Ia ia Ctharsis fhtagn!

ddo, games, zoso 1 Comment »

I posted a while back about a particular quest series that drove me away from DDO not long after launch (about four years ago, Happy Birthday DDO!) I’d blotted out the precise details, just remembered it was in one of the Houses off the marketplace, and that it involved running through an outdoor area to get to a dungeon, then going in and out of that dungeon six or seven times, delving slightly further in with each iteration.

In the now-Unlimited DDO I’ve been keeping an eye on “Today’s Deals” in the DDO store, and bought several discounted adventure packs of roughly the right level when they popped up. One of these was Tangleroot Gorge, which experienced DDOists will instantly recognise as the aforementioned hokey-cokey-esque in-and-out dungeon, but it hadn’t sounded any alarm bells when I bought it, so when Melmoth and I were looking for a bit of an adventure I casually said “oh, I’ve got this pack called Tangleroot Gorge I haven’t tried yet…” Turned out he’d run it a few times but was game for another, so we trotted along, got out of the Inn into the jungle, and…

… when I came back around I was lying in the hotel room, hands bleeding, the mirror was smashed, I could just remember something about napalm and “The End” by The Doors playing. Serious flashback, man. I almost hit the “unsubscribe” button as a reflex action, though not being subscribed in the first place made that a bit tricky. I needn’t have worried, though, the Return to Tangleroot Gorge was a textbook example of several areas of DDO’s improvements over the years.

It wasn’t *just* repeated runs through Tangleroot that made me give up back at launch, that was just the final frying pan that made the plastic donkey buck. A more significant problem was the need for a group to do anything, with the attendant overhead of forming or finding a group, then constructing an elaborate single transferable voting system with weighted alternatives to decide what to do. With variable difficulty levels in the dungeons now and hirelings to pad out your party it’s now far more flexible; being DPS types, Melmoth and I packed a couple of Cleric contracts for mobile Cure Serious Wounds dispensers and set out.

The first part of the adventure is a fairly large (for DDO) open jungle zone, big enough that a couple of wrong turns could land a laggard in a big enough pile of hobgoblins to cause trouble, and with sufficient canyons and ravines for people to poke their noses over the edge exclaiming “I wonder what’s down thaaaaaaAAAAARGH”. On the plus side, an excellent opportunity to exclaim “He’s fallen in the water!” in the river below, but a trifle annoying, especially if you land on a pointy rock at the bottom without the benefit of feather fall. So far as I can make out this bit hasn’t changed at all, but having a guide with uncanny navigational memory (to the point of being able to talk a guildmate through entirely by memory on voice chat: “you should be seeing a ruined temple coming up on the right, you’ll want to hang a left just before reaching it or the hobgoblins will get cross; if you get to the petrol station on the roundabout you’ve gone too far”) saved a good half hour or more of blundering that dragged things out the first time around, especially on top of the half hour of forming a group up.

At one point inside the dungeon itself, my Spot Sense tingled, indicating a nearby trap, and I got another flashback. The traps around launch seemed to be geared towards a pure rogue of the level of the adventure (if not higher) who hadn’t skimped on Int, put all available skill points into Spot, Search and Disable Traps, taken feats and enhancements to further boost those skills, was wearing Goggles Of Searching and Gloves Of Trap Disabling, had drunk a potion of trap detecting, and never rolled less than 15 on a 20 sided dice. The first run through the place back around launch was carnage, blades flying everywhere, flames shooting down corridors, an occasional cry in party chat of…
“Wait! I sense a…”
*CLICK* *fwooooooosh* STABSTABBURN
“… trap”

One of the advantages of revisiting the same dungeon seven times in a row was that the traps were in the same place each time. You would’ve thought that would make things easier for the rogue, as everyone halted, remembering previous spiky death, expectantly waiting for the trap to be disarmed. I’d boldly stride up to take my place in the spotlight, put on a deerstalker, pull out a magnifying glass and begin the elaborate pantomime triggered by activating the Search skill, to discover… nothing. Strange. Maybe there wasn’t a trap there on this iteration after…
*CLICK* *fwooooooosh* STABSTABBURN
… all. Or maybe I’d just missed it. Oops. Take three, and after the initial search didn’t turn anything up, I activated my limited use Skill Boost ability to perform a more thorough search, and eureka! I managed to find the control panel for the trap! Out with the thieves tools, I’d soon have this thing disarmed and made…
*CLICK* Critical disarm failure *fwoooooosh* STABSTABBURN
… safe. Oh dear.

