Nefchast’s Gaming Blog

Mostly about Video Games, but boredom often breeds endless creations…

Archive for March, 2009

Runes of Magic Launches

Posted by nefchast on March 19, 2009

Today marks the launch of Runes of Magic, a pretty highly anticipated F2P MMO. There was a small patch today that added in a couple instances — one of which is an event instance.

I havn’t been doing much in Runes of Magic lately, mostly because the performance isn’t that high on my current machine. (I don’t think they’ve really optimized their code much, WoW-esque graphics should not lag a computer that can run Vanguard well) I’ll be getting a new machine in tomorrow, hopefully, so I’ll be going back into the game more from there. I’ll also likely start a new character — they’ve made some Scout class changes and I can’t say I like them.

More to come, with Requiem and even Atlantica Online/Wizard101!

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Monsters of Requiem.

Posted by nefchast on March 19, 2009

Requiem is filled with monsters, as most MMOs are. The monsters come in three varieties — two of which any MMO veteran will be familiar with.

Normal monster

Normal monster

The normal: Normal monsters are your typical easy kill. You can take a few of them on at a time pretty easily. They can be both passive and aggressive. They typically come solo but can also form groups.

Elite Monster

Elite Monster

The elite: Elite monsters are typically found in dungeons or the higher leveled areas of a map. This particular elite is for a quest. Elites are your standard fare — bigger, stronger, harder to kill. They tend to be solo-able if you’re within their level range and farm-able once you’re several levels above. They give better XP and loot. Typically aggressive. Elites come solo and grouped.

Nightmare Monster

Nightmare Monster

The nightmare: Nightmare monsters are different from the rest, and not really used in any other MMO that I know of. They tend to be a harder form of elite monster that only spawns in certain areas during a certain period of time. That time is the ‘Nightmare’ period and it occurs from 23:00 to 2:00 game time. Nightmare monsters typically have unique skins/models, are aggressive and have very fast re-spawns. They also give more XP and loot than normals. I’ve only seen them as solo, but they typically spawn closely together so it is easy to accidentally pull multiples.

Daytime monsters exist also. I have yet to find one so no screen shots. From the info I’ve found they tend to be similar to normal monsters, so no real bonus XP or loot. Similar to nightmare monsters, daytime ones only come out during the hours considered ‘daytime’. (5:00 to 19:00 game time)

Posted in MMOs, Requiem: Bloodymare | Tagged: , | Leave a Comment »

The trade of the traders.

Posted by nefchast on March 18, 2009

My time in Eve Online recently has been largely focused on trading. I’ve been around some wormholes, my alt is gearing up for PvP. But the bulk of my time is spent sitting in Amarr buying and selling things. If there’s anyone out there that’s just getting into the game and wants to know how to play the market like a wizard — look elsewhere! I am but a simple trader that focuses on the number one rule: buy low, sell high.

To get started with some basic trading you’ll need to get some basic skills: Trade, Retail, and Broker Relations.  Once those are up you can get Accounting, then Margin Trading and some of the others as your business grows. Making sure you can lower the costs of trading as much as possible is key to getting the most profit. The other key is knowing the trade hubs.

Jita, Amarr, Dodixie, Rens… there’s several trade hubs in Eve and all are worth sitting in buying and selling. To make the most out of your profits, however, will require some movement. Buying in the lowest buy order system and selling in the highest sell order system. These will vary with time and with goods so it is important to keep track of what is going on. This can be done with trial alts. (alternativley you can use eve-central)

You’ll need to set your market window up to view the information you need most. Typically this will have your buy orders sorted by the lowest prices to highest and your sell orders sorted by the highest price to lowest.

