Showing posts with label Classic. Show all posts
Showing posts with label Classic. Show all posts

Sunday, June 6, 2021

Start Over: Neverwinter's M21 Update


We certainly seem to be in the midst of a frenetic mmoprg news cycle right now. Every day seems to bring some new, surprising or unanticipated announcement but I don't think I've seen anything in the last few weeks quite as left-field as Cryptic's revelation than they plan on completely re-writing the entire concept of Neverwinter Online and taking the changes live next week!

I first read about it on MassivelyOP, where I had to go back and read it a second time to make sure I wasn't seeing things. Shintar at Neverwinter Thoughts, plays NWO a lot more often and at a much higher level than I ever have and is therefore far more likely than I am to know what's going on there, seemed just as blind-sided as I was, describing the upcoming changes as "completely out of the blue".

The headline change is a level squish that makes World of Warcraft's recent re-alignment look like a mere course correction. When the M21 update lands next week all existing characters will be equalized at Level 20, the new maximum level. That's a dizzyingly steep drop from the current cap of 80. 

As the FAQ at the Arc website explains

"If you are at endgame currently, you will see your level become 20 but everything will play as it did when you were 80. If you weren’t yet at level 80, you will become level 20.

There's no stat squish to accompany the level squish. I don't remember enough about how NWO stats work to make any sense of that but the explanation of the reasoning behind the change does mention that "when reaching endgame, the focus turns to item level", something which supposedly confused players. 

The new baseline would appear to be Item Level 20. Current level 80s keep whatever Item Level above that they already have while every character that hadn't made cap before the squish gets a care package "to help get your item level to 20k which is where endgame starts now". Brand new characters made after the patch will still have to do their twenty levels the hard way before they can join in.

We'll have to see how this works in practice but on the face of it it doesn't sound obviously less confusing than doing eighty levels then shifting focus to your gear. That would seem to me to be the way most level-based mmorpgs work and I'd have thought most players would be familiar with it by now.

With a change this sweeping you might wonder what the point would be in keeping levels at all. The ostensible reason is "to connect better with D&D while also helping players understand what to focus on to improve their character", an argument I find less than convincing. Reading the details of how those twenty squished levels are going to work, it seems clear they'll be little more than an extended tutorial.

The unfortunate truth, at least as I see it, is that the underlying, organizing principles of the mmorpg genre are almost completely at odds with those of traditional Dungeons and Dragons. Mmorpgs are open-ended, exceptionally repetitive and need to be able to provide activity and entertainment for players 24/7/365, possibly for decades. 


 

D&D is all about scheduled, finite play sessions and stories and campaigns that follow a narrative to a conclusion. No-one grinds the same dungeon fifty times to get better gear in a table-top D&D game.

Whatever fudge developers attempt, that's a circle that's never going to be squared. And I wonder if that's the real motivation. 

My first thought as I read the original news story was inevitably of Star Wars Galaxies infamous NGE - the New Game Experience that fundamentally changed the nature of that game and left thousands of players bereft, angry and determined never to forgive or forget.  

Sony Online Entertainment and its CEO John Smedley took the hit for that but it eventually became an open secret that the change had been made at the direct instigation of the owners of the I.P. LucasArts. As Shintar speculates, it's not impossible that Wizards of the Coast had something to do with Neverwinter's sudden change of direction.

I like a corporate conspiracy theory as much as the next person but it seems a bit unlikely that WotC would care that much at this stage of Neverwinter's life. They seem quite content to let all kinds of peculiar things be done with the license and NWO seems well inside the parameters of what they'd consider appropriate.

Shintar also suggests the always-believable explanation of personal hubris. If true, this would hardly be the first time some high-up's vanity project or bonnet full of bees had led to a major change no-one else wanted or even understood.

I have a third theory I'd like to offer. It occured to me that what this change will do is establish a clear benchmark for a future "Neverwinter Online Classic" server. NWO is a game that's changed more than most and Cryptic is a developer that feels less likely than many to be able to reverse those changes. Except now they can.

The level squish doesn't just remove sixty levels by number, it removes some, possibly most, of the zones where players would previously have gone to gain the experience needed to level to eighty. As the FAQ explains

 "Certain former leveling adventure zones have been “vaulted”, meaning we’ve removed them from the leveling flow and access to players. Vaulted adventure zones may return at a later time in a different format."

