RIFT: Testing vs. Impressions

In RIFT’s latest Closed Beta event, Trion proves to us that you can still call an Open Beta, a Closed Beta. They basically made it so that anyone short of being an absolutely horrible search engine user could get in this one. Perfect in a way, brilliant in another, but I speculate the negative effects of such a move.

On one hand you have the assembling of a mighty host of players who now have a chance to see this game before they buy. All those sitting on the fence, now can join in. And from just a small collections of thoughts from guildies that we thought we were going to have a hard time getting to come play this game, were logging off late last night with some smiles. I could tell, by the fact they played a far distance into their normal evening ends. The games gained some on the fencers.

And what’s clearly to me the primary reason for this vast Beta event, was that Trion was able to test server loads and population levels. I think they suffered in some aspects; having major server issues to look at, as well as most of us for the first time seeing any king of latency issues. To me, you have to applaud the fact that a developer would do what they can to see what their servers can handle before launch. Any time a developer is not trying to have a failed launch day is one that should be met with hugs. Delicious juicy hugs of rainbows. Seriously, I’m not joking. Bad launch day’s are as bad as break-ups, thinking you just drank glass shards, or pointy toed shoe kicks to your testicles.

However, it does have a draw back. It’s called morons don’t understand the term Beta Testing. I may appreciate a developer looking to find out their true server loads, their real latency expectation on launch, their discovery of optimal server populations. But Farius, the absolute authority of MMO history and reviews, happens to be in General Chat making sure everyone knows how much a game sucks because he got dropped from the server. I can appreciate you took the money-saving route of using a Beta Test as a test for your wallet, but at some point I would hope that could take a minute to realize that when the server population says “FULL,” that it in fact actually means it’s full. The QQ in channel 4 was so overwhelming that it had to be turned off. Which to me was a scary revelation in terms of Beta.

Now, we know they are morons, but I really wonder on the metrics of the testing. If marketing actually talks to the design team and they actually draw up statistics on what effects turning a Closed Beta into almost an Open Beta to determine server loads and latencies. Do they draw up conclusions on sales lost or gained based on the decision? For me as player, I’m not sure I care as many of you don’t. If they are stupid enough to rage out of a buying decision based on Beta testing, then they were going to rage out early any way. But on a purely capitalistic stand point, the difference between an idiot raging out now on a Free Closed Beta invitation rather than a day into launch is roughly $50 for each one.

For example, EA sold nearly 750,000 copies of WAR. Only 500K were around in October of 2008 in less than a month. You can basically consider you had 250K of nerd rages in the first week. That’s roughly $12.5 million dollars you wouldn’t have had if you had a free Open Beta a month before launch. So, with your experience last night in Beta and most likely encountering mass lag or dropped from server issues, do you think that the Beta event will do more harm than good in terms of potential buyers with so many new faces in the fold?

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WAR’s Future: Lowerer Your Expectations

At some point you are going to have to face it. I know lots of the WAR community is upset and perturbed right now, but that really doesn’t call for the words being exchanged. Between people making demands for developers heads and then even bloggers calling out other bloggers, it’s all just getting a bit ridiculous. Andy came back, you should be happy. It has definitely stirred back up the community. I’m seeing post from bloggers I haven’t seen in ages. But they aren’t at all happy. Just a couple links to the forums and you can find such extreme posts as for people calling for the head of Andy. Really? He’s a PR guy that had to take some time. For others that realize this fact are after Carrie’s head, or assume that change has already happen.

Let’s get something straight here, community. This isn’t Mythic’s fault, this isn’t Andy’s or Carrie’s or anyone elses that anyone is attacking. It’s EA, it’s always been EA. How you have forgotten this, I don’t know. But believe me, EA loves that you have. Because the more you refocus from the real enemy, the more likely they don’t lose you as a predictable SW:TOR buyer.

BioWare is no different today than Mythic was in 2007. It was a great game developer with the money backing of EA the giant. Well the truth is, is EA just clearly has no idea what MMO means yet. And either it’s going to be another harsh lesson for them on the biggest budget game to ever be produced (ever), or community willing, we can teach them something from WAR so it doesn’t repeat. It’s called, don’t get your hands in an MMO unless you are trying to make an MMO. An ever-growing community with constant advancement and progression. We just never received that from WAR, and could we ever expect different when they announced progression packs and slapped the hands of anyone who accidentally said expansion?

How are we this upset? This game isn’t growing. All and any available resources are in BioWare’s hands.  They have been for quite some time now. You have a studio well over budget and probably far behind deadlines. If EA wants to strike at Activision, they aren’t going to be doing it by investing in an MMO they consider a disappointment. The point is, is that Andy might have gone for a month, but certainly and obviously developers are allowed to speak on the forums without him standing over their shoulder. It’s clear all resources and people available to fix the game are no longer there.

Your remainder in the game that no longer deserves a monthly subscription is just proving to EA that they can make cheap money with almost no investment. Because, guess what, an angry customer is still a customer at the end of the fiscal year. Is this the fate and model we want expressed against SWTOR when later EA is trying to decide how to invest in their MMO that at some point would need a real expansion?

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A Fresh Start this EVE

I been really trying to figure out how to hold over this next weekend. It seems like it’s going to be more football and beer to forget about my lack of gaming. I was hoping DCUO could hold me over until February for Earthrise Online, but bless it’s trying little soul, it sucks. I guess if I was on a Playstation 3 or high out of my mind it would be entertaining. It’s just lack luster. So here I am twiddling my gaming thumbs until the next RIFT beta on Tuesday.

So while I play old RTSs and campaigns of old games I never really spent that much time on, I tend to goof off in vent with my guild which is spread all over. Some still going in WAR, some spending all waking hours on League of Legends and some just in there like me. I’m trying to get others to take the leap with me in Earthrise. I’m pretty excited about this game. It looks graphically excellent in terms of other matching games in its genre. But its main appeal to me is mostly its sandbox player economy driven play. So, it sounds like EVE without ships, and maybe less gate camps.

I think my guild realizes I am an EVE fanboi, and they aren’t about to jump to Earthrise based on my opinion. Some understand the glory that is EVE, but getting people to come to that game is hard. They want to. It gets great reviews, its visually amazing for almost really giving nothing graphically, its deep and complex and just overall amazing. However, if you just are starting today, not so much of a game you’ll like.

My guild leader then says something that just never occurred to me before. “They just need to start up a fresh start server.”

A relaunch? How suspiciously amazing that it hasn’t been done by CCP yet. To think, all these customers you don’t have probably just in fear that they would have to face 7 year old players owning their face. Knowing that they’ll always be the low man on the totem pole. Knowing that even in 2 years when they are a competent pilot able to final do all the fun things, that they are still always going to be behind. That’s a hard sale to any player. Every game would like to believe that their noob friendly, most veteran players know better.

I wonder exactly, if with enough talk, could EVE potentially increase it’s subscriber population drastically with a fresh start server. You aren’t going to lose those already on the first server. And if enough time passes for decline in population on the original server, there could always be a server merge down the road years from now. It would just be interesting to think that if CCP were to setup a second server, just how many players they would get back and gain never before seen players. Not to mention that players in EVE are notorious for holding multiple accounts to do certain things. You can practically guarantee any holding old accounts to open new ones on the fresh start servers.

Or maybe I’m just day dreaming. I don’t know CCP’s server cost, but I would think they could easily gain double the their account subscriptions almost overnight without offering anything new, other than a fresh start. I know I would buy in immediately with the largest play time subscription I could sign up for.

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DC Universe Online: Customer Support is Run by the Joker

So earlier this month, I’m so tied up in RIFT Beta that I completely lose all interest in anything else. But as we approached the last Beta, I realized, I need something to entertain me for a month or so. As it would seem, there was a game releasing this last Tuesday after the RIFT Beta session called DC Universe Online. That should do the trick. Browsing reviews, beta impressions, and comments on the main MMO sites made it obvious that this wasn’t your typical MMO of grinding XP and gear. But its PVP sounded very promising. So I pre-ordered the game, and patiently took a day off gaming on Monday ready for this release on Tuesday.

It is now hour 11, in which I can only think how naive it is of me to think I was just going to be able to login to an MMO on launch day. How utter silly of me. We were able to preload the game last night, and I did. So no, none of that 11 hours is filled with loading. There was a small 1 GB patch that took only 15 minutes to get loaded in. No, for about 10 hours I have been staring at this baby:

It takes about 5 minutes, then finally says, STFU and Leave. Actually, it says the servers are not connecting and ask you to exit and relaunch.

You go through your normal routines, checking Firewalls, Proxy settings, and even Router Ports and then you realize you are at the mercy of the forums. You can at least take comfort that you aren’t alone, not by a slim minority either. And on top of that, you can add a ton of other issues that you can at least sigh in relief to the fact you got further than that. But of all the Forum chatter in the Support Area, the responses of Developers is almost near non-existent. To when they do, they chime in with a small, almost basic responses that help no one, then disappear to never be seen again.

