WildStar: Returning to Nexus

Jix 13WildStar is one of those games that I’ve really wanted to play ever since I played it for a short time in beta, but I’ve been kept away by the subscription fee. I hate subscriptions because they make me feel guilty for playing free to play games when I feel like it. I’ve been dabbling in Marvel Heroes and Lord of the Rings Online lately, and I don’t feel bad for not playing Guild Wars 2 even though I would consider it my “main” game right now because it doesn’t have a subscription. The news that WildStar is finally going free to play has really got me excited. The features matrix looks pretty generous, especially for people who previously owned a copy of the game. Only time will show what hidden annoyances are in there to try to get you to shell out some cash, but from the looks of it I don’t think it’ll be game-breaking.

So when the Humble Bundle included WildStar digital edition in the “pay what you want” tier of its E3 bundle, I was there in a heartbeat. One month subscription, plus a free account upgrade when it goes free to play? Absolutely worth a dollar. Plus it gives me a chance to get into the game before the madness of the inevitable rush of players trying out the game for the first time when it goes free to play.

For reasons I haven’t been able to determine, the game still doesn’t like my dual graphics card CrossFireX setup (one card is maxed and the other sits at zero) so I have to turn the graphics pretty much all the way down and the frame rate is still painfully low (around 15 on a good day). It was excusable in beta, but come on, the game has been out for a year now. I guess this is the motivation I need to finally save for the single, high end card I’ve had my eye on (a GeForce this time, because Radeon drivers are really unstable half the time, though at least they’ve finally gotten to the point where they just freeze up for a while and recover and don’t just bluescreen like when I first built this computer).

In a lot of games I go through a lot of characters at the beginning because it takes me a few tries to find one that clicks with me. In WildStar, I’ve had trouble picking a class because all of them are really fun to play. I’ve settled into the Warrior and the Esper, but Spellslinger and Stalker are appealing as well. Strangely, the Engineer still doesn’t interest me that much. I feel like it should; it’s a tank with pets that do extra DPS or pocket healing, which sounds really fun in theory, but in practice it just doesn’t do it for me. But hey, I said that about the Guild Wars 2 Engineer at first as well, and then it became my first 80. Anyway, I absolutely love the unique combat system they have in WildStar, with telegraph AoEs that combine the best of both tab-targeting of WoW-like MMOs and the FPS style aiming I normally associate with the term “action combat” in an MMO.

Network Edge NomPerhaps the most refreshing thing about the game is overall personality of the game. One of my favorite moments was the first time I used a food item and, as my character sat down and began to eat, “NOM NOM NOM” popped up over his head as he healed. Similarly, I love the fact that taunts elicit random grawlix over the target’s head. Carbine has also done a great job giving the NPCs a lot of personality. I love voiceover lines from Arwick mocking typical generic MMO fantasy voice toasts like “The queen would wish to convey her thanks. So… thanks!” and “You’ve much to do. So get going already!” The Lopp are basically Guild Wars 2’s Skritt with a less annoying accent. And the Chua’s sadistic mad scientist one liners are always entertaining. I know the announcer got a lot of hate, especially early on when there was no way to turn off the narration when you enter a new zone, but I think he really adds a lot to the over-the-top, goofy vibe of the game. Also, I think every game should make sarcastic remarks when you die.

WoW Nexus2

Coming Next Update: The Horde Invades Nexus!

Even though I’m running it at minimum settings, Nexus still looks nice because it’s not even attempting to be realistic, opting for a comic book inspired feel. It’s funny, sometimes the style of WildStar seems really unique, but then other times it slaps you in the face that this game was made by ex WoW devs. Yes, a lot of games have much more shameless ripoffs of WoW’s visual style, but it seems more obvious when you’re riding around on your hoverboard and talking to robot trees and suddenly you see zeppelins floating around buildings made out of giant bones, garnished iron bands with bolts the size of your fist, and covered in rough-edged animal skins. Suddenly you feel like you should be killing Orcs and Trolls instead of Draken and Chua. It’s not terribly immersion breaking, just something that jumps out at me from time to time.

I could go on, but the point is I’m really enjoying my time in WildStar. Sadly I haven’t gotten to dig into the housing system much yet, and that’s half of what my WildStar-playing friends get excited about. I’m toying with the idea of continuing my subscription after my 30 days is up, but I also feel like I should just wait till it goes free to play. I’ve never been the type who has to be ahead of everyone else, but with the amount of lag I’ve been getting in some zones at peak hours, I’m betting there will be a lot of downtime (or at least de facto downtime where the game is so laggy it’s no longer fun to play) as soon as there’s a large influx of players. Hopefully they have a plan for that, we’ll see. Either way, I’m glad to have the game back in my rotation.

