Monthly Archives: October 2014

[Landmark] The Endless Beta

Two nights ago I logged back into Landmark for the first time in months, after what seemed to be the world’s slowest patch. I left Landmark towards the end of the closed beta, for lack of things to do and being fed up with the claim upkeep system and continuously losing my Inn of the Last Home. Much has been added since April: the crafting system and building tools have been overhauled completely, water and caves were added as well as fall damage and arena-based PvP.

Logging back into the game and hearing Jeremy Soule’s beautiful music made me painfully aware of the feeling and atmosphere this title is still able to create, its world’s beautiful potential. Yet, Landmark to me is a changed game, as I also mentioned to Belghast a few nights ago over at Bel Folks Stuff (Bel’s awesome new podcast for merry blogosphere banter, check it out!) – so overwhelming have been the changes that I might as well learn everything from scratch and start over. Ugh.

Thus my re-visit was short-lived. Frustrated with all the controls I couldn’t remember and the still pretty poor mailbox overflow system, I took a tour around some shards/islands only to find most of them empty. The few that still had builds on them were so large and bursting with detail that my PC got very unhappy every time I got too close. I’ve no clue what optimization SOE are still planning to do for Landmark but at this rate, it’s just as well that islands aren’t crowded. Of course that also makes Landmark a game of ghost towns and, few die-hard community builders aside, a game of non-existent player interaction. To quote an earlier Syl: “Landmark needs a purpose for all the housing, needs trade, quests, guilds and cooperative content if it’s meant to last down the road.”

Vast empty space.

Vast empty space.

To be fair, SOE never promised anything in terms of traditional PvE that exceeds hunting and gathering for resources as well as crafting. According to the latest blueprint, monsters and achievements are incoming this November and December. Beyond that, in lieu of server-based player markets / auction houses or any need thereof, Landmark remains a solo experience. All the while the beta testing stretches on with more and more players leaving to “return at a later date”.

Maybe.

The Endless Beta

Landmark’s alpha started in January 2014, followed by closed beta two months later. The game is yet to enter open beta and launch officially at an undisclosed time in 2015. Until then, every last person who’s been into Landmark at some point will be completely fed-up with all the pre-release play (some players don’t even realize anymore that it’s actually still in beta right now) and those that haven’t joined over the course of an entire year most likely won’t ever. That just makes me wonder if SOE haven’t done Landmark a tiny bit of disservice for having it out there in the open for so long, including players every step of the way and through so and so many rollbacks and revamps. Who wants to still play a game with such limited content after a year of beta? Who’s dying of excitement for such a launch?

I will admit, I’ve criticized other developers for not creating enough of a hype around their games as opposed to SOE. The fact that they’ve included their player base as much as they have is commendable. All too often do we see MMO betas that aren’t so much betas as they are two-week stress tests. And yet, how long is too long for a public beta? Maybe I really don’t know what I want but a year of playing early access is an awfully long time to get bored or burned out in my book!

[Wildstar] Of Unexpected Turns and Raiding Pains

My recent blunders into Wildstar’s raiding scene were more of a happenstance than anything, a surprise to myself first and foremost. At the end of 2013 my plans for this year were quite clear: play TESO, ignore Wildstar. Fast forward, I find myself not only among few remaining bloggers in our blogosphere still subbed to Carbine’s MMO, but attuned to raids and geared for endgame. I’ve written about my first raiding experiences here but having gone through a streak of heavy back pains these past weeks, I’ve decided to put an early end to a raiding career that I never meant to have. Too scary is the prospect of another episode of what I have come to call my “post-WoW raider back” since I left WoW in 2010.

A passage dearly paid.

Not many MMO raiders and ex-raiders (myself included) speak of whatever physical backlash, temporary or permanent, they may have experienced due to their focus on top tier PVE/PVP endgame. I’m not saying that every MMO player or raider is like me in terms of poor posture control, but I suspect that there are many among us who come to know such side-effects after reaching a certain age latest. If you’ve raided in a competitive and dedicated manner consistently over several years, it’s hard to avoid any form of physical repercussion for so much sedetary amusement. I remember a time when my youth would cradle me in blissful ignorance of such concerns, yet after I had turned 28 years old with five years of WoW raiding (12 hours a week on average) on my literal back, the physical reality of my hobby caught up with me. I’ve always had issues with my neck but from that point in time my back pains took a life of their own and spread to the rest of my body in one neurological fun fest.

Combined with was generally a deeply troubling and stressful time in my life, a fact that must be emphasized, my unhealthy way of slouching through long-session gameplay (during which I ignored all warning signs for lack of judgement) turned into a chronic pain condition that, after the usual series of medical examinations, is fair to say will never leave me. After quitting WoW and spending considerably less focus time in front of the computer, as well as regular massage therapy and healthier living, I’ve been able to recover slowly from the more acute and crippling pains that used to overshadow my life for at least three full years. I know I have partly my lack of discipline to blame – I have never been great at self-control when it comes to the things I love doing (and I am hardly a sports-fan either). I also realize that many people gamers or not, deal with backpains which are always multicausal; in a way, what happened five years ago opened my eyes to a variety of issues I had ignored for too long in my life. Treating myself better in every sense was one consequence, so in retrospective I’d like to see my time spent raiding as a catalyst, rather than the root cause of all the pain.

