Showing posts with label Age of Discovery. Show all posts
Showing posts with label Age of Discovery. Show all posts

Tuesday, September 15, 2015

An Expansion By Any Other Name : EQ2

Right on the heels of my previous post about the direction of travel for Daybreak Games comes Holly "Windstalker" Longdale's latest Producer's Letter, here reported by the invaluable EQ2Wire. For anyone who plays the game or has been following the progress of DBG since the buyout it makes for very interesting reading. There certainly seem to have been some changes of heart - or attitude or policy, have it as you will.

A few months ago someone important at DBG clearly thought the future was going to be sufficiently different from the past that it was worth taking the risk of riling up the regulars and courting negative press by making a formal announcement that there would be no more expansions.  Spin that any way you want, it was always going to be read, in some circles at least, as raising a flag over the continued future of the franchise. Whether it was a red flag of warning or a white flag of surrender it surely signaled some kind of bad news.

As for whatever content might be doled out in Adventure Packs or DLC or Campaigns or even Campansions, well names are important. Even if the quantity and quality was equivalent, for a game that had pretty much banged out a minimum of one full expansion a year since launch (often two in a year in the case of EverQuest, where a cessation of expansion was also announced) a step away from expansions was always going to feel like a step backwards.

Whether someone in Marketing or PR finally got that point across or whether priorities and resources were genuinely switched around, the rather-a-lot-more-than-rumors of the death of the EQ2 expansion turn out to have been heavily exaggerated:

"Our next expansion release is right around the corner! Yes, you heard me right – expansion! The team has been churning away and when we looked at the amount of content we created, we decided to call our next release an expansion rather than a campaign or the much-loved term, “campansion.”"



We're still waiting on the full content list for the EXPANSION. Come to that we're still waiting on a name, although we won't have to wait all that long. In common with most MMO companies nowadays everything has to have its own full-blown PR campaign and this one begins on October 1st. With a Livestream on Twitch. Because of course it does.

We do have a little info:

"The 12th expansion for EverQuest II includes a sprawling overland and loads of content with quests, advanced solo and heroic dungeons, and a healthy number of raids including x2s and x4s"

I note "a sprawling overland" rather than the traditional two overland zones. I guess we'll just have to wait and see how sprawling it actually is.  I'm reassured to hear there will be "loads of content". Although come to think of it one of my favorite EQ2 expansions ever was Age of Discovery, which infamously had no content at all.

In an interesting and possibly controversial move

"...if you purchase (or pre-order) the next expansion, you’ll also get access to ALL of the previous expansion content (including the Rum Cellar Campaign)".

That's obviously a good deal for everyone who, like me, didn't bother to fork out for Rum Cellar but I can already hear the sound of whetstones, sharpening the tines of the pitchforks of those who laid out real money for the Adventure Pack just a few months or maybe even weeks ago. I'm kidding of course; no EQ2 fan ever lets her pitchfork go blunt.


But wait - did I say real money? Of course I did because we all know that old SOE worked out, eventually, that they were giving away the farm with the manic combination of triple Station Cash sales and expansions purchasable for SC. They put a stop to it forever, didn't they?

Apparently not:

"Altar of Malice and Rum Cellar will also be available to buy with Daybreak Cash through the Web site."

It's all getting very complicated.There's also a half-price sale on those two if you pay in real money but they're full price for imaginary money and after the end of September "Altar of Malice will no longer be for sale".

Is that at all or just at half price or for DBC? I think it means at all because, presumably, from then on if you want AoM you'll just have to buy XPack12 - after all it includes AoM and every other EQ2 expansion ever, so why would you want to buy anything else?

For that matter, unless you are insanely impatient, why would you want to buy AoM or Rum Cellar now, even at 50% off? Wouldn't you just wait and get them rolled into the new one? After all you've managed without them for this long...

On the other hand I have a LOT of Daybreak (nee Station) Cash on the account that used to be my All Access account but is now my free account and it doesn't have AoM. I could get the stuff I'm missing there while it's available for funny money, then skip a year and an expansion and pick it back up this time next year...

My head hurts now. Why do they make me have to think?




