Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Tuesday, 7 January 2025

World of Warcraft: Wrath of the Lich King (board game) and Uno No Mercy

Games of wrath!

World of Warcraft: Wrath of the Lich King

In this 1-5 player cooperative game, each player is a character from the World of Warcraft setting out to stop the Lich King who is spawning stationary ghouls and up to three abominations who actively pursue players. He also wanders around making things hurt more if he's in the region. To win, the team must complete three random quests (out of 9) and then complete a final quest at the Lich King's castle by rolling dice and maybe having cards with the right symbol to help push the progress tracker along. 

Combat plays much the same way. Players lose if the despair marker reaches the end of its track: moving twice for any player "killed" and once for each figurine you needed to spawn but have no more of. But how does the game actually play? Almost exactly like Pandemic. 7 hand card limit, do four actions per turn, ghouls spawn in location cards drawn, bad cards wait in player card pile to make things worse. I do quite like that you don't need to do the five of the same cards business this time around which makes it different enough to be interesting for me, but I also think it makes it much easier than any of the other Pandemic games in my collection thus far. :P

Update: Playing will all the scourge cards puts it at an ok difficulty level, always go ahead and do that!

Uno No Mercy

This competitive card game is just like Uno in that you want to be the first one to get rid of all your cards and have to say "Uno" once you're down to one. The no mercy bit comes from all the +plus cards in the deck, like +2 means the next player draws two and loses their turn - BUT the +plus cards stack, so if you have a plus card you can just put that on, and on, and on, until someone needs to pick up a +32 or something. Also, if you ever get 25 or more cards in your hand, you're out which opens up another path to victory: kill all your opponents. Expect tears if played with younger kids. Not the type of game for me.

Sunday, 28 August 2022

Warframe: Khora and Lavos

The cat and the snake whippers.

Khora

My first recommendation is to only passively farm for this warframe as her blueprints come from Sanctuary Onslaught. You will already be doing SO for a lot of things - ranking up other frames, weapons, Tenno powers, then frames and weapons again when you forma them so just collect her as she comes. You might go crazy if you specifically only do SO for her as the drop rate is low.

The "cat warframe" is a very PG description of Khora, who does look like a cat woman and has an immortal cat as a pet (in addition to your regular pet/companion). What she actually enjoys is wrapping enemies up in wires to stun them (the cat pet also wraps enemies in wires), sometimes dangling them from the ceiling (which for some reason makes them hostile to their friends), and whipping them like the bad, bad things they are. This makes infested particularly easy, but despite my best efforts to prep her for Steel Path interception, she just keeps running out of power and has very low survivability against any SP foe with a firearm.

Lavos

"The snake" is also a misnomer for Lavos, who is acquired from the Entrati syndicate store. He is actually an alchemist that looks snake-like and has twin snakes he can whip out at enemies which restore his health. He also has a nifty speed slide, a pulsating flying drone, and a whirling AoE all of which can be imbued with almost any status you like (he can't innately summon puncture, slash or impact).

Not only does he have instant access to almost any status effect in the game, he also does all this with 0 energy! This is because his powers simply work on cool downs which probably appeals to any World of Warcraft readers. While he can be a pretty tough cookie, especially with the right weapons, I don't have a purpose for him that my firewalking Loki can't already do - outside of energy drain missions I suppose.

Tuesday, 17 September 2019

Neverwinter Online: Tales of the Old - Dread Vault

Tales of the Old is an interesting event that revives some of the previously removed dungeons with some updated foes and challenges, all to earn tales currency to buy rewards. Unlike normal runs you are limited on time, unable to use consumables (no heal pots), and have a party wide total deaths limit for starters (because you can make it harder).

I don't have any problems with that, though death is annoying due to the run distance from the campfire but I think that mainly stems from dungeon design - and one of my main gripes about lengthy dungeons.

