Nefchast’s Gaming Blog

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

Archive for April, 2009

The Architect Feature.

Posted by nefchast on April 21, 2009

A bit over a week ago City of Heroes launched their 14th issue (content update) which included their new Architect system. This system allows players to create their own mission arcs and storylines using existing and custom enemies and maps. So, how does one go about creating a mission?

Architect Entertainment

Architect Entertainment

First, start by locating the Architect Entertainment building — it’s in Mercy Island and Atlas Park. Inside you take an elevator up to the primary floor that houses the consoles for getting/creating missions and the various ticket vendors.

Architect Mission Interface

Architect Mission Interface

Once you click on a console this window pops up. Here you can search for missions to do or begin creating your own. Anyone can do any of the missions, regardless of hero or villain or level. If you are below the minimum level you will be boosted to it, but if you are above the maximum level you will be lowered to that. You can still gain experience when the minimum level is above yours, but you will not gain any experience if your level is lowered. Also, missions with the AE Dev Choice rating do not give architect tickets, but do give enhancements and regular loot.

Ticket Vendor

Ticket Vendor

None Dev Choice Architect missions will not give regular loot. Instead they give special salvage known as Mission Architect Tickets. These tickets can be redeemed for various rewards included salvage, a special badge, enhancements and more content for use in the Architect mission editor.

Mission Editor

Mission Editor

The first page of creating a mission sets up the contact, hero/villain/neutral, description and souvenir clue. Here you can choose an existing NPC contact type or create a custom one.

Mission Settings

Mission Settings

Next up is the mission settings. Here you can choose the group of enemies your players will face, including setting up a custom grouping. Map settings like length, type, pacing, and other details are included. Of note, this is where your contact will describe the mission to the player — the mission hook and other dialogue.

Custom Enemies

Custom Enemies

Creating your own enemies is quite easy. For some reason the screen shot feature wouldn’t work for it, but the process is the same as creating your character. With the addition of initially choosing whether  the NPC will be a minion, lieutenant, boss, elite boss, arch-villain, or person. You also get to choose from any of the powers available to any of the archetypes — primary and secondary — so customization is pretty heavy. Of note is the feature to select an NPC’s difficulty rating.

Mission Details

Mission Details

Lastly is the mission details. Here you add the objectives that the players will have to complete. From the list above you can see the basic and advanced mission objectives available. These can be used in conjuction with other objectives to help create a more unique and exciting mission experience. All that is left is to save and test the mission before editing it further or publishing it for use by everyone.

Some other notes: there are tons of little blue-boxed ?’s around, these have very useful information and examples. Read them if you don’t know what something does.The big ! at the top right of the screen is there to let you know if anything is left unfinished that would prevent you from testing or publishing the mission. Lastly, the bar above the auto save toggle is the file size — mission’s cannot exceed 100kb’s in size. But, this is plenty of room to work with — remember you can spread your content and story out over several missions.

So, I’ve only gotten to play with this feature for a few days, but I’ve learned quite a bit. It’s a really fun and exciting system to use. So far all the material I have in the screenshots is just for testing, I’ll get a real storyline going sometime and hope that it does well. For anyone that’s played CoH in the past and thinking about checking this out — I recommend doing so. The Architect system has caused tons and tons of new content to be created and much of it is quite good, though there is plenty that feels like a waste of time. Luckily, you still get mission tickets while doing them and can put that effort towards bettering your own.

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Pen and Paper Combat.

Posted by nefchast on April 20, 2009

Combat is an essential part of many video games. So, how does combat function and stand up in a pen and paper game? It’s neither very different or bad.

Not all gamers know the underlying functions to the combat they play. Within each round of movements there is the potential for dozens of different checks. To hit checks, dodge, parry, block checks, damage location checks, actual damage… The list can go on and on. All these checks are made in a fraction of a second and the results appear instantly — so combat may seem far simpler on the surface than it really is. In pen and paper games you have these same types of checks, only the players and GM have to manually roll for them. In a typical round of Dark Heresy combat the players and enemies roll for initiative order (attack order) that they will use throughout the battle. In the span of each round each combatant is allowed one full action and as many free actions or reactions as they want. So, combat can get moving at a pretty good pace once everyone is very familiar with their characters and the rules. Actual attacks typically have 4 different checks. For instance, a single shot from a pistol: roll to check against ballistic score, roll for location that’s hit, enemy has a chance to dodge so they check against their agility, if the enemy fails to dodge damage is rolled and modifiers applied — toughness, armor, etc. All those same checks are made in the video games we play. (which isn’t really surprising since a lot of the video games are based off rules from pen and paper type games)