Monday, January 16, 2012

The Otter Potter

Back when I was spending most of my time in Telara I wrote about how I'd learned to love dailies. I'm not playing Rift so much anymore but I have a new round of daily tasks thanks to Norrath's Adopt-an-Otter program.

December's Age of Discovery expansion brought many pleasures. You could design your own dungeon, fill it with cartoon characters from your childhood, then kill them. You could add a sparkly glow to your favorite shillelagh, take up a new career as beastlord or hire a mercenary to follow you around making smart remarks. Maybe best of of all, though, you could welcome an othmir into your very own home.

He sings, he stabs, he snarks
Who wouldn't want an othmir? It's a six-foot tall otter in a fez for heaven's sake! Back in beta there were no othmir, just Coldain dwarves, if you can believe it. Dour, creepy little guys, all frown and suspicious undead pallor. I wouldn't have one in the house. Not again. I learned my lesson with the Coldain Butler. Anyway, there were protests and thankfully the research program was expanded to include human females (quiet at the back there!) and othmir.

The prospective apprentices stand around outside the headquarters of the crafting societies in Freeport and Qeynos like country girls at a hiring fair. If you've a modicum of skill at any craft then with just a few words and no paperwork of any kind you can have your very own otter. If you want your very own dwarf I really don't want to know about it.

You can get your sandy feet off the upholstery for a start!
Othmir aren't just decorative either, although they surely are that. Your otter will spend day and night researching tirelessly on your behalf, asking nothing from you but your good advice. Oh, and repairs. Whenever I'm around, all my othmirs seem to do is stare into space and scratch themselves. Thinking deep thoughts, probably. They must do something while I'm out though because every day when I ask them if there's anything I can do help speed up their research I find they've broken something or worn something out.

On average they seem to get through a leather apron or a toolbelt every four or five days. A wooden mallet lasts them no longer, no more does a knife. How do you wear out a leather apron in four days? How do you wear out a toolbelt at all? I don't ask. I just head off to to the woodworking bench or the forge or the loom and make whatever they need.

Every day I do this. Each of my crafting characters begins the day by offering an otter the benefit of his or her experience and then repairing whatever the otter broke the night before. Doing these two things both helps the research go faster and gets me a little otter bonus when he hands me back a Pouch of Unused Materials.

The things those otters don't use! Sometimes it's a pile of seahorse roe that I can only imagine fell out of his lunchtime sandwich. Often it's a very useful potion. Best of all, and not that infrequently either, it's a Reactant. Reactants are the secret ingredient needed to make the wonderful items the apprentices research. You can get them from powerful creatures around Norrath but I've had a lot more handed to me by my otter as surplus to his requirements.

Level 60. LEVEL 60!!
All of which brings me to the items themselves. Considering I'm the skilled craftsman and the othmir are the apprentices it's astounding how good the ideas they come up with turn out to be. Every single recipe they hand me makes something better than anything I could have hoped to make without their research. It'll be my name on the product when I get around to making it, though. And so it should be. It's right and proper for the master to take credit for the apprentice's labor after all. That's the way these things are done.

My crafting books are filling up with wonderful new recipes as I do my daily Otter Potter. It's relaxing, amusing, satisfying and highly worthwhile. Best of all, my otters seem to have a truly vast store of new ideas that need looking into. Going to be a long time before these othmir finish their apprenticeships. Well, it will if I have any say in it.

Saturday, December 31, 2011

New Year, New Dungeon: EQ2


As I write this there are nine hundred and sixty one published player-made dungeons on the Freeport server. Really, who thought it would be this popular? Apart from EQ2 producer Smokejumper, of course. He loves the Dungeon Maker so much he was on the official forums answering threads about it on Christmas Day.

So, there are a lot of them already. Less than a month in and we have nearly a thousand on one server alone. We're down with quantity, how's quality? Well, that's the hard part, isn't it? In a way, your guess is as good as mine, because I can only tell you what I've seen and so far I've played through maybe a dozen.

