Take the Catacombs in Dark Age of Camelot. It used to be some of my favorite content when I was playing in the early 2000s. When I returned to DAoC a few years ago, I found a PvE game that was much richer than I remembered from the previous decade. There were two entirely different chains of PvE quests, a new one running through the main zones of the game and another much older series of quests that ran through the Catacombs. About six months after I started playing, Mythic effectively amputated Catacombs. All of content in the zones was cut out so the zones could be repurposed for raids. In the process, the amount of solo PvE content in the game got cut by nearly half.
Sunday, February 14, 2021
Why do MMO developers keep taking our toys away? On MMO content amputations
Take the Catacombs in Dark Age of Camelot. It used to be some of my favorite content when I was playing in the early 2000s. When I returned to DAoC a few years ago, I found a PvE game that was much richer than I remembered from the previous decade. There were two entirely different chains of PvE quests, a new one running through the main zones of the game and another much older series of quests that ran through the Catacombs. About six months after I started playing, Mythic effectively amputated Catacombs. All of content in the zones was cut out so the zones could be repurposed for raids. In the process, the amount of solo PvE content in the game got cut by nearly half.
Friday, February 5, 2021
Universal Paperclips
For the three or four readers that might not have heard of it yet, this is far and away the best game about making paperclips I have ever played:
Supposedly inspired by the paperclip problem. Now I have to head back to the other browser tab and see if I have made enough paperclips to earn the next level of trust yet. That advanced wire extruder isn't going to buy itself!
Thursday, January 14, 2021
What is the bare minimum LoTRO needs?
Wilhelm over at Ancient Gaming Noob recently asked What Does LoTRO Need? It's a great post, you should go a read it if you haven't yet. After typing up a monster of a response over there, I realized I had 90% of a blog post. So here we are.
With the acquisition of Daybreak games, EG7 also acquired Lord of the Rings Online, a game near and dear to me (and apparently many other crusty old timey MMO bloggers). EG7 indicated that they intend to modernize the game to try and bring it to a new audience and capitalize on the attention that the IP will be getting soon with the release of Amazon's upcoming competitor to Game of Thrones, set in Middle Earth's second age. However as Wilhelm points out, bringing a game that has aged so poorly in some respects to a modern audience is going to be quite a challenge.
I doubt that EG7 has the resources they would need to do a top to bottom revamp of the game into something that could be a major success with hundreds of thousands of players. For example, I will be a bit surprised if they are really able to port it to consoles. However, if they want to aim for even dozens of thousands of new players when the Amazon show comes out, there are a few common sense changes that I think are absolutely necessary.
1. LoTRO needs to be as reliable on Windows 10 as any other modern game.
When you download and install the client, either from the SSG website or from STEAM, it needs to just work 99% of the time on a modern PC. No workarounds, no having to install random background software packages that aren't included in the download. When players have to get together an "install guide" like this one, it is not a good sign. I personally can't get the game to run reliably on a Windows 10 PC that has never given me the slightest issue with any other game I've tried on it. The last time I was playing LoTRO on it I had to figure out workarounds for two different issues that came up. When the third issue hit (in less than two months) I uninstalled. Life is too short.
When I log in at all these days, it's on an old Windows 7 PC or a really old Vista PC I never turn on for anything else. Ironically it runs fine (if with very low frame rates in some areas) on the ten year old Vista PC. Most players don't have those options. In the modern PC market it's Windows 10 or bust.
2. The UI needs to work well on 4K monitors.
If you crank the resolution way up on a 4K monitor, the game actually still looks surprisingly good. The environments, shadows and water effects are holding up better than they have any right to in a 13 year old game. However, if you do that the UI becomes tiny squares on your screen that are way too small to see clearly or quickly click on. Even having the option to magnify them and have them look all pixely would be better than the current option of having them almost disappear. This is the single change that I think is most desperately needed
3. The character models probably need a further revamp.
Yes I know they just got a revamped a few years ago. Now they look 8 years out of date instead of 13. The problem is that even at launch the character models weren't that great. For example, Age of Conan had far superior models even in 2007. However I assume that the last revamp was the best they can do without ditching the 32 bit client and/ or redoing many of the armor assets. Certainly redoing all the equipment would be an insanely large undertaking at this point, so serious further improvements to the character models may be off the table.
4. There are too many quests (and I love quests!). Even the Epic quests need a polish pass.
LotRO has an absolutely overwhelming number of quests, and it seems like at least half of them are to hunt bears, boars or wolves for some reason. This really turns new players off. Wilhelm's idea of turning the Epic book quests into a golden path (ala the class quests in SWTOR) is a good one in general. The game isn't actually very far off from this right now. I recently did a once-a-week family-time playthrough where we mainly focused on the epic quest lines. We made it all the way to Moria and rarely had to stop and do side quests. However this playthrough also highlighted some other problems to me.