That seems very... thoughtful. Someone's definitely looking ahead. But wait, there's more!



"A lot of the rewards were adjusted to make sure the player is geared out well while leveling. Some rewards that were no longer needed were turned off so new ones no longer drop. They still exist and can be repurposed in the future if that is ever wanted or needed."

So the zones are all safely tucked away in the vault and so are all the "rewards" players can no longer get from them. Give it a couple of years for nostalgia to do its work, let demand build up, then ride in on the white charger and bring back "Classic" Neverwinter.

Too subtle for Cryptic? Probably. But I'm starting to notice quite a few clues that suggest a number of developers have noticed just how well WoW Classic has been doing. Maybe EverQuest and Runescape didn't quite have the industry profile for their success to trigger dollar signs and certainly rushed opportunities like Rift or LotRO wouldn't have convinced anyone the past was the future but Classic and now Burning Crusade are a lot harder to miss.

I would guess that retro servers are probably part of the ten-year plan for would-be big-ticket mmorpgs these days. If you're spending millions of dollars and several years building a game you hope and expect is going to hold players attention and loyalty for five or ten years, at least, the kind of genre successes you'll be taking instruction from will already have some form of retro/nostalgia offer as part of the package. 

The developers of those older games had to make the genre up as they went along. They had no idea how long their games would last. They tended to think in terms of three to five years followed by a sequel. Reality for most of them turned out very differently. Mmorpgs tend to hang around a lot longer than ever seemed likely while sequels have tended not to do so well.

It would be almost irresponsible for an mmorpg debuting in the 2020s not to have at least some kind of plan for eventual Classic servers. At the very least you'd hope there'd be a nice, safe, secure copy of the original build tucked away in a safe, somewhere. 

If you're stuck with a game you've been fiddling about with for years, though, one where no-one bothered to keep the bits that fell off, well, you might just feel one, last really big revamp, with the previous version neatly stowed away for later, might just do the job.

It's just a conspiracy theory. For it to work, though, the new version has to be accepted by enough players for the game to remain viable but not so well-liked hardly anyone misses the old one.

Good luck with that, Cryptic.

Thursday, July 16, 2020

All The Trees Of The Field Will Clap Their Hands: EverQuest

When I went to log into EverQuest yesterday evening the servers were down for an update. I popped in to the forums to read the patch notes and this line jumped out at me:
"Treants in classic zones have reverted to their classic appearance."
It's a short, simple sentence but it raises a surprising number of questions, like which zones, exactly, are we calling "classic" these days? Just the ones from the original release, like in "WoW Classic" or "Core Tyria"?  Or is it the supposed "golden age of classic EverQuest", by which we could be talking about anything up to and including Planes of Power?

I'm not sure there even were any treants in Kunark or Velious or Luclin. Actually, I'm pretty sure there weren't, so I guess it's a moot point. And what exactly was a treant's "classic appearance", anyway? Blowed if I know. It must have been easily fifteen years since they changed it. I tried to remember what they used to look like but I came up blank.



Then there's the semantic value. If something's looked a certain way for more than three-quarters of its existence, isn't that its "classic appearance"? Whatever it looked like before may be its original appearance, but "classic"? I'm not convinced.

The biggest question, though, has to be "Why?" Did anyone care? Have there been complaints? Is there some kind of Treant Classic Appearance Committee that's been lobbying for a rollback ever since the fateful Day of Change?

It's not the first time this has happened, either. I remember being equally surprised a while back - maybe it was last year or the year before - when I saw a similar patch message about wolves. I think it was wolves. It might have been rats.

Whatever it was, they reverted too. I wasn't playing much at the time so I didn't follow it up although I have a vague memory of going to Velious to take a look. In which case it was probably wolves. Not many rats in Velious. Ratmen, yes. Rats, not so much.

As soon as the servers came up the first thing I did was log in my Druid. She spends most of her time hanging out with the other druids at the North Karana druid ring, just a short run from the South Karana bridge. I ran her down there and over  the river then carried on, past the centaur village, down to the old two-spawn back in the hills.

Time was when you'd need to join a list for that. Those treants had a life expectancy measured in seconds. Now they live out their days in peace, creaking and groaning in the wind. And they do indeed look like they did back when I first saw them. I remember now.

