Showing posts with label Daybreak. Show all posts
Showing posts with label Daybreak. Show all posts

Thursday, May 15, 2025

Daybreak Backs Expansion For Unfinished Game

Anyone remember Palia? It was going to be the Next Big Thing for a while and then, like Nightingale and so many others, people got to play it and suddenly no-one was all that interested any more.

Like many of those under-cooked, released-to-soon titles, it's been plodding along, catering, I imagine, to a small cadre of die-hards, who find in it something they can't easily get elsewhere. Along with the regulars, in these half-forgotten games there's also usually a trickle of returnees, coming back to see if anything's changed.

Well, it has. Quite a lot. In fact, Palia just got its first expansion. It's called The Elderwood and here are the bones:

The Elderwood Expansion includes an entirely new Adventure Zone, our first since we launched, which contains a whole new map filled with new content for every skill in the game, new gameplay systems for players to experience, and another chapter in our main story.

At the highest level, this update brings the following changes to the game:

  • A new map, the Elderwood, a lush overgrown forest seeping with magic.
  • A new chapter of our Main Story.
  • A new Villager joining the cast of Palia.
  • The introduction of Infected Essence, a major focus of the gathering experience in Elderwood.
  • The search for Artifacts and ability to craft Relics, a new equipment type that provides buffs to not only yourself, but your party.
  • New Gatherables, including a new wood type and forage you can knock down.
  • Changes to mining, making Palium a more abundant resource and introducing dedicated mining nodes for Gold and Silver.
  • New Huntable Creatures (and plushies!)
  • New Insects, including a frog-like critter called the Rockhopper.
  • New Fish, including some ferocious sharks.
  • New garden crops found within the Elderwood.
  • A new set of Cooking Recipes that make use of everything in the Elderwood.
  • Our largest single patch of decor, including multiple new furniture sets.
  • The introduction of Courier Pets to the game.
  • And last but definitely not least, decor limits have increased on the housing plot from 3,000 to 3,500!

If you need more, the full - very full - patch notes are here

I've been looking for an opportunity to mention Palia for a while now, ever since I bookmarked this post at MassivelyOP. I've had it on the shortlist for a Grab Bag for a month (To the day, in fact.) but so far it hasn't made the cut. Today's the day.


The pull-out quote from Bree's interview with Palia's developer, Singularity 6, which she used as the title of the piece, is "Daybreak made Elderwood possible". Gee, it's just like the good old Sony Online Entertainment days, isn't it? Remember when SOE was the place old MMORPGs were put out to pasture? And then, just as they thought they were safe, "sent to the farm" when the Sony Home Office finally noticed what was going on...

Actually, did they ever buy any third-party games other than Vanguard? I know they published a few but that's not exactly the same thing.... 

Scenery looks great.
My character looks plastic.
But this is all getting a long way from the point, which is that, thanks to Daybreak stepping in, Palia isn't just plodding along any more. It's growing. A new expansion and new platforms, too. The game has been available on the Switch for a while but as of this week you can also play it on PS5 and XBox X|S. 

IGN re-reviewed it very favorably a couple of days ago, calling it "endlessly relaxing and incredibly hard to put down" so it seems to be getting fresh attention, something it certainly needs. The game currently doesn't even have enough critic reviews for a MetaCritic rating and that only takes four. 

After two years, Palia has just two professional reviews listed at the aggregator (Presumably soon tobe three if that  new one at IGN counts.) Both are for the Switch version. The PC game hasn't received a single review from a recognized critic or publication in a year and a half but then the game is still in Beta so maybe everyone's waiting for the official launch.

Which makes me wonder. Can games in Beta or Early Access get expansions? Is that possible? Isn't anything added in beta just more core content? Do any of these labels even mean even anything any more?

Don't know and frankly don't much care. Whatever it calls itself, Palia is doing okay. Better than expected, certainly. As I write, there are just under twelve thousand people playing it on Steam. The game hit its Steam peak concurrency with the launch of Elderwood two days ago - 17,508, which is five thousand more players than it got on its original opening day.

I was one of that first influx of excited players back in late 2023. Well, I was more curious than excited, I guess. I was looking forward to playing, anyway, but although I gave it a few sessions, I never really got on with the cozy sim part of the game and there wasn't a lot else going on. I could overlook the  unfinished feeling, naturally, the game being in beta and all, but it felt dull and that's much harder to forgive at any stage of development.. 

Ididn't uninstall though and I have been back once or twice, just to see if it felt any better. When I did, not much seemed to have changed, so I wasn't expecting a lot when I patched up and logged in today. I was pleasantly surprised.

