Nefchast’s Gaming Blog

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

Archive for April, 2009

Back and forth.

Posted by nefchast on April 30, 2009

Nefchast'sI’ve posted a bit lately on LotRO and FR. (yup, they are the ones looking you in the face just below this one — I love pointing out the obvious) So now it is time to get back to some pen and paper themed posting.

The biggest draw of tabletop/pen and paper gaming for me is the customization that does not require knowledge of programming or costly tools. Literally anything can be created or changed within these games by anyone. I also love the idea of creating my own adventures or modules. However, I hate not having detailed information on a world that I am trying to write for. Dark Heresy is a good example — do they have television screens? If so what are the made of, how do they work? Are they same as ours, different? Is the technology and mechanics similar but how their viewed or used different? Little details like that drive me crazy; I am a perfectionist when it comes to writing and creating. (I do take many liberties with grammar and the English language on this blog though, think of it as a guilty pleasure) So I decided to take the ‘can create/modify anything’ idea and create my own game world and system. Or, am creating I should say — it is not even close to finished.

The mechanic I have decided to build upon uses 2d6. Pretty much everyone has 2d6 lying around their house or in some board game, that was my main reason for choosing it. I want this system to be simple, no complicated maths, no need for players to have anything more than their character sheets and 2d6 apiece. I also wanted this system to be generic so any number of worlds and genres can use it. I have a basic proto-type that I am nearing the first testing phase with and once I get it somewhat refined I will post it up here.

Just like the mechanic, the first world I am creating is pretty simple; it is explicitly for testing the system. The world is essentially one large city that contains multiple districts or zones, all walled off from one another. A plague broke out within the city that killed and turned most of the citizens into ravenous undead. Neighboring kingdoms have barricaded and blocked off the city, leaving the remaining living citizens prisoners within quarantined districts. I was shooting for a fantasy-urban-zombieapocalypse type feel — if that makes sense. The actual background story I have scribbled down is modeled after Grimm’s fairy tales and I hope the fantasy world reflects that. No Tolkein-esque fantasy for this world. Also like the mechanic, I’ll have a proto-type version of the world posted once I feel satisfied with it.

If all goes well I may keep refining the system and creating adventures/worlds for it to post here.

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Lord of the Rings Online — Warden.

Posted by nefchast on April 29, 2009

The second new class added in Mines of Moria is a tank type. This is my current favorite and I’m working on leveling it as fast as possible, so this info and play style could change by the end game. Thus, here is a basic overview of the Warden class in the lower levels.

The Warden

The Warden

The Warden is a different kind of tank; they use no heavy armor, opting instead for a strong shield and medium armor. The two primary weapons a Warden uses is the spear and javelin, though they are proficient in one handed clubs and swords too. I like to think of mine as a sort of ranger/fighter hybrid and it fits quite well. But, how does a class that only uses medium armor tank and what makes them truly special? One word: Gambits.

Gambit Bar

Gambit Bar

Much like the Rune-Keeper’s new UI bar, the Warden has one too. Gambits are strings of symbols — spear, shield, fist — that combine to make different combos and have different effects. Using these gambits the Warden can buff themselves, add some HoTs, deal extra damage and taunt nearby enemies. This is how they hold aggro and mitigate damage — fist gambit combos for extra threat and shield gambit combos for defense. The actual play of it can get tricky, however, as you may forget or mess up a combo string — or just anticipate the wrong action next. Thankfully there are skills that help with that by removing the gambit string or the last gambit added. When I started the Warden I had only 2 gambit slots to fill, at 16 the third opened up — at 45 they’ll have 5 slots. That’s a hell of a lot of gambit strings to have and remember.

Apart from gambits and tanking the Warden gets some other fun abilities. The javelins have their own ranged abilities that can deliver some pretty decent damage — Ambush is the first you get and very nice. Ambush is a 5 second cast skill — while out of stealth — that delivers a decent amount of damage, 5 second knock out and movement speed debuff. Where ambush really shines is right from stealth, which Wardens get a basic form of — stealth causes ambush to be instant cast. Note: instant ambush can also come from other forms of stealth like Sylvan Shadows — an Elven racial trait.

