A Charr, A Tank: Illusions of a Slow Running Speed

I’ve decided to make my main character a Charr Warrior; what can I say, I’m a cat guy (quiet you dog lovers!). The class is fun, stands up to some damage, and now that I can swap weapons on the fly, dishes out a fair deal too. And what better race for a warrior than a big, hulking Charr! Like the Norn, they just look like warriors. To the point, even, where it feels slightly wrong to play them as any other profession. They are, in short, tanks — especially when you put a rifle in their hands.

That said, they both share a downside with a tank: They’re slow. Well, not really, but they sure do feel slow and that’s a problem. And let’s cut Norn out now, I’m a Charr. While ANet has already made clear that all races run at exactly the same speed, the size and animations just make them feel lumbering. While running on all fours certainly looks cool, it doesn’t actually feel like running at all. It’s more like one of those dreams where you’re trying to run but the door at the end of the hallway just keeps getting further away. It drives me crazy. I even re-rolled a human thief to feel a little relief from these issues. Anecdotally, it’s helped me to discover that I want to play each class; they really are plain fun to experiment with.

I’ve narrowed the problem down to the all-fours animation simply being too slow. We need more bounds  across dem dere hills! It’s counter-intuitive, really, because naturally youwould need less bounds to cover the same distance… if this were real life. But then again, if this were real life Asura wouldn’t jump as high as a Norn either (and they probably would have learned to tie their ears back too, all that flapping has got to be annoying). But we extend our disbelief because sometimes games shouldn’t be logical; they should feel natural and fun. There is no reason a Charr or Norn should feel slower than a Human, if anything they should be faster. But again, we sacrifice in the name of game play.

Until the moment comes when bounding feels natural, I’ll be running on two legs instead of four. It solves the problem — at least for Charr, sorry Norn. As it happens, unsheathing your weapon forces your character to run like a humanoid instead of a direwolf. If you’re interested, there’s an option to bind sheathing towards the bottom of your keybind list. There are also speed buffs available to certain classes (warriors get one with their war horn), so keeping a one-hander and a horn in your swap slots might also be a good idea, meat shields.

Guild Wars 2 First Impressions From a Real Newbie

This guy and I killed a haunted statue together!

You know that whole “me posting more” thing? Yeah, GW2 wants wants to end that. That should be a testament to how good I’ve found this game. This past weekend I’ve been able to sink about four hours in and, as you might imagine, I’m extremely impressed with nearly everything I’ve seen. Having gone in without much foreknowledge, I didn’t know what to expect; I’ve been seeing everything through newbie eyes. What I’ve found is one of the most polished and beautiful launch MMOs I’ve ever played — and I’ve played a lot of them. Like Syp says in yesterday’s post, this is a game that exists to wow you… or anti-WoW you, as the case may be. Digressions aside, here’s what I liked most.

The game is large. Everything about it is big… well, except for bag space which is pretty gimped, honestly, but the world itself is vast and that’s a fact that gets impressed upon you quickly. The zone you’re thrown into following the tutorial (which is awesome, by the way) is huge and it’s filled with events. And to these newcomers eyes, they really do feel dynamic; not in the “that was totally unscripted!” da-hurr-da-hoo way, mind you, but the “I was wandering here and these things just sort of happened” way. Like RIFTs rift/invasion system except isolated to a WAR like public-quest. It’s pretty cool and keeps things fresh.

Initially I was a little overwhelmed. As much as I’d like to say it was smooth beginning, the game really does expect a lot from a new player. While the pop-up tooltips help, there’s still a good deal to wrap your head around. Figuring out how to play your class is notably harder when your abilities change with every weapon… and thereby your rotations and playstyle. It’s downright strenuous if you’re a min-maxer that wants to hit the ground running, yet it’s also apparent that there is a lot of depth to be had, so theorycrafters should have a heyday. Also, figuring out basic things like where to buy gathering tools, which mobs drop which mats, and what exactly class trainers are good for (I’m not double-digit level yet) is pretty vague if still discoverable.

While those questions vary in importance, I was also struck by how directionless the game initially feels. Mind you, this fades once you play around a bit, but it’s tempting to simply follow the story quest instead of explore and gain some experience. Without set quests, it’s a little unclear that the real expectation is to explore and participate in events as you go. It’s also not clear that story missions and tasks aren’t the sole means of progression, hence a lot of repeated “how do i lvl” questions getting asked in chat.

That very exploration system is one of the things I love the most, though. With no quest hubs, I’ve been letting map notes guide where I go next. Point of interest this way? Great, I’ll check it! Vista that way? Awesome, off I go! And if I notice the mobs are getting a little above my level, I hold back and head off to explore somewhere new. Combined with the vastness and beauty of it all, following my own path is just a heck of a lot of fun.