Nonetheless, my gametime is something I will always have to control in the future, no matter how tempting some aspects of MMOs might be. I’ve tried the whole “getting up during biobreaks”- and “loading-screen workout”- routines and for me, they simply don’t work. I can spend half a day casually at the PC, blogging, podcasting and carousing Steam, but raiding puts me into a state of emergency in which I grow tense and too absorbed to notice lousy posture. I don’t think there’s any gaming activity quite like online coop when it comes to demanding exceptional focus from each individual. If you ever get up from such a session and feel the pang in the back of your neck, don’t ignore it.

Alas, I have been there, done that and no epic pixel nor fleeting friendships were worth the physical pain that was caused or amplified. I love MMOs and the competitive aspects of online games but if beating endgame and obtaining shinies require me to sit still and focus in front of a screen for 3-4 hours on end, then I am happy to leave such feats to a younger generation – a generation hopefully wiser than me. Hindsight is 20/20 – and the story of how much their bodies must hurt is never told in Surrogates or similarly intriguing movies about virtual life.

Thus my raiding chapter for Wildstar is officially closed.

Three future Kickstarter MMORPGs the World almost forgot

Or maybeee it’s just me but really, what’s going on with Shroud of the Avatar, Camelot Unchained and that Pathfinder MMO? Are they still happening, where are they in development and who’s holding their breath? Let’s have a look at some status quos!

shroudoftheavatar.com

shroudoftheavatar.com

Shroud of the Avatar
The assumed comeback of Lord British was successfully funded on Kickstarter in April 2013 and has since raised a total of $4,852,936 according to the official front page. For a while after Kickstarter, there wasn’t much to look at except for some worrying ingame “footage” of its pre-everything development stage, accompanied by an excited Garriot’s commentary. In general, lots and lots of Garriot appearances on twitch hangouts and other outlets. The official forums hit it off ever so slowly, with veterans of UO glory days tossing around ideas about features that should go into this new title (naturally, lots of notorious player killing and housing). Lo and behold, already at the end of last year the first playable build was announced to backers and more updates have followed since. This September 2014, the latest test build was released with promises of new polish and stability improvements. I’ll say no more than that beauty lies in the eye of the beholder and SotA should probably suit a diehard UO or Darkfall audience just fine. The game was recently approved for Steam via Greenlight and you can read all about its spin on “single-player narrative meets sandbox MMO” there. According to the Wiki, we are looking at an official release end of 2014.

Camelot Unchained
Camelot Unchained’s Kickstarter followed one month later in May 2013, beating SotA by 300k in funding raised by significantly less backers. After closing, an additional $3 million was contributed to the project by private investors, including $2 million directly coming from studio founder and MMO legend Mark Jacobs. From the very beginning, MJ made clear that this was gonna be a very PvP/RvR-centric title that welcomed an oldschool, non-compromising approach to player versus player. Over the course of this year, features such as the combat and crafting system and the somewhat uninspiring RvR map were revealed to assure the playerbase in wait things were moving. In the latest September 2014 update on their official page, MJ was happy to announce the imminent first round of non-public pre-alpha testing, with access for backers on the horizon soonish. In his words, the team has stuck to schedule thus far and having reached this first milestone, CU finally looks like a “real game rather than an engine build”. While this is probably welcome news to some, it also means that for the time being fans of the project and DAoC-hopefuls must remain patient for any actual glimpses of the game.

https://goblinworks.com

https://goblinworks.com

Pathfinder Online
Possibly the least visible title of the three, Goblinworks’ and tabletop Publisher Paizo’s Pathfinder Online only just made its second Kickstarter goal in January 2013, raising $1 million. Yes, lots of “fantasy open world pvp sandbox”-funding going on that year! After creating an initial buzz with a fairly decent looking and playable tech demo (also previously kickstarted), dazzling artworks and interesting details such as limited small-size servers, PO soon dropped below the radar. Undoubtedly the last year was spent “doing things”, polling the community on core features like respawns and permadeath, revealing war towers and the crafting system. That last one always seems high on any developer’s list. Finally in June 2014, the first friends & family alpha was announced and a trailer soon followed. After delaying the original date, the Alpha 9 patch finally went live this October 6th with future stress testing and “early enrollment” aka early access in mind. It’s safe to assume that Goblinwork’s FAQ page will see several more updates in terms of the still far off official launch date sometime in 2016.

It’s interesting to see several Kickstarter MMOs that were all crowdfunded early 2013 making their individual journeys. Shroud of the Avatar has taken a clear lead in terms of official launch at least, with Pathfinder Online closing in on that early access. As for Camelot Unchained, fans will clearly interpret slower updates as a sign of the devs taking time that will pay out in the long run. I keep my fingers crossed for everyone curently waiting; having no intentions towards either SotA nor CU, I remain at the most mildly interested in Pathfinder, assuming I can still remember its name in 2016. And then it’s probably still going to feel and look like something that should’ve come out 10 years ago.