Well, there is this giant sticky about contact for help. How nice of that phone line to be disconnected. To the online support then … approximate wait time: 1:30 hours. Place in Queue 189. Ewww.

Well, let’s keep that open and try other things. Like sending them an email that they would rather you use instead of waiting in queue. My inbox still has the confirmation email sitting on the top position as of this post, almost 24 hours later. I’m so glad I only left work a tiny bit early instead of taking the day off. Rush to 2 hours later and a nice chime did hear, but there was a TSR, and a shiny new hope did through my eyes appear. I’ve decided not to show the TSR exact name that “helped” me. For it seems, that the script that they were given to help people, was to simply trick you into losing internet connection. So this may read not so flattering, and I’m not real easy to deal with either.

 TSR Broseph H.: no problme, I am here.
 TSR Broseph H.: is this for DCUO?
 yeah
 Stuck with the Connecting to Server Login issue, any help or advise?
 TSR Broseph H.: one more moment
 TSR Broseph H.: so you get this error when you login?
 Yes, since I couldn’t get past the patcher otherwise
 TSR Broseph H.: do you have a router?
 No, I translate the internets through my mind to the computer screen
 Yes, Obviously I would have one
 TSR Broseph H.: ok
 TSR Broseph H.: try connecting straight into your modem and bypassing your router.
 My Modem and is a Router Modem, its one in the same, no seperate porting router
 TSR Beoseph H.: Then we need to restart your Modem
 then lose this chat session
 And then have to wait for another 2 hours to chat with you again
 Nice try, no
 I have  a fast (FIOS) internet connection and it shares with nothing, not even WiFi
 TSR Broseph H.: Yes, but the port ranges may be having some issues.
 It’s not that
 TSR Broseph H.: It could be your Firewall and Proxy settings
 Those were turned off a long time ago.
 TSR Broseph H.: Yes, but the firewall can still block ports even while not running
 What Ports specifically does it need?
 TSR Broseph H.: Firwalls can set settings
 You mean internet settings?
 I already set them to default, and even took the dev’s advise on the forums and reset the IE settings too.
 TSR Broseph H.: Are you sure that the Firewalls are off?
 Yes
 TSR Broseph H.: Let’s make sure. Go to Run and find the msconfig
 Okay
 TSR Broseph H.: Goto Start Up tab, Disable all and Apply

I didn’t even blink or think about it. As soon as I clicked Apply I realized what had happened. He got me. This is just the control for what’s allowed to start-up at boot of Windows, it wouldn’t take effect now, it has to restart. Whats worse is, msconfig doesn’t give warnings for “Are you sure” on default unless you set it that way in Control panel. Your computer goes immediately to reboot. You SOB, you got me, as my computer is so fast I was practically as my BIOS boot as my left finger unclicked the mouse button. Which it doesn’t matter. Clearly they had no idea. But I was angry at myself for a while in being able to be tricked.

I actually spent way more time trying to figure this out then I give myself credit for. In the end, I only realized a couple of things:

  • When rating studios on Customer Support, don’t use 0 to 10. Use SOE to 10, because there is a rank below zero.
  • Don’t assume the game was made for up to date graphics. Check your drivers and roll them back a year if you use ATI.

Yeah, believe it or not, I’m not positive that was the exact problem, but I took random advise on the forums and rolled back my drivers for my ATI graphics card. Sure enough, I was able to create Mister Meh, Captain Obvious and Doctor McNinja this morning at  9 AM.

I almost did very little in playing as I ran around as Captain Obvious using /say to point out things like “This wall is made from bricks” and “When I fly, I defy gravity.”

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Mr. Meh’s Take on Beta RIFT: A Tear in the Plane of Concepts

With our final impressions for Closed Beta … ::cough:: … our last announced and planned Closed Beta, (we can see more coming down the pipeline) we finally were able to experience what all us WAR players cared about, PVP. I have to say upfront, the last Closed Beta almost completely changed my opinion of the game. Upgrading my ranking from “I can see doing this for a month” to “I can see this potentially as my next 2 year MMO commitment.” I’ve recently submitted the developers at Trion, my Beta impressions in feedback (due by tomorrow) and I think it be good to share some of those thoughts in the form of a review.

You have to take RIFT in its pieces as you find them and relate them to what you know when its appropriate. Ultimately, they have a great, great running server and game play with few errors which will call for tweaks instead of overhauls in the future of the game. You just are going to be amazed at how little to any lag or delays in the game you can find. Then again, who knows how things change at launch. I don’t remember lag in WAR’s betas, yet here we are.

The Cons:

Class Developement and Ability Trees:

They are so reminiscent of WoW and any other fantasy MMO out there that they aren’t asking to relearn anything. Sure, they have differences, but it’s not like the Warden isn’t the Healer you always have in any other MMO ever. Due to the ability to purchase extra Souls (basically a way to hold your 3 masteries in a way you need) and the ability to gain every Tree, means that you there is very little holding you from doing whatever you like when ever you want to. I guess for most, this is a positive, but a game that allows the Healing Class to not only Heal, but to Melee Attack well, Buff through the roof, Range DPS if they like, or worse, can build the best Tank in the game that can heal itself, you’ve created room for not only imbalance but you don’t limit us into specing specifically. Oh, MrMeh is a HoT spec Healer. Give me 2 seconds, I’m now a perfect Tank (not a makeshift). Oh you need DPS, here, I’m a DPS pew pew. To me, limitlessness (new word) is an issue.

Lack of story:

The beginning has some story writing and some thought process in it, but its lack luster adn just a general thought. The opening trailer and then the character creation movies are an absolute joke in terms of a game that’s beyond the browser. You can go ahead and remove those. You watch that and tell yourself, “Am I really about to play a game made for 12 year old girls? What the hell is this lame sauce?” I know it’s a Teenage, not Mature game, but really, you could accidentally tell a better storyline by coughing on a keyboard. The movies hurt your first impression of the game before you get in. Get a studio to make you real ones, or just remove them. Maybe remove the voice overs and use text so it’s not lame. Don’t know, but they aren’t doing what they are supposed to.

Lack of Voice and Sounds:

As good as the animations and gameplay go, you almost expect to see a bit more. I understand that sounds carry lots of memory and other issues, but we seem to be really missing them in this one for a game that I would think would have too many.

The Pros:

Server Loads:

Having awesome management. For what they considered Heavy Red population levels, the game had non-existent lag. Not even at times did I get a small hicop. “Is that even possible?” I thought. Clearly we have been duped by every other MMO ever. No drops to desktop, no lagouts in combat, almost no waiting for zone load-ins. How is this even possible? … Awesome!

Amazing Graphics: 

It’s almost as though you have an Asain MMO infront of you. You’re getting the best of shiny and detail without the glazed eyes the size of shields. At one point I was running down a path, and as the sun was setting, the light was breaking through the trees. I panned to the tree line to witness the light not only breaking through the leaves on the tree, but the shadows on my character held the same. You do have dynamic day and night times, but I didn’t see any sign of weather or seasons. Which is something I think this game could do. But even without, the game holds the graphics levels we’d hope to see from our MMOs these days. There doesn’t seem to be a balance for the sake of lag, you have none and great graphics, it’s a win win.

Cartoony Toons made Right:

I generally dislike the cartoony look of most MMOs. So as soon as I saw the goofiness of the Dwarf and the absolutely absurd Dark Elf ears, I immediate saw WOW crap characters mixed with Aion online shiny, and it caused a despise in myeyes that I wasn’t happy to see. And I held that against them until rank 10. It’s not that the cartoony gets that much better, but with detailed gear you start to finally lose that sense of childish basic looks and see more a detailed MMO. And you can easily forget how much you hate the look of the dwarfs with just a fine alignment and detail in the equipment and spell effects.

PvP:

Though Open PVP made it very obvious that zerg is going to win here until time and strategy fall into most minds. The instanced PVP felt right. It ran well, the tools and rewards looked like it had the basic makeup to really do it right. Off the bat, the instanced scenarios use cross server players. No waiting and it also means you get to see all your friends still. A feature we can’t get out many games after 2 years, is there in the closed Beta. When you load in, the screen gives you a version of Squared for you that shows health, and debuffs on your friendly toons. Finally a game that realizes what mod we all use.