Marvel Heroes: Master Marketers

Magneto's new costume: Money Manipulation

Magneto’s new costume: Money Manipulation

Since Dungeons and Dragons Online opened the floodgates of mainstream F2P MMOs, we’ve seen a lot of gimmicks used by studios to fund their “free” games–pay gates, character restrictions, in-game advertisements, pay-for-hats, buy-to-play, and the dreaded and ever nebulous pay-to-win–but they generally have one thing in common: annoy the player into opening their wallet to make things easier or the experience better in some way. Then there’s Marvel Heroes, which applies the opposite strategy. At launch two years ago (has it really been that long?) I was initially really excited about it because I had just finished playing through Torchlight II for the second time, wishing there was an MMO like it the whole time. Marvel Heroes seemed poised to fill this void, but it had a pretty rough launch. Heroes were really overpriced, and the only way to earn them in-game was from a random hero token that dropped (rarely) from bosses. On top of that, some of the heroes (like my original starting character, Fantastic Four’s The Thing) were both boring and underpowered. Disappointed, I quit the game for about six months. When I came back, I discovered that something magical had happened that it feels like we see less and less of in MMOs these days: the developers listened to the community and made the game better. Hero prices were reduced, and hero token drops were replaced with eternity splinters that players could spend on the hero (and later, teamups) they wanted to buy. Heroes have been balanced and rebalanced on a regular basis, which is crucial when you essentially have an MMO with nearly fifty classes, and they’ve done a surprisingly good job of it. They’ve added multiplayer mini-games and PvP that are actually fun and not just something to keep players from complaining.

All that to say, the thing that makes Marvel Heroes so appealing is not its story (which is mediocre), not its combat (which is fun, but not very deep), it’s the feeling that the company behind it actually cares about their game and the people who play it. The game basically rides on the goodwill of its players, and Gazillion knows it. They give away mountains of free stuff, not just through in-game drops, but daily login rewards and coupon codes through email blasts as well. They’re even giving away a free hero of your choice today to celebrate the second anniversary, and we’re also getting a free pet and team-up in the coming weeks. They do anything it takes to keep the player coming back. And the crazy thing is that it works. A popular sentiment among players is “I’ve gotten so much gameplay time and free loot from this game, I’m ok with putting $10 in the Gazillion tip jar for a costume from time to time.” Personally, as both a player and a developer I would prefer this kind of model than the aforementioned annoyance model. Granted, Marvel Heroes probably doesn’t have the highest development cost on the planet, so maybe “success” is measured by a different standard than other MMOs, but still, they don’t show any signs of slowing down.

They’re also good at removing barriers to players enjoying the game. For instance, the most recent patch has removed respec potions, which were more of an annoyance than anything, and given how often they were handed out for promos and quest rewards, I can’t imagine they made much money on them anyway. The only sad thing about free respecs is that “Retcon Device” is the coolest name for a respec potion ever. I hope they figure out something else to use the term for. Additionally, they recently made all unowned heroes free to play up to level 10. I had a lot of fun just messing around with the ones I didn’t own, and, knowing full well that I was falling for their fiendish schemes, ended up buying Wolverine while he was on sale (not a huge fan of the character, but I’m as big a sucker for a DoTs and HoTs class as I am for sales) despite the fact that most of the characters I already own are under level 25.

Marvel Heroes may not be my favorite MMO ever, and it will probably never be my go-to game, but the studio really has really nailed the fine art of making the game a purely fun experience.

P.S. Dear Marvel, forget Ant-Man, can we please get a Squirrel Girl movie? Thanks.

The Waiting Metagame

With Heart of Thorns drawing ever closer, the anticipation is tangible among the Guild Wars 2 community. There has been a lot of speculation buzz from my friends and guildmates about every teaser image that pops up on social media and every elite spec breakdown Twitch stream. But the looming expansion doesn’t just get players talking about the changes to the game, it also changes the way we play.

