Ok so the Lonelands quest pack is going to be free with next update, which I found out just after I bought it for 50 points. I won't rail against the bad timing, because for most people paying 50 points now is better than waiting about a fortnight. Although, I don't see the point of giving it away for free, except to assume it is a calculated gambit to get more people invested in their characters and the game, levelling to 20 is too quick and trivial, conversely having to pay (getting in the habit) 50 points sooner is more honest I feel. I absolve Codemasters of any blame, they were only playing catch-up on this price-point which US players had available for much longer, and I'd assume they don't have a 'pricing' department involved in the monitoring of prices and player uptake of items in the store.
In other news Codemasters just gave (all?) former subscribers a free month of VIP because they couldn't find another solution to errors in allotting the appropriate benefits. This probably explains the 2 days extra after launch I'd gotten previously, well if it was intentional, and then when I finally was bumped down to premium I got all the right bonuses, unlike others who just went straight to premium (free) without any benefits. Putting on my cynics hat, this may point to the next update being 2 maybe 3 weeks away, because the benefit of swift travel will be included and to solve the problems once and for all, they need to give this free time til then.
Ah well, always nice to get something free, just goes to show that the settling in period can have ups and downs, now to just avoid the trap of rolling some more alts.
Thursday, November 25, 2010
Settling in
Sunday, November 21, 2010
No, no, no... stop with the free points already.
It has happened not once but twice more, but hopefully that's the last of it because it's inflicting a sense of guilt, no guilt is not the right word it's annoyance if all these extra points are taken back. At this stage, I reckon I'll just have to try not to think 'what I'd really like is another skirmish... oh look another 500 points, damn'.
I did actually buy something from the store with my own points, the Evendim questpack for 149 points, even though my alts will only get a few levels out of it, but the 3 scalable instances should be worth it. Except that amount of points is coincidentally very close to those I got by rolling a dwarf on every server and doing the store introduction quest 14 times. Oh well I plan to buy the Lonelands questpack for 50 TP this week, which I can honestly say hand on heart I earned through deeds since the changeover, but is it really worth it? Don't have plans to level up any new characters but I'm hoping the GA instances will be scalable soon and actually permanently owning more of the game is certainly enticing. Still haven't spent any cash that I feel I should really be spending.
Giving away plenty of stuff and guilting players into paying some money in lieu of the time they've spent in game is a great strategy, it works on me anyways, just not in Lotro F2P yet. I've justified plenty of purchases in the past by that train of thought, and about to do the same with cosmetic changes for characters in Guild Wars in a figurative sense of dusting them off and starting to play them again, but funnily enough can't use that same line to justify buying the wedding costumes or any of the other costumes for that matter.
I did actually buy something from the store with my own points, the Evendim questpack for 149 points, even though my alts will only get a few levels out of it, but the 3 scalable instances should be worth it. Except that amount of points is coincidentally very close to those I got by rolling a dwarf on every server and doing the store introduction quest 14 times. Oh well I plan to buy the Lonelands questpack for 50 TP this week, which I can honestly say hand on heart I earned through deeds since the changeover, but is it really worth it? Don't have plans to level up any new characters but I'm hoping the GA instances will be scalable soon and actually permanently owning more of the game is certainly enticing. Still haven't spent any cash that I feel I should really be spending.
Giving away plenty of stuff and guilting players into paying some money in lieu of the time they've spent in game is a great strategy, it works on me anyways, just not in Lotro F2P yet. I've justified plenty of purchases in the past by that train of thought, and about to do the same with cosmetic changes for characters in Guild Wars in a figurative sense of dusting them off and starting to play them again, but funnily enough can't use that same line to justify buying the wedding costumes or any of the other costumes for that matter.
Monday, November 8, 2010
Lotro: F2P and me
Yeah finally was the first thing to say but now having spent a few days as a VIP then premium, still trying to make up my mind on the change. For a start in a case of perfect prescience my sub ended the day F2P went live, except it didn't. For two days I was wondering why I was still a VIP, until finally the weekly maintenance bumped me back down while others who had been erroneously labelled Free went in the other direction.