Other things I like. Achievements. They’re well done and having daily and weekly goals makes for a natural motivator… but the points they reward, what are they for? Gathering. You can collect everything there is to gather and get great XP and valuable items in the process. Plus the trees actually fall when you harvest them. I haven’t crafted yet, so no thoughts there. Capital cities are huge, multi-leveled, and are packed with detail. I was stunned by the upper gardens in Divinity’s Reach. And a whole mini-zone to reflect my story? Awesome! Speaking of, the cutscene delivery is nice, the voice acting tends to be very good, and it’s interesting! I’ve made three characters just to check out the beginning of their story and re-rolled one after an hour just because I chose the wrong companion by mistake. Finally, I’m enjoying the combat and its challenge.  It’s nice to have positioning count for something, number one. Things will kick your butt if you’re not careful and if you’re just spamming you’re likely to miss as they move out of range. Number two, they did a great job with the “sense of hit” stuff they were talking about before. Smacking something with my sword feels impactful and not like whiffing the air in other games.

There are things I don’t really like too but I haven’t really played long enough to come up with much. No /who is annoying, I guess, but they do have a search bar in the social pane for finding friends. Not being able to /1 /2 /3 for chat channels is also weird. And what’s up with ctrl+clicking automatically sending item links to chat channels? I’ve linked random things at least a half dozen times now trying to preview them. There also doesn’t seem to be a way to go first-person for screenshots. I really don’t get why this wasn’t in for launch but an AMA on reddit says it’s coming. I’m trying to think of more (and I’m sure there is) but I’m not coming up with much. It’s a little buggy at times? The auction house has been down?

Also, before I finish and get back to playing, let me just say that overflow servers are the new thing. I don’t care if they’re buggy right now and it’s hard to group. Every MMO from here on out needs to have them or be needlessly annoying. To be honest, I totally forgot about them until I went to log in at the beginning of head start and *gasp* had no queue. Do you know how long it’s been since that’s happened with a major MMO? Never. Not in any launch I’ve been a part of anyways. A lot of people complained because the servers were down for a few hours on Saturday. Boo-hoo, honestly. When they came up you got to play immediately, so stop whining. This was an MMO launch and smoother than most.  From now on, though, there is no excuse for making people wait hours to log in to your game.

I’ll be reporting on this game much more in the coming days and weeks. I’ve barely scratched the surface of a 40lb salt lick here. So much to see!

 

GW2: Going in Dark

The day has finally arrived. We stand at the cusp of one of the most anticipated MMO launches since World of Warcraft, and to say that there is a palpable excitement in the air is an understatement. We’ve waited years for Guild Wars 2, many of us on the edge of our seats, gobbling up any bit of information we could get our hands on. Speaking for myself, I feared the day may never come. It was always so far off, too much like a daydream whose promise and excitement faded with the inevitable *crack* back to reality. Perhaps that sounds romantic and it probably is, but it’s also true. GW2 was a shared dream simply because ArenaNet dared to say “this isn’t working, here’s what we think will.” The game was presented to us as the physical embodiment of challenged conventions — who wouldn’t be excited about that?

Whether those daydreams become reality is a story to be told down the line. For now, I’m going into this thing dark. I know the basics; limited skills on the action bar, WvWvW, events, jumping puzzles, and cute-eared Asura. How it plays is a mystery. How it feels is yet to be determined. And I don’t care. If we speak with our wallets, I will emphatically declare that, yes, I support this; yes, give me more of what ArenaNet is selling because, for me, it’s as much about shouting from every rooftop that “DIFFERENT IS GOOD” as it is enjoying GW2 on its own merit. There is value in successful ideas over successful implementations and this is the upswing to break the mold. Whether or not Guild Wars 2 succeeds in its delivery, its success is in sales is a good thing for us all, fan or foe.

As an MMO blogger, this is the first time I’ll have gone into a launch with so little knowledge. I feel unprepared. I also absolutely relish the opportunity to go into this thing and have it be new. Even experiencing RIFT’s few beta events took some of that freshness away, 15 levels to be exact. From the very beginning, GW2 will be unexplored territory with surprise upon surprise in store for me. Quirks and idiosyncrasies others already take for granted will be the fodder for continued probing. I haven’t stepped into a game like that in so long… it makes me wonder if I’ve been over-educating myself these last five years. It’s also about as close to the average gamer as I’m likely to get.

Standing back from the upswell of hype has had an opposite effect, too. I missed out on the rising tide of excitement and was left with only myself to hype with. For what I gain in mystery, I lack in the infectious giddiness that’s come to typify launches up to this point. I am excited, there is no doubt about that, but I also recognize that Guild Wars is just a game like any other; it will be fun, I’ll make and play with friends, and I’ll feel satisfaction having spent my time there. Strangely, even knowing so little, it’s like going into Christmas morning already knowing what presents await you under the tree.

