More than five hours

Installing and patching The Witcher from it’s v1.0 CD to 1.5 is, I believe, humanly impossible.

First you download the huge 1.4 patch, only to have it inform you that you need to install the language pack. Grab that 400+mb patch, and it informs you that you have to have 1.4 installed first. Super cool, and not even close to actually having 1.5 installed.

Not to mention Windows 7 thinks you are installing a virus when you install 1.0, thanks to it’s DRM. So you can’t even play 1.0 EVEN IF YOU WANTED TO! Nothing beats disabled drivers when you load up after a restart. Good luck actually getting those OFF your machine too.

Legitimately waiting for a Steam sale so I can buy the game, again, to play it before the sequel comes out.

Posted in Random, Rant | 2 Comments

Five hours

For some, it will take longer to download an expansion than to reach it’s level cap.

That is most impressive for 25 months, hundreds of devs, and millions of dollars later.

Lowering the bar (of accessibility!) yet again.

Posted in Rant, World of Warcraft | 15 Comments

I’m going to player impact the shit out of this instance!

“We’ll throw you into your very first instance, to get a feel for a very player directed experience.”

Um… what?

Oh and two faction in the Warhammer universe, good call. Have they announced a coordinated dance animation between Chaos Warriors and Tyranids yet?

PS: Tell that Dreadnought to lose some weight, he looks like a Black Friday 4am shopper at Walmart.

Posted in Combat Systems, Mass Media, Rant, WAR40k | 10 Comments

Kingdom Conquest: The surprising iPhone MMO that works

Kingdom Conquest, a MMO of sorts for the iPhone, has been a very pleasant surprise. Its part resource sim (build a city, city produces resources, spend resources to improve city + army), part card game-style combat, and part beat-em-up mini-game. All of this wrapped around a world with other players all vying for control, with multiple RPG-ish (leveling, stats, items) systems for various things. The game has a lot of ‘stuff’ going on, and so far all of it works well. Toss in the price (free), and it’s hard not to recommend anyone interested giving it a shot.

Let’s break this down into the different parts that make up the game, as they are somewhat distinct.

The easiest to explain is the beat-em-up part. There are three classes; warrior (melee dps/buffs), wizard (ranged dps/heals) swordsman (tank/melee dps). Depending on your characters level, you select a dungeon to attack, and each dungeon has four normal rooms with the fifth being a boss encounter. The rooms are always squares, with 3-6 monsters inside. Sometimes a second wave will spawn. Up to four people can enter the dungeon at a time (queue up from a pre-dungeon lobby), and with four they are rather easy. Total time to clear a dungeon is about five minutes. It’s fun yet mindless action, although the bosses do require more strategy than just find mob + smash. Not much more, mind you, but at least something.

The reason you do the dungeons is because they are the source of new monster cards, which I’ll explain later. You also get gear here, which you equip to make yourself stronger for future dungeon runs. The ratio of gear to monsters is something like 9/1 gear/monster, and as you can’t sell gear, you end up trashing a ton of it (there are only three gear slots). For an iPhone game, and for this being a side-system, it’s good enough to entertain for the 5 minutes or so that it needs to be, plus every few levels you move to a new dungeon with a new look and new mobs, so that’s not bad either. You can only queue for a dungeon run so many times per day.

The city building is your standard Farmville (I think, never actually played) deal; select a square, select a building, spend resources, wait for it to build. You build lumber mills near a forest, a quarry near stone, etc. You can level buildings up, which makes them produce faster. Along with resource buildings you also have monster-related buildings, which do a variety of things. Some will give you more units, some will allow you to use different monsters, some will allow you to increase a monsters stack faster. Daunting at first due to the number of options and functions, after a day or so you should figure things out and ‘get’ how it all works; plotting out a course to reach certain goals and grow your city/army based on what you have available.

