Monday, July 30, 2007

Rooting for the Little Guy

When I look at the anticipated MMOs coming up this year, while I will likely try a few of them out, to be honest I'm not overly excited about any of them. Or maybe my two-year anticipation of Vanguard has left me a bit jaded and wary. I had been hunting down some smaller names that rarely get mention to see what the little guys are up to. As often happens, many of these projects have been shut down and likely a good percentage of those remaining will also face a similar demise. But I would love to see one of these make it through and succeed. Here's one in particular I've been looking at:

Alganon - This one has been on my radar already for awhile. The gaming company behind this one was founded in 2006 by David Allen, the original designer of Horizons. While ultimately Horizons had many failings, I really liked some of the concepts behind it and think it could have been a great game with a few tweaks. Their four main areas of focus are community, immersion, interaction, and reward. This leads me to believe they are putting effort into the social aspects of the game, which is right up my alley. Solo and group play will be supported.

There are two organizations in this world, the Asheroth and Kujix, or basically your good and evil. Each organization has four races and five classes, with the healer class being the only that is the same among the two sides. So there are nine classes total. There will be PvE and PvP servers, with player-consented PvP on the PvE servers.

When you start a character, you are born into a unique family made up of many other players of the same race who are your siblings. The moment you log in your new character, your siblings will be informed. Just as in real life, you cannot choose your family members nor leave it, and there will be a cap at the number of members in each family. Families can work together to elevate their standing. This is also separate from guilds. So essentially you can belong to two community units.

Some other non-standard features include no level cap and your appearance can change as you gain power. Pure tradeskillers can rejoice, as they can do so without ever entering a battle. And supposedly they are addressing tradeskill issues found in other games such as costs to build up skills, difficulty earning profit, and difficulty finding resources. Also, something interesting they are incorporating is a system they claim to be more friendly to casual gamers. There are skills that can only be gained over time, so that a casual gamer who has been playing a year for 10 hours a week will have access to skills no power gamer can achieve without a year of play.

On paper, I see a lot of nice concepts and really hope they can pull it off. The only negative from my domestic viewpoint is lack of housing which they state doesn't fit in with their game. But if the gameplay is interesting enough, I likely wouldn't miss the housing all that much.

I wish these guys a lot of luck and success and look forward to playing this one.


Thursday, July 12, 2007

Time for Some Sprucing Up

Looking at all the lovely blogs out there, I thought it was time to join the bandwagon and make some changes. So bear with me while I'm making some modifications. I haven't found any Blogger templates I'm thrilled with, and the couple that I did try just didn't work. I'm terrible with figuring out these codes so thought I'd just dive in modify the artwork instead.

Will most likely take me awhile before I can get things all figured out correctly and find the right combination that I'm happy with.

Monday, July 9, 2007

Dungeons & Dragons Online - Revisited

Maybe "revisited" isn't the right word to use since my first visit was so short. I tried DDO during beta. Looking back, I believe I went into it with my preconceived MMO notions on how things should be. I remember thinking it was just a city with doors and nowhere else to go. To some extent that is still true but I've got a different take on that now. More on that later.

For those playing LOTRO, the character creation might look somewhat familiar. While I can't speak for the males, several of the female hairstyles are identical to LOTRO. The faces I believe are prettier in DDO. So I was happy enough with the few models I chose for various characters.

I rolled a paladin and initially I went with the stat and skill choices that Turbine suggested. I got to level 2 and was feeling somewhat gimpy so did a bit of reading on the forums and rerolled and am currently level 4 (there are 14 levels). While in other MMO's your starting stat choices are somewhat forgiving and can be made up for later, from what I can tell so far in DDO, one or two points here and there make a huge difference.

I had no prior knowledge of DDO whatsoever, so seeing terminology such as saves and throws was a bit confusing at first. I look at a piece of armor and aside from the AC number, really have very little idea of what it all means. But with a little bit of studying up, I'm beginning to get a better handle on things. However, I imagine this can be intimidating for many new players. While I like researching things, many (including my husband) do not and would rather be able to dive right in.

Once nice feature of DDO that you don't often see in MMO's is multiclassing. From what I gather, many of the classes gain little benefit from sticking purely with that class, so it is very common to pick up skills from other classes. While my paladin so far has remained "pure", my husband's rogue has picked up one level of paladin to gain one specific skill, and it has already made a noticeable difference to his damage output.

Back to what I said earlier about my changing perspective. When I decided to give DDO another go, I came in with the mindset of looking for the fun rather than picking it apart. I love a good dungeon. In most games I would spend a good chunk of time running across the open plains to get to a dungeon. While seeing the vistas on the way is nice at first, eventually it's just in the way. This was especially apparent in LOTRO. Some days I felt like half my play time was spent on a rented horse to get somewhere. So putting it in that perspective, the city with doors concept is not such a bad thing. Log in and get to the dungeon right away. That's not to say there are no outdoor zones at all. I just haven't gotten high enough to see them yet.

