Thought for the day.

lotro, melmoth, mmo, tftd 3 Comments »

If you haven’t heard, Lord of the Rings Online is going to have a wardrobe system.

There, they’ve shown the industry how cosmetic outfits should be done, and done just about perfectly by the sounds of it. No excuses any more.

Posted by Melmoth at 4:53 pm

One cannot fly into flying.

melmoth, mmo 12 Comments »

I find it so hard to pick up old characters once I’ve abandoned them. I just can’t do it easily, or at all in many cases; I return again to the once familiar character selection screen and I look with gentle goofy-grinning fondness on the friend I once knew, admire their armour – carefully selected in order to minimise the usual clownful kaleidoscopic ensemble of the casual adventurer – and then launch into the game. Once my character has loaded I look at a hotbar full of abilities set out before me and… hmmm. Have you have seen the cockpit of a 747 airliner? Have you ever had one of those fantasies where you’re on a flight to some sunny destination and suddenly the pilot and co-pilot are taken terribly ill and nobody in the cabin crew has any idea how to fly? A flight attendant stutters over the comms, trying to hide the fear in their voice as they ask whether anyone familiar with how to pilot a 747 could please step to the front of the cabin. Of course nobody else steps forward, so you slowly walk up to the front. “I’m afraid I haven’t flown a 747 before” you quip to the adoring and hopeful-looking flight attendants, “but I did fly a few sorties of F-15 Strike Eagle on my friend’s Atari ST, so I think I should be able to help out with your little problem”. In your fantasy you step into the cockpit, settle yourself in the captain’s seat, calmly put on the headset and call the tower to let them know that you’re banking slowly back to the airfield and if they could just give you some pointers on what flap settings you’ll need to land, that’d be splendid. You land the plane without incident, of course, with the flight attendants saying that it’s the smoothest landing they’ve ever experienced, and how did you manage it, especially with that 160 knot crosswind and the other airliner cutting you off as it tried to jump the queue ahead of you? And you shrug and smile and take phone numbers from a couple of them as the other passengers sing For He’s a Jolly Good Fellow, and as you leave the aircraft to the cheers coming from the throng of spectators and journalists waiting outside, the theme tune to 633 Squadron breaks out in the background, and you walk off into the sunset, arm in arm with a couple of rather attractive flight crew.

Of course what would actually happen when you sauntered up to the front of the cabin is that firstly you’d see this:

Welcome back to your high level MMO character

Followed shortly thereafter by you running to the nearest emergency exit and leaping out without bothering to check if there’s a parachute.

And that’s pretty much your standard reasonably high level character in an MMO after you’ve been away from them for any significant period of time. You start looking at all the buttons and, if you have any sense, run away screaming. If you don’t do that, then you’re possibly the sort who laughs merrily at all the power that your character must possess, because look: there are six finger-aching hotbars worth of buttons there! So you immediately run into a fight with three or four mobs of plus five levels, and as your character’s health starts to careen its way off the side of the screen you start maniacally pressing buttons in the order that you seem to vaguely remember from several months ago, and it all goes downhill from there. You find the button for ejecting your character’s armour, you find the button that sends up a flare in order to attract all the other mobs in the zone, the button that changes your hair colour, the one that launders your underwear (which you note down because it’s about to become quite useful), and you find the button which announces in General Chat that you’ve taken off all your armour and are currently flashing your whiter than whites at fifteen hundred angry orcs. And that’s when you remember that you were thinking of the buttons for another character, from a different game entirely; you watch your character vaporise into a cloud of bloody droplets, and all you can think is ‘well at least I know which button gets those stains out of my character’s underwear’.