Dynamic PvE:

When ever you come with a good idea in your MMO, it is promptly just going to be stolen. Each MMO does something for the future developement and improvement in all games, but this feature makes the game. And won’t be easily stolen. RIFTs from a WAR point of reference are PQs. But they aren’t static. They move and summon randomly and possibly in different numbers. You can make a life of RIFT hunting and earn awesome rewards from it. And that’s great. These moving armies can clash with each other and take over camps. This means, that if you have quest to turn it, that you may not be able to, as your camp was taken over by a 3 way horde of Goblins. You would have to overcome them and take the camp back. This alone was great aspect and got me all giddy. But then, a giant version of this happened, in which the sky turned red and ash fell from the sky as the Fire Elements tried to massively take over the realm. There was no PVE solo carebearing anymore, this is a realm event, as the world is overtaken in RIFTs and stages of armies leading to a giant boss. Just amazing. It screams, “Try to copy this idea, I dare you” to every other MMO studio out there. This feature is what makes the PVE of the game great. Not that the dungeons weren’t awesome, because those were too. Again massive PVE, no lag.

Small Improvements Needed:

Speaking from WAR veteran and an enthusiast of MMO PvP there just a couple of missing elements or tweaks that are seemingly needed.

Groupings in Instances:

When you load into a Scenario (Warfront), you can queue and enter as  a group, however you lose your placements when you enter.  So you basically get separated into the 2 groups and there doesn’t, yet, seem to be a way to remedy that. The advantage is that you can’t move out of party, the disadvantage is, I’m missing my guildie. A remedy, I’m sure that every WAR veteran instantly recommended on Friday afternoon. It was the first thing that I noticed.

Death Penalties in PVP:

There doesn’t seem to be one. First time you get to do a Soul Walk, which just respawns you there in a couple of seconds and you get to move away while in this state. Second time makes you respawn at the closest point. And after your third you can start taking ‘Soul Damage’ if you don’t pay to heal up. All fine a good, though I never did test what Soul Damage was, but in PVP there doesn’t seem to be penalties, other than time to wait to respawn.

Resurrections:

Healers get to of them when they spec in deeper into a healing path. One that is for non-combat rezzes and one much later on that gives you the ability to rex in combat. However,the game lacks ‘collision’ as we know it from WAR. Even though I’m surrounded and combat is everywhere, I’m not hitting someone, and I’m not being hit, so therefore rezzing is completely allowed with my ‘non-combat rez.’ However it takes a day in a half to perform which. So the suggestion is two-fold, there doesn’t seem to be a point to a second rez, and the time it takes to do it makes in PVP, unfriendly.

Healer Mana:

It’s an Ocean instead of a Pool. There is no seemingly good way to even think of this as a limiter to what you do. You healing is limited only by global cooldown and possibly CC at later levels. Is this intentional? I don’t think so. I was able to come right into Battlefronts at level 10 making a new (better made healer) on Saturday and not once in 20+ instances be outhealed by anyone, not even close. The times I went into instances as a DPS Cleric, I saw close instance fights. On my healer, I didn’t see one loss, nor one instance within 250 point spread (instances are on a standard 500 point system). Healer, real ones, are OP to the max. Massive heals with no real way to stop it.

Targeting:

For us WAR players maybe spoiled. We’ve complained about a poorly setup Tab targeting that we apparently didn’t know how well we had it. Having both an Offensive and Defensive targeting is non-existent. The targeting system I found basic and frustrating at times to deal with.

Bottom Line:

RIFT starts in a way that gives you the feel of WoW. And for most, that’s a reason to stop right there. You need to push through and you’ll see that the front end of the game is WoWish. Seemingly on purpose to bring you up to speed by the time you have to enter the real world. The game is dynamic in way that makes the game interesting and fun, instead of buggy and frustrating. When you think of the idea that 5 random generated armies could spawn and march on one chapter location that will keep you from even entering the camp, by even 100 feet, you wouldn’t consider that a ‘fun’ idea. Yet it is. Now that may be because we have the population now, that make it that way in those areas. How much fun will that be for a new player 6 months after release? We have to assume the generations of these spawn Rifts and armies are due to immediate populations. Concerns for a later time, but right now, it’s an amazing way to enjoy PvE, when you generally don’t think you enjoy PvE all that much.

PvP is stealing the aspects of what we wanted. Maybe not the Castle and Keep idea so much now (we don’t know what the endgame PvP is like) but certainly open PvP and Scenarios are in the right spot for us. The concern now is class balance, but with the developement team we see now, there doesn’t0 seem to be the concern of dev involvement.

On that, we haven’t even been close to seeing end game. And as we all know, end game is the make and break for long-term subscriptions. Or at least players convincing ourselves that’s what makes or break. What we can see is a system that works smooth and the elements of instance PvP that we can enjoy. Given that alone, it is something that can entertain by itself as long as the rewards are there. And they are. So anything besides that is great. With rank 1-25 being this fun, I can’t wait to see if that grows or teeters in the end part of the game. Viewing the dynamic map and our ability to only see maybe 20% of it, it is tells me that it looks to be a far journey before we even get to review that aspect.

As endgame can break a game for the long run, the start-up does way more detrimental things. Too often games try to limit access to servers hoping they can regulate population levels. As if I’m just going to accept being on another server besides the one with my guild. Or they do something like server queues to play the game. These are ways to ensure you have 30% less subscribers in your first week. Hopefully the poor startups of games like US Aion and WAR give this game insight into solutions that will prevent this unneccessary collapse of what should be great startups. Start with too many servers, consolidate early in the first weeks to ensure optimal server pops. Free character transfers are a solution that too often, no company offers. But when we started and I picked this server, I didn’t realize it was going to be the happening place. Free transfers allow player to leave heavy population and help early balance on their own. It will be interesting if this company learns from the others.

As for WAR players, the game’s PvP as of right now is there for the taking. It’s seemingly designed around carebears and for which it means that our premade guilds are going to come in a ruin everyone’s life that isn’t used to them. Being even a slight novice in terms of what has gotten us through WAR’s PvP will translate into elitism real quick. With all the class trees and with so much variety in masteries and abilities, the ‘Sure Win’ combination is going to take a while to figure out. However, you get that much better of an idea when you suffered in a PvP dominated game before. I think many to all WAR players will bask in the glory of not being a nub in PvP in the early days of this game.

The final Beta for me gave me a glimpse into their PvP and as result I had a hard time playing WAR for more than 2 minutes. That 2 minutes was my load time into a scenario. And I promptly ended my WAR subscription cycle within minutes of RIFT withdrawal. Even though I have a month and a half of wait for RIFT, I’m not sure that I can take that time in WAR without major frustration. In a way, my time in RIFT beta ruined any time I had left with WAR. So my early comments on RIFT were without the insight of PVP, and in all honesty this game has potential in not only taking on every MMO, it’s probably going to help kill other MMOs that had select population in the first place.

Is this a WoW killer? Nothing will kill WoW, except for WoW. But if there was, it wouldn’t be in opening day of an MMO. I think we can expect a long run from RIFT and at the smallest, it will change how all other MMOs think about dynamic PvE with PvP still in focus. This game is worth your time and money, even if its only for 3 months. I don’t review much, because I don’t usually have nice things to say. But I can see Mr. Meh being a RIFT blog in a month or so.

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Mr. Meh’s List of Games for January through March

It’s proving to look really good out there the next couple of months for MMOs. Traditionally, I wouldn’t have considered this time of year big for releases. I guess I was so caught up with other things that I missed all these upcoming release dates.

Last night I sealed the deal with my experience on RIFT and purchased the digital Collector’s edition. A move I felt uneasy about. Normally I am not so hesitant to spend, I do however rage the next day about how bad the game was. But, I don’t normally regret when I spend. I felt it this time. Maybe I’m only going to this game because my guild is, and that is probably my reason for doubt. I’m hoping this weekend’s event around the PVP for closed beta will turn the doubt upside down, into what I call ‘Upside Down Doubt.’

So shortly after RIFT’s closed beta ends, I’ll be primed for the release of DC Universe Online on Tuesday. I’m sure it’s not the MMO I have always dreamed of, and it doesn’t have the necessary grind and leveling we all apparently say we hate but want. But when they discuss the open PVP aspect, I get all tingly. And since one of my guildmates is a developer for SOE, I’ve only been able to hear everything I ever wanted. So, it is another game worth my time and cash even if it only holds for a month or less.

Now on February 7th, I’m pretty stoked about Earthrise Online. It’s not an MMO that’s on everyone list. It doesn’t even have reviews because they are just priming for Beta now. Kind of late, so this Beta must only be for bug and server testing. Concepts and progression are sure to stay as intended at this rate. But I encourage all to go watch some of the gameplay trailers. I was heavily disappointed by Fallen Earth. The website and reviews had me so hyped on it, that when I got into game I was so mad to be looking at pre-2003 graphics the game was almost ruined right there. I wanted the Sandbox and mass crafting system that it offered, but I couldn’t stand the controls or combat. Watching the gameplay on Earthrise makes me hopeful. However with as little information as you can find on the game, it becomes a bit difficult to think its worth the try. But once I found that it was going to be a boxless (no base game to buy) and only a month fee, I have no real reason to hold back and not try it. I’m hoping for it to be the shooter MMO we couldn’t get out of Tabula Rasa (worst MMO in the history of dorkdom), Fallen Earth, and Global Agenda.