In Dread Vault your team must work your way down a lengthy cavern to ultimately fight an elder brain. Unfortunately the whole journey is just move forward, kill trash, repeat over and over for more than 10 minutes. Even without the enemies it will take a decent amount of time just to walk from point A to point B.

Prepare for more of the same thing!

While some players like Syncaine enjoy massive instances dungeons, I personally find them to be fucking boring. Sure you have mini bosses before the main villain but that makes what, 20% of the dungeon interesting? And then you are expected to run the entire dungeon over and over? That just reeks of dumb design and I'm starting to see why Cryptic removed it in the first place.

The only place massive dungeons have in MMOs is if they are not instanced at all, so that you are able to randomly encounter other players and not the automatons that are the NPCs. They did this right in the general Undermountain zones.

Meanwhile instanced content works best when it gets right to the point. Tiamat, Demogorgon, and Baphomet (my favorite) all drop you right into the boss fight itself. I'd much prefer a similar event centered on those, though obviously "Tales of the Old" wouldn't be a suitable title.

Better still, just hold a Boss Rush event with the option of soloing. There are enough bosses and mini-bosses in the game to pick from now to make that happen. Anyway, Tales of Old - thumbs up. Dread Vault - also thumbs up, but only for the boss fights. The rest of it is just a waste of time.

Thursday, 8 May 2014

NBI: Talkback Mixed Bag 2014

While Doone seeds the proper topics I thought I'd try my hand at answering some the suggestions that weren't picked up, rolling most of them into this post! He did invite people to just go ahead and post about them anyway so I invite you all to do the same! :)

What pen-&-paper RPG (D&D and the like) deserves to be adapted into an MMORPG, why, and by which development house?

Vampire the Masquerade and the rest of its cousins, all rolled into one (or if that's too hard, just the Masquerade). I think it has the best chance to succeed over my other choices here (the others being Gamma World and Lovecraft based stuff) as there are enough fans and enough lore to work with in terms of plot, factions, abilities and the like there already. CCP Games had the same idea and tried this with World of Darkness but had to cancel development. I think I'd like to see Cryptic take a shot at it because I like their model (f2p), and that they'd probably have a foundry (mission creator), and because while they don't really have standout games the ones I've tried are rather enjoyable.

Will any MMORPG ever overtake WoW as the leader of the genre? If so, what game will it be, and why?

That's a pretty open ended question. "Ever" as in - till the end of time? Then yes. Something will definitely overtake WoW. The "Why" is easy: new technologies and new IPs will emerge. Will your great, great grandkids be playing WoW? Maybe. But more likely they'll be playing something else... WoW 2, or maybe Starcraft Online? I'm sticking to Blizzard themed IPs since they have  the best resources at the moment (funding and players) to make a game to rival WoW. It would be much harder for a small unknown company to oust them but hey... maybe an Attack on Titan MMO would bleed the WoW base enough to take over. Who knows?

What 'failed' video game deserves to be remade or brought back under new management?

Wizardry Online. SOE failed big time there, leading me and many other disgruntled Wizardry players to avoid any further SOE games. It should also be remade to be more violent, with a higher risk of character permadeath balanced off by slightly easier content. As it is you literally had to suicide your spirit against reapers if you wanted to lose your character or be extremely unlucky/unprepared in dice rolls. Even then, the "Soul" system that your characters shared meant that losing one guy didn't remove all your work anyway, just giving you a minor-moderate set back.


Click the image too see the consistency of SOE!

What game series would you like to see remade (updated graphics, but stays to the original story/gameplay) or rebooted (completely re-imagined with familiar bits)?

I'd like to see id-software's Doom series remade into an MMO. Maybe a survival MMO.

If the NBI formed a guild, would you join it? Where would you want the guild to play?

