How Diablo Ought Be

Hibernation Weekend

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This is one of those mornings when I really wish I did not have to write a blog post.  I guess in the grand scheme of things… there is nothing forcing me to do so, but I would hate to break my streak of daily posts.  This is one of those hibernation weekends when neither my wife or I really want to leave the house.  In fact I went out and got breakfast in my fuzzy slippers that look like shoes this morning and a hoodie.  Not like the folks at the convenience store really pay too much attention to what people are wearing, but it was a reasonable facsimile of “dressed”.

Yesterday I was completely all over the place game wise.  I started off the day by playing quite a bit of Hearthstone, this was a side effect of me wanting the gold from my daily quest and a new friend just getting into the game.  Once he got through the tutorial and unlocked a few decks we played a few games.  The first game he trounced me liberally, and the second two I managed to pull ahead significantly mostly due to him not getting the cards he needed when he needed them.  Playing against actual players has made me extremely aggressive when it comes to Hearthstone, and I am not really sure how to tone that back a notch.

Mixed Bag of Gaming

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After hearthstone I poked my head into Rift for a bit, but really didn’t find much enjoyment there.  I am not sure what it is but right now Rift is just not that fun of a game for me.  I am sure before long I will cycle back around to it and it will once again be the next best thing to sliced bread.  I have the same sort of thing going on with EQ2 as well.  I have a desire to play some, but when I actually log in I have no desire to do anything.  So in both cases I poke my head in and then log back out almost as quickly.

Right now I am still enjoying Allods quite a bit, but I have a feeling that very soon the bottom will drop out.  I have heard that after a certain point there are very few non-group quests.  Currently at level 8 I am still having no problem at all, and this is sufficiently scratching that World of Warcraft itch.  However I get the sense that I am nearing the end of the starter city of <Insert Russian Sounding Name Here>.  I am really enjoying the game, and it is extremely well crafted, but as a whole the storyline and missions are forgettable.  There is really little “special” about the game other than the awesome soviet era steampunk feel.

Forced

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After a bunch of mucking around yesterday, I settled into playing a brand new game with some friends.  Forced had been a title that popped up on our radar during the Kickstarter, and was subsequently picked up as a Steam Greenlight title.  Well it has officially released this week, and one of my friends decided to buy a four pack and distribute copies.  They describe the game as Diablo meets Left4Dead… and to some extent that makes sense.  However I do not think that description really explains just how much cooperation is needed to make it through the levels.  In many ways it reminds me of Gauntlet Legends… if Gauntlets Legends required you to use the NES Rob the Robot to make it through the levels.

Each of the gladiators chooses a weapon that will dictate their active and passive talent trees as well as set the overall flavor of the arena combat.  Above you can see an image of three weapons in the preparation room leading into any of the arenas.  I am currently holding the magma hammer and all of the attacks both passive and active are somehow fire based.  To the left of that pool is the green daggers, most of the attacks being about speed, stealth and health regeneration.  In a way they are the support class in that they can generate combo points on the target than the heavier hitters can then consume.  On the bottom left you have the Ice Shield, and this is the tank of the group focusing on being able to negate large amounts of damage.  Finally you have the D&D Animated series style lightning bow, with chain lightning and energy based attacks.

How Diablo Ought Be

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The controls are also extremely unique… or at least unique to me.  In many ways it reminds me of Ikari Warriors in that you have one set of controls to move your body and another to control your facing.  If you choose mouse and keyboard this means that WASD will move you physically around the arena and your mouse will choose your facing with Left and Right mouse buttons being your primary and secondary attacks to start out.  Later on you will pick up additional attacks Q being the first of these.   I assume with a controller one stick is likely your movement and the other your facing with your triggers being your primary attacks, but quite honestly I have not tried this out.

The pace of the action was so intense most of the time, that I quite honestly forgot to hit the screenshot last night.  However the gameplay revolves around using the glowing sphere of light Balfus your “spirit mentor” to move around the arena and active switches and traps for you.  As a team this gets super tricky since you have ONE balfus and each of you can call it at any given moment… so this involves a lot of communication to figure out who can use it next.  Additionally if your timing is right you can position the next person to call it as soon as one objective is done.  It is hard to fully understand how the gameplay works cooperatively without seeing it in action.  So as a result I am going to embed the trailer that shows quite a bit of play.

