Showing posts with label Firefall. Show all posts
Showing posts with label Firefall. Show all posts

Wednesday, 20 May 2015

NBI: Screenshot Safari! #NBI2015 #NBI2015Safari #Landscape

I'm putting this screeny in the #Landscape category because I have a feeling most of the others will be awesome, sweeping shots of the horizon so you can see the sky and perhaps get a sun flare effect like in J3w3l's shot.

Well, I thought I'd be different and show the a top-down view of the landscape when you are going 100KM/H off a tall cliff into a deep valley where your objective to "KILL EM ALL!" awaits while riding a rocket powered bike from the future that cannot, in any way, actually fly.

*Turns on blaring rock music*

I tried to live up to the name of the game: Firefall!

The next two screenies are for Jeromai's Nostalgia Trip writing prompt of things in games that no longer exist...

First up we have this little garden and over sized statue in Neverwinter City. As of Elemental Evil, those are no longer there - replaced by the huge and more functional elemental tree of balance.

If you haven't tried get up on to rooftops, you should. It's fun!

And here is a collage from an old Ultima Online shard that let each player hold a large contigent of NPC mercenaries and pets. When my guild took control of Trinsic, we decided to build an army of them (over 200) as city guards - and yes, most of them died in defense of the city.

Dang, I miss my blue warhorse.

I don't think any other shard lets you do that any more. Indeed, the second iteration of that very shard prevented it.

Monday, 18 August 2014

Firefall: First Impressions

[Post #19 of the Blaugust Challenge!]

Future Earth is being corrupted and invaded by another dimension in this Free to Play MMO which I've just started trying out, so while I don't have a full grasp on everything that's going on I do have a whole bunch of first impressions, most of which are negative. Let's look at what I think is -good- first: Most of the voice acting, background music and the bits of the world I've seen get a thumbs up (level 18 only so far).  Having drop ships and glider pads that let you fly about is also good. Using cover does increase your lifespan. Dynamic world events and random invasions are also cool.

Seems I'm the only one that rides the air bus.

And now for the bad. There is no melee. Your secondary weapon (which for me switches between an SMG or grenade launcher) never runs out of ammo. Outside the tutorial I also haven't been able to -not- use a battle frame. They are the mandatory dress code. Jump jets are cool, but this made it lazy for them design wise as there are pretty much no lifts and very few staircases in game, instead forcing you to use this "feature".

There is no way to change your chat channel without knowing the typed commands to do so. The speech bubbles over characters heads look clunky, as does the inventory screen. I'm quite used to having my "pack" open at all times so for me, having an inventory screen that eats up a third of your window is quite annoying. There is also no way to find out what instance of the map you or your friends are on. Instead, after partying up, you have to again know the typed command to get everyone in the same map channel or you will never see each other despite standing in the same spot.

When partied up, only the leader can accept quests. You can also only have one main quest and one optional quest active. This makes for A LOT time wasting travel back and forth travel to quest hubs. I can see that some are meant to be done sequentially which is fine, but there are many others that should be able to be picked up simultaneously. Also the quest locations are randomized which sounds good on paper. In practice the place where I hunt the bandit leader, escort some civilians to a picnic, hunt a nest of spiders, search through garbage, tag a nest of birds, and deliver cookies to girl scouts is all the exact same spot.

Items also have level restrictions. This is somewhat more passable in say, Diablo where your character might actually not be strong enough to wield a sword effectively enough or lack the magical knowledge to operate a staff. Here, where everyone is basically walking in powered exoskeleton armor a level 10 player can't use a level 11 shotgun because...? The trigger is too heavy?

Despite all that the explorer in me wants to unlock all the SIN towers at the very least so I'll keep at it a bit more, just to see more of New Eden.

Blaugust Bonus: I prefer my MMO's to be medieval fantasy. This is partly because I like linking the same character throughout all the worlds I visit and it makes it difficult to do that when suddenly there are laser blasters everywhere. Also I don't really get the same epic feel. Facing down a horde of angry enemies with a blood stained sword is more intense and rewarding if you survive as opposed to facing the same horde with a gatling gun and jump jets. It basically becomes a "meh".