And if those don’t pan out, I’ll just have to figure out what to do until March 1st for RIFT. It’s going to be a great or horrible next couple of months. No inbetween destined here,

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RIFT Online – A PreOrder Sign?

I really haven’t said much on my RIFT experience so far. And I’m still holding back on that. I want to see the next Beta portion for the part of the game I care about, PVP (player vs. player), before I really give a Mr. Meh “Cheers and Jeers.”

So far, it to me is … WoW. I get that all MMOs are going to reminiscent of WoW, EQ, and any other thing like it. So I’m holding in there. I didn’t drop it in an hour of play, and that’s usually a sign of ‘I might like this.’ Too often I try something, and almost instantly I can get turned off. MMOs are like girls to me. Basically if I enjoy the sex once, this is probably going to drag on for at least 1 year before you get tired of me and perma-ban me from your game.

As far as my analogy of RIFT to women. RIFT is a young small one. She likes the shiny, not so much the expensive, but definitely likes to smile. She unfortunately has no depth in the conversations and generally tells so many stories about her friends, that she ends up repeating them, constantly. Which is okay now, because she is new and cute. But you can see that in under 3 months, that habit is going to lead to a ‘OMG STFU.” She is not as mature as you would hope. She doesn’t like it when you tell crude jokes, or use vulgar language. You can’t talk politics around her, because she can get heated about nothing and doesn’t under debate so much as she understands getting offended. For your Birthday, she’ll buy you a thoughtful gift (as she saw it), like a gaudy watch from Citizen or cologne that you will consequently forget to ever wear. For Christmas, you will get a Kashmir Scarf and a hardback book about something you never even knew you liked and still don’t. What keeps you through this? The ease of sex. Nothing fancy, nothing exotic, nothing like freak, but she is no enigma to figure out, and the stability of ease is just enough for you to smile until just a couple of months from now, you just stop calling. No fights in this one, just blatant jerk move, and you disappear.

What my readers are thinking: Mr. Meh is nut job that is either constantly drunk or completely insane and surely a loser.

My readers are always right.

Anyways on to what I really wanted to talk about in this post: The PreOrder RIFT bonuses.

It strikes me odd, the deals that they are offering. As of the Betas, I didn’t really have any concerns for the game. But when I read the preorder deals, I stopped to ponder the reasons.

  • Founder’s pricing (including $9.99/mo. subscription if you buy a six-month block)

But why? Maybe I don’t play every MMO that gets released, but I don’t think I have ever seen a deal like this before. Is the publisher scared of a limp start at launch? That they will only sell the boxes and have minimal populations after the 2nd week of play. Do they realize that their end game is so none existent, that players will be bored and hike out in under 3 months? And that this is the perfect way into just getting that extra dime.

Or is it the most brilliant idea ever? I’ve seen a couple of takes that actually refer to this as a “Steal.” A $30 instant savings. I wonder about that. Is it a $30 savings because the game will be able to hold me for that long, or is it a clear admission that there isn’t enough end game developement to hold us for 2 months and that this is actually just the perfect way to get a couple extra dollars, because the beginning of the game shows so much depth, a player can force themselves to see loving the game for a long time. But really their game play travels for a month and then the hit the end of the world of boredom and nothing. 

I’ve personally always been a month by month payer. Looking back now, I see that, that call has probably cost me hundreds in subscription cost. However, it also goes that I’ve lost more money in buying the boxes for MMOs that I hated. I think it will be interesting to see how this idea plays out. Will it get them more subscription before release, or does my bitter ideals of corporate evil money sniveling marketing just go too far? Probably the latter, but I thought it interesting how many just up and proclaim “Great Deal,” instead of going “Is your content not enough to keep me for 6 months?”

It’s all just mass paranoia, but if Mr. Meh doesn’t write it, who’s going to? Right?

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Hunting Disciples of Khaine

As the majority of my guild entertains RIFT betas and other games, an abnormally small amount of guild members hang about on Order Badlands trying to better learn their new classes. A recent turn of events led to a mass exit from Destro Gorfang and led to former RR81+ members to try their hands at new classes. Some leading roles they have never been in and are constantly testing the waters.

The playing habits of the opposing realm (Destro Badlands) use constant tactics that our old server never would have seen. To see a ‘Get Ta Da Choppa’ again is wildly amusing. Spamming ‘Lots of Chop’ in T4 is hilarious for all our veteran Choppas playing new roles. A heavy mass concentration of tanks is also a sight most would never think to see again. But a new trend post-nerf has yielded something everyone sees a great deal more of, and that’s the DPS DoK.  Slowly but surely, it seems most RR60+ DoKs are realizing that you can make a great deal more Renown soloing in AAO than you can trying to group heal in a Scenario. Which then leads to many of my former Destro friends who were used to LoL DPS WPs not being a problem to going, “OMG, nerf the DOKs!”

So I was having a conversation with our young up and coming White Lion (one of the 4 actually) who made a career out of tanks for the last 2 years making 2 RR80+s and he was whining about the solo DOKs.

“But why?” I asked. “Are you running solo yourself?”

“Well yeah.” He said.

“Are you spec’d to be solo?”

He described his tactics and masteries and I said “Well that’s a great Warband setup you have there Captain Glass Cannon. But in a solo one on one or small encounters, you are meeting other Glass Cannons, namely DOKs who can burst heal themselves. You can’t, so you will always fail that way.”

He had at a time a R40 DOK in DPS spec, so he knew the animations. I described how he needed to take out the Rend Soul, and low and behold, you’ll win, very easily too. The advantage to the DPS DOK is the Rend Soul, the ability to get massive solo healing off. The disadvantages are actually overwhelming. Most DPS DOKs, can’t achieve over 800 Strength, so their pass through is horrible. They lack any sort of Armor Debuff, so they require to stack up WS in renown and talismans if they can. If not, they would have problem on even Rune Priest over the RR60. The also have the Initiative of crawfish. They generally sport a 23% chance to crit on. At best it’s usually still around 10% even in Sov. They have no break snare like real DPS, and their snare requires 2 hits. The result is, the DPS DOK is a Glass Cannon by all respects.

What do you have to do to take out this venerable but deadly foe? Stop the Rend Soul. The chaining melee ability heals in 3 parts. However the cast is extremely soft, you can break it, set it back and ruin very easy; by even defending against the first part of the chain will ruin the rest of it. A DOK’s death is usually primarily due to a bad Rend Soul. And since this ability is on a small cooldown, they really don’t get an immediate second try.

What I advised him to do was to respec his WL. Mostly into the Guardian tree, to put his DPS in the Pet, and to get more CC, like a 2 second knockdown, and the rest in Hunter for Pounce and Forced Opportunity. Then to take his renown into Parry and WS, abandoning his Crit. His tactics to include the Parry, Str, and then the Parry Strike back. The forth tactic could be any of his liking. And of course, slot the Evasive Manuevers for the Moral 1. The Talisman slots should be composed of WS and Wounds. Lastly to stock up on Pots, all of them. The idea here, is you are going to be trying to Parry as much as you can while feeding all the attacks into your Lion, while you place pot shots at the enemy infront. Most importantly, the armor debuff. Flanking is not going to happen as you need to be facing them, and getting mass crit hits that normally a WL would stock up on isn’t really help here. The normal game for DPS is to do it fast. The object here instead, is to just last enough to ruin their burst heal.

You find your DoK, or they find you. And you do a dance manuever of keeping the DoK infront while, keeping up your Armor Debuff, and cycling the damage abilities you can give your Lion under the Guardian tree. The DoK’s strength is most likely horrible, so unlike a real DPS you might encounter, this one you can actually parry quite a bit. As the fight continues in a slow manner, you’ll parry and parry, and your Pet all the while will be slowly eating away at the enemy with your help. You’ll obviously need to support your health with Pots. The key to success is timing out the Rend Soul. You don’t want to completely rely on your parry to stop it. Usually within the first 5 seconds of the fight, the DoK has taken below 50% health, expect the Rend Soul. If not preemptively, then look for animation starts of the Rend Soul, and give your Lion the order to Knock him down.

Normally, you only have to ruin one Rend Soul to win the fight, at that point it’s probably the end for them. If you miss your shot and they get their Rend Soul, don’t worry, wait for your Moral 1, save it for the next stage of the fight. When the DoK needs his/her next Rend Soul, your Parry all for 7 Seconds will not only ruin that, but any Consume Essense Strikes he/she tries to make up for that after. The reason for keeping up a Parry defense, is not only to get the unsuspecting parry on the Rend Soul, and to sustain your life, but to also ruin most of his/her strikes so that they struggle to gain Soul Essense. With higher level DoKs, the fights can take as long as 20 seconds, which would normally mean many Rend Soul chances, the idea would be that after the second Rend Soul the DoK would struggle to retain enough SE to even have a third. Along with Knockdowns, the Pull is also an interrupt, you can use that as well, if the Moral and Knockdown are on cooldown.