I don't remember fast travel from last time I played. Sadly, still no actual horses.
I'm not going to do any kind of "Second First Impressions" on either the expansion or the game. I haven't seen enough for that. I did go to the new zone to take a look around and I even picked up a few quests there but I only played for a little under an hour and a half. And of that, at least half was spent handing in old quests, claiming the huge amount of freebies waiting in the mail and fiddling around with my house.

I do have a handful of observations to make, even so. Firstly, as you may be able to tell from the screenshots, the new zone looks radically different from the old ones. Much more dramatic, weird, colorful and fantastic. It's also very dark by comparison, although darkness is a relative term in Palia, where you can always see pretty well, even in the dead of night. 

Elderwood felt more dynamic, too. There seemed to be a lot of mobs moving around and doing things other than running away. A whole load of large salamander-like creatures kept spitting huge gobs of green goo over me for a start. Palia doesn't have any actual combat per se (As far as I know...) so it's not like I was at any risk while I was exploring but it did feel different, having monsters behaving aggressively, even if there didn't seem to be a lot of bite in their attacks.

A talking chair gives me a quest. (Actually it was a tiny piksii hiding in the upholstery.)
The whole vibe of the game felt somehow different in a way I couldn't quite pin down. I know I was only there for a short while but not once did I feel the kind of ennui that, in the past, has swept over me within minutes of logging in. 

There seemed to be a lot more to do, for one thing. I didn't have to go looking for quests or speak to everyone in town to find someone who wanted something. I picked up several quests just from examining objects in the world and I found a couple of chests that needed some climbing and scrambling to reach. 

Because I've barely touched the game since the first month, I have no idea how much of the change in atmosphere is down to the new expansion and how much come from incremental changealready in place but whatever the provenance, the game certainly feels different. It feels more alive but also more like a game. 

I don't imagine it's going to be enough to encourage me to keep logging in but that has more to do with my current disinclination to play games in general than any shortcomings in Palia itself. Based on my brief dip into the game today, though, I would say that if anyone's been thinking of giving Palia another try, this might be a very good time.

Monday, May 6, 2024

Demos 'n Betas And Stuff

It seems like only a short time ago I was scratching around for new games to try. Not any more. They're coming in clumps now. Too many to keep up with. Just this last few days I've turned down two, tried and failed with another and spent an enjoyable hour in a fourth. And I'm positive there were a couple more I read about but didn't even get round to bookmarking. I'm finding it tough to keep up.

Beginning with one of the two I chose not to bother with, does anyone actually remember Infantry Online, because I certainly don't. I thought I at least knew the names of all the games in the Sony Online Entertainment portfolio back when EverQuest was the pack leader there - I even tried Tanarus once, I think - but I have absolutely no memory of this one at all.

Some people do. It's back on Steam with an even less evocative name, something I'd have would be next to impossible. It's called Freeinfantry, a name not made cooler or more edgy by running the two words together. Whatever it's called, though, there are people who just love it:

"Awesome game."

"My favorite game of all time."

"Best game ever made."

"Outshines games from the last two decades."

And there are plenty more superlatives where those came from, the Steam Store, where Freeinfantry currently enjoys a Very Positive rating from 92% of reviewers. 

As seems to be standard for the era, the game has a very convoluted history, which you can learn about on its Wikipedia page, like I just did. Then you can immediately forget it, like I'm about to. The part that interests me is the way even now, a quarter of a century later, no-one really seems to agree on what the historical facts mean.


Some longtime players think of it as an SOE title, others as an independent gobbled up by a corporate. Some hate SOE for ruining it, "milking" it and/or abandoning it, others are grateful to them for returning it to the players, even though it has apparently been running continuously in some kind of emulator mode since SOE shuttered it over a decade ago.

The MMOBomb report, which was where I heard about it in the first place, places the game squarely in the SOE/Daybreak timeline, while making it clear the current Steam version "operates under a license agreement similar to that of "Project 1999". Presumably DBG picked it up as part of the job lot when they bought SOE. 

It's worth noting the P99 agreement itself only happened after the buyout. Any credit Sony is getting for any of this would seem to be misplaced. The blame for exploiting it then cancelling it in the first place though? That's still theirs.

There's no chance whatsoever I'll ever play any version of Infantry Online. Neither the setting nor the gameplay have the slightest appeal for me. The same cannot be said for another game even more tangentially connected to SOE, Pantheon: Rise of the Fallen, the game once thought of as the spiritual successor to Vanguard: Saga of Heroes, itself occasionally referred to informally as EverQuest 2.5.

