Fallout 4: Survival mode thoughts

With the release of Far Harbor, I’ve started up a new game of Fallout 4 on the newish Survivor difficulty. I haven’t made it beyond the first starter quest for Far Harbor, but I have seen enough of Survivor mode to talk a bit about it.

The setting is the highest difficulty setting for the game, and introduces new rules like requiring the player to eat, drink, and sleep. If you don’t, you get stat penalties. You also can’t save unless you sleep, you can’t fast travel, ammo has weight, and healing items don’t work instantly. In short, the game is much harder, both in a ‘that’s actually hard and requires adjusting strategy’ way, and also in a ‘well that’s annoying’ way.

One of the first things I had to do was download a mode that allowed you to quick save, because the ‘no save unless you sleep’ thing was just too much, mostly in that it didn’t allow me to step away from the game when needed, but also because replaying two hours of progress because something one-shot you just is not my idea of fun in a game like Fallout.

The need to eat, drink, and rest is both interesting and also annoying. It’s annoying because food and drink aren’t all that scarce, so the ‘challenge’ is more about lugging the stuff around rather than a desperate struggle to find it. That said, while I have almost always ignored food and drink in the past, at least now I am using those items, appreciate finding them when needed, and have actually used the cooking craft station. Needing to eat and drink also ties into radiation, because most food gives you a little bit of that, so that part of the game is also more of a focus, which is fitting for a Fallout game.

No instant travel is a huge time-sink, but also means you see more of the actual world, and the often-times random interactions that happen. Setting off to a distant location now requires at least a moment of planning, which is good IMO. The downside is that exploring and looting random locations for items is pretty strongly discouraged, since you will quickly become weighed down, and without fast travel, trekking back and forth between locations and your settlements loses its luster very quickly. As exploring and actually looting is a huge part of Fallout, this IMO really hurts the experience.

Overall I understand why Survival mode was added, and in some ways it does force you to experience the game in a different way. Sometimes that different way is better, but for me most of the time it is not. I don’t think I’ll keep the mode on for Far Harbor, mostly because I want to enjoy the new content without feeling like I’m fighting the game itself more than half the time.

It also very much feels like Survivor mode could be more enjoyable if Fallout was designed with it in mind right from the start. If food/water was more scares, if there was a way to quickly ferry items back, if more of the world was random as you went back and forth, etc, there could certainly be a very enjoyable game to be found here. As is, it’s a decent attempt, and I’m sure appeals to some people, but for me it feels forced too often to really click.

Posted in Fallout 3 | 7 Comments

EVE: The hardcore and casual partnership

Too often we talk about hardcore vs casual players in an MMO from a content perspective. Raiding is for the hardcore, the main quest must be casual, form X of PvP is hardcore, form Y is casual, etc.

How you design your MMO determines a lot of this divide. Vanilla WoW raiding was certainly for the hardcore only. You simply couldn’t bring a lot of casual player to a raid and make progress. At the same time, current-day questing is very casual, with no hardcore option.

In EVE, the hardcore need the casuals, and the casuals need the hardcore. Goons couldn’t function without the top leadership (super hardcore), all of the Fleet Commanders (hardcore), the Special Interest Groups (SIG) leaders, etc. But all those hardcore players wouldn’t have nearly the same game without the hundreds and thousands of casual ‘F1 drones’ that also play and contribute.

Why someone is hardcore or casual varies greatly, but a well-designed MMO will not just accommodate both, but get them working together. An FC will lead dozens of pilots into battle, and while the FC needs to be highly skilled and knowledgeable, not all of the other pilots need that same level of dedication, which is much different than the above-mentioned raiding content.

The same goes for manufacturing; the hardcore come up with the what, how, and when, but they still need the line members to jump in and complete the orders, move the goods around, etc. Plus upward growth is almost always an option; if you want to get more into an area, and transition from casual towards hardcore, you not only can, but are often highly encouraged to do so. That’s not only good for the organization, but is also good for the game, as more involved players stick around longer than the average casual.

Posted in EVE Online, MMO design, World of Warcraft | 8 Comments

EVE: New player experience, done Goon-right

According to ‘sources‘, 51% of all new EVE player quit within the first 2 hours. I suspect that two hour timeframe is generous, as my guess would be a lot actually quit sooner. If you go into the game totally blind (no friend asking you to play, no established group you are joining, no real pre-work before you load up the game for the first time), EVE is a really hard game to get into and find the fun, and clearly a lot of people aren’t willing to push up that initial hill.

On the other hand, we are talking about one of the longest-running and most successful MMOs ever produced, so clearly for those that do get into it, EVE has a lot going for it that make it a game people play for years and years (and now for some a decade+).

As a returning player myself, I’ve recently gone through somewhat of a ‘new player experience’, only I did so by joining up with the lovable Goons right away. In a way, the Goons have their own ‘new player experience’ program, and its rather amazing. Offline you have countless wiki pages, a giant section of the forums, and plenty of intro and tutorial videos. In-game, there is a dedicated help channel, and almost to a man everyone in the group is very helpful and understanding towards new players.

