Blaugust Games of Week – Week 2

Another Week Down

EverQuest2 2015-08-07 06-27-43-01 One of the things that I find easiest to blog about is when I am experiencing a new game, or re-experiencing a game after some time has passed.  As a result last week I started doing the Blaugust Games of the Week thing, and for the first week I posted  three vastly different titles.  While Marvel Heroes 2015 has been in my gaming rotation for some time now, Everquest II and Dirty Bomb were not and as such I spent a bit of time this past week playing both.  While I didn’t really talk much about any of the games this week, I hope some of you out there at least gave them a shot.  I spent the most time playing Everquest II on the Stormhold Time Locked Server.  It has been so strange starting from scratch without having some of my favorite leveling spots.  The later leveling zones like Darklight Wood and Iceclad Ocean are just better designed than the original Everquest 2 leveling process was, and as a result you could tear through them so much more quickly.

As of last night I hit level 10 on my Iksar Shadowknight, and in part I think I was doing things the hard way because I stormed right out into the Commonlands and attempted to start leveling off the mobs out there that tend to be significantly higher than my level.  One of the things that I had forgotten about the Commonlands were all of the Small Chests that drop additional quests.  At this point my quest log is full of level 15-20 Far Seas supplier quests that essentially ask you to kill X of a thing and then turn in the end result at an NPC.  I remember these being the bread and butter of early leveling, but I have to say the thing I miss is all of the individual neighborhoods of Freeport.  I think it was a huge disservice to the game when the revamp of Freeport got rid of these completely.  They are now instanced zones that you can only enter on specific quests, but I have to say these zones made up a lot of the feel of both Freeport and Qeynos and did a good job of explaining why the cities were the way that they were.  Of the three titles from this week, this is the one that I am most likely to keep playing because I am finding an odd enjoyment out of retracing my EQ2 roots.

Trion Theme

Since it is once again Friday it is time for me to pick another three games to talk about and suggest.  This time around I decided to go with a theme and as a result I am picking three games from Trion.  Again I am limiting my selections to games that you can download and start playing immediately without having to purchase a game client or pay a subscription fee.  My goal is to make it so folks who are stuck and in need of inspiration can pop into one of these games and get instant “blog fodder”.

Rift

rift 2012-05-31 20-38-58-07 Considering the announcement of the World of Warcraft expansion yesterday, I thought it was fitting to lead off this morning talking about Rift as it was the first game to actually pry me away from the WoW Juggernaut.  The game is designed in such a way so that in theory you can play one character and provide every possible role in the game.  This was not necessarily the case at launch but over time they have provided additional talent trees or “Souls” to help flesh out the missing abilities.  So now you can absolutely be a healing warrior or a tanking mage.  This game has an absolutely phenomenal early leveling game, and the first fifty levels are an absolute joy to level through.  The expansions however are a completely different thing.  I personally found both leveling in Storm Legion and Nightmare Tides to be extremely tedious, and found myself wishing they had not abandoned the early game that I enjoyed so much.

The core of the game though is great, but there are various things you are going to have to content with especially along the lines of ability bloat.  One of my key complaints about Rift has been that you end up with a lot of abilities where ability 2 and 3 are absolutely better than 1… but have long cool downs.  The end result is that you usually end up macroing all three together, which can lead to some fairly uninteresting game play.  That said the game excels at letting you literally branch out in any possible direction and build a character out however you want to.  There are some less than optimal options, but in theory any combination of three Souls will make a potentially viable character, which gives you a lot of freedom to customize things as you see fit.  Fortunately the game has an excellent set of prebuilt specs to at least get you going in the right direction.  As far as the free to play goes… it is among the least restrictive and there are not really any pay walls standing in your way.

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Trove

Trove 2014-09-25 19-18-33-410 I was lucky enough to get in on the first wave of Alpha invites for Trove and having played it that long… has been an interesting experience.  The game has changed massively in that time, and the key elements have shifted and morphed but the basic game is still the same.  I tend to think of Trove as Minecraft meets Diablo, and my recent Bel’s Big Adventure series of Minecraft videos has made me appreciate how important this really is.  Minecraft has a fairly horrible combat system, that is passible but frustratingly bad if you are going to spend much time fighting anything.  Trove on the other stand decided to go in a direction that allows you to pick one of several classes that each have their own built in abilities and a MOBA style character design.  I tend to have a natural synergy with the base Knight class, but have spent significant amounts of time playing the Gunslinger and Neon Ninja as well… and they are all extremely well built.  The core gameplay loop in Trove centers around going out into the world and fighting baddies to find interesting stuff in level ranged based worlds that steadily increase the challenge.