I have real trouble picking up with characters again after having been away from them for a while. I recently re-rolled my Bear Shaman in AoC and my Warrior Priest in WAR because of this. Now I’d been away from them for half a year or more (and admittedly I have a terrible memory for these things), but how long does it take before that 747 cockpit feeling starts to take hold? Well, I haven’t played my Warden in LotRO for a week and a half due to the aforementioned re-rolling of priesty warriors and shamany bears, and already it had started to feel strange and uncomfortable when I returned the other night. It’s like having a favourite pair of comfortable shoes that feel odd on your feet because you’ve had to wear a different set of shoes recently. Even if it was your favourite shoes, the ones you’d never take off because they fit you like a glove. A shoe-shaped glove. That fits your feet. Hum. And even if you did take those favourite shoes off you vowed never to wear another pair of shoes ever. They were your best shoes, you would both go everywhere together; take photos of yourselves laughing and goofing around in picture booths; they’d sit on the bench of a rowboat looking coy as you sculled them up the Thames; when you got home after a long day out you’d place them carefully on the rug in front of the fire; and later you’d take them up to bed and have them cuddle up on the pillow beside you… I’ve said too much. But you know what I mean: you loved those shoes, platonically or otherwise, and suddenly because you’ve had to wear work shoes for a few weeks now you find that your favourite shoes are a bit uncomfortable around the heel. You start to get annoyed with your shoes, they don’t lace-up right and they have a bit of a reek, and your shoes are deeply offended by this and fill themselves with small stones at every opportunity. Eventually you both decide to take a break and see other shoes, and it’s never the same again.

Yeah, so anyway, it’s a bit like that with my MMO characters. Perhaps a bit less creepy. This is one of the reasons that I like MMO expansions with new races and classes because it gives me an excuse to start afresh with all the other players that are doing the same; World of Warcraft’s Cataclysm will be a blessing for me because I’m not sure I care to go back and remember what all the buttons do on my level eighty characters, especially as I often like to play the healer role. I can just picture myself being the gung-ho type I mentioned earlier and signing up for a dungeon run as soon as I get back into the game after almost a year away from it. I’ll still be desperately trying to get my AddOns to stop aligning my entire interface into a six pixel by six pixel square in the top left corner of my screen when I need to start with the healing. I picture myself looking at all the buttons and hovering over one, then another, then sucking my finger a bit before going back and pressing the first with the daintiest of tentative dabs while directing a hopeful pleading look of Please Don’t Let This Be Bad towards the screen. And afterwards I’m sure we’ll all sit around and laugh and laugh while I finish washing all the blood out of the group members’ underwear.

Posted by Melmoth at 7:15 am

Wot I’m Playing: Champions Online

games, wot i'm playing, zoso 1 Comment »

Champions Online seems to tick so many boxes. There’s the character creator for a start, vast arrays of crazy options you can lose yourself for days in. Then there’s power selection, where you’re not locked into a fixed class but are free to select from a wide array of offensive, defensive and various utility powers, and combine those with stances to fulfil different roles; you’ve also got fantastic travel powers for getting around. The world seems to be a good size with areas like a metropolis teeming with villainy, an irradiated desert, a frozen wasteland, suitably superheroic settings. There’s loot and crafting, fast paced action, public quests, drop-in PvP, so much good stuff, and yet… somehow it seems to add up to less than the sum of its parts. Having a lifetime subscription is great for popping in now and again, and if nothing else is really gripping me I’ll bounce in and dispense a bit of justice, but it never really grabs me and keeps me in, a bit like Guild Wars in that respect, games I never really managed to stick at.

It’s hard to put a finger on why it doesn’t quite work for me; I think one aspect might be the genre. Since City of Heroes got me back into comics a while ago I enjoyed the first two volumes of the self-contained Ultimates series, but I couldn’t get into any of the more continuity-heavy mainstream superhero series I tried. I still pick up a few trade paperbacks here and there, but mostly standalone books like DMZ and The Walking Dead that don’t feature superheroes, so the hero genre doesn’t have an especially strong draw and the Champions lore and setting hasn’t particularly grabbed me. There are some nice little vignettes, like the town of Snake Gulch populated by robotic cowboys gone haywire (very Westworld), but overall it seems a bit generic. The forthcoming DC Universe Online at least features iconic characters like Superman and Batman in the rather spectacular recent trailer, and I understand there’s going to be an accompanying comic, though I’m not sure if, or how, they’re going to fit in hordes of player character heroes. Perhaps it might have that indefinable x-factor that Champions doesn’t quite seem to.

