The not-so-short “what I’m playing” update

First, thanks to most who commented in last weeks little checkup on the MMO genre, good times. I’d say lets hope when we revisit in 2016 we finally have a F2P champion to make things a little more interesting, but lets not kid ourselves, I’ll most likely just be able to copy/paste that post over and it will remain 100% accurate.

Games roundup time!

Clash of Clans: First I can’t believe I’ve been actively (every day, and often an hour+) playing this game for over a year now. The really crazy part is I’ve spent a total of $5, and I honestly feel like I should spend more, but I have zero need. Also the fact that the game just prints money (likely now above WoW-levels) means they really don’t need my wallet-vote.

Our clan is at 50 members right now, although with a group that size its fairly common for someone to go inactive. However due to our core moving up in town hall levels, at this point we really need players who are TH7+ with lvl2+ dragons, otherwise you will have a really tough time doing much of anything in a war. That said the above requirements are fairly easy (a month or two?) to achieve, and considering how awesome the game is overall, the ‘grind’ (get it) is worth it.

Boom Beach: It’s CoC with guns! Only different enough to be very interesting on its own. In a lot of ways CoC/BB are like UO/EQ1. Sure, one is better, true to what it should be, and came first, but the other still has some things going for it. Much like the lesser MMO EQ1, BB is more PvE focused, easier, and more casual than CoC. Which isn’t to say it’s ‘bleeding customers accessible’ ala WoW during the intern years, don’t worry. There is a good deal of depth, especially when it comes to force composition and executing attacks. Base design, other than lacking CoC’s base layout tool, is something that can keep you busy for a while as you tweak placement and watch replays to see the results.

The clan in BB is currently at 25/25 members. The next increase would be to 50, but I’m hesitant to pull the trigger since its a permanent increase and I don’t know that I have another 25 people looking to join. This might change in time, but unless there are a good number of requests in the comment section here or via chat in CoC, we will remain at 25 for now.

We run Operations almost daily (24hr timer on those), which are really fun “clan vs NPC super base” events. We can clear the level 4 Op, but the level 5 has yet to be conquered. This will shortly change as our members gain power and access to more and better troops, and we collectively learn how best not to run out troops into insta-death traps.

Age of Decadence: I downloaded the demo of this game, and it’s interesting. The game bills itself as an RPG, but the more I play the more I feel its a rogue-like graphic-novel style title, with heavy RPG elements. Allow me to explain. You die a lot in AoD. A lot. You could very well die after the first decision you make, or the second, less than five minutes into the game. After you die you ‘reroll’ a new character and try again. Then you die some more.

The dying often thing is very rogue-like, as is the fact that you have so little control over death. You pick a text option, the game tells you the action you selected failed (lie to someone, try to attack someone, move to a certain location, etc), and you see the ‘you are dead’ screen (which often has very comical ‘why you died’ text). Even combat is pretty simple, with you just trading blows with someone, and it just doesn’t feel like you have a lot of control over the outcome.

The game is in early access so I’m not buying it just yet, but I will say that despite the somewhat random ‘gotcha’ aspect, the demo was highly enjoyable, and the game is something different and entertaining. You can get a feel for a the game overall in just a few hours, so I’d recommend grabbing it. Just power through the initial 10-30 minutes of ‘wtf am I doing’ learning curve in terms of UI and game basics.

FFXIV: I think I mentioned the wife and I are back playing this gem of an MMO. I need to write a longer post about it, but haven’t done so yet. It’s all the great stuff of vanilla WoW, presented in a better-looking package, with (IMO of course) a better IP behind it. Not hard to understand why it’s so successful, and still growing.

LoL: Oh LoL, how I love to hate you. The seasonal ranking reset happened, and as luck would have it during my placement matches I got the derpy derps on my teams, resulting in a silver 3 initial placement (I was Plat IV last season). S3 is I believe the ELO where the average player does in fact have two hands to play with but still hasn’t fully grasped how to use them (lower silver is the dominion of the one-handed cripples, while bronze league play is mostly just animals running across the keyboard hitting keys, or so I’ve heard). Think of a newborn discovering their hands for the first time; that’s basically the skill level in S3. Mental development for the average player also aligns with said newborn.

Now the ‘fun’ part of this is that during laning, I absolutely crush whoever I face unless they also happen to be a lost soul like myself playing with the mutants. The problem is that even with one lane dominated, the fate of the game still mostly sits on the shoulders of the team as a whole. You can’t really hyper-carry in LoL by design, which while generally a good MOBA design decision, somewhat hurts in this particular situation. Long story short, the climb back to Plat isn’t as swift as it should be, especially when the promo series to just get back into gold is a best-of-five. Lots of derp chances in a longer series.

