Bounty Hunter: The perfect class for solo players?

The concept of a mercenary guild or individual bounty hunter has always interested MMO fans. The idea of taking contracts from the highest bidder, hunting down a target, and returning to collect your reward is something many fans dream about in any MMO pre-release. It’s not uncommon to see multiple mercenary guilds spring up on forums, promising to be elite fighting forces willing to work for whoever has the gold to pay them.

And in all but a few games, the concept of a mercenary dies when the game goes live. It’s not because the players loss interest, or even because a game does not have an adequate bounty system, but simply because no one is willing to hire the mercs. Why? Because when death is meaningless, what good is a bounty hunter? No matter how much I hate someone in WoW/WAR/etc, what good is it to hire a mercenary to kill them? At worse the target has a quick run back to their corpse, happily resuming his adventures without any ill effect. How much gold is that worth, compared to the effort of tracking that player down? Obviously, the two don’t add up, and hence mercs don’t exist.

Even in DarkFall, with a harsher death penalty, what does a single kill of an enemy get you beyond some replaceable armor and a few minutes of interruption? Effort/reward once again does not add up. Where mercs DO factor in is during city defense/siege. This is because gaining or losing a city/hamlet is a relatively big deal, and hence is worth spending the gold to capture one or keep yours safe. Without any impact to the PvP, the concept of a merc guild or bounty hunter does not work, and impact PvP is avoided by any MMO aiming for the masses. Who wants others possibly effecting their MMO gaming time anyway!

All this brings me to a post by Keen, who wonders about the possible future of the bounty hunter class in SWTOR. Now unless SWTOR has a harsher death penalty than DarkFall (about as likely as WoW bringing back Nax40 quality raids), the bounty hunter sounds more or less like the perfect solo PvE class, hunting down NPC ‘targets’ in little more than veiled story-driven ‘go kill x’ quests. No matter how slick the bounty UI will be, or how feature-rich the whole system might become, unless one player actually gains something from another players death, bounty hunters won’t be worth a damn when it comes to player conflict. (assuming the game allows any to begin with) But in a story-focused themepark, perhaps that won’t really matter. As themeparks evolve, more and more emphasis is being placed on a $15 a month solo adventure with a chat window, and the bounty hunter in SWTOR might be the fully embraced version of this. The lore will support the loner style, and built that way from the ground up, the style will certainly appeal to a segment of the gamer population looking for an ‘accessible’ way to play an MMO. Clearly not my cup of tea, but perhaps it will be enough to extend a tourists stay beyond a month, and that in itself will be a giant step forward.

Posted in MMO design, PvP, SW:TOR | 18 Comments

When the DarkFall devs put some bite behind their bark

Even before launch, Aventurine made it very clear they have a zero tolerance policy concerning issues with cheating or exploiting. Most took this as the usual ‘zero tolerance’ statements made by MMO devs since 1997 and UO, but we are seeing more and more evidence that Aventurine is very serious, and willing to go above and beyond normal policy to keep DarkFall legit. Case in point, this statement released today on the forums:

In 48 hours characters with names made in an effort to confuse GMs and other players, for example adding a string of lower cap L’s and upper case I’s (IlIlIIIl) in their names will start getting their host accounts permanently banned. If you have a character like that, delete him and make a new one with a proper name.

No offer to change your name, no previous warnings or rules governing player names, just a blank “clearly you named your character like an asshat, fix or die” statement. While character skills are not as make or break as levels in other MMOs, it’s still a major setback to have to delete and start back at square one. Not to mention the penalty is not a forced name change, or even character deletion, but an outright account ban. Welcome to DarkFall.

On the subject of cheating itself, Tasos also had this to say:

We know someone’s cheating beyond a shadow of a doubt, and if you’ve even done so once, you’re not safe. There’s no such thing as “clever use” when you own all the server logs. We’ll eventually get to you and ban you. If you’re currently using 3d party programs to exploit with, we suggest you uninstall these programs immediately and hope for the best.