The warden gets several travel type skills. Already mentioned is the stealth, which lasts 20 seconds and has a 3 minute cool down. This is largely only useful for ambush, but can help to get around some enemies. Forced March is a toggle ability that caps your power really low but provides a 25% out of combat run speed increase. Then there’s the Musters that allow the Warden to teleport to a few different cities.

To round out the Warden’s abilities are a few stances that provide morale regeneration, power regeneration and defense, and damage — one only at a time.

I haven’t had a chance to do much grouping so I can’t say how hard it is to hold aggro, but I suspect it’ll be difficult in a PUG with a Champion or Hunter around. The Warden can take a few moments to grab aggro since it requires gambits to really give an effective hold. I’d suggest letting your fellowship know that, should make things easier.

Posted in Lord of the Rings Online, MMOs | Tagged: , | Leave a Comment »

Cats in hats and other Free Realms bits.

Posted by nefchast on April 29, 2009

Free Realms managed to launch last night at sometime around 2:30-2:40-ish EST. (around 11:30-ish PST, so I guess it can still technically say it launched on the correct date) With it came the opening of the game’s cash shop and membership — the two primary forms of revenue. I’ve done a bit with both — the membership being the most familiar to the average western gamer since it’s just a 5 dollar a month subscription.

The cash shop has various items including equipment for the different classes and your pets. Pets also need to be purchased — the priced range between 250 points and 400 points. Points themselves are basically worth a penny each, with the minimum purchase of 5 dollars worth. (500 points) Wanting to try it out, and purchase a few things I liked, I gave it a try. You an purchase membership and points from within the game so there’s no need to quit or alt-tab. Sony made it quite easy to spend money. For my first purchases I chose a pet cat similar to the one I had in beta and an outfit for him — a complete tuxedo suit.

Baron von Whiskers

Baron von Whiskers

Apart from my pet I also opted for membership, so far I haven’t had a chance to try a lot of it though — just the wizard class. (I’ll have more on that later)

Maze

Maze

Now for a bit on Free Realms and what I believe its importance is to the industry and MMOs.

Kid friendly and casual friendly MMOs are few and far between these days. We need more MMOs to touch these two audiences, not only because they are large, but because they are different from the typical MMO audience. There really has only been one type of audience for MMOs so far and that has led to the steady stagnation of material and design within the genre. Reaching out to new audiences will bring new challenges to the developers and call for new designs and mechanics. This will create new types of MMO and new game play variations. We need these new ideas to influence all of MMO design to help spark further creativity and originality.

Kid friendly MMOs are especially needed I think. It is not only the kids that need to be interested and appeased by the MMO, but their parents who are paying for it as well. Creating games where parents Introducing a new generation to the genre in a way that is easy to pick up and fun for them will help them grow into the genre further — producing future hardcore MMO players.

Brawler Combat

Brawler Combat

Combat is something done in most, if not all MMOs. The lack of combat, or optional combat, is pretty rare. Free Realms has this. You do not have to fight anything, ever, if you do not wish to. This will cut down on the content a bit as there are several combat jobs, but there is still plenty of content to enjoy and explore.

Collecting...

Collecting...

Speaking of exploration, you can do that quite well too. Within the game’s world are numerous collection quests that will have you running all over looking for bits and pieces of stuff or locations. Also, there are numerous quests scattered throughout the world — many off the beaten path. Add in the numerous mini-games and hours can easily be burned away.

Leader Board

Leader Board

Lastly, the meta-game. Free Realms does have a form of it in their leader boards and the sort of social networking bit of their site. Here you can see stats about your character or others, check on friends, read messages, and link your character to other social networking sites. Add in forums and you’re set. I’m typically not someone to really care about my status in the world, but even I find the leader boards to be fun.

More on this game in the future.

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Free Realms Launches Today.