With year 2020 eyes I could see that a lot of the epic quests are not all that great by modern standards. There is a lot of running around. Some entire evenings were mainly spent riding horses back and forth between distant NPCs. There are also a handful of quests in Angmar where just figuring out where the heck you are supposed to go seems to be the quest. You can see where you want to be on the map, but it isn't at all obvious how to get there. Poor stretches like that will need to be worked on.
The story itself through to Moria also isn't as good as I remembered it being. Some quests that were great in 2007 just because they were logical and tried to tell a long and involved story (making them well above average for the day) are not holding up well 13 years later. That said, some of the early quests are still very engaging, and you can see the quality of the quests improve markedly in later content (especially from Rohan on). There is a lot of good stuff there to work with. But overall, the launch era quests running from levels 1 to 50 don't compare well to content in more modern games like ESO, SWTOR, TSW, ect. If players are going to come in from a TV show for the story, they need to be engaged by it.
5. Rough edges (clunky legacy systems) will need to be sanded down or removed altogether.
There are several absolute train wrecks that you will encounter as you level through the game. Systems that are completely different from what you have been doing during the 100+ hours it takes to get to that point, aren't very well explained, and aren't all that fun even once you do understand them.
The worst of these was epic battles/ big battles. I could have easily gotten a post out of how much I hate that system. However with a recent patch SSG added the option to play through those chapters of the Epic quest line without needing to set foot in a big battle. Instead, there are now a series of solo quests that take you through the battle of Helms Deep. These quests do a good job of conveying the story without making players hit a brick wall of arbitrary difficulty and poorly explained systems.
Something like that definitely needs to happen for quests with mounted combat . Every time I get to a quest that I need to mount up to finish, my heart sinks. Apart from Epic quests, where I have no choice but to muddle through if I want to see the whole story, I usually ditch them. Though mounted combat has a few fans, for the most part I have the impression that other players tend to hate it as much as I do. Mounted combat employs a completely different set of combat and movement mechanics from the normal game. It also forces you to spend time leveling up a horse, or at least your horse's equipment. It's a good example of a system where the designers force you to play some other game you probably don't like as much (horse battles) to keep playing the game you do like (adventuring as your character). This system really needs to be entirely optional.
Finally something needs happen with legendary items. It's a neat system that at some point got too bloated and SSG has never really been able to reign in. They probably also need to stop breaking the system to try and force players into the item shop (thankfully SSG did back off of the worst of that intended change). However legendary items are such a huge issue it would need a full post for me to do it justice. The short version is that leveling legendary items up needs to take a lot less time and fewer resources than it currently does.
Wrap up
All of these seem like fairly obvious issue to me, that I would hope SSG already has plans to deal with. For example, a client that fairly frequently doesn't work on Windows 10 PCs when you follow the normal installation procedures seems like a pretty obvious issue you would want to address. As does having a UI that is functional on 4K monitors. This lends me optimism that EG7 might be able to deal with them without needing to dump a ton of resources into the game, as fixes are presumably already at least in the planning stages.
However if all of these issue remain unaddressed, trying to bring the game to a new audience will likely be completely pointless. The game in its current state is not one that is ever going to be able to grow beyond its current audience of highly invested veterans.
Thursday, December 24, 2020
FFXIV First Impressions
After ESO wound down , I moved on to the next of the "big five" MMOs* that I haven't played, Final Fantasy 14. I love most of the Final Fantasy games, and so in theory it should be right up my alley. Like many sub based MMOs the up-front cost is pretty low. There's an endless free trial that let's you play to 30, which I played for a few days and found absolutely enchanting. After that you can get the base game and both expansions (roughly seven or eight years of released content) for $60, or $45 if you discount the price for the month of sub time it comes with. Further, when I bought it there also happened to be a black Friday sale going, so I was able to get the all-in-one pack for only $30. It seems like quite bargain compared to other MMOs I've played recently.
*The big five being WoW, GW2, ESO, FFXIV and ....? Sources seem to disagree about the last inhabitant of that list, though Black Desert gets mentioned a lot. In any case, I fully intend to move on to Guild Wars 2 whenever FFXIV winds down for me.
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| The same character, soon after earning his first mount. A chocobo of course. |
So far I am only up to level 54. The core gameplay while leveling consists of an admixture of story heavy solo play and content that can only be cleared in a group. Forced grouping is normally a huge turn off to me, but FFXIV handles it really well. Most of main quest series is soloable, but about every five or ten steps you need to run a dungeon or kill a raid boss to continue. In most MMOs that would bring your progress to a screeching halt. However FFXIV has a really well designed system for organizing PUGs. You cue up for whatever specific dungeon you need, specifying your role (healer, tank or DPS) and then continue on about your business. After the game finds three to seven players that want to play the same dungeon as you, a little window pops up asking if you are ready to go. When you hit the accept button you get whisked off to the instance. If you cued up for something related to a quest, at the end of the instance the game deposits you wherever you need to be to turn in the quest and continue the story line you were working on. The entire process is amazingly painless.