On top of this however there is a very awesome building system where you can build extremely complex custom worlds for your “Club”, or you can build out your cornerstone which is a traveling spawn point that you can move with you as you go out exploring the world.  I love this aspect of the game because it feels like I am able to take all of my most important resources and keep moving my base of operations as I go exploring.  The other thing that makes this game amazing is the community support, and the vast majority of the weapons that you will get were created by fans just like you.  The game has a silliness to it that is contagious, and I will forever cherish my Dapper Raptor mount that you can see above.  Another favorite of mine is the ability to collect item appearances and then make ANY piece of gear that you get look like that, so as you keep exploring you just keep opening more and more unique looks for your character. If you have never played Trove I highly suggest you download it and give it a shot.

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ArcheAge

ARCHEAGE 2015-06-18 11-13-03-53 ArcheAge and I have an extremely checkered past.  I was in the early Alpha process of this game and found the community to be among the most toxic I have ever experienced in any game genre.  As a result I pretty much actively ignored the game for some time.  However with some of the AggroChat folks started testing the waters and playing it… I decided to give it another shot.  The end result has been a pretty enjoyable leveling experience and allowed me to see just how subtle and nuanced the game really is.  I am not a fan of open world ganker style pvp… and early in the game that seemed to be extremely prevalent.  More so than that, the players seemed to revel in griefing others in non-combat ways as well.  If you AFK’d in town, someone might come along with a tractor and push you out into the middle of a dangerous area just to watch you die.  However all of those elements seem to have gotten bored and moved on, and what is left seems to be a bunch of generally nice folks.

The game play itself is also rather good, and while the quests are pretty basic the world is gorgeous and huge, and the class designs are really interesting.  While Rift has an issue with duplication of abilities, ArcheAge seems to be designed in a way so that there is natural synergy between talent trees without giving you a bunch of abilities that you will never actually use.  I have gone full circle on my opinion of this game and you can track the progress if you flip through some of my blog entries.  The game is absolutely playable on the free to play model, but there are some serious constraints.  Namely it is very difficult to do more than just one thing as a “free” player because every action is throttled by your abysmal labour points.  As a Patron player your labour regenerates when you are offline… as a free player you have to be logged into the game waiting on your points to come back.  The other huge constraint is that free players cannot own land, which means if you get very serious about this game you are likely going to end up subscribing.  However in the meantime the free model does allow you to get your feet wet.

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Good Game in Disguise

Boating to Freedom

ARCHEAGE 2015-06-07 15-55-10-51 Over the last few days I have been all over the place as far as my game playing has gone.  Saturday night while recording the podcast I worked on my Rogue in Final Fantasy XIV, and Sunday morning I spent a good deal of time playing Wildstar.  However after talking about ArcheAge at length during the podcast I spent Sunday afternoon and evening working on leveling a brand new character on the server the rest of the AggroChat folks have been playing on.  Our show ended up unintentionally talking about how games change and giving them a second chance.  If you have been reading my blog for very long you will know I did not exactly give ArcheAge a glowing review at launch.  In truth the game was rather good, but the community that had arrayed around it was among the most toxic I had experienced.

The moment that sticks out the most in my memory is still crystal clear.  There is a moment in the early human storyline where you are asked to cross a bay in a rowboat.  Now around the time the game launched high level players were hanging out in the middle of this area with their huge boats, trying to capsize and subsequently drown anyone trying to cross this bay.  It took every bit of maneuvering to make it across the bay, as I watched many other players sent to the bottom.  Up returning and starting my level process again I have to say I was pleasantly surprised at just how chill the community has become.  For all I know they might be off in some far corner of the world being assholes to each other, but at the very least no one seems to be getting their jollies out of griefing new players.

Good Game in Disguise

ARCHEAGE 2015-06-07 16-31-08-95 In all the time I spent watching chat this weekend, I have to say that similarly the general banter has improved as well.  The awesome about about this is that I can finally focus on the fact that the game underlying all of those layers of frustration is actually rather good.  We talk about this at length on the podcast, but in many ways this is the game Rift should have been, or at least by that I mean that the skill trees seem to work so much better.  The key problem with Rift skill trees is that there are a lot of different flavors of the same ability, that can then be arrayed in a macro to simply push one after another.  The skill trees in ArcheAge have very little if any duplication between them.  In Rift the warrior tree for example have essentially the same basic attack, and same combo point dump.  This is required since any tree could be used as the starting point for a given spec.