So, you’ve got a couple mill from mining/missioning and are looking at starting a trade business, what do you buy? Starting out might not be very easy, especially without some capital to get rolling. In the beginning I’d say go for modules, T2 if possible. Check out the various trade hubs and find some items that have a decent profit margin — the difference between your buying price and the selling price. (remember to calculate any extra fees or taxes into it) Once you’ve found something, place a buy order that’s just above the highest for the station. If the items you are buying can easily be transported around, and you have the skills to do so, you may want to increase the buy order range out a system or two — this will help speed things a long. (also, be sure to check that there are no low/null sec systems in the range — unless you don’t care) Once the items are bought and sitting in your hangar, it’s time to sell. You have some options here. You can sell them back in the same station or look at some other trade hubs and sell them there. Often this could include a long 15-20 jump trip but the profits may be worth it. Once sold, profit gained, it’s time to begin the process anew. 

For more market fun check out Eve’s Market Discussion sub-forum: Market Discussion.

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Blizzard’s Creative Writing Contest

Posted by nefchast on March 17, 2009

Blizzard is having a writing contest.  Stories based on one of their three game worlds — Warcraft, Starcraft, Diablo — will be judged by their writing staff and the best one will win the prize of visiting Blizzard HQ. The length of the stories is between 3,000 to 10,000 words — submit by April 12th.

Seems like a fun contest to me. I’m trying to think about which world will receive the most entries and thinking Starcraft, but Warcraft could easily get the most too. Diablo I see as getting the least, so I may try for it. I’d encourage everyone that might read this to give the contest a shot — it’s only short story length and could easily be typed up in a weekend or less. With nothing to lose and a trip to Blizz HQ to gain, sounds like a good deal to me.

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RMT vs. Subscription

Posted by nefchast on March 16, 2009

The past few weeks I’ve been playing a lot of Requiem: Bloodymare in my free time. (as evident by the posting about it, and there’s more to come!) The other portion of my gaming time is with Eve. So, I’m balancing between RMT and subscription. Whenever I surf around gaming sites and find a discussion between the two business models it always seems the majority [strongly] dislike RMT. Why is that? What are the differences?

The hate, it seems, comes from the idea that people can pay to make the game ‘easier’ or get an advantage — whether it be through buffs or special items. In some cases I find this argument appropriate; if the only way to get the best gear in the game, that gives a decidely unfair advantage in certain aspects of the game, is to spend money — it’s wrong. Simply making the game ‘easier’ or getting some convience items/buffs is perfectly fine to me. They make the game more enjoyable to the person that wants them and is willing to pay for them. I’ve never been an achiever type, I could care less if I had the best gear and ruled the [virtual] world. Perhaps that is why RMT doesn’t bother me.

Even the buying/selling of characters doesn’t bother me, and it can already be done in Everquest II and Eve Online — soon Vanguard: Saga of Heroes will also allow it. These are games we play, with no real meaning other than entertainment — if you really want to be the best, then be the best. If you have the [real] skills, it shouldn’t matter whether the other people bought their characters or not — or had an easier time playing.  

The differences between RMT and subscription are pretty obvious. Subscriptions charge a certain amount for a certain period of time — sort of like a contract. (or exactly like a contract) Typically, you buy the game (roughly $50.00) then begin paying a $15.00 subscription after your first ‘free’ month is up. RMT typically charges nothing for the client or to play. But RMT does have a ‘cash shop’ where you convert real money to cash shop ‘currency’ or ‘tokens’ and spend those tokens on things to use in-game. RMT is typically completely optional. (that’s generally the rub for most die hard subscription fans, ‘typically’) The only RMT game I’ve spent any money in was Runes of Magic to get a permanent mount and some extra bag space. Even in Requiem I havn’t bought anything yet. (Requiem does have optional basic and premium subscription services though, with some goodies for that — apart from their cash shop services) Either way supports the developers/producers. The only true difference is you must pay to play with subscriptions, while you can play for free with RMT. 