This is what I know. First you have to decide who you want to be because you can't be you. You choose from a list of "Adventurers" who appear to have been drawn from the dregs of the Norrathian underworld. The default selection offers a Drolvarg, a Drachnid, a Siren and a couple more ne'er-do-wells that you're more familiar with seeing on the other end of your sword. You can add to this selection with Adventurers that drop in chests around Norrath. (That's a sentence almost devoid of semantic content in the outside world). Mrs Bhagpuss got a very nice Ettin in The Feerrott and he seemed significantly more powerful than the regular tank adventurer.

Each of the Adventurers fills a traditional role - tank, healer, dps, utility and so on. They each have four abilities and autoattack. They are all level 50. It takes about 30 seconds at the most to get the hang of any of them. Once everyone's pressed the big "Ready" button, off you go.

What happens next varies wildly. Players made these things, you know!. Every one is different. Well, kinda. I didn't mention layout yet. Makers only get a relatively small number of set layouts to work with. Something like four or five subsets of each of four themes - Crushbone, Mistmoore, Chardok and Lair of Scale. Some people don't seem to be doing much more than throwing down some mobs and calling it a day, but in most of the ones I've done, even the least ambitious, there's been some creativity on show.

Did I leave my umbrella somewhere?













I've already seen several really impressive decorative efforts. I was expecting that, given the astonishing work that's been done over the years in EQ2's housing instances. Almost anything you can place in a house you can place in a dungeon and it really is about time SoE added a Kitchen Sink recipe for Carpenters because some people are already using everything but.

What's apparent already, though, is that the Dungeon Maker is attracting people whose creativity lies in areas other than decorating. Like comedy. More specifically, puns and satire (I use the term loosely. Very loosely). You can name all the mobs you place and give them a number of different things to say. It's been a surprise to me to discover just how many Norrathian creatures watched 1970s sitcoms and know the lyrics of hits from the Golden Age of Doo-Wop.... Tells you something about the age profile of the average EQ2 player...

The family that slays together...
So, some of the dungeons look good and some of them raise a laugh (or the hackles on a roleplayer) but how do they play as dungeons? Again, they're made by players, remember. Some play wonderfully smoothly, a joy to fight through. Others maybe not so much.




The Dungeon Maker is designed to scale with the number of players in the group. If you go in solo then the dungeon is automatically a solo dungeon. If there are six of you it's the full Heroic. The way this scaling happens is very basic. The mobs just get tougher according to how many players there are. So far I've only done them solo and duo and the difficulty setting of the mobs has been the same in both: even-level "No Arrows" mobs with a smattering of "One Arrow" and the occasional yellow-con boss. I usually play the Drolvarg, who I think might be a Guardian (hard to tell with only four combat arts to look at) and he easily ploughs through anything up to four mobs at a time.

I was having a small discussion with Stargrace over at MMOQuests  about this. It seems to me that all dungeons are all soloable by default. There is no penalty at all for dying and you are often back in the fight faster after a death than you might have been if you'd won and had to heal up (although that only takes a few seconds). Consequently you can wear down by attrition anything the creator throws at you simply because your Adventurer respawns and his mobs don't.

/shout Derv 2 is CAMPED !!!
Whether a dungeon is enjoyable to solo is another matter entirely. That's down to the player who made it. Another Dungeon Maker surprise has been what a huge difference placement and pacing makes to otherwise identical dungeon layouts. It should be obvious but it's very clear that some people get it and others don't. I played one last night where the creator had chosen to put the word "solo" in brackets at the end of the name on the Leaderboard. It's just as well I was doing it in a duo, because about eight mobs attacked us before we could step off the zone-in point and both of our Adventurers were almost dead before we dispatched the final rat.

Enough with the minutiae already! Are the damn things any good? Are they fun? Are they worthwhile? Are you enjoying them?

Yes, yes, yes and yes.

Some of the dungeons are just laugh-out-loud funny. I really enjoyed "Everquest 1999", unsurprisingly and the T.V. and Dr Seuss themed ones had me loling. Some have been well-paced, fast hack-and-slash romps that have kept my attention focused and left me satisfied. Some have handed me a whole AA and a thick purse of Dungeon Marks (the currency that buys you some very nice stuff for your regular character) and some have had me exploring and taking screenshots after the mobs were cleared just because the set design was so impressive.

