Has anyone tried Origin Access Premier?
I saw someone link it in a discussion about Bioware's Anthem. It looks like quite good value for money, especially if you like to buy newer games. It's $20 CAD/month or $130 CAD/year, but given that Anthem will cost $80 CAD at launch, that's basically 4 months of subscription. Or a full year is 2 new games.
The back catalog also looks pretty decent, with a wide variety of games available. I am particularly interested in Dragon Age 2 and Inquisition, as I never played them.
You can probably do better value for money through Humble Bundles and waiting for Steam sales, but this looks really solid for new games. Of course, I think you're restricted to EA games. And like most subscription services, you probably lose access when you stop paying.
But it seems almost too good to be true for games that you will play and finish. If anyone has tried this service, can you post your impressions in the comments?
Tuesday, January 22, 2019
Monday, January 21, 2019
Blue Mage
FFXIV released their newest job, the Blue Mage, last week. The Blue Mage is a "limited job". It currently has a level cap of 50, and is not allowed in normal random-matchmaker group content. You can do dungeons and trials with a Blue Mage, but you have to be in a pre-made group.
The central mechanic of Blue Mage is that you don't learn abilities from levelling up, like all the other classes. Instead you learn abilities from monsters. You have to attack a monster, see it use the ability, and then defeat it. You then have a chance of learning the ability. There are currently 50 abilities to learn, of which you can equip 25 at a time.
The big problem, as I see it, is that the game doesn't give you very much information on what abilities you can learn. The spell book starts blank, with 50 slots. The only information given is the zone in which a monster with the ability can be found. It doesn't even tell you the name of the spell!
Now, obviously, all the information was data-mined and there are guides already up on the internet which will direct you to all the monsters you need.
But if you want to try and do it organically, you basically wander around attacking every monster in the zone. And since learning an ability is not guaranteed, you have to kill several of that type to be confident that you can't learn anything.
The saving grace of the system is that most abilities can be learned from several different monsters, not just the ones from the zones noted in the book.
What I'm currently doing is just finishing FATEs to level my Blue Mage, and incidentally learning abilities along the way. I can't target specific abilities, but the spell book doesn't tell me what abilities I can learn in any case. So far it is working pretty decently. I'm level 12 and I've learned 5 abilities or so. Among them an AoE bomb spell from goblins, a cone stun from Quirin, a "Sticky Tongue" pull from giant toads, and a self-destruct spell from bombards. Not really sure what use the last is, since it does kill you, but maybe it will combo with something.
I rather imagine I'll end up at 50 and then look up an online guide to get the abilities that I'm missing.
I do think it would have been better for the spell book to give the names of the abilities, but not the locations. That encourages the player to remember what monsters use the abilities. As well, if you're fighting a new monster, you know if you can't learn the ability, rather than wondering if you are just unlucky. Another option might be some sort of Lore spell which tells you if the monster has a learnable ability.
Still, FFXIV's Blue Mage is an interesting experiment. It's more of side-content, rather than a straightforward combat job, but it is enjoyable so far. It's a bit of a shame that the internet has already obsoleted the exploratory aspect.
The central mechanic of Blue Mage is that you don't learn abilities from levelling up, like all the other classes. Instead you learn abilities from monsters. You have to attack a monster, see it use the ability, and then defeat it. You then have a chance of learning the ability. There are currently 50 abilities to learn, of which you can equip 25 at a time.
The big problem, as I see it, is that the game doesn't give you very much information on what abilities you can learn. The spell book starts blank, with 50 slots. The only information given is the zone in which a monster with the ability can be found. It doesn't even tell you the name of the spell!
Now, obviously, all the information was data-mined and there are guides already up on the internet which will direct you to all the monsters you need.
But if you want to try and do it organically, you basically wander around attacking every monster in the zone. And since learning an ability is not guaranteed, you have to kill several of that type to be confident that you can't learn anything.
The saving grace of the system is that most abilities can be learned from several different monsters, not just the ones from the zones noted in the book.
What I'm currently doing is just finishing FATEs to level my Blue Mage, and incidentally learning abilities along the way. I can't target specific abilities, but the spell book doesn't tell me what abilities I can learn in any case. So far it is working pretty decently. I'm level 12 and I've learned 5 abilities or so. Among them an AoE bomb spell from goblins, a cone stun from Quirin, a "Sticky Tongue" pull from giant toads, and a self-destruct spell from bombards. Not really sure what use the last is, since it does kill you, but maybe it will combo with something.
I rather imagine I'll end up at 50 and then look up an online guide to get the abilities that I'm missing.
I do think it would have been better for the spell book to give the names of the abilities, but not the locations. That encourages the player to remember what monsters use the abilities. As well, if you're fighting a new monster, you know if you can't learn the ability, rather than wondering if you are just unlucky. Another option might be some sort of Lore spell which tells you if the monster has a learnable ability.
Still, FFXIV's Blue Mage is an interesting experiment. It's more of side-content, rather than a straightforward combat job, but it is enjoyable so far. It's a bit of a shame that the internet has already obsoleted the exploratory aspect.
Monday, January 14, 2019
FFXIV 4.5 MSQ, Orbonne Monastery, Suzaku
Final Fantasy XIV released the latest patch, 4.5, last week.
Main Scenario Quest
The MSQ continues setting up the next expansion. The Garlemad Empire is moving against Eorzea. The new dungeon, The Grimhylt Dark is pretty neat. It's essentially occurs during a battle, and has lots of cameos from the major named NPCs fighting in the conflict.
The dungeon is a bit easier than The Burn was, especially the last boss.
Orbonne Monastery
The patch also released the latest 24-man raid, the Orbonne Monastery. The third boss is a bit crazy, it took us many attempts. I still don't really understand the Crush Armor mechanic.
This raid took my group a long time to finish, mostly because half of Alliance B left after four or so wipes on the third boss. FFXIV has very generous timers on their instances, something like 180 minutes. We finished with less than 10 minutes.
Aside from the third boss, it felt a little easier than the previous couple of raids. At least the boss mechanics were more straightforward.
All in all, it is a pretty good. Three tank pieces actually dropped for me, but since FFXIV has a 1-item-per-week restriction, I had to watch 2 pieces go unclaimed. Very sad, as I'll now expect to never see the chestpiece again.
Suzaku
I realized that I hadn't actually done the Trial from the last patch, Suzaku, and I had to finish it before I can do the Trial from this patch.
Suzaku was a pretty interesting fight, though not that difficult now. It's interesting, but FFXIV fights are much more "gamist" than WoW, relying on very "unrealistic" visual elements. For example, in Suzaku, the arena is divided into four quadrants, each inscribed with a different colour and Japanese character. Then the four characters appear in the air on the edge of the area, and there's a flying phoenix circling. When the phoenix hits a character, the matching quadrant explodes.
I haven't done the latest trial yet. FFXIV is also staggering a lot of the content in this patch. For example, Blue Mage releases tomorrow. The MSQ also continues in a month or two.