I swear I only managed to disarm about one trap per twenty attempts, the others resulting in a fairly even mix of plain old failure and pointy-death critical failure. I’ve only got a couple of levels of Rogue this time around (though I’ve been dutifully keeping up Spot, Search, Open Lock and Disable Traps on the Ranger levels as well), and Turbine seem to have ratcheted things back to a rather more sensible level so there’s a very occasional critical failure, but by and large I’ve been able to detect and remove traps without divine intervention.

Anyway; over the course of a couple of nights, with various Waifs coming and going (quite easily, thanks to the flexibility of party composition and guest passes) we looped through Tangleroot Gorge two or three times, and rather than the hideous slog of years back it was a crazy romp. A couple of more experienced players have been bringing a dangerous hint of competency to the Friday night group; most of us can now hold the blunt wooden end of a weapon and stab the enemy with the pointy metal end with only gentle reminders, and we wound up clearing the entire chain on Elite.

Ctharsis: it’s like catharsis, but with more tentacles. (c) Melmoth

Posted by Zoso at 1:34 pm

It’s not the years in your life that count. It’s the life in your years.

ddo, melmoth, mmo 2 Comments »

Turbine’s Dungeons and Dragons Online had a bonus XP event this weekend past in celebration of the fact that Turbine failed to close the game down after less than stellar subscription numbers, and where NCSoft would have flipped the kill switch on the servers a few days after release, Turbine decided to experiment with the solid game and intellectual property which they had in their possession, and now DDO is marching steadily ever forward on the MMO battlefield under the banner of the Earl of Free To Play.

See that NCSoft? That there is what you do with a solid game that hasn’t quite had the fortune to capture the hearts and minds of gamers yet. Let’s all take a small moment to mourn the fact that we don’t have a free-to-play Tabula Rasa, shall we?

So yes, it’s DDO’s birthday, and the weekends of the 26th – 28th of February and 5th – 7th of March have been dubbed an MMORPGasmic XPalooza by… um, me, and as such it was a prime time to roll a new character and get a few levels under their +2 Belt of Grinding.

And of course no such adventure would be complete if I didn’t spend money in the DDO Store. Happy Birthday DDO! Here, I bought you an adventure pack! Well ok, technically I bought me an adventure pack, but it’s the thought that counts. You got some money, I got hours of entertainment, which is very much like the time that I gave my brother some money for his birthday and then I got hours of entertainment watching him get yelled at by our parents when he blew the cat’s litter tray to smithereens with the bangers that he’d bought with said money. Thankfully the cat wasn’t in (on?) the litter tray at the time, but only because my brother got the fuse length wrong; still, if ever there is a right place for a cat to be when it is surprised by a modest incendiary device being detonated from underneath it, the litter tray is probably that place.

I happened to have Veteran Status on my account, which I purchased a while ago (Happy pre-Birthday DDO!), and so I was able to create a level four character and skip a chunk of content that I had already run several times on other alts, thus allowing me to play through some new content straight away, with the secondary aim of getting as close to level seven as possible with a mind to joining m’colleague, Van Hemlock and the Tuesday Noob Club That Now Also Gathers On A Friday Club for further hot lathered DDO action.