Perhaps the most obvious expansion-related change to my playing habbits is that I’ve brought my mesmer, Perception Filter, one of the first characters I made, out of retirement because the Chronomancer elite spec looks really cool. Yes, I know, I was getting really close to having an 80 warrior, but she’ll be next, I promise. The mesmer is possibly the strangest class in Guild Wars 2. You have illusions, which seem like pets but they’re more like DoTs. It’s sort of a mage class, but it’s also kind of kind of a tank class, and my preferred weapons are sword/pistol and greatsword. I think that’s a lot of the reason why I abandoned her; I didn’t even get the nuances game yet, so adding a class with a strange playstyle on top of that really discouraged me. It’s also a late blooming class, so maybe I just needed to stick it out longer. Either way, I’m enjoying the class now, and hoping the Chronomancer spec makes it even more enjoyable.

Inasmuch as my low level characters are progressing rapidly, my 80s are equally stuck. My favorite class so far has been my necromancer, and the build I fell into was very bleed-centric. Currently, with the current bleed cap at 25 stacks, condition builds are of limited utility. I was just thinking I was going to have to bite the bullet and find a new playstyle when the announcement hit that ANet was looking at removing the cap on bleeds. As excited as I am about that, it means that I’m now unsure if I should be looking for condition damage or other sources of damage when gearing up for the endgame. Also, there has been talk of new precursors, but is there going to be other new endgame gear to go with the additional endgame progression that is the meat of the expansion? It would seem to be against the Guild Wars philosophy of never invalidating low-level content, but only time will tell, and until then I’m sitting on my gold and karma.

While I’m powering through the levels on Perception Filter, there’s one shortcut I haven’t taken advantage of that I normally would, and that’s the XP tomes and scrolls. Those have gone straight into my bank for use by my future Revenant. I have far from enough to jump straight to 80 on launch day, nor would I want to cheapen the experience that way, but I do have just enough to skip the boring low level stuff. I’ve also had some angst over whether or not I should save my skill point scrolls or use them all on one of my 80s to buy Mystic Forge recipe materials.

I know that Guild Wars 2 is something special when, despite the general lack of current content due to most of the developers being busy with the expansion, I haven’t been that tempted to leave it for greener grass on the other side. Just about every MMO I’ve ever played got to that point a lot longer ago than Guild Wars 2. Yes, I’ve been playing LotRO, but I’m probably averaging less than one play session per week. Yes, I flirted with SWTOR and Rift for a while. Something about Guild Wars 2 kept me coming back, and I really hope the expansion makes me glad I did.

How to Grow an MMO Gamer

It’s spring, and flowers are starting to bloom, but I’ve been cultivating something different for a while now (and I promise it’s perfectly legal). For the past couple of years I’ve been teaching my wife the joy of MMOs. We’ve bounced around between games like Lord of the Rings Online, Star Wars the Old Republic, and Rift, but the one she’s really settled into is Guild Wars 2 (which is alright with me, since that’s my current favorite anyway). I thought I’d share some of my experiences for anyone who’s trying to introduce their friends, family, kids, or significant others to their favorite hobby.

Find a game that’s easy to get in to
As much as I hate the “new player experience” when alting, Guild Wars 2’s method of slowly introducing players to new concepts has been really great for my wife. It also doesn’t have a ton of skills to remember like more WoW-like MMOs, which is nice if we take a few days or weeks off of the game or a particular character; you only have 10 skills to brush up on instead of who knows how many, and you don’t have to worry about placement in the hotbar for optimal rotation. I’m not saying everyone has to start out in Guild Wars 2, but start them off with something that’s not going to have a huge learning curve right at the beginning. For instance, I’ve steered my wife clear of Star Trek Online despite our shared love of all things Star Trek because I know she would be quickly frustrated by both the unwieldy space combat (steering, especially at low levels, is often extremely painful) and the buggy ground combat. Similarly, Rift’s soul tree system is still overwhelming to me, so I certainly can’t effectively teach it to someone else. If your MMO protégé is new to the RPG genre in general, maybe start them off with an RPG that you can play together at your own pace and without other people (for instance, we played some Torchlight II early on).

Don’t get into complex systems too early
One pet peeve of mine is that MMOs, and often RPGs in general, feel the need to come up with cryptic names for stats, and, worse yet, have stats do different things depending on your class. What does intelligence do on this class again? What’s the difference between tactical damage and light damage? How exactly does this ugly, dirty, torn up robe increase my charisma? At the beginning, just tell them the higher the numbers the better and play the game. One of the mistakes I made early on was trying to explain systems like damage types, crit damage, and crit chance to my wife before she had even left the starting zone. In my mind, I was helping her make an informed decision about what gear to pick. In reality, I was overwhelming her with information that she had no context for, making the game seem too much about nebulous mathematical formulas when they really didn’t matter yet. Thinking back, did you understand how to maximize damage output when you were level 15 in your first RPG? Of course not, and it didn’t matter because you were learning the basics. Efficiency comes with experience.