Unlikely, and if I did it would probably not as a regular member. A number of the NBI folk are people who are always sitting on the cutting edge games, new releases, betas and the like. Another bunch enjoy games that have a pay wall. I prefer sticking to free games that I can enjoy whenever I feel like. I'm also not sure how many of you are in my time zone to play with anyway! ;P

Is the 'holy trinity' really holy? (Coming from the removal of a healer in GW2)

I've spoken about this before but I don't mind repeating the important part: To me, the MMO Holy Trinity is a piece of shit. If you can't do everything yourself, you aren't much of a hero to begin with. I don't mind playing with other people or grouping to do content out of choice. It's when grouping becomes a necessity that I take issue, because it means the game is not letting my character evolve the way I want him to. Especially in games which tout "be whatever you want to be", or "the world depends on you" I generally lose interest when I realize it actually means "be what we catered for" and "the world depends on you... and all those other guys because individually you all just suck. Now check out this cool, unfair, boss whom you cannot solo!".

When you're deciding if you like a game or not, which aspect weighs the heaviest and why? 

Fun! That's a no brainer. There is no point in spending time doing things you don't like. If a game is fun right off the bat or I can see will be fun when I get better at it I'll stick with it. If it's just tedious or of a genre I dislike I'll leave it alone.

Sunday, 9 March 2014

MMOs: One of a Kind Items

[Part of my MMO Design Folder]

"I sell one of a kind items," is something I often heard in World of Warcraft. Too bad it isn't true.

I've spoken before about rarity, but after hearing this line from the vendors in WoW it gave me an idea that would help player circulation throughout an MMO world. Players are like the life blood of the place and most often they are channelled in one direction (up) to more difficult zones and more popular hubs where they clot and eventually die off (from boredom).

What if vendors DID sell one of a kind items? Especially if it was a craft necessity and/or items in the game were prone to perma-decay, people would have to travel back through old areas to acquire said goods. Even better is if the vendors only sold 3 or 4 items randomly chosen from their regular inventory which swapped over every x amount of time (a day minimum). Then you can have vendors with the same stock, but the availability of that gear is still a question mark, making people travel even further to find the item they seek. And that's just the stationary vendors.

There should also be wandering vendors who carry even better stuff (but also few and random) wandering unmarked on the road - encouraging people to go track them down or wait at a settlement that is regularly passed. Their goods change every time they leave a settlement, but they are also prone to getting killed by wandering wild life and have a long respawn time.

It may sound too difficult to then find whatever it is you are looking for, but this is where player interaction comes in. You can help each other, or just resell the goods - either way I think it is better than the current system of having every vendor being a supermarket with everything you need in the one spot.


That one stuck in a rock? Don't worry, I have hundreds more at the store!

They also shouldn't be buying stuff from players that isn't relevant to them. What the heck does a carpenter do with the mangled innards of random critters you've slain? Does he moonlight as a sorcerer or is he just a sadist? Think about the stuff you've sold in game and to who you've sold it to. I think I'd rather not know what goes into the potions I drink in NWO since the potion lady buys *everything*. >_<

Friday, 21 February 2014

World of Warcraft: Starter Edition

Most people who read my blog or just know me in general would know I'm not a big World of Warcraft fan, but I thought I'd go see for myself just how bad it really is given that the "Starter Edition" makes it free for anyone to play to level 20. As much as I'd like to say that I am right and that WoW sucks donkey balls, I can't because it does actually do many things right.

It's come a long way.

Despite being an old game the graphics which you may first go "ewww" to at the character screen does actually work well with the rest of the world when you get in it. Good luck making a decent looking human male though. Not all races are equal however, as you'll find better starting quests for the later races like Worgen, Goblins and Pandaren with their own starter zones and mini cutscenes, and if there's one thing Blizzard does well (other than marketing) it's cutscenes. Comparatively speaking a starting human or orc is pretty ho-hum, especially given that the other races of their faction can come along and do the same starting quests if they so choose.