I liked dungeons in EQ and EQ2, not so much in WoW and really dislike them in LOTRO. But I love them in DDO. There are traps and hidden treasures to keep a rogue busy. Mobs aren't overwhelming, so it can be done with a small group. Also, mobs don't just stand there. They hop around trying to dodge you and trip you (a good reason to work up balance skill). And sometimes you need to use different weapons for different types of mobs. And of course there are treasures to be found. And every party member who clicks on the chest gets a few things reserved just for them.

Now for a couple things I don't like. I've come to the conclusion that Turbine has a love for adding nuisance mobs to their games to annoy the heck out of their players. In LOTRO it was those flies that follow you everywhere and debuff you, as well as the several variety of mobs that submerge under ground in the middle of a fight, regenerating health while you stand there waiting for them to pop up again. In DDO it's oozes. They spot you stealthed even though they are at the other end of the hallway, and you must not use swords on them or they will split in two. But their worst offense is they destroy your weapons. After one fight, my weapon was reduced to 8 durability. So you must carry several weapons on you. This results in high repair bills and permanent durability reduction to your weapon. I've gotten in the habit of buying 1 copper clubs off the vendor, switching to that weapon when the oozes attack, and then destroying the club when durability runs out. The fight lasts a little longer with the crappy weapon but saves lots of money and aggravation.

The other is the perceived lack of community. Most of the current players have been at it for awhile and have not been very welcoming to slightly clueless, poorly geared new players. The general chat channel is silent. There are no friendly waves or hugs being passed around. So we have not grouped with anyone else as of yet. Duoing is possible but difficult and I'm always thinking how much more fun the dungeons would be with a nice group of people along.

One of the tooltips that popped up mentioned that you can enter several instanced versions of the city if the population warrants it. Not sure if the population was ever high enough for more than one instance but that is not the case currently. It had me wondering why they didn't take the Guild Wars approach of having just one server. Since they are already set up for multiple instances, just seems there might be a little more life to the game done this way.

So, in summary I think if you can find a good guild or have an existing group of friends you play with, DDO can be a heck of a lot of fun. We've been spending more hours gaming than we have in a long time, so obviously we're enjoying it. If you're on your own and want to go solo, it can be done but it will be a struggle and not sure how enjoyable that would ultimately be.

I'm still subscribed to LOTRO, although I haven't played in two weeks and my DDO trial runs out in a few days. At this point, I still don't know what I'm going to do. Likely I will still hold on to my LOTRO subscription for awhle in hopes of I don't know what, and might still pick up DDO as long as we continue to have fun with it.

Monday, July 2, 2007

Can Your Computer Run That Game?

Yeah I know I could probably just read the side of the game box and figure this out myself, but I found this site pretty neat: System Requirements Lab

I already knew my system wouldn't run Vanguard well, but seems I'm even worse off for Age of Conan. The recommended specs are for beta, so the final recommendation may change. I just hope for their sake they haven't created another pretty game that few can play.

Friday, June 22, 2007

Genre Barriers

Pixie Styx over at Strangelands posted on the possibility of designing an mmo that is not restricted by genre. This was something that really piqued my interest as it is something I often thought about. But as I stated there, I had always envisioned some sort of time travel mmo, or as Damianov suggested perhaps even alternate realities. The possibilities would be absolutely endless.

Feeling in a gothic mood, go slay vampires for a bit. Reruns of Jurassic Park inspiring you to take on a T Rex? Although I guess you could incorporate the elves and dwarves into an alternate reality universe, I'd love to see some unique races instead.

Why exactly is it that there is nothing on the horizon, even if only a couple different genres packaged into one game? I had assumed initially it would be an expensive undertaking. But I honestly don't know.

Regarding concern for immersion and connecting the various environments, Brandon was really on to something:

A character should transcend the setting he or she is placed in. Don’t get me wrong, moving a character from one setting to another will no doubt cause that character to get some details changed here and there, but the core of the character needs to supersede where that character is. If you cannot simply place your character in another context than your character is not “real” enough to be role-playing with. Character creates story (plot), creates setting. That’s the flow. Anything less than that and the character is not strong enough to stand on it’s own.

Aren't mmo's in a way like books? You have a character; you're in a world performing heroic deeds or whatever it is you wish to pursue. Just because most authors choose to keep their forest nymphs in the forest, can it be written no other way? If someone had already written a story about a druid's rowdy adventures in the wild west, would it only then be immersive to do so in an mmo? We are writing our own stories with our characters, and we are limited only by our imaginations.

Thursday, June 21, 2007

A Raidin' We Won't Go

The raiding vs. casual thing really gets people talking. And boy are there lots of opinions out there. I read a pretty interesting post at The Common Sense Gamer. Villainelle expressed a lot of my own viewpoints regarding the matter. While I would definitely flock to a game that had absolutely no raiding, I'm not certain that the two can't co-exist happily.

I am more casual than what most define as casual. I have a handicapped son, and I play/work with him until he goes to bed at 8pm. By 9:00 or 9:30 I'm tired because we all have to be up at 5:30am. Some nights I'd rather watch tv or read a book so don't game at all. Weekends I have more time to play, but my body's clock has gotten in the habit of waking up at 5:30 so there is no way I'm staying up late to play games.