I don’t know that I’ll do this next time. For as much as we like to complain about the hype cycle, it truly is one of the most fun aspects of following MMOs and missing out changes something.

As someone who has been around the block with launches past, I’m excited at what blogging opportunities a fresh set of eyes might bring. Crazy as I am (and Syp too it seems!), I’m getting up at 3AM to be there for launch. Yeah, I’ll probably wait in queue for an hour or two, but you know what? I’ve been dark long enough.

Conquest in RIFT Needs Revision

I’ve been playing a lot of Conquest (CQ) now that I’ve hit 50 in RIFT. Three faction PvP is a good idea and I’m happy to see Trion taking on the design challenges that come with it. That said, the way that CQ is currently implemented is functional at best. That’s a problem considering that it’s been incentivized as “the way” to progress at level 50. With Guild Wars 2 coming next week, these are the biggest problems I see with the system as-is:

1. It’s Confusing

“What does it all mean?!”

When you first enter Conquest, the game offers you nothing in the way of direction. You simply are, in the middle of a keep, with possibly a portal or two in front of you; what they mean or what they’re for meaning nothing. You open your map to dozens of multi-colored points that also mean nothing. So naturally, you follow the raid — assuming some of them are in the keep for you to follow — and hope to learn the game that way. And you probably will after a half-hour of trying to piece together a strategy that doesn’t exist. There needs to be better direction here.

Also, despite there being multiple raid groups on the map at any given time, you can only see the one you’re in. Players need to have a way to see where everyone else is so they can make informed decisions on where they should go.

2. There’s only one strategy… and it doesn’t work

Right now, the only strategy that exists is “follow the zerg.” If you don’t follow the zerg, you die. CQ makes that painfully apparent the first, second, and third times you try it. After that you’ve probably given up. Following a large group is a good way to stay safe, earn favor, prestige, XP, and shards when you cap control points. Sounds like a great way to progress! In practice, however, each team is doing the same thing. In one big circle, three teams roam capping extractors and losing the ones they’ve captured before. It keeps things balanced. Too balanced. Ask anybody who’s spent time there and they’ll tell you, matches almost always hover at with two-to-three teams in a 1-3% tie.

Other strategies come out in play. People shout them like in all battlegrounds. Unfortunately, the game-mode trains players to follow the zerg for their own good. Players trying to move in small groups quickly find that extractors have far too much HP (~400k or 50x that of an average player) to “whittle down” before their defender-zerg runs to their defense. No amount of /1 shouting will change that. Rebalancing will.

Four of us tried to cap an undefended extractor. We didn’t even get it halfway down before being thoroughly trounced.

3. Matches last WAY too long

CQ has two win conditions: One team must capture and hold 60% of the map for ten minutes or a kill-counter of 5,000 must reach zero. I’ve played quite a few matches now and I have only once seen a team hold the map for those ten minutes. Most times they never even reach 60%. In those majority cases, the kill-counter must hit zero before the final, PvEvP phase begins. 5,000 kills doesn’t sound like a lot in a three-faction battle but it is — oh, how it is. To put it in perspective, after an hour and twenty minutes today, 3,400 kills remained. At that rate, the match would last over four hours. More often, it’s in the three hour range. Regardless, that is WAY too long when CQ is very obviously intended to be a primary progression mechanism for players at the level cap.

Idea: Cut the kill-count in half. You still get the large scale PvP without the “my eyes are bleeding” strain of three hours spent running in circles.

4. It’s too heavily incentivized

Conquest is by far the quickest way to earn XP, favor, and prestige. By-frickin’-far. To put it in perspective, one warfront is likely to give you 600-1300 favor and a pittance of prestige. One round of CQ can net you 15-30k favor and 5-15k prestige. Really. Most of my planar attunement levels have been earned in there as well, but I haven’t paid enough attention to give you a number on that one. All I can say is that it’s not unusual to level up twice in a single match.

That’s great progression but players are feeling forced to play even when they don’t want to — and I don’t blame them. Want to be competitive in PvP? Conquest. Want to get the perks of planar attunement? Conquest. Want to get some of the best enchants in the game? Conquest.

Overall, I think the game mode has a lot of merit and a lot of potential, but there are serious design issues at the moment. Given how much of a selling point CQ was for this patch, Trion needs to be on their game and responding to players’ concerns. How about you, what do you think of all this?

RIFT: Oh yeah, housing is coming too!