The addition of "mini games" in the quest lines also does well to break the monotony of ye old fetch this or kill that which we are all familiar with. As an example, suddenly having to go fly a plane and shoot down enemy aircraft is really neat! The best thing they do for me however is the fast travel where you hire a temporary steed who takes you to your chosen location. You can't control the ride, but the ride keeps you in the world - moving you from point A to point B. Same goes for the said mini-games. Even if you are drifting in and out of instances it is so seamless and it really does its best to keep you immersed.

Ironically the only place where it falls down for me is the combat, where you will spend more time waiting to cast a spell, waiting for energy to attack, or waiting for an attack to activate instead of actually fighting. To top it off your character will "helpfully" tell you so. Repeatedly.

"It's too far."
"I need to target something."
"I need more energy."
"I can't do that yet."
"It's not ready yet."

And then when you do get the rhythm of things it becomes very much like remembering a keycode to defeat opponents. Oh, a wolf? Thats a 152. Hmm a naga mage? I believe thats a 1452152 and so on. It's facepalmingly stupid.

Despite that I give the Starter Edition four out of five orc skulls. If you haven't tried WoW out then I think you should, I mean - I did. Is it enough to get me to PAY for the rest of the game though? Nope, but that's just me. Maybe you are easier parted with your money.

Tuesday, 14 January 2014

Hearthstone (Beta): Put your heart in the cards Yugi!

 The wars in Azeroth are over. Now they just play cards.

Juris gave me a beta key to this game a month back and I can see how it can become addictive. This online World of Warcraft themed CCG (collectable card game) is pretty easy to get into but will take pretty long to master, basically because you won't have all the awesome cards in your stable at the get go - You need to earn your way up. In the beginning playing against the NPC serves as a good extended tutorial while you unlock the various starter decks but after that you will need to go and face random opponents in Play mode who have a similar rank to yours. Despite it being pretty much a game board with slight decorative variants, there's not really much to look at other than the cards. That said, the graphics are pretty good regardless and the little touch of having the classic Warcraft (RTS) music and sounds to the game really add to the flavour for me.

There are still daily quests to do, believe it or not - despite it being a card game - though I imagine your main goal would be to reach Rank 1. There is no storyline to follow and no vast "multiplayer" beyond you and your opponent. In that regard it is a bit like chess, though you don't know what pieces your opponent has and it is quite likely they have things that can wipe you out really easily later on. Some people even just pay for better pieces I'd imagine. There is ofcourse, Arena mode which requires in-game gold to join (which you gain doing quests) where you and your foe build a quasi random deck each time to try even the battlefield. Winning enough matches (without losing 3 times) can give you better cards for your normal deck.

So... I guess it's like pokemon chess then, because you've got to catch them all? Anywho, if you like CCGs then this should probably be on your watch list. If you like WoW then maybe this will be on your watch list, but I suspect you should play WoW instead. Or go to that place where they're playing Hearthstone in WoW, then play Hearthstone like a true roleplayer. Haha! As a stand alone game it is pretty good. The very restricted chat options between opponents (unless they are on each others friend lists) is a good idea too. I'm guessing there are still some balance issues which is why it remains in Beta but otherwise it is a pretty complete game. I give it 3.5 out of 5 happy dwarves which isn't bad considering a) it's in beta, b) I don't like CCGs and c) I'm not into WoW.

For those who already play Hearthstone, Cogitationes Astalnaris has a list of recent nerfs you may want to check out.

Friday, 10 January 2014

Redshirt: Facebook in Space

Some games people call Diablo clones while others are labelled WoW copy cats. In this regard Redshirt is a lot like Facebook. Yes, there's the comedy factor of being on a doomed space station performing ludicrous duties parodying Star Trek but all your actions will be spent on the station's social network: Spacebook.

The aim of the game is to manuever and manipulate your social circles by making friends, hosting and attending events and sending messages to keep people happy to put you into a favourable position of saving yourself while everyone else dies horribly. Sleeping your way to the top is one valid path, but given that your friends are often killed in away missions (and then replaced by people that dislike you) I simply opted to work hard and purchase an exit ticket which is probably the easiest solution to the game.