Patch 4.5 is pretty good. I'm looking forward to trying Blue Mage tomorrow, along with everyone else on the server.
Main Scenario Quest
The MSQ continues setting up the next expansion. The Garlemad Empire is moving against Eorzea. The new dungeon, The Grimhylt Dark is pretty neat. It's essentially occurs during a battle, and has lots of cameos from the major named NPCs fighting in the conflict.
The dungeon is a bit easier than The Burn was, especially the last boss.
Orbonne Monastery
The patch also released the latest 24-man raid, the Orbonne Monastery. The third boss is a bit crazy, it took us many attempts. I still don't really understand the Crush Armor mechanic.
This raid took my group a long time to finish, mostly because half of Alliance B left after four or so wipes on the third boss. FFXIV has very generous timers on their instances, something like 180 minutes. We finished with less than 10 minutes.
Aside from the third boss, it felt a little easier than the previous couple of raids. At least the boss mechanics were more straightforward.
All in all, it is a pretty good. Three tank pieces actually dropped for me, but since FFXIV has a 1-item-per-week restriction, I had to watch 2 pieces go unclaimed. Very sad, as I'll now expect to never see the chestpiece again.
Suzaku
I realized that I hadn't actually done the Trial from the last patch, Suzaku, and I had to finish it before I can do the Trial from this patch.
Suzaku was a pretty interesting fight, though not that difficult now. It's interesting, but FFXIV fights are much more "gamist" than WoW, relying on very "unrealistic" visual elements. For example, in Suzaku, the arena is divided into four quadrants, each inscribed with a different colour and Japanese character. Then the four characters appear in the air on the edge of the area, and there's a flying phoenix circling. When the phoenix hits a character, the matching quadrant explodes.
I haven't done the latest trial yet. FFXIV is also staggering a lot of the content in this patch. For example, Blue Mage releases tomorrow. The MSQ also continues in a month or two.
Patch 4.5 is pretty good. I'm looking forward to trying Blue Mage tomorrow, along with everyone else on the server.
Friday, January 04, 2019
Mag'har Orc Scenario
I finally got exalted with the Honorbound on my Horde character, and unlocked the Mag'har Orc allied race.
The scenario itself was really neat. You go back to the alternate Draenor, this time twenty or thirty years after the events in Warlords of Draenor.
In this timeline, the Draenei became fanatical members of the Lightbound under High Exarch Yrel. They seek to convert everyone on Draenor to the Light. You have to rescue the last remnants of the Mag'har from them and bring them to Azeroth.
It's a really interesting set up. The real question is if Blizzard will do anything with this. I could see another expansion based around the Lightbound invading Azeroth. But perhaps a better method might be like how Star Trek used their Mirror Universe. Save it for occasional interaction, but don't focus on it intensely. A bit like how the Infinite Dragonflight was used.
This scenario was excellently done, and it's worth grinding rep with the Honorbound on a Horde character to see it.
The scenario itself was really neat. You go back to the alternate Draenor, this time twenty or thirty years after the events in Warlords of Draenor.
In this timeline, the Draenei became fanatical members of the Lightbound under High Exarch Yrel. They seek to convert everyone on Draenor to the Light. You have to rescue the last remnants of the Mag'har from them and bring them to Azeroth.
It's a really interesting set up. The real question is if Blizzard will do anything with this. I could see another expansion based around the Lightbound invading Azeroth. But perhaps a better method might be like how Star Trek used their Mirror Universe. Save it for occasional interaction, but don't focus on it intensely. A bit like how the Infinite Dragonflight was used.
This scenario was excellently done, and it's worth grinding rep with the Honorbound on a Horde character to see it.
Thursday, January 03, 2019
Updates
Just a quick round up of what I'm playing lately.
World of Warcraft
Nothing really new. We're just coming out of the holiday lull and waiting for the new raid to open in a couple of weeks.
I guess we're going to end this tier with 3/8 Mythic. That's not bad, but for some reason we stopped putting in attempts on new bosses. Instead there was a push to do Mythic Keystone dungeons. I hope this trend was just because of the holidays, and we return to focusing on raiding.
Final Fantasy XIV
I haven't really played this much lately. I did the seasonal events. The Starlight Celebration this year was pretty neat. It featured an attempt to organize a seasonal choir, complete with a musical rhythm game. It was pretty funny if you failed. Here's a video I found on YouTube:
Lord of the Rings Online
I haven't played it since my dungeon runs. I rather think I'm going to drop it.
Soul Calibur VI
I'm still working my way through Libra mode. I stopped using the highest level weapon that dropped, and just started focusing on learning and mastering one weapon style. The style I chose was Knightmare, a heavy 2H sword. I'm about level 48, though I'm not sure how far I've gotten in the story. My guess, based on the map, is about 70-80%.
World of Warcraft
Nothing really new. We're just coming out of the holiday lull and waiting for the new raid to open in a couple of weeks.
I guess we're going to end this tier with 3/8 Mythic. That's not bad, but for some reason we stopped putting in attempts on new bosses. Instead there was a push to do Mythic Keystone dungeons. I hope this trend was just because of the holidays, and we return to focusing on raiding.
Final Fantasy XIV
I haven't really played this much lately. I did the seasonal events. The Starlight Celebration this year was pretty neat. It featured an attempt to organize a seasonal choir, complete with a musical rhythm game. It was pretty funny if you failed. Here's a video I found on YouTube:
Lord of the Rings Online
I haven't played it since my dungeon runs. I rather think I'm going to drop it.
Soul Calibur VI
I'm still working my way through Libra mode. I stopped using the highest level weapon that dropped, and just started focusing on learning and mastering one weapon style. The style I chose was Knightmare, a heavy 2H sword. I'm about level 48, though I'm not sure how far I've gotten in the story. My guess, based on the map, is about 70-80%.
Wednesday, January 02, 2019
8.1 Horde War Campaign
Over the holidays I also finished the 8.1 Horde War Campaign. Like the Alliance version, there were three chapters, and the last chapter waits for the raid to open. There's also a second questline involving Saurfang.
The first chapter is a raid on the Norwington Estate to destroy stockpiled azerite weapons. It featured Rexxar. It was pretty straightforward as these things go.
The second chapter was a goblin escape with Gallywix and a mech. This was okay, if you're a fan of goblins you'd probably like it. I'm not, so I wasn't particularly enthused. There are some funny lines here and there.
The third chapter involved springing Lady Ashvane from Tol Dagor. Your compatriots are Rexxar and Arcanist Valtrois of the Nightbourne. I really like how Blizzard is reusing Allied Race NPCs in this expansion. I like Valtrois, and it's good to see her return. The actual quest is an enjoyable prison-break, featuring disguises and explosions.
The other major quest is the Saurfang quest. This is an excellent quest, as you try to discover what happened to Saurfang as he escaped Stormwind. It's really worth having a Horde character to go through it.