Posted by nefchast on April 28, 2009

The main site is still down for maintenance right now; however, it seems they will be bringing it up at some point this afternoon or evening. I hope.

If you did not get a chance to try it out during the closed beta, I suggest giving it a shot. The game is free to play — with the exception of the members content — and downloads while you create your character. I’ll see about juggling my time a bit to get some more Free Realms posts in with the Lord of the Rings Online, City of Heroes, and maybe even some pen and paper posts.

Oh, and changed the theme; I liked the style of the last, but I believe this theme will be more functional. The RSS feed is nice too. (I don’t believe the last one had it… of course having to scroll to the bottom for everything was not too nice)

Posted in Free Realms, MMOs | Tagged: , | Leave a Comment »

Lord of the Rings Online — Rune-Keeper.

Posted by nefchast on April 28, 2009

I haven’t played LotRO since shortly after launch, never got the Mines of Moria expansion before either. With their recent second anniversary, and the price drop they had for it, I decided to give the game another shot and check out what I’ve missed. First up is one of the expansion’s classes, the Rune-Keeper, and tomorrow I’ll have the other — the Warden.

Rune-Keeper

Rune-Keeper

The Rune-Keeper (RK from here on) is a nuker/healer, the slash between the two is quite appropriate too. If you’ve ever played Warhammer Online and tried the Archmage or the Shaman you know they have their own mechanic that revolves around using your healing or damaging abilities and getting additional effects for the opposite type through it — the RK uses the opposite of that, kinda.

The RK's bar.

The RK's alignment bar.

In the middle is balance between damage (to the left) and healing (to the right). The RK’s abilities play on these alignments, the more powerful damage spells require you to be shifted towards the damage side (with no healing alignment, in fact many won’t work if you have any points towards the healing side — this works with the heals too) and the same with healing. Many of the spells also increase in strength the further you are towards their alignment.

So, what does this mean play-wise? It means the RK takes a bit to get going. It also means that switching that moment around once you get going will be slower. Once you start nuking you’ll be nuking very well, but your healing will be crap. Same with healing. There are some ‘neutral’ balance spells that will set you back towards the center — these are helpful for shifting towards healing or damage, but it will take some planning ahead of time to do it right. If you think you’re going to need some solid healing soon, you need to plan on that.

I still haven’t gotten deep into the class, I’m favoring the Warden right now — before I loved the Captain, so I can’t make any overall class impressions yet. But the RK is a very fun and interesting class.

For other basic info: it’s available to Dwarfs and Elves, uses light armor and rune stones. The rock in the first screenshot is basically a totem that you throw down and it provides an AoE HoT. Rune stones have affinities such as lightning, different stones can have different effects on some of your spells. Rune satchels are the class equip slot item — it’s the bag hanging on the side of my character, basically a rune stone fanny pack. Wolves don’t like being struck by lightning, but it is fun to do.

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Lord of the Rings Online

Posted by nefchast on April 27, 2009

It’s the second anniversary of the game’s launch and they’re having some special events, free game time, and cheaper subscription/purchase rates. So I’ve decided to re-activate my account, get the Mines of Moria expansion — I played the closed beta and at launch, but stopped shortly afterward — and reacquaint myself with the land of hobbits, elves, dwarves and beasties.

For anyone wondering on if they should check it out — this is a solid title. It does go through the whole traditional MMORPG bit though — you have quests to do, lots of em. And leveling. And everything else you’re likely familiar with. It just does it a little bit better and a little bit Lord of the Rings-ier. So expect some talk on the classes, the game and such in the next few days.

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Free Realms.

Posted by nefchast on April 25, 2009

Since the NDA has been lifted I’ll touch a bit on my experiences in Free Realms. In case you haven’t heard, Free Realms is the next MMO coming from SOE. It’s kid and casual friendly, free to play and will have optional membership that opens up more content.

Free Realms is not like a traditional MMO in the ‘grind levels and gear till your eyes bleed’ sense. There are levels, there is gear, but obtaining them has not been hard for me — this is kid and casual friendly, after all.