Playing a game for free is nice — every gamer would love to get free games. But, as a somewhat recent article on Gamasutra pointed out, having free games means having a lot of choice in what to play. Just like flipping between channels, many gamers would likey flip between games and not get truly invested in one of them — a real killing blow to the RMT model. Does this mean RMT can’t work? Obviously not, it is working. It simply means competition will become more and more fierce and only the best will survive and profit. Natural selection works in the MMO world, even with subscription based games. If you look at Asheron’s Call 2, Tabula Rasa, and Auto Assault — all deemed poor quality games by many — they died off. (I will say, I loved Asheron’s Call 2 and wish it didn’t close down)

Subscription model games should have a better chance at survival due to a more stable income — as long as they know their subscriber base, they know how much money they have to work with. The only problem for subscriptions is maintaining that subscriber base over a long period.

 Player base problems with RMT typically involve size instead — they need a large base in order to get a decent amount of income since the majority of players do not pay for the game.

Overcoming both problems requires the same solution — producing decent content on a regular basis. Just like television shows, people will stop tuning in if they don’t like what they see or are just getting re-runs.

Posted in MMOs | Tagged: | 2 Comments »

Requiem’s Server vs Server PvP.

Posted by nefchast on March 14, 2009

Requiem: Bloodymare has recently opened up a pretty cool new feature: Server vs. Server battlefield. If you’ve played WoW, think about Alterac Valley a bit — it’s pretty close, except instead of having to kill NPCs to win, you have to control points on the map and rack up points. The other difference is that this battlefield is open to anyone on the server, regardless of level. I wouldn’t recommend entering at the lower levels, however. (I did just to get some screen shots and a post)

The servers that are pitted against each other are Hammerine the PvP server and the two PvE servers Valdes and Lintra. (the two PvE against the single PvP) Even though it is outnumbered, Hammerine has so far taken most, if not all, of the battlefield victories.

Running around, trying not to die...

Running around, trying not to die...

The battlefield opens three days a week, twice a day. The days are Wednesday, Friday, and Saturday. The times are 10:00 AM PST and 5:00 PM PST.

The battlefield itself is pretty empty and wide open. There are ruins of an ancient temple towards the mid-eastern side of the map. There are five points to capture.  Winning conditions are to reach 2000 points first, or highest point team at the end of half an hour.

I’ve managed to participate twice so far, both times under level 20. (you get one-shot a lot, it’s really not worth it) The lag is fairly bad when everyone is grouped and fighting, but that could easily be my system or some other problems. In any case, if you don’t have a higher end system you’ll likely experience a nice slide-show when both sides bunch up and duke it out.

As far as fun goes, the potential is there. Once I’m higher up and replaced my system I’ll give it another shot and post my views of it then.

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The MMO Grind.

Posted by nefchast on March 13, 2009

Has this subject been beaten to death? Yes? Cool, let me beat it some more.

There has been one single aspect of MMOs that continually draws me away from them — the grind. EVERY MMO has one in some shape or form, whether it be monsters, quests, crafting, skills or money. If you want to advance, you have to grind something — work for it. In real life that’s a pretty solid reason, not everyone can have everything they want — if you want something you work for it. But why do we have to go through it in MMOs? Last I checked they were games. I’ve always found putting barriers in place to keep people from the truly enjoyable content, just to keep them paying longer, to be silly. I find my favorite challenges are ones that require true personal skill and thought to overcome, not ones that simply require obscene amounts of free time. (which I don’t have) Leveling, skilling, making money — none of it is really a challenge in ANY game, it just takes a lot of time. This is solely for the benefit of the company producing the game, to try and get people to spend more money — whether it uses the subscription model or the cash shop. Why not change that? What could be changed? How would it be done…

I’m certainly no professional game designer, but I’ve played games for nearly two decades now and seen quite a bit. The typical MMO involves stats, skills/levels/both, and equipment for displaying advancement. I’m pretty fine with equipment — it’s a great visual achievement. But what can be done for the rest?

The wii is a good starting point. The wiimote is just the right type of device that we need to spice things up in the MMO world — deepening the interaction of the player and the game. So, what if we took away the levels and skill levels and instead gave players their equipment, but their ability with it was purely their own? Swords would have to be swung, spell incantations drawn out — all by the player. Stats would still be apart of the game, but not numerically visible to the players (think I’ve used this before in the ideas page?) — actual changes to the characters appearance should allow for that.  This may never come to PCs, but would be cool to see on the wii. 