It's a very cartoonish look. I didn't realize at the time. On a 15" CRT monitor they came across as considerably more threatening, especially when they came lumbering towards you, waving their branches. Now they just look comical.

So that's the classic look. With that itch scratched, naturally I started to wonder what the non-classic look used to be. I thought I remembered but I wasn't sure. You don't know what you've got 'til it's gone, right?

I could think of a few places to check. I took my Beastlord on a quick trip to Plane of Nightmare. I'd felled my share of walking trees there, for sure, and been killed by them. But no, those trees always had their own model. They still do. I guess it's another kind of "classic". 

Over in Blightfire Moors, a zone from 2006's The Serpent's Spine, I found treants with a familiar
look. I think that's the one that's just been reverted but I can't say I'm a hundred per cent certain. I kind of wish we'd had some warning. I'd have taken a few screenshots, just for the record. It's not as if it matters but it would have been nice all the same.

There was something else in the patch notes, too. Try this one on for size:
"Painting: Tassel's Tavern when placed in housing should now correctly teleport you to the tavern in classic North Freeport."
Say what, now?

I had to look this one up. It took a bit of research but apparently there are teleport paintings in EverQuest just like there are in EQII. They come from racial "Heritage Crates". You can buy those in the cash shop. 

If you collect all of them (I think there are four) you can get an Achievement called "Human Art Collector". That gives you yet another painting, Tassel's Tavern, which will teleport you to the inn of the same name... in old North Freeport.

That's right. Not the reviled, revisionist nightmare everyone hates and shuns but an instanced version of the much-missed, original North Freeport zone. Or perhaps we should say the "classic" version.

As many people have already asked, if we can go to an instanced version, why can't we just have the classic version back for good? I mean, you just did it with the treants...

It's all getting a bit Philip K. Dick for me. I think I'm going to go and have a lie down.

Wednesday, May 13, 2020

Harvest For The World

Yesterday's post highlighted just how vague and inaccurate memories can be. I've mentioned numerous times over the years how the way memory works - or, rather, doesn't - fascinates me. I've read a fair bit on the topic. The more I learn, the lower my confidence in anything I or anyone else claims to remember.

I treat most memories as little more than fiction these days unless they come scaffolded by contemporary evidence. Often not even then, since accounts recorded within hours of an event have been shown to bear little ressemblance to objective reality, more often than not.

It's one thing to be taken by surprise. You might imagine repetitive processes, carried out thousands of times over hundreds of hours, might leave more of a groove in the mind. I would. Then again, maybe not. The brain tunes out anything it considers meaningless noise, after all. Why would it lay down records of such trivial, unimportant behavior?

These are some of the thoughts that went through my mind this morning, when I read Telwyn's post on gathering. I wondered whether my memories of doing that in the same games I mentioned yesterday would be any more accurate. After all, I really enjoy gathering in almost all MMORPGs. I'd put it very high on any list of things I like about the genre and I spend an inordinate amount of time doing it. I ought to be able to remember something about it, shouldn't I?

We're about to find out. Let's see if anything's made a lasting impression.

WoW Classic -
  • Should be on safe ground here. I spent a lot of time gathering in Classic just a few months ago. My memories feel fresh. 
  • Gathering comes in the form of several skills. There's a limit, shared with crafting, on how many gathering skills each character can have.
  • You can see nodes on the mini-map provided you have a particular level of skill.
  • Nodes are relatively rare and often not in safe places. 
  • Gathering is competitive. 
  • Distribution follows a semi-logical pattern. 
  • There are few pulls per node.
  • Respawn time is substantial. 
  • I believe certain nodes, specifically herbs, have some other nuances but I can't remember what they are. 
  • For some whole classes of materials, e.g. cloth, "gathering" takes the form of combat. I spent a great deal of time killing mobs for various types of silk last year. 
  • A lot of rare or special materials can be gathered from mobs.
  • When I say "gathered from" I mean "looted from their dead and broken bodies".
  • For some materials (skins come to mind) mobs are the only source and you also require the relevant gathering skill.