Let them (make them) play on their own
This is true of veteran gamers too: if you always have someone who knows what they’re doing following you around like a lost puppy, you’re never going to learn how to play the game. To learn you have to fail, and to fail you have to play without a safety net. Not only that, but your intuitive feeling of how well you’re doing is obscured when you play with another person. Perhaps wost of all, it robs you of the little joys of discovering new things for yourself. My wife was ecstatic for days when she received her first personal invitation to join a guild. If I had just dumped her into my guild, she wouldn’t have gotten the same experience, and would have been really intimidated by navigating the foreign social structures and probably would have never really ended up participating if I didn’t drag her along.
I have one friend in particular that likes to “help” newbie friends by logging into their characters and leveling for them. This is possibly the worst thing you can do for a new player. He expects them to jump back in and magically understand how to use the handful of new abilities that popped up while they were gone, and just pick up and play in a new zone they’ve never been to at a difficulty level much higher than what they’ve previously experienced. Needless to say, it doesn’t usually go well, and most of the friends he has tried to get to play have quit shortly thereafter. Besides, things like that are prohibited by just about every game’s TOS I’ve ever skimmed read.

Let them be altaholics
A lot of my friends/guildmates get frustrated with me for not being able to pick a class and stick with it. Half the time my main motivation for getting to the level cap is so I can feel justified in moving on to work on a new character. This frustration is somewhat legitimate when directed toward someone who’s been playing the same game for two and a half years, but new players should feel free to decide that their first class–which, remember, they blindly picked when they knew little to nothing about how the game worked–is not for them. I know you really want your gaming padawan to get a character up to a high level so you can start doing the “good stuff” together, like dungeons or PvP or whatever you’re in to, but they’re not going to want to play if they feel trapped in a character that they’re not enjoying. They’ll probably naturally settle into one or two favorite characters eventually, just give them time to find the right one.

Most of all, be patient
Remember that you’ve probably been playing games like this for years, and your budding gamer doesn’t have the extensive knowledge and experience base that you do. Remember that they don’t have to be good at everything instantly, and remind them of that as often as possible.

Thanks, Massively OP!

MouseThe above is a nifty new 2000 DPI, adjustable weight gaming mouse that arrived on my front porch this afternoon, courtesy of a giveaway on Massively Overpowered. I’m on the site almost every day and a faithful listener of the Massively OP podcast. If you haven’t been to the site, you should really check it out.
Anyways, just wanted to thank them publicly and show off my shiny new tech!

Steam: Mods For Sale

SteamPaidModBannerFUS RO DOLLARS!
Sorry. I couldn’t resist. Now that we have that out of the way…

Since everyone and their cat is talking about this, I thought I’d weigh in. Yesterday the above banner appeared across the Steam homepage heralding the addition of a new system that allows users to charge for their mods. Side note: technically, mods have only been on Steam for about 3 years, so saying that Steam “has always been a great place for discovering community-made mods, maps, and items” is a bit of a stretch, but that’s beside the point. The point is, the Internet quickly exploded with hate for the new “feature.” As of this writing, 13 of the top 15 “most helpful” reviews for Skyrim, the only game with for-pay mods thus far, are negative, not because of the game itself, but because of the for-pay mod system.
EDIT: Scratch that, in the time it took me to finish writing this post the two positive reviews have been pushed down. They’re literally all negative now.

One of the main reasons for playing Elder Scrolls games, at least for the PC Master Race, has always been the mods. For instance, I play an Imperial named Palpatine who uses lightning magic and a red 2-handed lightsaber. That small moon, Secunda? That’s no moon. And, of course, I had to add the Space Core (he currently lives on a shelf in my house and chatters away to Lydia and my adopted daughter all day). There are, of course, many other less silly and universe breaking mods that add everything from new armor to new quests to new NPCs to graphical improvements (yes that’s possible, believe it or not). Do these things add to my enjoyment of the game? Yes. But there’s no way in Oblivion that I would ever pay for them. But I don’t think this is the kind of thing the system was created for in the long run. Granted, a quick glance at the current list of the paid mods shows that they’re mostly to add a handful of cool looking items and expanded versions of existing mods. But I think the real usefulness of this feature is not to add bite-sized DLC, but to incentivize modders who have bigger ideas.