Posted by Zoso at 6:46 am

All that we should see in the world is You and I.

armchair design, melmoth, mmo 6 Comments »

I thought I’d expound a little on the thought experiment of moving UI elements into the game world, which as we know is not a new idea in gaming as Hirvox rightly points out in a comment, but is perhaps less common in MMOs. Zubon has already taken the health bar idea a step further, with consideration given to colour blind players, a concern that Tesh highlights in a comment as well.

The next logical step was to move the yin to the health bar’s yang: the mana bar. A few obvious ideas sprang immediately to mind: the wizard’s staff, for example, is a prime candidate for being turned into a mana gauge; a Steampunk world could have staves as a metal rod with pipes and wires, and valves hissing open and shut, and running the length of the rod would be a thin window that shows the level of fuel left, a bubbling agitated blue liquid that slowly drains away as the Vapourmancer performs their half-scientific half-mystical art. Sticking with the Dead Space inspired influences, another option could be a belt of phials strapped around the back of the magic user’s waist which slowly drain as they cast spells. We can improve on this further perhaps by having the avatar grab a phial and drink it down prior to casting a spell, this gives us several benefits: firstly it draws the player’s attention in to their character and thus the game world because that’s where they can observe their mana levels, a Good Thing in my opinion – I’ve always wondered at the reason for having tremendously pretty 3D worlds and then making the players spend a vast amount of time staring at 2D two colour bar charts (health, mana, rage, experience, aggro, etc.) and pie charts (cool-downs). Secondly, we can use the animation to eliminate another of the 2D bar charts, the cast bar. The avatar draws out a phial from their belt and takes a swig and puts it back and then throws their spell, the cast bar is now a visual animation in the world (drawing the player’s focus into the game again) rather than a gauge on an interface to a game. Finally, it’s just much more immersive, rather than constantly breaking out of the game world to check gauges, the player’s character has a (comparatively) more realistic way to show the same information.

Games have developed in leaps and bounds in recent years, in graphics and audio quality, in scope, and in the maturity of the content presented therein. One of the major items that really lags behind, however, is the UI. There are efforts being made in certain areas to make a breakthrough, games such as the aforementioned Dead Space, and others such as Gears of War and Heavy Rain, with varying levels of success. It’s not an un-researched topic, but in the MMO space it seems to be regarded in terms of COTS technology, that is ‘Slap some bar charts on the screen (make it a big red circle if you’re feeling innovative), put some buttons at the bottom of the screen and fill them with ticking pie charts and numbers for cool-downs, a mini map and have a text box with quest objectives in it’. If you’re feeling particularly generous add-in LUA scripting so that players can create HUDs so complex they’d make an aircraft HUD developer have a seizure.

One of the things I liked in one of the Guild Wars 2 game-play demonstrations was the way the world map was brought into view, it sort of faded in as the camera zoomed out from the player’s avatar, giving the player the sense of their place in the world in a geographical sense. The curious thing to me is that, although that is a lovely and slightly less jarring way to introduce the world map, I wonder why they didn’t have the avatar pull out a map and then zoom down over their shoulder and into the map that way, which to me would give the impression of reading a map, rather than calling up a geosynchronous LEO satellite image, which the zooming out impression gives, and again it would draw the player down and in to the game, rather than pulling them up and out.

It’s one of those curious tropes in MMOs, for me, that these beautiful worlds are crafted by fantastic minds and amazing artists, are always the first thing to be shown-off in promotional videos with dramatic fly-bys of prominent landmarks, and then the game itself is layered on top of this world in such a way that you are constantly being pulled out of it, or at the very least viewing it all through an immersion breaking HUD of varying levels of complexity. The most important thing when engineering the software for aircraft HUDs, and even more importantly now with the development of real-time tracked helmet HUDs, is to make the HUD invisibly visible to the pilot, which sounds a bit like marketing speak, but is the easiest way I can describe it. The pilot is never conscious that they’re looking at a HUD, they’re looking at the real world, always, because in many situations they’re travelling too fast to not be looking where they’re going, they look at the world and they know information about what they’re looking at without having to draw themselves out of the world they’re looking at. Now admittedly other tricks are used too, such as focussing the display at infinity so that the pilot doesn’t need to change their focus to read the display, but as much as possible the aim is to minimise the effort required on the pilot’s part to have to absorb that information, it becomes more like a sixth sense than an information panel.