And there is still the mystery of why I ended up with 2000 points. I know now that I was entitled to 1000 points because I'd managed to get in 2 birthdays (was it really that long; well only been subscribed for 3 months over that period so wouldn't exactly call myself a veteran), 500 pts maybe from being almost VIP when the change happened and after that I'm at a loss. What did I do with these points that I may or may not be entitled, spend them as quickly as possible before they could be taken back. Bought the Siege of Mirkwood expansion, regret it slightly now that there is the possibility that I was entitled to at least some of those points.
Was SoM a good impulse purchase? Well my warden just hit 60 and just headed there for the first time this weekend. I get fed up with questing especially after the drudgery the dwarfs subjected me to for the last month or so, and I see the extra 6 skirmishes as more desirable than the 'quest pack', and well the epic story is going free, and not a big fan of instances myself, so it should be good value for money just taking the skirmishes. On the other hand my list of things I need now that I'm premium would have been covered easily by those 2000 pts: an extra 5 slots in AH, Thievery and Mischief, Ford of Bruinen skirmishes and that's about it, could play happily without anything else right now. Although, I'd probably not be so happy if I'd not been a previous subscriber, but yeah getting free travel back soon.
And finally, I may have found a solution for altitis, having settled on 3 characters now, I deleted all lowbies less than level 20, and with the thought of rolling a new character and to buy them bags, traits, removal of gold cap, content etc being deterrent enough.
And there is still the mystery of why I ended up with 2000 points. I know now that I was entitled to 1000 points because I'd managed to get in 2 birthdays (was it really that long; well only been subscribed for 3 months over that period so wouldn't exactly call myself a veteran), 500 pts maybe from being almost VIP when the change happened and after that I'm at a loss. What did I do with these points that I may or may not be entitled, spend them as quickly as possible before they could be taken back. Bought the Siege of Mirkwood expansion, regret it slightly now that there is the possibility that I was entitled to at least some of those points.
Was SoM a good impulse purchase? Well my warden just hit 60 and just headed there for the first time this weekend. I get fed up with questing especially after the drudgery the dwarfs subjected me to for the last month or so, and I see the extra 6 skirmishes as more desirable than the 'quest pack', and well the epic story is going free, and not a big fan of instances myself, so it should be good value for money just taking the skirmishes. On the other hand my list of things I need now that I'm premium would have been covered easily by those 2000 pts: an extra 5 slots in AH, Thievery and Mischief, Ford of Bruinen skirmishes and that's about it, could play happily without anything else right now. Although, I'd probably not be so happy if I'd not been a previous subscriber, but yeah getting free travel back soon.
And finally, I may have found a solution for altitis, having settled on 3 characters now, I deleted all lowbies less than level 20, and with the thought of rolling a new character and to buy them bags, traits, removal of gold cap, content etc being deterrent enough.
Friday, September 10, 2010
Back to Lotro - not enough vuvuzelas!
So Turbine released a kinda cool ad for F2P, but it was missing something very important, they could have included a coda referencing a certain trailer, which could have gone something like this:
Gandalf stands looking pleased with himself having floored the crowd with the shockwave created by his staff (surely that's lore-breaking, right?), only for an annoying droning sound to start up in the stunned silence he'd just created. He scans the crowd and glowers at the offending article, jabbing his finger at it and causing the instrument to crumple and abruptly stop with a last shrill squeak. *cue titles and the playing of a rather jaunty tune.
That was enough to keep me amused oh for about 5 secs while the bad news of a delay to F2P in Europe was sinking in, (there’s probably a joke about the existing community and unwashed masses there too) which was kinda short-lived when Codemasters did the unthinkable and reactivated 'welcome back week'. Sure they are people still thirsting after the drought of content since earlier this year, but for returning/trial players this is a real boon, it's even freer than F2P changes incoming. It's a generous move and impels them to get it sorted or lose out on all the revenue. Oh and complaints in the US keep piling in.
