12/14/12

Mists of Pandaria: Playing the Hotbar Game

Over the last week, I’ve spent a decent amount time in Mists of Pandaria plugging along at my 88 Death Knight and 12 Monk. I’ve been having good, if not particularly surprising, fun. I love the painterly quality of Pandaland, hate how Disney playing the starter zone feels, and love how efficient questing is. It’s like mainlining XP straight to the vein. (To note, I don’t think I would like the “three quests 100 feet from the giver” model in most other MMOs. WoW gets away with it because the world is openly a means to an end). While many aspects of the game have evolved, the fact that combat hasn’t stands out.

Dodging and movement have become qualities people have trouble living without. Once you have experienced them, it feels odd and off-putting to go back to a game without. Mists of Pandaria has done its best to circumvent this problem by building reactionary elements into the leveling process. This, in fairness, is great training for heroics and raiding but can’t compete with games designed with movement in mind. WoW might reasonably be called a “classic MMORPG” at this point. Its art holds up but its gameplay is quickly becoming something current developers are avoiding.

When movement means so little, ability selection and timing are elevated beyond all else. Optimizing your class comes down to mastering rotation and priority, hitting this flashing ability in the fewest milliseconds possible. What is interesting is that it’s not a deal breaker for me, and given enough time, I actually come to enjoy the groove. I get a sense of tunnel vision towards my hotbars that is anathema to raiding but quite spellbinding for leveling. Of course, it happens that from time to time you look up to see your rapidly depleting health, but hey, that’s why your screen flashes red.

I’m being facetious but it’s true. Most of WoW is a hotbar game. Raiding comes down to doing it with your eyes closed. Leveling is the training session, but ironically, memorizing the steps comes down to doing exactly what you shouldn’t do in raids. Pandaren zones aren’t enough to overcomes all of Cataclysm, all of Wrath, and all of Burning Crusade. Sorry raid leaders.

The fact that this hasn’t turned out to be a deal breaker further solidifies my idea that there is no fundamental problem with the “core attributes” of MMORPGs. Players have just segmented into different audiences. Some people want new systems. GW2 delivered, and that game is so fundamentally different that it doesn’t even feel like the same type of game. Unless you outright hate classic MMO gameplay, Guild Wars 2 will likely fail as any type of “replacement.”

That’s why I believe action- and hotbar combat have to co-exist or, more likely, a blend of the two will arise and trump them both. I don’t find players to be quite so polarized as the Internet would make believe. Most, I think, are probably a little tired of the old but would prefer something “familiarly new.” It will be fun to see where MMOs are two years from now when all of our speculations begin surfacing in actual design.

You know what the new design of WoW really does show? Blizzard must have thought we were pretty inept before now. That a difficulty spike of “occasionally move over here” is worth noting is a pretty telling design attribute.

10/9/12

Trying Mists of Pandaria After Six Months Away

I recently picked up Mists of Pandaria to while away the remaining hours before RIFT’s Storm Legion expansion. To be perfectly honest, I’m pretty surprised to be writing this right now since I didn’t think I’d be trying it at all. Word of mouth means more than marketing or silly Panda decisions after all, it seems, so after too many trials and tribulations, I finally got the game installed and ready to go.

Technical Difficulties

Getting the game going again was a lot more difficult than I expected. I spent two days stuck on “Updating Setup Files.” This has never been an issue in the past, so I chalked it up to the digital download not agreeing with my system. I even went so far as to install my WotLK disc only to get the same hang up an hour in. As I later discovered, AVG had disabled the Windows Secondary Logon service, so when I got that turned on, everything was honky dory. Blizzard really has streamlined the download-play process and deserve a nod. Good job, little monsters.

Unfortunately, I’ve experienced numerous crashes and bugs since then. The MoP DX11 update doesn’t agree with nVidia’s latest drivers, so I was forced to downgrade to DX9 to play for more than an hour. For some reason, I can no longer hit ESC to bring up the menu, too, so there’s that.

Pet Battles

It’s amazing how much has changed in the last six months. I was lucky enough to have a couple of friends still playing who could help me get back into things. Pet Battles were one of the first things I wanted to try out. As it happens, I totally forgot some of the cool pets I had, and I was able to bypass the starter pet completely and begin things right with my Onyx Whelpling (Nine out of ten adventurers agree, dragons are cooler than birds).