The reason I raise this issue is that I see MMO developers creating more extravagant worlds with every new release, and yet often we see the same old UI pasted on top of it, and as long as you do that, as long as you continue to draw the player out of the world to look at a spreadsheets worth of information every fight, it seems like such a waste. As a final disclaimer, this is all context dependant of course, a game such as EVE which is set in a futuristic society of space-faring combatants is obviously ripe for tactical overlays and systems monitors and the like, and although the game has undeniably beautiful vistas in the void, they are far less important in the context of that game than the raw data.

Now I’m off to buy my lunch, just as soon as I’ve checked my mini-map for where the shop is, examined my bag inventory for space, made sure my stamina bar is full enough to make the journey, and have set the lunch objectives in my quest tracker.

Posted by Melmoth at 10:18 am

Wot I’m Playing: Wings of Prey demo

games, wot i'm playing, zoso 2 Comments »

Browsing the ever-shrinking PC games section of the local game shop, I found the box for Wings of Prey; I haven’t played a flight sim for years, and got all nostalgic for the days when they were a PC staple. Contributing to the decline of retail games outlets I put the box down, went home to check some reviews, and found a demo on Steam.

Things didn’t start terribly smoothly as it didn’t seem to pick up my joystick automatically (if you know what I mean), and selecting a built-in configuration caused my plane to rapidly plummet to certain doom so I had to set up the controls manually, but after that, in no time at all bally Jerry pranged his kite right in the how’s your father. Hairy blighter, dicky-birdied, feathered back on his Sammy, took a waspy, flipped over on his Betty Harper’s and caught his can in the Bertie.

Wings of Prey has three modes, Arcade, Realistic and Simulation. Not wanting to worry too much about propeller pitch and fuel mixture I’ve only been trying it on Arcade setting, complete with infinite ammo for MOAR DAKKA, and had a rather excellent time tearing through formations of He-111s. Visually it’s absolutely stunning, the planes look fantastic, and take realistic damage as they go; note the holes in the wings and fuselage from the Heinkel gunners:

Heading home after a tough patrol

With plenty of games still to finish in the Steam library I’m not going to rush out and pick it up at full price, but if it comes up in a Steam sale I could well be tempted. Hectic!

Posted by Zoso at 4:47 pm

Thought for the day.

melmoth, mmo, tftd 11 Comments »

Instead of health bars in a UI element, have the colour drain out of a player’s avatar from head to foot as they lose health.

Posted by Melmoth at 1:27 pm

Does my belt look big in this?

age of conan, melmoth, mmo 3 Comments »

I’ve been adventuring in Age of Conan again recently. Instead of picking up my high level Bear Shaman I decided to re-roll: it meant I could switch to an RP server for the generally more pleasant community atmosphere; make my way through Tortage to see what, if anything has changed; get to grips with the combat system again; and pop out of Tortage ready to run through the lands of Khitai, newly released with the Rise of the Godslayer expansion.

So far so good. I’m out of Tortage, with nothing of note to report: the experience is still smooth and enjoyable, although it didn’t wow me as much as the first time I played through, but that’s perhaps because I knew what to expect, and games have moved on a little in ambition since the time that the voiced MMO content and personal storyline ‘tutorial’ of Tortage was a Big Thing. Khitai is pleasant, with much better quest organisation and zone progression than the other areas I remember from my previous time in the game; quests are still the standard MMO fare, and the zone is still pebble-dashed with mobstacles, which is a particular shame in this instance because the lands of AoC, and Khitai in particular, are breathtaking and must surely call to the explorer in everyone.