The monster cards you get from the dungeon are used to form units; up to three monsters can be placed in a unit (the third slot has to be unlocked through buildings), a leader, a rear guy, and a front guy. Each monster has a range, which determines who they can hit and from where. Most monsters are melee (range 1), so monsters with range 2 or 3 are valuable as a unit only has one front monster. The leader stands in the back. Each monster has stats such as attack, defense, speed, and intelligence (which determines how often and successfully they use their special ability). Monsters can level up, and when they do you can increase their base stats. Monsters can be synthesized to increase or change their special ability (this consumes one monster to buff the other). It’s not the deepest system in the world, but it’s actually very decent for an iPhone game, and so far is my favorite part, as mixing and matching monsters together to create a solid combo is an entertaining puzzle.

The over-world is a very large place, made up of squares with various neutral monster strengths plus the cities of other players. You dispatch your units to conquer said squares, and if successful, you gain that territory, plus a resource bonus. The longer the travel, the less effective your unit, so eventually you need to construct bases (mini-cities) to let your monsters rest and fight more effectively. The ultimate goal is to capture Towers, which are special squares found around the world. I’ve yet to see this happen, so can’t comment on what exactly that does, but that is the stated ‘end-game’. You can also raid other player cities, but as far as I know that only allows you to steal crystals (currency used to buy monsters/gear, you get crystals from doing dungeon runs) if you are successful. I’ve only done this once, so I’m not exactly an expert here, and perhaps you can do more.

Everything in the game runs in real time, and this is where Sega (the publisher/producer) is hoping to make some money. Using cash you can buy special currency, which can then be traded for monsters or to speed things up. So far, I’ve found this to be 100% unnecessary, although I suppose if someone was hell-bent on winning, they could spent a ton to get way ahead. If this was a $50 + $15 MMO, I’d take issue. As a casual iPhone game, meh, especially considering how expensive it is just to get some small boosts ($5 for 7 days of +15% gains in one resource? Yea, bad deal.).

Two final points.

Quests in the game are a sort of extended tutorial, and the rewards are usually very good. Following the quests as they are given is a very good starter guide, and highly recommended.

The UI is also worth mentioning, as it’s very obvious it’s a ‘built for iPhone’ UI that really works. Initially it’s a little overwhelming due to just how much the game has going on, but once you figure stuff out you realize just how quickly you can access everything, and how slick the info is presented. Top notch for a game, iPhone or otherwise, and makes managing everything much more enjoyable.

As I originally stated, Kingdom Conquest is a very fun game if you are into this sort of thing. It also seems to be rather popular, as new, fresh worlds are constantly opening up. I don’t know how many readers here have an iPhone, or how many would be interested, but if we get 5+ people (the amount needed to complete the quest of joining an Alliance), I’d be up for starting on a fresh world and playing. With an in-game message board, co-op dungeon runs, and a ‘live’ over-world that has alliance-wide goals (Tower capturing), this game is more MMO than some PC titles, so I could see it being very entertaining if played with others. Check it out, and if you think it’s something you might be up for, post here and let me know.

Posted in iPhone, MMO design | 15 Comments

Forge: Not the most agile elf around

Blood Bowl League Update: Our league is in the midst of week four, so a long-overdue update is in order. To check out all of the stats and standings, swing by our website.

My team, Syngularity, just played it’s 4th game, a tough 1-0 victory over Lagman’s orc team Nerf Me. The cost of victory was high however, as clumsy lineman Forge died while attempting to dodge away from a few black orcs. An apothecary was sent out on to the field, but with the regular doctor on vacation, his assistant accidentally cut Forge in half rather than fix up the massive gash on his side. The result? Dead/dead. Poor bastard. In his honor, a new lineman has been hired, and hopefully Forge Reborn will have better luck (or feet anyway, dodge-failing elven fool…)

To add insult to injury, on the final turn of the game, another lineman suffered a serious concussion, reducing his armor value by one. For taking one straight to the head, he was named team MVP. He has since learned to wrestle down people rather than block their punches with his face. Finally, a fellow lineman got a lucky double roll for his promotion, picking up Guard.