Hope you really like this screen, it's where most of the action takes place.

While the music is pretty cool, there are very few moving parts given that most of the time you will be staring at the pretty stale Spacebook screen. As a concept it works pretty well, and people who enjoy spending a bunch of time on facebook (especially trekkies) will probably get a kick out of this game. I clocked up 6 hours on it before victory myself, however I have no inclination of playing it again since it is not really that enticing. Not really something I would recommend unless you are a fan of the genre. Redshirt - I give it 1 and a half out of 5 mangled body parts from the transporter.

Sunday, 5 January 2014

Top 10 Reasons Why I Stop Playing Games

I'm sure everyone has their own version of this list but just for kicks I figured I'd put mine up here to hopefully give game developers some possible extra insight on such matters.

#10: My Friends Dislike the game

Especially true in MMO's, if our guildmates don't give your game the thumbs up it makes it a bit less likely that I will play it over something they do enjoy. Almost impossible to cater for everyone's likes but this is the first "flood gate" that usually stops games from even being installed on my PC.

#9: I Dislike the game

Even if my friends aren't playing, I still may go ahead and play your game regardless if I like it enough after testing or researching it (Age of Conan is a good example) - and if I don't like it but they do then I may still put up with it. Obviously if no one likes it, it becomes a no brainer. Reasons I dislike games not only stem from actual game play mechanics but can also be things that don't sit well with me. Payday is a good example there where you can only be the "bad guys" (not even a dark shade of gray). For that reason alone I will never play it.

#8: We Can't Play Together

Another MMO slayer. If we can't play together then odds are high that your game is just going to be looked over or skipped after the initial test run. Region/IP barriers are quite frustrating for a guild with members all across the world. Even non MMO's suffer from this. Sniper Elite: Nazi Zombies is a good example. The gameplay is great but trying to get into a session that no one drops out of is like digging through a stone wall with a plastic fork. Worse still is that the person that drops out cannot rejoin a session like in L4D2. Good game, but if I am asked to recommend a co-op zombie shooter Sniper Elite: Nazi Zombies would NOT be on my list.

#7: It Isn't Free

This is probably a unique one for me. You see, I've sworn not to buy games for myself anymore. I still buy them for other people and receive them from my family and friends so that's all cool, however I don't think anyone would ever offer to pay for an ongoing subscription fee for me which is the main reason that World of Warcraft and other MMO's that require or really push for it simply get ignored like the leeches they are. Afterall, the best things in life are free - right?

#6: I've Won The Game

This is an odd one to be on this list because as you might expect that's when most people stop playing games. However a select few such as Diablo and Path of Exile simply just unlock harder modes to the same story that you've already played. Unlockable difficulties has always been a gripe of mine as it just shows for lazy development. Let people play the hardest mode at the get go and I'll have more respect for you. As it stands, after I win once that's it. The end. Unless you have new content (or are that frigging amazing) it's uninstall time for you.

#5: Slow to Patch

Updates to the game are good but there is a limit to what I will deem acceptable. Mabinogi is actually an example for me here because it is notorious for having massive updates which like to fail, and then require a reinstall to repair. Well, I -could- go through all that trouble or I could play a different game that won't give me any hassles to play. Guess which one always wins out? Also having BIG patches (looking at you Warframe) that interrupts my other online gaming really ticks me off, so if I can't finish downloading your patch in the time it takes for me to have a shower then I'll likely NEVER patch, and toss your game into the void.

#4: Frequent Patching

Almost a continuation of the above. Patches are good, but patching every day or even every week just tells me that your developers are shit, don't test, and require to keep pushing out "fixes" which only make more issues to compensate on your unfinished, unpolished, turd of a product.