However, it’s hard to explore in a game when it’s abundantly clear that every inch of land has aggressive enemies placed in just such a way that you can’t go anywhere significant without drawing the ire of a great many of them. I know combat is the be all and end all of MMOs, and I certainly shouldn’t complain about that in a game based on the world of Conan, but it does ruin a lot of the sense of adventure when you can see you’ll have to fight your way through wild cats, say, that just happen to be spaced in regimented fashion all the way up the side of the mountain you were thinking of climbing; it’s like posting a big sign at the bottom of any interesting geographical feature that says ‘You must grind this hard to explore here’. It doesn’t make a whole lot of sense to me: is it the case that you’re trying to slow players down and make them play longer by making them grind to explore? If so, do you think that works? Do the majority of players look at the mountain and think “Well there’s probably nothing up there anyway, so I’ll definitely want to grind through a horde of crap animals to get there” or do they wander off, do only the quests that they need, and blast through your content and out into the next zone. Now if the way up that mountain was clear, and the player takes the time to explore, they’ve actually played for longer in the zone than they would have with the mobstacles in the way. Not only that, if they then find something of interest at the top of the mountain, part of a collectible set of items with a reward on completion, say, then they’ll be more inclined to explore other mountains. Not every mountain has to have a reward at the top, but a clever developer might put one at the top of the nearest and most obvious mountain at the start of the zone. And a clever developer certainly wouldn’t need any explanation of the nature of many MMO players when it comes to the OCDness of collecting things and getting a shiny reward at the end of it.

Age of Conan has interesting, some might say frantic, combat and I’m enjoying the Bear Shaman class again, and will probably expound on my likes and dislikes in a future post, hopefully in comparison to the other melee healers that I’m playing in my other two MMOs of the moment – the Warden and Captain in Lord of the Rings Online and the Warrior Priest in Warhammer Online. There’s plenty more to talk about in Age of Conan, including some of the amusing bugs and quirks that I’ve come across in my short travels so far in the lands of Hyboria. I thought I’d share this one here for now, a belt reward I got from one of the first quests I did in Khitai. As well being a stunning interpretation of Hyboria’s China, Khitai also has a very Asian feel to the culture, and as such the light and medium armour is all bulky padded layers compared to the more skin hugging leather of the other races. Once you have a full set of armour it looks quite imposing, but of course to get everything situated correctly the belt has to be rather large to compensate for all the bulky armour: fine if you’ve got a full set, but if you get just a belt… well, at least you’ll never hear anyone ask “does my bum looks big in this?”

Posted by Melmoth at 7:53 am

Thought for the day.

guild wars 2, melmoth, mmo, tftd No Comments »

Can I play my original Guild Wars character in Guild Wars 2?

Guild Wars 2 is a whole new game with different professions and races, new technology, and expanded gameplay. It is not possible to directly use an original Guild Wars character.

However, your original Guild Wars character names will be reserved for your use in Guild Wars 2

Interested in Guild Wars 2? Got a copy of Guild Wars lying around and a favourite character name, perhaps something that nicely fits one of the new races you’re thinking of playing? Might be worth quickly poking your nose in to reserve a name, it’s not as if you have to pay a subscription fee to do so.

I think I have a decent Charr name worked out. Now I just need that tall considerable shadow on the far left of the professions page to be a shaman, and I imagine I’ll be all set.

Posted by Melmoth at 8:16 pm

Luck is believing you’re lucky.

melmoth, mmo, slightly mad 2 Comments »

I had always pictured Lady Luck as a noble elfin soul, draped in layers of white lace, blindfold across her eyes, skin of silken touch and marble pure. Her face forever formed a smile, and be it a sympathetic compression of commiseration or a joyous beam of bounty, it was always kind. Then, a few weeks ago, I decided to go back and get the last pages to drop for the last of my Warden’s legendary book traits in Lord of the Rings Online, at which point I realised that the story of Lady Luck is more akin to the loathly lady.

Some of your character’s legendary traits, which are more powerful versions of the standard traits and oftentimes class defining, are obtained by collecting a number of book pages that drop randomly from certain groups of mobs in certain zones. The long and the short of it being that I had far out-levelled those specific zones and was still missing three pages, two for one book and one for the other. Being that this was the third character I was running through this particular gauntlet, I knew where I could find the various pages, and happily it turned out that all three pages were to be found in the same zone. So I headed off to Forochel where all the mobs were twenty or so levels below my character, and I began to slaughter them wholesale. Within a few minutes I had the two pages from one book, and so knowing that I must be in a good place I continued to grind away.