World of Warcraft -
  • My gut feeling is that gathering in WoW Retail hasn't changed all that much. When I played during Wrath of the Lich King it was about the same as Classic is now. When I've been on the sub-20 endless free trial I haven't noticed any significant changes. What it's like at endgame levels, though, I have no clue.
EverQuest -
  • Hmm. This is a poser. Let me think. Does EQ even have gathering? 
  • Whether it does or not it sure has crafting materials. There are so many mats it quickly becomes overwhelming.
  • I remember, right back at the beginning, there were a few what we used to call "ground spawns". Iron oxide, russet oxide, some sort of mushrooms...
  • The vast majority of crafting materials were dropped by mobs, when you killed them. Our guild used to form up specifically to kill clockworks in Plane of Innovation so our resident Tinker could get mats. Does that really count as "gathering"?
  • Given the way my Magician's bags fill up with crafting mats every time she goes on a killing spree, I imagine drops are still the main source of mats.
  • She has special, huge bags that only take craft mats. They auto-fill with mats she loots, so there's some element of gathering gear involved. 
  • And that's about all I can remember. Not much for twenty years, is it?

EverQuest II
  • If I don't know this one I may as well put myself into sheltered accomodation right now. I've always gathered extensively in EQII and I've been spending quite literally hours every day gathering in Blood of Luclin zones for the last three or four months. 
  • Gathering in EQII expanded under Domino's watch to become a full career path. She added multiple questlines, several of which could justifiably be called "Signature" if not "Epic". 
  • Gathering has AAs, gear, buffs, you name it. 
  • It even has companion NPCs that gather for you, something you rarely find in Western MMORPGs. 
  • Any character can gather from any node regardless of class or level. There were both level and skill restrictions for many years but they were all removed, not that long ago. 
  • The remaining restriction is that without the right level of skill you can only get commons. Rares still use the old skill floors.
  • With sufficient skill (or maybe it's an AA) you get the ability to track nodes.
  • Nodes are competitive but they're so prevalent and widespread it's almost never an issue.
  • As in WoW, different types follow an approximately logical distribution so you can usually work out where to look for what, even in an unfamiliar zone. 
  • What's actually inside a node can sometimes be less than logical, though, particularly in later zones. 
  • There are uncommon and rare pulls from most nodes.
  •  BoL introduced Shadow Nodes that can only be gathered using a special buff rewarded by the crafting Signature quest. 
  • It's entirely possible to spend whole sessions gathering in EQII and I could write several posts on it with ease.
  