I'm guessing the one on the right is winning.
Dungeon Maker dungeons are a Lucky Dip. There are hundreds to choose from, you can do one in anything from ten minutes to an hour and a half, you can go alone or with friends and anyone can group regardless of level. The quality varies wildly but the Like system will winnow the chaff. In the end we should be left with the gems that combine excellent playability with great art direction, witty dialog and a compelling plot. I've played one or two that are almost there already.

Build them and we will come.



Monday, December 19, 2011

One Man Army. Cor! : EQ2

There are several super-hero MMOs. I played in the CoH beta which seems like a hundred years ago now. Then there's Champions Online, which I played for a whole weekend when it went F2P. And DCUO, of course. Still playing there once in a while.

If I really want to be a superhero, though, I don't go to any of those.  I fire up EQ2, log in a high-level character and head to the Chronomages.
    
Can't we at least get a counter?
Ah, the Chronomages! Just who are these mysterious men in robes? They appeared out of nowhere one day and set up shop in the great cities, offering a new and wonderful service. Before they appeared, if you wanted to lower your level you had to find an actual person who was already the level you wanted to be and actually group with them in the actual place you wanted to adventure! I know! How primitive was that?!

The Chronomages know a better way. It's taken them a lifetime to master, but they have acquired the magic of time and it's powerful. They'll tell you that much if you ask nicely. They aren't so lippy about why they've chosen to use this powerful magic to start a dockside novelty goods business but everyone's got to earn a living and quilted robes don't come cheap.

Build a collection your whole family will envy
For the nominal fee of 5 gold pieces (and a hundred status points, which you can acquire by killing the odd goblin or small verminous animal on behalf of the authorities) the Chronomages will reduce you to any level lower than where you are now, providing it ends in a zero or a five. They're pernickety that way. It's a mage thing.

They seem to think they are sending you back in time, what with the whole chrono vibe they have going on, but it's more like they condense you until you become as hard as a diamond. You keep all your gear and abilities, all your AAs, everything. Only now it's supposed to have been scaled down.

Actual Level 30
90 mentored 30
The numbers are smaller, it's true. But in many, most of the places where the numbers go an actual character of that level might have no numbers at all. The upshot is a level 90 mentored to level 30 isn't just a superhero, he's Superman. And there's no Kryptonite on Norrath.  As a mentored-down level 90 you can pull several rooms full of goblins in a level 30 dungeon and sort your bags while you riposte them to death. Or you could just fire a few AEs and finish them off in seconds.Chance of you getting hurt? Zero.

I'm in there somewhere
I'm not complaining about this. Far from it. It's a whole lot of fun and extremely useful for farming all kinds of things. Provided the player is sensitive to the circumstances of other people trying to use open dungeons or better yet restricts his superheroing to instances, then it's a perfectly acceptable part of EQ2 play. Chronomagic as it currently features should definitely stay in the game for soloists. What it isn't any use at all for, though, is grouping with other people.

Yes, your level 80 character can nominally drop to the right level to group with your friend who just started and wants to go to Fallen Gate for the first time. Just so he doesn't expect to do anything. He doesn't even get to play Robin to your Batman. That would at least be an adventure. No, he gets to be Jimmy Olsen to your Superman. The most he can do is take some photos and try not to get killed by flying golem parts. Oh, and pick up the loot. Always need someone along for that.

Stand back and leave it to me
EQ2 needs a proper mentoring system. One where you can drop to the effective level of your partners, not just the numerical. And voila, here comes Age of Discovery to offer us something that does allow players of wildly differing levels to play together on exactly equal terms: the Dungeon Maker. It's also far from ideal, but at least it's a move in the right direction.

Turn him over, he's almost done
With the coming of the Age of Discovery a level 90 in full raid gear can group with a level 5 on his first morning if they choose to do a player-made dungeon together. As soon as they zone in they will each be level 50. They'll have a range of custom avatars to choose from, each of which has four abilities. Takes about ten seconds to work out who does what and off you go. But you aren't you and that's going to be a problem long-term.

The Dungeon Maker is a great addition to the game and has huge potential, some of which you can already see being fulfilled, but it's still not a way to group your character in a meaningful way with your friend's much lower character. That's a nut that still needs to be cracked.

More on the Dungeon Maker next time.