Challenging Co-Op

 

So essentially there are so many ways to fuck over your friends while playing this game.  There are maps for example where Balfus provides a protective bubble, and if you stray outside of that bubble you take large amounts of damage per tick.  So these force your team to be placed JUST right as you pay your way through the map.  It becomes progressively easier to abandon a player on the edges of the map and trap them.  So for us… access to voice chat was SUPER handy.  We kept communicating and I was generally the dullard that tried his best not to ever call the ball.  My job was to call down orbital strikes in the form of meteors upon the heads of the big baddies and consume combo points with my heavy hitting attacks.

You get a crystal for each objective that you complete.  On each map there is a completion shard, a time based shard, and one for getting a specific objective.  They have made these in such a way as it is super difficult to get all three within one run.  So as a result you can do each arena over and over to try and gain as many crystals as you can.  Last night in our little 2.5 hour play session we managed to rack up 15 shards.  The first world was honestly rather straightforward but as we entered world two… the frequency of cursing increased massively.

Downright Brutal

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Face it… you are going to be seeing a lot of this screen.  The game excels as forcing various no-win scenarios if you are not fast enough or clever enough to figure out the trick on the first attempt.  We would have probably continued on for another hour and a half had one of our players internet not taken a massive dump.  At that point we figured… it was a good place to take a break.  The gameplay is extremely frenetic, but also amazingly rewarding when you and your friends manage to complete a scenario.  If you too have a group of friends to game with… I highly suggest buying a four pack and distributing copies because forced provides an extremely unique gameplay experience for multiple people.  As a whole I give the game a big thumbs up.

Hearthstone

Battle of Cards

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I am getting around super late this morning to make a blog post.  On a whim I decided to take Friday off, since for my wife it was her fall break.  I figured the two of us could hang out around the house or do whatever.  Then over night I noticed a rather frantic message from my boss.  It seems like after 5 his boss had requested something by noon today… that would involve a lot of feedback and information from us worker bees.  So as a result I got up around 8 am, got dressed, went out and grabbed breakfast and have been remote into work for the last hour working on the list of information.  As a result… my normal early morning post is delayed.

Yesterday I was extremely pumped to get home, because over night I seemed to have received an email from Blizzard saying that my account had finally been flagged for the Hearthstone beta process.  Since everyone and their brother is live streaming this on Twitch… I am assuming there is no actual NDA going on… or at least not one currently enforced.  So as a result I snapped multiple pictures last night as I played and will be weaving them in here and there.  I have to admit I went into this a bit skeptical… not really sure if I would like it or not.  From the video I had seen, everything about the game feels rushed much like a LFG dungeon group.  Even though you rarely think more than one round ahead… there is still a lot of strategy going on.

The Education

 

Day[9] has a really good series of videos walking through his first experience with the game, and I highly suggest you watch it if you are curious about how you get into the game.  Basically Blizzard has done an amazing job of user education, in that to get started in the game you HAVE to play through a tutorial.  Fortunately it does a really good job of slowly introducing you into the various mechanics, and as a result you can pick up the strategy of the game extremely quickly.  You play through a series of NPC card fights…starting with Hogger and finishing with an Azerothian Super Villain that I won’t spoil for now.

Once you have finished with the tutorial it has taught you basically everything there is to know about the Mage deck.  Essentially the decks are all themed after one of the World of Warcraft classes.  I notice that Deathknight is conspicuously absent… so they must be intending to add that in as an expansion opportunity.   For those who are familiar with the Duel of the Planeswalkers series of MTG games for consoles and steam… you will be used to the way you progress from here.  Now you can take your mage deck and challenge the other classes, by defeating them you unlock the ability to play as that class.

The Sticky-ness

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The biggest surprise for me is just how sticky this game was.  I got home around 5 pm and started playing around 5:30.  I ended up playing this game without pause until around 9:30.. and only then because some guild members needed me to tank a FFXIV dungeon run.  I have to say that is fairly unheard of for me, when it comes to card games.  I have copies of all of the Duel of the Planeswalker games that have been released, but have maybe logged 50 hours total among ALL of them.  There was just something about the physical card game experience that never quite translated to the online version.

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Last night over the course of the evening, I managed to unlock all of the different class decks.  At various points through the evening I was rewarded with either gold or actual packs of cards.  The game uses a quest like system to give you little goals to work towards.  If you look above you can see that in the screenshot I have 2 of the 3 wins needed to earn 10 gold.  There was another quest I had to level one of the classes to 10, and in doing so I unlocked a pack of cards.  Essentially it seems like there are two kinds of cards you can get… Basic cards that are unlocked through completing quests and scenarios and leveling… and Expert cards that are unlocked through either purchasing or winning packs of cards.