People weren’t kidding when they said this thing is like Pokemon. It’s a carbon copy, right down to having to visit a special NPC to have your pets healed. On one hand, I love this since I was a big fan of the Game Boy games. On the other, it seems really odd that the player doesn’t have any way to heal their pet when they regen thousands of health each second.

I don’t know if I will be putting a whole lot of time into this system up front. It’s neat but it also feels like having to re-level all over again and it seems a bit grindy for the month I’m planning on staying. Still, I hit level 4 with my dragon-friend and will surely play around with it more.

Narration

I’m a big fan of the cinematics this time around. Not the trailers really but the in-game scenes. It’s better done than any expansion to come before it and is really about time; MMOs are notoriously bad for their narrative elements, WoW being high up on that list. It’s also neat how much more voice over is included in this expansion. You can really tell that Blizzard is trying to answer the new emphasis on story that’s come about since Cataclysm.

Pandaria

Ah, the stories continent of kung-fu pandas. I’ll be honest, I think the Pandaren race is the single stupidest addition to ever come to WoW. It’s a joke beyond jokes and reeks of desperation akin to a teenager with a flipped collar hoping to stand out from the crowd. It works but not in a good way. Anyways, that said, WoW is a pretty silly game in general and has a whole lot in common with a cartoon. Accepting Pandas in that context really isn’t that hard. Moreover, I think they’re really more of a vehicle for the Asian themed continent. So I’ll take them and do my best to keep them in my peripheral vision an no more.

The game itself is pretty in timeless way that only WoW has been able to pull off. The polygon count is low in comparison to other games but it really doesn’t hurt the experience since the engine is so good at blending it all together.

The gameplay is what’s bothering me. I’ve halfway to 86 and I’m still not comfortable with it. It just feels incredibly simple. Now, my Death Knight was never that hard to play but it seems much less involved than ever before. I open combat with a sequence like this: 1, 2, 2, 3, 3, 4. Every time… unless one of those twos becomes an Alt+2 for AoE.

What’s worse, though, is that spell effects are so out of control and mobs so prone to come in packs that’s it’s hard to tell what I’m even targeting unless it’s three times my own size. It makes combat feel horribly detached an unimpactful. Oh, I’m dying? I wonder why. No way to tell with so many colors exploding everywhere, may as well spam my heal.

I’m going to try to turn down my spell effects but that shouldn’t be necessary. The game simply shouldn’t let you turn things up so high that it destroys the experience. I don’t know if I’m spoiled by new games or just getting used to things again. Maybe it’s both. We’ll see over the month, I guess!

The other problem is that the quests just don’t feel worth reading. After playing SWTOR, and GW2, and RIFT where exposition is more than 250 characters, seeing that half-paragraph explanation just makes me want to skip it and hope the game tells its story by playing through it. I feel like I’ll miss something doing that, though, and it makes me a bit uncomfortable.

Even though I’ve only played for a handful of hours, I’m feeling like this return is very hit or miss. I am reserving judgment until it’s fair to hand it out and am keeping an open mind. Will report back when I’ve had more time with it!

05/11/11

Patch 1.2 Gives RIFT the LotRO Treatment

Hello again, Internets. It’s been too long. I don’t like to go too far into personal details on this blog, so suffice it to say that this last month has been personally trying. I’m hoping things may settle soon, but summer is coming up and I’ll be taking a summer job until next school year. In the meantime, I’d subscribe with your RSS reader of choice, just to stay clicked in – GBN is going nowhere, I can promise you that.

With that out of the way, have you guys checked out RIFT’s latest patch? I’m having a great time with it, so much so that I almost feel like I’m playing a fresh game. There was a palpable excitement coursing through Immortal Council’s guild chat. We tried out just about everything, and I played more than I’ve played in the last two weeks.

Out of all the great things this patch brought – and, boy, did it bring a lot – my personal favorite was just a tiny bulletpoint on a large list: abilities now execute more quickly after auto-attack. It seems small, but that little alteration really speeds up the pace of combat on my cleric. It reminds me a LOT of the combat changes LotRO received accomplishing the same thing. Everything seems snappier. I’ve yet to run a parser, but I’d be willing to bet my DPS would be up because of it. As much as people hate to hear the comparison, pacing is on par with World of Warcraft now.

On top of that, the Inquisitor soul got some much needed touch ups that really increase survivability. I feel much less like a glass cannon without being overpowered. I’m excited to see how I do in PvP with my healing build.