You even get to make a choice at the end to side with Saurfang or Sylvanas. Which is great, except it points up one of the downsides of this thing. I sided with Sylvanas on my blood elf, so to see the other side, I'd need yet another Horde character. I'm debating leveling an Allied Race, or simply using my BfA boost on a Horde character. I don't think the choice will make much difference in the long run, though.
In any case, the Horde War Campaign was a good counterpart to the Alliance one. The story is beginning to heat up, so we'll see what happens when the raid opens in a couple of weeks.
The first chapter is a raid on the Norwington Estate to destroy stockpiled azerite weapons. It featured Rexxar. It was pretty straightforward as these things go.
The second chapter was a goblin escape with Gallywix and a mech. This was okay, if you're a fan of goblins you'd probably like it. I'm not, so I wasn't particularly enthused. There are some funny lines here and there.
The third chapter involved springing Lady Ashvane from Tol Dagor. Your compatriots are Rexxar and Arcanist Valtrois of the Nightbourne. I really like how Blizzard is reusing Allied Race NPCs in this expansion. I like Valtrois, and it's good to see her return. The actual quest is an enjoyable prison-break, featuring disguises and explosions.
The other major quest is the Saurfang quest. This is an excellent quest, as you try to discover what happened to Saurfang as he escaped Stormwind. It's really worth having a Horde character to go through it.
You even get to make a choice at the end to side with Saurfang or Sylvanas. Which is great, except it points up one of the downsides of this thing. I sided with Sylvanas on my blood elf, so to see the other side, I'd need yet another Horde character. I'm debating leveling an Allied Race, or simply using my BfA boost on a Horde character. I don't think the choice will make much difference in the long run, though.
In any case, the Horde War Campaign was a good counterpart to the Alliance one. The story is beginning to heat up, so we'll see what happens when the raid opens in a couple of weeks.
Tuesday, January 01, 2019
Othrongroth, the Great Barrow
I ended up making several different characters in Lord of the Rings Online. I finally settled on a Captain, even if the NPC ally is a little janky.
I got my Captain up to the level of the first dungeon, the Great Barrow, and gave that a try.
LotRO has an interesting dungeon system. You have to form the group on your own, mostly by advertising the the Looking For Fellowship channel. But once you form the group, you start the dungeon using a menu system where you select the dungeon and a level for the dungeon. Then everyone teleports inside.
Selecting the level is interesting too. I just set it to the level of the lowest person in the party. But I think setting it to a higher level rewards more XP and loot, but is more difficult.
The actual dungeon run was very disappointing though. It was a total zerg. The tank took off at warp speed and blitzed to the end. To make matters worse, the dungeon is a bit of a maze, so you're chasing down corridors and hoping you don't take a wrong turn and end up with more mobs.
It was also very dark, and very hard to tell what you were fighting. The bosses were okay, I'm not sure if they had special mechanics. But it is the first instance, so one really only expects basic fights.
I did try the dungeons (there are three separate wings) twice. I had to do it twice because the first run was so fast I didn't finish some of the quests. If anything, the second run was worse.
All in all, The Great Barrow has really soured me on LotRO. I don't really want to do more dungeons, and I'm not sure if I really want to keep leveling solo. Especially as the Captain feels like a dedicated group character.
I got my Captain up to the level of the first dungeon, the Great Barrow, and gave that a try.
LotRO has an interesting dungeon system. You have to form the group on your own, mostly by advertising the the Looking For Fellowship channel. But once you form the group, you start the dungeon using a menu system where you select the dungeon and a level for the dungeon. Then everyone teleports inside.
Selecting the level is interesting too. I just set it to the level of the lowest person in the party. But I think setting it to a higher level rewards more XP and loot, but is more difficult.
The actual dungeon run was very disappointing though. It was a total zerg. The tank took off at warp speed and blitzed to the end. To make matters worse, the dungeon is a bit of a maze, so you're chasing down corridors and hoping you don't take a wrong turn and end up with more mobs.
It was also very dark, and very hard to tell what you were fighting. The bosses were okay, I'm not sure if they had special mechanics. But it is the first instance, so one really only expects basic fights.
I did try the dungeons (there are three separate wings) twice. I had to do it twice because the first run was so fast I didn't finish some of the quests. If anything, the second run was worse.
All in all, The Great Barrow has really soured me on LotRO. I don't really want to do more dungeons, and I'm not sure if I really want to keep leveling solo. Especially as the Captain feels like a dedicated group character.
Monday, December 31, 2018
Ask Coriel: What's Changed Since 2015?
A reader asked:
Since you say 2015, I'm guessing you missed Legion. The most noticeable changes Legion introduced are World Quests/Emissaries and Mythic Keystone dungeons.
World Quests/Emissaries replaced daily quests at max level. Instead of getting a bunch of dailies, when you open your map, there are a variety of quests scattered around the zones. Each day, there's an "Emissary" quest to do 4 World Quests from a specific area or faction.
Mythic Keystone dungeons (also called Mythic+) are extra-difficulty 5-man dungeons. They're timed runs which reward higher item level the more difficult the Keystone used to start them is. They're basically an alternate to raiding, and higher Keystones award comparable gear to Heroic and Mythic raiding.
Battle for Azeroth introduced Island Expeditions and Warfronts. They're lower difficulty than dungeons, and more optional activities. Their reception has been mixed, but they're worth trying out.
Otherwise the game is pretty much the same as ever. BfA has separate stories for each faction, so it's worth having both an Alliance and a Horde character.
Any other changes in the last couple of years worth talking about?
Edit: I completely forgot, but Legion added Demon Hunters, which are a pretty neat class.
I use to read your blog for many years and I have been away from WoW since 2015... How is the game nowadays and what major changes have been made ? I plan on returning next week.Welcome back!
Since you say 2015, I'm guessing you missed Legion. The most noticeable changes Legion introduced are World Quests/Emissaries and Mythic Keystone dungeons.
World Quests/Emissaries replaced daily quests at max level. Instead of getting a bunch of dailies, when you open your map, there are a variety of quests scattered around the zones. Each day, there's an "Emissary" quest to do 4 World Quests from a specific area or faction.
Mythic Keystone dungeons (also called Mythic+) are extra-difficulty 5-man dungeons. They're timed runs which reward higher item level the more difficult the Keystone used to start them is. They're basically an alternate to raiding, and higher Keystones award comparable gear to Heroic and Mythic raiding.
Battle for Azeroth introduced Island Expeditions and Warfronts. They're lower difficulty than dungeons, and more optional activities. Their reception has been mixed, but they're worth trying out.
Otherwise the game is pretty much the same as ever. BfA has separate stories for each faction, so it's worth having both an Alliance and a Horde character.
Any other changes in the last couple of years worth talking about?
Edit: I completely forgot, but Legion added Demon Hunters, which are a pretty neat class.