#3: You Don't Let Me Play It

Guildwars 2 is a unique beast in this category. While I did like to voice my concerns about various parts of it, it was still a game that I would play regularly until I suddenly couldn't because they don't send me the validation email anymore. Checking on their forums the only staff reply to the issue I found was "The emails are going out, check with your email provider." Well, I -could- do that OR I could play a game that lets me play it with no hassles? Anything that causes me hassles just makes me give the middle finger to the screen and move on to something more productive and/or enjoyable. I'm here to play, not talk to tech support.

#2: Work vs Play

Playing games is meant to be enjoyable. The line between work (unfun, unrewarding, repetitive activities) and play exists for everyone and some people can simply take more "work" than others. As I get older I find that "work" line growing more and more over the "fun, rewarding" section because I have less time than I used to. Our last Ultima Online shard really killed it for my brother when it decided to increase the "work" side waaaay too much. The result? Not only did the game get uninstalled but the CD and box was thrown into the garbage.

#1: New Shinies

Christmas time and my birthday are the usual times this happens (given I don't buy myself anything), but wow do I get inundated with stuff when they do! As with all things I will go poke and play with the new shiny games for a bit until I either finish them, or find my older ones more appealing after the initial shine has faded off. Not really anything developers can do to combat this other than make their game the best it can be. :)

Wednesday, 13 November 2013

MMOs: Fast Travel

[Part of my MMO Design Folder]
 

 "The journey is more important than the destination."

Apparently not if you need to meet up with your party at the entrance of the evil lair or attend an event in a distant zone "now". Fast travel is one of those conveniences that I'm on the fence about. If I only have x amount of time a session, do I really want to spend it running from point A to point B while dodging blood thirsty monkey-snakes? If I "skip" to the nearest portal or waypoint what would I miss by going on foot? Well, unless the game has dynamic spawns or better yet random encounters placed by a game master, then probably nothing you haven't seen already if you've run there before.

While I wouldn't want to remove it entirely I'd probably be ok if it required a bit more forward thinking to achieve, like maybe having to purchase warp crystals or rations that occupy inventory space (they don't stack) and the further you travel the more of those are required. In addition maybe using (consuming) rations outside fast travel gives you and your party a full heal while the warp crystals grant full mana or something. Most importantly though, these would only be available in friendly cities and villages. It would be up to the player to carry enough for a return trip, sacrificing loot space, to fast travel back.

Alternatively maybe "fast travel" involves going through a horrible maze with unkillable foes chasing you down to involve some risk in doing so. The Ways and Machin Shin in the Wheel of Time books are a good example of this, and the PC game really had it as a terrifying force you could only run from. Maybe that would get at least some people to use the slower form of travel to experience (or re-experience) the content of the game.

Seems like it exists in card form too.

What do you think about skipping content? Is fast travel the only way to bypass the "been there, done that" mentality? Is warping from point A to point B very different from starting with a level 90 character as all the WoW people are talking about lately? And is that a feature you'd like to see in other games, like paying extra to start at the final zone of Mario or the last quest in Skyrim with a fully powered up dovahkin?

Wednesday, 16 October 2013

MMOs: Consequences of Choice.

[Part of my MMO Design Folder]
 Often the most important choices you make in an MMO are your first few, when creating your character. This is because you'll have to live with that decision or start all over if you don't like it. Afterwards at best we only get the illusion of choice where all actions will lead to the same result anyway or worse, there is only one path forward as if we are actors following the script in a play. As a result the choices you do -in- the game are of little consequence. This is an area that needs improvement. However, I actually think the problem is more of a technical limitation than a design one.

Currently when you make any choice worth remembering, something is saved against your character, probably a little string of numbers, so that the game knows what you did / have done and can do something "different" for you (consequence) at specific parts of the game - usually in story instances separated from the open world, as to not wreck or spoil anyone else's experience. I say we move some of those consequences back to the open zones and this will in turn make an otherwise static experience something more lively. 