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| A scene from the Crystal Tower quest series. This includes three raids that are mandatory to play through the game's main story. There are some areas you can't even set foot in until you clear it, such as the capitol city of Ishgard. That absolutely would have been a brick wall for me in most MMOs, but in FFXIV the raids were fairly painless. From queuing up to done, none of them took me more than 30 minutes. I found watching strategy videos before hand really helpful. The "Updated for 2020" series by Mica (like this one for World of Darkness, by far the hardest of the three raids) were fantastic for this. |
As a DPS most cues take 5-25 minutes to pop. My understanding is that they are nearly instant for tanks and healers. After that it takes roughly 20-30 minutes for a dungeon or five minutes for a boss fight. In the 1-49 content everything is quite easy to anyone with MMO experience. As a DPS in low level content all I really needed to do was know how to use my abilities and "not stand in the stupid" (i.e., move out of the giant glowing orange zones that signal where a big attack is about to land). You can also count on your party members at least knowing the basics because to qualify for using the party finder you need to play through a series of solo training quests that teach you your role in a group. However once you get into the Seventh Astral Era quest series, the difficulty starts to ramp up, and you will start dying a lot if you don't research particular instances before you run them. Oddly I am finding that I don't mind the research, which is a bit shocking. Normally a difficulty spike like the one I am playing through now would be a huge red flag for me.
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| Crystals like these are found in many areas of the game. You have to get fairly far in the main story before you find out where they came from. |
I think the lack of friction also comes down to some clever social engineering on the part of the game designers. Even after doing research, I have to admit I often slightly suck at a given instance the first time I try it (shocking no?). So far everyone I have met in my random PUGs has been extremely chill about me making occasional mistakes. Some part of that is undoubtedly the giant loot bonus they get for having me along. When you clear an instance using the party finder, if it's the first clear for anyone in the party you get massive bonus to your rewards. For example dungeons that would normally only be worth 15 of the currency you can use to buy gear are worth 75 or 90 if anyone in your party clears it for the first time. That's worth almost 1/3 of a very nice magic item in my level range. Far from being disappointed when a "sprout"** like me appears in your random PUGs, you actively hope one will join.
**Sprouts: FFXIV helpfully puts a little green sprout next to your name when you first start playing until you hit some threshold of experience that I have yet to clear. It lets players know that you are new, and a lot of vets go around handing out free stuff to any sprouts they encounter. It also lets players in PUGs know that you are probably the reason they are getting a 5x loot bonus. Another clever bit of social engineering. My experience in FFXIV is making me wish more MMOs took that aspect of game design seriously.
The community itself also seems to be far above average. I have met tons of really friendly players. In fact I have yet to encounter a single asshat. Though I am dead certain I'll encounter one eventually, FFXIV probably holds my personal record for "number of consecutive interactions with strangers without anyone being a dick." I even got invited to my first in-game wedding a few nights ago. They are purely social events that you have to make reservations for ahead of time, there is only one chapel per server. It was surprisingly elaborate and a lot of fun. It was also fun meeting some of my guildies, that have just been random names in a chat box until now. So far the community of FFXIV has been incredibly welcoming.
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| The wedding was fairly elaborate, and a fun diversion. |
You may have noticed that this post includes very little about what the game is like to play or game systems. That's because I haven't gotten far enough to have much of an opinion, save that I like what I see so far. I'm less that halfway through the main story, maybe 50% of the way to the level cap in terms of playtime, and have yet to attempt any side activities like crafting, fishing or house decoration. I have also been digging the game so much on the first class I tried that I haven't wanted to put time into anything else so far. I actually have no idea what it's like to play a melee for example. I am sure I'll have more to say about the game once I'm further in.
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| Mainly I have been powering through the game's main story. But I did pause to take part in the game's Christmas celebration, which I found charming. It also came with a really goofy mount. |
Wednesday, December 2, 2020
EG7, the Future of DDO and LoTRO
Further, given that the only real financial strength that DDO has compared to the other Daybreak games is the high monthly revenue per-paying-player, SSG probably can't really afford to back off of this somewhat whale centric design. DDO will likely remain a game that is uniquely challenging for new players to get going in, both because of the power gap between vets and new players and a steep learning curve.