I found this video from GDC on RIFT Junkies today. It’s a good find that elaborates on how Storm Legion will deliver player and guild housing. Essentially, instead of purchasing specially created “houses” and instead allowing players and guilds to purchase larger areas called “dimensions.” This are popular areas in the game, like quest hubs, that you earn a specialized instance of in the game world. From there, you can drop all manner of items, from standard decorations — tables, chairs, barrels, paintings — to trees and flora. You can also drop building blocks which let you create your own unique structures. The video below shows a tree house made from these. Also neat  is that these dimensions are tied into the scripting system. You can experience weather by acquiring the right item. You can drop a birthday themed item and have a birthday party spawn around you. In the video, the demonstrator drops a telescope and the entire sky changes to mirror that of Conquest — which is really cool, by the way. Guild dimensions are larger but work largely the same by the sounds of it.

This system has a TON of potential to it by tying into the scripting system. It’s not just “this is my house, come see it” and more “this is my yard, come see the neat stuff it can do.” They talk a little about specialized wedding dimensions where players can customize the event. I expect the freedom we’re given to be quite limited, to be sure, but it’s a step towards player created content. It’s also worth noting that this seems very reminiscent of the Chronicle system, so we’re already seeing the possibilities of existing tech being realized. They’ve said for a long time that they have advanced tools and I believe them.

Big Points:

  • “Super powerful tool, existing areas of the game, lots of flexibility, tons of dimensions to collect, hundreds of items that you can place in them, full customization — whatever you want to do you can do.”
  • You can collect multiple dimensions, only one active at a time, you don’t need to own the expansion to tour them
  • Social gatherings
  • Tied into scripting system
  • Guild and personal dimensions, guilds are larger areas
  • Tied into achievement system
  • Possible to craft items for them
  • Trophies off of boss monsters possible, such as a Greenscale’s head wall-mount

My Thoughts on RIFT 1.10: Unified Factions and PvP Normalization

Via Syp (Justin) at Massively, word came out this week that Trion is planning some big changes with the 1.10 patch. Presumably, this will be the last big patch we get before Storm Legion launches this fall, so we can see this somewhat as paving the way for what’s to come. I think that in terms of design philosophy, “equality” might be an appropriate theme.

Unified Factions

Beginning with 1.10 players will be able chat, group, and guild across factions. This is a good thing and Trion deserves kudos for giving up on a system that just doesn’t make sense. When WoW launched, they had precedent in their franchise for the split into Horde and Alliance. RIFT didn’t have that; instead, they had a history of games that came before and the expectations of their players. In theory and lore, splitting factions made sense. Taking the theory into practice, however, seems to have showed that the drawbacks outweigh the positives.

This is why I love Trion. They’re quick on their toes and not afraid to try new things. (And they update like hell). Some players may be upset at losing the unique snowflake that is faction pride but, at least in RIFT, most of us don’t care. We just want to play together. With this change, we will finally be one player base instead of Guardians and Defiant. (And plus, let’s be honest here, the reasons behind the split were pretty thin in the first place).

This should also do a lot for making the game seem as active as it really is. Since I’ve come back, I’ve heard time and again from ex-players that the game is dead. On Greybriar at least, that is so far from the truth it makes those players look bad. Just playing the Guardian faction, I am always around other players. Dungeon queues are quick, pick-up raids are being run constantly during prime time, zone events are continuous and being completed during even the lowest of hours, and it’s almost impossible not to run into another player if you’re moving around a zone at all. This is at least on par with the last time I played World of Warcraft. It is above and beyond Landroval in LotRO, at least where I’m at. Now take that activity and double it. Then you have 1.10 🙂

I would love to see a shared capital city to herald in this change. We need something big. I’ve always felt Sanctum and Meridian were lacking compared to cities in other games. While it may mean our heritage cities see less activity, Guardians and Defiant need some place to congregate together to really make this change feel real. It’s fine to leave things as is in terms of game mechanics but Trion separated us for lore and we should be brought back together for the same. It only seems fitting.

PvP Normalization

This has been tried in a number of games with mixed implementations and even more mixed results. In RIFT it will mean removing the infamous PvP stats, valor and vengeance (RIFT’s version of resilience), as well as any other stat boosts attained from gear in instanced PvP. In short, skills and abilities will decide winners not gear sets. Contrary to how it may seem, this is actually in testing and may never make it to live servers. Like I said, others have tried and failed — but if anyone can pull it off, Trion can.

Even if it passes the testing phase, there are still questions to be answered. They’ve built a whole system around PvP item progression, what will they replace the gear ladder with? What about all of the gear people have now? Raiders won’t be happy if it’s converted to tier gear. How will they answer players upset that dozens and hundreds of hours spent climbing that ladder will be wiped away? In their statement, Trion says that PvP progression is important and that this is about balancing fairness with fun. Hardcore PvPers are a very vocal minority, so do they design for them or the silent minority, us?

EDIT: After this was written, I came across this post on the normalization feedback thread. From CM Elrar:

PvP PROGRESSION IS IMPORTANT. We’re not just going to expect you to PvP for the hell of it and fully intend to have a rewarding and meaningful experience for those who spend their time in PvP. But DO NOT talk about how this is unfair to current Prestige Rank 50’s – that is completely irrelevant to this discussion about THE FUTURE. We know you spent a lot of time and energy and have no intention of permanently changing the system on live for this reason.