Apart from individual changes to my souls or how I play, I got the chance to try out the LFG tool. I predict it goes cross-server within a month. It works perfectly fine but the wait times are more than most people will be comfortable. On Sunrest, one of the higher-pop servers, I didn’t get a single dungeon pop when I queued for DPS – even over the course of 90 minutes or so. Tank was a little better, but I was still waiting 20 minutes or so. Honestly, I would much prefer it be left as is for the sake of server community, but people are already ignoring the queue in favor of channel spam.

Another way the game got a little closer to LotRO is with the wardrobe system. It’s nice and just cosmetic, but it seems some people were expecting a full “click to change sets” button. Those are nice, but I’m happy just to be able to change out my look. I do wish they’d change a couple of things, though. For example, dyes don’t carry through to your wardrobe slot. So, if you move a whole set over, you’ll need to re-dye everything. Also, I kind of wish you could equip armor-types below what your class usually uses. I don’t understand why I can equip cloth items but not put them in my cosmetic slots.

Some people might be upset about T2s being nerfed down, but I think we need to keep in mind that many of things required 2-3+ hours to finish with minimal wiping and required two healers. With the rate they’re adding endgame, and Hammerknell coming soon with its own plethora of bosses, I think it’s appropriate to get people through their 5-mans a little quicker.

Overall, I think this patch did a whole lot to advance the game. I had a great time last night and even stayed up late on a work night to scratch my way to 41. I’m starting to feel really behind (I know, I am) everyone else in my guild, so that fire is burning under my butt. It’s nice to see so many people having fun and re-igniting their passions for the game. Good times ahead!

12/22/10

Rift NDA Dropped – Here Are The Goods

As you know, I’ve been taking part in the Rift beta events. The long and short of it is this: Rift is a good game, not  immediatelyground breaking, but a fun MMO that will be instantly familiar to anyone who’s played anything post-Everquest.

In my opinion, this is the first PvE game that’s actually viable to the wider MMO audience. LotRO came close, but the slow combat and low-fantasy setting hold it back, making it a bit more niche than a lot of players like. Rift doesn’t suffer from this in the slightest and is a lot of fun to play if you’re not looking for GW2 or TOR level reinvention of the genre.

The specifics:

*Note: Apologies for the lack of screenshots, it was disabled during beta.

Character Creation

Rift offers a lot of options for character creation, but it is more limited than, say, Aion. You choose your race, archetype, and then can select a variety of attributes for your head (eyes, mouth, nose; width, plumpness, etc.). You can also select from ten or so facial tattoos and customizations. I was a little disappointed that you couldn’t customize your body at all, but, honestly, it’s a passable oversight.

Introductions and Cinematics

The cinematics are good and do a nice job of pulling you into the setting. They give you just enough background to understand your place, but really only scratch the surface of the deep lore written into the game. I personally prefer the Guardian cinematic. In Beta 2, I had a laugh at the voice actor they chose to do the narration. He sounded like a bad Mr. T impersonator. Or, as one staffer put our in a system message, “The Guardian narrator also reminds you to snap into a Slim Jim.”

The actual newbie experiences are awesome. The Defiant start off in a war torn valley. Buildings are burning and being overrun. Angry spirits, invading guardians, cultists, and various undead are there waiting for you to kill them. There is a decent variety of kill, collect, and “activate this item(s) in the field” quests. Both factions get their first two souls almost right away (within an hour). I was a little torn at the high-technology slant the Defiant seem to embrace.

I found myself quite surprised at how much I like the Guardian experience more, though. I’m not exaggerating when I say it’s probably my favorite of any MMO. The way the action blends into the cinematic, and the way everything seems to be compounded for your immersion, adds into a remarkable experience. You start off as a resurrected dead – literally, there are piles of bodies lying around – and go into the usual “defend our town” kind of stuff. Just like the Defiant, there is a decent variety of quests. I liked it so much more, however, because it was MUCH more immersive. The music was spot on. Your screen would shake with explosions. Pillars of smoke rise in the horizon and battle horns sound in your ears. The questing was also much more action-y, I thought, though this is probably because I chose to play a mage (pyromancer) instead of a cleric (paladin).

Each faction ends with an epic stand off before throwing you into the “real world.” I thought these were very well done and built up to a culmination no other MMO can stand up against in the first 5 levels. This is how MMOs should start.