How would the above be good for removing grind? By taking out some of the most ground elements! The next step is in the content — develop content that can be done in multiple ways, is truly involved and rewarding. Developers set the pace for advancement, they know that if you do x quests you’ll be at y point in the game. However, players do skip content, or do content in a different order and the experience can change. This is fine and should not only be expected, but encouraged.

Content tends to be the most lacking aspect of MMOs. I remember the launch of DDO, in the early levels grinding was pretty much non-existent. You did quests in dungeons that had more depth than simple kill x y number of times. (it may have had some of that though, it has been a while) When you went into these dungeons you had to have a group, and group make up could change the experience. Doing a dungeon a few times was easy when you had a different group each time — it could, and did, change the experience. Having multiple ways of completing a dungeon/quest is an excellent feature to have. The biggest downfall for DDO at its launch was not the quality of the content but the lack of it — they simply did not have the time to create a lot of it since it took longer to make. I see this as being the biggest hurdle to overcome — designing quality content on a mass scale.

The next hurdle is making that content repeatable, and making people want to repeat it. Instancing could go a long way for this — once you’ve killed the evil Dread Lord Ornash in the Keep of Blood, you wouldn’t want to kill him again, would you? But, what if his lieutenant was away pillaging some village, and returned after you had ransacked the place? Now in revenge he’s seeking out your life and the lives of your friends… and now you must all return to the Keep of Blood and truly put an end to the Dread Lords. It would be using the same instance, same elements, but there would be a difference — perhaps this lieutenant has some tricks that Ornash didn’t have, maybe those traps you knew about before are no longer the only ones around.

I think a basic concept of this is being taken up in more MMOs, calling it ‘phasing’, and I suspect it will become pretty commonplace in the next 5-10 years.

Another challenge is removing the gap between players of different ‘levels’. When you start out in WoW/EQ2 now, you’re basically worthless for the first 70 or so levels — everyone is off doing the higher level content since they’ve been playing for years. How can this be overcome? Eve Online does a decent job of it, new players can participate in the content that older players do — to some degree. Certainly no new player can hop into a dreadnaught and start sieging POSs right from the start, but they can fit small, cheap tacklers. They may not be able to jump into a mackinaw and mine ice, but in a short bit of time can get a cheap industrial and haul ice for a corp mate. Removing the majority of numerical stat and skill differences would allow younger players to partake in content that older players go through — and vice-versa. Having more people to group with at any given time is a boon for both the new and old players, and having more people to work with should help build up the community further — allowing for better player retention. 

Removing the grind, removing barriers and allowing for further player interaction can only be a positive thing for MMOs. Perhaps one day it’ll happen…

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UO Revisit part 2

Posted by nefchast on March 12, 2009

So, I’ve been plopped into the world, tutorial over — looking for adventure. The first tip you get is to head to a skill trainer that fits you — in my case the necromancer trainer. A short run later I’m standing in a large, evil looking temple talking to my necromancy master and getting my first quest! Raise my Necromancy skill to 50. Shouldn’t be too hard, right? I think my skill started out at 30 — that’s only 20 skill points to grind!

Before heading off to complete the task I had to stock up on reagents for my spells, these could be bought directly from the necromancy and spirit speak trainers in the temple, each had 20 of each reagent you’d need, roughly 400+ gold per trainer for all the reagents… spell casting is fairly expensive at the start.  With reagents in hand, quest in book and some song in mind I headed off to the old city nearby — it is said to be infested with nasty undead! As a necromancer, this should prove no problem, right?