So levelling was my aim, possibly extreme levelling, the sort of levelling that has a capital ‘X’ in the middle of the word extreme, and has its own station on satellite TV where the men are all bronzed beefcakes who say things like ‘dude’ and ‘whoa’ through a fringe of hair so long that it’s sometimes hard to tell whether you’re looking at them from the front or the rear, made all the more difficult because they seem to wear half of their baggy shapeless clothing backwards. If you want to learn to be extreme, you have to be willing to brave the dangers of the field in which you’re trying to do so: surfers eventually have to face that bloody big breaker, snowboarders have to make that off-piste jump into nothingness, BASE jumpers have to throw themselves off of that building, and MMO players have to visit the game’s forums. I wasn’t ready to be quite that eXtreme, though, so I made good use of the Google safety wheels and just searched around until I found a link to a thread on the DDO forums where someone posted a brief unapologetic list of the adventures that they found to be best for XP; having run the first few adventures in the list already, and having known them to be good sources of XP, I found the next item on the list was Tangleroot Gorge, an adventure area that I hadn’t played before. Good XP and new content? Sign me up!

Right after I pay you some money. Happy Birthday DDO!

So yes, I had to buy Tangleroot Gorge, which is probably why I hadn’t played it before, but I was deep into the spirit of celebration. And I’d just been paid for the month; my credit card was once again a shiny golden passport to possibility, rather than a singularity of infinite financial density within my wallet that threatens to suck me and my whole life into its black oblivion. A matter not helped by the fact that I keep spending indiscriminate amounts of money on impulse purchases, I might add.

So with my impulse purchase adventure pack unwrapped and installed into the game, I was ready to begin my levelling run. Right after I purchased a potion that I noticed in the store which gave an additional hefty boost to XP gain and which, a brief search revealed, stacked with the existing XP boost that Turbine were giving players over the weekend.

Oh dear.

My credit card started to pulse and thrum a little at that point, and it was fairly easy to see that time and space were beginning to be warped by the debt horizon that was building, so I popped it into my wallet, encased the wallet in lead and concrete, threw it into the nearby river, and got on with actually playing the game. My twice XP boosted game. I could feel my fringe growing rapidly, but there was going to be much work needed on the beefcake look; so, while I waited for the game to load, I put my trousers on backwards and pulled a beanie hat on to my head instead.

Next time: Tangleroot Gorge, and the joys of motile armoured organisms that can heal.

Posted by Melmoth at 9:33 am

When once the forms of civility are violated, there remains little hope of return to kindness or decency.

ddo, melmoth, mmo 5 Comments »

“Well you could do that, but nobody will want to group with you.” A phrase wrapped in wilful condescension so thick that if you spread some patronization between a couple of slices of it you’d have the world’s most bitter doorstop sandwich. Welcome to DDO’s General chat channel, a land where the nose evolved only as an extension of the face to be looked down, and the horses are so very high. I try to picture meeting some of the more vocal personages who frequent this place and I can only really come up with a sort of hybrid creature formed from the unnatural union of Medusa and Charybdis – giant mouths that spit a whirling torrent of venomous snakes.

Let’s face it, DDO is hardly unique in having chat channels filled with bilious supremacist outpourings; whether it concerns how to spec. a character, how to make gold, or any other number of arbitrary numeral demarcations, where the supremacist can put data into a spreadsheet and show categorically that they are better than those who don’t do it their way, that they do 0.1% more DPS, that they make 5% more gold per hour, every MMO has their class of players who think that they are above and beyond the plebeians who don’t play the game the way that they do.

It’s just that DDO has had thirty five or so years and four editions of the pen and paper game to really hone their hive of supercilious bees, who swarm out and attack with stinging words anything that doesn’t belong to their colony. People who commit the heinous cardinal sin of attempting to multiclass a healer, for example.

Turbine have created templates for classes in DDO, initially I viewed these as a sensible aid to new players unfamiliar with the game’s D20 hybrid rule set, to prevent them creating a properly broken character while they get to grips with the game. What I then suspected was that these templates were actually an attempt to give new players at least a modicum of a sane character build in order to prevent DDO’s most special community members from driving away these potential customers, such that the new players would merely be looked down upon as pitiable peasants by the DDO Maxminati. My current theory, however, is that the templates actually act as a warning, they say “Look, even these templates, created by the developers of the game, are open to scorn and derision by our community. And don’t even bother to see what the forum dwellers think of them, lest you have to poke out your own eyes to stop the searing spite of their words from branding itself on your mind.” and so new players realise in short order that the prejudice, dullness, and spite is not directed solely at them, but at all beings who don’t fit with the supremacist’s ideals.