Got in a good bit of playing this weekend. Had in mind that I should level my captain up fast to get him a mount so I don't have to pay for one, and while I'm at it unlock as many deeds as possible. This lasted two levels before it got boring and deciding it wasn't worth it, and yeah I'll probably more than likely need to buy porting abilities to Rivendell as well so yeah yeah on the list those go. Tried to fathom this conundrum out, there's time I'm happy to spend in game, until it becomes a grind or maybe I tell myself to suck it up until it's over and done with, but then to put a value on how much time I'm willing to sacrifice to grind, on the one hand it's certainly not a few cents and on the other side wanting to remove travel time for a few euros. I've tied myself in knots, but the upshot is that the choice is good but isn't there something a bit evil of spending money to get rid of grind. That's the genius of the system I suppose.
Once I decided that I'd be willing to buy the damn horse and instant travel, went and did something a little more fun. Took my warden past the front entrance hall in Moria and had a blast. This complex 3D maze is so appealing to me at least, like to figure out all the passageways and see every nook and cranny. Had already made brief excursions into it using the Moria keg, that’s how I got in this time funnily enough, ended up in chamber of the crossroads and rode back to the start, well the first time I jumped down the well and had to go back to my house and hope to get sent to the same place twice. It was nice to ride through an unknown map and then work back through it corridor by corridor, and putting the various sights together. Arrived at the palace of nĂ¡in, and had a feeling I'd been here before, oh right up there in the colonnades (another drunken excursion then). Enjoyed the questing up until I'd almost completed Dolven-view before getting sent back to kill more insects for the epic book, though it was a good time to call it quits. Anyways here's a picture of one section near the start, there's 2 levels visible below, to get to the bottom room just a short trek to the left, to get to the middle section with the ledges a long trek to the right, through a goblin camp, a confusing dark cavern with cave-claws to arrive there, this is my idea of a spatial puzzle and yes I did have to figure it out.
Gandalf stands looking pleased with himself having floored the crowd with the shockwave created by his staff (surely that's lore-breaking, right?), only for an annoying droning sound to start up in the stunned silence he'd just created. He scans the crowd and glowers at the offending article, jabbing his finger at it and causing the instrument to crumple and abruptly stop with a last shrill squeak. *cue titles and the playing of a rather jaunty tune.
That was enough to keep me amused oh for about 5 secs while the bad news of a delay to F2P in Europe was sinking in, (there’s probably a joke about the existing community and unwashed masses there too) which was kinda short-lived when Codemasters did the unthinkable and reactivated 'welcome back week'. Sure they are people still thirsting after the drought of content since earlier this year, but for returning/trial players this is a real boon, it's even freer than F2P changes incoming. It's a generous move and impels them to get it sorted or lose out on all the revenue. Oh and complaints in the US keep piling in.
Got in a good bit of playing this weekend. Had in mind that I should level my captain up fast to get him a mount so I don't have to pay for one, and while I'm at it unlock as many deeds as possible. This lasted two levels before it got boring and deciding it wasn't worth it, and yeah I'll probably more than likely need to buy porting abilities to Rivendell as well so yeah yeah on the list those go. Tried to fathom this conundrum out, there's time I'm happy to spend in game, until it becomes a grind or maybe I tell myself to suck it up until it's over and done with, but then to put a value on how much time I'm willing to sacrifice to grind, on the one hand it's certainly not a few cents and on the other side wanting to remove travel time for a few euros. I've tied myself in knots, but the upshot is that the choice is good but isn't there something a bit evil of spending money to get rid of grind. That's the genius of the system I suppose.
Once I decided that I'd be willing to buy the damn horse and instant travel, went and did something a little more fun. Took my warden past the front entrance hall in Moria and had a blast. This complex 3D maze is so appealing to me at least, like to figure out all the passageways and see every nook and cranny. Had already made brief excursions into it using the Moria keg, that’s how I got in this time funnily enough, ended up in chamber of the crossroads and rode back to the start, well the first time I jumped down the well and had to go back to my house and hope to get sent to the same place twice. It was nice to ride through an unknown map and then work back through it corridor by corridor, and putting the various sights together. Arrived at the palace of nĂ¡in, and had a feeling I'd been here before, oh right up there in the colonnades (another drunken excursion then). Enjoyed the questing up until I'd almost completed Dolven-view before getting sent back to kill more insects for the epic book, though it was a good time to call it quits. Anyways here's a picture of one section near the start, there's 2 levels visible below, to get to the bottom room just a short trek to the left, to get to the middle section with the ledges a long trek to the right, through a goblin camp, a confusing dark cavern with cave-claws to arrive there, this is my idea of a spatial puzzle and yes I did have to figure it out.