The Money

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Since this game is free to play, you have to be asking yourself… where do they make money.  Well like always with any card game it is in the packs.  I took a screenshot of the current store interface.  You will notice that the packs that be bought with either in game gold currency that you earn by completing achievements or be purchased with real world currency.  You can purchase a single pack with 100 gold, 2 packs for $2.99 ($1.49 each), 7 packs for $9.99 ($1.42 each), 15 packs for $19.99 ($1.32 each) or 40 packs for $49.99 ($1.24 each).  So as you can see in buying in bulk like you would expect you keep getting more and more of a discount on the per pack price.

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Through the course of play last night I earned 5 packs of cards either through a combination of gold or actually winning the packs outright.  I have to say the sound design and animation are amazing… and really capture the same excitement of opening a real pack of cards.  You can double click the pack to open it… or for a more tactile experience drag it open.  Similarly all five cards in a pack come flying out onto the screen… but do so face down.  This allows you to flip them over one by one similar to sifting through a physical pack of cards.  They know their audience well and have put in a number of tactile hooks to increase the sense of suspense to see if you have something good or not.

Versus Players

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Currently you have the option of playing progressively harder NPC decks, or setting out and playing some physical players.  Quite honestly I have found playing players a bit easier than playing the expert decks.  There are two PVP modes of play… the first of which is simply building a custom deck and then taking it on the road to fight against other players.  The second of which is the Arena, which serves as this games “draft” mode, giving both a more random experience but also potentially a more balanced one.

I am not sure if this regenerates but you get at least one free Arena token, after that it appears to either cost 150 in game gold or $1.99 to unlock additional tokens.  In the Arena you choose a class and then are presented with a series of three cards.  The card you keep goes into your arena deck, and the other two are discarded.  This continues on until you have chosen 30 cards for your deck.  An Arena deck lasts until you have lost three times.  At the end of the match you are rewarded based on how well you did.  For me I got 2 sacks of gold 2 packs of cards and a rare paladin card for playing.  I won three times and lost three times.

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The interesting thing about the Arena is the fact that you don’t have to play it all in one sitting.  So long as you have not lost your three matches you can continue playing arena.  There is some bar of gems that fills up each time you win, but I am not 100% certain how that works.  You might get punted out of the Arena if you win too often as well.  Last night I played through a single arena match and then was off playing custom games with players.  My little hunter deck seems to be doing pretty well, so I will likely return to doing some of that today.  I have to say I am very pleasantly surprised in just how good of a game Hearthstone is.

Party Like it’s 1995

Flashbacks

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I have been fairly oblivious to the world for the last few days, and as a result I had fallen behind on my news reader.  The thing that I found most interesting was this article on Massively talking about a potential League of Legends Universe online TCG.  I feel like I would love any game set in the League universe that is not League.  The world they have built up around the MOBA has some pretty awesome lore, and in part that is why I continue to play the game in spite of my problems with the control scheme.  My friends and I have talked about how successful we thought a single player game would be set in that world, but I could see an online TCG working as well.

Party Like It’s 1995

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A friend and I were talking about this news, and he made the comment that it is 1995 all over again.  In a way that is exactly what it seems like to me as well.  For those who were not part of that scene during the TCG boom during the mid 90s… suffice to say every potentially marketable property got made into a card game.  I like a sucker probably played most of them out of sheer love and nostalgia for Magic the Gathering the one that started it all.  Some of them stuck around and gained a life of their own like Pokémon or Yugioh because they were driven by external motivators… and some were really amazing and died on the vine like Rage and Vampire: The Eternal Struggle.

However during the 90s… you could find a card game for any property you wanted to play, and I think among my friends we at least bought a starter deck of most of them.  Magic the Gathering has had an online component for years, but for the most part it has never gained traction because it was arcane to get into, and Wizards of the Coast still very much favored the physical market.  In essence it was a cheap copy of a physical property and the company seemed fine with that.  What we are seeing now is a new crop of games conceived for online play, and that offer rule sets that would never really work in a physical card game.

The Next Boom

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Much like we have seen for MMOs and MOBA… we are going to see a lot of companies entering this marketplace, trying to TCG-ize their existing intellectual property.  Even though neither has released, it seems like the two leaders going into the marketplace are Hearthstone by Blizzard and Hex by their TCG business partner Cryptozoic.  While they will be competing in the same space, and have quite a bit of overlap… I feel like each of these games is going after a slightly different player.  Hearthstone is going after the “easy to learn, hard to master” demographic, with a deceptively simple mechanic that leads to extremely fast paced duels.