Think about it. How many awesome free projects, whether mods or standalone games, have been abandoned because the creators got burnt out or didn’t have time anymore (in other words, this). People aren’t dedicated to a project they have no prospect of getting money for, even if they’re really excited about said project. They might model a cool set of fantasy armor and dump it into a Skyrim mod, but rarely does anyone create something on the scale of one of Skyrim’s official DLCs. Honestly, people who create DLC-sized mods should be compensated, and conversely, if people know they’re going to be compensated, they’re more likely to make DLC-sized mods. If Bethesda released Morrowind remade in the Skyrim engine, charged $60 for it, all of the Morrowind fanboys would be throwing money at their monitors right now. So you’re saying that if a team of players remade Morrowind within Skyrim and sold it for $10 you’re not going to buy it? I don’t even like Skyrim that much and I would buy that. Yes, there will be plenty of people who create mods for fart magic and dubstep guns and try to sell them for a dollar, but in general I think the hope is to encourage a higher quality of mods.

I have to admit that, judging from the reaction of many players, my opinion is far from popular, and I’ll be honest, I’ve never even attempted to mod anything, so it’s not like I have my finger on the pulse of the modding community. Also, Skyrim is far from my favorite game, so maybe if this was being piloted on a modable game I really like, Torchlight 2 for instance, I would be a little more annoyed. But I’m not going to hate Valve for making this feature available. I’m of the opinion that, if I don’t like a given feature, I’m not going to use it, but I’m not going to label anyone who does use it as a traitor.

In the end, I hope this encourages the already amazing modding community of Elder Scrolls, and eventually other games, to come up with even more amazing things. Yes, there will be a certain number of mediocre mods that would have been free if they were released last week that some guy is now going to try to charge a dollar for, but I think it’ll be fairly self-policing (no one is going to pay for a lame mod, so eventually the creator, if they’re smart, will be forced to make it free). If it means we get just a few projects that are of higher quality and scale than people would have been willing to create without pay, then I think it’s worth it.

EDIT: After just three days, Valve pulled the paid mods from the store and offered refunds to people who purchased them. Valve and Bethesda both apologized for misreading the modding community, though Valve conspicuously didn’t promise never to try this again with other modable games. Only time will tell.

Heart of Thorns: An Expansion Beats DLC

Recently there has been a rash of MMOs announcing that they are ditching the traditional expansion pack model in favor of smaller DLCs. In a way, this really shouldn’t be surprising; the game market as a whole has been doing this for years now, so MMOs seem a little late to the party. But I don’t really think this trend is in players’ best interest. While I was brainstorming this post, Justin Olivetti over at Bio Break posted a great article on this trend, so go read his post because he probably summed it up better than I would have anyway. I wanted to echo his thoughts and talk specifically about why I’m glad Guild Wars 2’s Heart of Thorns is an expansion and not just a DLC.

Back in January, in the days when all we knew about Heart of Thorns was an ambiguous teaser at the end of Season 2 of the Living World story, I wrote about why I was hoping HoT was an expansion. The main gist of the post was that, although ArenaNet repeatedly claimed that the Living Story would, by the end, add up to an expansion’s worth of content, it simply didn’t. Eight chapters of roughly half an hour of questing each with roller coaster difficulty and two bland zones does not equal an expansion. Put all of the Living World content together and you have at best a mini-expansion, what some marketers are calling “DLC.” (Isn’t the whole game technically downloadable content?) A DLC which probably isn’t substantial enough for me to pay for (I missed at least one episode of Season 2 and I don’t plan on going back and buying it). I admittedly haven’t read up on the scale of the DLC/frequent chunk updates planned for games like LotRO and EQ2, but when I hear the idea I immediately think of the Living World and how mediocre it felt and am a bit turned off by the idea.

Also there is, of course, the fact that an expansion sounds a lot better than DLC. I’ve tried to explain the Living World updates to friends who play other MMOs, and I’ve almost always been met with something along the lines of “Oh, my game does content patches sometimes too.” No, that’s not the same thing. Well, kinda, but not really. MMO players in other games can relate to a game dumping a bunch of new features and content in an expansion, and players within the game can rally and get excited about it, but a handful of quests and a couple of new zones, regardless of what other features it may or may not come with, doesn’t sound that enticing to someone outside the game. Also I (and other gamers I know) have judged a game’s activeness by how recently they released an expansion, not by how recently they’ve released a smattering of new quests. If a game hasn’t had a real expansion in two or three years and there’s no sign of one in the future, it comes across as a sign that the developers are losing faith in their product.