Friday, December 28, 2018
Soul Calibur VI
Over the holidays I picked up Soul Calibur VI.
It's been forever since I've played a fighting game. I'm pretty terrible, the veriest button-masher. But SC is a lot of fun. It's bright and colourful. There are lots of characters and weapons. Each weapon set is a different fighting style.
Soul Calibur VI also has an extensive custom character creator where you can make your own unique fighter. You assign that fighter a weapon which determines what moves your character uses.
The main story mode, Libra of Souls, has you creating a character, then wandering around in a quasi-RPG. Your character gains XP and levels from fighting enemies. You can also find or buy weapons which have levels and powers.
The RPG mechanics are actually a really nice fit for a single-player fighting game. As far as I can tell, levels just reduce the damage you take and increase the damage you deal, while the fighting game aspect is the same. So if you're actually good at fighting games, you can do everything at low levels. If you're bad, you can grind a few levels with the random encounters, and then have an advantage on the fights.
The story is pretty basic. There are a couple of choices you can make which change parts. You can do a Good or Evil play-through, though I'm still working my through it. Sometimes fights will have special conditions, like the area being slippery, making it very easy to fall off the edge.
There's also a second story mode (Soul Chronicle) where you play shorter stories as the specific characters in the game. Soul Chronicle doesn't have RPG elements, basically a series of fights with some story scenes in-between.
As for fighting game mechanics, I have no idea how it compares to other fighting games. It's quasi-2D, you can move towards or away from the camera, but it's mostly to dodge attacks and change direction in the arena. The camera keeps the view like a standard 2D fighter.
The basic moves (horizontal attack, vertical attack, kick, and block) are simple but effective. Then there are throws, break attacks, soul edge, and reversal edge specials. Soul edge are specials you can only use after a meter builds up. Reversal edge is a special break attack that takes you into this rock-paper-scissors mini-game, which I think allows you to "reset the momentum" if your opponent is pushing hard. Then there are combos after that. I'm still learning the basics and next tier though. Trying to learn how to block effectively.
I'm probably going to stick with single-player, rather than fighting other players online. But so far, the single-player component of Soul Calibur VI is surprisingly extensive, and very enjoyable. If you feel like trying a modern fighting game, I recommend giving Soul Calibur VI a whirl.
It's been forever since I've played a fighting game. I'm pretty terrible, the veriest button-masher. But SC is a lot of fun. It's bright and colourful. There are lots of characters and weapons. Each weapon set is a different fighting style.
Soul Calibur VI also has an extensive custom character creator where you can make your own unique fighter. You assign that fighter a weapon which determines what moves your character uses.
The main story mode, Libra of Souls, has you creating a character, then wandering around in a quasi-RPG. Your character gains XP and levels from fighting enemies. You can also find or buy weapons which have levels and powers.
The RPG mechanics are actually a really nice fit for a single-player fighting game. As far as I can tell, levels just reduce the damage you take and increase the damage you deal, while the fighting game aspect is the same. So if you're actually good at fighting games, you can do everything at low levels. If you're bad, you can grind a few levels with the random encounters, and then have an advantage on the fights.
The story is pretty basic. There are a couple of choices you can make which change parts. You can do a Good or Evil play-through, though I'm still working my through it. Sometimes fights will have special conditions, like the area being slippery, making it very easy to fall off the edge.
There's also a second story mode (Soul Chronicle) where you play shorter stories as the specific characters in the game. Soul Chronicle doesn't have RPG elements, basically a series of fights with some story scenes in-between.
As for fighting game mechanics, I have no idea how it compares to other fighting games. It's quasi-2D, you can move towards or away from the camera, but it's mostly to dodge attacks and change direction in the arena. The camera keeps the view like a standard 2D fighter.
The basic moves (horizontal attack, vertical attack, kick, and block) are simple but effective. Then there are throws, break attacks, soul edge, and reversal edge specials. Soul edge are specials you can only use after a meter builds up. Reversal edge is a special break attack that takes you into this rock-paper-scissors mini-game, which I think allows you to "reset the momentum" if your opponent is pushing hard. Then there are combos after that. I'm still learning the basics and next tier though. Trying to learn how to block effectively.
I'm probably going to stick with single-player, rather than fighting other players online. But so far, the single-player component of Soul Calibur VI is surprisingly extensive, and very enjoyable. If you feel like trying a modern fighting game, I recommend giving Soul Calibur VI a whirl.
Wednesday, December 19, 2018
8.1 Island Expeditions, Part 2
Though Blizzard announced that they had changed the way rewards were determined for Island Expeditions in 8.1, they actually made many other changes. Many of the changes I wanted in the previous post have been implemented, even if it is still something of a race:
- The location of monster packs has been tightened up. It's a lot easier to move between or around packs without accidentally pulling the entire island.
- The amount of Azerite elementals has been greatly reduced. I don't think I've seen a large elemental yet. This puts the focus back on the varied fauna of the island.
- Invasions of other creatures occur a lot earlier, and I think it's possible for two different types to land. Like you might get Vrykul early and then Mantid later on.
- I think that the items you need for the various quests to rescue NPCs are now found much closer. So it's much more likely you'll actually be able to do those quests.
All in all, the changes to Island Expeditions have made them a lot smoother and a better experience. It feels like you have more control over your progress, with more focus on special monsters rather than zerging everything in sight.
Island Expeditions are still the same in many ways as in 8.0, just a more refined experience. I think they're more enjoyable, and I rather like doing the four or five Heroic ones you need for the Weekly Treasure map.
Tuesday, December 18, 2018
8.1 Faction Assaults and War Mode
8.1 introduces Faction Assaults. Like Legion Invasions, one zone comes under attack for a set period of time. New world quests appear, and after you complete four, you do a final quest to finish the assault.
There are some changes from Legion. The Assault World Quests don't replace existing World Quests. They are all clustered in a specific part of the zone. There are different (but similar) quests for each faction.
The assaults are well done. The zone changes, and it really feels like a major battle is taking place. For example, in Drustvar, the city has magic shields fending off Horde bombardments.
These Assaults are excellent in War Mode. I turned on War Mode to do the kill 25 Horde quests, and it was a lot of fun. There are Alliance groups running around clashing with Horde groups. The Assault structure funnels everyone into the same locations, encouraging lots of faction combat while doing the World Quests.
I even joined an Alliance raid group in Zuldazar that got hyped up and decided to sack the city of Dazalor. Not really sure why, but we invaded the bottom of the city, killed everyone at the inn, then charged all the way to the Great Seal and killed everyone there. It was pretty hilarious.
Even though I had a fair amount of fun in raids, I still don't think they're a good match for War Modes. It's just too uneven. I was in a raid of 25, and we encountered a raid of 10, and wiped them out. I strongly believe that War Mode would work better if they were somehow restricted to 5-man groups. Even multiple 5-man groups loosely coordinating would be better. It also might improve performance a bit, having several 5v5 fights scattered around, rather than a single 40v40.