So the functions are similar, how’s it play compared to a video game? Differently, of course. Combat is far slower, but the combat is also far more in-depth. Using that wonderful thing called the imagination you can often create your own actions that make use of your settings features — many that the GM probably had not thought of. ‘True’ combat is possible, in the sense that you could attempt to do whatever your imagination and in-game limitations allow. Have a grapple sitting in your backpack? See an enemy standing under a tree? In most video games that grapple would be useless except for the single quest/task it was meant to be used for — in pen and paper it’s now a weapon that can be used to string that monster up or allow you to attempt some other crazy move. It may take a few checks and some rules surfing by the GM while he tries to come up with something to say, but it’s all possible. The other benefit of improve and imagination is the spectacular scenes of failure. Just last night my and my friends were practising the combat for Dark Heresy — we’ve been out of pen and paper games for some time — and in the opening actions the maniac noble I was GMing failed his attack action horribly — not only failing it but shooting himself instead. (I didn’t even go to any rules on that, just went with it, the roll was really that bad) Freeform, imaginative combat is incredibly fun — even if it’s not twitch or remotely fast. A simple die roll can lead to some amazing heroics, or spectacular blunders.

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This weekend.

Posted by nefchast on April 18, 2009

Going to be busy, so no posting — reactivated City of Heroes to check out the Architect feature and getting started on Dark Heresy. Look forward to those next week.

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Dark Heresy.

Posted by nefchast on April 17, 2009

The current Warhammer 40k pen and paper RPG (that’s in the title, Dark Heresy) is based on the Inquisition, a part of the Imperium of Man that deals with a variety of threats. The gameplay itself can be pretty varied with non-combat encounters involving anything you can imagine to the combat which is fairly fast paced. (at least when compared to Dungeons and Dragons or other games with more mechanics and rules to go through) The only dice needed are two d10′s since the game uses a d100 style system — basically, you roll against the appropriate stat and hope you roll equal to or under yours. I enjoy simple mechanics and pretty simple rules since it opens up the game to more people, faster gaming, less hassles and more story. And with the depth of the 40k universe… there’s plenty of story to go around.

My players have decided they want a Xenos antagonist which opens up a few different routes for me — Eldar, Orks, Tyranids? One of the other lesser known alien species? Or, a combination of all… There are some named xenos in the sourcebooks and they may make an interesting choice — but I’m thinking I’ll have to make one of my own — or search out other lore to draw from. That is the beauty of Dark Heresy and pen and paper RPGs in general — anyone can be a game developer, no programming or technology required.

While I figure out the antagonist of the campaign, I’ll get to work on the first adventure — a Hive world with a Genestealer infestation might just be the perfect start.

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The Universe of 40k.

Posted by nefchast on April 16, 2009

Dark, deadly, and grim. Those three words could easily sum up the universe of Warhammer 40k, were it not for all the silly depth and back story. In the world of gaming, the Warhammer IP is up there with Dungeons and Dragons in terms of depth and scale — not surprising considering their ages. So, in this post I’ll delve a tiny bit into the setting and talk about the largest influence in the universe: the Imperium of Man.

The Imperium of Man covers millions of planets and countless billions of souls — stretching across the known universe. At the heart of this universe is Holy Terra, the origin of mankind and the home of the Emperor. (also known as the God Emperor or the Deathless Emperor) The Emperor is considered a divine being and has guided and ruled mankind for ten thousand years from his golden throne. He is kept alive within his throne through the sacrifice of a thousand lives a day and will continue living in his deathless state because of them. Sacrifice and death are common occurrences in this universe, with war being waged throughout the universe — constantly. The Imperium boasts massive armies consisting of millions of soldiers and the bulk of this force is known as the Imperial Guard. These soldiers come from the millions of planets across the Empire and each regiment has its own unique way of handling things — there is little uniformity, apart from the standard issue equipment of lasguns. There are two many other groups defending the Empire — from the Imperial Navy to the Adeptus Arbites and the many ordos of the Inquisition. Perhaps the most well known, or revered, group of soldiers in the Imperium is the Adeptus Astartes — or Space Marines. There is said to be around a thousand chapters of Space Marines, each with a thousand Marines. These chapters are all unique, with their own history and specialties. A Space Marine is typically selected from the most fierce fighters on Feral worlds. These fighters are then enhanced with new organs that increase their growth and strength — not only of body but mind. Through various forms of training and conditioning the Space Marines are shaped into powerful soldiers with a strong faith in the Emperor. A Space Marine alone is of superhuman ability, but they become the true masters of combat when they are given their power armor. The armor further enhances the Marine’s strength and resilience while becoming a visual symbol of his status.