Job Window

Job Window

The ‘classes’ are called jobs and open to anyone, even after character creation. There are 15 jobs in total, 5 of which are members only. For jobs that you can obtain but are missing, hovering over them reveals a clue about where you can get them. Levels-wise, it seems each job has 20 levels. I can’t confirm this as I’ve only maxed out the pet trainer, but it seems to be the case. The pet trainer job only took me an evening to max so don’t worry about any real grind.

My Pet Cat -- Jester

My Pet Cat -- Jester

As far as pets go — they’re my favorite part of the game so far. Pets in Free Realms have their own status bars — representing (from top to bottom): happiness, hunger, cleanliness, and play. Happiness is dependent on the three other states. Hunger can be taken care of with a bowl and food. Cleaning your pet is done with shampoo, a brush and optional conditioner — when used you ‘scrub’ your pet with your cursor. And you play with your pet by having them do tricks, or petting them. Happy pets can provide a special boost when they’re out and near your character — giving you a run speed increase. Other features are clothing — my cat here has a sweater and spiked collar on. There’s a wide variety of clothing for pets.

Tower Defense Mini-game

Tower Defense Mini-game

Mini-games are a major part of Free Realms. Nearly every job involves some form of mini-game, but there are some mini-games that exist just for fun. I’ve encountered chess, checkers and a few tower defense games. The different tower defense games have their own settings, maps, enemies and towers — so they don’t quite all play the same, though they do share many similarities.

Combat

Combat

Combat in Free Realms is optional, you don’t really have to do any if you don’t want. The actual combat mechanics are pretty simple. You have a couple attacks, they have cool downs — you target mobs and use them till they get knocked out.

Travel

Travel

Travel in Free Realms is easy. There are stones throughout the world that you can teleport to just by clicking teleport on the map — anywhere in the world. You register these locations by running to them once.

Free Realms TCG

Free Realms TCG

Free Realms has its own in-game (and out of game) trading card game. If you’ve played the Everquest TCG then you should be somewhat familiar with the interface. From anywhere in the world you can access the game. Once inside you can choose to build a deck, check out your collection, open boosters, trade cards with other players, play against the computer/tutorial (like shown), or play against other players. The TCG is pretty fun, it adds a nice bit of depth and more content to the game. How it plays out: each player has to reach 12 points. Points are scored by your monsters ‘hunting’ (when a monster has no opposition, and you tap it, it ‘hunts’ scoring you a point) or defeating other monsters. When you hunt the top card of your deck goes under the monster that hunted. (more on that in a second) Looking at the cards, you see a red and green number next to the artwork — the red is the offense, the green defense. In combat the highest score wins. In a round of combat the monsters are selected — even if a monster has been tapped it can still defend itself — the base offense/defense numbers are applied. Tricks (basically spell cards) can be played after initiating combat. Then top card below the monsters is flipped over — the gems you see at the bottom of the card (the ones above have single green gems) apply to the monsters (so, one gem would add one to offense or defense, two would add two…) and some creatures have special effects/abilities that are triggered when certain gems are flipped. The second card (on the bottom) gains +3 attack if the card flipped during combat has a blue gem. So, even if your monster looks like it’s going to lose a combat on base skills, tricks and luck make all the difference. This is kind of bad to me, since skill takes a bit of a backseat it seems. But, the game is still fun. And the random element works both ways — in what would seem an impossible fight for you can soon be a victory with a single draw and well played trick.

There are tons and tons of quests throughout the world. Pretty much all of em are available to you — there are quests just for members though. Doing quests is simple, usually involving some mini-games or collection/delivery. These are quests that you can complete in, at most, an hour. Usually half an hour or less. So, even if you have only fifteen minutes to burn on playing — you can still accomplish something. Or, for parents, if you want to let your children play for a bit before they do homework/sleep — they can get something done too.