While I have not actually played it (hey Blizz flag my account already), I have watched more than a handful of youtube videos and live streams.  Essentially it seems like a really straight forward rage style duel mechanic.  The thing that I initially am not a huge fan of is the way that combat works.  It seems like there is no real defense mechanic, or at least not one in the way I have come to expect from Magic: The Gathering.  As a result the gameplay is extremely in your face and aggressive, but does not feel terribly nuanced.

Cryptic Gameplay

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On the other side of things you have Hex: Shards of Fate by Cryptozoic… which is a oddly fitting company name for their approach.  It feels like they are trying to be Magic: The Gathering 2.0 with an evolved rule set and extremely cryptic and nuanced gameplay.  This is the type of game you go into already at a massive debt of knowledge, but as you learn the rules and uncover strategies you are rewarded for your ability to assimilate the information.  It looks like it will support some extremely long running duels, much in the same way Magic did, with players coming back from the brink to snatch victory out of defeat.

Personally while I really want to play Hearthstone, Hex seems more my style.  It is less Pokémon and Yugioh and more Magic: The Gathering… the game that started the craze and still has a honored spot in my heart.  Currently I think there is more than enough market share for both of these games.  However all of the late comers that are creating online TCGs… are likely going to get left out in the cold the same way all the other boom economies have worked.  Mainly I don’t see anyone else bringing something truly unique to the table.  During the physical card game boom, we saw lots of different themed versions of M:TG, and to a lesser extent I figure we will see this again.

Been There Done That

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Currently both games are very fantasy oriented, so I expect the other genres to get on the act shortly.  Since DC is working on a MOBA… I fully expect to be seeing a DC themed online card game.  To be honest… the VS system that incorporated both DC and Marvel had a decent amount of success during the physical card game wars… so it might be a property worthy of resurrection in an online form.  Additionally I fully expect there to be a Star Wars themed product offering with the upcoming 7th movie entering production.  Then I am sure there will be other properties that jump on the bandwagon that we can’t even fathom being a card game…  just like last time.  The problem is… all of this has a feeling of “been there done that” for me.

I experienced this rush of excitement and crushing disappointment several times before during the 90s, as a property I cared about was turned into a truly un-inspired card game amalgam.  To some extent we are still living through this each time an MMO spins up only to sputter out a year or so later.  Another tidbit from my news feed yesterday was that Mummy Online was shutting down… I literally did not even know it existed in the first place.  So MMOs are currently coming and going without me even realizing it.  Basically I am bracing myself for a lot of shoddy card games to be released in a short period of time, trying to cash in on the “new” craze of digital collectible card games.  So as much as I look forward to Hearthstone and Hex… I am entering what I feel will be a new trend with quite a bit of trepidation.

Bun’Jitsu

Hexxen

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As you can see from the above image I am almost 80% finished downloading the Hex: Shards of Fate Alpha client.  Starting late yesterday Alpha invites began trickling out as the servers came up.  They of course are starting off with the highest supporters and working their way down the list, only allowing small bits in at a time to keep from cratering the servers.  As a result I figure it will take a few days for them to reach us plebeians that only supported enough to get INTO the alpha in the first place. 

However at one point yesterday they stated that it would likely take a few weeks to get down to the “slacker backers” aka folks who supported the project after the kickstarter finished.  If that is the case it should be a matter of days not a matter of weeks, which is good.  I know there were a large number for $250 backers and that is the tier that is starting invites now.  The majority of my friend are all like me and in the $60 mere-human range.

Bun’Jitsu

I have to say I am really looking forward to getting some playtime with this.  Everything about it feels like a different take on Magic: The Gathering for the online age.  I am already pretty fond of the Shin’Hare… which happen to be a combination of Wild (green) and Blood (black).  That was the deck combo I always relied on in MTG so here is hoping it will be equally effective in Hex.  Besides any race that has a card called Bun’jitsu has to be amazing right?  I just love the concept of these crazy twisted anthropomorphic bunny rabbits.

They released a PDF with all of the initial cards in it yesterday to backers and almost immediately someone took that and broke it out into an amazing deck builder site, so you should totally check that out.  Additionally on Reddit there is a Hex Alpha FAQ thread that is worth checking out as it has a number of useful links… including the downloader for the alpha client.  Like usual we have a pretty decent sized community that will be playing this off and on so I expect it to join the ranks of League of Legends as one of our regular non-MMO games.  If you are part of this madness as well let me know!  I am always looking for more people to hang out with while playing various titles.

