Re-confirmed: I’m kind of a big deal

July 9, 2014

Knowing how many ‘real people’ readers a blog has, much less how much influence a writer has on his readers, is almost impossible to tell. WordPress provides view/visitor statistics of course, but based on personal experience those numbers aren’t 100% accurate (or even close, really). Not only that, but at this point I’m not even sure if they are inaccurately inflated or under-reported for this blog, as a few recent events have hinted at.

Let’s take a step back; as anyone who reads this blog has noticed, post volume is down, mostly because the MMO genre is in the toilet right now and this being an MMO blog, that has an impact. And it goes deeper than just the current crop of MMOs being meh-to-terrible; they also bring nothing new to the table, which further makes it difficult to break things down and write a blog post. For all its failings, at least Warhammer Online brought new ideas, and had a dev team behind it giving us plenty of fodder. It ultimately didn’t work out for Mythic, but it was blogging gold.

In addition to needing a good MMO to play, I’d also like another WAR in terms of blog fodder please.

From a pure “looking at my numbers” perspective, the shutting down of Google reader was noticeable, and my WordPress stats page reflects this. To a lesser extent, VirginWorlds no longer picking up my blog (along with no longer really working overall) hurt. Jester not blogging has an impact as well. But again, while the raw numbers are down, how many ‘real people’ readers have stopped coming here is tough to tell. I’d like to think that if you are a real person, and you enjoy reading this blog, the shutting down of a reader, or another blog no longer updating, isn’t going to instantly stop you from figuring out how to keep reading this blog, right?

Number of comments is another indicator, but again it gets tricky. I mean, I’m pretty sure I could write a comment-bait post tomorrow (spoiler-alert) and get north of 30 comments. If the comment-bait is really good, and gets picked up by some larger sites, 50+ comments would happen. Get a good comment-section flame-war going, and 100+ is ‘achieved’. But what does 30, 50, or even 100 comments mean, especially when they were somewhat baited or 80% of them are off-topic flames? Does a post getting one person to comment mean that post sucked and this blog is dead/dying, or did thousands of people read it, enjoy it, and just have nothing to add so they didn’t comment? These are the kinds of questions that keep me up at night (not really).

Let’s return to those recent events I mentioned in the first paragraph. The first is my Clash of Clans… clan. Those posts didn’t get a lot of comments, and traffic was normal, so it would be easy to assume not many found them all that interesting or were ‘influenced’ by them. Yet today, I think I’ve had 10+ people join the clan (“Supreme Cream!”, still time to join and we are building something pretty solid), many of them new players to the game who picked it up due to this blog. How many others at least tried the game due to those posts and just didn’t enjoy it? How many are playing, just slowly, so they haven’t joined the clan yet (or joined someone else because they are jerks like that)?

The second example is Risen, another post with very few comments, and Steam. On Steam my friends list has grown tremendously due to mentioning my screen name (Syncaine) on this blog and asking people for Steam cards (feel free to send some), which has resulted in getting a better feel for what “the people” are doing on Steam thanks to the “Activity” section.

As mentioned Risen was on sale recently due to the pre-order coming up for Risen 3, and thanks to the “Activity” tab I noticed a bunch of people picked the Risen 1+2 bundle up. Now I don’t know how many of those buys are due to this blog and how many of them would have happened anyway, but I’d bet at least SOME are blog-based, which is pretty cool and says something about influence.

Lastly, and the example with by far the most data, was my time blogging about Darkfall 1 and including the Community Publishing Program link/mention in every post. The CPP was basically a referral system that paid me 20% (I think?) of the initial purchase made using my link, so when AV was running a promo for the game+6months for $100, I got $20 per person who bought that bundle. I wish I had gotten 20% of all future sub fees, if only to track how long people stuck with the game, but sadly it didn’t work that way.

Through the CPP I got credited with hundreds of purchases (and I know for a fact I didn’t get credit with all purchases made due to technical issues sometimes), and AV would later confirm that I was by far the most successful CPP user. This blog, literally, made AV thousands (if not tens of thousands) of dollars, and unlike Clash of Clans that rakes in millions daily, for AV my contribution was actually very noticeable to the company overall. More importantly to me however was seeing confirmation that this blog was influencing people to the point of spending real money on something they would have otherwise passed on.