In ArcheAge however there are trees that have basic attacks, and those are the only ones that the game will let you start with.  From there however the sky is the limit and it will allow you to mix in any combination of three trees.  The coolest part to me is that each combination has a fixed class name.  In the past I had tried Doomlord and Paladin, but this time while leveling I decided to go with Auramancy for my third tree.  The end result is this awesome mix of debuffing and magical shielding that I think will end up in being an extremely strong tank.  Right now I seem to be having an extremely easy time taking tearing through the content and just managed to ding fifteen.  Now this is in theory my third time leveling through the content so I am sure part of the ease comes from remembering what I need to do in various situations, but overall it does feel like maybe I am taking less damage at least in part due to the debuff I can throw out during every combat encounter.

Waiting for Heavensward

ffxiv 2015-06-06 19-37-35-68 The main question is how long we will stay, and if we will manage to make it into the open pvp areas.  Who knows, I do know that in a week and a half we will have Heavensward to pull us away.  In the meantime it seems like most people are at least taking a minor break from Final Fantasy XIV right before the big launch.  I have the days surrounding the launch off work, so I am more than likely going to be pushing it pretty hard.  Right now it is my intent to level my Warrior first, and then after getting it to 60 switch focus to playing Dark Knight.  I really do love my Warrior and the more I have played it recently, the more I realize just how happy I am with that class.  Everything about its tanking style “feels” right to me, and as exciting as the new and shiny Dark Knight might be, I have a feeling that I am always going to be a Warrior tank.  Who knows, it might launch and I might think it is the most amazing thing I have ever seen.  But in reality I keep expecting to keep swinging the big axe.

In the meantime however I am having a blast piddling around in both Wildstar and ArcheAge and exploring these two games that I am giving a second chance.  There is a significant problem however with my ArcheAge account so I am hoping the good support folks at Trion can get that taken care of shortly.  I have two characters on my account, but I am supposed to be able to create up to six.  All of the character slots are grayed out, and I cannot even connect to servers other than the two that I am already on.  So in theory something must be jacked up with my account.  Now considering my account is extremely old, and I have been playing for a very long time… it makes me wonder if something is related to the age of the account dating back to alpha.  Makes me wonder if it is somehow counting characters I made on test servers?  I spoke with a nice GM yesterday and he escalated it, so hopefully it will get addressed soon.  Right now we are largely torn between which faction to level on… but at the moment I am limited to only the one since I cannot roll any new characters.  So I am curious, what are you doing to ease the tension while waiting on Heavensward?

Flight is a Double Edged Sword

Skipping Content

WoWScrnShot_061712_000053 Over the last few weeks a topic has sprung back up that I thought was long put to bed.  I guess the lack of flight in World of Warcraft for the Warlords of Draenor expansion is still a divisive topic.  I’ve said before that I support their decision to keep flight out of the expansion.  My current malaise with Warcraft has absolutely nothing to do with whether or not I can fly.  So this morning I thought I would talk for a bit about the inclusion of flight in games and the strange ramifications it has on game play.  Ultimately when you include flight players skip your content as simple as that.  I can say this coming from a perspective of someone who has played several games with and without flight.  Ultimately the first game I played with flight was City of Heroes, and it was both the most powerful “travel power” and also the most frustrating.  Sure you could soar above the battlefield and move around relatively unscathed, but you did so at often times half the speed of any other travel power.  The players that could fly however were able to terrain hack content, and often times find ways to level with absolutely impunity, but they did so giving up the ability to move about “quickly”.

When World of Warcraft first introduced flight it felt very similar.  While you were technically going at 150% speed it felt like you were moving more slowly because in the air you lost your point of reference for how fast you were going.  Additionally the flight masters still moved significantly faster than you were able to go.  Even with the introduction of artisan flying at 280% flight speed you were still slightly slower than a flight master which I believe is roughly 300% speed.  The problem is in both cases it changed the way I played the game.  While I struggled to make the money to fly in  Burning Crusade, by the time Wrath of the Lich King rolled around I had enough cash to spare to be able to outfit all of my alts with even Cold Weather Flying giving me the ability to fly while leveling.  I found myself using the same sort of terrain hacking tricks that players did in City of Heroes.  Instead of fighting my way to the entrance of something I simply swooped down from above and quickly poked into entrance tunnels to avoid fighting any adds.  If I needed to kill a single quest mob, I would zoom straight into the hut they were located in with surgical precision avoiding the experience of clearing my way through a camp.