IE: Duck and pray. Personally I’ve only seen one confirmed case of exploiting, where two players were able to exploit a bug and jump much farther than intended at a much faster speed. It’s an in-game bug, as we were able to reproduce it ourselves, and I’m guessing will be fixed shortly (it also does not work 100% of the time, so planning combat around that assumption does not work, not to mention its painfully blatant when used). Many times players THINK someone is speed hacking or otherwise exploiting because they got killed by a better players. Since player (not character) skill is such a huge factor in DarkFall, it might seem like another player is exploiting because of how well they are playing. Our own guild members have been accused of this simply due to being really, really damn good with a bow. That said, I’m sure some people are still using 3rd party programs, and the message that you WILL lose your account still needs to sink in. However the pre-launch predictions that the whole world would be using UO-Assist style programs were incorrect.

We’ve had complaints about random client crashes during sieges which we have addressed to a certain extent and looking at more cases. We will eventually get to the bottom of all these issues. We are getting a lot of reports by players, we are monitoring the forums, and we’re fixing bugs and making improvements to the game every day.

Some players have been complaining about lowered performance during massive battles. Now, let’s put things into perspective here: Small skirmishes in Darkfall are what other games call “massive battles”. We recently had approximately 2000 characters involved in battle in the same area. Battles with several hundred characters are the norm and run very smoothly. Of course you’ll get progressive frame rate drops when you’re working your way up to thousands of players in the same scene. We’re seeing a lot more characters in Darkfall battles than you see maximum units in RTS games. One of our first priorities is to continuously optimize this experience. Massive battles in Darkfall will get larger and run smoother and smoother. Now we don’t mind if people keep bitching at us about getting this even better, we’re never satisfied ourselves, so please keep that in mind.

The above is more or less true. On my system (granted a newer Alienware) the FPS don’t drop much during 200-300ish battles, always staying above 30 FPS (I normally run the game at 60 FPS maxed out at 1900×1200). The two times I’ve been a part of truly massive city sieges, the game did indeed start to chug, but even then it ran above 15 FPS, which is good enough to still play, but certainly leaves room for improvement. Just to compare, this same hardware drops to 5-10 FPS during Warhammer Online Fortress sieges, and has trouble staying above 30 FPS during 100ish player encounters. Normally WAR runs at 60 FPS maxed out at 1900×1200. Of course the two games use very different art styles (although IMO both look good, just different) and overall gameplay mechanics, but the engine behind DarkFall is still impressive. Guess that ‘seven’ years in development was put to good use…

Posted in Darkfall Online, MMO design | 7 Comments

DarkFall: Some answers to common questions.

With DarkFall being so different from the now traditional MMOs, its only natural people are going to have a lot of questions. Since I post about the game rather frequently here, I figured I might as well try and address some of the more common questions, and also give people a place to ask other questions not answered here.

Sound: DarkFall uses sound in a much more ‘active’ way than most games. The sound of combat is often used to find other players, and anything that makes noise can potentially attract attention. Because of this, music is very minimal, and different sound volumes are used. It’s not a bug that mana missile is obnoxiously loud with no option to turn it down, it’s designed that way. Same goes for in-combat sounds like being hit or eating food. Because these noises are so loud, other players are able to hear them from a great distance, usually long before they can actually see you. It’s jarring and annoying at first, but once you realize the design behind it, it becomes second nature and critical for success. Separating vent volume from in-game sound is extremely helpful in coordinated PvP.

Mining: Unlike chopping lumber or gathering herbs, mining nodes comes in two flavors; iron and stone. Stone is used in city/hamlet construction, while iron can be smelted and used in crafting. A recent patch changed the look of iron nodes, and they are now much shinier and easier to identify. The general ratio of iron/stone is about 1 to 8, and in high-traffic areas it’s not uncommon for the iron to be all gone more often than not. Finding a good, low traffic iron spot is very valuable. Each stone and iron node contains about 50ish resources, and both have a chance to produce sulfur or gemstones. Stone is very heavy and must be deposited in a bank often. 5 iron ore produces 2 iron ingots when smelted. A full set of plate armor is approximately 200 ingots (plus gold and leather), assuming zero failure when crafting.