Friday, August 20, 2010
GW2 - Ok I'm Satisfied
My reactions to the details emerging from gamescom and the playable demo of GW2 have mostly consisted of oohs and aahs, a few hmmms and an oh! The game looks great and can't wait to actually play it.
Before the convention, an article (in german) emerged that had a few interesting tidbits about levels. Confirmation that a player's level would be boosted as well as lowered depending on the zone they are in. With higher level player lowered to above optimum and low level player boosted to below optimum. It's a nice way to do it, it does diminish worries about keeping levels in the game, it now just a number to keep track of what a player has done and not an arbitrary measure to lock a player out of content. Some consternation about this was expected, but the only negative I can think of is spoilers and that is completely in the control of the player themselves. Besides it was already in GW1 when characters less than level 20 went to EotN.
Something else mentioned that could be really fun for a dedicated group is that if players follow the same story then one player can make a choice that will count for the entire group. The RP potential in that is huge, whether players take it by turn, randomly or vote on the choices, it should create a group story rather than a personal story.
Then a leaked video caused a whole load of concern, an asura asking for harpy glands appearing as one of the events. There were two issues: the player is clearly seen talking to the asura and agreeing to collect them, also it's a traditional collecting quest something that a lot of people were not expecting. However the player does not have to talk to the asura to take part in the event, he can just start killing harpies and collecting. Talking to the asura seems to do two things create an obvious notification about the event and say how many players are already taking part. There are also "scouts" that will direct people to where events are happening by highlighting areas on the world map. The thing is, both are entirely optional and a player can choose to ignore them, and hopefully there is a way to turn off all such notifications for people like me who'd like some sense of discovery.
The second issue about the dullness of the task, what can I say except hope there aren't too many of them. I don't think there is too much wrong with collecting stuff, but would probably skip this one. On the other hand there are loads to make this kind of tasks interesting. The love potion may be required to start another event, and I'm hoping this forms the basis for increasingly complex chains, use an item, gain an item, swap it for another item and so on (loved those trading sequences in Zelda games). There's the possibility that the asura needs to be escorted to that point, that he needs protection from the harpies while he sets up, or while he prepares the potion. Anyways probably a lot of people will skip it especially when all the other events that I've seen so far in videos have looked a lot more fun. For example they've mentioned the broodmother event a few times, seeing it in action (about 2.30 in video) was a lot more entertaining than reading about it.
If the only upshot of that event is a vendor, that will sell the potions for more harpy bits, or for money, that is certainly a little on the staid side, but what if there was the option for brute personalities to threaten the asura for the potion? So a brute character can skip the collecting part and come back later to strong-arm the asura? Yeah don't even want to contemplate the outrage such a design would create, but it's an interesting dynamic.
In the community two of the big concerns with the demo shown: were the existence of potions and that the elite skills had such a long recharge time. For now potions don't really bother me, it's either that or create an 11th skill slot dedicated to energy management. But the long recharge times (12 mins) of some elites is probably the only bum note of all the info I've seen so far.
Anyways, I've my name already picked for my charr necromancer, problem is what to do while I wait for the actual game...
Before the convention, an article (in german) emerged that had a few interesting tidbits about levels. Confirmation that a player's level would be boosted as well as lowered depending on the zone they are in. With higher level player lowered to above optimum and low level player boosted to below optimum. It's a nice way to do it, it does diminish worries about keeping levels in the game, it now just a number to keep track of what a player has done and not an arbitrary measure to lock a player out of content. Some consternation about this was expected, but the only negative I can think of is spoilers and that is completely in the control of the player themselves. Besides it was already in GW1 when characters less than level 20 went to EotN.
Something else mentioned that could be really fun for a dedicated group is that if players follow the same story then one player can make a choice that will count for the entire group. The RP potential in that is huge, whether players take it by turn, randomly or vote on the choices, it should create a group story rather than a personal story.
