time). As you can see the graphics are currently quite primitive. Of course that's the whole dang point of the kickstarter campaign, to hire some artists. Mechanically the game is extremely innovative, fun, and really rewards exploration and experimentation. I can't say that about a lot of other MMOs I've tried.
Skill based systems where you use an ability to raise the ability have often been quite grindy in other CRPGs I've played. Not at all in Project: Gorgon. Skills go up very quickly, especially at first, and using a combat skill both raises related combat stats (such as health and power) and unlocks new abilities. Just swording skeletons in the face to see what neat new sword abilities I would unlock was quite addictive.
The first time I died I was shocked to discover that "dying gracefully" is also a skill. Every ten ranks you get in it, you gain five health. From the skills I've unlocked so far, that's actually a decent boost. For example, ten ranks of unarmed combat gets you only twice as much health and requires a lot more work then jumping into lava.
Finally, after a good while wandering around picking mushrooms and bashing skeletons, I came to an odd looking side room.
Haven's seen anything like that before...
Nearby is a table with pages scattered on and around it. Two can be read to learn more about what is going on and why snow is coming down from the ceiling.
In the room was a cot with an open book next to it. When I read the book I learned three new recipes. Two for mycology, and one for a new skill: Alchemy. One of the mycology recipes was for spore bombs, consumables that can be used for a powerful (at least in the area I'm messing around in) AoE attack. The other is for spore flakes, an item that is one of four ingredients for the alchemy recipe I learned. Also nearby were some empty flasks. When I later found a pond I was able to fill them with water, giving me another of the four ingredients. Skeletons drop dust, a third ingredient. All I am missing now is sugar, and I honestly have no idea where that is found. The alchemy recipe is for a drug that will give me a some sort of stat boost, but become addictive if I use it too much. I can't wait to see what it actually does.
I am one or two hours in to the pre-alpha and Project: Gorgon has already given me a more unique and intriguing experience than most of the MMOs I've tried in the last few years. This game with decent graphics and animations would be an absolute winner. Mechanically it's already as good as anything else out, and brings a ton of innovation to the table. I really hope the kickstarter hits its goal. The total pledged has started to move up again in the last few days, but it really is down to the wire and has a long way to go still. 55K to finish out a game that is already so far along is not a lot to ask.
Edit (update): I am happy to report that the environmental graphics improve considerably if you make it out of the starting cave (as you can see below).
The character you see in the middle of the shot is me. Through an act of willful stupidity (I was given three warnings to stop drinking the sour enchanted milk...but I kept going to to see what would happen), I got my self turned into a cow. I think it's permanent until I figure out a way to reverse it. To say I've never experienced anything much like this in any other MMO I've played is an absolute understatement.
Monday, October 22, 2012
Project: Gorgon
I have been following the kickstarter page for Project: Gorgon mainly because it sounds like the game is going to be really interesting. How can you read about something like the lycanthopy system or the in-game geocaching system for player generated treasure hunts and not be intrigued? I very much want the kickstarter to be a success, if for no other reason than just to see how all the bizarro/ innovative designs that one of the better game design bloggers has been posting about come together. My take is that the game represents an attempt to address design issues that are arguably holding back MMOs as a genre, and not with digging through spreadsheets as game-play or FFA PvP and an atrocious UI. With only 11 days to go, the kickstarter project has only gotten about 20% of the way to its goal. This post is my meager attempt to try and refocus some attention on the project. If innovative MMO design is something you care about, you really should consider heading over to their page and becoming a backer.
In other news, I am not dead, merely very busy with my work irl. More regular posting will resume soon!
In other news, I am not dead, merely very busy with my work irl. More regular posting will resume soon!
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