Combat: Hitting a player or mob in the back causes significantly more damage, and the attacks can not be blocked or parried. The chance of instant death, rather then being knocked down, is much higher if the final blow is struck from behind. Death is always instant if you die underwater. Magic can not be cast underwater, while arrows can still be shot. Arrows fired above water do not hit targets below, and vice versa. Blocking with a shield significantly reduces the damage you take (often nearly to zero), while draining stamina per hit absorbed. The attacker losses more stamina than the defender, which is very important in PvP, less so in PvE. If you run out of stamina during combat, all attacks against you will cause a significant amount of damage; you are basically dead if you run out of stam. Blocking a mob will often cause it to switch targets, while hitting a mob with a power attack seems to draw more agro.

Mounts: Attacking from a mount causes far more damage than a player running on the ground, but only one-handed weapons can be used. To hit a ground target, you must lean in the appropriate direction before swinging. After every swing, you must again lean either left or right. Mastering repeatedly hitting a running ground target is very important for players looking to be successful in PvP. Mobs will attack mounts over players generally, and its best not to fight mounted in PvE (thought it can be somewhat entertaining bashing goblins from a mount). Mounts can enter water, but move very slowly, and fighting on a mount in water is to be avoided. A ground player can easily dive underwater, come up behind you, and bring your mount down before you have a chance to even turn around on your mount. A mount can be killed, and quickly, by skilled players using a bow. Two or more players shooting arrows at a mounted player will often kill the mount before a player is able to flee. Mounts have both a front and rear attack. Both attacks will punt the player away from the mount, and cause even more damage than a weapon swing. Mastering the use of both abilities is again key for PvP, and errant bites or kicks can cause great harm to allies if used incorrectly. A mounted player is able to fall an unlimited distance without suffering damage. Depending on the area, this can be a huge tactical advantage. Mounts are crafted from steedgrass, which has about a .06% chance to drop when gathering herbs (the percentage may be higher for city/hamlet resources). A player with the taming skill can convert a steedgrass into a mount, the type depending on the crafters race.

Weapons: Generally higher rank weapons deal more damage, although your actual weapon skill impacts the actual amount gained. A player with a higher sword skill will get more out of a high ranking sword than a new player, although the new player will still notice a damage increase over a lesser weapon. Higher ranked weapons will also wear down much faster in the hands of an unskilled player, which makes using such weapons for PvE somewhat of a waste. For PvP, since you generally don’t swing as often, a high ranking weapon is always a good choice, even for lower-skill players. Crafted weapons and armor are almost always better compared to the PvE dropped versions of the same item, both in damage/protection and durability. The starter weapon should only be used as a last resort, as it’s significantly weaker than even rank 0 weapons.

Guilds: If you are not in a guild, you will have a very difficult (though not impossible) time in DarkFall. Unless you intend to stack the deck against yourself, it’s very advisable to find a quality guild as soon as possible. Consider the guilds political standing, general area of operation, allies/enemies, along with their approach to the game and activity level before joining. Since DarkFall only allows one character per account, guild hoping should be avoided as you may soon find yourself on many KOS lists. This truly is a social game on many levels (guild, alliance, general area), and someone playing solo will miss the best parts.

That’s it for now, if anyone has any other questions, please comment below and I’ll do my best to address them as best I can.

Posted in Darkfall Online | 16 Comments

DarkFall: Skill counts.

Sorry for the lack of posts lately, a nice combo of a week off and DarkFall will do that. Hopefully things will return to a more normal posting schedule, but no promises.

DarkFall has remained my primary focus, far surpassing my expectations of the game. My guild, Inquisition, is still growing and we continue to establish ourselves as a serious presence around Moonclaw. The political landscape continues to shift almost daily, with alliances forming and crashing, and the two zerg alliances are still growing (Hyperion and Goons). Always entertaining is the fact that both sides claim to be ‘anti-zerg’ alliances, created to stop the advance of the other. The Goons, now anti-zerg; I’m sure all EVE players are having a good laugh at that one.