I'm not sure how Blizzard would do that though. Perhaps War Mode is automatically disabled while in a raid. I have a feeling that there would be a huge outcry though.
In any case, Faction Assaults are quite fun. I strongly recommend turning on War Mode for them, and joining a small group.
There are some changes from Legion. The Assault World Quests don't replace existing World Quests. They are all clustered in a specific part of the zone. There are different (but similar) quests for each faction.
The assaults are well done. The zone changes, and it really feels like a major battle is taking place. For example, in Drustvar, the city has magic shields fending off Horde bombardments.
These Assaults are excellent in War Mode. I turned on War Mode to do the kill 25 Horde quests, and it was a lot of fun. There are Alliance groups running around clashing with Horde groups. The Assault structure funnels everyone into the same locations, encouraging lots of faction combat while doing the World Quests.
I even joined an Alliance raid group in Zuldazar that got hyped up and decided to sack the city of Dazalor. Not really sure why, but we invaded the bottom of the city, killed everyone at the inn, then charged all the way to the Great Seal and killed everyone there. It was pretty hilarious.
Even though I had a fair amount of fun in raids, I still don't think they're a good match for War Modes. It's just too uneven. I was in a raid of 25, and we encountered a raid of 10, and wiped them out. I strongly believe that War Mode would work better if they were somehow restricted to 5-man groups. Even multiple 5-man groups loosely coordinating would be better. It also might improve performance a bit, having several 5v5 fights scattered around, rather than a single 40v40.
I'm not sure how Blizzard would do that though. Perhaps War Mode is automatically disabled while in a raid. I have a feeling that there would be a huge outcry though.
In any case, Faction Assaults are quite fun. I strongly recommend turning on War Mode for them, and joining a small group.
Monday, December 17, 2018
8.1 Alliance War Campaign
I finished the available parts of the Alliance war campaign. There are three "chapters" available, out of four total. I'm somewhat surprised that Blizzard didn't time-gate each chapter. It would have fit well, and each chapter is a reasonable chunk of content.
The first chapter is working with Jaina to fend off an assault on Anglepoint. This was a pretty good use of a previous location and NPCs. Also, the final cutscene combined with the Achievement name ([Kul Tirans Don't Look At Explosions]) was very amusing.
The second chapter was this very odd blend of comedy and tragedy, where you use a gnomish device to "embiggen" an intelligent gorilla at the cost of his intelligence. The gorilla volunteers for this operation, seeking to strike back at the Horde (goblins, naturally) for hunting his people. So the entire quest line is a bunch of things that are normally funny, but kind of aren't anymore. I'm not certain if this was a good idea or not, but it was an interesting way of presenting the usual light and mindless gnomish shenanigans.
The third chapter was a treasury heist scenario featuring our favourite Alliance rogues, Mathias Shaw and Flynn Fairwind. Even though they're both rogues, they're both very different characters. Lots of fun banter. The scenario itself was pretty interesting, with several traps that you have to navigate.
I believe the second and third chapters are setting up potential bosses in the Dazalor raid.
There's still one more chapter, which I'm guessing unlocks tomorrow.
All in all, the Alliance War Campaign is pretty good. One interesting thing Blizzard is doing this expansion is taking their time with the story. 8.0 was all about setting initial outposts, and trying to avoid the enemy's attention. In 8.1 things are heating up, and there is more direct confrontation. This long view of the story is interesting, especially as we see many complaints that the factions aren't clashing as much as people think they should be.
Edit: One thing I forgot that I wanted to point out was that Blizzard was very good with cutscenes featuring your character in this patch. The aforementioned first chapter cutscene with both your character and Jaina walking away from the explosion was particularly stylish.
The first chapter is working with Jaina to fend off an assault on Anglepoint. This was a pretty good use of a previous location and NPCs. Also, the final cutscene combined with the Achievement name ([Kul Tirans Don't Look At Explosions]) was very amusing.
The second chapter was this very odd blend of comedy and tragedy, where you use a gnomish device to "embiggen" an intelligent gorilla at the cost of his intelligence. The gorilla volunteers for this operation, seeking to strike back at the Horde (goblins, naturally) for hunting his people. So the entire quest line is a bunch of things that are normally funny, but kind of aren't anymore. I'm not certain if this was a good idea or not, but it was an interesting way of presenting the usual light and mindless gnomish shenanigans.
The third chapter was a treasury heist scenario featuring our favourite Alliance rogues, Mathias Shaw and Flynn Fairwind. Even though they're both rogues, they're both very different characters. Lots of fun banter. The scenario itself was pretty interesting, with several traps that you have to navigate.
I believe the second and third chapters are setting up potential bosses in the Dazalor raid.
There's still one more chapter, which I'm guessing unlocks tomorrow.
All in all, the Alliance War Campaign is pretty good. One interesting thing Blizzard is doing this expansion is taking their time with the story. 8.0 was all about setting initial outposts, and trying to avoid the enemy's attention. In 8.1 things are heating up, and there is more direct confrontation. This long view of the story is interesting, especially as we see many complaints that the factions aren't clashing as much as people think they should be.
Edit: One thing I forgot that I wanted to point out was that Blizzard was very good with cutscenes featuring your character in this patch. The aforementioned first chapter cutscene with both your character and Jaina walking away from the explosion was particularly stylish.
Wednesday, December 12, 2018
Battle for Darkshore
Patch 8.1 was released yesterday. I did the Night Elf quest chain leading to the Battle of Darkshore.
I really enjoyed the quest line. It was good to see the Night Elves go feral and strike back.
The new warfront is interesting. The initial phase before getting a base is longer, which makes it feel more like an invasion or amphibious assault.
The primary resource seems to be wood, where Arathi emphasized iron. In Darkshore it feels like you use iron for recruiting troops or special abilities, and use wood for building. I liked the Night Elf style of the buildings, and the abilities you get.
It did seem to go a bit faster than Arathi, with a shorter building phase, but that might be just because we're learning the new zone.
I'm not really sure about the undead/goblin opposition. Though that's mostly because I don't like goblins and the "tech" that they bring in. They seem out of place in a night elf/worgen/undead fight. It's all shadows and knives in the dark, then the goblins burst in with flashy neon lights.
All in all, the new warfront is pretty good. Warfronts aren't really an activity I focus on, but it's nice to do them once or twice whenever they become active in each cycle.
I really enjoyed the quest line. It was good to see the Night Elves go feral and strike back.
The new warfront is interesting. The initial phase before getting a base is longer, which makes it feel more like an invasion or amphibious assault.
The primary resource seems to be wood, where Arathi emphasized iron. In Darkshore it feels like you use iron for recruiting troops or special abilities, and use wood for building. I liked the Night Elf style of the buildings, and the abilities you get.
It did seem to go a bit faster than Arathi, with a shorter building phase, but that might be just because we're learning the new zone.