Today, a few yeara afer the untimely death of its creative force, Brad McQuaid, the man with a vision™ that, arguably, should always have been prefaced by the word "tunnel", Pantheon is just another crowdfunded wannabe-retro MMORPG but I'd still like to give it a go. I just don't want to pay the required access fee, even though the cost has been somewhat reduced of late with the addition of the "one week every couple of months" option. 

I was, then, more than a little excited to read at MassivelyOP of an opportunity to piggyback into the game for a few days on the back of a code given out for watching streamer Cohhcarnage. I wasn't going to watch the stream, of course, but MOP were kind enough to publish the code so I gave it a try.

Unsurprisingly, it didn't work. It had already been cancelled by the time I got there and I was quite fast, too. Credit to the Visionary Realms PR department for closing the loophole so quickly, although obviously they must have been the ones who opened it in the first place.

My first visit to whatever the name of the world Pantheon takes place in ( I can never remember.) will have to wait. Fair enough. I've been waiting years already. I've gone right off the boil, anyway.

It is odd how these games bubble up and then just go on simmering, seemingly forever. I can't recall when I first read about the whimsically, if somewhat incoherently-named Swords 'n' Magic and Stuff (Why abbreviate one conjunction but not the other?) but it must have been a few years ago.

If I've thought about it at all since then, which I kind of doubt, it would have been to wonder when it might reach some kind of publicly accessible build. Apparently that happened a while back. As in five years ago. It's on Steam with a release date of 2020. Who knew? 


A lot of people, apparently, because like Freeinfantry, SNMAS (No, not gonna work.) has a Very Positive rating, only this one's from almost a thousand reviews as opposed to FI's 60 or so. It's still in Early Access but given a) that I definitely knew about it as a game in development and b) it's "a cozy, cooperative, open world RPG centered around the joy of discovery", a description which makes it sound almost tailor-made for me, I'm at a loss to explain why not only had I never realised it was available but also why there's not even a tag for it on the blog. Have I really never mentioned it at all?

I've played it now. There's a new demo that lets you go through the very early tutorial, up to the point where you jump off a cliff. I did that. I managed to get my glider working before I crashed to my death but as I landed on the beach next to the starting town, a big banner unfurled in front of me, thanking me for my interest and suggesting I should stop freeloading and get my wallet out.

And I might, too. The game is currently on half-price offer, making it quite an attractive purchase at £10.49. In fact, looking at it more closely, the offer ends in just over five hours as I write, meaning if you're reading this it's probably already ended. I guess I'd better make up my mind. Or wait for the inevitable next sale.

From what I saw, Swords, which is what I think I'm going to shorten it to (I toyed with SnM but, well, y'know...) is a jolly romp of a game with plenty of good ideas but perhaps still some work to do on some of the details. The look is Minecraft-meets-Lego-Minifigures, which I have to say is not one of my favorites, but they do more with it than you might expect. I found it pleasant enough to look at although I can't say any of the scenery made me giddy. Then again, it was only a tutorial.


There's a mildly unusual selection of races including fauns, dryads, orcs, elves and the ubiquitous humans. The potentially divisive and difficult gender issue is handled very simply by not having any. You are you and that's that. I picked a Faun for no reason - they all look much the same and the game doesn't give any indication of practical differences between them.

There are a few customization opportunities - skin tone, hairstyle, facial hair - but none seem very distinctive. They are at least charmingly described, particularly the Face options, which include a whole range of "Cute" looks, many of which come with freckles. It only took me a few minutes to settle on something I was happy with and then it was into the game, where I found myself in the virtual equivalent of an escape room. 

Although this isn't an especially egregious example of the species, I could happily never see another introduction like this. Locked in a cell with nothing but the clothes you stand up and a disturbing inability to remember anything about your circumstances, personal background or even how you got there, your one and only job is to get out.

Why we can't just start in the village or town, with full knowledge of who we are and where we live, beats me. Still, you play the hand you're dealt, so I spent much of the next hour trying to work my way through a series of cells, rooms, caves and caverns in search of natural daylight.


During my time in an orc dungeon (For that is where I found myself.) I learned that resources respawn infinitely, not just mining or logging nodes but obstacles you'd imagine were only meant to be removed once. I had recourse to double back on myself a couple of times (The route out is far from obvious.) and each time I had to break the same crates that I'd broken before to clear my passage. 