While the plate armor rain cloud continues to avoid me, I have acquired a solid amount of scale and banded armor, along with a nice collection of rank 30-40 weapons. The combination of being more comfortable in PvP, bringing better gear/skill, and working better with guildmates as a team means our kills/death ratio is only getting better, and we are bringing down more high-value players. The major difference now is skilled bow shooters bringing down enemy mounts. A few of our players are getting rather amazing at this, and once someone is on foot, it’s only a matter of time before we run them down. Mounted combat is itself an art, both solo and in groups, and we again have been working on tactics to minimize friendly fire and bring a target down quickly. DarkFall gets the feeling of bringing someone down from your mount perfectly; it’s brutally satisfying.

Outside of PvP combat (which is tops from any MMO I have played), DarkFall gets other things right as well. Crafting is simple yet necessary, and coordinated in a guild can really help everyone out in a noticeable way. Gathering is something you can get done between downtime, or as something to do with a 30 minute stretch. It’s not any better or worse than in other resource nod systems, but the open PvP setting increases the value and challenge of resources, especially in high traffic areas like our guilds hamlet. This goes hand-in-hand with establishing your area is a costly one for Pks. Once you bring them down a few times, they tend not to come around again, making things safer for your crafters and gatherers. It’s a player-driven game, and the players are still shaping its early foundation. So far, things have been getting more interesting each day.

Posted in Darkfall Online | 27 Comments

The path to the mass market.

It would seem that the only way to attract a mass-market audience is to go casual. A rather simple concept right? WoW is huge because it aims at casual MMO fans (whoever that is), the Wii is dominating because it attracts non-gamer fans, and the iPhone is huge because it’s so easy to use.

Yet if success were that simple, the countless shovelware games sitting at Wallmart or Best Buy would be million+ sellers. You can’t get much more casual than video Monopoly, and while the game is remade and re-packaged monthly, it’s never topped the best seller list.

In the three example above, something happened BEFORE the mass market picked up on each product, something that launched them into the mass-market and into the massive success stories they are today.

The iPhone is the easiest example, so lets start there. While the Apple design and functionality helps set the iPhone apart, those features can be mimicked in time (how many touch screen phones do we have now?). What can’t easily be mimicked is the App Store, and Apple knows it. Yet the mass-market does not fuel that App Store, the niche market does. Part of the reason this worked for Apple is because of their large niche following, especially among the tech-savvy crowd. Given a solid development platform, a chance to be rewarded for their work (in some cases very well), and a centralized distribution system, and you get a ‘perfect storm’ to create the wide range of useful or amusing apps for the iPhone. Once this is established, the masses follow and further reward those early adopters while pushing the App Store into pop culture, money train following closely behind.

The Wii is a somewhat similar story, as like Apple, Nintendo has a very solid core following, even when the masses moved away from the SNES and to the PlayStation. The innovation of the Wii remote was viewed as a cheap gimmick before the systems launch, and all predictions pointed to Nintendo once again assuming the 3rd spot in the console war behind the PS3 (ha) and the Xbox 360. So what happened? Early buzz from that Nintendo core grew, thanks in large part to Nintendo providing their usual high-quality first-party games. (That they provided for the N64 and GC mind you) What was viewed as a gimmick became a key feature, much like the iPhone touch screen, and as the mass market caught up, Wii buzz continued to grow. Another interesting piece of the Wii story is the third-party games. They have sold very poorly, despite EA/Activision doing their best to imitate Nintendo and provide seemingly ‘casual’ games. The difference between the two is that Nintendo has the name and known quality, while EA/Activision are seen as trying to pass off a second-rate product (even if in some cases, the 3d party product is actually better). Had EA/Activision been on the Wii bandwagon day one, perhaps things would be different.