I Love Loot

Good morning you happy denizens of the interwebs.  Getting a slightly slow start this morning, as I was trying to find my old pair of 10 eyelet Doc Martens.  Not sure why, but lately I have been wanting to wear them.  Positive is I found a pair of Docs, but negative is I did not in fact find the ones I was looking for.  I guess that is what happens when you don’t wear them for a decade.  Today is going to be oddly busy, with coffee in the morning with some local web developers… and a dinner at night for a friend of hours.  Hopefully all the points in-between are relatively uneventful.

Web Games

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This week a few significant web based games have been in the social discussion mill, namely folks remembering Glitch fondly and talking about the official launch of Card Hunter.  Both of them are extremely fun little games…  but I think in both cases they miss the boat a bit by being web based games in the first place.  By day I am a web developer, and I maintain a large infrastructure of websites…  so I am deeply committed to the “web” as a technology, but I simply do not feel like it is a great platform for the delivery of games, or at least it is not for me.  I guess I should explain my position a bit more than that.

Essentially the only time I can play a web based game, is when I am sitting at one of my computers at home.  I have web access almost 24/7, but I sadly do not have one of those jobs where I can fuck off all day long playing web games.  So this pretty much leaves my time to play these games when I am sitting at home… and if I am at home I have access to hardware that will run “real” games.  So in that case, there is almost never a time where I would prefer to play a browser based title than something more engaging and visceral.

Glitch was a really awesome game, and I actually logged a couple dozen hours playing it.  I was one of the beta testers and forced myself to sit down at least once a week and spend a few hours engaged with it.  The great tragedy of that game for me… is that it was not mobile based.  If I had that game on my phone, I would still be playing it… and likely it would have had none of the funding issues that eventually lead it to close.  Mobile is totally the ideal platform for this type of game, because I can access it in a way when I am in the break room, or standing around waiting for my wife to finish shopping…  essentially I can play it when I am NOT near a real computer.

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Card Hunter I fear will be a similar tragedy.  It also is a really fun game, but when I have to choose between playing it and playing a “real” game, it is going to lose out every time because quite frankly the experience is not good enough to compete with FFXIV, Rift, Borderlands 2, Diablo 3 or whatever happens to be my current game of heavy rotation.  It is a super cool concept, and I love the D&D red box era artwork and nifty feel of it all.  However the fact that it is a completely flash based game, means it will always be relegated to the land of novelty, and not something folks will seriously latch onto… since for the most part just like Glitch it will be unplayable on mobile devices.

For the longest time I thought I was maybe the only one that felt this way, but the other night talking about Card Hunter among my friends… we all expressed a similar feeling of “rather play a real game” if we had access to our home computer.  The niche for these games seems to be for people who can play them at their workplace to be honest.  Since that is often considered bad behavior and is punished in most workplaces… I feel like that is maybe a bad niche to latch yourselves onto.  The problem with anything web based is generally that as a society we see web content as “free”, so I feel like trying to extract a viable payment model from anything web based is going to be a long term challenge as well.

Quite honestly I wish Card Hunter the best of luck.  I think it is a really compelling game, I just wish I had it on my phone or tablet rather than having to play it on a computer.  I would love to be able to say that I will likely play it…but I know based on past track records it is the type of game I would play one night on a whim and then never play again.  If I could boot this up while out in the world and waiting on someone… then hell yes I would likely be playing it.  I just think this is going to be the long term issue with web based games that cannot easily be played on a mobile client.  I hate to say it, but I think Flash is just dead as far as a viable game development technology, unless they can get broader mobile device support.

Shiny Seeker

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Today is ending up as a day to talk about all the things I have wanted to talk about… but just have not quite made it to doing so.  These all seem like partial themes left on the cutting room floor.  Lately I have been blogging a lot about FFXIV, and how much I have been enjoying it.  This is still very much the case and last night I had fun running Sunken Temple of Qarn as my Warrior and then later on switched to my Dragoon to dps Brayflox’s Longstop.  The simple fact that is something I can do without switching characters… is pretty awesome by its own light.  Today however I am not going to gush on the game… but instead talk about one of the problems I have with it.

