Suicide Traveling

Posted by on December 5, 2008 - No Comments »

Lets face it, everyone at one point or another has intentionally killed themselves in-game to avoid having to walk back to town.  I myself have never played a MMO where I didn’t regularly kill myself as a means of travel.  However each time I do, I feel like I’m some how killing a part of the game for myself.  I mean the whole point to video games is NOT to die, however because of the extremely lame traveling rules nearly every MMO has, we gamers are almost forced to partake in the rediculas act of suicide in order to save ourselves time.

Let us examine the three traveling means that are most common in MMOs today.

Mount - The trusted mount which will about double your run speed (depending on the game) and be your primary form of transportation. While the mount is useful in many situations, it cannot beat suicide travel.  If I’m out completing a quest about need to go back to town to collect my reward, unless I’m very close, I’m going to be looking for a really high cliff to jump off of or a group of mobs so they can pumble me to death.  The mount is good for short distances or traveling to quest locations.

Waypoints – Nearly all MMO’s will give the player the ability to make any town their home location.  Then whenever they want they can just use that skill/item to instanly travel back there.  The problem with this is that most games have a extremly long cool down, 1 hr usually and you can only travel to 1 location.  While it seems very useful, I barely use this form of traveling, maybe once every time I play.  What I would like to see are multiple locations and a shorter cool down, which would make this acutally useful.

Town to Town Travel – Most games have some sort of instant travel from town to town, however there are almost always some sort of restriction. Restrictions might be something like, from Town A you can only travel to Town B, D and F.  Then from Town F you can get to A, C and R.  Then from R, you can get to E and H.  So if you wanted to get to H to begin with you’ll have to travel multiple times. Lame.  Other restrictions can be that each map only has one travel spot, so if you want to get to another town on the same map you’ll still need to run/ride across the map to get there.  There are a handful of restrictions depending what game you’re playing and all are just as lame.

I’m sure there are MMO’s out there that have a great traveling system, however I have yet to play one.  For me suicide is the 4th form of traveling and is actually the best in my opionion since most games have little to no death penalty and it’s instant.

My suggestion to developers is let it go, traveling around the map is boring as hell.  I should be able to travel from any town to any town(as long as I already visited once) in the game.  I should also be able to set more than 1 town using my waypoint item/skill.  I’m tired of killing myself, help me stop.

AoC Server Merges – When Worlds Collide

Posted by on December 4, 2008 - No Comments »

AoC Server Merges – When Worlds Collide

When it comes to MMOs, it is the nature of the beast that a strong population is critical to the survival of a game. So what happens when the massively multiplayer turns out to be not so massive? Developers often have to make the hard decision and start offering transfers, which ultimately gets followed up with server merges.

There is no denying that Funcom’s Age of Conan has had a rough going during the course of the 6 months it has been released. Funcom and their stockholders watched with horror as roughly half of their subscribers jumped ship in the first 90 days. Now after server transfers, Funcom has now entered the server merging phase to help sure up the population levels for their remaining players. Controversy is starting to brew regarding their decision to merge 2 servers of different rule-sets, the normal PvP server “Bloodspire” and an RP-PvP (Role Playing) server “Hyperborea” are about to collide into what looks to be a very interesting situation.

Now I’ll be the first to admit that I have never played on an RP server in any of the MMORPG’s I have played, but I do respect the option to have that playstyle choice. Now I will also be the first to admit that I have played on non-RP PvP servers in Age of Conan, and I have witnessed first hand the culture of these servers. It could be that some on these servers are role-playing as a mentally-unstable sociopathic teenager, but one has to wonder how the role-players will react to their new friends.

So what happens now? To the best of my knowledge, I can’t recall seeing a situation like this in an MMO and we can’t blame Funcom for trying foster a healthy environment for the players in terms of population. What is about to unfold will be a very interesting social experiment. I decided to take a look at some of the server forums to see the reaction from the communities, and so far it looks like a mixed bag. I don’t believe that both cultures will be able to survive personally, so the question will be to see who folds.