And finally, WoW. WoW is without doubt the most mass-market MMO out now, with it’s streamlined leveling game and generally low challenge compared to the genre. Add in bare-bones system requirements, a refined UI, and a mostly bug-free game, and it’s not hard to see why WoW would appeal to a non-MMO gamer. But while that is WoW today, that was not WoW in 2004. WoW had a mostly typical MMO launch, with days of server downtime (that Blizzard credited accounts for), massive bugs (loot lag, mob spawns, etc), server imbalances with long queues (both in Alliance/Horde and just total server pop, without the option to transfer), and an unfinished end-game. It was also not nearly as hardware friendly as it is today (though not as cutting edge as EQ2 at the time), and the UI was very lacking compared to today. When you have a game that requires 3-4 bars of hotkeys, and you launch with only one, it’s an issue. But the core gamers through UI mods soon fixed that issue, along with others. The core tolerated massive downtime and zone populations as well, choosing to voluntarily re-roll away from overpopulated servers. And while certainly not a hardcore game even in 2004, WoW was much harder and more MMO-like than it is post-WotLK, especially the endgame. Once the core had accepted (and helped improve) WoW, the masses caught on and subscription records followed. Once the initial buzz had been established, Blizzard continued to grow the game by continually lowering the bar (first slowly with BC , and recently completely with WotLK), pushing out the core and embarrassing the mass market. Done in reverse, or just jumping to the mass market phase, and perhaps those 11 million subs might not have come around.

Posted in MMO design, World of Warcraft | 22 Comments

WoW tourists are good for the MMO industry

There you go, April Fools.

Posted in Uncategorized | 14 Comments

WAR alts update.

Having just reached tier 2 on our Choppa and Black Orc alts, now would be a good time for some initial thoughts on our second trip through the WAR leveling game. Both classes are radically different than our two previous ones, the Disciple of Khaine and Witch Elf. The Choppa is more melee AoE focused compared to the WE single target damage, and the Black Orc is clearly tougher than the DoK, while lacking the utility and healing. Still, the Choppa/BO combo has allowed us to complete all ‘easy’ PQs, and with just one additional player we are able to complete the ‘normal’ PQs.

 

Speaking of PQs, the current easy/normal/hard setup, along with PQs always being visible on your map (no need to find them), makes running the correct PQ much easier and accessible. When it’s just the two of us, we know we can knock out the easy PQ without trouble. Should someone join us during that time, we can transition to the normal or hard PQ (depending on who joins and how many). These minor improvements go a long way to improving the PvE aspect of WAR, as its now easier than ever to level at a good pace without having to complete a single quest, while still seeing some of the better and more unique PvE content.

 

Along with running PQs, we have been queuing for the occasional scenario, which are still great content. I was somewhat surprised that the new Slayers and Choppas did not dominate the early levels, but I think the combination of new classes and the free trial means plenty of new players are trying all classes. Seeing many players without a guild tag backs this up, most alts are tagged to the mains guild since players want to keep in contact with their guild mates on an alt. Open RvR is also fun in T1, especially the Empire/Chaos pairing, which always has something going on. The simplified combat due to the lower level characters is a nice break from T4.

 

Overall we are really enjoying our second trip through WAR. The Choppa is a great class, allowing you to morph between a semi-tough melee guy and a glass cannon of death. The Black Orc of course is a nice compliment, being able to taunt away mobs and draw fire in PvP. More as we progress.

Posted in Warhammer Online | 13 Comments

DarkFall PvE screenshots

While DarkFall is a PvP game first and foremost, even our very PvP-focused guild is not out ganking 24/7.  A few of our members were exploring recently, and found a new dungeon we had not seen before. Gathering a group of 10, we set out to bash some Orcs.  The dungeon is rather difficulty, as the orcs have a ton of HP (hence all the blood) and hit like trucks. Even while blocking with a shield, you still take 4-5 point of damage (normally you take zero). They drop rank 30 and 40 weapons, lots of gold/gems, and have a chance to drop a chest key worth 4000 gold and magic items, making the trip very worthwhile.

The surround and pound tactic

The surround and pound tactic

 

Since the mobs don’t just stand still and let you beat on them, boxing them in is key. In the shot above, we try and hold more than one orc, and use the wall to help form the box.

