Guild Wars 2 Review (EG Style)

March 12, 2011

(Note: these keep coming earlier and earlier. EG workin’ hard!)

Rift version .9

Looks similar, plays a bit like DDO (active but not really but hey look, dodge!), the PQs don’t move but also don’t look as blatant as WAR PQs. They scale but not really (the elite mob at the ‘end’ still destroys you solo and all that).

3/10


Rift: Quick glance at world PvP

March 10, 2011

After two zones of relative peace, level 30 brings me into the first shared zone of the game, and as I’m playing on a PvP server, this has some interesting dynamics to it. This won’t be a complete review of world PvP in Rift, as I’ve just begun to experience it, but already I’ve seen a few things that I consider worthwhile discussion pieces.

One highlight happened recently during an invasion event. As I approached the location of the final boss, I noticed my side (Guardians) standing on one end, the boss in the middle, and Defiant players on the other. The area around the boss was a deathzone of AoE damage, and while most players focused on the boss, the occasional side skirmish would break out. Once the boss went down, an awkward second passed (people collecting loot no doubt), and then both sides rushed each other and a massive brawl broke out.

The above is a good example of a PvE event driving some world PvP naturally. The event collects players into raid groups to fight off NPC attacks and ultimately brings them to one location to fight a boss. At other times I’ve seen either the Guardians or Defiant dominate in terms of numbers, and that side attempts to control the boss to give themselves the highest possible contribution level. As the bosses get more complex and deadly, I’m sure they will factor in more and more during these engagements. Even at level 30 the boss was dropping players left and right, and throwing out some solid AoE damage at whoever drew his attention.

While questing, it can be both a blessing and a curse to play on a PvP server, which is basically how PvP usually goes. It can be a blessing because the occasion run-in breaks up your PvE and gives the zone a little kick of danger. Having a good 1v1 against another player gets your blood rushing, and in the right situation things can snowball into a zone-wide battle.

It can be a curse because you might get ganked right before you were just about to complete a quest you wanted to knock out before logging for the night. Getting punted off a ledge while waiting for your group to gather for an instance might be humors at times, but irritating at others.

One issue I’ve also noticed is that due to how frequent graveyards are, and the downtime required to recover, it’s not unusual for an enemy player to return to the spot of his death before you have even had a chance to fully recover, and this can lead to a lot of, ultimately pointless, back and forth fights. If PvP death incurred a rez timer, or some other minor penalty, this would not be as big an issue.

Finally, as is usually the case in a themepark primarily designed for PvE, there is a lack of purpose behind world PvP right now. Clearing the enemy off a boss or taking over a capture point are nice bonuses, but they are not good enough to really drive PvP. The good news is that thanks to the solid base Rift has, some good PvP server rules could be implemented to push world PvP to the next level. We will see if Trion puts in the time/effort to do so. The guard change in beta was a good first step.

Whether all of this is more positive or negative for you really comes down to whether or not you enjoy the concept of world PvP in an MMO. PvP is never going to be all great all the time, if for no other reason than someone has to lose, but for me personally the highs you get outweigh the lows. If they don’t for you, there are plenty of PvE servers available.


PAX East is almost here

March 9, 2011

PAX East starts Friday!

I’m really looking forward to the whole event for various reasons. First and foremost is to see titles like GW2 and SW:TOR live, along with whatever else is on display. As I plan to attend all three days, I’m not worried about missing something I’d like to see, although this being my first time at an event of this size, we will see how that goes. If people have big event tips, feel free to share.

I’m also looking forward to meeting various developers and other bloggers/fans. I know last year people organized various meetings, plus I believe Rift, League of Legends, and others have official after hours events, so I’m sure I’ll be attending at least a few of those, though which ones I’ve not yet decided. Again, if you know of something that sounds good, let me know.

Finally, though most importantly for me personally, I’m going to see if I can land a job in the industry or at least get in some good networking. Simply put I’m burned out on super-regulated corporate work, and while I’ve always toyed with the idea of actually working in the industry, I think now I’m at a place were making that happen might be a possibility. Obviously a lot of things have to line up here, but I figure PAX is a good place to at least inquire about the possibility.

In terms of blog content, most likely I’ll have a lot to share after the event, but whether I do quick hit posts over the weekend or just wait until next week to re-cap, I’ve not yet decided. I don’t want to twitter-fy the blog with short “zomg MMO X is amazing!” posts as I just don’t see much value in them, but who knows.