To start, I'd introduce NPC faction ratings, a sort of invisible "like-ability meter", which is what the Elder Scrolls series runs on. This more than just Horde/Alliance. No, it would need to be extensive. Each group, each town, each society and in some cases each individual NPC should have a hidden rating of how they percieve each player. This extends to groups of what other people would deem as monsters (like, bears of this forest, bears of that forest, etc). Database wise this is probably nightmarish, but it's still just a bunch of numbers. By doing this you could have the following example play out:

Bob the mercenary did a job for Town C who wanted him to raid a goods caravan between Town A and Town B. After returning the goods his rating in Town C improves, but Town A and B dislike him more (especially if he let anyone escape). Maybe Bob kept the goods for himself (didn't hand it in within time limit) which means Town C also dislikes him. Maybe Bob is happy living with the wolves in the white forest who he feeds and hence they like him now, but must remember to be wary of the wolves in the nearby black forest since they still don't like him.

Groups that favor you will trade for better prices and possibly won't attack you, while groups that dislike you probably will trade only select goods and not give you more rewarding quests. Groups that hate you will most likely attack you on sight, forget about trading. They may even send bounty hunters to come get you. What happens if one person in the party is wanted but the rest aren't? Well, if they attack an otherwise non-hostile NPC (non-hostile to them) their rating would drop really fast. That rating should not decay on its own. Players must actively do something to alter it.

Town NPCs should also be killable, and should be the target of quests too. That blacksmith who broke your armor? You can kill him. Or rob him. Or be paid to execute him. Or kidnap his daughter. Same goes for the morally ambiguous wizard in that dark tower. How would this work though? Easy! All shops or NPCs of interest are within solo instanced zones. A house, a room, a tent, whatever. Mabinogi even forgoes this, just having some people see particular NPCs while others cannot.

Freddy may have killed the blacksmith, so when he goes in the shop is empty, or can't go in at all. Bob who is in Freddy's party can still enter, since the blacksmith is alive for him. Sure, Freddy can get Bob to buy and repair stuff for him at the said Blacksmith, but that's extra maintenance and would get annoying. Also, Bob might then run off with Freddy's gear. That's the price of his choice. Not to say that Freddy is a crazed murdering bastard. Maybe Freddy simply took a quest to slaughter that entire town becauase they were cannibals.

That moral shade of grey is important, as is giving perspective from all sides. Never mind if the players don't look for all sides of the story, but make sure it is there if they choose to make an informed decision. That's really what it should be about. Let them earn their heroism, let them own their decisions and not be railroaded down the path which is convenient for "the story". Done properly I believe this system will have everyone living their own story already anyway.

150 Shades of Grey? That's probably overkill.

Tuesday, 27 August 2013

Where to Next?

My brothers and I recently finished Diablo 3 (finally) and of all the enemies it was Belial, the half-way mark boss, that caused us the most trouble. Everything else pretty much got curb-stomped, the titular main baddie included. So what's next outside of Guildwars 2 where all the heroes will ignore Scarlet's threat to Tyria to return to the wacky world of the Super Adventure Box (I know I will) and the slow progress of Neverwinter Online's Fury of the Feywild (it decided to let me log in again)?

I'm not that bad, honest!

Well, there are rumors that World of Warcraft may be going F2P - if that's true then the guild would probably check out Azeroth if given the chance. Funny reading angry subscription players posting on their forums "Well, if it goes F2P I'll stop giving them money!" Yeah. That's the point. Whether WoW actually makes the switch is another matter. Also was somewhat interested in trying Granado Espada out upon stumbling on some of its awesome music again but caught myself thinking do I really need another MMO (which I'd probably play solo) right now? Instead I am just hunting down all the tracks to listen to.