I support these changes. When I leveled up to 50 this time on my rogue, I did it mainly through PvP. I was able to get most of my first PvP set the minute I dinged and hit Prestige level 5 within a week. Nothing spectacular but enough to say that I enjoy the current system. That said, I didn’t care for it when I capped out my cleric through PvE and tried jumping into warfronts then. I got destroyed, didn’t have a chance, and it was solely because of gear. I also know that leveling to 50 in PvP was a lot of fun because valor and vengeance weren’t a factor on leveling gear. If they can pull this off well, I totally support them in it. PvP is fun and shouldn’t be behind a gigantic gear wall.

Here’s a final question, though: If Valor and Vengeance get removed, are they ready to rebalance the skills those very stats evened out? Ask any leveling PvPer in RIFT and they will tell you that certain classes have IWIN buttons. I’d go so far as to say that those IWIN buttons are worse than any other MMO I’ve played, to the point where it’s almost shocking they haven’t been addressed. Rift Storm and Cornered Beast are two but there are others. As it stands, normalizing PvP without also adjusting abilities specifically for it — abilities that are also important in PvE — will almost instantaneously imbalance the game.

I will be very interested to see how this plays out.

Contrasting Viewpoints on GW2’s Endgame

“My loot horde will severely disappoint you.”

Like many of you, I’m excited for the launch of Guild Wars 2. After taking part in numerous MMO rises and falls, however, I’ve become more guarded than I like to be. Couple that with a need to consume as much content as possible and you can see how I might spoil any surprises GW2 has in store for me. So, hard as it was, I put myself into media blackout for at least the last six months. I’ve watched the manifesto and read some things — total blackout is nearly impossible — so I know the Arenanet is aiming high; I have a good idea about big concepts like doing away with the holy trinity and getting rid of raid progression.

I ended that blackout this week. I’m consuming all I can because winter launch is coming. One of the burning questions on my mind, perhaps the most burning question, is — if they’re doing away with endgame progression, what exactly are they planning? With finely honed Google-fu I’ve found some information you probably already know: max level PvP/PvE zone, max level events and dynamic leveling to experience what you might have missed leveling up, organized PvP and world-versus-world. They lack progression, per se, and instead offer cosmetic rewards, skill alterations, and other non-gear based incentives.

I also found two excellent forum posts at MMO Champion (imagine that!) that highlight each school of thought on what ArenaNet are trying to do. They’re so well written, I had to share them.

Guild Wars 2 Endgame: You Actually Get to Eat the Carrot (1)

In Guild Wars 2, new content expands rather than extends the game. Thanks to the side-kicking system, content never becomes obsolete; when you reach the level cap your options are not limited to content specifically made for the endgame, you can still play any of the dynamic events or attempt any of the dungeons you may have initially missed. Furthermore, dynamic events provide constant variation across the entire game world. A zone might be completely different the next time you visit it due to different events being active, events being at different stages, or events having a different number of players participating in them.

An Actual PVE Engame Reality Check (2)

Moving onto the dynamic world content, I struggle again to consider this to be worthy endgame content. It is somewhat like returning to Elwynn Forest and completing the quests you missed. Granted the Dynamic Events will mix things up so that it is different and the world feels more alive than a bunch of NPCs standing around telling you to kill ten boars, collect ten boar spleens, but in effect you are revisiting leveling content. I’m sure that people are going to cry ‘But it isn’t leveling content, it’s all endgame content’ or some such, but really it’s going to feel like it did while you were leveling up, because it is what you were doing while leveling up. And, just like SWTORs story leveling experience, the novelty will wear off. There is a limit to how much ArenaNet will have scripted, and sooner or later you’ll see it all.

But what about the rest of the content that’s actually on level? What‘s the actual motivator?

(Quotes parsed for manageability)

(1) Firstly, there are rewards which expand your abilities. These include weapons, traits, and slot skills (including elite skills). All of these things combined provide a significant amount of depth in terms of character builds which is great news for those who enjoy theorycrafting and experimentation.

Secondly, there are rewards which provide ways of customising the appearance of your character. For example, each dungeon has its own unique armour set, and there also exist rare dyes which can be used to change the colour of specific parts of your armour.

Thirdly, there are rewards which provide a sense of achievement through explicitly tracking your progress and recording your character’s history.

As well as the content described above and its rewards, there is also the crafting system, the two-way auction house, and mini-games.

Tarien’s points begin by questioning how long the current set of dungeons will last players at the level cap, hard modes and alternative configurations aside. The following is more of a direct reply.