I'm not really sure about the undead/goblin opposition. Though that's mostly because I don't like goblins and the "tech" that they bring in. They seem out of place in a night elf/worgen/undead fight. It's all shadows and knives in the dark, then the goblins burst in with flashy neon lights.
All in all, the new warfront is pretty good. Warfronts aren't really an activity I focus on, but it's nice to do them once or twice whenever they become active in each cycle.
Tuesday, December 04, 2018
Island Expeditions in 8.1
Blizzard is changing up how rewards work for Island Expeditions in 8.1:
What I would have preferred:
Currently in Battle for Azeroth, Island Expeditions have a chance to reward cosmetic items based on which type of creatures you and your team defeated. For example, if the island theme of the week was Hozen, there’s a chance to receive one of the Banana toys. If the invaders were Nerubian, you could have a chance to receive the Voru’kar Leecher companion pet (among other things). They way this has worked is by means of a hidden scorecard that counted your group’s efforts against anything on the island that was part of the invaders’ ecology. So if anyone in the group earned some Azerite from killing invaders or mining Azerite near the invaders, everyone in the group had a chance at the cosmetic rewards. That chance grew based on how much invaders’ Azerite was obtained, and was also a higher chance in Heroic and even higher in Mythic difficulty Islands. We set the maximum chance you could earn at a reasonable threshold, in the hopes that players wouldn’t feel that they needed to only kill invaders and not complete the islands in a natural way.
Of course, that’s not how it worked out. Confusion around the best way to get cosmetics led to a divergence in playstyles, with some players wishing to focus exclusively on hunting specific creatures, while others wished to win the island efficiently to get Azerite. This caused a significant amount of tension between players who had differing goals.
In Tides of Vengeance, all players on an Expedition will have a chance to receive cosmetic rewards based on the island’s inhabitants, rather than which enemies were specifically defeated. That chance will again be higher on higher difficulties, but there will be no need to strategize around invaders. The most efficient way to receive cosmetic rewards will be whatever tactics cause you to complete the Island quickly, on the highest difficulty that you’re comfortable.I agree with Blizzard that the two playstyles interacted badly with each other. However, I wish they had chosen the other path to be the default. Hunting rares and specific enemies is much more fun than speeding to the goal.
What I would have preferred:
- Expeditions are a fixed time, say 20 minutes.
- Most Azerite at the end wins the match.
- Normal creatures do not give Azerite, only named creatures.
- Many normal creatures become non-hostile.
- The "invasion" occurs at the half-way mark.
- No Azerite elementals.
So you can't speed up the expedition, and all you have to do to win is stay ahead of the enemy. Your focus becomes finding named enemies, and doing the mini-events around the island. Then when the invasion occurs, you hunt them down and clear them out.
Wednesday, November 28, 2018
Updates
Here's what I'm up to in the various games I am playing.
World of Warcraft
We're still working on Mythic. Last week was Thanksgiving in the USA, so we basically lost all our raid days and ended up just doing the first two Mythic bosses and several Heroic bosses on one day.
We also probably need to recruit some more. We pulled in a casual for the Mythics, and he hadn't even done them on LFR! He did manage to stay alive for both fights, so I think we should recruit him.
Other than Mythic Uldir, I'm pretty much waiting on the next patch. I am levelling a warlock alt, currently in Dustwallow Marsh. But I'm not putting a lot of effort into it. Maybe I should try to get into PvP or Mythic Keystone dungeons.
Lord of the Rings Online
I started the Captain, got to the point where you get a Herald, and decided to shelve the Captain. The Herald is just a bit too janky for me.
I ended up rolling a Ministrel. However, on the weekend, I ran into a bug where a quest item in the main prologue quest would not spawn, and that pretty much blocked me from continuing. So I created an Elf Guardian. It's somewhat ironic that I went with the base tank/healer classes after saying I would play what was fun.
The other part I'm deciding about are deeds. I really like how LotRO has deeds which reward you traits like Valor, Compassion, Charity, etc. and you can "equip" those traits to give your character bonuses. I think that's an excellent mechanic, and really emphasises the "goodness" of your character, which is very appropriate for the game.
But deeds are also a little like achievements in that you have to go out of your way, or grind a bit, to finish them. So they're somewhat optional.
Final Fantasy XIV
I haven't really played this much. I got to elemental level 20 in Eureka Anemos, and went to check out Eureka Pagos. But because you can still level in Anemos, most people are levelling there, and there are no challenge log groups in Pagos.
Destiny 2
I haven't played this in a while. There was a 13 GB patch yesterday. It's probably on the way out for me, but maybe I'll give it another whirl.
World of Warcraft
We're still working on Mythic. Last week was Thanksgiving in the USA, so we basically lost all our raid days and ended up just doing the first two Mythic bosses and several Heroic bosses on one day.
We also probably need to recruit some more. We pulled in a casual for the Mythics, and he hadn't even done them on LFR! He did manage to stay alive for both fights, so I think we should recruit him.
Other than Mythic Uldir, I'm pretty much waiting on the next patch. I am levelling a warlock alt, currently in Dustwallow Marsh. But I'm not putting a lot of effort into it. Maybe I should try to get into PvP or Mythic Keystone dungeons.
Lord of the Rings Online
I started the Captain, got to the point where you get a Herald, and decided to shelve the Captain. The Herald is just a bit too janky for me.
I ended up rolling a Ministrel. However, on the weekend, I ran into a bug where a quest item in the main prologue quest would not spawn, and that pretty much blocked me from continuing. So I created an Elf Guardian. It's somewhat ironic that I went with the base tank/healer classes after saying I would play what was fun.
The other part I'm deciding about are deeds. I really like how LotRO has deeds which reward you traits like Valor, Compassion, Charity, etc. and you can "equip" those traits to give your character bonuses. I think that's an excellent mechanic, and really emphasises the "goodness" of your character, which is very appropriate for the game.
But deeds are also a little like achievements in that you have to go out of your way, or grind a bit, to finish them. So they're somewhat optional.
Final Fantasy XIV
I haven't really played this much. I got to elemental level 20 in Eureka Anemos, and went to check out Eureka Pagos. But because you can still level in Anemos, most people are levelling there, and there are no challenge log groups in Pagos.
Destiny 2
I haven't played this in a while. There was a 13 GB patch yesterday. It's probably on the way out for me, but maybe I'll give it another whirl.
Tuesday, November 27, 2018
Alt-based Design and Battle for Azeroth
Shintar has a post reminiscing about SWTOR's Golden Launch Days. In it, she cites the premise of eight different class stories being a attractive factor:
But there are more examples. For example, there is no Paragon reputation, which would keep people doing World Quests on their mains. There are no Legendaries, which again encouraged play on mains in order to increase the chances of getting one. Allied Races are a big thing, and are implicitly alt-centric. Professions are much simplified, and it's a lot easier to have a stable of alts with fully-maxed professions compared with Legion.