Then a leaked video caused a whole load of concern, an asura asking for harpy glands appearing as one of the events. There were two issues: the player is clearly seen talking to the asura and agreeing to collect them, also it's a traditional collecting quest something that a lot of people were not expecting. However the player does not have to talk to the asura to take part in the event, he can just start killing harpies and collecting. Talking to the asura seems to do two things create an obvious notification about the event and say how many players are already taking part. There are also "scouts" that will direct people to where events are happening by highlighting areas on the world map. The thing is, both are entirely optional and a player can choose to ignore them, and hopefully there is a way to turn off all such notifications for people like me who'd like some sense of discovery.
The second issue about the dullness of the task, what can I say except hope there aren't too many of them. I don't think there is too much wrong with collecting stuff, but would probably skip this one. On the other hand there are loads to make this kind of tasks interesting. The love potion may be required to start another event, and I'm hoping this forms the basis for increasingly complex chains, use an item, gain an item, swap it for another item and so on (loved those trading sequences in Zelda games). There's the possibility that the asura needs to be escorted to that point, that he needs protection from the harpies while he sets up, or while he prepares the potion. Anyways probably a lot of people will skip it especially when all the other events that I've seen so far in videos have looked a lot more fun. For example they've mentioned the broodmother event a few times, seeing it in action (about 2.30 in video) was a lot more entertaining than reading about it.
If the only upshot of that event is a vendor, that will sell the potions for more harpy bits, or for money, that is certainly a little on the staid side, but what if there was the option for brute personalities to threaten the asura for the potion? So a brute character can skip the collecting part and come back later to strong-arm the asura? Yeah don't even want to contemplate the outrage such a design would create, but it's an interesting dynamic.
In the community two of the big concerns with the demo shown: were the existence of potions and that the elite skills had such a long recharge time. For now potions don't really bother me, it's either that or create an 11th skill slot dedicated to energy management. But the long recharge times (12 mins) of some elites is probably the only bum note of all the info I've seen so far.
Anyways, I've my name already picked for my charr necromancer, problem is what to do while I wait for the actual game...
Friday, July 30, 2010
Guild Wars 2 - It's still a grind!
No matter how short or fun it claims to be, as long as XP is given for killing mobs and a certain amount is required to advance each level, it's going to be a predictable grind to some extent. If players are in the situation of 'needing' to get a few (reputation) levels, the choice between staying in the one place to kill say 100 mobs or finding 5 events to complete (or just as bad, killing mobs while waiting for an event to begin), I think a surprising amount would opt for the former, especially on an alt. It's failing to change the mentality of killing mobs for advancement rather than compelling players to search for activity.
Levels and levelling is such a tired mechanic at this stage, that I was expecting something more innovative from Arenanet. While they have not discussed mob power or levels, there's a lot already in place or in the original that could have been developed leaving levels at the door. Look at the type of content a player could choose between on logging in for the evening, a choice of doing achievements, collecting skills and traits, participating in events or venturing into dungeons and killing bosses. They could reward attribute points for those activities and task the player with acquiring a certain number in whatever manner they want. Not such a big departure from levels, but even with this there is player choice and adaptability in choosing where to spend points first and a higher level character has a broader spread of attributes rather than vastly increased attributes.
What's most important is that they need to move away from incentivizing boring repetitive tasks, i.e. killing a mob and receiving a set amount of XP. Looking again at the activities I think should be rewarded:
1) Doing the daily achievements - random, dependable but hopefully skippable.
2) Collecting skills and traits - reward skill, knowledge and research about your profession.
3) Killing open-world and dungeon bosses, rewarding co-operation and providing challenge.
4) The Karma from events could also be used to buy attribute points, offered alongside the more material rewards. Tying character progression to events might frustrate some people, but it's not as dependable as some activities, and the rewards for a challenging or rare event could be significant to reward exploration.
The only thing keeping levels in play is being able to simply communicate the difficulty of mobs to players, which I think is an opportunity ripe for innovating.