I also got loot each time, suggesting you could easily spend the rest of your life just looting the same chests if you were so inclined. They can drop different items as well, which is both exciting and disturbing. Imagine if you missed out on an ultra-rare and could never go back to the tutorial once you'd left.

Sorry. Just messing with you. I have no firm evidence the game has "ultra-rares", let alone that there are any in the tutorial. But there might be...

The writing is uniformly solid. Good sentence structure, grammatically correct, idomatic. I imagine the real quests, once you get to them, might be pretty good. There's also a light puzzle element to the gameplay, although not so light it didn't completely stump me at one point. I couldn't figure out how to open a door so I had to watch someone do it on YouTube, where I learned how important it is to look up now and again, even underground.

There's some fighting, mostly (Entirely?) against dim-witted orc trainees and their teachers. I had four weapons by the end of the tutorial - a limp stick, a two-handed branch, a bow and a magic staff. The bow never runs out of ammo for the basic atack but you can also find all kinds of special arrows that do different damage, like setting things on fire. The staff sets things on fire too, or heals people, depending which magic book you're holding in your other hand. It looks like an interesting combat system; clunky but fun.


Worthwhile, too. There's lots of loot. Really, a lot. Mobs drop stuff, there are chests, you can smash vases and crates... I imagine there's a limit to how much you can carry but I didn't hit it and I picked up everything.

Eventually I found my way up and out into daylight, where I was able to meet my friend Sen, who'd escaped before me. He promptly ran off, telling me to meet him in town, leaving me to kill more orcs and generally goof around until I met the guy with the glider who told me to jump off the cliff and here we are back where we began. 

I've been thinking about it as I write the post and I'm not going to buy the game just now. Not because it doesn't look good, just because I have other things to do and I probably wouldn't play it much. I will wishlist it, though, so I can reconsider next time it goes on sale. 

All things considered, it seems like a very nice game to potter around in, especially impressive given it's all the work of a single developer. Why it doesn't get more attention when so many similar titles get more than they deserve I have no clue but at least it's firmly on my radar now so I guess the demo did its job.

And finally, the other game I opted against downloading, a decision that isn't any kind of negative criticism of the game so much as an observation on just how cluttered the field for open-world, sandbox survival games feels at the moment. It's called Soulmask and it's available on Steam in open beta format right now. 

If you're interested, you have another four days to sign up and join in. There's also a demo that's been on Steam since the start of the year, so that may still be available after the beta, although the proposed release date for the game is Q2 2024, otherwise known as "now", so maybe not. 

The screenshots look very appealing. I'm getting a pre-Columbian, North American vibe although, possibly through someone having learned from Amazon's missteps with marketing New World, I don't think that's overtly mentioned. The detailed description on the Steam store page makes the game sound amazing, too, so if it lives up to its own hype I imagine we'll be hearing a lot more about it. 

As yet, there's not a single review, so either no-one's playing or there's some kind of block due to it being in beta. I'm not sure how that works on Steam. Either way, it doesn't entirely imbue me with confidence. There are still a few days left so maybe I will try the beta before it ends. I've kind of intrigued myself now just by writing about it.

Of course, before I get around to doing anything, some new game will probably have thrust itself into the spotlight, demanding my attention. There are altogether too many of these things to give every remotely interesting game a fair examination.

I guess it's better that way around than the reverse, although some days I do wish there was some sort of pre-registration process you could sign up for, where someone would winnow out the chaff for me and just leave the good stuff. 

Oh, wait, that would be what I'm doing now, wouldn't it...?

Friday, May 12, 2023

Use It Or Lose It


A mere three weeks ago, in one of my Friday Grab Bag posts, I issued a Public Service Announcement concerning the imminent Name Reclaim event for DC Universe Online. To recap, I quoted Dimensional Ink, the Daybreak subsidiary responsible for DCUO, as saying that "on or around May 12th" they would be reclaiming names from inactive accounts so as to free up those same names for active players who might want them.

I claimed in the post that I'd be "logging both my accounts in" to make sure all my characters kept the extremely imaginative, hand-crafted names I'd sweated hours over at character creation. Or something like that.

It won't surprise anyone, I'm sure, to learn that as soon as I'd committed myself in writing to that very definite course of action, I immediately forgot all about it. Luckily, I'd already secured the names of characters on my main account by logging it in on the day I wrote the post but if it hadn't been for a "serious bug" in the name re-allocation process, as reported today at Massively OP, I would have missed my chance to nail down the name of my original DCUO character, the one I made back at launch all those years ago.