On top of all that, the Goons make it very easy to fly the correct ship at the correct time. Every fleet has a clear doctrine, and all ships part of that doctrine can be found in contracts in our home station. What is especially helpful about the contracts is that they are not only clearly labeled, but once you buy one, you just jump into the ship and are good to go, without needing to mess around in the fitting tool. Add the ship replacement program on top of all of that, and Goons do everything but push the ‘fire weapon’ key for you when it comes to making it easy to join a fleet, which takes a lot of the pressure off a new player and just lets you jump right in and help out.

Now imagine if CCP had something like what the Goons have? That number wouldn’t be 51%, that’s for sure (I’d love to see what the Goon retention rate is, as I suspect is insanely high compared to a general EVE player). And while CCP can’t do everything that the Goons have done, the most important being a strong social group, I think they could do some of it.

It goes a bit against the sandbox guidelines, but what if CCP put up new-player contracts for basic ships? Want to see what missions are all about? Here is a mission running ship in contracts, just grab it and off you go. Want to mine? Mining ship in contracts, go shoot that mining laser! Care to try out market hauling? Entry-level hauler and some help knowing what to haul and where, enjoy! There would have to be very clear limits on all of this, but I think the core idea is sound. The game gives you a rookie ship for free, and its long past the time to expand on that IMO.

Another huge bonus to the Goons, especially right now, is that action is available to use almost 24/7. Again, this is awesome because I can log on, grab a ship, and in minutes I’m in a fleet of 50 or so and we are off to shoot bad guys or do ‘stuff’. In contrast, a new player today is tossed into the universe and basically told ‘go find something to do’. If instead a totally new player was able to get just a taste of a fleet battle, or be part of an incursion simulation, they will likely see enough to make it beyond two hours. Again some of this goes against the sandbox guidelines, but if done in a controlled and limited way, it would accomplish the most important goal in the game; getting a new player into the meat of what EVE is all about.

Posted in EVE Online, Goons, MMO design | 2 Comments

EVE: On the board

No big deal, just first combat in 4 years and kill shotting like a bitter vet.

Edit: Victory short lived, next engagement enemy went for the big target (me) and pop I go. Good times!

Posted in EVE Online | Comments Off on EVE: On the board

EVE:Grunt work

Undocks do happen in the Imperium!

Our current actions, of which I now understand about 5% of, feel very much like trench warfare. We grind to gain an inch, the enemy grinds back to retake it, and on we go. Only here the war front has a half dozen or more sides, and rather than walk through a trench, we jump around via Titan. Ok the trench warfare analogy is a stretch, but the point is that we are at war, and while the headlines are always about the big key moments, the ‘real war’ is the daily actions of the boots on the ground. Or in my case, clownshoes in space.

And its fun. Its fun to be part of something massive, and not themepark “omg 50 people involved!” massive, but ‘thousands of people going at it daily’ massive. It also helps that all of the Fleet Commanders so far have made it a point to be positive and appreciative of clown pilots, because the role really isn’t the most glamorous, though it is very important to get stuff done. And even in a simple role like clownshoes, there is still a good amount of coordination that must go on to get the job done efficiently, in addition to the usual fleet stuff of moving around between systems and flying as one fleet.

My next goal is to get into a combat fleet to start putting myself on the right side of a combat report, but I think I need to get a better overview setup before I do that.

PS: We recently had a couple people go inactive in Clash of Clans and could use some replacements. Any town hall level (including new players once you can join a clan) are welcome, as we will get you trained up.

Posted in EVE Online | 1 Comment

EVE: If the shoe fits

In two hours I was part of the ‘end-game’ in EVE Online. In two hours and about fifteen minutes, I was pretty mad at myself for waiting this long to return to EVE. I also have a dozen blog posts swimming around in my head right now, more ‘stuff’ to talk about than I have had in years.

Applying to Karma Fleet was easy thanks to the detailed instructions they provide. It was extensive in terms of having to provide all APIs and other info, plus once you get accepted there are a bunch of things you also need to setup (Mumble, Jabber, Forums, etc), although the alliance has clearly put in a lot of work to make this as easy as possible.

But once that was done, getting out to the staging system was a rather simple trip into lowsec, though I did get my T1 frigate popped in high-sec, much to my amusement, and made the rest of the trip out in the free rookie ship. The EVE UI has had a good number of changes since I really played four years ago, plus in that four years you tend to forget a lot of things, so the trip out was a good general refresher.

Docked up in our staging system, Saranen, it wasn’t long before a ping went out for a fleet forming that needed Clownshoes (tech 1 haulers designed to be tanky and to use an entosis link). I bought one fully fitted off contracts, got into the fleet, and took my first titan bridge out to our area of operation.

Once there the entosis help channel the alliance has walked me through what to do, and soon I was cycling my entosis link, playing my part in claiming territory for the Goons. I even got attacked by the locals, though the tank held and the fleet defenders came to chase away the bad guys. Yes, I was basically an ‘F1 drone’ in a pretty simple fleet op (that itself was part of a larger multi-pronged initiative), but again, about two hours into being a member of Karma Fleet, here I was, deep in null, directly helping the war effort on the front lines with 30-odd others in an ‘end-game’ fleet.