The team now sits at 3-0-1, which puts them near the top of the league. They are also balanced in terms of promotions, with five elves at level two and all around 7-11 SPP. No significant stat increases have occurred yet however, though the double roll to pick up Guard is a good thing for High Elves, who naturally lack access to strength skills.

Around the league, many teams sit at one victory, though some have yet to play their week four game. The most advanced player is a scary one, Filthadelphia Bad Luck 13’s Beast of Nurgle, who is not only level three, but also has received a +1str upgrade to go along with Guard. At 6str and tentacles, not many players are going to escape the beast’s grasp. Not surprisingly, the beast also leads the league in injuries caused, at four. The team overall has struggled so far, but with a star player like this, it’s only a matter of time before they get rolling.

League-wide, a total of seven players have died so far. One can only wonder what the total will be once the season draws to a close. The only undefeated team left is Bnason’s dwarves, Da Randy Moss Road Show, lead by star runner Tobey, a level two dwarf with +1str. Lets see if they can keep it going this week when they face Cerumol’s wood elves, Backlash Buccaneers. It’s either going to be an air show in the elves favor, or a bloodbath as the dwarves slowly grind them down.

More to come!

Posted in Blood Bowl, Inquisition Clan | 5 Comments

Losing on the interwebz

You admit defeat on the internet when talking about an upcoming game when you state “this is just the beginning; they have future plans for feature X that could make it really great”. The game is not out yet, and already you are hoping they fix/improve/complete something later.

Bonus points if, during the same conversation, you point out that one of the selling points of said unreleased game is it’s high level of completeness, and how smooth it’s going to be at launch.

Pick a sword to fall on, two+ is just abuse.

Posted in Random, Rant | 11 Comments

Rift: Define ‘dynamic’

I’ve yet to really look into Rift because, well, it’s an MMO in pre-beta, so right now the devs are telling you it’s gods gift to gaming, and they have the feature-list and staged videos to prove it! I did however watch a video over at Massively, and aside from watching yet another game with ‘stand and mash’ combat (the fight with the giant), odd/poor collision (the dagger pvp part near the end), and a general sense that the animations look a little off, I do have one question about the rifts themselves.

The concept of a rift opening to take over a village sounds very cool, especially with the landscape actually changing to reflect the attack. Bonus points for having various rift factions who can (hopefully truly at random) fight each other if they cross paths. For some reason NPC vs NPC battles have always been interesting in my book.

My question is what actually happens to that occupied village? I get that it looks different and has enemy mobs in it, but what else? Are all friendly NPCs killed or driven off? Is the village ‘disabled’ in terms of NPC functionality (quests, shops, etc)? When the rift is defeated/closed, does the village reset back to normal? Is there any lasting effect, based on how hard the village was hit and how long it was under occupation? Do its inhabitants remember the invasion, and react at all to it? Is there a lasting impact for being the guild or individual who did the clearing?

I ask because if the answers above are ‘not really’, then how are rifts any different from WAR’s PQs, if said PQs were all kill-the-mob based and spawned randomly? (Granted, spawned randomly itself is a nice step forward, but is that it?) What exactly is ‘dynamic’ about Rift? Or are we talking dynamic by themepark standards, in how WAR is ‘dynamic’ in terms of capital city conquest: you can burn the city, but a day later it’s all back to square one, with no real change a day/week/month/year later?

Posted in beta, Combat Systems, Mass Media, MMO design, Random | 17 Comments

Darkfall: Dying in a dungeon

Comcast attempt to fix our internet: round two, is set for tonight. /pray

That aside, our connection was working well enough to actually allow me to play a bit of Darkfall without it being a total disaster, and thanks to a little clan switch / disconnect / death incident, I found myself bound near NEWs city of Hammerdale. After checking in on the city and chatting a bit with the local noobie population, I set out to the nearby dungeon to check out the recent changes.