Now personally, I don't mind a lot of these changes. I quite liked seeing both the Horde story and the Alliance story. But I do notice that I am playing my Paladin, less and less. I pretty much raid with her now. And I am less enthused when on an alt.
I think a lot of problems with BfA can be traced back to the decision encouraging alts instead of expecting people to focus on a single main character. BfA has a ton of content. But maybe it would have been better with six common zones that all characters level through.
The pro-alt crowd is very vocal, and constantly complaining about thing like reputation, and locked content, and difficulty of gearing up. But catering to them seems to make the game less satisfying for the majority of the population.
The promise of being able to level at least eight different alts, have it be a totally different experience, and then receive continued updates for all of those unique class stories sounded absolutely amazing. That those plans ultimately weren't sustainable is another matter, but the amount of content to play through at launch was huge. And yet the game ended up with loads of players who just speed-levelled one class to cap and then complained that there weren't enough raids. I don't even know. Though speaking as someone who did raid once I hit the level cap, the first few months were good times for me too. While there was only one operation at launch, Bioware had added three more by the end of the year. It was a golden age of constant content additions.To me, the SWTOR's experience leads me to believe that alt-based design--design which expects players to play multiple characters--is a losing strategy. I've mentioned this before in the context of SWTOR:
It really looks like alt-based design is not a good strategy. The Old Republic greatly rewards playing alts, with eight different (excellent, in my opinion) class storylines and the entire Legacy system. And yet, judging by the timeline, I would wager that the largest group of people who quit only had one max level character, and the second largest only had two.
To me, this strongly looks like encouraging alts is a losing strategy. The better strategy for MMO design might be to assume that most people play a single character all of the time. I mean, don't go out of your way to stop people from playing alts, but just design the game assuming that everyone focuses on one character.With that in mind, let's look at Battle for Azeroth. BfA is an example of alt-based design, with a lot of changes aimed at encouraging people to play alts. The biggest example, of course, is the separate Horde and Alliance stories, with a full three zones for each side.
But there are more examples. For example, there is no Paragon reputation, which would keep people doing World Quests on their mains. There are no Legendaries, which again encouraged play on mains in order to increase the chances of getting one. Allied Races are a big thing, and are implicitly alt-centric. Professions are much simplified, and it's a lot easier to have a stable of alts with fully-maxed professions compared with Legion.
Now personally, I don't mind a lot of these changes. I quite liked seeing both the Horde story and the Alliance story. But I do notice that I am playing my Paladin, less and less. I pretty much raid with her now. And I am less enthused when on an alt.
I think a lot of problems with BfA can be traced back to the decision encouraging alts instead of expecting people to focus on a single main character. BfA has a ton of content. But maybe it would have been better with six common zones that all characters level through.
The pro-alt crowd is very vocal, and constantly complaining about thing like reputation, and locked content, and difficulty of gearing up. But catering to them seems to make the game less satisfying for the majority of the population.
Monday, November 26, 2018
Kotaku's Blizzard Article
Last week, Kotaku ran an article on Blizzard, The Past, Present, and Future of Diablo.
It has lots of interesting tidbits about Diablo's development. Basically Blizzard opted to work on Diablo IV's development instead of a second expansion of Diablo 3. The article presents that as a "bad decision". But honestly, I remember the chatter around around D3 at the time. A lot of the gaming community didn't like the direction of D3, and Reaper of Souls didn't really change that.
It's a bit of revisionist history to say the community loves Reaper of Souls. Yes, it fixed a lot of problems in the base D3, mostly by closing the auction houses and adding the Crusader. But by and large, the people who liked D3 before Reaper liked it afterwards, and the people who didn't like D3 before Reaper still didn't like it afterwards.
So I think the decision to move on from D3 is defensible. As a fan of Diablo 3, it's not what I would have preferred, but it is reasonable.
There are is some interesting information about Diablo IV's development. The first idea, Project Hades, was a Dark Souls variant. Over-the-shoulder perspective. I think it would have failed miserably as Diablo IV. Blizzard ended up cancelling this one too.
The current project is codenamed Fenris. It's a more traditional Diablo, going back to more D2 aesthetic rather than D3. But it's a few years out, so Blizzard isn't saying anything about it publicly.
The most interesting part of the article, though, is the fact that the push for mobiles games is coming from Blizzard senior developers, not the business side. It seems to be a reaction to the very long development cycles for PC games.
An AAA PC game apparently takes a decade to build, and a mobile game takes 1 to 2 years. I can totally see devs wanting to shepard a project from inception to fruition in two years, rather than spend ten years of your life on single game, with a high possibility of seeing it cancelled halfway through. Make five different games rather than one.
The interesting underlying question is why AAA development is taking so long. Is it the art requirements? Is it the game engine that new properties require? Is it just that content creation for expected amount of playtime takes so long? Does iterative development, which Blizzard is famous for, waste too many resources, even if it produces a better game in the end?
We'll see what answers Blizzard comes up with. To be honest, this makes me more interested in Diablo Immortal, and seeing what Blizzard's new team comes up with, even if it is on mobile.
It has lots of interesting tidbits about Diablo's development. Basically Blizzard opted to work on Diablo IV's development instead of a second expansion of Diablo 3. The article presents that as a "bad decision". But honestly, I remember the chatter around around D3 at the time. A lot of the gaming community didn't like the direction of D3, and Reaper of Souls didn't really change that.
It's a bit of revisionist history to say the community loves Reaper of Souls. Yes, it fixed a lot of problems in the base D3, mostly by closing the auction houses and adding the Crusader. But by and large, the people who liked D3 before Reaper liked it afterwards, and the people who didn't like D3 before Reaper still didn't like it afterwards.
So I think the decision to move on from D3 is defensible. As a fan of Diablo 3, it's not what I would have preferred, but it is reasonable.
There are is some interesting information about Diablo IV's development. The first idea, Project Hades, was a Dark Souls variant. Over-the-shoulder perspective. I think it would have failed miserably as Diablo IV. Blizzard ended up cancelling this one too.
The current project is codenamed Fenris. It's a more traditional Diablo, going back to more D2 aesthetic rather than D3. But it's a few years out, so Blizzard isn't saying anything about it publicly.
The most interesting part of the article, though, is the fact that the push for mobiles games is coming from Blizzard senior developers, not the business side. It seems to be a reaction to the very long development cycles for PC games.
An AAA PC game apparently takes a decade to build, and a mobile game takes 1 to 2 years. I can totally see devs wanting to shepard a project from inception to fruition in two years, rather than spend ten years of your life on single game, with a high possibility of seeing it cancelled halfway through. Make five different games rather than one.
The interesting underlying question is why AAA development is taking so long. Is it the art requirements? Is it the game engine that new properties require? Is it just that content creation for expected amount of playtime takes so long? Does iterative development, which Blizzard is famous for, waste too many resources, even if it produces a better game in the end?