So, another MMO, another General channel quickly partitioned off into its own tab titled “Wrath”, along with the Trade channel under “Greed” and the LFG channel under “Sloth”. And yet people still ponder on the ‘mystery’ of the prevalence of the soloer in MMOs.

I do wonder if the community of Darkfall is any better; my natural instinct tells me that it would be at least as bad – it seems that only rarely can you have an MMO and not have a general community full of hate and spite, for they are formed of humans, and this is what humans do better than any other creature on Earth – yet there is the glimmer of hope in me that some level of formal politeness exists in a game where anyone you offend can join with his friends to hunt you down and put an axe through your skull.

It goes without saying that I’ve now created my experimental Cleric in DDO: with maxed Intellect and using Wisdom as the dump stat, they are armed with a crossbow and have the very best in the Search, Pick Lock and Disarm Trap cross-class skills. The experiment is not as to whether the character will work, but whether it is repellent enough to DDO’s master race to act much as a holy symbol acts upon a vampire; my theory is that I will hold up this symbol of singular silliness before them and they will shrink away at the horror that it represents and, if they fail their Will save, burst into flames and be purged.

Posted by Melmoth at 9:17 am

Time Cures Moderate Wounds

champions online, ddo, games, mmo, zoso 2 Comments »

I’ve really been enjoying Dungeons and Dragons Online since going back to the free-to-play Unlimited version, it’s a far better game than when I played for a month or so at launch. The fundamentals are the same (run around and hit stuff with swords), I always liked the way it captures the old pen and paper feeling of going on a dungeon crawl, but many little tweaks have improved the overall experience. Starting at the beginning, with character creation, templates make life much easier for anyone who hasn’t memorised the comparative benefits of all the D&D feats. Emerging from character creation into the game the tutorial is a distinct improvement on the original, which forced you to solo a few dungeons culminating in a bunch of kobolds and a cultist under a pub as I recall. Trivial for a fighter or barbarian, who’d merrily splatter their way through, tougher for a rogue, especially if specced more for dealing with traps than fighting, and potentially impossible for a wizard if they got their spell selection wrong (though who wouldn’t take magic missile?)

A major problem for me at launch was the way solo/duo content dried up almost immediately after finishing the tutorial. Not an entirely illogical design, in keeping with trying to preserve the ethos of group adventures, but led to much frustration in attempts to get groups together, find quests that everybody had etc., and there wasn’t much to do while pottering around waiting for some action to start. I believe one of the very early updates was the addition of some solo adventures, or “solo mode” for some existing adventures, so it was obviously an issue they were working on, and now there are plenty of options without having to form up a big old group. As well as the wider range of available quests that you’d expect, gradually added over time, the hireling system allows you to pad your group out with an NPC rather than spamming “LF healer” on all available chat channels for hours at a time.

The other main problem I had was grind. DDO is unique (or at least very unusual) in that it doesn’t give out XP for individual mob kills, I haven’t yet been sent to collect a random assortment of animal body parts that only a small fraction of beasts seem to possess, and it’s completely free of “kill ONE MEEEEELEON monster” type quests. Actually, that’s not strictly true: there is one quest where the only objective is to kill 200 kobolds, but that’s not so much a grind as comic relief; you decide to have a crack at it solo, just for a laugh, and you’re butchering kobolds with a single blow, laughing maniacally as you do, thinking you might have a good chance, but they just keep attacking, wave after wave, and you can’t kill them quick enough, and even though they’re only doing a couple of points of damage here and there it’s chipping away, and you’re trying to back off and use a healing potion but there’s so many of them, and… that’s when you realise you’re a rare giant monster spawn in an open world MMO. If you could somehow add the kobold “General” channel to your chat tab, I swear you’d see something like:
“GIANT MOB SPAWN AT THE RUINED CASTLE!”
“Where’s the ruined castle?”
“Centre of the map, noob”
“Let’s take it down!”
“ZOMGZ it just one-shotted me WTF?”
“Need more shaman, come on!”
“LFM Giant Mob team”
“It’s self healing, no way”
“Need to wear down its spell points”
“COME ON MORE DPS”
“It’s going down!”
“WOOOOO!”
“YEAH, WE RULE!”
“What did it drop, what did it drop?”
“Who got the lewt?”
“There’s nothing on the body!! NOTHING!”
“OMFG, I’m so writing a blog post about this…”