Perhaps the worst part of the Living World’s reign is that I felt like Guild Wars 2 was in limbo. It seemed like the developers were constantly rushing to keep up with the every-two-weeks pace of content releases, and improvements to other aspects of the game only got squeezed in while they were taking a short break from the Living World. I’m afraid that a game whose business model is to constantly push out small DLCs will be perpetually stuck in this state. With an expansion, the dev team gets to take a big chunk of time to work on meaningful class changes, new dungeons, and, most importantly, balance them against the rest of the game. We’re already seeing evidence of this with Heart of Thorns, most obviously with the new Revenant class, but also some of the smaller changes like the promise of removing the hard 25-stack bleed cap (my necromancer and thief will be so happy when this change sees daylight). Even better, the player base is usually on board with waiting for this, especially if you tease them with things like dev diaries and closed betas, whereas if you break your advertised release schedule players get restless, even if you assure them it’s for QA purposes.

I know a lot of people favor the DLC model and the promise of new things to do more frequently rather than wait for a truckload of new content to be dumped on you all at once every year or so. What do you think? Is your experience that it’s a struggle between quality and quantity? Or do you see it, as Bio Break puts it, as the same pie cut in smaller pieces? I’d love to hear your thoughts in the comments!

BEAR-ly Playing LotRO Again

Nulvar 23
I recently heard that Lord of the Rings Online’s Beorning (or Skin-Changer) class was on sale. I remembered that I had a pile of Turbine Points lying around from the last time I played, so I figured I’d give it a shot for old times’ sake. LotRO was one of my first MMOs, and the one that established my altaholic tendencies. It started with making some poor, uninformed choices for my first couple of characters. First was my hunter, whose overwhelming single-target ranged DPS made him boringly easy in solo play, and everyone told me they’re not that useful in the endgame, so I decided not to bother. Next was my Burglar, who was fun because of stealth, but had the opposite problem of being useful for groups but not that fun to level. Minstrel and Lore-Master were both really fun for a while, but, for whatever reason, fizzled out before I made it over the Misty Mountains. I stuck the longest with my Captain, but, being a tank/healer class, Caps can take on four or five mobs at once without going below half health… as long as you don’t have anywhere to be for the next few days (though I’m told their DPS has gotten better since I played last). Don’t get me wrong, I enjoyed all of my characters, but, despite playing off and on for a few years, the farthest I ever got was the first few quests of Moria (despite owning the Mines of Moria, Siege of Mirkwood, and Rise of Isengard expansions).

Beorning TransformSo now I’m back, and trying out this new class. It’s been seven years since LoTRO added new classes (Warden and Rune-Keeper with the Moria expansion), so I feel like the Beorning class is a big deal. It’s an interesting idea; you can basically fulfill all three roles of the Trinity: DPSing and healing in man form, and tanking in bear form. It also takes full advantage of LotRO’s revamped talent tree system to make big changes in your playstyle based on your spec. It’s probably the closest thing to WoW’s Druid I’ve seen in any game I’ve played. I say that bear form is the tanking form, but either they’ve made the first few zones easier or the Beorning is a truck; even in man form I BEARly take any damage and can kill pretty fast. It occurred to me last night while I was doing a skirmish scaled to 5 levels higher than me that I’m basically Wolverine; I have a HoT that heals me faster than a swarm of mobs can damage me, while I crank out lots of damage (this weird analogy brought to you by my recent marathon of the entire X-Men movie franchise). This gives the Beorning a very Guild Wars 2 feel–i.e. very self sufficient and mobile–but still maintains the unique feel of LotRO. I’m nearly level 25 and I still haven’t died once. This might be the first time I’ve gotten the “Undying” title for hitting 20 without dying (I think the first time I died as my Lore-Master was in the starter zone). I haven’t really read much player opinion on the class, but I can’t help but wonder if the Beorning is just a tad overpowered. Granted, they don’t have much AoE to speak of, so maybe they’re just the melee counterpart to the Hunter with a tanky transformation gimmick thrown in, and maybe they suffer the same fate of a weak endgame; a jack of all trades is master of none. I’m not really sure I want to know, because I’m having a lot of fun with it.