Another feature in Free Realms that I’ve tried messing around with is the in-game video capture. It seems like they have it (or will have it) be able to upload video to YouTube. The feature is easy to use, there’s a few options for resolution (low, medium, high) and file names. Just hit the record button and you’re good. The files seem fairly big, a high quality video of roughly a minute and a half to two minutes was nearly one and a half gigs, so I dunno how well it’ll work. I would add in a minute clip of pets, done on medium, but that was still roughly 500 megs and I don’t feel like uploading that… Low resolution seemed like it would fit YouTube the best, but was also hard to really see anything.

As an overall: Free Realms is fun. Kid friendly. Casual friendly. It’s not hardcore. There’s plenty of content to go through and enjoy, especially as a family. If you are a parent looking for a first MMO for your kids, this might be a good one. If you’re a parent concerned about chat/names in-game, Free Realms also has you covered with filters — if you’ve played Wizard101 they basically use the same one. If you don’t like combat, Free Realms does offer many non-combat related activities. You won’t have to worry about running around the world and stumbling upon monsters and getting killed either — all combat is instanced, no kill stealing, no AFK deaths in the wilds, no critters chasing after you as you run by.

Free Realms is not completely free. If you want access to all the content in the game you will need to get the membership — which will run around 5 bucks a month. (they have to make money some way) It also seems there is a item shop of sorts and I’m betting the in-game trading card game will have purchasable boosters and decks. Now, before you get in a huff, there is TONS of content for free. Most of the classes (10 out of 15) are free, most of the quests are free, most of the mini-games are free — you can get a lot out of the game for free. So don’t let money become an excuse not to give this game a try, since you don’t have to spend a penny on it.

Posted in Free Realms, MMOs | Tagged: , | 3 Comments »

Bartle’s Keynote.

Posted by nefchast on April 24, 2009

A friend linked me this tonight. It’s Richard A. Bartle’s keynote from the Independent MMO GDC in which he discusses the problems facing MMOs today, and the changes need in the future. He also talks about EVE a good bit. If you’ve been following MMOs for years — and have several under your belt — a lot of this info is probably not new, but it is interesting.

Essentially, there are a few types of worlds. WoW-type worlds that are newbie friendly, guide you by the hand, and tend to be boring for the older players. EVE-type worlds that are not newbie friendly, yet have depth and freedom that older players like. Then Second Life-type worlds that are just different… Creating the world and such. He doesn’t go too deeply into the SL-type, I’m hoping I read that portion correctly (the Wendy world?) — he instead focuses on the previous two.

He makes the point of needing a WoW-type beginning, to introduce the newbie and get them in the world, but to then phase that world out into a more EVE-type one where older players will have their freedom and depth. A balanced world. I have to agree.

Games on rails are fun till you hit the end of the line. Being plopped down in the middle of a world and told to ‘enjoy’ can be overwhelming, but once you overcome the initial shock and begin to explore you can find a ton of potential entertainment. Fusing these two is the best option. However, there are some other points that need looking over.

Caps. Level caps are part of the end of the line and need to be done away with. EVE does this, in a way, by having every skill trainable by every character and not having a level cap or levels at all. You can reach a skill cap, eventually, but it will take years. Reaching the skill cap does not mean being  the best, however, as player skill does play a large part. Having a game’s ‘skills’ be largely attributed to the player’s own skills is a good way to extend the life of the game. There is no real level cap or skill cap as the player tries to improve themselves.

The other point, with the player-generated content and open-ended gameplay of EVE, is PvP. A lot of that stuff in EVE is PvP oriented. How would this transfer over to a game that was going to be largely, or completely, PvE? Could it? The same friend of mine that linked the slides also went into this subject. Using competetive gameplay, that’s not the traditional ‘PvP’ — think of it like trading in EVE where you compete against other players, just not by shooting them in the face. So, you have two groups/nations/whatever competeing against each other. There’s no violent PvP, instead influence and other ‘resources’ gained through doing various PvE tasks. I’d guess it’d be like Warhammer Online without the RvR content — and more PvE content. It could be fun I think.

In anycase, it’s a good read and has many good points. We need some balance to our MMO worlds.

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Worst MMO Purchases.