It is through the combined strengths of the Imperial Guard, Imperial Navy and the Adeptus Astartes that the many wars of the Empire are waged. However, there are many smaller and secret wars throughout the millions of planets in the Imperium. These wars are often heretical as countless cults spring up amongst the populace, from the lower levels of hive cities to ruins and caves of Feral worlds. For such battles a different group is required — the Inquisition. The Inquisition handles the matters of heresy, mutants and xenos that plague the Imperium. Groups of Inquisitors and their acolytes make up Ordos that specialize in hunting down certain threats to the Empire. It is these Ordos that make up the Inquisition. Some of the most well known Ordos are the Ordo Hereticus, Ordo Xenos and Ordo Malleus — specializing in heresy, aliens and daemons, respectively. Like the variety in the Imperial Guard and Adeptus Astartes, the Ordos and Inquisitors all have their own unique ways of handling things.

Variety seems to be quite a big part of this unvierse as the people and planets all come in various shapes and types as well. There are some general categories for the planets:

Hive worlds — Essentially worlds made up of giant cities that can house billions of lives. These cities build upon themselves, stretching high into the atmosphere and wide enough to be easily visible from space. The nobility and rich tend to live on the higher levels while the poor live in the lower. Much of the planet’s surface is unusable due to toxic dumps from various habs and factories. The pollution often causes the creation of mutants, from former wildlife or humans.

Forge worlds — These planets are covered with factories — sometimes completely. This is where much of the complex parts of tanks or space ships are built. Controlled by the Adeptus Mechanicus, the only other people allowed on the surface are typically workers.

Agri-worlds — Planets dedicated to farming or harvesting food and water. Since hive worlds and others cannot support enough agriculture to feed their people, agri-worlds are essential to the survival of mankind and the Imperium. Often ruled by the Administratum.

 Other worlds — Feral, Feudal, Developing… all are essentially different in many ways. The Feudal worlds are basically medival. (as in knights, castles, serfs) Developing worlds can have advanced space ports while having mostly non-advanced regions. Feral worlds can range from post-apocalyptic settings to jungles and cavemen. Death worlds and Quarantined worlds exist also, but it is best to avoid these.

Apart from the physical make up of the universe there is some very deep history. The Imperium of Man is over 41,000 years old and is currently on the brink of many disasters. Having gone through civil wars that nearly destroyed it, the Imperium has also seen the threats of numerous alien and otherworldly beings. Technology, while highly advanced, is not understood very well and often cannot be explained or replicated. Mankind has lost much since its height many years ago. Paranoia runs rampant, dangers lurk everywhere in any form imaginable. The universe and times are very dark.

And this is but a small scratch of what lies in the universe of Warhammer 40k.

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Pitfalls of MMOs.

Posted by nefchast on April 15, 2009

Over the years of gaming I’ve come across numerous problems (intentional or not) in MMOs that have caused me to lose interest and stopy playing them:

Content difficulty shifts: It’s a rare occurance, but on a few occaisons I have played games that shift in difficulty during the levels. It may start out solo, and the first fourth of the game will be so, but then it suddenly shifts to nearly all group content for a range of levels before moving back. It may seem a minor gripe, but in many of these games the early levels set a mood for playing. If you’re used to solo’ing, and others are used to solo’ing, grouping will typically be harder to do. 

Dead Zones: Since leveling is the primary form of character advancement these days having level ranges that lack in content is very, very annoying. I remember in Asheron’s Call 2 the 30′s range where content was severly lacking — it was horrible to go through. It wasn’t that there was nothing to kill, there was, but grinding mobs was not as efficient – solo-wise – as questing, and there simply were not that many quests available. Advancing your character should be a fairly smooth journey, climbing in difficulty and effort as you rise higher — not bogging down in certain section, then speeding back up.

Lack of content: This could go along with the leveling dead zones, but at times there are games that will still allow for smooth character advancement, yet lack content. I’d say this happens most often in the end game, where players have gone through the leveling treadmill and face the question ‘what now?’ Typically, developers will try and counter this by releasing a stream (or burst) of content for end-game players. Everquest and its horde of expansions is a prime example. The best counter to this that I’ve seen is Eve Online and its practically non-existant end game and seemingly endless player created content.