After playing so much Guild Wars 2, the pace of LotRO combat is a little hard to BEAR at first. I guess that goes with being an older, more traditional MMO. That’s not to say that the game is painful to play. Turbine has made a lot of improvements since I left (open tapping, yay!), and it’s oddly refreshing to be back to a game where I can pick up five or ten quests in the quest hub, do them all in the same forest, then turn them all in at once for big piles of shinies. Also I’ve really missed skirmishes, instances that scale to your level and group size, even if that group is just you. I’m also interested in the War Steeds system, which I’ve heard from multiple sources is the best mounted combat of any MMO to date, but it’ll be a while before I get there.

Will LotRO be my main MMO again after all these years? I don’t think so–I couldn’t BEAR to leave Guild Wars 2–but it is certainly a nice distraction until GW2: Heart of Thorns arrives.

Crafting: What’s the Point?

There has been a trend in recent years of trying to streamline the MMO experience and get rid of outdated mechanics that only serve to annoy players (see my rant on WoW tapping in the previous post). It’s usually associated with “casualising” games, though I don’t think convenient and hardcore are necessarily mutually exclusive. In any case, there has been a lot of talk about reducing and/or eliminating the “gear treadmill,” that is, the end game mechanic of getting good gear so you can do dungeons and raids so you can get better gear so you can do harder dungeons and raids so you can get better gear so you can… you get the point. Debating the pros and cons of dungeon gear treadmills is beyond the scope of this post. But there’s one MMO mechanic that hasn’t been talked about as much that has me somewhat puzzled: crafting.

My first MMO was RuneScape. Crafting in RuneScape is what combat is in most other MMOs; it’s basically all your character lives for, and everything else is secondary. So when I started playing other MMOs like LotRO and SWTOR, I was a little confused as to why I had to choose just one crafting profession per character. But as I played those games I eventually came to realize the difference. In RuneScape, the whole game, most notably the economy, was centered primarily around player-made items or things that require non-combat skill levels; magic runes, potions, ores, weapons, armor, even most of the quests required high skill levels. In other MMOs, all of those things can be crafted, but you can just as easily get them from drops. In virtually every other MMO, you can get decent gear simply by killing things, anything from rats (where was this rat hiding these platemail pants?) all the way up to fire-breathing wyverns. True, the longer RuneScape goes on the more certain weapon and armor sets come from enemy drops, but there has generally been little to no bind on pickup/equip gear in RuneScape, so once an item has been out for a year or so the exchange is swimming in them.

So back to the original thesis: outside of RuneScape and probably a few other cases where the game is built around it, what’s the point of crafting? Take Guild Wars 2 for example. Aside from endgame crafting which is bind on pickup (which was added post launch), I could easily sell a handfull of materials for the price of a piece of rare (yellow) gear on the trading post, and get exotics for only a little more. Why should I burn hundreds of these mats for the right to make it myself? Better yet, I could simply kill things and get drops that are similar to, if not better than, crafted gear. I know all of the hardcore crafters are screaming at their monitors right now, but really, in a game where I get bags full of good quality drops, what’s the point? Isn’t this just a single player version of that gear treadmill everyone seems to hate so much these days? “Gather mats so you can make gear so you can gather better mats to make better gear, so you can make the best gear, which you have to craft for yourself.” I’m not a crafting hater–I’m just as responsible for the deforestation of Tyria and Middle-Earth as the next guy–and I do get the appeal of being self-sufficient when it comes to gear, but looking at it objectively, I’m not really sure why every game still feels the need to have an extensive crafting system, especially those with a dungeon gear treadmill in place.

Am I missing something?

WoW: Joining the Dark Side

WoW Sith
I never thought I’d say this, but last night I created a World of Wacraft account. Oh sure, it was the free-up-to-level-20 Starter Edition, but I’m seriously considering subscribing.

Why? The only reason there is for subscribing to WoW in this age of excellent free-to-play and buy-to-play titles: Jeremy Soule did the soundtrack for Mist of Pandaria. Just kidding, I refer, of course, to the fact that I have a friend who’s been trying to get me to play forever. My friend, who I rarely get to see anymore, has heard Azeroth irresistibly calling to him to return yet again, and this time, rather than make fun of him for never trying anything new (I’ve tried to get him to play just about every MMO I’ve ever been through, and he’s almost always turned me down), I decided to take the plunge with him.