A short run later I’m staring down my first zombie. The first primary necromancer damage spell is Pain Spike and was recommended use for this exercise, so I began the incantation for it. It seems all spells only take a second or two to cast and before I know it I had finished the incantation and was ready to behold some magical beat-down on the zombie! *The spell fizzles.* OK, I’m still a newbie — try that again… *The spell fizzles.* Once more… *The spell fizzles.* Dammit… *The spell fizzles.* The spell DOESN’T fizzle! *The spell fizzles.* My trusty rusty scythe slew the foul zombie instead. It should be noted that you do not skill up for spell fizzles, the only way to get better is to constantly use them, and your reagents, till you manage to get lucky enough to cast successfully enough to raise the skills. After a while, however, you do become proficient enough to cast on a regular basis. One further note — monsters regenerate health very quickly if they do not receive damage, easily resetting their full health bar once or twice during a fight in the lower skill levels. This can be a real challenge to a newbie. I had the pleasure of not dying since the tutorial, but I did have to run away a few times — something I recommend practicing.

Battling an undead.

Battling an undead.

After a couple hours of skilling up my necromancy spells, I decided to try some of the other skills in my spell book. Starting with: Summon Familiar. I had tried this skill early on, but couldn’t get it to stop fizzling — now I was confident in its success. A couple fizzles later and I got the option of choosing a pet! None of the cool ones were available to me yet so I went with the lowest skill pet available — a sort of demon/orc thing. While not immediately impressive, it was an additional form of damage which was greatly needed. Pet AI in UO isn’t the best, it’s pretty similar to other NPC AI and will only follow basic commands. Attacking the next skeleton I told my new beastie to attack and a few moments later it started, adding a nice bit of DPS to my spell fizzles and scythe slashes.

Having scored a pet I decided to try out another spell — a transformation one. Necromancers get a few transformation spells, once they have the full book of spells, and this one turned my character into a fancy banshee — giving me some buffs and debuffs to stats. Very pleased with this spell, it adds some physical resistance which is needed — I’m only in leather armor — and I think it adds some mana regen, as well. More important than all, it looked pretty cool.

After trying out the different spells I went back to doing what I did best — fizzle spells and slash mobs to death. It took most of the afternoon, but I managed to get to 50 Necromancy and turn in the quest — it got me the full necromancy spell book with some fun new spells to fizzle. So, how is UO now — compared to more modern MMOs?

The graphics: Mostly 2D with some 3D elements. Some will probably laugh at them now, but I think they’re still quite nice. A good 2D will always trump poor 3D to me — and if the performance is awesome, the game play good — why not use it?

The sound: Good. I always have a hard time commenting on sound, unless it really sucks. (Rune of Magic’s sound effects, for example)

Game play: Different from what we’re use to now, but not bad. Movement is done with the right mouse button, interacting with things is done with the left mouse button — the cursor changes depending on what it is, kinda like an adventure game. Combat was pretty fun, challenging because of the spell fizzles, but it seems to be pretty simplistic too. Certainly not bad for the time it released though, now I doubt it really cuts it.

Overall: For a newbie entering UO for the first time, getting their first taste of the game after coming from a more modern MMO (say, WoW) — I’m not sure if most would like it. UO has always been a niche game. It has a dedicated following and solid, stable community. It is a good game, but times have changed in the MMO genre and improvements and additions have been made.

Posted in MMOs, Ultima Online | Tagged: , | 2 Comments »

Apocrypha Launches!

Posted by nefchast on March 11, 2009

It hit servers yesterday and I’ve gotten to spend some time with it now, in it’s (mostly) finished state. I have an iMac at home so I was able to finally get a premium client running on Tranquility — the graphics are quite beautiful. The first thing I really wanted to try out was the new exploration, I’ve tried it on the test server and couldn’t get it to work for various reasons and now I wanted to find a wormhole. Grabbing a cheap Probe, probe launcher and probes — I headed out into Amarr high sec.

The first thing I did whenever I entered a system was to warp to the first planet and scan 32 AU to see if anything was in the system. With the new changes, scanning no longer takes forever — ten seconds is the base time — this makes finding out if anything is around quick and easy. The first few systems I had nothing, then the next few each had one cosmic signature. The next step I take when I find something is in the system is to drop the range on the probe till I just lose it. Afterwards I pop out two more probes and start setting them up in a rough circle and go about moving them around the first probe till I find the signature again. Once found, I check which probe has found it, shrink the scan range again and move the other two around it till it’s found. This is generally repeated till I can bring up some visual display of the signature’s location — either the red/yellow dots or the red circle. Once a visual is obtained I pop out the fourth probe and set it on top of the other three, getting them all in as close as possible and lowering the scan ranges further till I get an accurate result that I can warp to.