Friday, December 9, 2011

Furglebin's Journal 1 : EQ2


So anyway I wake ups this morning in some tiny little village with a huge tiger lookin' at mes. Not a good starts to the day for anyone, really but specially not for a ratonga, what with cats and rats not getting on all that well at the best of times. Even when the cat is not a flippin' ginormous tiger and the rat is a much bigger ratonga than wot I ams (I have always been small for my age) you do nots want to wake up with one starin' at you.

I'm just looking for something to hide under when I get this idea in my head that this tiger is not just any ol' tiger. Apparently he is my Warder, which is some spirit that has decided to follow me about and turn me into a Beastlord. I don't know how I know thats. It's all a bit fuzzy if I am honest (which I'm nots, since, well, ratonga!). I don't seem to remember where I was before I woke up nor what I dids to get a Warder. I call him Tiger, by the way, cos it suits him and it is easy to remembers.

Get to the points, Furglebin. Focus!

A well-fed warder is a happy warder. Paws crossed.

Okay, start again. I am going to write down my thoughts about learning to be a Beastlord so that if one day I wake ups somewhere I never saw before and can't remember how I got there or hardly even who I am, I can just read my Journal and then I will know.

I am in this village like I said and all sorts is going ons. Guards in armor are yelling and there are these little earth elementals all over the place. Next thing I know I have been drafted in to sort it all outs. Well, why me? That is a good question! I mean, they are guards in armor with swords but they are getting a tiny ratonga in ordinary clothes to do all the stuff what you would think a guard is paid to do. Maybe it is cos I got this massive tiger looking at thems over my shoulder...

It's all about the cloak

I'm a bit scared if I am am honest (I already explained the problem with me saying that ...) but it turns out that I am much tougher than I look! And Tiger is just as tough as he looks like he is, which is very tough indeeds. Everything the guards ask us to do we do really, really easily and it is brilliant fun! If this is being a Beastlord then I think I am going to enjoy it a lot.

The guards send me on to talk to some more people. Every second person I meet seems to have work they want doing and no-one seems to want to do any of it himselfs. The more jobs I do for people, the more they recommend me to other people and before long I am Johnny Fix-It for this place, wot I now know is called Darklight Woods (although if it is a wood then I cannot see where all the trees are. Looks more like Darklight Common to mes).

The pay is pretty good and people keep giving me armor and weapons as well. Lots of the jobs are about killing stuff, mostly animals and undeads and elementals, so not like real people (although after a bit there is some trouble with some Thexians but apparently they are always making troubles so it is just as well to kill them before they starts). I can keep anything they drop too, and they drop all sorts of nice things.

Are you in there, Tiger?

Fighting so much makes me get tougher very fast and I learn lots of new moves and tricks. The best trick I learn is how to tame animals and make them into Warders. Takes a bit of getting the hang ofs, this one. First I have to concentrate to see wot animals are tameable. Then I have to bash them until they know who is boss. Then when they know I tames them and when they are tame I can have them as warders.

Except what I think is that I only have one warder and it is Tiger. I think that he just makes himself look like the animals I tame and then he can do different things, but it is always him really. So far he can look like a bat, a bear and a crocodile, which is the scariest one.

I love being a Beastlord. It's only my first day and I have learneds so much but I think there must be a lot more to find out. Tired of writing now but I will write again when I learn something new.

Saturday, December 3, 2011

It's The Beginning of a New Age: EQ2

 I know, you were expecting the Velvet Underground. Well you're Kinda Outta Luck.

Tuesday is the dawn of the Age of Aquarius Discovery and the NDA is down, so here are my thoughts.

 I hadn't planned on doing the Beta. Over the years I've come to the conclusion that it's generally a bad idea to beta expansions for MMOs that I'm already playing. While I do really enjoy testing stuff it feels too much like opening the presents before Christmas Day.

I didn't even apply for this one. Which didn't matter because I got added without asking. Since I had access I figured it wouldn't hurt to take just a little look at the Freeport revamp. And the Dungeon Maker. Oh, and Mercenaries. Just a little peek. I just peeled the wrapping paper back an inch or two, really. I hardly even opened the box...

Freeport Revamp.