One of the things that hooked me on Everquest and MMOs in the first place was unpredictable loot.  As much as I might complain about random number generators… I have always loved that rare chance of getting something truly amazing from killing a monster.  All thought my life, I have had a fascination with randomized systems.  When I worked in a card and comic shop, I used to have an uncanny knack for being able to pull that rare foil card from a pack, or getting whatever happened to be the high priced rookie card.  Randomized loot in MMOs is this same thing multiplied over and over, and I love it dearly.

The problem with Final Fantasy A Realm Reborn… is there really is no loot to speak of from killing monsters.  Sure you can get crafting material drops, and these end up cluttering your bags… but you will never get a piece of useable gear, a rare pattern or an adorable pet from killing monsters.  In fact the number of opportunities for you to get items from your adventures is extremely limited at all.  Essentially you can get them as quest rewards, or from chests that spawn while doing leves and dungeons.  The chests give me a little shot of randomized loot goodness…  but it almost feels too few and far between.

I Love Loot

While I truly do love this game already, and I can see myself playing it for a long time.  It will never fully replace games like Rift for me.  Even now I am more than happy to log into rift and roam around killing random things… because with each mob I kill I have a chance of getting truly phenomenal.  I have talked at length about my bloodlust when it comes to games…  the desire to see what the next mob might drop feeds into this immensely.  While I am still likely to kill random mobs, I find it to be happening far less frequently in Eorzea since I am neither sufficiently rewarded by experience or by loot for doing so.  So it turns out that my bloodlust is a fairly complicated formula that does in fact take reward into account.

Honestly all they would really need to do to make me completely happy, is make it so that there is a random chance of one of the chests spawning after killing a mob.  Even a 1 in 100 chance would be more than enough to make me happily roam the countryside slaughtering families of goblins and kobolds.  Randomized loot is the thing that keeps me going out into the world and killing things for the off chance of getting something really cool that I can use on an alternate spec.  So my ultimate fear is that there will be a time where the novelty of this loot-less system wears off and I simply don’t want to play any longer.

Confused Economy

Another huge concern of mine is the economy in general.  The only way to get Gil, is from doing quests.  Killing random mobs out in the world never rewards you any money.  The best source of cash are Guildleaves.  These are short quests that involve you going out into the world and completing some objective.  These often reward random gear as well, but primarily they are a good source of money and an okay but somewhat lackluster source of experience.  The problem is… you are limited to doing 6 of these per day.  These allowances stack up until you hit 99, so if you are not playing for a few days you can still do them.

The challenge is these leve allowances are used by tradecraft, battlecraft and the guildhest system.  After a certain point, these are essentially the only “quests” that you can do in the game after you have completed all of the normal quests.  The only other repeatable source of money is from grinding FATEs, which are Rift like random events that occur in zones.  The result of this is that the economy is extremely front loaded, in that you can gain lots of money from doing the initial quests… then after completing those…  your prospects for gaining money tend to dry up significantly.

As a result, many players are finding themselves grinding up multiple characters only to view them as disposable vessels only for the purpose of taking money from them.  I myself have contemplated this if I run into dire straights.  Essentially every quest you do has a “cash” option, that allows you to take essentially trade coins that can be sold on the vendors.  Since all of the quested gear is exactly the same as the crafted options… and you seem to be able to buy crafted items far cheaper than the money reward from a given quest…  I find myself always driven to take the money payout option from each quest.  Right now I am leveling faster than our crafters can keep up… but soon there will be the option of just having one of the guild crafters make my gear.

Essentially I am concerned with how the players will keep up with the expense of playing the game.  This last patch they greatly reduced the repair costs… but there will be a certain amount of upkeep that is just required as a player.  Last nights Sunken Temple of Qarn run I considered extremely successful… but I still took 5 deaths thanks to some rather bullshit mechanics… namely an ability that seems to have no cast timer and will one shot a player if not stunned constantly.  Essentially I just feel that this loot less and cash less combat system… is inventive but deeply naïve… and so much of me hopes they will patch the game and make it work like every other MMO on the planet.

Wrapping Up

Well I need to wrap up because I have a coffee date with a group of community web developers.  I am not really looking forward to it, nor am I looking forward to the evening dinner date with friends.  All I really want to do is go home and hang out on the couch, and maybe order a salad from Rib Crib.  We have eaten fairly poorly all week, so this weekend it is going to be our attempt to do better.  I am still down roughly 60 lbs since my start so I am doing okay…  but we have to be constantly vigilant.  I hope all of you have a great weekend ahead of you.