It took a few hours — three and a half to four — to find a wormhole, but I only have the most basic of exploration skills and a cheap T1 exploration frigate. It is completely possible for newbies to find these places, but finding them is the easy part. I had nothing to lose on this character — no implants, a cheap T1 friagte with just a launcher and some probes, so I decided to head into the unknown and see how it was. In one word? Awesome. I took several screenshots of my wormhole adventure — even though it was pretty short lived. The new wormhole systems are 0.0 space, with nothing discovered — no local, no stations, nothing. This particular system did not seem to have any belts in it — the typical place to find rats in known space — instead a quick 32 AU probe throws up all the sleeper spots in system, and there were several spots floating around. A quick note, since there is no local — EDIT: There is a local, but it is delayed, no clue on how long but I was there for a bit and none of the others in the system showed up — you do need to use your directional scanner to pick up any nearby probes or enemies that might be coming after you — it is 0.0 space and you’re not safe, from sleepers or players. Speaking of the sleepers — I warped in on a checkpoint of theirs. (I saw checkpoints and hangars on the map, warp to em directly, no gates or jumps) It took about two hits to destroy my untanked probe ship, they didn’t go after the pod. I wasn’t bothered — I had the wormhole I entered bookmarked — you must do this! — and I just wanted screenshots. At this particular checkpoint there were about 3 frigates, 3-4 cruisers and a few towers — given their strength I’d say a few pilots in cruisers or battlecruisers would probably be needed to take them out. These arn’t your pappy’s NPCs. The checkpoint also had some debris that might’ve been some asteroids, or just giant floating rocks, and a sort of small station like you see in missions — surrounded by some bright cosmic energy or something.

The wormhole system was different from the known space, it seems they have upgraded art for the back drops as well as some cool new effects — I saw what looked like another star in the distance, and it seems the environment had a harmful effect to shields — mine wouldn’t go above a certain, think it was around 75?, percent.

So, that was last night’s adventure — I’ll see about getting some corp group going to really give the sleepers a test sometime soon.

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Revisiting Old Friends

Posted by nefchast on March 11, 2009

Every once in a while I like to take a look back at some of the games I’ve played in the past, and others that either fell under my radar or I couldn’t afford. This past weekend I revisited Ultima Online, one of the granddaddies of the MMO field.

Ultima Online launched in the latter half of the ’90s and helped pave the way for graphical MMO’s. Since its launch it has seen numerous patches, some expansions and other now standard MMO tweaks and improvments. I haven’t played UO in years, in fact I couldn’t even tell you my character’s name or even remember my old account — so in all respects I’m back at being a UO newbie, and this gives me the chance to view it for the ‘first time’ with the knowledge of current MMOs. So, how is the first day in UO as a newbie?

Character creation is pretty basic, choose your appearance and class — or make one yourself. (IIRC, there were not classes when I played last…) I chose a necromancer and popped into the game world. There is a simple tutorial area for new players, giving the basic instructions that you’ll need to get started. Combat is the first real challenge you face, at least for me as a caster. UO is based not on levels but skills and low skill levels means you suck, and it is very obvious. For the first enemy, you face a skeleton. It’s easy enough to take out with a few bashes, even as a caster class. Afterwards, you move on to zombies — this is where it got a bit more challenging for me. Given a scroll with a damage spell, you use it on the zombie, with a bright flash and bang the zombie turned on me and, with the aid of his friends, devoured my brains. A convieniet time for the death tutorial! Death in UO causes you to become a ghost and in need of a healer to resurrect. With a wandering healer nearby I quickly came back to life, and then went to retrieve my decaying corpse. The tutorial was now over and I was plopped into the world, ready to find my necromancy trainer and adventure…   *More to come!*

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