Setting

I’m a little torn. The setting is a strange blend of high-fantasy wilderness/warzones with sci-fi cybertech. The Defiant have hologram machines all over the place and the main impetus of your existence is to be sent back in time. I get it, and I’m sure some people will love it, but it doesn’t really fit with a traditional fantasy setting. That’s just my feeling, though, as some people really like it; it does make the Defiant zones unique.

Art is a good blend of stylized art and realistic models. Characters are highly detailed (you can see every ring on a piece of chainmail). Colors are over saturated, which makes for some really great skyscapes.

It should be said that I was immersed pretty much non-stop until other players would come into the scene and break it somehow (not meant in a negative way). The balance between sounds and visuals is very well done.

Graphics/Performance

The game is very scalable and can go from looking very nice to butt-ugly. As I mentioned above, character models are highly detailed even on the lowest settings. Anything medium or above will probably rival most other MMOs. On high or ultra, it’s competing with LotRO and AoC.

They’ve made good strides in performance, but it still has a ways to go. During the first beta event, lots of players had trouble getting over 20FPS regardless of graphics setting; I was one of them. We had a good thread in the forums and Beta 2 was much better. I was running at about 25-35 on high. I expect it to be better on release.

I would say that if you have a machine running their recommended spec, you’ll probably get 25FPS on medium right now. For comparison, here are my stats: E8600 3.0GHz Intel Core 2 Duo, 4GB DDR2 800MHz RAM, nVidia 260GTX 896MB GPU.

Gameplay

It’s standard MMO stuff. If you don’t want a game in the same vein as what’s out there now, or are tired of the “same old questing,” do everyone a favor and don’t bother. The beta forums were flooded with people complaining that Rift didn’t do enough different. Frankly, I don’t fault Trion for that, I fault the testers for not reading about what they signed up to test.

In a world when GW2 and TOR are out to challenge out concepts and tell us how everything we know is wrong, Rift is there to remind us why we found this stuff fun in the first place. Well, that’s the goal. Whether it works will depend on how much you enjoy questing.

There is a noticeable wall in the leveling curve around level 10 or so but this will probably change.

Quests are well written and fun to read.

Gathering/Crafting/Dungeons

I can’t comment much here because I didn’t get a chance to do much with them. The only one of the three I did to any detail was gathering and I’m happy to say we’re not sucking the essence out of any ore nodes here *cough* Aion *cough*. You find a node, you click it, you swing a pick axe.

Crafting is pretty standard. No chance to fail, as far as I’m aware, and you’ll probably have to work with other players to advance any large degree. You can choose three professions, which includes gathering. So, if I wanted to armorsmith, I’d probably take up mining and maybe skinning for some extra money. No secondaries, outside of gathering as far as I’m aware. See here for a list of all tradeskills.

I did notice that the entry level crafting stuff was much better than anything I’d seen from questing.

Rifts

I had to check out of Beta 2 early, so I didn’t see what improvements may have been made. In Beta 1, however, I got far enough to see a few from Water and Death spawn.

The graphics are incredible. It’s really neat seeing the ground change under your feet and water start pouring from the sky.

But you don’t care about that. How do they function?

Usually, just like PQs minus a lot of the problems WAR’s version had. A rift opens and players in the zone have a set of objectives open on the right side of their screen. When they’re met, you move into the next, more difficult, phase, and the next, until you get to an end boss. Kill it and you’re ranked on contribution (no idea how) and given a reward which seems to be some kind of crafting mat. They really don’t explain what the heck it is you’re getting, so I’m pretty clueless on whether or not the drops were worth anything. I vendored them.

I sincerely hope they change the starter rifts, though. Here’s the thing: those first few rifts, though an introduction, spawn over and over again, with no difference at all between them (if they’re on the same plane). Death rifts have the same phases every time.

Again, this is just in the starter zones, but I can’t help but feel like players’ first introduction to the much lauded dynamic content should be more, well, dynamic. This wasn’t. At all.

I hear it got much better in later zones, though, so bear that in mind.

Souls

The soul system is pretty neat. I liked it. They’re pretty much skill trees and as you advance up, you get new skills. In Beta 3, they’re planning on giving you more points, which is a good thing, because I felt like I was being told to choose a salad at the buffet table. It really lets you customize your archetype and isn’t hype. No, you can’t make anything you want – no warrior-mages – but you can make most blends of usual classes in it. Healing-DPS-buffer? You can do it.