As for using this setup in group atmospheres? It’s really nerfing your attack. Most groups aren’t going to be happy that every tank hits way harder than a DPS, so it’s an expensive one way spec to go and kill DOKs. But if you spend your life near solo aspects looking for AAO, then the solo DOKs are probably what you need to work against.

And for my new DOK friends that happen to encounter this specific setup and your memory triggers on this article that you are up against this type of enemy, then the counter is real simple. If your WL opponent is purposely staying infront of you and you are seeing way more parries than you would hope for, simply just use your Rend Soul on the Lion, then detaunt it, and go back to the main target. If the fight is taking long, make sure your SE stays in line by hitting the lion a couple of times. Don’t kill it, you may need it, just detaunt it. The Lion can’t really stop your attacks, and has horrible defenses. Perfect for Rend Souls.

Enjoy,

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2010 in review

The stats helper monkeys at WordPress.com mulled over how this blog did in 2010, and here’s a high level summary of its overall blog health:

Healthy blog!

The Blog-Health-o-Meter™ reads Wow.

Crunchy numbers

Featured image

About 3 million people visit the Taj Mahal every year. This blog was viewed about 27,000 times in 2010. If it were the Taj Mahal, it would take about 3 days for that many people to see it.

In 2010, there were 129 new posts, growing the total archive of this blog to 162 posts. There were 97 pictures uploaded, taking up a total of 15mb. That’s about 2 pictures per week.

The busiest day of the year was September 21st with 320 views. The most popular post that day was Civilization 5 and Steamy Piles.

Where did they come from?

The top referring sites in 2010 were bootaesbloodyblog.blogspot.com, weritsblog.com, gaarawarrgabs.wordpress.com, Google Reader, and warhammerpv.wordpress.com.

Some visitors came searching, mostly for mr meh, w40k space marines, civilization 5 no steam, mr. meh, and warrior priest.

Attractions in 2010

These are the posts and pages that got the most views in 2010.

1

Civilization 5 and Steamy Piles September 2010
14 comments

2

Warhammer Online: The Real New Player Guide August 2010
28 comments

3

Warhammer Online: Server Merges?!?! August 2010
13 comments and 2 Likes on WordPress.com

4

Warhammer Online: Player Stats: Defenses: Wounds Vs. Toughness June 2010
5 comments

5

Warhammer Online: The New and Improved Meh DoK August 2010

How to Save WAR. A Blogger’s Dream for 2011.

Tis the season for wish lists. And Mr. Meh is no different. Well … other than his defiant belligerence and common theme of dissatisfaction, he’s like any normal blogger … with the temper control of a 3-year-old. So, as a year beginning event, I have come up with my ultra super ridiculously, not even possible, extensive wish list for WAR in 2011 and beyond.

My big concern for the game and further developement for the game rest around drastic change. It’s no secret that WAR is suffering right now. The game’s future is in jeopardy. While Realm WAR still worked, you could go to Pauser and see the server population averages. Which is a little better than watching subscriptions. It shows you the activity. You had an initial return pre-1.4, but only 2 weeks after its release, server populations started to slope down. WOW’s release of Cataclysm didn’t help, but then Mythic introduced a drastic nerf to WP/DOKs. You can argue all you like about its stupidity or need, but the fact is, the nerf certainly didn’t bring any subs back. Mid-December showed a drastically decreasing population levels. In some servers, almost 40% less than what they were showing on average play time just a month. Which probably helped Mythic’s wallet further as many guilds paid for mass transfers to new homes (E.G. US’s Gorfang), which was the only server showing little change to population levels. Along with RIFT’s closed Beta basically being offered to everyone at this point, WAR populations are dimming. There is the problem. Not only in the communication between the communities, but in the communication down from Mythic’s approach.

To me, the change in 1.4 was a good broad sense of change. But a great deal of removal to much of the current content of balance was removed. Where a year ago, I think many of us felt WAR was going to have a nice long death we could ride out, this year seems that it might kill itself much quicker than what we would expect right after an expansion release. The game needs some adjustments, some quicker than others. I like think that I could knock over the captain and take the controls to the ship before it sinks, and just draw all over their white board and say “do it.” So, I have come up with an extensive thought process for what I think would be a game change in the next year or so to keep me and many of you. And part of my idea is mostly working around what we have and making the game what it should have been all along. A PVP game with a little PVE. And though the player base treats their game play this way, the game layout and content is not. What the game maps are now composed of are 15% mapping for PVP for which 99% fo the game is played, and then 85% cluttered with working but unused PVE content for which very few are in.What I would shift my focus with in 2011 would be that, admission to fully dedicating the game to PVP with some bonus PVE mixed in.  Now though it’s hard to let go of what you built, at some point you have to admit that these unused areas are at the expense of not only server lag burdens, but mainly that this unused areas are actually for the most part new content for many players.

I propose an almost total overhaul to the game play of RVR, Maps and Gear. Hold on to your chair.

STEP 1: NO TIERS

First step in the overall RVR change is the elimination of tiers. There is no Tier 1, 2, 3 or 4. You could argue it is all T4 now, but for having better use of the game and for the purposes of using the zones in a fashion that I have imagined, I would eliminate the tiering system.

LEVELING

Instead of statistic gaps, the leveling system would be only to purchase new abilities and earning additional tactic slots. All base stats for each character would be based on what is currently the base statistics for a class at rank 40.

ENDLESS FREE TRIAL

Players can still use the endless free trial. However, they can never gain over the Rank and Renown Rank of 10. Their crafting skills can never go over the rank of 50. They can go to any of the classic zones (Nordland, Norsca, Ostland, Troll Country, High Pass, Talabecland, and so on for the other pairings). They cannot go to the Endzone Areas (Praag, Reikland, Chaos Waste), Forts or Cities.

BASIC GEAR

All gear that is sub-40 current would need their base statistics increased and an overhaul to the system would need to take place. Essentially, all gear armor values and statistics would to need to be buffed to match T4 (R40) standards. Gear that was upgraded from current T1 through T4, would all now be showing as White gear. Much of what currently exist would no longer be able to drop or be found. After this change only the gear that drops on player kills, renown gear merchants, and bonus gear would exist in the game.

For the purposes of Magic Salvaging, the craft would only now be able to salvage rank 40 gear in all cases. This crafting skills base for salvaging would be based on the rarity of the gear. Skills 1 – 50 can salvage White, 51 – 100 Green, 101 – 150 Blue, 151 – 200 Purple. Once 200 the user could then finally salvage Mythic rarity. Talismans making would remain the same. As the current separation of statistics from talismans is not that far. A purple talisman in T1 values +15, where T4 is only +24. There is not too much separation it can remain the same.

RENOWN BONUS GEAR

All gear would need scaling, so everything would be in the works for change. So this is multipart. First, all the PVE based dungeon gear would need to be available to purchase through the gear merchants. As well their placement would be among the possibilities in PQ bags for RvR objectives. This gear would all need to be scaled to T4 with progression that their base stats are better than White gear, but their advantage includes multiple piece bonuses. Because of changes to the RvR objective PQs (Keeps), most pre-Conqueror/Sentinel equipment will only be able to be purchased. It also means that if a RR85 character kills a RR10 player, they could have the ability to earn a Recruit’s Medallion again.

All the pre-Sovereign gear bonuses and stats will be revamped to make the gear more scaled to that of Sovereign’s current ability to focus. This means that players, even pre-Sov, can focus more offensive or defensive. In the case of healers, it would be more of a focus in Heal (defense) versus DPS (offense). Most to all sets currently have a mixture of stats and bonuses that make it impossible to truly focus in an aspect. The consequence of having such mixed stats means that even a full Warlord wearing character is still worlds away from a Sovereign wearing one, just due into the fact that Warlord is mixing in stats that aren’t really needed. That player generally needs to mix gear to get what they need. Where Sovereign is giving everything the player wants, and nothing that they don’t appreciate. So even though there is only a Rank of 10 in difference, the actual level of play is separated.

To this issue of statistic disparity, renown bonus gear will have classic RvR sets turned into Offensive based sets, while the classic Dungeon sets will be offering the defensive attribute. For example Annihilator set for the White Lion would focus Strength, Melee Crit and Weapon Skill. While the Bloodlord set, now available without Bastion Stair, would offer a more focused Toughness, Wounds and Parry stats. For the case of Warlord’s defensive partner, the Tyrant set would be revamped for its mirror. As it was the closest dungeon matchup set. The run through Vulture Lord would no longer yeild Tyrant, but would be for the Glyph items as well as full clears offering a chance for a gold bag that would have the LOTD mythic weapons. The World Boss would no longer spawn.