The first thing I noticed was the new NPC hanging out in the entrance area. In addition to being a well-stocked vendor (skinning knife, arrows, small/med pots, etc), he also has the local dungeon quest. For this dungeon it was to first kill four cave trolls, with the follow-up being to kill 40. The follow-up is the repeatable quest that contains the randomly generated reward.

After grabbing the first quest, I went down a tunnel into what I remember being the first ‘room’ of the dungeon, but to my surprise the entire thing had been changed around and was now a sort of ‘greeting area’ filled with 4-6 cave trolls. Cave trolls are a slightly tougher version of normal trolls, and their most annoying tactic is to spam the vision-obscuring ray spell pungent mist. They also enjoy casting meteor swarm, even if it means damaging each other. Like normal trolls however, they have fairly low HP and go down in 5-6 melee swings (75+ GS mastery, mob-drop r40, 70-ish str). They drop more regs than normal trolls, along with a nice boost in gold (about 60 each).

After killing the four needed for the first quest, I went back, grabbed the follow-up, and decided to push in a bit further and see what else the dungeon contained. After another tunnel, the next area looked familiar in terms of the original layout, but the old goblin inhabitants were replaced with a large (10-12?) spawn of cave trolls. This is the first time in DF that I’ve seen a spawn that large, and while one cave troll is nothing serious, that many all focus firing me resulted in a quick and somewhat embarrassing death.

Once I made it back into the dungeon, I started the slow and careful process of looting my grave and keeping the trolls in check. While I never could clear the spawn (the respawn rate is crazy), I was able to kill enough of them to get some breathing room. Once I recovered all my gear, I pushed past the spawn to continue exploring. The old exit location now contained a chest instead, and I noticed the veilron chest had been moved to the upper area of the large troll spawn.

The final tunnel from that area lead to yet another room, this one containing an underground lake with some lizardmen around it. The geometry was interesting here, as it contained a lot of narrow ‘walkways’ above the water, and with the lizardmen spitting knockback projectiles, it made getting around a real challenge. The dungeon exit was in the very center of the room, and after some tightrope action to reach it, I made it out.

Overall the dungeon was much improved over its original version. It just felt more like a dungeon crawl then a few small underground rooms, and the larger spawns and fast respawn rate further separate the dungeon from overworld mob camps. I could easily see new and mid-ranged small groups (2-4) having a fun and profitable time here for a few hours (enough to have everyone finish the 40 troll kill quest). The place also presents a challenge for a solo advanced character, and I’m curious to return with some better gear to see how it goes (I was wearing a junk bag, due to the internet being shady). I’ve heard that other dungeons have received even more significant revamps, so I’m very curious to check them out.

I also need to swing by the new newbie dungeon in the capital. Perhaps I’ll run into some undead while I’m there.

(DarkFall-related post disclaimer/reminder. If you click the image link near the top-right of this page and buy a DarkFall account, I get paid 20% of the client cost. If you believe this taints my views and reporting on DarkFall, your opinion is wrong.)

Posted in Darkfall Online | 1 Comment

Just more of Blizzard being Mythic

Wait, only two of the six capital cities in Cata got significant attention? Oh Blizzard, how very Mythic of you.

No wonder you decided to just give away this partial, vanilla-area-only, mini-update for free.

And I feel bad for the two interns who obviously got fired for spending an entire year and only managing to revamping one city each. What happened to the C team working on WoW? Did they get promoted to making maps for SC2 or something?

(And because no, I’m not playing, what other zones have been largely ignored?)

Posted in World of Warcraft | 22 Comments

Look but don’t touch

Watching a quality PvP video like this when your internet has ‘noise’ is kinda like cutting yourself just to see if you can still feel feelings. Thanks Comcast.

Very nice vid ValRoth, especially for including the Vent and in-game sound.

Posted in Darkfall Online | 3 Comments