Marketing and the Hype

As somewhat of a connaisseur of MMO hype machines, I’m also not convinced the fairly low profile approach all these projects seem to follow is such a good thing. Sure, some players are tired and disillusioned with alpha/beta and MMO launch hypes but keeping things down is risky business (hello TSW) and really takes much of my personal enjoyment in Vorfreude away. Carbine/Wildstar and SOE/Landmark have taken a very different road in making their games visible and transparent to a wider audience early on and that’s still something I personally appreciate. Sometimes the best thing about an MMO launch is the rush and excitement that goes on beforehand. Right now, I’m just not feeling any of these upcoming titles.

Introducing: The Gaming and Entertainment Network

There seems to be a natural transition of the gaming blogger into other venues, such as streaming, vlogging or podcasting. The MMO blogosphere has seen a good portion of its longterm residents take up new projects over the years, sometimes leaving altogether to write for bigger sites or then, creating their own independent channels and collaboratives. For a while now we’ve seen an increase of great MMO podcasts hailing from our own neighbourhood, some of which I feel closely related to. I am therefore very excited to announce the launch of The Gaming and Entertainment Network – a new podcasting network by gamers for gamers, bringing the following independent podcasts together under one roof:

TGEN is a collaborative relationship between like-minded podcasters and serves as an aggregator for general MMO/gaming themed podcasts that fit together from a synergistic perspective. It’s meant to make discovery easier for our individual audiences and helps spreading the word across different shows. All podcasts remain independent in their current form. In the future, TGEN may also host regular cross-podcast, round-table discussions between its members.

I want to thank Braxwolf for inspiring this collaborative and doing the lion’s share in terms of communicating between many different parties, conceptualizing and creating a shiny and functional layout for the TGEN homepage.

Another big thanks goes to all our regular listeners of Battle Bards who have been following our quirky little podcast since April 2013 and made this such a fun and rewarding experience: Thank you for your continued support and spreading the word about TGEN. We hope you’ll stick with us on our musical journey and discover some more great and new podcasts on the way!

Links: TGEN webpage and twitter account.

[Wildstar] Now Raiding

So I started 20man raiding in Wildstar last week and have downed a couple of mini-bosses as well as X-89 in Genetic Archives thus far. It took my guild of jolly freeform raiders several wipenights to get a team of 20 people fully accustomed to the drill, something that players already need to learn during the dungeon attunement: individual performance matters. Even if some veteran 5mans get easier over time for a seasoned group of well-geared folk, many fights require every member in the party to be familiar with fight mechanics. Wildstar combat is a dance more than WoW ever was, unforgivable unless players continuously adapt their playstyles. The X-89 in GA comes with two different “YOU ARE THE BOMB!”-features which means an unsuspecting rookie is likely to ruin it for everyone else.

sylraidws01

There is no hiding in Wildstar’s raids – addons are seriously recommended, cooldowns must be juggled and adjusting your tragically limited actionbar for every encounter is a given. Execution demands a high level of focus because the fights are so mobile. From that point of view the learning curve is quite steep, especially for genre newcomers. Considering how 40mans must feel in comparison, which are no less unforgivable, it becomes apparent why raiders have been crying out for Carbine to critically consider their endgame. In their most recent state of the game Nexus Report, they finally address this issue albeit just briefly:

malzek: That “other” MMORPG abandoned the 40-man model 9 years ago due to logistical issues.  WildStar’s raids are much more unforgiving, leaving many scratching their head at this design decision. Has any consideration gone into bringing raid content to a more realistic level for the playerbase size?

CM: “All I’m willing to say right now is yes. Yes, there’s been discussion. I’m not going into details at this time…..the devs are listening.

With subscription numbers dwindling and complaints both from the casual and hardcore (see the rest of the Q&A), Carbine cannot afford not to act. New content dumps may appease some non-raiding players but the fact remains that Wildstar endgame is tuned to a difficulty level that not enough people enjoy longterm. For myself, I will say this: I had fun getting to grips with the X-89 mechanics and I didn’t mind wiping as much as we did – but I am also under no illusion that the really hard bosses are yet to come and will test those spirits further. Have raids felt harder than vanilla raiding so far? – No. Do I expect them to get much harder? Oh yes! Woe to all that underestimate this endgame.

Server merges

The dreaded server merges of both global region’s PVE and PVP realms respectively, have been hinted at going live sometime around mid-October earliest. The names were decided by community poll and it appears I shall soon reside on Jabbit, a name I neither endorse nor understand.

Alas, for me the merges can’t come soon enough. Lightspire’s Dominion side has quickly turned into a graveyard, with probably 60% of its active members hosted by my guild and only one single other, competing guild in terms of raiding. The AH is dreadful, with entire subsections entirely empty or then, most likely offering an item or two by guildies (keeps the money in the family!). The costs for much coveted items such as runes amount to a subscription’s worth of platinum, just to get a basic gear set kitted out. No, I do not like this situation at all. We need a better market, we need comparisons and proper competition. For once, I don’t think a merge can do more harm than good – the fact that I cannot reasonably accumulate fancy hats and robes via the auction house is frankly intolerable.