Wednesday, 11 September 2013

MMOs: The Craftiest Ideals

[Part of my MMO Design Folder]

 J3w3l at Healing the Masses recently posted her views (with a Firefall focus)  about the generally underuse of crafting in modern MMO's and I whole heartedly agree. If properly implemented, crafting can become a good tool to increase player interaction in game. These days though it has been made a bit too optional, with equivalent level/quality items coming from loot drops and in conjunction with either a regular/high level chance to get an item and/or permanent gear it really makes crafters and crafting in general a truly non-essential part in game. As she said "this usually leads to item tiers and gear treadmills". It shouldn't be this way, and I did post my ideal crafting setup somewhere on Keen and Graev's blog awhile back but was unable to find it so I thought I'd just recreate it here.

Firstly in conjunction with my previous post, crafting should have its own skill score per craft. If I am good at making swords I shouldn't automatically be a master fisherman, grand mage, or champion sword fighter. That's just common sense. Not so in GW2 where you literally CAN be a master swordsman by baking cakes. On top of that, I think Ultima Online had it right by putting a skill cap per character - something that should seriously be reintroduced. There were no "classes" per say. You could be anything you wanted, but you couldn't be the master of everything at once. If you could then that aspect of interaction with others to supplement you in areas you are lacking is lost and negates to the player community the game should be trying to encourage.

Secondly ALL items (especially consumables) should have expiration. "Don't I mean durability?" you ask. Yes and no. In most games durability goes down when you use an item. Keep that shiny sword in your bank or at home and it can last forever / a long time. Expiration is a timer. The quality of your gear should be going down -always-, even if you are just standing still, and in some cases even if you are logged off. Health potions? Food with buffs? They should expire. Consuming expired goods should poison / kill you. Simple. As for your sword if it is a regular item then maybe it won't decay while you are logged out. However the more you use it the faster the expiration timer goes down. Also, an important note: the player should NEVER be able to see the exact time of expiration. They should just be able to tell if it's "good", "average", or "bad" in a general sense (maybe background color, if they pass a skill check) with no specifics. A magic sword however? Yes. That should decay even if you are not online... because... magic! :P

Actually the main reason for the decaying magic sword would be for uniqueness. As an example lets say there's an item called the "sword of fighting". Once it is found then it or the mob/chest it drops from will not respawn until it decays. If there is only ever one sword of fighting in the world at a time, then you can expect it to have some pretty sweet stats. This will really encourage you to make the most of it before it vanishes. Sure you can try "repair" it, but that should only add a % of time back instead of resetting the entire expiration. "But No MMO would use the expiration thing!" you exclaim. See Mabinogi. It's still called durability there but for me the decay is -still- too slow.


Thirdly, availability - or lack of. Notice how I went right past quality? Sure, it's nice if a dagger made by a master crafter is slightly better than the same dagger made by a one day old character, but availability is where the action really happens. In GW2 there is a bucket load of vendors with the lowest tier gear. I'm surprised they get ANY business at all because by level 5 (which takes all of 10 minutes to get to) you'll be getting drops of the next tier items. Now if those items didn't drop, or dropped at a much reduced rate coupled with the expiration timer above they'd be getting a lot more trade, which is slightly better but those are still NPCs. A better option is to ditch them entirely for player run shops or have them only sell the stuff they purchased from players. Game designers concerned at the possible data ramifications of a gazillion things held by a single vendor should remember that said items expire and should no longer be sold (delete them) once the timer runs out.

As one would expect this would lead to a surplus of stuff in friendlier places and a shortage in harder to reach unfriendly lands. Keeping in mind that your stuff WILL break that should either mean being batman level prepared before you start or expecting to pay more to buy less in the further reaches of the map. In the same vein, traders that sell their goods in those far places (or anywhere there is a "shortage" really) should get additional benefits (most likely gold). You can still use auction houses and cash shop methods with this, as long as the acquisition of said goods is restricted to set locations. Friendly cities for example. If I'm wading through the labyrinth of undead zombie spiders I shouldn't be able to get a pizza delivered to me by NPCs... much less a brand new weapon or full set of gear. Interestingly this would open the door for a "player courier" system, would be cool if a player DID have to deliver said pizza to me. Must give that more thought as there is too much room for griefing. :P

What do you think?