Guild Wars 2
  • Another game in which I gather every day, if only because there's a daily for it and it's one of the easiest. 
  • Yet again, gathering nodes in GW2 follow a fairly logical distribution, although I would say slightly less consistently so than either WoW or EQII. 
  • GW2 was possibly the first major MMORPG to introduce non-competitive gathering as the norm.
  • Even if it wasn't, you definitely would think it was if you'd heard ArenaNet crowing about it.
  • It may have been why the game suffered from an appalling harvest-bot problem in the first few months. 
  • Nodes can be seen on the mini-map. No skill required. (That could be GW2's tag line).
  • Anyone can gather anything provided they have the right gathering tool. 
  • Gathering from nodes requires a range of node-specific consumables (tools) available from NPCs. A wide range of highly advantageous (and highly visually game-disrupting) non-consumable versions of these can be purchased from the Gem store for eye-watering prices.
  • You can acquire gathering nodes of all kinds to place in your "Personal Instance" (aka really crappy housing) either through gameplay or via the Gem store. 
  • I have never seen the point of this, given the extreme ease and simplicity of open-map gathering, but people seem to like it and often invite others in to gather from their personal node collection.
  • GW2 also follows WoW in having cloth drop from mobs. The reasoning behind this (in either case) escapes me. What makes cloth so different?
  •  There are other buffs and items available but I can't remember much about any of them. Crafting in GW2 ceased to be of any real interest to me sometime around 2013 and I haven't paid attention to much that's been added in the last six or seven years. 
  • In common with probably 90% of players my main interest in gathering is how much money I can sell the mats for on the Trading Post.
Rift -
  • Hmm. Does Rift have gathering? 
  • It has crafting. When this blog was new I posted about it, saying "I like the crafting in Rift. It's generally simple, straightforward and satisfying." You'd think I'd remember how I got the mats. 
  • Well, I don't.
  • I do know cloth is dropped by mobs, same as in WoW and GW2. I remember farming undead in Stillmoor for some kind of silk. I have no recollection at all of any kind of gathering or any kind of nodes, though. 
  • Nope... without looking this one up I have to admit defeat. Other than the cloth, no memories at all.
    Neverwinter -
    • Absolutely no clue. 
    • Oh, wait, there was that bit where you get some NPCs to set up some kind of sweatshop. That had something to do with crafting. I think I posted about it earlier this year. I vaguely recall having to get some mats or something so the NPCs could craft but if it involved gathering anything I've completely blanked it from my mind.
    Lord of the Rings Online
    • This one I do remember, even though I haven't gathered or crafted there in years. 
    • Nodes appear in the landscape in a way almost identical to WoW. 
    • You can see them on the mini-map. 
    • Probably need a specific level of skill, though. 
    • I remember there was more to it than that but that's all I do remember.
    Final Fantasy XIV
    • I'm fairly sure FFXIV is on a par with EQII in terms of having turned gathering into a full-blown game mode. 
    • I think there's gear and progression and all that sort of thing but I couldn't tell you any specifics. 
    • I tried it waaaaaay back in the original release and it was so mindbendingly irritating I never even looked at it when the Realm got Reborn.  
    • FFXIV has really good fishing but fishing is not gathering. Fishing is a topic all its own.
    Vanguard Emulator
    • Vanguard had the best gathering of any MMORPG I've played, bar none. It didn't count as a full game mode like Adventuring, Crafting and Diplomacy but it wasn't far behind. 
    • There was gear and progression, separate tabs in the UI, all the good stuff. 
    • Nodes had skill requirements and were both competitive and co-operative.
    • You could gather solo but if you grouped everyone could share and the pulls were bigger and better.
    • Grouping also allowed lower-skill characters to gather from nodes above their skill ceiling by sharing the skill level of their groupmates.
    • There was a quality system inherant in the nodes themselves, making rare pulls more than just rng-luck or a direct function of improved gear. I only have a vague memory of how that worked, though.
    •  Most mats could both be gathered both from nodes and also from the corpses of mobs, allowing you to choose between pure gathering or gathering via adventuring. 
    • As an adventurer, you couldn't just kill stuff and loot the mats. You still had to have the gathering gear and skills to gather from the corpse.
    • You had to think more about what you were doing while gathering in Vanguard than in any other game I've played.
    • That's probably why I liked it so much.
    • I hope the Emu manages to implement the full version. I'm sure it will.
    Riders of Icarus
    • I have literally no idea. Or memory. Maybe there isn't any. Or maybe there is but I never tried it. Or maybe there is and I did and I just can't remember. Or maybe I don't care.
    Secret World Legends -
    • I don't think either SWL or The Secret World before it has any kind of gathering. 
    • Crafting was that weird shape-making mini-game. I think that used mob drops but I wouldn't describe anything about the process as "gathering".
    • If there was more than that I remember nothing whatsoever about it.
    And there we go. It must be obvious I can remember far, far more about gathering than I could about the mechanics of casting in the same games even though in most if not all I must have spent more time casting. I'm also perpared to bet that much, if not all, of what I've said is reasonably accurate. And I'm remembering more all the time, as I write.

    I guess that's not too surprising. Gathering, while it may be repetitive, is a primary activity for the time you're doing it. Casting and moving are both just background things you do in combat.

    There's also the distinct possibility that I like gathering as much as, if not more than fighting. Or crafting, for that matter. I can't deny that in plenty of MMORPGs I gather materials for which I have no immediate use just because I find the act of gathering amusing, entertaining, soothing, relaxing or satisfying. Sometimes all of those at once.

    I'd be very interested in playing a fully-fledged triple-A MMORPG in which the core gameplay loop revolved around gathering. One in which the crafting was secondary and the combat mostly an optional extra.

    Or is that Animal Crossing?

    Saturday, June 16, 2018

    Classic Progression: Beating The Drums Of War For WoW

    As a somewhat casual, uncommitted, occasional WoW player I haven't been paying the closest of attention to Blizzard's ongoing discussion with their extended community over whether, when and how to meet the demand for a rerun of the "classic" World of Warcraft experience. I read the various news items and blog posts about it that pop up in my feed but I don't follow on with the kind of primary research I'd do if this were a Daybreak project.