Anyway. Everything’s quests off in their own instances (dungeons and outdoor areas), which avoids the “kill ONE MEEEEEELEON monsters” grind, but potentially replaces it with doing the same instances over and over again. First of all there was the Waterworks; originally to go from the Harbour to the Marketplace you had to complete the Waterworks quest(s), a fairly tough and long series. Not so bad if you were a static group and all blasted through it at the same time, but if you were in a casual guild it was a right pain with everyone at different stages, and some people got thoroughly sick of going through the Waterworks several times to help out others as they reached it (and then again with an alt or re-rolled character). Having made it through to the Marketplace, there was another series that finally did for me. I can’t remember the precise details, but I think it was off from one of the Houses; a guild group formed up and we toddled off for a quest, through an outdoor area, which was a bit pointless as I recall, but did offer some opportunities for people to wander off on their own and get lost if they weren’t paying attention then run into big groups of mobs, or plummet down a cliff to certain doom, just to make sure it took about half an hour just to get everybody assembled at the start of the actual quest. In we went to this dungeon, I forget what the exact objective was, rescue some prisoners or find a key or something, and it was pretty neat; I was sneaking around searching for traps, we dispensed steely justice to whatever kobolds, gnolls or other beasties were hanging around, secured our objective, hurrah! That led to chapter two of the quest, which involved… going back into the exact same dungeon, with the exact same traps, and the same spawns, but winding up in a slightly different bit, or going slightly further than the first time. OK, fine, completed that objective, and chapter three of the quest was… to go back into the same dungeon! Again! And that still wasn’t the end of the quest series, but I had to head off after finishing that chapter.

Next time I logged in I shouted around to see if anybody fancied finishing off that quest series, and we ended up with a group with me on chapter four, somebody who’d finished the whole thing the previous night, someone else who’d had to bail out after chapter five, and a couple who hadn’t done it at all. So it was back to chapter one; into the dungeon, out of the dungeon, back into the dungeon, out of the dungeon, back into the dungeon (sixth time in pretty much the same instance now…) Things improved very slightly, as later in the quest chain either the early part of the dungeon was free from traps and mobs, or we went straight in to a later point in the dungeon, but I think it was a seven chapter quest that basically involved going back in to the same dungeon seven times, finally completing the thing hours later.

Next time I logged in I joined a guild group of similar level and we chatted about what quests to do. “Anything but (House Wherever)!” said I, cheerily. And of course once we worked out what level characters we had, what prerequisite quests were needed, what everyone else was thoroughly bored of etc, there remained only one possible choice for us: House Wherever. So I went back into that dungeon another seven times (would’ve been bad form to leave them rogue-less after all), and didn’t log in to the game for another three and a half years.

I’m hoping they’ve sorted that out now, certainly there seems to be a wider array of quest choices (albeit some of them requiring a purchase, but they have to make their money somehow); I don’t mind doing a dungeon a couple of times, or leaving it a couple of weeks between attempts, but 15+ runs of more-or-less the same dungeon within three sessions is taking the piss.