And grind away. And grind away. After an hour I decided that Lady Luck might have taken her leave and was perhaps soaking her delicate frame in a steamy scented bath while the melancholic cantata of O Fortuna piped through her headphones. Regardless, she was not hearing my calling, so I logged-off for the night.

I logged-on the next day and after half an hour of grinding I began to plead with the Lady of the Luck, hoping that she might rise up out of her bath and present to me the item I desired. After ten minutes of unsuccessful wheedling to an imaginary being, I did what any sane rational person would do – I squeezed my eyes tight every time I went to loot a corpse, tried to picture the message popping up saying I’d found my magical missing page, then popped my eyes open and looted at the same time.

And do you know what?! It didn’t work, obviously.

I then resorted to the best and most infallible method: I struck up a conversation with my wife and, whilst in the midst of a fascinating debate on the merits of various fitness plans, I ‘accidentally’ looted a pre-slaughtered corpse that I just happened to have my mouse cursor poised over. Having concluded our merry discourse on Yoga vs. Pilates, I turned back to my screen and feigned shock that I had somehow looted a body in the meantime – “I wonder what loot dropped, which I happened not to see” I said loud enough to cause my wife to wonder if we were still talking about Pilates, and whether I was being quite rude.

And do you know what dropped?! Nothing, obviously.

I’d tried the three most sensible, normal options that any MMO player would consider when confronted with such a dilemma, so now it was time to get shamanistic on the situation, I had to bite the bullet, do something daft, something crazy: I went and checked the Wiki entry. Sure enough I was in the right zone for the page I required, and I was in one of the best known spots for grinding. I was buoyed by this, but not entirely convinced either, I mean, squinting my eyes closed and hoping really hard hadn’t worked after all, and ‘accidental looting’ almost always worked; unlike those trusted MMO techniques, the Wiki entry was fallible and could be wrong. I spent another half an hour grinding. And then I went mad.

The problem with randomness such as this is that you’re waiting on just one item that drops after an undetermined interval, and as evidenced by my grind thus far, sometimes that random interval is really bloody unreasonably long, all things considered. The other problem is – and this is the kicker that drives one mad – MMOs have bugs. I know, shocking revelation, but sometimes items that seem to be taking a really very long time to drop are actually bugged and are not going to drop at all. Ever. The problem is this: how does one know? HOW DOES ONE KNOW? At which point the mind goes snap ping tinkle.

So over the period of a few days of one hour sessions I went and tried a different area in the same zone. I tried different types of mobs in that zone. I went to the other major zone where the other pages usually drop – which was a bloody long trip – and spent time grinding there, just in case. Question: how long do you give yourself in these new areas though, before you give up and try somewhere else? That’s when you really go mad. I’d go to leave an area and my mind would say “Don’t stop now. What if it’s going to be the next mob here? What if?” and I’d turn around and kill the nearest mob and not get the drop. My mind would say “Perhaps that wasn’t the right mob. Perhaps you have to kill the ones that are walking around” and I’d go and kill a walking one and wouldn’t get my drop, and then I’d kill a couple more before my mind could say anything, just to shut it the hell up. So I’d finally manage to leave, and I’d go and find another place that I thought might qualify and my mind would be sulking in the background saying “That last place was better, bet you don’t get the drop this time. There, see.” and it would carry on like that until I tried to leave again, and then it’d whisper to me that maybe I should kill just one more…

Eventually I ended-up back where I started originally, having seemingly killed my way through half the forces of evil in Middle Earth, and still I didn’t have my page. My mind, obviously having an absolute blast, decided to play a new game now: “The mobs that dropped those other pages… maybe you killed those mobs at night? Wasn’t your character wearing a yellow hat when you got those other pages to drop? And a blue cloak? At the time you got those other pages the number of stacks of trash loot in your character’s bags added to the number of remaining health potions was a member of the Fibonacci sequence, that can’t be a coincidence, surely?!