It’s strange actually being in this game I’ve seen and read and know so much about, and yet have never personally experienced. Just about everyone I know that plays MMOs has played WoW. WoW was the game that, circa 2006, everyone left RuneScape for. I didn’t want to pay the three times higher subscription fee, so I contently stayed there, harboring just a little vague resentment toward WoW. Later, when games like LotRO started going F2P, I moved on to things that didn’t cost me money. I must say that I’ve taken some pride in being that one guy who’s been playing MMOs nonstop since 2005, but has never played WoW. I’m really not sure how I feel about giving that up. It kind of feels like selling out, but I can’t really give a good reason as to why. But I’ve come to the conclusion that, if I don’t at least give WoW a try, I am, in a way, just as irrational as someone who won’t play anything but WoW.

So, my first impressions? It feels… old. I’ll probably be tried and convicted for the high crime of being a WoW hater for saying this, but I feel like it hasn’t really aged very well at all. I’m perfectly willing to believe it’s because I know it’s old, but from the way every WoW player talks about the game I went in expecting to be wowed (pun only somewhat intended) by how perfect everything was. Character customization is pretty slim. Heck, RuneScape had more options than this when I first played in 2005 (granted, there are a lot of races, so there’s that, but couldn’t I at least adjust my character’s height or build?), and even with the recent character model redesigns, I’m still not impressed by the graphics. The interface feels a little cluttered. The settings menu isn’t organized very well (I spent a good five minutes or more trying to figure out if there was a way to stop my character from yelling at me because his spell was in cooldown when I hit it a second early or late, as I tend to mash the key a few times, and I still haven’t figured out how to move the buff/debuff box under my character portrait where it belongs). Also painful is the fact that I keep reverting to Guild Wars 2 mode and trying to run around the target while casting, either getting the “can’t cast while moving” message or worse, interrupting myself (I quickly switched to a Paladin, a class with mostly instant casts). And then there’s the miles of quest text they give you as motivation to go kill five rats. I know, I know, I’m totally spoiled by modern fully-voiced games, it’s true. But isn’t the operative word there modern? It really kills my momentum to stop and read stuff, and the temptation is so strong to just skip it and grind on. The writing had better be good later on or I, like so many players before me, am probably never going to do much more than skim any of it.

Perhaps the worst mechanic, one that I thought even WoW would have dropped by now, is mob tapping, the idea that, as soon as you do damage to something, you own it until one of you is dead and no one else can get quest progress, XP, or drops from it. I’ve heard the argument that it’s somehow supposed to encourage people to group up (something you can’t do as a starter), but to me it simply removes all incentive to help other players. If I’m supposed to form a temporary group to kill things for one quest, how is that different from open tapping? What’s worse is when there’s exactly one specific, unique person I need to kill for a quest (and believe me, those Blood Elves have a thing for bringing peoples’ severed heads to them). I must have waited 10 minutes to one-shot some loser elf, impatiently waiting my turn among a crowd of other “newbies” (mostly in heirloom gear with that obnoxious orc chauffeur motorcycle) also waiting to kill said elf. And this was on a medium population server. It got better as I moved farther away from the starting point, but it’s still an incredibly frustrating mechanic that, in my opinion, has no place in a modern MMO.

Don’t get me wrong, I don’t hate the game or anything. There are a lot of nice touches. The voice toasts when you click on NPCs, for instance. In a game where you’re stuck skipping reading pages of questgiver text, they’ve done a nice job of having a nice array of voice clips to give you something to go on. Similarly, Blizzard has always done a great job of giving different races unique personalities. You can almost guess the character’s race simply by reading what they said to you. Also, capes. It’s silly, but I’ve missed capes since going to games like SWTOR and GW2. Why GW2 hasn’t included capes yet is still a mystery to me. I mean, I get that cloth physics simulation is hard and all, but a good cape looks way cooler than a rose growing out of your back or those dumb flappy wings. Perhaps the most appealing advantage of WoW is its extremely well developed endgame. As someone who much prefers the journey to the destination, even I find this appealing. It’s something that’s often a little lacking in F2P/B2P games, and I wouldn’t mind running on the gear treadmill for a little while.

My biggest fear with the game is that I won’t find it worth my monthly $15. Honestly, if I didn’t know anyone who was playing, there’s no way I would even be interested at this point. But I’ve spent a lot more than $15 in a month to spend time with friends, so I guess it’s not unreasonable to just be a social WoW player.