Trouble is, of course, MMOGs need content, and to satisfy voracious players they need lots of it. It takes far longer to create the content than to play it (reasons not to work on MMOGs part MMCIXV: spending days or weeks as a team perfecting a dungeon, adding quests and flavour text, placing the traps and spawns, testing it carefully and adjusting accordingly, then watching a bunch of munchkins steam through it in seven minutes flat shouting “LAWL!” and “PEWPEW!” as they go), so obviously it’s a temptation: if a dungeon’s good for one chapter, it’s good for seven! It’s something Champions Online seem to be suffering at the moment, with their Blood Moon event. Part of the event, the PvE side, is pure, unvarnished grind (though in fairness, apparently each crypt isn’t exactly the same, there are some minor changes in layout, but one run through of one crypt was quite enough for me.) One the plus side, the PvP side of the event is much better, I really enjoyed the zombie-survival mode (a team of five or six have to fight off waves of NPC zombie attackers plus one zombie-fied player, as each hero dies they get zombie-nated and join the undead; sort of British Zombie Bulldog), and I haven’t had a chance to try the hunters vs werewolves yet, but it sounds fun too. Let’s hope Champions can keep going for three years or so and keep improving like DDO.

Posted by Zoso at 7:09 am

Two things you always wanted to know about DDO Unlimited but were afraid to ask

ddo, games, mmo, zoso 4 Comments »

With Dungeons and Dragons Online now free-to-play in its Unlimited guise there’s no reason not to take a look (unless the 3Gb+ client download is a problem), and Massively have a splendid post with some common questions for new DDO Unlimited players that’s well worth a browse. Your intrepid KiaSA team have also been investigating, and discovered a couple of things.

Firstly, free players only start with two character slots, fine for having a poke around in the game but maybe slightly restrictive for alt-o-holics. You can buy more in the store, but when Melmoth bought some points to unlock the Monk class he found he had two extra character slots; it turns out that purchasing points upgrades you from “free player” to “premium player” with a few extra perks (though obviously not as many as a “VIP” subscriber), including the extra character slots, which is nice.

Secondly, the European DDO site seems to be a bit quiet about this whole “free to play” business (though I confess I haven’t looked too deeply), but not to worry, the sign-up with Turbine seems to work absolutely fine from here as does buying points with a UK credit card. Turbine have even been kind enough to set up an unofficial UK server. See, if you’re a keen student of Eberron lore, you may think of Khyber as the Dragon Below. If you’re a Brit (or at least a Brit of a certain age, I dunno about the kids and their newfangled wheely trainers and hippity-hoppity music), Khyber can only mean one thing, so when there’s a server called “Khyber” in the list I’d be most surprised if the majority of British players didn’t pitch up there. To make us feel more at home, Khyber even has specific NPC voicing; on the other servers when you first meet an NPC rogue on the beach he has some generic accent. On Khyber, he’s voiced by Dick Van Dyke: “Gor bloimey luv a duck do what gert yerself up the apples and pears me ol’ china” he says, “stone the crows it’s all gone a bit Pete Tong we’re in right Barney and you’re borassic, but I’m a diamond so I’ll let you ‘ave a Mick[1], Council[2], House of[3], John[4], Aardman[5] or bus[6] for nuffink, knees up Mother Brown doin’ the Lambeth Walk oi!”

[1] Mick Jagger – dagger
[2] Council Tax – great axe
[3] House of Lords – longsword
[4] John Napier (inventor of logarithms) – rapier
[5] Aardman Animation – falchion
[6] bus nun weave-weave-cheese arm-rave of glider mane – plus one guive-guive-guisarme-glaive of spider bane

OK, that’s a lie, he’s the same on all servers and just has a slightly dodgy Lahndahn accent, but the tutorial does offer ample “lovely pair of melons, miss” opportunities.

Posted by Zoso at 10:59 am

Thought for the day.

ddo, lotro, melmoth, mmo 3 Comments »

Unlike the humorous-then-tedious accidental sword swishes that are regularly heard in DDO as people forget that left-mouse defaults to attack and not camera movement, the advantage to Lord of the Rings Online is that nobody will realise how many times you have tried to tumble your character away from an enemy when you get the two games confused for the umpteenth time.