One possible scenario is that the non-RP types might be willing to give role-playing a shot, although I suspect that this is probably not going to be the case. The other scenario could be that this officially ends the culture of role-playing in this community, and the disgruntled RP crowd tries to proceed to the nearest exit by seeking a transfer or opting out all together. Funcom has made their choice and now it is up to the players of these servers to make their own. Let’s see if the players be willing to give up the RP in RPG for the MM in MMO.  I am interested to hear player’s predictions on how you think this will play out.

Paragus

Co-leader of Inquisition

www.inqguild.com

Warhammer Online Patch 1.06

Posted by on December 2, 2008 - No Comments »

The servers for Warhammer has just gone down about 45 mins ago for the 1.06 patch updated.  Looking through the patch notes I’m happy to see that the planned changes for the Ironbreaker class aren’t as bad as originally posted, which were supposed to be released with the 1.05 patch.

The two major issues I had were how Grunge was supposed to build and decay for Ironbreakers.  Originally planed it would take much longer to build Grunge and it would decay much faster, which I argued would seriously hurt the class as most of our damage is based on how much Grunge we have.  Perhaps someone at Mythic read my article because they changed it yet again.

Decay
5/sec after 30 seconds of not being hit (Originally)
10/sec after 10 seconds of not being hit (Originally reported for 1.05)
5/sec after 15 seconds of not being hit (1.06)

So basically they shorten the time by 15 secs which I can live with.  10/sec after only 10 seconds would have been ridiculous.

Grunge built using Oath Friend

Originally 10 points no matter what the Grunge level is at.

(Originally reported for 1.05)
0 – 30 Grudge you gain 5 points
31 – 60 Grudge you gain 3 points
60 – 100 Grudge you gain 1 points

(Patch 1.06)
0 – 30 Grudge you gain 10 points
31 – 60 Grudge you gain 5 points
60 – 100 Grudge you gain 3 points

So here again they decided to increase it a bit more, which a good thing and I can live with.  Overall I’m happy with the changes planned for 1.06.  Even though I haven’t had a chance to try it out yet, from the patch notes it looks to be a pretty good patch, although I can’t really speak for the other classes.

MMORPG Gamers are Whores!

Posted by on December 1, 2008 - 4 Comments »

That’s right, you heard me, jumping from one MMO to the next with no regard for anyone but themselves.  Such gamers will spend just enough time with a MMO to get their kicks, then once there done toss it aside like a dirty rag before moving onto the next one.  Even if they do find a MMO they like most gamers will cheat on it with another MMO just to see if their missing out on something.  There are a few that make a serious commitment and live happily with their MMO for years, but for the mass majority of us, we are no better then the star college quaterback who makes his weekly rounds with the slutty fraternity chicks.

I’ll be the first to admin that I’m a MMO whore.  I’ve never been faithful and never even made it to the one year anniversary mark.  I know…I know, I’m ashamed of myself.  The thing is, I’m a commitaphobe, I just can’t commit to one MMO.  It’s not that I don’t want to get serious, it’s just that I haven’t found the right one yet.  Yeah…that’s it.  Girls believe that stuff, right? So why can’t it work here? (if your a girl, please ignore that comment) But seriously, every time I feel that I’m ready to take the next step, some hot new MMO seems to come out that is just begging me to try it out.  And why shouldn’t I?  This new MMO might not have the experience a seasoned MMO has, but it’s new, young and something different, a combination that’s hard to resist.  Just ask George Clooney.

So what can a MMORPG do to keep us faitful?  Sadly their isn’t much that can be done. I’ll still hop from one game sever to the next looking for that perfect MMO, one that I can commit to for the long haul.  But in the mean time, back to whoring it up.