Avernum: I finished the first game, and can happily report the ending is as awesome as the rest of the game. Total playtime came in at just over 50 hours, though I did almost all of the side quests. If you skim on those, I believe you could wrap things up in under 40 hours. Either way a great way to spend some time with a great RPG.

Age of Wonders 3: Currently playing some multiplayer with a friend, and having a great time. This is another game that needs a full post, which is coming ‘soon’, but I’ll just write here that I’m pleasantly surprised by the depth, and so far its basically everything one could ask from a TBS title of this sort.

Whelp, that post got long, you’re welcome. Also if it could stop snowing that would be neat, because as fun as snow-throwing a landing strip-worth of driveway is, doing it every other day is getting a bit old. Give me a different daily quest life, the ‘grind’ of this one is too much!

Posted in Boom Beach, Clash of Clans, Final Fantasy XIV, iPhone, League of Legends, Random | 9 Comments

Before I give you money Massively…

First, Syp needs to check his damn spam filter and get my account out of it over at Biobreak!

As for the site, three simple request:

1: The majority of the main content should never require me to click once I’m at the main page of the site.

2: The main content should take up 50% or more of the screen at all times.

3: Nothing should ever auto-play, ever.

Someone from the new Massively confirm the above three will happen and you get my money.

Edit: Think if I drop 250, I can do an editorial mocking the Massively comments section? I might be worth paying for…

Posted in Kickstarter, Mass Media | 8 Comments

CoC: Fire Guardians Pre-War

(Stats and writeup by Delpez)

This is the first time we’re having a repeat war, but the previous time did not go that well (they were a lot stronger than us and we lost 102-119). I’ll show some of the numbers collected last time to illustrate how the two clans progressed since 18 December 2014. Let’s first have a look at the Town Hall level distribution (keep in mind that previously it was a 45 player war):

Continue reading

Posted in Clash of Clans | 3 Comments

State of the MMO genre, 2015 edition

First things first, it’s now 2015, and just like in 2014, 2013, and really since the beginning of time, we still haven’t seen an as-successful F2P MMO as we have sub MMOs (WoW/FFXIV/EVE). Until we do, this isn’t a debate. It’s a simple yes/no situation: Is your MMO really good? It’s using the sub model. Is your MMO not that good? It’s F2P, sub, ‘B2P’, or… who cares your MMO isn’t really good. Maybe by 2016 we will have a single example of a really good, as-successful-as-sub F2P MMO. I wouldn’t hold your breath on it though.

Now, moving past that still-dead horse, let’s take a broader view of the MMO genre as we head deeper into 2015. In my view the MMO genre has gone through four major phases. Note that these phases don’t have a definitive “it started on this day” date, but rather are more of a general ‘around this time’ deal.

Phase one (1997-2002ish) was UO/EQ1/AC; the birth of the genre, when we weren’t sure if this whole ‘virtual worlds’ thing could even work, and being online with thousands of others in one world was something new and awesome. Amazingly all three of the original MMOs (sorry M59, but you weren’t big enough to really count here) were solid and brought something really unique and special to the table. UO had an amazing virtual world and sandbox gameplay, EQ1 was the original themepark (I thought I had written a post about what the genre would be if EQ1 had never been made, but can’t find it now, so maybe I never wrote it…), and AC had weird, interesting systems and character growth, along with the awesome patron ‘guild’ system.

Phase two is WoW and EVE (2003-2007ish). WoW blew up what everyone thought a successful MMO could be, and refined the clunky themepark that was EQ1 into a game a lot of people could actually get into, while (in vanilla/TBC anyway) still retaining the core qualities of an MMO to keep people playing/paying. EVE started very small and very rough, but would go on to show that despite aiming to be super-niche, super-niche done better than anyone else can eventually, and naturally, grow into a mini-monster in the genre. It also showed that, if you do it right, there is no timetable on when your MMO should fade or go into maintenance mode. A good MMO really should be able to go on ‘forever’. This is also the time when a great many MMOs failed for countless reasons; the main one being ‘Making an MMO is really, really f’n hard’.

Phase three is the WoW-clone era, or the dark ages (2007-2011?). Post-WoW blowing up, everyone and their dog started cranking out WoW-clones, each thinking they could either be a ‘WoW killer’ or just casually pick up a few million players because ‘hey, WoW did it so it must not be that hard!’. LotRO, AoC, WAR, Aion, Rift, etc. In addition to getting a bunch of ‘bad’ games, the real crime here is that developers who might have been able to give us something interesting instead wasted time trying to be WoW. The genre (EVE-related stuff aside) didn’t advance forward much, and in terms of new offering things mostly sucked.