Even Lucan can't stop the rain
Not strictly part of AoD, you get this whether you like it or not when GU62 rolls in on the same day. As I mentioned I was more than a little apprehensive about this one. I am delighted to report that the EQ2 team got almost everything right that the EQ1 team got wrong.

The new Freeport is absolutely the old Freeport. Pretty much everything is where it should be, looking like it should look. Yes, Lucan's had the decorators in and the builders too. There's been some re-zoning, a few buildings have gone and some citizens have been re-housed. But it's still Freeport, just smartened up and with all the doors open!

I wish they'd knocked down The Jade Tiger instead of The Blood Haze Inn because I purely loved that terrace, but East Freeport is so much better it balances out. There's a marvelous souk where the broker used to stand in his little cubby hole. Execution plaza now comes complete with an actual execution (which I deliberately haven't seen yet). The big ship in South Freeport had to go for technical reasons, but I can't say I missed it.

Overall, a big thumbs up for Freeport!

Dungeon Maker

I could have sworn it was bigger
I played with this one quite a bit and I really like it a lot. It comes with a small number of preset dungeon layouts. Crushbone was one. Literally the ground floor level of the actual zone as far as I could tell. I knocked up a perfectly serviceable dungeon in half an hour. I was really impressed by how easy the tools were to use. I was anticipating that only dedicated decorators would really get much out of this feature but just about anyone should be able to throw together something worth running.

That said, it's going to be a decorator's dream. Not only do you get a ton of dungeon-origined placeables but you can also place pretty much anything you'd be able to place in a house. Station Cash furniture doesn't always work - I couldn't place my Rivervale set that I bought with my free beta 999,999 SC allowance. (Generous or what?). You can even name all the creatures and give them dialog  (or will be able to - not sure if that's in for launch). I foresee some amazing creations. Having many of the items for the Dungeon Maker drop as tradeable loot from adventure content is a brilliant idea, too. Nothing like a gold-rush to spice up the economy.

There's one major downside that's been much discussed, of course. For balance reasons you can't run your own characters through the Dungeon Maker dungeons. I was worried that might make them feel like EQ1's Monster Missions, which I loathed, but it really doesn't. I found it very easy to associate with my Drolvarg avatar and the Bellywhumper was... well it's a Bellywhumper for god's sake!

Another big thumbs up.

Mercenaries

Mercenaries are my favorite ever addition to EQ1 so I had very high hopes for this. I only tried one Mercenary, a Ratonga Inquisitor called Stamper Jeralf. I was playing a very low level bruiser and with Stamper helping me I was pretty much invincible. In fact, this Gnoob video, which I took to be a parody, turned out to be pretty much on the nail. If I'd let him Stamper would happily have power-leveled me all day so long as I didn't run out of silver.

I'm calling Trading Standards about you, Jeralf.

Unlike EQ1 mercs, these all come with proper names and back-stories and they seem to be less focused on their jobs than their counterparts from half a millennium ago. Despite hiring on as a healer, Stamper pretty much never cast a healing spell. At one point I began to doubt he even knew how. He mostly liked to hit things with his hammer and cure me of any possible ailment I might have picked up over the last few seconds. Since his buffs were so overwhelmingly powerful that pretty much nothing could hit me I guess he didn't feel there was much need for healing.

It looks very much as though EQ2 mercenaries are being tuned to be less useful than their predecessors, but they still look pretty darn useful all the same. Apparently they are quite expensive to run at higher levels. I'd bet that after a while the usefulness gets tweaked up and the cost down.

One thumb up and the other hovering ready for the fully-tuned version.

I didn't try a Beastlord but the vibe on them in beta seems almost universally positive. Even the folks who couldn't find anything good to say about anything else grudgingly acknowledged that Beastlords were going to be a big hit. For my money and from everything I've read in and out of beta they aren't Beastlords at all, but so long as they're a fun class, who cares?

Tradeskill Associates and Reforging I also skipped. But... Othmirs!

All in all it looks fantastic. Has the potential to be the best expansion for years for the EQ2 demographic that's had to take a backseat since Kunark.

NDA is still up on all beta screenshots so these are all official SOE issue. Mine would have been a lot better, but there you go...
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