Levels and levelling is such a tired mechanic at this stage, that I was expecting something more innovative from Arenanet. While they have not discussed mob power or levels, there's a lot already in place or in the original that could have been developed leaving levels at the door. Look at the type of content a player could choose between on logging in for the evening, a choice of doing achievements, collecting skills and traits, participating in events or venturing into dungeons and killing bosses. They could reward attribute points for those activities and task the player with acquiring a certain number in whatever manner they want. Not such a big departure from levels, but even with this there is player choice and adaptability in choosing where to spend points first and a higher level character has a broader spread of attributes rather than vastly increased attributes.
What's most important is that they need to move away from incentivizing boring repetitive tasks, i.e. killing a mob and receiving a set amount of XP. Looking again at the activities I think should be rewarded:
1) Doing the daily achievements - random, dependable but hopefully skippable.
2) Collecting skills and traits - reward skill, knowledge and research about your profession.
3) Killing open-world and dungeon bosses, rewarding co-operation and providing challenge.
4) The Karma from events could also be used to buy attribute points, offered alongside the more material rewards. Tying character progression to events might frustrate some people, but it's not as dependable as some activities, and the rewards for a challenging or rare event could be significant to reward exploration.
The only thing keeping levels in play is being able to simply communicate the difficulty of mobs to players, which I think is an opportunity ripe for innovating.
Sunday, July 11, 2010
Panic in Lion's Arch
This weekend went from cussing A'net for putting in such as a difficult final quest to end the 'War in Kryta', to enthusing about the finale when I eventually got it done. On Friday, lag made it unplayable, Saturday tried to pug with another person, no good. Tried on my own with several builds and hero set-ups, even tried 'tanking' and bonding which is not really something I know how to do well on my warrior. In the end settled for a Barrage/SY! bar, because the mission is all about AOE, the alternative is build a wall of minions and spirits. There is certainly an epic feel to the encounter, standing on a hill behind barricades, firing upon hordes of enemies. In the end the toughness made the reward all the sweeter.
Special mention goes to 'Panic', this is the mesmer spell that got buffed the last big update, and it is amazing for this mission. The fun of turning the White Mantle and mursaat into a bunch of panicky idiots is immense, only moments after them walking into Lion's Arch confident of victory. Created a mesmer recently and fully intend to make it the elite when I get up to level cap. It could be considered overpowered but it only works best when mobs bunch up together. '!!' '!!'
I wonder about it though, this is the kind of skill that hints a lot towards the sequel. Going on the roles they released last week, this skill is control, but with great potential to prevent a lot of damage taken by allies. Initial thoughts about those roles were that they were replacing one trinity with another but have reconsidered since then; preventing damage taken by allies and preventing foes dealing damage are two sides of the same coin, thus control and support tend to blend together, with damage falling by the side as something you just need enough or of a certain type. The system as outlined is all about giving all classes the tools to be able to work together and coordinate their efforts for greater effect. I don't see anything to be worried about in this, it is a good thing. The argument could be made that the classes would become indistinct, but so what, if they have a distinct style and feel. Artificial differences between classes is an out-dated notion, as an adventurer needs be a adaptable if they are to make it anywhere in the world.
Special mention goes to 'Panic', this is the mesmer spell that got buffed the last big update, and it is amazing for this mission. The fun of turning the White Mantle and mursaat into a bunch of panicky idiots is immense, only moments after them walking into Lion's Arch confident of victory. Created a mesmer recently and fully intend to make it the elite when I get up to level cap. It could be considered overpowered but it only works best when mobs bunch up together. '!!' '!!'
I wonder about it though, this is the kind of skill that hints a lot towards the sequel. Going on the roles they released last week, this skill is control, but with great potential to prevent a lot of damage taken by allies. Initial thoughts about those roles were that they were replacing one trinity with another but have reconsidered since then; preventing damage taken by allies and preventing foes dealing damage are two sides of the same coin, thus control and support tend to blend together, with damage falling by the side as something you just need enough or of a certain type. The system as outlined is all about giving all classes the tools to be able to work together and coordinate their efforts for greater effect. I don't see anything to be worried about in this, it is a good thing. The argument could be made that the classes would become indistinct, but so what, if they have a distinct style and feel. Artificial differences between classes is an out-dated notion, as an adventurer needs be a adaptable if they are to make it anywhere in the world.
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