Phase four is the ‘F2P, ALL THE WAY’ era (2011-2014, hopefully). After failing to clone WoW, ‘bad’ devs all jumped aboard the good-ship F2P. MMOs that were struggling/dying as sub MMOs (because they were bad games made by bad devs) converted and saw ‘amazing’ revenue immediately after the conversion. We got a lot of press releases stating it, so it must be truth forever and ever! We also saw a bunch of F2P-based MMOs released, because the sub model was outdated and ‘everyone’ was going with the ‘new standard’ of F2P. Then the too-predictable reality kicked in, the one-time boost that was a F2P conversion not only faded, but in many cases faded below even what sub was bringing in, and F2P after F2P MMO was shut down or skeleton crewed. SOE being sent to the slaughter house is, one can only hope, the crowning jewel and definitive statement on just how much of a failure the standard F2P model is for MMOs.

Which brings us to today and the original question; where is the MMO genre? It’s not at the high it was in 2005/6, where everyone was making an MMO because it was perceived as a gold mine. At the same time, we are out of the dark age of cloning WoW blindly. We are also hopefully beyond the state of believing that F2P works, but I suspect there are still more Smeds out there who will put junk out and wonder why it’s not working financially after getting a billion accounts or whatever foolish metric they get mislead by.

In some ways we are in a spot similar to 1999/2000ish times, with three big successful MMOs (WoW, FFXIV, EVE), and a new crop of MMOs on the horizon that has our interest (Camelot Unchained, Star Citizen, Life is Feudal, Pathfinder, to just name a few). But that interest isn’t tainted in believing any of those titles will be ‘WoW Killers’ or dominate the market, nor are the people behind those titles setting such expectations. For perhaps the first time in far too long, devs have a plan to make a game work with 50k subs, which sounds so stupidly simple yet really is a giant leap forward for the genre.

Will some if any of those games work out? Hopefully. They at least have a much better (more than zero) chance than ‘WoW killers’ and F2P MMOs, so that’s a plus. But as always, making an MMO is hard, and even if you get 80% of it right, that 20% wrong can sink you.

Personally I feel better about the genre today than I have in a long, long time, perhaps even as far back as the early 2000s, in large part because I think more than enough devs have finally figured out that the MMO genre is a niche market, and not the mass-market illusion that WoW’s success tricked people into believing. I also don’t think ‘AAA’ levels of spending are needed to make a great MMO. I’m more than fine with playing something that I expect to grow over time, so long as that initial baseline is solid, and again I think at least some devs are finally catching on to this as well. Not only is gameplay king, but sub-AAA production values don’t mean crude sprites and homemade sound effects anymore, it just means I won’t have to hear someone ‘famous’ during a cutscene, or have a CGI intro movie that’s 20 minutes long that I skip every time after the first.

So while the future of the genre isn’t all rainbows, it’s also not as hopeless as it looked in years past. Baby steps are good, and hopefully at least a few of the upcoming games deliver, while the success’ we have today continue to get better (or in WoW’s case, don’t go full ‘accessibility’ on us again and shed almost half the population).

Posted in Age of Conan, Aion, Asheron's Call, Camelot Unchained, EQ2, EVE Online, Final Fantasy XIV, Life is Feudal, Lord of the Rings Online, MMO design, Pathfinder Online, Rift, RMT, Star Citizen, Warhammer Online, World of Warcraft | 64 Comments

BHAHAHAHAHA SOE BHAHAHAHAHAHA

What a freaking day! First the Pats win and become the greatest ever, and now every single defender of SOE and Smed look like complete and utter fools for arguing with me about the company, now dumped by Sony. Love it. Absolutely love it. FREE TO PLAY, ALL THE WAY!!! Wheee!

I’d say I can’t wait until the investment firm breaks them apart to sell off the valuable IPs, but hahaha SOE’s single valuable IP was a game released in 99, and even that is so tainted right now I wouldn’t pay five bucks to take it off their hands.

Great work Smed. You are handed a gold mine that is printing money, and in short order turn it into not only the laughing stock of gaming, but an awesome collection of trash-heap titles basically no one cares a lick about. That is next-level incompetence. What a day man, what a day. Not even getting another foot of snow is taking the smile off my face today.

PS: The only negative with this story is I will need to retire “SOE being SOE”, although I’m sure “Daybreak breaking Daybreak” will go into rotation shortly (assuming the whole thing isn’t shuttered in a few months). Luckily “Smed being Smed” will continue to be the gift that keeps on giving so long as people are dumb enough to employ him, so +1 for that.