Rift: Souls of goodness

March 8, 2011

Yesterday I pointed out that no single feature of Rift really stands out enough to singularly sell the game, but that does not mean there are not systems within the game that either bring something new or interesting to the table, or at least warrant some discussion. Today I want to break down the Soul system a little, and give some observations.

The biggest thing that stands out to me between Rift’s soul system and say, WoW’s talent trees is the degree of change. Back when I was actively playing WoW (feel free to point out if this has dramatically changed), switching my warrior from DPS to tank meant a talent tree reset and some gear swapping, yet the majority of the change resulted in some stats being moved around (more crit, less def, etc) and possibly a few new abilities or existing ones being switched around on a hotbar. The performance difference was fairly notable, yet the ‘feel’ of the class was still similar. I might spam heroic strike over taunt, but execute was still used when the target was low, etc.

When I switch souls in Rift, it’s in many ways a 100% change. Totally new skills, totally new underlying mechanics (beastmaster focuses on bleeds, paragon on one-two combos, pali on blocking, etc) still based on the core “three point combo” system, and a very different feel to each one. Yes, some things are similar, such as most warrior soul having a pure damage combo-dump skill, but the vast majority of the skills are different, and how they interact with other souls is also a factor.

Forget “build any class you want” as that’s idiotic marketing speak, but without a doubt the availability of 8 (9 if you count PvP) souls not only gives your character a ton of options and variety, it goes a long way to keep your gameplay feeling fresh and new. For the first 25 levels I solo PvE’ed as a champion/warlord, but switched to paragon/beastmaster recently, and it feels like I rerolled a fresh character. The strategies are different, the perks are different, and your whole approach to combat changes (yet my gear still works, which is huge and should not be overlooked). My reaver/vindicator spec for PvP? Yea, that plays nothing like the ones before it, and my pali/warlord tanking spec is yet another 180. And this is all before level 50 and the full availability of all the points.

As I mentioned before, the system shines in part thanks to the high level of polish. Swapping between roles takes but a few seconds, and all of your hotbars switch automatically as well. This makes jumping from a warfront, to an instance, to a zone with an invasion painless, all while still playing the ‘role’ you want/need.

The only part that feels ‘old’ or silly is visiting your trainer to buy the next rank of a skill. If you only had to do that once every level it would not be as painful (though still pointless), but you can only buy the skills for the current soul combo you are using, which means that if you have three combos unlocked, you have to switch and buy three different times at the trainer every level. Game-breaking? Of course not, but in a game where everything else is so refined and smooth, this bit feels like a bad carryover from MMOs of old. If the intent is to drain some gold from the world, find another sink, or at least let us buy up all the skills without have to switch to each combo.

Overall though, much like the invasion/rift system, the soul system in Rift looks like a minor tweak for the genre, yet its impact and feel are vastly different, even at level 30. I expect at level 50 to not only have four distinct setups, but to switch those up as needs arise or situations (current raid, PvP roles, gear) change. As someone who distinctly hates alts, I get to focus on one main while still getting to play a half dozen or more classes/combos, and that is very reward.


Rift: Things I wish I had known sooner

March 7, 2011

Found this very helpful thread today.

Enjoy!


Rift: And I don’t wear jerseys I’m 30 plus

March 7, 2011

It’s hard to describe Rift in a few sentences.

I mean, if I say it’s like WoW but better that’s pretty subjective (read: correct) and depends on what you are looking for. If you are looking to pay $15 a month for a single player RPG with amazing 2004 graphics, WoW is still the better game. If you are looking for a more traditional themepark MMO that acknowledges you are not just a line item on a DPS meter, Rift delivers.

If I say it does a lot of what WAR and other games tried but actually succeeds, that’s not telling you a whole lot either. Succeeds at what, and why? And how is fixing feature X important enough to make me care/switch?

If you ask for 3-4 things that make it ‘special’, the list would not do a great job of pointing out why the game is as much fun as it is.

And at the end of the day, the above is really only a problem when talking about Rift, because playing it is pretty damn good fun. Now maybe if you are coming off their 12th straight themepark it’s not as fun. Maybe if you have been playing nothing but themeparks since 2004 you don’t find it as enjoyable. Maybe if you are taking a break from WoW to ‘try something new’ Rift is not doing it for you. All fair. Of course, if you are complaining that the PvP is bland and you wish it was more worldly, all while ignoring Darkfall, well, it’s not the genre that’s failing you. If you wish for something more complex without playing EVE, again, it’s you. And if you hate all of the above, keeping waiting for that jesus MMO, it’s coming “soon”.