And that’s when it happens in an MMO, that’s the point where your conscious mind looks across at your subconscious mind and says “Even I hate you now. Sod this, I’m going out“, and you become a grind zombie – you give up trying to second guess Lady Luck, give up trying to plead with her, give up all hope and expectation. You just resign yourself to sitting there and killing mobs until they have to peel your desiccated corpse out of the chair, your hands still involuntarily twitching out the four or so keystrokes required to rapidly kill low level mobs over and over again.

I turned to Lady Luck and handed unconditional control over to her, I was broken; I was subservient to Lady Luck – beautiful and terrible as the Morning and the Night! Fair as the Sea and the Sun and the Snow upon the Mountain! Dreadful as the Storm and the Lightning! Stronger than the foundations of the earth. All shall love her and despair! She is the one rand() to rule them all. I relaxed, I vowed to let her decide, when she was ready, when I would get my reward. A peace settled over me.

Two kills later, my page dropped.

Posted by Melmoth at 2:54 pm

MMO Curio.

melmoth, mmo, mmocurio 5 Comments »

Redundant Boots of RedundancyToday’s objet de curiosité was sent in by fellow virtual-world veteran and erstwhile Lord of the Rings Online adventurer Van Hemlock, a gentleman not entirely unfamiliar with the peculiar and puzzling nature of MMOs. This piece of curious clothing comes from Dungeons and Dragons Online, an MMO famous for its many and varied items with Adjective Noun of Verb/Adjective titles that leave little to the imagination as to what the item in question can do; should one stumble upon Invisible Pantaloons of Greater Immodesty, for example, it is immediately obvious to all but the bravest or most foolhardy of adventurers that this is not an item of apparel fit for wearing to the royal masquerade.

And so we come to the Feather Falling Boots of Feather Fall, dubbed by Mr Hemlock as the Redundant Boots of Redundancy. This footwear comes with a permanent Feather Fall enchantment, immensely useful in the world of Eberron where jumping off high places to your otherwise inevitable demise seems to be a regular occurrence, almost as if some greater force were contriving to place adventurers in situations where they would need to Feather Fall or die. But what else can these magnificent boots do? What other mystical powers do they hold over and above their ability to grant the Feather Fall effect at all times, permanently, with no chance of it ever being the case that the wearer of these boots cannot Feather Fall. Would you believe that the clue was in the name?! And would you believe me if I told you that these boots could, in addition to allowing the owner to Feather Fall at will, allow them to expend up to three charges per rest in order to cast the Feather Fall spell on themselves as well!

What crazy old mage decided to create a pair of magical boots that would permanently grant an ability and then give those same boots three charges per rest of the same ability?! I mean, I can imagine it comes as quite a relief to the adventurer who owns said boots as he flings himself off a mountaintop only to find that he doesn’t have any charges of Feather Fall left on them; imagine the panic running through his mind as he realises his mistake too late, and how his life flashes before his eyes, and then it flashes again, and again, and several more times as he very slowly and gently wafts his way down to ground level. It’s not as though Feather Fall is a multiplicative ability, you can imagine Armoured Armour of More Armour working out quite well for a fighter type, but Feather Fall is a binary ability, you are either falling like the proverbial feather or the proverbial stone, you can’t fall more feathery. But what if you could? Say you could cast those charges and slow yourself even more, by how much would you slow down? Feather Fall is a pretty dramatic slowing effect as it is, another dose of Feather Fall on top of that might stop you entirely, but then surely that would make them Not Falling At All Boots of Hovering? And you’ve got three charges, so what happens if you use another charge straight away? Then they become Flying Boots of Vertical Ascent Only. But those charges will eventually wear off, and then you’ll hover/fall depending on how many charges are active at any one moment. Of course with permanent Feather Fall you won’t fall to your death, so essentially you’ve got a set of boots that will let you travel up and down the side of a mountain and hover at various levels – thus Elevator Boots of Multi-story Manoeuvring. Pop a rest shrine at the base of the mountain to allow for convenient recharging of the boots, strap a pair of them onto a bellboy, hop on his back and state your desired floor “Mount Doom, third floor: haberdashery, carpets & rugs, ladies wear, and the forges within the Cracks of Doom”.

Next week we bring you the Water Breathing Ring of Water Breathing, also known in adventuring circles as the underwater oxygen bar.

Posted by Melmoth at 8:09 am
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