We'll see what answers Blizzard comes up with. To be honest, this makes me more interested in Diablo Immortal, and seeing what Blizzard's new team comes up with, even if it is on mobile.
Wednesday, November 21, 2018
Zandalar
This post contains spoilers for the Horde stories in Battle For Azeroth.
I finally finished the Zandalar and Horde war stories last week on my Blood Elf Warrior.
The Horde stories are decent. I'm not as attached to the Horde as the Alliance, so I didn't think it was quite as good. Also, I think straight-back trolls look weird. They look more like misshapen humans than trolls. I much prefer the traditional Darkspear look.
I did Nazmir first, followed by Vol'dun, and then Zuldazar. In hindsight, the better order would be in reverse, Zuldazar, Vol'dun, and finally Nazmir. Zuldazar in particular really introduces you to the Zandalari.
I did like the Loa, and all the different interactions with them. The star NPC Horde-side, and probably the most memorable overall, was Bwonsamdi. A very interesting personality for a death god, more reminiscent of trickster gods (Coyote, Loki, etc.) than gods of the underworld. Superb voice acting, as well.
Though, this would be the downside of starting in Zuldazar, as Bwonsamdi is introduced properly in Nazmir.
One odd thing is that there is no story connection to the King's Rest dungeon, even though that dungeon seems like it is an important part of main story.
The war story is also interesting, perhaps more so than the Alliance one. Having Derek Proudmoore become Forsaken seems like a vastly important plot point, and it will be interesting to see where Blizzard goes with this.
Zandalar was a very good country, and between it and Kul Tiras, this expansion had an enormous amount of story content.
I finally finished the Zandalar and Horde war stories last week on my Blood Elf Warrior.
The Horde stories are decent. I'm not as attached to the Horde as the Alliance, so I didn't think it was quite as good. Also, I think straight-back trolls look weird. They look more like misshapen humans than trolls. I much prefer the traditional Darkspear look.
I did Nazmir first, followed by Vol'dun, and then Zuldazar. In hindsight, the better order would be in reverse, Zuldazar, Vol'dun, and finally Nazmir. Zuldazar in particular really introduces you to the Zandalari.
I did like the Loa, and all the different interactions with them. The star NPC Horde-side, and probably the most memorable overall, was Bwonsamdi. A very interesting personality for a death god, more reminiscent of trickster gods (Coyote, Loki, etc.) than gods of the underworld. Superb voice acting, as well.
Though, this would be the downside of starting in Zuldazar, as Bwonsamdi is introduced properly in Nazmir.
One odd thing is that there is no story connection to the King's Rest dungeon, even though that dungeon seems like it is an important part of main story.
The war story is also interesting, perhaps more so than the Alliance one. Having Derek Proudmoore become Forsaken seems like a vastly important plot point, and it will be interesting to see where Blizzard goes with this.
Zandalar was a very good country, and between it and Kul Tiras, this expansion had an enormous amount of story content.
Tuesday, November 20, 2018
Revisiting Lord of the Rings Online
Lord of the Rings Online launched a "Legendary" server last week, with a lower level cap, slowed down levelling, and some of the original quests added back in. It's also a subscriber-only server. I gave it a whirl last night.
First of all, LOTRO has a very long download and install process. It took something like four hours before everything was fully installed. The process of subscribing is also a little janky. You have to log into a non-Legendary server first to get access to the store.
Lately, I keep debating if I should play a healer or tank so that I can join group content in new MMOs. This time around, I just chose the most appealing class, a Human Captain. It's very similar to a paladin with a 2H weapon, buffs, and heals.
Way back in 2007, I wrote a First Impressions post of LOTRO. Pretty much everything I said in that post applies today. The graphics are a bit better, but the colour palette is much the same. Movement and combat feels very similar. It is interesting to see how many elements have been incorporated into other MMOs, especially the quest tracker details.
Somehow, though, I feel a little more charitable to the game this time around. I'm enjoying the slower pace. I haven't got very far, I'm still in the introductory town of Archet. But it's really nice to see all the classic Lord of the Rings elements like Hobbits, the Rangers, and the Nazgul.
Also, there's a lot of world chat going on, which is nice to see. And for once they're not discussing WoW. Instead all the chatter is about Moria.
First of all, LOTRO has a very long download and install process. It took something like four hours before everything was fully installed. The process of subscribing is also a little janky. You have to log into a non-Legendary server first to get access to the store.
Lately, I keep debating if I should play a healer or tank so that I can join group content in new MMOs. This time around, I just chose the most appealing class, a Human Captain. It's very similar to a paladin with a 2H weapon, buffs, and heals.
Way back in 2007, I wrote a First Impressions post of LOTRO. Pretty much everything I said in that post applies today. The graphics are a bit better, but the colour palette is much the same. Movement and combat feels very similar. It is interesting to see how many elements have been incorporated into other MMOs, especially the quest tracker details.
Somehow, though, I feel a little more charitable to the game this time around. I'm enjoying the slower pace. I haven't got very far, I'm still in the introductory town of Archet. But it's really nice to see all the classic Lord of the Rings elements like Hobbits, the Rangers, and the Nazgul.
Also, there's a lot of world chat going on, which is nice to see. And for once they're not discussing WoW. Instead all the chatter is about Moria.
Monday, November 19, 2018
Blue Mage Controversy
FFXIV's newest class, Blue Mage, is proving to be quite controversial. Here's the basic outline (taken from Reddit):
- Will start at level 1
- Initial level cap will be 50 which will be raised at later dates
- Gear will be from ranged magic DPS
- Initial amount of monster skills will be a count of 49
- 24 monster skills will be equippable at once
- Developed more for solo, including new content "Masked Carnival" for Blue Mages
- Various restrictions including not being able to use Duty Roulettes to enter parties
- You can enter pre-formed party instances, but obviously the level cap is at 50
Basically, the Blue Mage learns skills by fighting monsters with that skill. There is no obvious order in which skills are gained, or what skills a Blue Mage can choose to use. This is apparently very true to the way Blue Mage has been depicted in previous Final Fantasies.
The big controversy is that SE is locking them out of random match-making content like levelling dungeons. The obvious reason is to keep Blue Mages who don't have the necessary skills equipped or learned from negatively affecting the party.
Blue Mages can do content in pre-made parties, but in FFXIV the vast majority of content is done through automatic matchmaking.
I think it's a very interesting experiment, seeing how far SE can push the current FFXIV class/role structure. I believe they're being conservative for now. FFXIV has had several classes introduced with unique mechanics at the start, but ended up having to be brought in line with the existing classes, and much of their uniqueness removed. Dark Knight suffered from this a lot, I believe.
If Blue Mage works out, I imagine that automatic matchmaking will be opened up to allow them in, perhaps with extra requirements on which skills must be equipped.
I'm a big fan of experimentation, so I'm excited to see how this will work out.
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