Major class/skill changes: These are dramatic changes that severly effect a way a character is played. One of the early examples I can think of was the Pinion skill in Horizons. This was a skill that scout-type characters could get to slow down mobs and kite them. Honestly, this was pretty much the only way TO kill many things as a scout (things that other adventure-types could kill), but with some whining by the playerbase this got nerfed to uselessness — and so did the scout-type. (solo-wise, at least) Making dramatic changes to classes and skills is something that should not be taken lightly, especially when it changes the playstyle or purpose of that class entirely. There are a few cases where this could be appropriate, but the classes and skills would have to be horribly broken in the first place. Which does happen, and is another pitfall.

Promises: Games often have chaotic development. Features are added, changed, removed… And this is fine, it is expected. However, developers that begin making promises, that say ‘this WILL be a part of our game and be a major feature’ and then remove said feature just before release… Well, that is simply not good. I’m all for being open on the development of a game, I want all the info possible just like the next gamer, but please be realistic. Taking away promises can seriously harm a game’s and developer’s reputation.

Performance: This is usually not an issue, but can be. My most recent example would be Runes of Magic. The game is pretty solid — content-wise — for a free MMO, but the performance is simply terrible for me. My computer can run Age of Conan, FEAR 2, Dawn of War 2, Everquest 2, etc. all very well — a game with graphics like World of Warcraft should not run slower or more poorly than those. RoM isn’t the only one, Requiem wasn’t the best either. So far I mainly find these performance issues with F2P titles.

Copy Cat: MMOs have the potential to be a very diverse lot of games. So, why do we see so many take after one ‘traditional’ style? We all know it, it’s come to be called the ‘WoW’ style, though its roots are a bit deeper than that. The MMO genre is slowly dying for me as every ‘new’ release has that ‘been there, done that’ feel to it. While so many companies have been jumping on the WoW bandwagon, few have realised that they could potentially make more by standing out from the pack. We need a shift to originality if the MMO market is to continue thriving and from the look of what’s coming — I’m hopeful we’ll be seeing some new breeds of MMO.

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Prelude to Battle.

Posted by nefchast on April 14, 2009

I’ve got a Dark Heresy campaign slowly building now and I’ll be sharing some info on that game in the future.

As a ‘Prelude to Battle’ I’ll be talking about Dawn of War 2 today. It released a while back and I finally got around to getting a copy in the spirit of all things 40k.

For anyone that’s played the original DoW and not kept up with the news on DoW2 you will be surprised, a lot has changed. Apart from shinier graphics the base building has been taken away as well as the army massing. Capturing points is still a major focus — especially in multiplayer — and given the other two changes this creates a completely new gaming experience. The flow of combat is far faster and more brutal in DoW2 than it was in DoW, with plenty of tactics to spice things up. All of the units seem to be more closely modeled after the tabletop versions combat-wise so expect your infantry to get wasted by walkers and the like. Teamwork and counters are the primary skills you will need.

The single-player campaign is pretty good. The story/cut-scenes are pretty well done, the action can get repetitive though. The RPG elements added are my favorite part. Your Force Commander and his Squad Leaders all gain levels, have stats, traits and equipment that can be changed to suit your wants or needs. New pieces of equipment drop off enemies and have different levels of rarity. (think WoW-ish rarity ratings: common, uncommon, rare, etc)

I haven’t gotten a chance to delve deep into the ranked multiplayer battles — but it seems your commander can rank up and gain wargear. A nice addition. The typical multiplayer matches are over points accrued from capturing nodes. Up to 6 players can play on a map — three on each side. The available races so far are: Space Marines, Tyranids, Eldar, and Orks. There is a good bit of difference not only between races’ playstyles but also the three different commanders of each. Commander types are typically: Offensive, Defensive, and Support. Teamwork is essential to win these matches.

Dawn of War 2 is a great game for any RTS fan and any fan of the Warhammer 40k universe. Multiplayer has tons of potential entertainment and the single-player campaign is worth doing. Graphics are great, sound is good, animations are nice and the atmosphere is spot-on.

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The Adventures of Siofra… part 3 (The End?!)

Posted by nefchast on April 13, 2009

Journal Entry 2: A journey begun, ended?

It was with no small amount of relief that I took my first steps off of the Mercantile and onto the docks of Hawksmouth. People of all types bustled about — recruits looking for work and deckhands moving crates of goods. It took me several minutes to adjust to the commotion, but soon I was able to notice one man in particular that was attending a group of recruits.

I hear you're the new free labo...recruit?

I hear you're the new free labo...recruit?

I approached the man, whose name I overheard as Ilk Eldon, and asked what the next stop for recruits was.

“Recruit, eh? What’s your name…” He thumbed through his records.

“Siofra, sir.”

“Siofra? Siofra… don’t see… ah, wait — you’re quite late, you know that?”