The rarity level of these gear sets would also be revamped. Where DoomFlayer and Warpforged will be Mythic, Sovereign and Warlord/Tyrant will be Purple, Invader/Dark Promise and Conqueror/Sentinel would be Blue, and all sets Annihilator/Bloodlord and below (Devastator/Red Eye to Decimator/Tracker) would be Green now. All other gear is White.

*Part of this idea is actually something that should be done even without this drastic all one tier idea. Part of the difference in gear from Sov to anything below is the simple fact that these gear options provide specialization. That is what really causes the power gap in T4. If characters at RR60 could specialize their stats, the separation of power would only be minimal in comparison. Despite gear mixing, you can never gain the AP and Power boosting that Sovereign offers.

Gear drops from player kills depend on their renown rank. The dead players renown rank would represent the possibility of the item they drop. RR 1 – 25 drop White, RR 26 – 39 drop Green, RR 40 – 60 drop Blue, RR 61 – 80 drop Purple, 80+ drop Gold.

WEAPONS

Scenario Rewards Weapons will just have the pre-T4 weapons removed, as all Scenarios will grant Officer Emblems no matter the rank. To preserve the fine art that was developed for these weapons, the weapons available with Officer Emblems (pre-Conqueror) will have multiple choices of the same stat, just for different art. Players begin earning Conqueror Insignias at the purchase of their first pre-Conq weapon. As well, the color rarity of these items will be changed. Officer Emblem only weapons would be green, Conqueror to Invader would be Blue, Warlord and Royal Weapons will be Purple, all above will be Mythic.

*Again, a change to rarity colors that should have been done in 1.4. As a RR81 green weapon makes little sense.

To help fix with the cost of Staff or classes that benefit mainly from Great Weapons, the cost of two hander, or staffs will be reduced by 25%. Their overall cost is still greater than a one hander, but the reduction will help in the despair that faster leveling 2 hander only classes share.

STEP 2: RVR REVISION

OVERALL ZONE ADVANCEMENT

The main point to elimination of tiers is to gain the accessibility of all zone possible. Each of the 3 pairings have their own unique war taking place. Though players don’t necessarily see this, due to the constant zone changes to catch action or just to leech renown points. Ultimately, each of the 3 invading armies of Destruction are working together to invade each of the enemies cities. Orks may love the Waaaagh, but the sacking of Altdorf doesn’t benefit them as much. And ultimately Malekith only cares about taking Ulthuan, and his goal is only to put enough pressure on the Empire to draw High Elves away from defending their home land. So though all the zones are arranged in a way that this is a total war, the campaigns in Avelorn have little to do with the battles in Ekrund.

To that end, previous T1 though T3 zones are considered the Front-Lines of the battle.

For Dwarves, the Greenskins are trying to push through Mount Bloodhorn into Ekrund. As well as going through Marshes of Madness into Barak Varr, and then again through the Badlands into Black Fire Pass. Pushing through these zones will get them into Kardin Valley, to then push Stonewatch as to invade Karaz-a-Karak. As well Dwarves are trying the opposite to get though Black Crag through Butcher’s Pass so that they can reclaim Eight Peaks Karak. This same plot can be mapped for the other 2 pairings.

In my idea the battle for each pairing takes place first in the prior tiers 3 zones (it’s really 6), locking down 2 of the three allows advancement into the old T4 zones of that pairing, called EndZones, so that you can push to the opposers Fort, and then onto that City. So for Destruction to advance through Dwarf, they would need to capture 2 of the 3; Ekrund, Black Fire Pass and/or Barak Varr to gain access to travel from Black Crag up to Kardrin Valley.

When a side unlocks access to the Endzones (previous T4) by capture 2 of the 3 Frontline Zones, the invaders start in the middle zones (Praag, Thunder Mountain, Dragonwake). Apart of the invasion requires advancement through each of the zones to then push into the next. Once reaching the end zone, they must win the battle at the fort to then gain access to the unique City for that Pairing. If the defending force is able to successfully defend, then they lock back out the advancement in that pairing, and the Frontline zones unlock once again.

FRONTLINE ZONES

All zones will have their PVEness removed. The whole maps become RvR zoning. No more lakes. There will be key small protected areas for Starter areas so that new players can get a crash course in the game, in each of the old Chapter 1 areas. These small areas will be guarded by rank 55 heroes to ensure the safety of new players for their short time in that area.

Essentially, each zone’s purpose is to have 1 Castle (bigger keep) for each side. Each located approximately on the roads to the next zone at their respective corners. For instance, Empire’s Castle for Troll Country/Ostland zone would be located in Wolfenburg at the South East end of Ostland. The addition of Castles are nothing more than oversized keeps that have flight masters, quest NPCs, Merchants, Trainers and Bankers within the first wall of the Castle. The capture of the opposer’s Castle is the means for locking down that zone area.

Each Castle has 2 supporting Keeps for their side. Each located on relative paths to the Castle. Each Keep grants the ability of the capturers to send attacking forces against the Castle. Each Keep then has 2 supporting Battlefield Objectives. As Patch 1.4 introduced, holding these BOs grants Carriers, these Carriers can then be ordered to give resources to their corresponding Keep to grant attacking forces. Each Keep has an opposing keep in which it’s resources will help attack.

Each side starts with one Castle, 2 Keeps and 4 BOs.  No real difference than the current setup with RVR in T4, except for the addition of Castles and the spreading of the objectives over the field and making a much larger field of battle. The objective to capturing a zone requires the capture of the opposer’s Castle. To do that, the attacker needs the defender’s 2 Keeps to build enough resources to assemble attacking forces from their castle to the opposers. To take the opposers keeps, the attacker needs to build and gather resources from Objectives to rank their keeps up.

There is a possibility of a two-way battle in the zone as two Keeps are paired against each other. So each side could potentially be attacking the other, so the zones aren’t fully focused on one thing, and will help maintain less zerg lag action. As well, if one side loses all Keeps, and only retains a Castle, their Castle is granted Keep Attacking resources (Cannon, Ram and Air Assault Teams) in the Castle Barracks so that they can launch attacks on Keeps to reclaim the zones. Once a Keep is captured, the Castle loses its Keep Resources.

Rams and Cannons are no longer player controlled from the Keep. When the Keep has been granted enough resources to have the corresponding benefits from patch 1.4, players can click on the Cannons and Rams to initiate an NPC army that will travel from their keep to the opposer’s keep. When the player commands these troops they have to the option on a quick drop down list of which Keep they want this force sent to. These Ram teams of NPCs will operate on their own. The Cannon teams will just escort the Cannon to the appropriate drop points. The Cannons will only be able to be fired by Players, though the Cannons will have NPC guarding support from the escort teams that led them there.

Flight paths of Manticores/Griffons lead to the Keeps based on a drop down list offered to the player when they click the flying beast. Flying beast from the Castle go to the opposers Castles. Doors are also able to be hit by players once again, but Door HP is increased with RAM damage so that the clear benefit is showing in using Ram teams. NPCs escorting and operating the ram are champs, and only defend themselves while escorting the Ram. While on the Ram, the NPCs have great defenses against oil. Meaning players will have more benefit going outside the door to defend the keep, as the NPCs are more vulnerable to players. Castles develop rankings once an enemy Keep is captured. But only to max rank of 3. The second enemy Keep must be captured for a Castle to earn past Rank 4. Attacking forces against a Castle are summoned from the Attackers Castle and need escorting  to the opposing Castle. Castle Door and Ram Hitpoints values are so high that ninja attacking the door by hand would be near impossible.

Guilds can claim Keeps again, not Castles. Keeps and Castles have NPCs again. Heroes and Lords will be in the Keeps and Castles, but only on the bottom floor. As well Castle Lords on the bottom floor are Lesser Warded and most are capable of instantly killing those not warded enough.The way to capture a Keep/Castle is still by ‘capture the flag’ means. Objectives will also have NPCs again. Objectives will always be unlocked and available for catpure; no timers, no lockdowns. When an objective is captured, the attacker’s Keep sends an NPC team to travel from the Keep to defend the BO. Players will be encouraged to hold the objectives atleast until NPC support arrives. Along with more active NPCs at the objectives, the zones will have Patrolling NPC guards around the Zones. The Patrol Guards move along roads mostly contained within the defending area of the Zone Pairings.  Flight paths now go to the Castles of the pairing zones. The old warcamps are removed. Deaths always respawn you to the Castles. There are however flag points to travel to the other Keeps quickly.

Keep captures offer Annihilator/Bloodlord based rewards. Castle captures offer Conqueror/Sentinel based bags. Purples bags include the notorious Crit Cloak now lost to us in our 1.4 game play, and additional defensive/offensive cloak option will be added in.

PVE in RVR

Zones will have basic remnants of prior chapter locations. Many of the liar bosses will stay in place. As well as groupings of NPC enemies of beasts/troops that are away from key areas of Keeps and Objectives for Crafting and Leveling means. All these NPC ranks will be upgraded to base of 36 to 45 to help with leveling of pre-40 Players.