What else am I looking forward to then? The Thief reboot for sure (which looks a lot like Dishonored), and to a lesser extent the next game in the Witcher series. I didn't actually play the first two but I watched my brother go through them and it was cool. Lastly I was introduced to some D&D cosplaying silliness which I found to be rather entertaining and funny: The Gamers: Dorkness Rising. Worth a look especially if you are or were a pen and paper RPG player. :)

Friday, 17 June 2011

MMORPG Korean Anime Heroes in Celtic Shakespearean Fantasy!

If that title elicited a "wtf" response from you, then you probably have never played Mabinogi. Developed by DevCat (Korea), this games sees players as cute, simple anime-styled characters which is very different to the crips character rendering of a game like Rappelz or even World of Warcraft. However if this doesn't bother you, this little gem offers loads of content and a dazzling amount of things to do with ever expanding content. While the main story arcs dealt with a very loose transtlation of celtic mythology, recent adventures have found players reliving parts of Shakespearean plays! If that sounds too wierd for you, don't worry - there's lots of other things to do! :P

Perhaps my biggest gripe about Mabinogi is that servers are separated by world regions. So while there are servers for Korea, Japan, China (I think), North America (where I play) and most recently Europe - you are restricted on where you can play which means my guildmates in London and Switzerland cannot join me on Mabinogi NA nor can I join them on Mabinogi EU - at least not without the use and hassle of 3rd party products.

Like a number of other MMORPG's while majority of the content is free, there is a "cash shop" where you can spend real money on some exclusive items, additional character cards, and uberly cute pets. All the storylines and quests ARE freely available though so if you can get by without a mount, a house in a city (you can have a house on your private estate though), and little gems that can summon a well endowed magic girl to ressurect you (these become handy later on), you can play through all of the content for free.

If you decide to try it out (on Mabinogi NA at least) I strongly suggest making a human character as your base, as you can get one free elf and one free giant when you reach their cities later on. You will want to visit and research skills on Mabinogi Wiki too, as there are interesting quirks to ranking them up. Also the skills need to be practiced enough times before you are qualified to gain rank in them. Sword mastery for example may dictate you need to kill one hundred awful creatures and one boss monster before you can rank it up, and what determines what exactly are awful and boss monsters is your own level. In the example I just gave, a brand new player may only have to kill 100 wolves and 1 bear to complete that, whereas a level 1000 player would be looking at 100 demons and 1 dragon to achieve the same requirement.

"Level 1000!?" I hear you exclaim. Yup, and those are the mid-level players like me. The true vets are around level 4000 in my server cluster. I'm sure there are those in Korea who are OVER 9000! What then can pose you a threat when you have all those zeroes in your level count? Everything, and at the same time - nothing. That's because of the combat system present in game which I absolutely love. It's a rock paper scissors affair where using the wrong skill or mis-timing your strike often leads to a lot of ouchies heading your way.

As an example Your normal attack can be deflected with defense, but if you know that's what your foe is doing you can use a heavy hit and smash through instead. However if you used the heavy hit and your enemy goes for a standard attack, you will be the one taking damage as the standard hit swings faster. Throw in around fifty more battle related skills and you get the idea. Much more fun than the "use special 1", then "use special 2" while special 1 cools down employed in many other MMORPGs.



This means that having skilled characters just means they can dish out and take more damage, but a low level character in the hands of a skilled player with enough potions to keep his stamina (and/or mana) up can beat the same level of opponents, just at a slower pace. Ofcourse this means lag favours the monsters and you will have to read your foes and time your actions well. :P



There are almost as many non-combat skills available too, such as fishing, cooking, tailoring, blacksmithing, refining, alchemy, handicraft, carpentry, etc. Some have their own fun mini-games to complete and special events (on Mabi NA at least) seem to run every fortnight, making sure that people don't run out of things to do. Some  people even ignore all of this and just use it as a glorified chat server or just collect pets! 

If you want to give it a try, Mabinogi is free to play. Just google it up for your region. If you happen to join Mabinogi NA and pick the Ruairi server, you may run into Josephsky - thats me! ^_^