There is a lot to say about the factors to make all of this happen, both in the work Goons have done, and in the design and tools CCP has provided. Because make no mistake about it, without the unique sandbox that is EVE, the massive entity that is Goons wouldn’t exist as they do. Who needs Jabber pings about responsive fleets if Onyxia never leaves her cave? Why do API checks if spying plays no real role in your meta-game? When you can learn the end-game content by watching a ‘how to dance correctly’ youtube video, and there are clear and obvious BiS loadouts, why would you need to create dozens of internal wiki pages and assistance groups?

At the same time, while all of that wonderful complexity does exist, as I wrote above, it’s not a must-do for the average player. You can jump right in, pick a spot to fill, and be part of the big picture. And when you are ready to branch out and do more, there are plenty of options in a dozen different directions.

Posted in EVE Online, Goons, MMO design | 5 Comments

EVE: SynCaine is back among the stars

I’ve resubbed my main account in EVE Online. Yup. A few reasons for this.

One being that I don’t see another MMO coming anytime soon that will take up my time. Crowfall alpha is happening, and I do fire that up occasionally, but its not close to launch and what the alpha is right now (mostly combat balance testing) I just can’t play for very long. I’m still subbed to FFXIV, and play that occasionally, but there is only so much themepark I can consume without the itch for more out of an MMO kicking up.

Second is that one must reward CCP, and CCP Falcon in particular, for doing his job and making at least one tinfoil-hat wearing village lunatic rage-quit. I’ve often talked about wallet-voting, and this is one action I can fully support from a pure entertainment standpoint.

Third, if Wilhelm over at TAGN can jump into Goon fleets and have a good time, then damnit, that’s going to happen here as well. My hesitation for returning on my main to EVE has always been that the time required to run a corp is just not something I have right now, but playing EVE as a member of a random corp isn’t what I’d want. But given an active war, a return to ‘true Goon form’, and a few other factors? I’m good with that.

Fourth, the game has simply received far too many solid updates to not return to publicly blogging about it again, and to continue gaining skill points on my main pilot. Blogging about the random game is still something that is going to continue here, as will the SuperCell mobile gaming goodness, but ultimately this is mostly an MMO blog, and this should return us back towards that focus.

Posted in EVE Online | 5 Comments

EVE: Another example of making ISK the smart way

These kinds of stories are what make EVE so unique. A smart individual doing something of note to make some serious ISK without having to play ten accounts 24/7 hauling junk between stations. These are the people who get news items about them, or become part of real-world books, much like the individuals behind the funding of World War Bee.

Posted in EVE Online | Comments Off on EVE: Another example of making ISK the smart way

CR: Cards come a little easier

Big patch today in the world of Clash Royale (isn’t it fun to play a mobile game that gets updated more than once every 6 months, with balance changes too no less!), one that will shake up the meta considerable due to the new cards and the balance changes made to some staples like the mortar.

Additionally there was some balance down around rewards; the daily gold chest got a huge boost, you now get a small amount of gold per win, but you also don’t get as much gold out of each chest. You can donate more cards, and when you ask for a card, you get more of it per request. The overall goal is to get people to the new tourney caps of 9/7/4/1 (common/rare/epic/legendary), without completely removing the long, long-term (or $30k) goal of maxing all cards.

I’m hoping the next update adds more for clans to do. This one added the ability to watch in-clan matches live, which will be cool for in-house tourneys, but some form of official game mode is needed. Luckily this being Supercell, I’m not only confident it will come soon, but that what is delivered will be solid as well.

Our clan is still at the 50 members cap, as is BB at 25. Clash of Clans still has a couple spots (Supreme Cream!) if anyone is looking to get into mobile gaming with our rather solid crew (its a bit crazy, but I think our core mobile group has now been gaming for 2+ years together)

Posted in Clash Royale | 3 Comments

Give LotRO a proper ending

LotRO and I have a long history. It was one of the first MMOs I played with my wife that she really got into, and for a time I enjoyed the game despite its many issues. Its one of the best examples of using a strong IP correctly without abusing it (at least when I played or at least closely followed the game), and early on it had a lot of solid content. Then it went F2P, Turbine as a whole changes almost completely, and today we are left wondering if the game has a future once the licensing deal comes to an end.

If there is one MMO that SHOULD have a proper ending, its LotRO. WoW’s ‘story’ (word used very loosely here) can go on forever because there basically is no story that makes a lick of sense anymore. EVE’s story is what the players do, and the big important players will continue doing what they are doing. LotRO is different though. We all know Mordor is ‘the end’, and players of the game should get closure. Plus it would be a fitting end to one of the genre’s most notable titles.

I also think it would be a very unique moment. There are videos of the final moments of Asheron’s Call, for example, but those video are just of players standing around the moment the server is shut down. LotRO could go out with a proper, official ending. The last piece of content could be some community-wide effort ala the AQ Gates in WoW, and the actual final moments of the game could be the payoff of that effort. Let the players ‘win’, see the results of that win (ending video), and then shut the servers down. That would be something special in the genre, and if there is one game that is perfect to do it in, its LotRO.

Posted in Lord of the Rings Online | 1 Comment