Except, as I found when I did finally get around to logging him in today, I already had miss my chance. He used to be called Flying Fox, which isn't a bad name for a super-hero, but now he's called Flying Fox_PE_I which is a bit abstract, even for my tastes. I have to say it does not trip liltingly off the tongue. It appears I neglected to log him in last time there was a renaming event, which would be because I didn't know until last month that there'd even been one. 

I'm sorry to have lost the rights to call myself "Flying Fox". If all they'd done had been to stick an X on the end, as they've done in the past, that wouldn't have been so bad. Flying Foxx is a pretty good name, too. Someone must think so, anyway, because it's already taken. So, of course, is Flying Fox itself and also The Flying Fox. Or at least they won't go through the name-check verification. I tried them all.

I can't say I'm broken up about it. To be cruelly honest, if you'd asked me an hour ago for the name of my original character, the one I made when the game launched back in 2012, I wouldn't have been able to tell you. I certainly wouldn't have remembered he was an actual fox, that's for sure. I'd forgotten you could even make non-human characters in DCUO.

If you'd asked me to describe that first character, I'd probably have guessed it was a human female, most likely a melee fighter, using some kind of staff. In fact, that's the main character on my current account, insofar as I have a main character in DCUO. She's the one with the best-furnished lair, at least, which is as good a criterion for "main character" as any.

So why did I drop the fox and restart as a human, anyway? It's a long story.

In 2010, after consultation with the playerbase, Sony Online Entertainment launched a parallel service for EverQuest II under the name of EQ2X. This was SOE's toe in the water for the then-controversial shift taking place across the mmorpg genre, the movement to have some kind of free-to-play payment model replace the traditional, mandatory subscription.

For about eighteen months or so, SOE ran the two models side-by-side. Mrs Bhagpuss and I continued to pay our All Access subs but we started new characters on the EQ2X server, which quickly became our new home.

I'm betting Nini Mo and Cassie Praxis would be safe anyway but maybe not the others.

I don't recall whether it was technically possible to play on EQ2X using an All Access account back then (The wiki entry on the topic is less than helpful on the precise details of how it all worked.) but I seem to remember it wasn't. Whether we needed to or not, we chose to make brand-new accounts for the adventure, probably because we only intended to try the new gimmick out, not to leave for good. 

Once we we'd made the move, though, we never came back. EQ2X felt like a much cheerier place than regular EQ2; the people seemed friendlier and everyone took themselves less seriously. Bitter vets were dead set against the whole thing so they kept to their side of the fence and I, for one, was happy to leave them there. 

In another of the peculiar convolutions that have dogged the history of our SOE and later Daybreak accounts, we ended up paying two subscriptions for accounts we weren't using, even as we played full-time under the F2P ruleset. It wasn't ideal by any means but then, when has it ever been? The entire history of our time with SOE/Daybreak could be summed up by that classic piece of advice "Well, I wouldn't have started from here..."

Eventually the situation resolved itself, with Mrs Bhagpuss leaving EQ2 for good in favor of Guild Wars 2 and me dropping the subscription on the account I wasn't using and taking one out on the one I was instead. Even so, there were quite a few years when Mrs Bhagpuss was paying for an account she didn't use at all (On the grounds she might return at any moment, something she has never done to this day.) while I was playing only sporadically and only then on the account I wasn't paying for. Daybreak's accounts department must have loved us.

The Feat for completing the Tutorial. It shows - approximately - when I made the character.


But all that came later. Back in December 2011, the experiment had obviously been deemed a stormimg success becasue SOE moved to a F2P model for all its games, with an optional subscription that provided enhanced benefits, as was to become the industry norm. The EQ2X server was renamed "Freeport" and it effectively became my long-term home in the game, although it's long been merged into other servers. The Freeport name continues only as a heritage title. Some of my characters proudly display it even now, to remind everyone of where they started.

What does all this ancient history have to do with DCUO? I'm getting there. Just hold your water!

DCUO launched in January 2011 with a mandatory subscription. I'd played in the beta a few months prior and knew I wanted to play the game when it went live, although even then I didn't think I'd be playing it for long. I certainly didn't plan on playing DCUO instead of my other mmorpgs. It was always just going to be a side-game, a role to which I've found it very well-suited ever since.

Fortunately, DCUO was included in SOE's All Access subscription package, so I didn't need to pay a separate sub. For that reason, even though I was mostly using my EQ2X account then, I made my first character on the older account, the one I was paying for. 