Questing in these new zones, have the same basis for repeatable killing quest, along with objective quest. Along with those are the additions of Crafting and Campaign Questing. There will be a myriad of Craft Quest added NPCs to the Castle areas. These quest are simple. To aid in your grind for either XP, Money or Craft, these NPCs are interested in the byproducts of those killings. For example, one NPC may grant a repeatable quest for collecting 50 Wolf Pelts. This quest maybe helpful to you if you are grinding Wolf packs to obtain more butcher materials. These quest will help make up for the loss of Rat spawns currently in the RVR lakes. These ‘PVE grind’ quest will also help distribute these possible grinding players to different locations, making it a bit harder for teams of PVP focused groups from camping said Champ Rats.

The other addition to questing is the Campaign Quest. Campaign Quest go in an order of achievement to the rewards. These quest will help influence players to be more biased of which pairings they want more action in. And hopefully take a bit more away from zone jumpers looking for cheap renown earnings. To access the Campaign Quests, a player must first accept the Campaign from that Faction’s pairing: Empire/Chaos, Dwarf/Greenskin, or High Elf/Dark Elf. Accepting that Campaign grant access to the chain of quest to follow. Accepting another Campaign ends all progress on the previous Campaign Quest and starts from the beginning the new Campaign Quest. The Campaign Quest triggers a series of goals, small and big to accomplish. Starting with simple kill quest, to Battlefield Objective Capture and Holds, to then kill quests of higher renown players, and so forth to it leads to a successful City Capture. Each step of the quest grants favorable portions of Crests and Insignias based on the level of difficulty. Due to the high amount of Crest/Insignia earnings from the quest, it helps put favoritism in players wanting to remain in certain pairings, rather than riding the zerg wave.

ENDZONE AREAS

If in a pairing one side is able to lock capture 2 of the 3 Frontline Zones, then those Frontline Zones lock down and the corresponding Endzone unlocks for the attacking side. Though these zone were originally setup for a 3 zone push back and forth, in this new setup the fight always starts at the middle zone (Praag, Thunder Mountain, Dragonwake). Depending on the side that is attacking, they are looking to advance into the next zone towards the enemies city. The defenders need to simply win at the middle zone to lock down the EndZone and move the fight back towards the FrontLine Zones. To move onto the next zone, the attackers must first lock down the middle zone. For example, Order’s advancement on Chaos, would require first capturing Praag, and then Chaos Waste to move on advancement into the Maw. Destruction would be able to stop the advance by capturing Praag. They would not be able to move into Reikland on its capture. If the zone movement is always back and forth or stalemated, the EndZones are on a 12 hour timer to return to the Frontline Zones.

Unlike the FrontLine Zones, these 2 Endzones are independent of each other until the other is locked down. The arrangement of the Castles, Keeps and Objectives are equivalent to that of the Frontline, however they are more compact as they fit in one zone. It is assumed that with an EndZone opening that heavier fighting would be attracted to the area, shorter travels and quicker action will be more appreciated here. As a Ward check for lower level players in the area, Keep Heroes are Lesser Warded and Castle Lords are Greater Warded.

Keeps in these EndZones offer Conqueror/Sentinel rewards the same as the Castles for the FrontLines, however the bag count is higher in these zones. Castles offer Invader/Dark Promise rewards. Additional Jewelry options will be added in the Purple bags for defensive and offensive options.

FORTS

Forts have been reactivated based on the need for more high level content. The servers seem to be able to handles hundreds at a Keep now. It’s clear they should be able to handle Forts once again. As Forts are higher level content, the entry into the Fort is Renown Rank of 50+ required to win bags. It’s not going to be an old check to see if you can enter the area, just a check to the player that are there have no direct gear benefits from entering the Fort. It doesn’t restrict a player from continuing to play or travel with companions, just limits the ability of lower level players gaining bags that might be of better use to those at the proper ranks.

Forts now have 2 levels of NPC to battle. On the bottom floor is a team of Champs led by a Hero that is Greater Warded. Upon his/her defeat, the attackers can advance to the 2nd floor to defeat the Lord of the Fort that is Superior Warded. The third floor contains the flag necessary to accomplish the capture of the Fort. This flag is guarded by four 55 level Heroes until the Lord of the Fort dies.

Forts grant a giant cache of bags. The gold bags include Warlord/Tyrant Options, as the Purple offer Weapons.

Attackers can travel to the Fort from their Castle (not the captured). This Castle will be the spawning point for death releases in the Fort. Defenders can travel and spawn from a Camp setup just behind the Fort for their entry. Once the inner door collapses, this spawn travel position is locked out, and entry into the Fort for a Defender is locked while either the Lord or Hero are engaged in combat.

A successful defense is declared if the defense of the Fort can hold for 1 Hour (starts counting after one of the outer doors opens). A small cache of reward bags are rolled for the defenders as well as renown galore. A timer is showing on the Objective Boxes as well as the Realm map for all players in the game. After this hour is finished, the Doors close, NPC spawn all over the Fort as if they were a mass set of reinforcements. And the last Endzone before the Fort is reset both sides. This means that the attackers can keep advancing on the Fort if multiple tries are needed.

If a Fort is Captured, the defenders of the zone, no longer have points to which they can travel or respawn to inside the RvR areas. The zones have been turned in to City invasion and attackers can travel spawn in the captured Fort that now hase Merchants, Flight Master, Bankers, Auctioneers and other Quest NPCs for their adventure into the city. Defenders have an unreachable, other than by Flight area, for their entry into the City Defense. This will also be the spawn point for deaths on a Captured Fort or Exit from City.

CITIES

The addition of extra cities for each Pairing will need to take place. Their arrangement and layout share in  the respects that the progression through the city must have 6 BOs, an end point, and a Chamber for Leaders to be fought in times of City Attacks.

For Dwarf, the addition of Karaz-a-Karak would be added in beyond the Fort Stonewatch. High Elf would need Lothern added into the path beyond Shining Way. Greenskins would have Karak Eight Peaks beyond Butcher’s Pass. And Dark Elfs would have the Floating Fortress of Malekith’s Fist beyond the Fell Landing. In times of peace, players can travel to these cities, but the myriad of PQs, questing and extra features of Altdorf/IC will be lacking. These cities only offer trainers, banks, and merchants.

The fight in the city is dependant on the amount of opposers. First, entry into the city will require a RR of 60+. Warnings will be displayed to players of lower ranks even trying to fly to the area. The first stage of a city, will have 6 BOs in the previous arrangement of each adding an additional 5 minutes to the stage clock. But the Objectives are given NPC to defend instead of Cannons. Dependent on the number of the defending force, these NPC upgrade to Champion, Hero, Lord levels in comparison of the invasion force numbers. If the instance currently contains a full Warband of Attackers, but only 3 Parties of Defenders, the NPCs are upgraded to Champs. 2 party differences upgrade them to Heroes. 3 party differences grant Lord levels. This way, instances struggling to gain the needed bodies have some support in the fight.  The NPCs do have Excelsior Wards as a gear check to Invaders.

Successful completion of the Stage 1 grants a large cache of bags. Defenders successes do grant bag rolls, but only a fair amount. This is to help encourage attacks rather than defenses. In most cases, there will always usually be empty instances for attackers. Its rare when defenders receive empty instances.

For the Second Stage, NPC Lords now have a Supreme Ward check. They are also downsized in stature, so that their appearance isn’t comical. These NPCs are also accompanied by a NPC team of guards that are Excelsior Warded. These Guards are upgraded based on the level of defenders/attackers in the instance as in the last stage but in this case it would benefit either party depending on the difference in numbers.

For the Third Stage, a new set of Wards will be created for gaining of DoomFlayer gear. This Ward set will be the Ultimate Ward. The 4 Chosen Guards for the Leader are given this Ward defense from their attackers. As well all champions and leaders statures will be downsized to more normal levels, so that their appearance isn’t ridiculous. If players are having a hard time finding where a champion or leader is located, then they should either look for the giant beam of light on those players, or consider applying for their AARP membership and retire in Florida.

City attacks last for 1 hour and then go into a 1 hour safety mode for completion of remaining instances. When the safety mode is complete, the EndZone, Forts, and City go back into neutral stance and the fight returns back to the Frontlines. Because of the multiple City addition, players can always rage war in another zone, if playability isn’t favorable or wanted in those areas.

STEP 3: SCENARIOS

SCENARIO LIST/SELECTION REVAMP

Overall, I think a great deal of others may have been wanting the original change. But the variety of scenarios currently is boring. Though personally, I am biased to the original changes, I could never understand how Reikland Factory makes the cut, but Forge didn’t. My opinion, and you can chime if you want, if you didn’t like a Scenario, you probably just didn’t queue for it. If you were incapable of not queueing for a scenario you didn’t like, you probably nerd raged off this game awhile ago. Just my opinion. But removal of content while there are easy ways to avoid what you don’t like, never made sense.