Posted by Melmoth at 12:31 pm

Long live the New Old Flesh.

ddo, melmoth, mmo 6 Comments »

I blame the me of yesterday completely. He who, in that wanton curiosity for experimentation justly ascribed to the youths of the day before today, decided to download and install the Dungeons & Dragons Online: Eberron Unlimited client on a whim. Not to play now of course, but to tuck away ready for when time and circumstances allowed. If it wasn’t for him I wouldn’t at this moment be faced with a glistening red icon on my desktop that pulses and throbs and moans at me, the desktop equivalent of the hallucinatory writhing TV from the film Videodrome.

Thus I sat on Friday evening, my own Max Renn under the control of the MMOdrome virus with no Bianca O’Blivion to reprogram my malignant massively multiplayer madness, staring at the icon on the desktop which had now manifested itself into my reality as some moist and fleshy thing. I look down in astonishment – through one of those slow motion camera pans – to my hand which is no longer human but an electro-organic amalgam of PC mouse, flesh, tubes and wire. The veins in my arm bulge unnaturally, pumping blood into this gruesome handmouse and down into the thrumming heart of the PC. I move the handmouse in horror, and as I do so I notice the cursor on the screen, now rendered in three disturbingly phallic dimensions, move in accordance with my gesture. The icon flexes and ripples as it senses the proximity of the phallicursor, and somewhere behind me: the muffled wails of a hundred thousand souls in tormented ecstasy. I move the cursor inexorably towards the icon, and the pulsing of each quickens. They pull towards one another as though magnetised, an attraction that was spawned in the darkness and warmth at the birth of all things, and as the cursor penetrates the gaping space of the icon, the fingerbutton of my handmouse spasms and electrical impulses light up the pleasure centres of my soul as the instructions for creation are injected into the womb of the PC and, nine seconds later, a game is born to my eyes. Then, darkness…

I woke up the next morning with a level 2 dwarf monk called Mun Ki, and a serious hangover.

I’m safe in assuming that it happens like this for everyone though, right?

Posted by Melmoth at 12:11 pm

You can never step into the same river; for new waters are always flowing on to you.

champions online, ddo, games, lotro, melmoth, mmo, wow 8 Comments »

After the long and drawn-out interactive electronic entertainment drought of the summer, where the bounteous river Gaming is deprived of content and dwindles to a mere trickle maintained only by the delta of hype tributaries that continue to feed it, we now begin to see the autumnal deluge of new releases, which rained down on the Beta mountain ranges not so long ago, slowly gather speed as they wend their way down the steep slopes and out onto the flood plain of launch titles. And as the river Gaming begins to regain its strength, returning life to the dishevelled and starved media that line its banks and drink deeply of its waters, the native inhabitants of the river begin to return; here and there gamers frolic once more in the seemingly illimitable expanse of the rejuvenated river, their joyous cries to one another filling the Autumn air with the sound of rapture.

PC and TV screens flow again with the neon light of the river as it streams out and lights-up the faces of gratified gamers across the wide expanse of the world.

Or in short: new games, woo yeah!

Champions Online has now set ‘engines to power, turbines to speed’ and is battling with the evil forces of General Release, where it seems to be winning on the whole. Certainly it’s been a smooth launch for a vast majority of players as far as I can tell, and my experiences with the game so far have been almost entirely positive, with Lord of the Rings Online being the only other MMO springing to mind that has done so well on its opening few days. Still, the game is not without its issues – as is the remit of any true MMO at launch – and Syp reports on at least one rather game-stopping issue for some people, this one regarding frame rate frinkiness.