I have two of these. Now I just need a name.
As it turned out, I only lasted a few weeks. DCUO at launch was a somewhat awkward experience. It
wasn't buggy as such but there were a lot of rough edges. I was also on a PvP server and even though I enjoyed the rough and tumble of hero versus villain, it did make levelling a bit of a challenge.

By the time SOE added DCUO to their roster of free to play titles in December 2011, I was already long gone. Whenever I came back, as I did ocasionally, it was only briefly. When housing was added in 2013 I might have stuck around a while, only my choice of PvP server came back to bite me. As I said at the time "... much though I enjoyed the mayhem while I was playing regularly, for infrequent pleasure trips I really would like to be able to fly around gawping at Metropolis without three or four level 30 muscleboys introducing my face to the sidewalk every five minutes."

That's presumably why, when Daybreak finally made housing available to non-subscribers in 2015, I restarted on a PvE server using the account on which I was then playing EQII, namely the one that had originally been created for EQ2X. That account is now the one I pay for, although just to make things difficult, on the increasingly rare occasions I go back to original EverQuest, I play on the old one.

Confused? How d'you think I feel!

I do have quite a lot of SOE-now-Daybreak accounts, of course. Half a dozen or so, not counting Mrs Bhagpuss's, to which I have access. As far as I know, there aren't any DCUO characters on any of them but even if there were, I'd be happy to release any names there to anyone who might want to use them. I won't be playing any of them again.

Just as a final FYI, Dimensional Ink say they "now expect to perform the Name Reclaim on or before our next Game Update, which is currently scheduled for June 1" and they'll "confirm the new date as soon as possible". I'd suggest logging in pronto in case of "or before" but until there's a firm date I wouldn't go booking any days off work in the hope of camping the login servers to beat everyone else to the names you want.

Actually, don't do that anyway. It's not a good look.

Still, I might just log in quickly, when it happens, to see if I can nab "Flying Fox" again. Then I can sit on it for the next five years until we do this all over again.

Friday, November 18, 2022

Shadow Of Renewal


EG7
or Daybreak if you prefer, since they seem to be pretty much interchangeable at this point, seems to be doing rather well right now. Yesterday, MassivelyOP reported an 11% bump in "monthly active players" over the same period as last year for Lord of the Rings Online, an increase the company rather self-effacingly ascribes to the impact of Amazon’s Rings of Power TV series.

As I think I may have mentioned in a previous post, I watched the first episode of the Amazon show, which I described, unenthusiastically, as "alright". I went on to say that a week had passed since then and I hadn't gotten around to watching episode two. I still haven't.

I haven't even bothered to find out whether the show has been either a commercial or a critical success but I did chat about it, briefly, while I was having a birthday lunch with a friend earlier this week. She'd asked me to get her an expensive boxed set of the books and it turned out part of her reason for doing that now rather than any other time in the last quarter century or so was not unconnected with the show. 

Grey and yellow wouldn't be my choice
for a promo.

As she put it, a lot of fans seem to be reinforcing their interest in the source material as a tangential result of what have been seen as controversial choices made by the makers of the new series. As with the desire to return to the Classic era in World of Warcraft, it's not so much open hostility to the new stuff (Although it can be that.) as a re-ignited affection for the way things used to be.

Put like that, I guess LotRO, fifteen years old and famously stolid in its reverance for the source material, qualifies as a safe haven for anyone looking to rekindle old fires. It would be interesting to know how many of the 11% are brand new to the game and how many are prodigals returning to the fold.

I suspect Standing Stone (And by implication Daybreak Games and by further implication EG7.) are about to add a percentage point or two to that enviable uptick. This morning I received two emails from the EG7 stable, one of which I'll get to later, the other asking me if I'd be interested in the new expansion, Before the Shadow.

I've never bought an expansion for LotRO. Indeed, other than the base game and a few months' subscription, I've never bought anything from Turbine or SSG at all. I hadn't been thinking of starting now, either, until I read Wilhelm's recent post

As Wilhelm says, $20, is a pretty reasonable price, even for a mini-expansion. It sounds even better in sterling, where it comes in at just £15.29. Even so, I wouldn't be considering it if it wasn't for one thing; the new levelling experience. 

I do like the low-level game in LotRO. It's solid, entertaining and old-school in the best way. It might be fun to start a new character and play them up through whatever the new zone or zones are - some sort of hobbitty-shire experience I think it is. Not only would it be interesting in its own right, it would also make for a convenient fresh start in a game where my other characters are mired in previous poor decisions and lumbered with bags full of items, the use of which I no longer understand nor care to learn.