Posted in Mass Media, SOE being SOE | 21 Comments

Dear Massively, die and get better

Massively is closing. I know, this is likely the first time a blog post is being written about it, but that’s just what I do, break news and set trends. You’re welcome.

I bashed Massively often. Usually it was their comments section, but at times it was also the content/site itself. To say the site wasn’t perfect is a bit of an understatement. But to call it terrible is also incorrect IMO. Simply put, Massively was the only ‘major’ gaming news site I visited, so clearly they were doing something right. The biggest insult you can give anyone is not caring enough about them to have an opinion, and I often had an opinion about Massively.

Keen mentioned them stealing content back in the day. I experienced that as well, and while it somewhat bothered me, I wasn’t as bothered as Keen. Stealing content is what the internet is about really, and at least Massively eventually stopped (mostly). Still, a very valid reason to dislike them.

I also agree that they were far too tied into corporate PR puppet strings. Finding a real opinion from Massively was difficult, because it felt like 95% of the content was indeed “Hey Massively, say this about our game now!” style posts. Another very valid reason to dislike them.

If you play EVE you likely dislike Massively for a long list of reasons, pretty much all valid.

I could go on, but the point is that Massively was far, far from perfect.

Yet far from perfect was still better than a lot of other sites (for example, the utterly unreadable format that MMORPG.com uses), and that’s why Massively was a site I visited at least once per day. I rarely clicked on an article (other than to see the comments section for a good laugh), but I did enjoy scrolling through everything and being able to keep up with the basic happenings of the genre. That, above all, was Massively’s greatest strength.

I don’t know how many of Massively’s problems came from being owned by AOL, but I suspect that was a major factor. One only has to look at Bleacher Report (to use a sport ‘blog’ site as an example) prior to being purchased by CNN and after to see just how quickly your site can fall once suits get involved (not that BR was great before, but it wasn’t the absolute joke it is today).

I also think the general concept for such a site is solid from a reader/content perspective, and should the good of Massively be brought over to an independently owned site, I would give it a look at least. I also think from a business perspective that can work. Whatever group tries to make it happen, I strongly suggest looking at a site like Barstool Sports (hide the kids before you do, site is often NSFW, and if you posses a thin skin, prepare to be offended). That site has gone from being a tiny local player in sports media/blogging to one of the most influential voices in the city of champions and beyond, to say nothing about the amount of revenue they generate via ads, the shop, and sponsorship, all without truly ‘selling out’ (a running joke is that they do sell out, but sell-outs don’t continue to post stuff that would cost you sponsorships left and right).

So yes, ultimately I’m a bit sad that Massively is closing, unless that closing leads to a better, non-puppet version of Massively. The good writers should make that happen, and do so quickly. Best of luck to everyone in their future endeavors.

Posted in Mass Media | 13 Comments

Best in the world!

All is right with the world once more, and not even another circus catch could deny inevitability.

Posted in Random | 5 Comments

Avernum: Escape from the Pit review

I pointed out more than a week ago that Avernum: Escape from the Pit was on sale, and that it was worth picking up. Based on the exact science that is my Steam Activity page, many of you did. Good job. If you didn’t, and you like RPGs, you can still fix that mistake.

There are a few things that stand out about Avernum and make it almost impossible for me to put down right now. The first and perhaps most important is that the setting/world of Avernum is so tightly woven and kept together. In way too many RPGs, every town or location you visit might as well exist in a vacuum; people aren’t aware of the actions or motivations of others, and every quest is local and doesn’t impact anything else. In Avernum it almost feels like EVERYTHING matters and is connected, which really is crazy given the sheer amount of content.

Quick example (hopefully spoiler-free): I meet a certain NPC early in the game, who works for a surprise faction, and the existence of this NPC explains a lot of ‘how’ the world of Avernum works. Much later in the game, I met an NPC from a rival faction, and one of the dialog options was “Did you know an agent for your rival is at location X”? That alone shocked me, but even better? The NPC replied that yes they are aware of that NPC, and haven’t dealt with them yet for ‘reasons’. I love that not only are these NPCs aware of your actions, but the game also provides valid reasons why they can both exists despite what they and you are doing. That is amazing world building and story connection.

Now to be fair, I said it feels like everything is connected because not everything actually is. You still have some side quests that are more traditional “go get this, deliver it, the end” stuff, but even in those the writing and flavour ‘fit’. There are also plenty of examples where you can ask “what is X” when you have already had another NPC explain “X”, but even here you often get different bits of info. I think a huge factor here is that the game was made by one man (Jeff Vogul), so rather than multiple writers/designers each adding their own take on something, Avernum has a solid continuity and always ‘feels’ the same from NPC to NPC, location to location.