Wonder how well blood washes out of scale?

Wonder how well blood washes out of scale?

Here you see that arrows stick to mobs and players, mobs with lots of HP tend to shed a lot of blood, and once again we try to form a box to trap the orcs. The actual formation of the box is also important, since you want to avoid friendly fire as much as possible. Hits in the back do extra damage, and those are the most likely to happen when you miss an orc and hit the guy next to you. Also, should anyone be killed, a hit in the back has a higher chance of insta-death rather than the player being knocked down, so again formation is important.

Stories of ganking noobs told round a campfire

Stories of ganking noobs told round a campfire

 Loaded up with loot, we recall back home. One final note: We used a master looter system in the dungeon, although DF has nothing built-in to actually support this.  However, since unlike in most MMOs, anyone is able to loot a corpse, it was easy enough to elect one member to loot and skin the mobs, while everyone else was able to focus on combat. Not only did this make splitting the loot at the end much easier, it also let everyone focus on combat instead of chasing tombstones and taking shots in the back. Had we been attacked by other players, it would also have been easier for that one player to run away while the rest of us bought him time (assuming it was a situation we knew we were going to lose). It’s small details like this that continue to reinforce the idea that the best MMO rules are the ones the players make, not the designers. Sure you deal with the starting area goblins being occasionally looted from you by another noob, but I’ll take that over a built-in master looter system that costs you an epic by error any day.

Posted in Combat Systems, Darkfall Online, MMO design | 10 Comments

Guess what this post is about? (hint: tourists)

A day after unsuccessfully going with “Without WoW WAR would not have sold 300,000 copies” and claiming that WoW tourists are actually good for the industry, Tobold today decides to go the “WoW is just that much better” route to justify WoW tourists. What form of denial will day three bring?

The very idea that WoW is so many times better than a game like LotRO or WAR, and hence the reason it has 11 million subs is of course laughable. All three games are good at what they do, and all three have glaring weaknesses when compared to each other. How does WoW’s use of lore to aid the story stack up to LotRO? How does LotROs PvP stack up to WAR? How does WARs questing stack up to WoW? If great DX10 graphics are important to you, clearly you have one choice out of the three. If you only want to solo and have a toaster for a computer, you have a clear choice, as you do if you value PvP over PvE, or are just someone who is particularly attracted to one of the three IPs above.

The point is, WoW is not in a class of it’s own in the MMO genre in terms of design, execution, or features, just like the Big Mac is not in a class of its own when compared to the Whooper or Wendy’s Classic. The only thing separating WoW from the rest of the MMO genre is that the game has 11 million subs, and everyone else has 500k or less. WoW has a lot going for it, and at its base is a very fun game, but so are LotRO and WAR. The major AAA titles all offer something unique in the space, and they all have their issues along with their strengths. Their also rather similar in many regards; they are all themepark games, are all relatively ‘easy’, they are all fantasy, etc etc. Unless you truly believe Blizzard found the magic formula of design, and their strengths are above and beyond important, with their weaknesses being all non-factors (despite some of those weaknesses being used as factors for other games as well, ie class balance), something just does not add up if we try to compare the games on gameplay alone and try to justify sales/subscription numbers that way.

So when you read about 700k people leaving WAR after the first month, it’s a bit foolish to think they all left because WAR was that bad, and WoW was that good. If WAR was flawless at launch, someone who wants to only PvE would still have found WoW to be a better game. Even flawless, someone looking for better graphics would still not be impressed with WAR. And even flawless, someone with a toaster would still not find WAR acceptable. If you are allergic to other players affecting your online experience, WAR could have launched without a single flaw and still turned you off.

In a normal market, all of the above is par for the course, people don’t always know exactly what they are buying (unless you are someone who believes the masses are overall intelligent, which I would then suggest you look at how many people still believe Obama is a Muslim, or that Sarah Palin is just misquoted by the media). The WoW tourist problem comes into effect because of said 11 million players. When 5% of the WoW population decides to try WAR because they think it’s going to be like WoW but better, you get problems. WAR is not like WoW but better, it’s like WAR. It’s RvR focused, has the engine to support that, and makes PvE sacrifices to keep the RvR solid, all acceptable trade-offs for the audience the game is aiming for. If you want a more refined history of that kind of development, look at how EVE Online is balanced and designed.