Examples like the above making writing the blog easier, because it confirms ‘real people’ are reading and not every view is some spam-bot finding its way here thanks to Google. This blog’s main purpose is to entertain #1 (me), but that can’t happen without all of the little people (you) showing up, so thank you dear reader, and keep dancing on those strings (and sending Steam cards).

Risen related: Well that’s good timing

July 7, 2014

Not only is Risen 1 and 2 on Steam sale today, but Risen 3 is coming out in August. Didn’t know any of that when I wrote my post below.

Risen is a surprisingly great open-world RPG you should play

July 7, 2014

I’ve been playing Risen since returning from vacation (picked up in a Humble Bundle pack a while back), and I’m very pleasantly surprised by the game. I went into it expecting/hoping for an “80% of Skyrim” type of experience, and while in some ways this is true, in a few key areas I think it trumps even that masterpiece.

I actually loaded up Risen somewhat on a whim, as I was looking over my Steam collection and noticed that over 40 people I’m friends with own Skyrim, which is far more than just about any other game (only Civ V comes close). Needing a little break from TBS titles like Eador, and having done just about everything in Skyrim itself, I figured I’d give Risen a shot.

This won’t be a full review (here is an excellent one that says a lot of what I would), but rather just some observations, mostly around how this game is and isn’t like Skyrim.

Graphically Skyrim is far superior, but then again it’s also the newer game (Risen came out in 2009) with a lot of mod support focused around making it look even better. That said maxed out Risen doesn’t look bad, and I think it’s graphic style has aged better than say ES:Oblivion, particularly character faces. Even a bit dated, Risen will sometimes surprise with a great looking vista or atmospheric cave/tomb.

I have a same-but-different love/hate relationship with the combat, similar to Skyrim. Initially I thought Risen combat was clunky and frustrating, especially because the game can be so difficult (more on that later), but the more I play the more I appreciate fighting different monsters, using different weapons, and getting a ‘feel’ for things. Killing a tougher monster through successful use of combos, blocks, and dodging can be a fist-pump moment, which I think says a lot about the game overall but specifically about the enjoyment of combat.

The biggest difference between Risen and Skyrim to me is the setup of the world you play in. While Skyrim is almost too open-world, Risen jumps between keeping you restricted to one area for a bit of time to letting you run free around the island (though highly limited based on monster difficulty).

I think my favorite example of this is design in Risen is the placement of monsters. Just outside a cave you will find easier monsters like wolves, and if you kill them you can loot a chest they were near. If you go into the cave you might encounter a ‘higher tier’ of monster, and if you manage to kill them and go a bit deeper, you might find an even tougher challenge. The important part here is that unlike many other games, the ‘monster tiers’ in Risen are pretty harsh. An easier monster might need to hit you 10 times to kill you, while you only need to hit it 2-3 times. A ‘normal’ monster might take 5-6 hits, killing you in about that many, while a tough mob will drop you in 2-3 hits, and will require 15+ hits to kill. So while a tough monster isn’t impossible to take down, it sure is damn hard, and when you come across a location with 3-4 of them, you know this is a location you should come back to later.

What I love about this design is that the game doesn’t force you to stop. You can try and power through that tough monster (or have its AI bug out for a cheap kill, which occasionally happens), and if they are related to some future quest, you will actually get credit. More than once I’ve gotten a “quest complete” message while randomly exploring and killing/collecting stuff, and to my surprise, Risen is smart enough to not only give you credit, but also have the related quest NPC dialog handle this situation (“I want you to go kill X” “I’ve already done it, here is the proof” “Well, you work fast don’t you” is dialog that happens in Risen).

Speaking of characters and dialog, I must say I like them more in Risen than I did in Skyrim. Skyrim too often wanted to be epic about something, but came of kinda silly (a lot of the main quest, IMO). Risen feel authentic to me. Everyone is stuck on this island due to the storms, they are all bothered in one way or another by the monsters, and the two major factions dislike each other for solid reasons. Some character are smart about what they want, others are selfish, but I’ve yet to come across anything that feels majorly out of place or disconnected from the game. The voice acting and writing is also top-notch and pulls you into the game, rather than shaking you out of it.