    I do, vaguely, recall writing something, at some point, about the way Blizzard might have adapted EverQuest's Progression Server model to their own ends but that would have been back when Blizz were still in denial about the validity or value of doing anything at all. Once they abandoned the increasingly untenable position of "you say you want this but really you don't" and moved to "okay, fine, have the damn thing, then" I mostly stopped thinking about the what and moved on to the when.

    With a WoW expansion imminent it seemed unlikely we'd see much movement on WoW Classic this year. Blizzard has historically had something of a hammock problem with WoW. Subscriber numbers, which they don't tell us any more, slump between the tentpoles of expansions.

    That's been a consideration for a lot longer than I realized, as I discovered when I googled "WoW expansion cadence". As far back as 2013 Blizzard was talking about moving to an expansion every year. Greg Street aka Ghostcrawler expressed that desire very clearly when he said

    "We find that expansions are what bring players back to World of Warcraft. Really good patches will keep them, but they aren't as good at bringing players back to the game. We really want to get to a cadence where we can release expansions more quickly. Once a year I think would be a good rate".

    That never happened and the problem of account retention remains. This being an expansion year, and with WoW expansions still generally appearing bi-annually, it would clearly be handy to slot the one-off project into an off-year.

    To this end, work has to be done, not least in nailing down what the end product is going to look like. It has, after all, been a bit vague up to now. Not Star Citizen vague, for sure, but still more than a bit misty around the edges.

    Significant clarity arrived yesterday with a decision on exactly what "Vanilla" means in the context of this project. Wilhelm reported that the Classic Server will specifically replicate the WoW experience as it stood on the day Patch 1.12: Drums of War went live in August 2006.

    Which is interesting for a number of reasons, not least, as we all know, that no two people can ever agree on what constitutes the "Classic" period of any MMORPG. Deciding to bore down on a point as specific as this risks being seen as both arbitrary and partial.

    It also strongly suggests that the WoW Classic server is going to be a timeslice. MattH in the comment thread at TAGN (actually it's the only comment as I write this...) makes it plain: "It’s certainly not a progressive one within classic/vanilla, which indicates that they are probably aiming for a “get done and get out” experience".

    I'm so used to "Classic" servers actually being "Progression" servers it hadn't really occurred to me that Blizzard might be planning on a frozen slice of time that never changes. If that's always been their conception of the demand then their longtime position - "you think you want it but you really don't" - makes a lot more sense.

    Progression servers, particularly the first time they appear in an MMO, have dynamism. They go some way to scratching the itch we all have to go back to the good times in our past but they also offer a clear and present path to the future. Not only do they offer the greatest chance of hitting everyone's individual Golden Age at some point during the run but they provide a number of jump-on points, each of which is a potential surge in membership and revenue.

    A server that simply locks at a specific snapshot of the game risks stagnation. There is a market for an unchanging experience as can be seen by the number of "maintenance mode" MMOs that still hold some kind of population but it's easy to see why a company as large and successful as Blizzard might not consider that audience sufficiently large or profitable to encourage.

    There is precedent, of course. As mattH says, "the most popular private servers are vanilla". And the most popular EverQuest private server is Project99. Some people want what they want. It also makes the Official Classic WoW server very much easier to maintain and operate. All the work is upfront. Once it's done Blizzard could literally say "there you go - enjoy!" and walk away, never touching the thing again except to make sure the server stays up.

    What I expect might happen is this: the Classic server will run as a sop for the "Vanilla was best" crowd. You want Vanilla? You got Vanilla. Go play it and stop bothering us. At the same time it will provide a testbed for demand. If it makes money and holds a significant population, future calls - and there will be plenty of them - for a version of Classic WoW that doesn't just remain static but progresses, will be heard with sympathy.

    WoW has always had a very competetive playerbase. The concept of Server and World Firsts, both individually and for guilds, is deeply embedded there. The game has possibly the best structure to support "race to the top" competitive play of any PvE MMORPG. With the base game and six expansions it has a progression ladder that could very comfortably be tweaked to run for two or three years, long enough for interest to accrue to allow the whole thing to begin all over again.

    WoW was made for Progression Servers. Almost literally. If Classic is a success - and it will be, commercially at least - we will come to see it as the dry run for what will become a major - perhaps the major - income stream for the aging MMO in the 2020s.

    So long as Blizzard can continue to swallow their pride and think of the dollars, that is. 

    Wider Two Column Modification courtesy of The Blogger Guide