(2) Without gear upgrades there is very little incentive to keep clearing dungeons, once you’ve seen it, achieved what can be achieved and gotten whatever cosmetic items you need, what is the point? In other MMOs with gear progression your technique changes as you gear up. Initially you use CC, LoS pulls, and so on. Later you brute force it, and later still you chain pull wildly while the DPS try to balance running with AoEing. You won’t get that in a gearless game, you’ll find the optimal method and that’s it.

Great food for thought.

For my part, I enjoy the traditional raid-game but can’t often take part in it, so changing up the dynamic is appealing to me on a personal level. That said, I have serious concerns about the longevity of a non-progression endgame.

Think about it, MMORPGs are ALL progression in some form. Leveling is progression and the basis for what we expect these games to be. Nearly every tangible aspect of these games involves progressing your power. While cosmetic upgrades are neat, they offer nothing as substantial as the increased stats which is the very thing which tells us we are progressing.

Conceptually, I love the idea of players raiding because they enjoy the encounters. In a gaming environment where huge percentages of people never finish the games they start, however, why should the transient masses ever come back the second time? Is a new set of statless pauldrons enough to fill out raid spots? My gut says no. Look at other games that launched without item progression. Fallen Earth was widely criticized for having no endgame at all. GW2, for being different in so many other ways, gets a pass since they say it’s on purpose?

The counter-argument is, of course, that without a subscription fee it’s fine for players to leave when they’re done and come back when new content is added. That isn’t healthy for a game that wants an active playerbase at level cap.  It’s true, of course, and F2P means there will be more people at any given time over a sub-game, but eventually claims of “your game is dead” will arise, as is the blame for “not planning for retention.” You might also say that the endgame is about PvP. In that case, should we have ever considered it a competitor to other MMOs where it’s is a feature rather than an alternative?

Where does all this lead; I see a handful of possibilities. Endgame players will leave shortly after they cap out realizing this isn’t the game for them; PvP will become the foremost activity for high-end gameplay; ArenaNet will provide an ability-based or alternative progression scheme to keep raiders satisfied; or raiding will take on a more refined existence, where players actually play for the experience rather than the item. Give me a mix of 2, 3, and 4 and I see a long happy future for GW2. Arrive with “you didn’t want it anyway” and there may be trouble.

[DUST514] Battle Report #1 – Entering the game, the first three matches

Since DUST514 is a whole new kind of beast — which is immediately apparent when you log in — I thought I’d take a new approach to writing about it. Even though I felt more prepared than your average shooter fan, I knew within the first 20 minutes that it was going to take me a while to learn. So to chronicle my journey, I’ve decided that interval based reporting is fitting. Bear in mind that all of these experiences are from a beta client.

Battle Report #1 – Entering the game, the first three matches

I wasn’t wrong when I said DUST isn’t a get in and go shooter — at least to start. There is no question in my mind that this game will overwhelm newcomers. Character creation is pretty basic for an MMO. You choose your race and, like EVE, your sub-group under that (forgive me, I’m not an EVE player so the exact terminology they use escapes me). I went Gallente because they’re democratic but I’m not sure what impact this really has; the game doesn’t make it clear at all. After that you choose your name, preferred combat class, and are spawned into your Merc Quarters (MQ).

At this point the tutorial begins which, at the moment, consists of text boxes to explain each sub-menu. And there are a LOT of sub-menus. Think of everything you can access, modify, peruse in EVE broken into a tab system and you’ll get an idea. Each one comes with a 1-4 paragraph explanation. While this works, it’s certainly less than optimal, takes a long time to get through, and doesn’t do a good enough job of explaining the intricacies of many systems. For example, you can set up your character with a customized dropsuit that determines everything about your character (weapons, HP, regen speed, etc). Classes are really just starting points. What they don’t make clear is that to take advantage of that system, you must first train your 2 million or so Skill Points before visiting the market to buy a new drop suit as well as the modifications you would like to set into each fitting. Another thing that’s explained but not really made clear is that much of what you can buy on the market is one-time or limited use. Each death counts as a use, not a match, so my first custom class was immediately broken (“invalid”) a few seconds after spawning with it.

Yes, yes, but how does it play?

Playing the first few matches was frustrating. Not unusual for a new shooter. Not knowing the maps is an immediate disadvantage but learning how to actually play was what made it a struggle. The game doesn’t go out of its way to explain itself once you’re out of the MQ. For example, players have the ability to call in both land and air vehicles but the only way to see this is in a loading screen diagram with every other button. Having played other shooters, my immediate thought was that you would have to earn those call-ins somehow but I guess that’s not the case. Consequently, very few vehicles were being spawned despite their being readily available and quite powerful. There are also some quirks to the control system, such radial menus being controlled with the right stick instead of the left.