The WoW tourist population also brings other problems. For most of them, WoW was their first (and likely only serious) MMO. We all know the first love syndrome with an MMO and how it affects our judgment of other games, but for those who have played enough MMOs to understand the genre, we have had time to get over that and for the most part can look at each game on its own merits, rather than how it compares to our first. Related to that, most WoW tourists did not even play WoW at launch, but jumped on at a later (and more refined) time. Now you add in the first love aspect to the expectation that all MMOs look like WoW did to them for the first time in 2005-2008. No matter what new MMO game launches, it’s not going to meet those expectations, and hence will suffer the WoW tourist effect. The year being 2009 and not 2004 does not change the fact that MMOs are complicated pieces of software, relying in large part to the great unknown of how players will interact with them. Until the day a flawless MMO launches and perfectly predicts player behavior and trends day 1, using the tired line of “they launched too early” for every new MMO makes you look foolish (which is not to say some MMOs DID launch too early, but that’s an entirely different topic). Perhaps when Blizzard launches their next MMO and has all the similar launch issues all other MMOs (including their own) had, we can finally stop beating that dead horse.

And don’t be surprised when that next MMO from Blizzard fails to attract 11 million players, even though it will likely be a ‘better’ game. Perhaps then we can finally stop using 11 million as the size of the MMO genre, and realize WoW (along with being a good game) was a product of market timing and luck. Until then though, we can continue the debate while dealing with the tourists.

Posted in EVE Online, Lord of the Rings Online, MMO design, PvP, RvR, Warhammer Online, World of Warcraft | 62 Comments

Taking the Crusade of the Miserable on tour

In an effort to bring our Crusade of the Miserable to distant lands, six Inquisition members set out last night on a trip across the world to visit the humans. No one in our group had ever gone that far out, and we more or less assumed we were going on a death march, but ended up actually having a good bit of success.

Riding from the north-west corner of the main continent, we more or less rode in a straight line to the human capital, crossing perhaps 80% of the main land mass west to east, which took us close to an hour mounted. Along the way we ran across various interesting mob camps (Obsidian Golems, some mutant wolf things, undead, various goblin camps), and we also crossed the very center of the map (the big black space). A giant crater is located at the VERY center of the map, and at the bottom a rather large (even from our distance) dragon makes his patrol route. We got just close enough to draw agro and see the beast start towards us. Not wanting our little adventure to end early, we turned and ran like little girls. Perhaps a future guild trip might be in order, but I doubt our little six man group would have done much. That black center does have a very cool ‘evil’ feel to it, like something just went horribly wrong and now the land and everything around it is suffering. The fact that a mob could kill your mount and then you if it gets the jump on you also helps with the whole dread thing.

Once we got to the other side, and started making our way closer to human civilization, we got a bit more serious and started looking for victims. One always-reliable source is the starting area goblin spawns. Easy to kill and control, the goblin spots are almost always a hotspot for activity in any starting area. As we rode closer, the familiar sounds of combat could be heard, and we crept up to have a look.

The camp itself was down a cliff from our location, with two humans fighting some goblins in a walled fort. We were literally in the perfect spot, as we were overlooking the fighting while those below us had no clue we were watching. In a coordinated effort, all six of us dropped down around the two humans and started hacking. They split and ran into the water nearby, and we made the choice to stick together and follow one rather than split up in unfamiliar territory. Not knowing the location of guard towers can result in a quick death. After a short chase, the human went down and the looting began. In a brief bit of comedy, our victim simply asked “why” in public chat. Various answers were offered, but the fact that the guy had a loaded backpack of loot was answer enough.

Welcome to DarkFall little buddy, see you again real soon.

Posted in Uncategorized | 37 Comments