Finally, while Skyrim never felt exceptionally difficult due to its world scaling with you, Risen is one of those “save before every fight, reload a bunch on anything tough” type of games. You will die, a lot, but that also makes finally beating something tough so much more rewarding. I also like that failure isn’t always ‘game over’. For example, I upset a local leader in one location, and to teach me a lesson he had all his goons attack me. Anytime I got close to one of them, they would agro, and most of them were too tough for me to beat at the time. They would beat me in combat, knock me down, take some gold, and walk away with an insult. Once all his goons got me once, the local leader’s dialog reflected this, which was not only excellent but made me really want to get at the bastard when I got stronger.

To tie this all together, I went in just hoping for a budget Skyrim, but instead found a different, and at times better version of the open-world RPG that Elder Scrolls is famous for. Risen isn’t an outright better game overall (Skyrim’s giant pile of content, and just overall polish, are very tough to beat), but for anyone who enjoyed Skyrim, I would say it’s very well worth your time.

Missing the Steam sale, not buying beta, leading in CoC

July 3, 2014

Quick note about missing the Steam sale due to vacation: Unless Steam wasn’t sending out those “your wishlist game is on sale” notifications, I don’t think I would have picked up much, and I think the winter sale will be more of a thing for me.

I basically echo TAGN thoughts on the sale overall; a few years back it was a big deal, while now we all expect it and it’s really not a surprise or as big an event.

Small MMO note: The rise of paying for beta access also means titles I’m 50/50 on (like Archeage) stay on the waiting list longer (free beta). I’m sure for the company behind a game it’s better to get money up-front sooner than to get ‘influencers’ (if blog writters can still be considered that) to write/hype there game, especially if the game in question isn’t amazing (less hype, more “pass on this” posts).

Final item: I’m now the leader of the Clash of Clans… clan “Supreme Cream!”. If you are at all interested in the game (and you should be, its pretty fantastic) feel free to apply (just mention this blog so I know your not some random). Since the game is actually a rather deep strategy title, I’m more than happy to answer any questions you might have either through Steam or in-game. Also don’t forget about my tips post.

#Steam #CoC #AA

I’m back!

July 2, 2014

So every time I go on vacation, I debate stating so on the blog. Basically every time I say I’m on vacation, I find time to blog and it makes the whole “going away” message a bit pointless. Well this time I didn’t, and of course, I didn’t have time to blog. For those hoping for my blogging demise, sorry to disappoint, but I’m back.


Anyone know an MMO worth playing that doesn’t involve a spaceship?

Spoiler Alert

June 24, 2014

Since I’ve gotten a bunch of emails about the previous post, might as well let everyone else in on our little game.

Yes, the exact wording of the title was intentional.

Yes, I am aware of the page rank and how that post comes up on Google.

Yes, the content was structured that way intentionally between the first two paragraphs.

Did I expect the first few comments to go the way they did? To some extent, yes, but not nearly as well as they ended up. Guess I shouldn’t really underestimate the predictability of Forumfall.

NBI tip: Casual readers who google for info about a topic or game will read the first paragraph or two of a post, then skip down to read the first few comments.

This blog giveth, and it taketh away. But at the end of the day I always win, because I’m always entertained. Dance monkeys, dance.


Darkfall: Unholy Wars going F2P and other problems sink it

June 20, 2014

Darkfall and I have had an interesting history (the fact that I heard about the first game from Tobold entertains me to this day), and unfortunately I think this post marks the final chapter. The game is going in multiple directions that don’t appeal to me, the community has lost those who make the game worth playing overall, and comical developer incompetence and corruption was the final little push I needed to finally move on.

Let’s start with the game itself. Recently a cash shop was added, which sets the stage for the game’s F2P conversion coming ‘soon’ (it’s already F2P in Asia). I was asked here a while back if I would continue to support DF even if it went F2P, and at the time I said I would not. This is made all the easier since buying more than just fluff is already in the shop. You can pay AV $5 for a prowess (XP) reset, which is pretty ‘convenient’ when you have a game in constant flux due to a massive combat overhaul and general developer indecision about balance and the direction of the game. How many times will someone accept their current build being nerfed into the ground and told they can fix it for just $5 before they get fed up?

Plus how many times have MMO players heard the song and dance from developers about not selling power when F2P is announced, and a few months later the cash shop is offering you the One Ring? When things get dire, devs get desperate, and DF:UW’s core issues persist to this day.