Flight is a Double Edged Sword

EQ2_000043 While you might be fine with this style of play it does not change the fact that you are ultimately playing the game in a way that was not intended by the developers.  Someone spent a serious amount of time and resources designing the layout of the content you just leapt over the top of with your trust flying mount.  Sure there are ways for developers to put counter measures in place that block you from terrain hacking the content using a flying mount, but that just adds to the problem.  Instead of making new areas of the game they would be reworking areas to make sure that you cannot skip the important bits.  This also destroys the ability to add content along the way like side quests and collectibles because if you are skipping directly to the end you will never actually see it.  By having flight you are really handcuffing the tools that the content providers have to add to the mix, and changing the way they have to approach the content.  The end result is likely a far less vibrant world.

If it were just Worlds of Warcraft I would think that maybe they simply integrated flight in a bad way.  The problem being that I went through the same experience with Everquest II.  Once I got the ability to fly I stopped experiencing content “as intended”.  I started flying up to exactly the spot on my mini-map I needed to be at in order to complete the quests as quick as humanly possible.  I pulled myself out of the game experience and essentially was robbed of the living and breathing world around me.  With flight questing becomes about clearing dots off of your map as quickly as possible without spending any time really engaged in the content itself.  I think in many ways this was why I enjoyed the questing experience of Warlords of Draenor so much more than I did the previous expansions.  It actually forced me to spend time getting to know the layout of the zones, rather than zipping over the top of them.  It is better to see the crags and crevices of the world…  than a monstrosity of super pixilated trees that never quite mesh correctly.

Heavensward and Flight

final_fantasy_14_heavensward_dragon.0 As I look forwards at Heavensward I have to admit I am more than a little concerned that we are seeing the introduction of flying into Final Fantasy XIV.  Firstly I hope they stand firm on the statement that there will be no flight in the original areas of the game.  Secondly I hope they have thought through all of the ramifications that come with introducing a system that lets you skip over content.  There has been a lot of talk about having to explore a region and learn how to harness the winds in that area before being able to fly there, and I am hoping this is actually a fairly drawn out process.  This would mean that the player would need to have spent a significant amount of time in a given region before learning how to fly there.  At one point Yoshi P in an earlier statement said something to the effect of having to completely explore an area before being able to learn flight.  In both cases this sounds like maybe they understand the danger that integrating this system really is to a game.  The problem is that flight is a Pandora’s box that cannot be easily shut after it has been opened.

Blizzard has learned this lesson and is trying to hold shut that lid with all their might.  Other games like Rift have been carefully guarding their own box to make sure that no one opens it.  It is with great reservation that I watch as Square Enix prepares to open their own box and see what happens.  I say reservation, because this is the same development group that has managed to outthink its player base on a regular basis.  They have essentially social engineered a community into treating each other with a modicum of civil decency rather than a race to the bottom to see who can behave the most horrifically.  I have hope that they will be able to solve the problems that no company has to date with flight.  I have hope that they will figure out a way to keep it from cheapening their content experiences.  My hope is that they will make it so we are not completely alone in the sky.  This is an expansion about doing battle with dragons…  and dragons notoriously can fly.  Maybe we will have to avoid encounters in the air just like we try and avoid encounters on the land  as we traverse the world.  We have roughly twenty four days before we find out, but I still stand by my stance that I am fine playing games without flying.  I am even fine when a game decides that flight was a mistake and claws it back out of our grips.

On User Interfaces

User Interface

ffxiv 2015-04-23 20-29-38-35 Last night while running dungeons I got into a lengthy discussion with my friend Damai about the user interface layout in Final Fantasy XIV.  As such I thought it might be useful to talk about my chosen layout this morning.  One of the awesome things about this game is how adaptable the stock interface is to whatever you want from it.  One of the big features that is poorly documented is that every single element can be scaled up or down.  Some of these windows that are targetable can be scaled at any time, the rest can only be scaled in user interface edit mode.  To Scale a window target it and hit Control and Home.  This toggles through a series of available sizes from tiny to massive.  As you can see in my interface I have lots of different hotbars, some of which are scaled as small as I can get them, and others a more standard size.