As for me, well I’ve made it out of the character creator for long enough to get my main character to level fifteen and have thus made my way through the first two introductory zones and into Millennium City and the game proper. I do intend to post a lengthier disquisition on the game, but for now the important thing to say is that this isn’t City of Heroes 2.0. No really, it isn’t. Yes, there are a lot of ideas that have been inherited from City of Heroes, clearly there are. In fact there are some audio assets that seem to be exact copies, for example the ‘vomit’ attack sound of the Qulaar aliens you meet at the very start of the tutorial area are, to my ear, identical to the Vahzilok vomit sound effect from CoH. The character creator is also evidently a spiritual successor to its CoH counterpart, but if saying that a few ideas taken from CoH and improved upon make Champions Online nothing more than CoH 2.0, then we must also say that WoW is nothing more than EQ 3.0. Champions is a very different game to CoH in many fundamental ways. Take combat for one: in CoH you press an attack, wait for that power to fire, then press another attack. If an attack is on cool-down you can queue it up and wait for the power to recharge, at which point it will fire and go back on cool-down. It’s a very traditional PC MMO system, whereas Champions is, as has been pointed out elsewhere already, a Console MMO system: it is fast, it is furious and it is a lot of fun, assuming you aren’t set in your PC MMO ways. As one example of the difference between the two, many attack powers don’t have a cool-down and therefore you can mash the attack as fast as your keyboard and latency will allow, which is, to Cryptic’s credit, really pretty fast and very responsive. In fact, people should really be quite impressed with just how responsive the attack system is in Champions. It’s one of the things that I secretly (not so secretly now, of course) think made WoW great: you press a button, you get a response to that button press. Straight away. Not when some special internal cool-down occurs. Not when the game feels like fitting you in to its diary. If the power is on cool-down, you can’t use it, if it isn’t on cool-down then you can use it Right Now. It’s probably my biggest issue with combat in LotRO at the moment – at least with my Champion, the Warden seems less effected – in that I can press an ability and then seemingly have to wait an age for it to activate. Maybe it’s based on the swing timer, maybe it’s an internal timer, I don’t know, but it makes having an interrupt ability that is used in response to an enemy’s attack nigh-on pointless. Champions also requires you to actively block enemy attacks, you can get away with not bothering to do so with their standard attacks, but if you see the enemy winding up a big power (as indicated by a comic-style BLAM icon above their head) then you’d better get those shields up, Captain. It makes the game more like an arcade beat’em-up, and as far as super heroism goes, it feels a lot more true to the genre than standing on the spot and pressing ‘1′ in CoH. And maybe a bit of ‘2′, just to spice things up. With the occasional excitement of pressing ‘6′,’7′,’8′,’ALT-1′,’ALT-2′,’ALT-3′ and ‘ALT-4′ if a mob knocks all of your toggle powers off. Of course CoH isn’t really as staid as all that, because they managed to make the fights hectic enough that it feels as though you’re doing a lot. As a final thought, another MMO which tried to mix the combat up a bit and went for a more frenetic option was Age of Conan, also slated to be a console MMO at one point, and again the combat in that game was a lot of fun if you were open and receptive to that sort of thing. More on Champions once I’ve had a chance to play my character to a higher level.

Other new games that are now causing a quite audible ping on my game radar are Aion, which I ordered some time ago on a whim and am not sure I will get a chance to play for a while; Batman: Arkham Asylum, about which I have heard what can only be described as the unrestrained screams of orgasmic release; Section 8, which has been pimped quite heavily by Rock, Paper, Shotgun, and seems to be gaining momentum in the blogger hive mind; and last but not least Dungeons & Dragons Online: Unlimited, which I have yet to look into properly but would like to return to at some point, having played the original on release. I think it would need a decent static group to make the most of it though, so I’ll probably dabble in the free section of the game and then determine where to go from there.

The only problem is that until recently I’ve been happily subsisting in the isolated ponds of LotRO and WoW, those enduring habitats that remain a watering hole of gaming life when all other options have dried out. I’m not entirely sure I’m prepared for the rapid influx of fresh gaming waters, and I’m probably at risk of being swamped by the oncoming wave of new ideas and thoughts, sights and sounds. I need to anchor myself, and I shall do so with the next post, where I’ll talk about my ongoing adventures in LotRO, and my recent return with Tiger Ears to the lands of Azeroth, for one final fond tour of its lands before they are sundered by what one imagines is the wrath of a development team who, after being labelled the ‘Blizzard B Team’ for so long, have finally reached their enrage timer.

Posted by Melmoth at 11:03 am
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