Warhammer Woes at 60 Days

Posted by on November 24, 2008 - No Comments »

Warhammer Woes at 60 Days

I feel compelled to do another installment here on how Warhammer online is progressing a little past the 60 day mark of going live. Those of you who have followed my writing on MMORPG.com and MMOCrunch may remember that I wrote my review of the game right before launch, and at the 30 day mark I wrote about the Top 5 Issues with the game. Now past 60 days, Warhammer Online finds itself struggling due to what I believe are 3 main problems that need immediate fixing.

1) Itemization

This is the first issue that is crushing my motivation to play. This is one of the 5 points I touched on in my previous Warhammer article and it remains to be a major problem. The stats on most if not all of the high end gear is horrible. I am almost inclined to think the stats were picked by a Mythic Dev throwing darts, they make little to no sense for their respective classes and seem almost random in the stats and set bonuses.

This is a major problem because the high end gear is one of the primary motivators to play. Unlike DAOC which had interesting realm abilities to chose from, Warhammer uses RvR gear as the carrot at the end of the stick to keep you wanting to advance and participate in RvR. The fact that the stats are so poor on these items completely takes the wind out of the player’s sails to participate and chase the carrot. Unfortunately this problem is not only limited to the RvR gear. I was fortunate enough to get 4 of my Sentinel pieces for my Shadow Warrior in a single run through Sigmar’s Crypt. In any other game I would be elated to be this lucky, but the excitement was quickly diminished when I realized none of the items were an upgrade, and the set bonus was actually worse then a lower level Bloodlord set. This needs to be fixed immediately, and if not before the end of the billing cycle, then there will be a further bleeding of subscriptions.

2) Overworld RvR Mechanic

The overworld RvR mechanic simply is not working. In a recent patch, Mythic claimed they made changes to the “Victory Point” system which determines how and when a zone will flip to the control of one team or the other. The patch claimed it would make scenarios carry less weight, thus putting more weight on the overworld and making zones flip faster. Yesterday my guild had an ORvR day to make a real push on the Destruction territory. After taking all the keeps and battle objectives in all 3 pairings, I was shocked to see that we were only halfway to flipping in 1 zone, and even less in the other 2 zones. Nobody wants to be forced to run public quests, which offer terrible rewards and are tedious, in order to flip a zone. Scenarios other than Serpent’s Passage still are not popping as needed, and I play on Skull Throne which is widely viewed as the highest pop server in the game. This leads to all the objectives being taken and being unable to progress, so people log off or go run mindless scenarios.

Another problem is practice of keep trading that has been developing as of late. In a recent patch, Mythic decided to make all keep lords to drop 3 gold bags 100% of the time when defeated. Unfortunately, players will always take the path of least resistance when trying to get stronger. It has become a common practice to see an Order Army and a Destruction Army deliberately avoiding each other and attacking undefended keeps for the easy gold bags. If you are out for loot, why would you attacked a defended keep when you can attack an undefended one a lot easier and get the same reward? On the flip side, why defend a keep if there no tangible reward for doing so? It is actually better to let them take the keep so you can take it back later and get 3 more gold bags. Even if I did want to defend, the keeps are taken so fast that the battle would most likely be over by the time I arrive. This entire system needs to be looked at quickly.

3) Contribution System

In case you haven’t been reading various Warhammer related forums, someone seems to have come up with a theory about how contribution is calculated that I have been unable to disprove after testing with my guild extensively. The theory states in short, that whenever you zone into an area, you are given a randomly generated contribution number before you do anything. This randomly generated value will stay with you until you zone or relog. I can enter a zone and be given a value of 900 while my friend gets a value of 100. We can attack a keep together and if I do nothing while he does all the work, I will still beat him in contribution when the keep lord dies. If we move the second keep we see the same exact thing happen, but only if he relogs or zones will his contribution rating change.

After collecting data from my guild, I can conclude that this theory not only seems viable, but likely. Knowing this, it makes it hard for me to want to try and help anyone during a keep fight since my contribution rating has been predetermined no matter what my actions are. I wouldn’t expect Mythic to comment on this because if they admitted that this was how the system works, the outrage would be massive. Now as much as it pisses me off to think this is true, the blow is softened by the fact that the itemization is so bad that the rewards are often times worse then most of the green items I have of lesser level.