All of that aside, what made me take a break was balance. The game is incredibly punishing to new players, more so than any shooter I’ve played, and this is essentially due to the lack of explanation. I was routinely killed within a three shots by players so far across the map they could barely be seen; non-snipers. On at least two occasions I emptied an entire clip into an enemy only to drop their health by 50% and be killed within several return shots. I felt like I was dying quick. In contrast, other new players — who you can tell by their default armor — also died quick when I shot them. This tells me that there is something these other players are doing different, have accomplished or fitted or trained, and I want to know what. If I can attain what they’re doing, even if it means dying a lot, then I’m okay with it. Without any explanation, it feels broken and defeating.

If it sounds like I’m unhappy with the game, don’t worry. Like I mentioned before, it’s not unusual to get a little frustrated when you’re learning something new and are essentially a sheep amongst wolves. The trick is to learn how to compete with those wolves and be the most badass sheep you can be.

I don’t want to talk too much about how the game ran technically. It wouldn’t be fair and will likely improve. I will say this, though, lag was a problem as was graphical pop-in. But hey, beta and all.

I’ve only played a few matches and there’s a long way to go before I’m good enough to really compete. I really feel that once I learn the game’s systems better, figure out what it is I’m missing that these other players have, that I’ll do much better. Like I mentioned in my post earlier today, there is an incredible amount of depth in this game; more than I imagined there would be. Once I learn it all, I could see myself really enjoying DUST. At the moment, however, my concerns on that depth and steep learning curve scaring people off seem valid. There is no way DUST will ever, ever compete with other AAA shooters until it learns how to explain itself better. There are just too many other options to ask so much patience of your new player.

DUST514: Exciting Concepts but Tough Design

I’ve been following DUST514 for some time and can honestly say that I’m excited for the game.  The more I hear, though, the more it seems that CCP is building an uphill battle for themselves with the very things that make the game compelling in the first place. It’s complex. It integrates with an existing MMO in spectacular fashion. It’s deep enough to devote hundreds of hours to without maxing out every character specialization. In essence, they’re taking the concept of a shooter-MMO beyond the likes of MAG  and Planetside and marrying it to the mechanics of EVE Online. That should speak to EVE players and PS3-shooters alike.

But that’s the thing. By being a hardcore shooter, it’s the polar opposite of EVE’s gameplay and that might make it hard for crossover players to swallow. I haven’t played the game yet (but will soon, thanks Hirvox!), so all I know is from second-hand sources and dev interviews. Stabs got a chance to play it, however, and says about the same. While those systems tantalizingly call to EVE players, the shooting aspect harkens to a skill-set EVE never fostered. In essence, the wolves of EVE become the sheep of DUST. A tempting wall of “eff this” goes up for existing customers not willing to climb the initial skill-curve; a twitchy wall, as well, that gets progressively steeper the older one gets.

For my part, these things don’t really concern me. I’ve been a shooter guy for a long time now. Twitch gaming is something I’m used to and can even be pretty good at. I’m also an MMO guy, so all that depth isn’t really unexpected either. Hell, I’m getting the highs of all that concept without the lows of having to learn something completely new! But because I’m an MMO player, I have a natural one-up on the audience seems to be targeting.

Then there’s the strange PS3-exclusivity thing, which I won’t say a lot about, but immediately shut a lot of people out before they’ve even started. As the developer interview on a July Podcast Beyond elaborated, they didn’t want the pay wall of Xbox Live Gold.

In that same Podcast Beyond interview, CCP makes it pretty clear that they’re looking to expand the MMO audience to a whole new demographic, which is awesome. All those promises and high aspirations have done a lot to excite the Playstation community, too. My concern, however, is that they’re stacking the chips against them. Excel Online is alive and well in DUST. Look at the first video in this link. I see that depth and think “wow, that’s awesome.” Your average Call of Duty player will probably think, “holy sh*t, that’s a lot of stuff to worry about.” DUST doesn’t seem to be a get a get in and go kind of game. Maybe I’m wrong.

Two other things stand out as roadblocks, too. Every shooter has a learning- and skill-curve you have to climb before you’re competent. In listening to that interview, it sounds like CCP is applying the “harden the F up” mentality to dipping your toes. They acknowledge that there’s a learning curve but also that players should expect to grind to get good. THAT is an MMO concept that doesn’t work in shooters. The only reason military shooters like Call of Duty and Battlefield work is that you’re deadly right from the very start. I don’t doubt that DUST will let you kill players easily but if it becomes defeating, say 1 kill to every 10 deaths, it will drive players away. DUST is ambitious and exciting but not “slog through two weeks of misery” exciting. Console-based multiplayer has always struggled with how to get newbies over that initial hump of ineffectiveness. This design embraces ineffectiveness in a kind of “take your lumps” mentality that should be concerning to CCP. And if it’s true that old players will have a definite advantage over new, that barrier to entry will only grow over time. As much as the two worlds are tied, DUST is not EVE and can’t be treated as such.