Combat

Standard stuff. If you’ve played WoW, you’ve played this. I played a wide array of classes and can say that each has a different feel. I preferred a pyromancer because it felt like a fire mage. It was quick and deadly.

Combat is snappy and action-oriented. Somewhere between WoW and Aion, you’ll find Rift’s system.

It is GCD based.

Final Thoughts

As I watched the forums, I saw a pretty clear definition rise amongst players. People that wanted something familiar and polished loved it. People that were tired of quests and action bar combat hated it. Deciding which camp you fall into will pretty much decide whether this is the game for you.

Detractors did raise a good question, though: why play Rift when you can play other games that do the same thing? Honestly, I think it’s worth playing because it’s a different take on an old favorite. It’s the same gameplay we all know in a Telaran wrapping. It’s a starting point for new and fun stuff. The rift system is neat and, taken all by itself, offers a lot of possibilities for cool gameplay; Trion has it built so they can run events and more with the rifts than, well, open rifts. A lot of the potential for the game is under the surface, in the tech of what makes it.

After playing these two weekends, I’m planning on buying the game. It’s a PvE fan’s game. It’s the MMO player’s game. It’s polished and on the right track. More than anything, this beta has given me more faith in Trion than I’ve ever had in an MMO company. Seeing the product in the state it’s in now, and seeing how far it’s come from even the first beta event, leaves me enthused. This is a game that will probably go under a lot of people’s radar, but it’s good, and I firmly believe it will find its own dedicated audience.

In a few words: this is like Everquest 2 in style, WoW in gameplay, and way beyond WAR in innovation. If that sounds good to you, check it out.

08/16/10

Darkfall Combat is NOT So Special.

We’re starting this Monday out on a more sour note, I guess. Sorry for that. This got to me over the weekend, enough to inspire a whole post. You’ve probably seen Darkfall players talk crap about action bar MMOs. Yeah, well, they’re full of crap. Here’s why:

This guy secretly plays WoW. Don't tell the goblins.

There’s a common theme that runs in posts supporting Darkfall: the combat is leaps and bounds above other MMOs. I’m sorry but no, no it’s not. Now, that’s not to say that the AI supporting it isn’t good, because it is. Mob AI is leaps and bounds ahead of other MMOs. What I’m talking about it this idea that people playing normal action bar games are somehow dimwits.

The only thing substantial Darkfall adds to the mix is mouse squiggling. Here’s a typical set of combat encounters:

LotRO: 1, 2, 4, 5, 0, 2, 1 – repeat

Darkfall: 1, click, squiggle, click, 1, click, squiggle, 3, click – repeat.

See what I’m saying? What I find especially funny is that all of these people forget to mention that Darkfall uses action bars. The only difference is that you have to left click to make the ability go off! Making the user face the target and click repeatedly does not deep combat make.

Let me dispel a couple other misconceptions. Despite all that advanced AI, everything still seems pretty basic. I don’t doubt that there’s a lot going on behind the scenes, but when a Greater Servant “sees” me from half a mile away, I don’t think “oh crap, it’s dark so he must see better at night.” I think, “gee, he has an aggro range.” When a mob runs around me in circles, then runs away, stops, jitters, runs back, and runs away again, I don’t think “wow, he’s really aware of the situation and trying to trip me up.” I think, “oh look, he moves, and I have to face him.” If having to face your enemy is what the ForumFall-ites are priding themselves on, I suggest they get a reality check.

Look, I like Darkfall. A lot. The sum of all those little parts adds up to combat that is a lot more active but not necessarily more challenging. If anything, I’d say that, for PvE at least, action bar combat is the more complex. Where most Darkfall players will keep to a single action bar and a handful of skills for all situations, the average WoW player manages 3-4 packed with abilities. The current state of action bar combat allows players to not only react to any situation but also strategize what to use and when on the fly.

For many, myself included, the active swinging of a weapon is a lot of fun. And I’m not making any bones about PvP – I firmly believe that DF beats most other games here, if we’re talking skill. Other people find it stressful and annoying. To each their own. But that doesn’t make them stupid for preferring traditional controls over FPS-lite.

It’s pretty simple. Not many of you have played Darkfall or ever will. So, imagine your last fight in DDO. Now imagine the mobs running around you and trying to flee before they die. That’s pretty much it. Except, I don’t see many DDO players calling the rest of us idiots for playing normal MMOs.