I'd have to say this looks a lot more appealing.
As always, the real question is "If I buy it, will I play it?" I'm leaning heavily towards "Yes, I will", on
the fairly solid grounds that LotRO is free-to-play, I always have it installed and I've been back for brief visits many times over the years. Also, playing through something that other people are also playing and talking about is always a bonus for the blog.

Mitigating against the idea is the other email I received, this one directly from Daybreak, wearing their Darkpaw hat. I was somewhat surprised to receive notice this morning that the new EverQuest II expansion, Renewal of Ro, now has a firm launch date and it's less than two weeks away.

As the website has it, "The next expansion for EverQuest II, Renewal of Ro, is set to launch on November 30, 2022 at 12:00 p.m. PST". That is pretty much when you'd expect but I was on the beta forums only a couple of days ago and I had the impression things were lagging a little this year. Then again, when aren't they? I'm sure it'll be fine.

I've already bought this one, of course. The only question is when I start playing. The 30th is a Wednesday, which should give me a couple of days to get started before my working weekend. Then again, based on prior experience, I'll probably be doing myself a favor if I wait a week until everything's working properly.

It's nice to have something to look forward to, anyway. I might not be able to join in with the frenzy when Dragonflight lands (Any date for that, yet? Oh, yeah...) but I should at least have something to talk about.

Thursday, February 24, 2022

Kael Drakkel: A Legend Is Born.


It was only when Wilhelm posted to say the new EverQuest II Lore and Legend server, Kael Drakkel, was up and running that I remembered yesterday was the day it was due to go live. There was a short beta that I never even considered but it had been my intention to make a new character when the real thing arrived, just to see if I could work out what the deal was with this new and - to me, at least - somewhat unintuitive ruleset.

Experimental servers employing idiosyncratic rulesets are nothing new to Norrath, of course. Very much the opposite. I think that having EverQuest as your discovery mmorpg sets you up with different expectations for the genre in a number of ways and one of those is the idea that servers exist to have different modes of gameplay.

When I logged into EQ for the first time in late 1999, I was already looking at a choice of several rulesets. As well as the regular PvE servers there were three PvP servers, Rallos Zek, Vallon Zek and Tallon Zek, each with slightly different rules. The PvP three became four with the addition of Sullon Zek and finally, briefly, five, when Sony Online Entertainment added the first limited duration "event" server, Discord.

Over the course of a few years, servers appeared offering a variety of different play experiences from "roleplay" on Firiona Vie to the high-maintenance Stormhammer, where a subscription cost several times the going rate. When Fippy Darkpaw, the first Progression server, arrived in 2011 the floodgates crashed open and since then virtually every server that's opened, progression or not, has had a ruleset at least slightly different from what came before.

EverQuest II hasn't had quite so many flavors but it still has far more than most mmorpgs. I'm so used to different rulesets from decades of SOE and Daybreak games, I find it strange that other companies seem so set in their ways. If you have the infrastructure to provide that kind of variety for your customers, why wouldn't you?

Well, for several reasons, I guess, not least the danger of splitting an existing audience into smaller and smaller groups. If new servers with new rulesets bring back lapsed players or better yet attract new ones, that's great; if the main result is disruption and turmoil among the players you already have, that's not such a favorable outcome. 

Presumably every new server and each new ruleset comes with development costs, although given that no new developers ever seem to be needed and most of the hardware is almost certainly repurposed from what's already there, perhaps those costs are more manageable than you might imagine. Similarly, so long as existing customers don't actually leave the game it probably doesn't matter, commercially, if they jump around from server to server like sheep seeking greener pastures. It annoys guild leaders but then what doesn't?

Disruptions aside, all new rulesets are not created equal. Some are successful, pulling in the crowds and keeping the numbers up for months or years. Others enjoy a brief flurry of attention before withering away, usually without controversy or complaint. EQ players from both games are more than used to servers that don't last and rulesets that don't take by now. It's no big deal if one fails, just a shrug and on to the next.

So, what exactly is the supposed unique selling point of Kael Drakkel and its "Lore and Legend" ruleset? The F.A.Q. (Which, I'm curious to note, has for once been correctly punctuated.) explains everything in some detail but the elevator pitch appears to be an easy-mode, casual-friendly, server where most of the barriers that prevent former players from coming back or new players from getting started have been swept away.