But I do like having nice stuff that makes my game play easier. I always thought one of the best ideas I'd seen in any game to address this was the LDON expansion in EQ. You take a group mission for one of several dungeons and when you complete your mission, you are awarded points. These missions generally took about a half hour to forty-five minutes. Accumulate enough points and you can buy a stat gem that can be added to a slot in your armor. It took me several weeks to obtain one item, and a couple months to fill the three slots on my chest piece. The resulting chest piece was not quite as good as a raid item but miles better than regular random drops.

I didn't have to have THE BEST and didn't care that raiders did. But what I got was pretty darn good and made a noticeable difference in fights. Given today's more solo-oriented gaming, I guess you could expand on this and provide solo or two-person missions that would give only a fraction of the points. It would take you much longer going this route but at least you're not completely closed off to it. Or have a system that adjusts the dungeon to the number of group members so you don't have to sit around trying to fill that group.

I always wondered why I never saw that concept in another game. It was one of my favorite aspects of EQ and everyone benefited. And it didn't matter if you'd done one particular one already, you always got the points, so grouping up was easier than today's current trend in mmo's which involves being on the same step of the same quest before you find someone to group.

Let the raiders continue raiding, just give me something more than scraps, even though it might take me months.

LOTRO: 3 Months Later

There are so many nice things about this game. Even though my husband and I both started off with a lukewarm feeling about it, I was really hoping that as we leveled the positives would outweigh the negatives. My viewpoints on my experiences so far:

THE PROS:
Classes - Even though there are only a few classes available to play, I have found a couple that I have enjoyed. My loremaster and captain are my favorites. At 39, my minstrel is my highest level, however. I had enjoyed her initially and still do to some extent, but getting killed by a few green mobs because you can't channel off a heal when you're being pounded was very aggravating. Although I never play tanks, my husband usually loves them but abandoned his guardian in this game (also 39). On the other hand, he usually doesn't like hunter classes, but is enjoying the LOTRO version.

Setting - The world is beautiful. I'm especially fond of the shire and listening in on all the chatter of the npc hobbits. The world definitely feels alive. Seeing Rivendell for the first time was breathtaking.

Music - I really like what they did with the music system. Instead of the musically-uninclined mashing random buttons in an attempt to play music, they've made it so you can load up a music file and voilla!! you can play! No more long hours studying Esteban tapes.

CONS:
Money sinks - After an hour of play, I often have this three steps forward, two to four steps back feeling. The armor repairs are more than I can bear sometimes and one of my biggest sources of frustration. In order to stay ahead, I am forced to either take up a harvesting profession and spend a few hours each week looking for nodes to sell or head to a humanoid camp of gray mobs that will minimally damage my armor and kill them for hours for vendor trash. I passionately hate money sinks in a game.

Armor and drops - Armor drops are extremely rare and they really need to up the rate as well as the variety of armor that drops. I am a big fan of the randomly-generated drops where an item can drop off of any mob and the stats are random. Pretty much everyone is wearing the same thing and they are all from quests because the dropped stuff when it does in fact drop is often crap. Which leads me to:

Quests - We're probably in the minority regarding this, but I am not a fan of quest-based leveling. I don't mind doing a few here and there, but it is a requirement here. I'm finding the solo-designated quests are not very soloable at all. Go kill so and so....oh by the way he is surrounded by four friends and a few other buddies who you already killed but are beginning to respawn already. Grrrr. But even worse in my opinion are class quests. At 45 if you want your skills, you better find 5 people to do a very difficult quest to help you. Class skills should not be dependent on gathering forces in my opinion.

Experience - In most games I've played mobs have a set amount of experience they grant. That level 20 mob gives 100 experience whether you are level 19 or 23. Of course, you have to kill more level 20 mobs at 23 than you would at level 20 to level. But in LOTRO, the experience you get depends on what your level is in relation to the mob, or the con color of the mob.

At level 20 in order to gain the optimum experience, I need to kill level 20 mobs. Let's say I get 100 experience killing level 20 mobs. If I kill level 19 mobs, I will get about 65 experience. Now if I kill level 21 mobs, I will only get about 106 experience and maybe 108 for level 22. So there is absolutely no reason to get a bunch of friends together to kill higher level mobs. Also white mobs pack a punch to your armor, and we either lose money or break even killing whites.

Now, that level 20 mob which gave you 100 experience will go down to about 65 when you are level 21. It works this way for quests as well. Depending on what color the quest cons, you will get a certain amount of experience. Traits and deeds also work on this system. Unfortunately, though, they have no level associated with them so your best bet is just to do them as soon as possible to get the most experience points.


So there it is in a nutshell. My husband is logging in just to keep me company at this point. He lost interest after the first week. But we may be here awhile yet since the games coming up aren't promising for our play style, and I still keep hoping it will get better. I'm almost 100% certain Age of Conan is out of the question based on the community I've seen (last post I saw discussed how cool it would be to have prostitution as a profession.....ermm). Warhammer looks pretty neat with a sense of humor, but being pvp-based our stay would likely be short. PotBS and Spellborn are possibilities.