The Billing Cycle

Warhammer’s issues are starting to catch up.   A week ago we crossed over into a new billing cycle for those of us who started at release. As I mentioned earlier, even on Skull Throne I am noticing some of the guilds disappearing, I looked up some of the biggest instigators of RvR on the opposing side, and a lot of them have large portions of their roster who hasn’t been on since the new billing cycle started. While I am sure some can be attributed to the Lich King, I can’t blame those who have decided to sit this out until the big patch.

If nothing changes during this cycle, this game is going to sustain serious damage to its subscriber base. Even if the diehards decide to ride it out, the premise of the game requires a lot of people to be playing and participating in RvR. The incentive to do so is not there with the 3 problems above. Mythic needs to prioritize issues that will drive people to quit. That new sound for the horn when I get on my mount is nice, but 4 of the classes are severely underpowered, the items are junk, the RvR system is flawed, and 2 new classes are not going to steer this away from the edge of the cliff.

Paragus
Co-Leader of Inquisition
www.inqguild.com

Blizzard Yet Again Sets New Sales Record!

Posted by on November 20, 2008 - No Comments »

Blizzard has released its one day sales total for Wrath of the Lich King, which total 2.8 million copies sold in its first 24 hrs making it the fastest selling PC game of all time.  This destroys the previous record also set by Blizzard of 2.4 million when the expansion The Burning Crusade was released in January 2007.  This of course it is no surprise to anyone as World of Warcraft has been hovering around the 11 million subscribers mark and it seems that a good quarter of users are addicted enough to go rush out and pick up the highly anticipated expansion on day one.  Which further proves that 25% of World of Warcraft players have no life ;) j/k

Since were talking about World of Warcraft anyway, check out there new TV ad with Ozzy Ozborn.  Not as funny as the Mr. T ad, but still pretty good.

Warhammer Online: Iron Breaker + Patch 1.05

Posted by on November 13, 2008 - No Comments »

We’ll I’ve been playing my Dwarf Iron Breaker (tank) for about 2 months now and have reached level 28, I don’t game everyday so don’t kill me that I’m not lev 40 yet.  From early on I found my character very well balance but as I’ve been playing more and more I feel my tank is getting the short end of the stick, mainly in RvR and PQs.

The main problem is that tanks have low DPS, because of this when doing a public quests or a Keep siege, I always finish in the bottom of the list when it comes to participation.  My tank is meant to take massive damage, which it does, but when the roll comes for loot bags, I almost never get one, which is complete bs.  Healers get participation points for the amount of points they heal, but tanks don’t get any for the amount of damage they take.

In the upcoming 1.05 patch, there are 2 significant changes for Ironbreakers which will make us even weaker.  We have a Grudge meter where every time we get hit it builds and the higher it builds the more effective our attacks or buffs become.  So optimumly we’d want this to be 100% at all times.   Currently Grudge builds 5 points every time we’re hit, then after 30 seconds of not being hit decays at 5 per second.  The change in 1.05 is huge, instead of 30 seconds it will be 10 seconds and instead of 5/sec, it will decay at 10/sec.  This basically means if we stop to loot or need some time to heal, were going to start at zero for just about every fight.  The only time my Iron Breaker does any sort of decent damage is when I’m at 100 Grudge, so this will not only make my character much weaker, but it will also mean I’m going to be getting even less participation points in keep sieges and PQs.  How are tanks supposed to win loot if we can’t get any points in participation because our attacks are so weak?

Binding Grudge & Heavy Blow are the two attacks I use the most with my Iron Breaker, mainly because they do the best damage.  However damage depends how much Grudge you have built up and both are length of time attacks.  For instance Binding Grudge at 100 Grudge might do 700 dmg over 15 seconds. The problem here is when doing PQs or Keep Seiges, most enemies don’t last 15 seconds unless it’s a champ or hero.  So while people that do high DPS get a ton of participation points, I don’t because the enemy dies in 5 seconds so the damage dealt was only 230 and I get much less points.