“Yes sir, sorry about that but the ship I was on was delayed, slightly. It was the Mercantile.”

He looked up from his pages then for a moment. “The Mercantile? Well, no wonder! You’ll need to report to Captain Dalheart in Hawksmouth. But first could you do me a favor?” I did not have time to respond. “Yes? Good! I need you to collect the various guard reports from the towers all over Hawksmouth and take them to Dalheart. This will save us plenty of work.”

I tried to get some words in, but the next bunch of recruits pushed me out of the way. Where were these guard towers even at? I guess I should just look for tall buildings…

“Hey! You! Yes, the rogue!” Some man was calling out, to me I supposed. Before I could respond he came up to me. “Chenger’s the name, say — you came off that Mercantile ship, yeah? I heard what it went through.” That was fast. “I could use your help, you see… the bear population is getting out of control here in Hawksmouth — it’s almost not safe to venture out! Could you take a few of the beasts down? Thanks!”

What is it with these people of Hawksmouth? They never allow time for someone to respond! Nevertheless I now had my first… ‘quests’ if you could call them that. So, I headed out into the forests of Hawksmouth for my first taste of adventure.

The forests here are quite nice, very calm… save for the rampaging bears and boars. I caught site of my first target merely yards from the docks. You have to be careful while facing these beasts — even the young ones are tough and strong. I find it best to strike with a bow from a distance, drawing its attention and dealing some damage before they can get close. That is exactly what I did with this first prey of mine.

The bow twinged sharply as my arrow flew truly, striking the bear in the shoulder — a loud and startled roar pierced the serene forest. He charged me then, jaws open — drool and tongue flying about as massive teeth glistened off the sunlight. I drew my saber before it closed fully, anticipating its first attack so I could dodge it and strike. The bears muscles gave itself away as it prepared to strike from the left. A quick dodge to the right and I struck the beast underneath its throat — slicing the jugular cleanly. It struggled to stand for a few moments as blood poured from the wound, but soon it fell — my first taste of combat on Hawksmouth and my first victory.

Battle of might and will...

Battle of might and will...

The rest of the bears I needed to cull came quickly and easily after that as I trekked around looking for the guard houses. The first of which I found towards the center of Hawksmouth. The tower was well fortified with several guards around — the one I needed was at the top of the tower, of course, necessitating a rather high climb.

Don't slip... Don't sli-

Don't slip... Don't sli-

I hate heights. It was with this hate and fear that I made my first mistake — slipping. I was climbing back down when, before I knew it, I was falling. It didn’t take long to hit the ground as the tower was not very tall, but it was tall enough to end my short life. Siofra, slayer of razorhands, of bears — felled by wet boots and gravity.

At least, I was for the few minutes it took to resurrect at a nearby life stone. That few minutes left me thinking though. Was I really cut out for this life? Is this what I really wanted? I decided to suspend my meeting with Dalheart and take some time to think and look around…

There are a few farms in Hawksmouth. I’ve since took up turnip growing.  It’s quite pleasant. Inbetween growing seasons I have time off to myself which I like to spend alone, or with some friends of mine.

New occupation.

New occupation.

I do not know if I will be returning to the life of a recruit, this current existence is quite nice. Perhaps, in the future, I will find some need or reason to take up my roguish ways… But for now I think I’ll enjoy my time with the hoppys.

Thanks for reading!

Thanks for reading!

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The Siofra story/TCoS and Dark Heresy.

Posted by nefchast on April 13, 2009

I’ll be getting the third installment up tonight, but I’ll also be thinking on the future of it since it could be in some trouble — mostly because of how TCoS plays around the 20′s. The game is great pre-Ringfell Hearth (an upper teens+ shard), but once you reach that zone the solo’ing becomes pretty difficult — even for my solo-specific Skinshifter. This wouldn’t be so bad if the server had a higher population at that point and the leveling wasn’t quest based.  (all the quests in the game are apart of quest chains, so going back and repeating quest parts for others and making sure everyone is on the right page is quite a chore)

Perhaps if things change in the future I’ll be able to do more with the game and story — I’m honestly only half-way through so I know there should be more. Note to any developers out there: don’t change up your leveling methods mid-game!

In other news, more of my time is going to getting a game of Dark Heresy (Warhammer 40k RPG) setup with a couple friends. Excellent universe and game. I’ll post a bit more on it in the future. Maybe some campaign notes. (I don’t think they read this blog… should be safe)

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This weekend.

Posted by nefchast on April 11, 2009

No posts (this doesn’t count!) this weekend, it’s gonna be busy.

If you liked the Siofra story, it’ll be continuing on Monday.

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