For me though, Rift arrives at the perfect time. I’ve been away from the themepark space for a bit, and I still have a ‘serious’ PvP MMO that is always available in Darkfall.

Now that I’m half a bar away from level 30, I think I’ve seen enough of the game to offer some additional thoughts.

As has been repeated often but can’t be stated enough, Rift does most if not all of the basics well. If you feel something should be in a themepark MMO, odds are good that Rift has it. The lack of a guild bank stands out as much as it does in part because, well, basically everything else IS there. Guild quests, puzzles, explorer caches, solo/3-man/group quests, solid instances, achievements, collections, a currency tab, pets, mounts, zone-wide events, customizable UI, etc etc etc. Name a themepark feature you would expect a game to have, and Rift probably has it and executes it well.

And executing well is what separates Rift from other MMOs IMO. I’m not just talking lack of bugs or stable servers, I’m talking ideas improved on slightly to make them overall work better. The zone invasions and rifts are PQs 2.0 not because of some hidden details or improvement, but for the simple fact that when they happen, a large section of the zones current population gets together and fights it off. That’s very, very different from WAR, where unless someone gets people together, you don’t run a PQ. Reactive vs proactive. Huge difference. That they tie into each zones lore and storyline is just icing on the cake.

The difficulty here is also important. If you show up with a few people, you will succeed at the early levels. The more people you have the faster you succeed, and the better you play the higher your chance for a reward, but the difficulty being what it is means the event is more of a social “come look at the pretty lights” type of deal than a hardcore DPS metrics race to the e-peen top. This conditions people to show up, rather than having the average player get stomped at level 15 and swear off invasions all together.

One other thing I’d like to point out, and something that I hope continues as I level, is that rifts, instances, and invasions are slowly getting a little more complex as you go. In Silverwood the bosses and rifts were pure tank and spank, while in Gloamwood they have a mechanic or two that semi-matters (you can ignore it and still zerg-to-win, but reacting to it is better). Hopefully by 50 things are closer to the old WoW world dragons, if not quite that tuned, as at that point it’s no longer an option to ignore them and move to the next zone. Again though, the tuning is going to be key. Make things too difficult, and you condition people not to show up. Make them too easy, and at 50 it might not entertain people as long as you expect in an MMO. I’m thinking this is where raid-level rifts come in, and if so, I’m looking forward to them.

A quick note about questing difficulty; 90% of it is WoW-easy, but that 10% is just enough to keep things interesting. Skip the next paragraph if you have not been to Gloamwood and want to avoid a somewhat minor spoiler.

There is a quest in Gloamwood that, at one point, curses you and turns you into a werewolf, which subsequently makes most of the previously friendly NPCs (merchants, guards, etc) hostile to you. If you finish the quest and kill the named mob, the curse is lifted, or you can sneak into town and talk to someone who can also break the curse. As I’ve been reading the quest text, none of this was a surprise and I was able to reach the NPC to cure me after some sneaking and running away. Two guild mates who play only for the shiny had a tougher go of things, and I’ve seen some hilarious forum threads of people complaining that this one quest “completely broke the game for me and made it unplayable!”

It’s good that in the age of ‘accessibility’, there are still a few quests or encounters that require more than fist-pounding your keyboard, and they make all of those simpler quests more enjoyable by contrast. If every quest cursed you, it would be a drag, but being challenged once in a while is, in my book, a great thing. And so far, that’s really what Rift has been about, one enjoyable ‘great thing’ after another.


Quick F2P commentary

March 7, 2011

An update post on Rift is on its way, but I found this post over at Terra Nova very interesting, especially considering Rift is a sub-based MMO in what seems like a sea of F2P games.

I’m not holding my breath that games like Farmville will pass, since plenty of people go to a casino just to put pennies in a slot machine, and have been doing so for years. I think the more realistic scenario is that those type of games are no longer the ‘in’ thing, and their popularity fades but does not completely stop. Going back to the casino example, poker became the ‘it’ thing for a bit, and more people played that, but the ‘lifers’ still showed up to hook into a slot machine, happily pressing their one button and watching the wheels spin. When the poker fad passes, the average player will move on to the next fad, while the poker players will keep playing, just like the lifers will still be hooked into their machine.