Wednesday, October 7, 2020
Elder Scrolls Online Impressions
I also really like the crafting system. It's incredibly flexible. You make a base piece of equipment like a sword or helmet of whatever level you like. You can then separately create an enchantment that you place on the item. That means you can make anything you need. For example, if you want to craft yourself a level 14 pair of leather armor gloves that add to your magica stat, it's really easy to do so. Further, when you make the gloves you can choose from a with a wide variety of appearance options. When you are done you can further customize them with a really solid dye system. Not only will items you craft be functional, they also will definitely go with your outfit! Appearance options come from knowing how to craft equipment in different styles, which are learned from crafting motifs. For example, finding a Dark Elf crafting motif teaches you a whole slew of new appearance options for everything you can craft. Finding a new motif is always exciting, and they can drop just about anywhere. My understanding is also that I'll be able to craft gear with set bonuses eventually. The last time I enjoyed the crafting in a game this much was probably in Everquest II ten years ago.
Unfortunately, there are two factors work against everything I like about ESO. The first is the mildly annoying monetization. The game is only "buy-to-play" in the strictest sense. You basically need to pay for a sub if you have any intention of crafting, or even looting most objects that can be looted. There are tons of random urns, barrels and chests to dig through in the game, which is a lot of fun. Occasionally you will find something really nice like a new crafting motif or a magic item, so you do have a strong incentive to peek into everything. However, mainly you will find tons of random crafting ingredients. Unless you have a crafting storage bag, these items will quickly clog up your inventory. You can't buy a crafting bag from in-game merchants or the item shop, the only way to get one is to sub. It feels like an inconvenience created for the express purpose of selling us a solution.
However, the need for a crafting bag is merely an annoyance. The sub is overall a decent value. It comes with a decent stipend of currency for the item shop and access to a lot of content you need to buy otherwise. I would be tempted to sub with or without the crafting storage. For me a more serious problem is the combat system. It combines all the bad aspects of action combat and tab targeting. You can't tab target foes, for your attacks to work you have to keep the mouse cursor pointed at them. However, the combat is still based on mashing hotbar keys to use attacks that often have somewhat slow casting times. It doesn't have any of the fluidity of a true action title like DDO, TSW or most shooters. Weapon attacks feel a bit more fluid, but those do something like half the damage of an attack with one of your abilities (and even that is only if you are using a very good weapon).
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| Inside the audience chamber of a local deity. |
The net result is combat that feels like a clunkier-than-normal tab target system, save that if you get distracted and let your mouse cursor drift off of your target all of your attacks stop working. Making this even worse is that any object or NPC can block your line-of-sight. In big fights very often a random NPC will get in the way of your target and disrupt any combos you are trying to execute. To my tastes, the combat somehow manages to be both overly simplistic and stressful. On top of that, most abilities do very similar damage, so unlocking new attacks in your skill trees doesn't tend to feel very rewarding. My main is up to level 26 now, and my normal attack rotation has barely changed since I was level 10.
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| The main story line has been pretty interesting so far. Shown here is a random scene from my second trip to hell. |
Saturday, September 19, 2020
The Mystery of a Nameless Prisoner (DDO)
One of the things I really enjoy about MMOs, and games in general, is neat background details you can sometimes find. Dungeons and Dragons Online has a lot of them, especially in older content. Here is one of my favorites.
If you are working on the Tangleroot Gorge quest line, it has a bit of a Groundhog Day feel to it. You end up going into the same dungeon six or more times, with a slightly different objective on each run. For example your first time in you are just scouting and killing a few hobgoblins, the second time in you are freeing prisoners. However, much of the layout, trap and mob placement is identical on each run.
A lot of players find the quest chain annoyingly repetitive. However, one advantage to the strange setup is that the quests can give you a sense of events progressing over time as you enter and re-enter the dungeon. One of the designers took advantage of this to add in a neat little side story that unfolds over successive runs, but only if you take time to clear out an optional area on every run.
The second time you enter the dungeon, you are rescuing prisoners. However there is an optional area where you can fight some scorpions:
After you kill them, if your strength (or that of one of your hirelings) is high enough you can go through the double doors at the back. There you find this bedraggled NPC:
At first he is raving about invisible bugs that are attack him, but when you start speaking to him he calms down. He relates that he tried to escape, but got stung by the scorpions in the process. He is now dying from the venom, and it's too late for you to help him. As he starts to fade, he relates something ominous:
"Hiding down here in the dark, I started listening . . . listening to the stones. It sounds like I'm mad from the venom. Maybe I am. But I've heard a voice. Something lives down here . . . besides the hobgoblins. Something old and angry. It lives in a watery cave, and it hates. Such hate in that voice . . . I am glad I will never meet its owner."
He then drops to the floor, dead.
