The other potential roadblock is that, oddly, mouse and keyboard input will be supported. Maybe it’s a concession to their EVE fans because the precision of mouse over joystick is, frankly, an unfair advantage. Most PS3 players will use a controller and M/KB players will eat their lunch. And what happens when the high-end player with boosted skills and map know-how abandons the controller and goes for the better option? He becomes a powerhouse and DUST becomes even more defeating for the new guy. It was a strange decision, to be sure, and tantamount to saying, “hey, if you want an advantage, take it.”

Despite these concerns, I’m very much looking forward to the game. It could be good; really good. And all that complexity could turn on a dime and become the reason the game is endeared to PS3 fans everywhere. Who knows, maybe that’s what the MMO shooter genre needs; MAG’s “persistent COD” didn’t do much to keep it around. My prediction is that players who get over the learning curve will absolutely fall in love with the game. There’s really nothing else like it or even trying to be. There are design quirks but I’m also very much aware that this is CCP’s first try at something other than a PC MMO. If they’re reactive to the PS3 audience, what they build could be an evolution of the whole genre. If that’s not something to be excited about, I don’t know what is.

The “I’m Baaaaaack!” Post

Greetings, Ladies and Gents; long time no see! It’s been a night or two since my last post and a drought-like before that. Well, I’m happy to say that the long spell of postlessness is over. To be honest, this post has been in the works for a while now but the recent invoice-y prompting of my host nudged me over the edge. I’d like to fill you in on why I’ve been absent and why the change is a-comin’ (a-came?) and a little of what I’ve been up to before getting back into the multiple-post-a-week thick of things. So let’s dive in!

Excuse the “brief” interruption

To state the obvious, posting on Game By Night took a dive around the beginning of the year. Without going into too much detail, circumstances in my life added up to a lot of isolation. Work slowed to a crawl, my grad work kicked into high gear, and I was diagnosed with an anxiety disorder. I dove into self, played a lot of single player games, and pulled back from a lot of the social outlets I had. It wasn’t good and it wasn’t helped by a subsequent determination I settled upon in March. I stopped caring about contributing to conversations I’d been active in my last five years of my blogging. I read a lot but rarely commented and questioned how much I even cared about MMOs or gaming in general.

Fast forward. A lot has happened. I found my faith again in a way that I never had before. I joined a support group that I attend daily. I stopped isolating and have started back on my path to recovery — physical, mental, and spiritual — taking a leave of absence from Vagary.TV to focus on it. In short, life is still far from perfect or where I would like it to be but things are better than I began the year in the ways that matter most. This blog was always important to me and the time for neglect has ended.

So where does all this take me? Back into MMOs and the blogosphere, of course! Starting today, I’m returning to weekly writing. And perhaps now is the time to do it. If there’s one thing I’ve noticed in my time “away” (hey, I have posted some), it’s that this little circle of ours is healthier than it’s ever been. A bigger community means more and better conversations.

And what have I done in the meantime?

I firmly believe that it’s important to know where a writer is coming from, so here’s a brief recap of my gaming outlook recently.

LotRO: Played it a little bit, working on my level 46 Guardian in Forochel. I burned out on Guardian-ing long ago but I don’t have it in me to re-level another character through all that content. It’s a good game but the slow pace is an acquired taste and there are too many options to dedicate myself to re-acquiring it.

RIFT: I started playing this again back in early July to prepare for Storm Legion and I didn’t really expect to stay. At that point, I was still burnt out on MMOs and didn’t see me coming back. Like is often the case, trying something new refreshed my outlook. In my case, it was a new class — rogue — and new playstyle — PvP. For all of it’s pre-50 balance issues, I’ve come to love PvP in RIFT and found that it speeds up the leveling process more than any other game in recent memory. To be perfectly honest, the levels 28-40 were spent mostly in warfronts with experience and favor potions for my time as a Veteran.  I’m now 50 and going strong. Expect a post on this soon.

Batman, Batman, BATMAN!: I played Arkham City when it first came out and was enamored. After watching The Dark Knight Rises, I decided it was time for another trip back to Gotham. Having never beat Arkham Asylum, I loaded it up first. It now holds the title for my quickest AAA game beat. I finished it in 8 hours on normal over two days. Excellent, excellent series. And I can say that now since I’ve beat both. My only problem is that Games for Windows Live is the spawn of Satan and should be summarily executed.

Well now…

That’s a long enough post for this Friday. Suffice it to say that I’m happy to be re-dedicating myself to regular writing. I need it, whether the internet needs me or not. For those of you who have remained subscribed, thank you; really. It means more to me than it probably should, but you know what, I’m okay with that. For everyone else who’s just happened to stop in, well, I appreciate you too and hope you keep stopping by. You guys rock.

– Chris

 

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