Posted by nefchast on April 23, 2009

So, I’m heading into a bit of a gaming slump. There’s nothing out that I really want or want to play. My MMOs are getting less and less of my time. Pretty much the only thing game-wise that I’m doing is Dark Heresy. (so expect some of that in the future, perhaps a lot! at least until Plants vs Zombies is released) Thus today’s post shall be about the worst MMO purchases I (or you, eh?) ever made.

The top of my list goes to Tabula Rasa! I got this game when it launched at the full 50 buck price tag and barely made it two weeks in. The gameplay wasn’t bad — I liked the action, but the quest grinds and spawn camps got boring fast. And after a while you realize that your action-y, unique combat is really just mouse button mashing instead of hotkey mashing. 

Pirates of the Burning Sea. I loved this game. No, I shouldn’t say that — I loved the setting. This was one of the few games that I really got into role-playing on. I had tons of character detail, background information — hell, I even looked up maps from the time period and got period-accurate details. But, I never made it past the pre-launch pre-order time. The ship combat was fun and unique, but the average questing system and rather poor avatar combat drove me away.

Lineage 2. I can take an asian grind-fest MMO occaisonally. Hell, at times they’re more fun to burn time on than the average western quest-grind-fest MMO. But Lineage 2 nearly broke me. See, I made the mistake of choosing a dwarf scavenger — the class whose sole purpose was to grind. Once you’ve grinded for 15 hours straight, three days in a row — you’ll know what I mean.

Vanguard: Saga of Heroes. I played this while it was in beta, bought it on release. I knew what was coming, but I still hoped for the best — hoped that it would change. It didn’t. This game had great potential, amazing potential. But on release it just lagged so badly and was so unfinished. I lasted up till the 20′s when the game shifted further and further into a grouping only playstyle (I hate games that shift their leveling trends half-way through) and one of the main quests needed some obscene amount of money to pass. I tend not to make a lot of money during my leveling up, I just don’t care about it since anything I’d want to buy is usually obsolete in a few levels, so making a major quest chain require a large sum of money to just be completed is stupid. Sorry.

Horizons. Crafting was fairly enjoyable — was there anything else? No? Thought so. Oh, and making massive changes to the game the week before it launched, right after beta ended? Really? That was smart…

And that wraps up all the ones I can remember. Which, in the long list of MMOs I’ve played, really isn’t too bad.

Posted in MMOs | Tagged: | 2 Comments »

Left 4 Dead’s new content.

Posted by nefchast on April 22, 2009

Yesterday marked the release of L4D’s survival mode and a new map for it — The Last Stand. So, I’ve given it a bit of play — here’s how it works.

New Menu

New Menu

There’s the new menu featuring the lighthouse from the new map. Survival is a multiplayer mode, but can be played as a single-player if you want. It sets up like a multiplayer campaign match — with the choice of 5 maps. Four of the maps are all from previous campaigns.

The Last Stand

The Last Stand

The Last Stand’s new movie poster…

Survival Mode -- Set up time

Survival Mode -- Set up time

When you first enter the match you’ll have a set-up time that’ll run as long as you want. You have to activate the actual survival mode — think of the other finales or crescendo events. You start with all the equipment you need and there’s ample supplies of explosives — molotovs, pipe bombs, gasoline containers and propane tanks. The maps also have ammo piles around, four extra health kits and numerous bottles of painkillers.

Surviving... or not

Surviving... or not

Once the survival mode starts you’ll have a clock start to track your best time. To the upper left is the match’s current time and the right your team’s best time so far. Horde, boss infected and tanks will spawn rapidly during the survival time — and there’s no telling how many or what types may be active at once. If you’re unlucky you may find three of your team incapacitated by smokers/hunters and the fourth being bashed into pulp by a tank. So, death is quite fast in this mode. Especially with NPC’s as your teammates. The mode does work in a single-player fashion, but strategy is gonna be thrown out the window and strategy is what you need.

Posted in Left 4 Dead, Valve | Tagged: , | Leave a Comment »

 
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