In this change, I would add back in all the Scenarios, with the modifications to some of the Scenarios. These Scenarios are linked to their corresponding zones as well. E.G. Gromril’s Crossing is for Kadrin Valley, like High Pass Cementary is for High Pass/Talabecland. These Scenarios are only able to be queued for if said zone is actually unlocked for battle. E.G. You couldn’t play Reikland Hills if Destruction hasn’t locked down the FrontLine Pairing of Empire and won in Praag to be in Reikland.

In many cases, very many of the Scenarios had too many Objectives and were too large to enjoy. As we can tell from our current Scenario selection, the average WAR player just simply can’t handle more than 3 Objectives at once. And when you do have 3 objectives, those objective better not be more than 50 feet from each other. Any old Scenarios that had 4 or more BOs, will just simply be reduced to having 3. Their normal mechanics will then be adjusted for it.

The objective here is for variety. So much has been lost in the content of the game that was already there. It’s time to put it back. I think we are big boys and girls now.

As for the Scenarios being linked back to their corresponding zones, is for the tactic of winning scenarios grant resources to that area’s Keeps and/or Castles. That way, Scenario biased players can once again help their fellow realm. As well, it will help influence which Scenarios they are favorable to for zone pushes.

SCENARIO MATCHUPS

Apart of the Scenario Revamp is the separation of RRs being played against. Scenario Tiering will be based on RR 1-20, then 21 to 40, then 41-60, then 60-80, and then 80+. This scale does adjust based on you/or your group’s success/failure in Scenarios. To display this to the player, an Effective RR is given to each player. This scales depending on your Scenario Travels. To scale RR amongst groups queueing together, the straight average of each Players Effective RR in the group at the time of the formation and then adjust accordingly as scenarios progress and group member changes occur. So, it is still possible for a RR 10 to meet a RR92 in a Scenario, but it would require 1 or both to queue in a group that averaged their RR to meet the criteria or massive sets of winning for the RR10 and losses for the RR92. So if a RR80 decided to group with some RR50s, their full group would actually bring their RR ranking back to RR55 before any Effective RR were scaled in, so their group would still Queue into the 41-70 groupings despite having a RR80 in the group.

Your Effective RR stays with you no matter the group changes or your exit from the group until you logoff. The Effective RR adjust up 5 Ranks for each Scenario Win and down 5 Ranks for each Loss. So technically a full group of RR80s could be so bad that they actually could lose enough to fight a in RR1-40 Scenario. It would require 8 straight losses, but would be possible. At the same time, the benefit for a player and groups that do well, would be more likely to be able to go into the next Scenario Tier to test their weaknesses against more potent foes.

The downside to this system is it will not let you or your group go into a scenario tiering without having the proper Effective RR. This means that outlier RRs like 1-20 and 80+ may have longer wait times than others. Though the 80+ group will have less issues as time advances in the game and more are available to play against. An even further separation of 90+ grouping maybe needed at that time though.

Along with Match-Ups will be the check in the system for proper class distribution. The system will just make sure that atleast 2 healer and 2 tanks have queued for the Scenario. E.G. It won’t allow 12 PUGing Shadow Warriors into the Scenario. Unless of course there were 2 separate Premades that composed their groups of entirely 6 DPS. The system will not be able to judge if the Healers are DPS or in Heal (for obvious reasons), so it is not full proof. It only checks for the case of PuGs, to make sure there is atleast some basic support classes in the Instance. 

STEP 4: REALM TACTICS & RENOWN

UNDERDOG

The demand for this original system was in fact needed. There was no real way to govern the fairness in the activity to one side over the other. In many cases, you have desperate one-sided fights. And in some servers or in some weeks, one side finds themselves knowing no different other than city defenses. 1.4 really took the fire out of the Underdog. Only have the advantage to have longer zone locks, just generally means you slow down the rate of city pushes by one side. You aren’t really helping the underdog, you aren’t just limiting the other side. So, no one is happy.

The proposed system above is quite extreme. 3 separate pairings with each, their own cities. That would probably solve the underdog issue. However, they still needs to be a safeguard, and there needs to be a change even if you still have 1 city pairing. Simply, a buffing to resource capture values for the underdog. Everytime the enemy invades a city, then the system grants faster resource developement to the opposers.

AGAINST ALL ODDS

It is really only the mean for moving gankers out of the fight to a more sparse zone. The original idea was to get the few to try to take on the many. Though this may happen, it really used for RR80+ DOKs, destroying RR40s that are running about trying to do real RvR. It encourages the highly advanced in the game to seek out those of unequal levels.

A RR 84 Witch Elf and DOK guard a resource carrier just sitting at a BO, waiting for unsuspecting young player to ignorantly go try and help their realm by moving resources, only to find only a balanced RR80+ team could take on that type of gank group. Even a full group of young 40s are going to have an issue with 2 RR80+. Do the WE and DOK really have a challenge? Are they helping their realm? Not really. Do they get a serious amount of renown for it? Yeah they do.

I would scale AAO down to 100%. The incentive is still there, but the reality of AAO being constantly inflated falsely by AFKers and other issues, doesn’t help encourage RR80+ seeking challenges. A RR80 owning a RR40, should yield very little bonuses. Certainly not as much or more than participating in any sort of realm progression.

RENOWN FOR RVE

There is missing advantages for participating in the small aspects of the Realm. Moving resources and capturing Flags is now more of a burden than a tactic. There is little reason for something small to be defending. I never felt there being a problem with renown for BO captures. It encouraged group atmosphere and helped actually pinning organized small hit and run groups against mass recruits gathered in a small spot. It also spread the fight out. The renown for the BO capture needs to be put back in. Give a reason for someone to cap it, instead of group of RR85 passing right by it. In the broad spectrum of realm advancement, the small reward is not farmable, and even if it was, great. You still are in PVP harm’s way.

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Part of what caused the game’s decline is the overall progression of the game has given every player the ability to get everything. I know we raged about not being able to do endgame in this game oh so long ago, but in respect to the adverse effect of the changes, we have a really different problem. And it comes down to something I read last month by a blogger on Gamasutra.com. In Zen, if you were immortal, that would be a real problem for you. If you think about how you would spend your life if it was eternal, you would be slothful and depressed. There is no timer or restriction to your life. In this game we have no penalty for death or failure. The mortalness of our game was the unachievable end, yet still technically possible. We raged when the VPs were wrong in the city, we whined when we got it, but there wasn’t enough time to finish a PQ.

Renown was too hard to gain. Here you go, AAO and Progression Pack.

Karl is too hard to beat. Here you go, now he doesn’t fight back and you see him every other hour if you like.

The end game is now so achievable its not even fun. It’s just what you have to do to be on par. Do you go into the city to have fun anymore. Premades can’t find competition, and PuGers escape the Premades and look for the easy path. There is no question if you would ever be in the end game, its a question of how long do you want to wait. And that, that is immortalness. To which we have been given, and the mortals that we are, we thought that this is what we wanted. The question is, how can we make this fun everyday in our way with our current monster?

And it’s not that dreaming on behalf of a company is that off the wall. Though we have no sense of timing or how to implement something since we aren’t publishers or developers, doesn’t mean the ideas of players aren’t heard or shared. If we take a look at my post last year, arguably everything suggest in my Spring term was implemented in a fashion. Not that I was alone on the ideas, but when enough of the community express their basic desire, you influence the monster that is developement to dream themselves, or so I like to think. 



And my above is just my White Board of close to exact of where I would go. Obviously as I present them, Devs would chime in and go “Well …. did you consider this?” or “That wouldn’t work for these reasons.” As I would expect. I’m just drastically dreaming here. And in that specific mess of precise ideas are actually some small tidbits that should and could be stolen fairly easily.

  • Revamps to Rarity of Items. Good for crafting and showing usefulness to players at quick glances.
  • Additions of Forts and extra Cities. Expanding RVR focusing and using already in place terrain is shouldn’t be a bad idea.
  • Pre-80 renown gear bonus revamps. Stealing the ideas of Offensive/Defensive Sov is a good way to balance the difference in RR.
  • Reduced Great Weapon cost in Emblems is a good way to encourage Scenarios for lower levels.
  • Underdog and AAO changes to help influence zone movement and Realm participation can’t be bad for zerg dispersion and realm unity.
  • Scenario viriaty and contribution back to the realm war helps contribute quicker wins and less renown camping. It also provides more game back to the players.
  • Effective Renown Ranks would be not only a good gauge to the player of how they are fairing in instances, but a better balance for finding fairer fights in them.

Overall, I’m not looking at this as a movement into an expansion. I’m looking at what we have and what we can do to not only salvage, but progress. Use what is sitting right there. Do that, then we truly have room for more expansion into new areas. Right now we lack challenge to endgame, we lack fairness in matchups, we lack content of what we actually used to have, we lack the small things that we used to have.

Thoughts, suggestions, arguments?

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