I’m just hoping the Farmville fad passes sooner rather than later. At least the previous fad in the space was more traditional MMO games, and while we got lots of crap, we did get a few gems. Has the Farmville fad produced anything remotely close to a gem yet?


Wheel of Time: Finally up to speed

March 4, 2011

For the first time ever, I’ve actually caught up with the Wheel of Time series, a series I first started reading way back in highschool. It took three restarts, but finally I’ve read all 13 books that have been released so far. It’s a little bittersweet too, since I no longer have the option to grab the next book if I want, but I can go to message boards and read all of the theories people have without running into spoilers.

 

The last few books have been nothing short of amazing, while the notable 7-11-ish books are indeed a slog. The thing that really kills me about those books is they still contain some great moments, but they are wrapped in so much needless text. I can’t imagine what the last book is going to be like, given how well ToM sets things up and yet how many plot arcs are still up in the air. Not that I’m a huge reader, but the Wheel of Time has been by far my favorite series, even with those slower books. If you have somehow managed not to give them a shot, I highly recommend it.


The cult of MMO; Why it’s good to be a fanboi.

March 3, 2011

MMO success has been the topic of a few blogs, mostly inspired by Rift’s successful launch and predictions of what will happen next. Will it WAR or will it WoW? Readers here will know I’m leaning more toward WoW than WAR, but really that question will answer itself in the coming months, so we might as well just wait and see.

What I do want to talk about is the more general topic of MMO success, what it means for different parties, and why you should care. I’ve seen many state that success to them is as simple as “am I having fun?”, which works on an individual level but also fails when talking about MMOs. No matter how much fun I might have had with Tabula Rasa, that game did fail for everyone since you can no longer play it. This is very different from any other genre. If I think “random single player game X” is the worlds greatest game, and I’m the only one who bought it, the game is still a success for me, while it’s a total failure for everyone else. At worst, I won’t see patches or a sequel, but I can still play what I originally bought as often as I please.

And while an MMO shutting down is the worst case scenario, even a game not being ‘popular enough’ can hurt your enjoyment of it if server populations are low or the general in-game opinion is overly negative. What if WoW topped out at 200k subs? That would still be enough to keep the servers up and the Bliz devs recycling content, but would the current UI look anything like it does today? Without that massive audience, would all of those top-tier modders have flocked to WoW to create the game’s UI? Would raid encounters play out like they do today had decursive or other raiding mods never been created? Perhaps most importantly, would the ‘mass market’ model for an MMO be what we today refer to as WoW-clone? Or, assuming everything else stays the same, would we be seeing EVE-clones from devs trying to match the 300k+ subs that CCP has as the leading sub-based MMO?

The definition of success for a gaming company is also very different. If they turn a nice profit on a title, it’s a footnote that 99% of the players hate the game and it shuts down three months later. Sure, everyone would love to have an MMO with the sub base of WoW, the longevity of UO, or the continued growth of EVE, but if you turn a $100m investment into a $150m profit, you have succeeded on the corporate level. It might suck for the dev team that just got laid off, but as a corporate entity the title was still judged a success, and considered a “would do again” experience.

What about success for a company like Aventurine (Darkfall) or eGenesis (A Tale in the Desert)? From day one they both knew they would not reach the mass market and attain 12m+ subs. They knew most players, even MMO gamers, would not be attracted to what they offer. Yet they still produce what they produce, stick to their core ideas rather than make massive changes to become more ‘accessible’, and if the devs get paid and the servers stay up, they consider what they do a success, especially because they genuinely love what they do.

In other words, it’s perfectly rational that fans of an MMO hope for the games success, and evaluate more than just “am I having fun?” when considering whether to stick with a title or not. There are extremes of course, with people who simply hate a game to hate it (hi haters), or people who will claim MMO X is gods gift up to and beyond the day the servers shut down, but overall players SHOULD care about the health of an MMO or how the devs/company are doing. When things go well for the game/company, things generally get better for the player as well. And when a game struggles, it either gets Auto Assaulted, trammel’ed, or NGE’ed. Hard to just have fun when that happens to your MMO of choice.


Insider story of Darkfall’s development

March 3, 2011

Pretty interesting read.

While I’m at another lull in my activity with Darkfall, it’s still the MMO I keep my eye on more than anything else, I still log in once a week or so to catch up on activity, and it’s still the game I know I’ll be playing going forward. While what is there now is pretty fantastic (especially given how many people made it), the design is such that each year, it only gets better, which is rather exciting from a players perspective.


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