The second big change is with our Oath Friend.  As a Iron Breaker you can select one ally and deem them your Oath Friend which will grant them and yourself bonus buffs.  One of the big pluses is that every time your Oath Friend gets hit, you gain 10 Grudge points, making this is a great way to build and maintain your Grudge points.  Not so in 1.05.  Not only is this reduced from 10 points to 5, but it’s further reduced the more Grudge you have built up.

0 – 30 Grudge you gain 5 points
31 – 60 Grudge you gain 3 points
60 – 100 Grudge you gain 1 points

So not only are we going to lose our points much much faster, it will be harder to build it up.  In essence their turning us into tanks with BB guns.  I would have no problem with these changes if they also made changes to participation points.  It’s going to be much harder for Iron Breakers to win loot once these changes hit the public servers.

MMORPG's: Time vs Skill

Posted by on November 6, 2008 - No Comments »

If you ever talk to a non MMORPG gamer, you’ll most undoubtedly hear them call MMOs a timesink, a skillless game where it doesn’t really matter how good you are as how much time you spend playing it.  Hell, you’ll hear some MMO players make this arguement from time to time.  But does this arguement hold any water?

First thing everyone needs to agree on it that no matter what game you’re playing, the more time you spend on it the better you’ll get.  This is true for every genre of gaming, even adventure games where you’re only really solving puzzles.  The more puzzles you do the better you’ll be at solving them.  Sort like the grandma that can rip up a 1001 jigsaw puzzle in 30 mins.

Now that we agree on that premiss we can move on to the argument that in the great majority of MMOs you’re simply clicking a button and watching your character fight.  Yes, clicking a button does not take skill, but as any MMO player can tell you when you’re in a combat situation hitting those buttons at the right time and deciding between 20 different actions in a few seconds can be life or death.  Someone who is very familiar with their character and all their moves is vastly superior to a player that isn’t, even if there 100% evenly matched.  No different from a FPS, RTS or sport game.

Some argue that those that spend the most time playing will get all the best weapons and armor giving them an unfair advantage over players that cannot spend as much time playing, hence taking the skill out of the fight.  Now this is true to a certain extent.  If two players built their characters 100% the same and one player has much better gear, yes the fight does become unfair.  But this is why we play these games, to get an unfair advantage over others them pummel them with it.  If your playing football and the other team has a quaterback that’s much better than yours, are you going to sit there and whine about it.  NO, you come up with a plan to get the advantage back in your favor.  Same goes in this situation, if you’re getting your butt kicked by someone stronger than you, you come up with a different plan to beat them.  Get a friend to come help, lure them to a area where friendly NPCs jump in to help, have more health potions in your inventory.  If you want to play a fair game, maybe you shouldn’t be playing a MMORPG.

I won’t argue that their are elements in MMORPGs that do not take any skill.  Having to travel across the map to deliver a basket of bread takes zero skill.  Having to kill 10 bears that are around a camp takes zero skill.  However this is not why we play these games.  Being a PvP gamer I can say I play for the trill of killing the other player.  I’m a big FPS gamer as well and I get the same type of feeling when I take someone out in a MMORPG as I do playing TF2 or CS.

But what about PvE?  For me it depending on the game, if the vast majority of quests are boring and take no skill to complete, I won’t play the game or quit.  However some of my best moments in MMOs have been doing PvE quests or raids.  When you’re working together with a group of people doing a very challenging quest, the feeling of completing it is like taking your last final for the semester in college and knowing you aced it.  Just a great feeling.

For me the perfect MMORPG would be one that cut out all the fat and keeps everything that makes these games exciting.  A good PvP system with good, challenging quests and raids, no quest grinding.  However it seems that I’m in the minority with my opinion as PvE is what seems to be driving MMO’s these days.  Perhaps the social aspect of has outweighted the skill aspect of MMOs and we should be argueing that instead.