And what are those core issues? The main one is the game is still an oversized arena PvP game, rather than an MMO. There is no reason to PvP other than for the sake of PvP, and this is reflected in the quality of the playerbase. Where games like EVE have people like The Mittani creating content for tens of thousands of players, those key people have long since left Darkfall, and in their place stand directionless ‘leaders’ providing little if any content. Even DF1 was able to initially attract some of these valuable players (Manus, Glut, Osium, etc), which is what kept that game’s meta interesting for the first two years or so. But as they saw the state of DF:UW’s beta, and the general design flaws of the game, they never even bothered showing up on day one. Inq to this day mocks me about trying to get them to give the game another shot.

The above is also why DF:UW gets laughable indifference from so many EVE players. My alliance would always wonder what I see in a game with no long-term plan, goal, or point, and admittedly I look a bit foolish now with my “they are working on that guys!” enthusiasm, because nope, they really aren’t. So why grind up to play in an arena when you can play a better version of exactly that in games like Chivalry or even your MOBA of choice. At least those games understand what they are, rather than awkwardly pretending to be something they clearly are not capable of delivering.

A more recent core problem has been the combat overhaul. To say it’s a surprising disaster would be unfair, because if you didn’t see it being a disaster pre-release you must be painfully blind. Imagine if CCP, in the name of ‘player freedom’, allowed any ship to fit a doomsday on it, and the balance explanation provided was that since everyone can use it, it’s balanced. That’s what AV did with DF:UW recently. I wish I was joking, but I’m not. They took armor, weapons, and skills all previously designed and balanced around fitting into classes, and just removed the concept of classes without the overhaul to everything needed to make it work. At least in DF1, which had the same ‘everyone can be everything’ system, balance was attempted with that in mind since day one. It was bad, but not “lulz doomsday spam” bad.

The result is not just the expected FOTM lameness that happens in every MMO with such a system that has poor checks and balances, but that combat overall is a cheesefest of who can come up with the cheapest AoE/CC combo to drop people with because nothing was designed with this system in mind. Imagine DAoC roaming 8s cheese but turned up to 11, and that’s DF:UW. The only reason the abuse isn’t nearly as bad as you might expect right now is because of the above point; the playerbase doesn’t have the top-tier talent to create the best builds quickly, but those who remain will eventually get there.

The above are further hurt by the still woefully pointless economy, made more comical by F2P-forbearing gimmicks such as double loot weekends. Having a ‘full bank’ in DF:UW is trivial, and once that happens, it’s just another brick stacked on top of the directionless mess that the game is overall. Again, imagine playing EVE with limitless ISK and you get a good idea of what DF:UW offers once you grind it out for a month or so.

The final and minor side note is how AV handles their community. The most toxic members are left unchecked, especially in-game, where global chat will drive away anyone who has evolved beyond 8th grade gym humor and the lowest of internet meme trash. On the forums the moderation team is all over the place, at times deleting an entire and often valuable thread due to one post, while at other times leaving a cesspool up no matter how low it gets.

When members of the community would try to work with moderators in a productive manner, the end-result was as likely a temp-ban for the one making the effort as it might be for those destroying it, depending on which moderator you happen to get. Double-speak excuses were put forth when confronted about this regardless of how far someone escalated things, which ultimately resulted in many once-helpful people leaving the game in disgust.

To list just one sad example, the head community manager specifically stated that since they somehow can’t verify the content of personal messages on their own forums (yup…), they won’t take any action for that content. If you ever want a place to throw out death threats without consequence, Darkfall is your place. Hell, it already has an Erotica1 clone running rampant, without that pesky CCP getting in the way of those community-building torture sessions.

Even the once-productive MVP forum has so many like-minded people included now that it really serves no purpose, especially since AV has stopped sharing key details and instead are now just throwing out pie-in-the-sky ideas (alignment system, one-off quests, etc) without following up. Even small, silly things like there recent survey, with all its mistakes, could have easily been improved with some feedback, but they don’t use the resources available to them for whatever reason.

Much like Shadowbane and other PvP focused MMOs that have come before it, I think future developers can learn a thing or two from this experiment, and hopefully MMOs like Pathfinder take some of these lessons to heart to become successful titles. This was a good run, with at least as many highs as lows, but with F2P lurking and things overall not improving (the number of bugs and exploits in the game right now is almost back-to-beta bad), it’s time to put DF:UW down.



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