My layout is pretty straight forward.  I tend to set up all user interfaces the same if given the option so that my main block of hotbars is stacked in the center of my screen, with my own health information and targets health information is directly above them so that I only have to look down a slightly from the center of my screen to see it.  This is extremely important when you are dealing with encounters that transition at a certain percentage or something similar.  I snapped this photo between pulls, but what is missing on the left side of my hotbars is the available targets window showing current emnity gems.  On the right side of my hotbars is my party list which I have placed as such to make healing easier.  I am right handed, so I tend to set my heal bars on the right side of the screen to make the movement more natural.  All the other bits are largely extraneous like the lower lefthand bar includes all of my class icons allowing me to switch between classes faster.  Pretty much every game I play has a set up similar to this, but in the FFXIV user interface I feel like this is my ultimate version of that design.

Messy Interface

Wow-64 2015-04-21 20-48-48-06 Tuesday night I snapped a picture of my raiding interface in World of Warcraft from comparrison and I have to say… it is getting to the point where I struggle to play with this mess.  At some point soon I need to trash everything and start from scratch trying to build something less intensive.  I feel like one of the triumphs of Final Fantasy XIV is that it gives me a much more slim line interface but also manages to communicate to me all of the information contained within my World of Warcraft interface… but just in a much more compact fashion.  Hell I would hazard that if I were playing World of Warcraft with the interface I have in FFXIV I would be enjoying it significantly more.  This is the point when Tamrielo would chime in with some commentary about the conversations we have had in the past on user interfaces.  I like a very specific design and when a game doesn’t support that layout I get frustrated quickly.  So many of my complaints about Elder Scrolls Online were the fact that its interface would not support the layout I was looking for.

Once upon a time I had an interface that I was extremely happy with in World of Warcraft.  On the left side of my hotbars is where I kept recount for damage and threat meters.  On the right side I kept grid, an extremely combat view of the party and raid frames.  The problem is grid died several expansions ago and no mod has come along to present the raid frames in quite so perfect a fashion for me.  Grid gave me exactly the right amount of information, and as a tank I loved it because it would put a little red dot on any frame that was currently drawing aggro.  I could at a glance tell if I had the majority of the mobs.  There are other raid frames that work somewhat similar, but all of which are geared towards healers.  Grid could be made to work for anyone who simply needed to see at a glance how the raid was doing.  I feel at this point I need to just start from scratch, and build back only the features I actually want and need.  All of the prepackaged user interfaces end up frustrating me because I don’t have full control over them.  So as such for me to be happy, I am going to have to simply delete my interface folder one weekend and start over.

Interfaces are Important

rift 2015-04-24 07-04-25-36 This might seem like an odd thing to some, but when it comes to my enjoyment of a game I would say that the user interface ranks near the top of “most important things” to me.  There are many games that I think I would enjoy, if they just had a better interface or better control scheme.  Ultimately what this means however is my ability to manipulate things in such a fashion as to bring them in line with what is familiar for me.  I’ve included three different games with three different interfaces, but as you can see there are some basic elements that I set up in each of them.  While I am not literally cloning the exact same layout in each game, I am still bringing them closer into line with what I expect to be the case.  I expect targets to appear on either side of my character and for the hot bars to be stacked in some fashion below my character.  I am extremely combat focused so I want all of the important things that I need to see to be close to the center of my screen.

The things I tend to push off to the margins of the screen are the things that I am not dealing with often like Quest trackers, and hotbars for buttons that I don’t want to have to go digging to find, but that I also don’t need often.  I am a creature of habit and I end up ultimately remapping things to work similar between games.  If I am playing a class with some sort of a builder effect, then I will always put the “dump” ability for that effect on the 7 key.  In Rift for example this is my single target finisher, on my Warrior in FFXIV this is Inner Beast.  I will always place my interrupt hotkey on the 0 key that way my brain is wired to hit that key without thinking when I see something I need to interrupt.  Similarly if I have an engagement ability that pushes me into combat, I will always place that ability on either 4 or 5 depending on the game… which can get confusing at times.  Taunt regardless of the game however is always going to be sitting on 6, and if I am playing a stealth class…  I recycle that key for my stealth ability.  Because I play so many games, I have to create some sense of standardization between them.  I guess in my mind I am just playing versions of the same game, and that ultimately is how I can switch back and forth between games without missing a beat.  This is also why the interface is so important to me.