This continues into its design as well. You are very rarely forced to have a quest in order to complete/acquire a future quest objective if you happen to explore an area/dungeon early (in fact, a lot of the major quests assume you won’t know WHY you are collecting something until much later). Sometimes you must have the quest, but in those cases it makes sense (need a special key, or must know what you are looking for). I haven’t come across a single instance of a quest asking to kill someone, and that someone only spawning once you have the quest, which has always bugged me in other RPGs, while on the flip side I’ve killed or collected many objects early, and when finally meeting the NPC with the quest, the dialog reflected that I already accomplished the task, which is a nice little touch.

Speaking of quests, I love that there isn’t one obvious ‘major’ quest and then everything else plays the role of ‘side quest’ like in many RPGs. Avernum has multiple major quests and major characters, certainly, but even here which one is more important is difficult to say; is helping the king more important than helping a major rebel faction? I don’t know, but I do know that both (among others) feel really important and epic (and not lame ‘epic’ save-the-world-from-uber-death-dragon-god either).

One of the major goals is escaping Avernum, and multiple, multiple times you will find locations that hint at escape, only to turn you away for one reason or another. You can almost feel the hope rising in your characters, only to be crushed.

Much of this is due to the fact that the writing is absolutely top notch, and strikes the perfect balance of enough to set the stage and provide detail, but not bore you with a small novel every time you talk to anyone. The tone is mostly serious, as Avernum is a pretty serious place (being a huge underground prison and all), but lighter moments and characters do happen, and again unlike in many RPGs, they don’t feel like intentional ‘comedy breaks’, but characters that fit the world.

Story/setting/feel aside, the gameplay is also surprisingly solid for an older-styled game. Character progression is varied enough to be interesting, but isn’t a stat overload. Spell selection is the same; enough to be interesting, but not so many options that you have a dozen different ways to throw a fireball. I would say the same for items; you come across enough special/magic items to feel like you are constantly making progress, but it’s not the loot shower that other RPGs can become. Important, major magic items that you find feel like huge rewards/upgrades, and hold their value for a long time in many cases.

All of the above feeds into the combat, which again IMO is surprisingly good. At the start of the game it’s rather basic, but after a few hours and some levels, you will face a lot of different situations that will certainly challenge you (or outright kill you if you visit them too early). Sometimes it will be a tough boss, while other times it will be a longer dungeon that simply grinds you down in terms of potions and mana. I love in an RPG finding something that kills you early, but being able to come back later and inch out a victory; that to me is one of the more rewarding aspects of an ‘open world’ RPG, and Avernum has this in spades.

I haven’t finished the game just yet, though I feel I am fairly close given where certain quests are going and the overall percentage of the world I’ve explored and my character power. I am genuinely excited to see how this ends, and very much looking forward to Avernum 2 to continue the story and get more of this style of game. Obviously highly recommended to any RPG fan able to look past the old-school graphics.

Posted in Random, Review | 1 Comment

CoC: Changwon LG Pre-War Statistics

(Stats and writeup by Delpez)

The minimum number of stars for TH9&10 bases are still based on player experience. In this war our opponents don’t have that many powerful high level bases, so we should have enough attacks to get the minimum stars against top bases.

At TH8 the base strength is determined solely by air strength. It is heavily weighted towards air defences, but also take archer and wizard towers into account. They have some powerful bases up to #15, followed by some decent bases. However, the air strength drops off quickly from around #22. This means that we should get our easy and medium 3-stars without too much difficulty, which will leave more attacks against their harder bases. Since base strength is calculated from air defences, GoWiPe or Hogs might be able to 3-star some of the tougher TH8 bases (or an attack from our TH9 players).

Remember that the table should be used as a guide for attack priority. We should first get the minimum stars before attempting bonus stars against tougher bases.

The model has been tuned a bit – the table shows the minimum number of stars we should aim for:

Continue reading

Posted in Clash of Clans | 1 Comment

FFXIV: You know what helps server queues?

A free weekend!

Granted, the queue is generally under a minute, and that’s during primetime, but come on Square, isn’t being the second-biggest real (sub) MMO out enough? Do we really need all those WoW-babies coming back as they grow bored of WoWfarmville?

Also, any chance you can fix the gold spam? Its unreal in FFXIV. Every few minutes :baaring!: gold spam message.

PS: Feels awesome to be playing the game again btw, but more on that ‘soon’.

Posted in Final Fantasy XIV | 5 Comments