Clearly, that's a potentially commercial proposition. All aging mmorpgs struggle with the problem of too much content and too many levels blocking the path to the current endgame. Some, like Elder Scrolls Online, have simply done away with the leveling process altogether, opting for a flat playing ground, where everyone is the same level all the time. Others, like World of Warcraft, have opted for an increasingly convoluted and arcane series of workarounds, squishing levels, adding leveling tracks and generally making sure no-one really knows where they are or what they're doing.

Kael Drakkel has a relatively simple premise: no leveling at all and only content from a much simpler era of game design. EQII took a right-angled turn about a decade ago, changing not just leveling and experience but progression as a whole in a number of significant ways. 

In my estimation, that change didn't really take hold until 2015's Terrors of Thalumbra, so Darkpaw have given themselves some room to expand should they need it, with another three potential expansions they could probably bring online without too much trouble. I suspect they stopped where they did because immediately after Velious we all went to the ethereal plans and the haunts of the dead, which is a bit of a metaphysical and thematic leap from the first nine very physical locations. 

It also marks the point at which the kind of nostalgia they're presumably hoping to play into begins to dissipate. You'd pretty much have to be a current, Live player to have much nostalgic feeling for anything after Velious.

I always planned on giving the server a try, although I definitely don't have either the time or the inclination to start over yet again just now. But of course the whole point of the Lore and Legend ruleset is that you don't have to "start over". 

You begin at Level 90 and that's where you stay. There is no leveling, not even for AAs, You start with everything.  You even get your choice of tradeskill boosted to ninety. You're given a full set of gear and a flying mount. You even come into the world fully buffed and with all the spells you're likely to need right away slotted onto your hotbars for you.

Every zone is the same level - your level. And since you also have to be a member to play, you automatically have access to the Instant Travel system. You can go wherever you want and wherever you go will be right for you to start playing immediately.

It does sound appealing. That much freedom could be overwhelming but nowhere near as intimidating as the usual late-mmo deluge of content. Looked at a certain way, it's like they turned the entire game into a starting zone.

After I read Wilhelm's post, I logged in straight away to make a character and see what all that freedom felt like. I didn't have any free character slots but I had a pile of DBG cash so I bought another. Nice to have something to spend it on.

I have a whole different post to write about making characters in EQII so I'll save most of what happened next for another time. Suffice it to say, I ended up making a human necromancer. Then I logged her in and got myself settled.

The onboarding process for Kael Drakkel is very good. Darkpaw appear to have learned lessons from earlier iterations, where you begin at high level. I've done it plenty of times and this was by far the neatest, tidiest, quickest and easiest version I've seen.

My bags, all six twenty-four slotters, were completely empty. No cruft whatsoever. That in itself deserves to win someone a bonus. I chose to import the UI settings from one of my previous necros and set up all the hot keys just as I like them but had I wanted to start adventuring right away, I could have been killing mobs just seconds after the new character loaded in.

The immediacy of the new ruleset was hard to miss. When I decided I wanted to test out the auto-mentoring that underpins the whole thing, there was no checking zone levels or travel routes. I just opened the Instant Travel map, clicked on Commonlands, pointed my winged horse at the sky and swooped down on the nearest overland Named. 

I may go into the whole gear upgrade process that's central to Kael Drakkel's ruleset in some future post. It's all set out fairly clearly in the F.A.Q. linked above, if anyone's itching to know right now how it works. The gist is that all mobs still drop whatever it was they used to drop but named mobs also drop a guaranteed "Lore and Legend Gear Crate" containing something you can use. 

I found it familiar in an unexpected way. It reminded me of the early iterations of "Fabled" creatures in EverQuest, seasonally up-leveled versions of Named bosses that drop items suitable for much higher level characters. I always liked that system, until the bosses that were being upgraded for the event started to be the same ones I couldn't solo even in their regular editions.

It also helps that EQII has a lot of overland Names. And I do mean a lot. There must be a couple of dozen or more just in Commonlands alone. And most of them seemed to be up. There were a couple of other people around and one or two Nameds weren't where they usually would be but as I flew around I was able to pick off several in a few minutes.

The difficulty seemed better tuned than regular mentoring but not by all that much so I thought I'd give it a proper test. There's an open-world raid target in Commonlands, a drake by the name of Ladon. Mentored down from 90 on a live server, Ladon would be an easy solo for a necromancer. On Kael Drakkel the "fight" lasted about two seconds. 

Ladon didn't quite one-shot me. He took two bites to kill my pet and one to finish me off. Point taken. No soloing raids here.

That was my first death in the Commonlands. My second came when I took on one of the named orc Generals and his entourage, a Heroic encounter originally intended for groups, although not a particularly tough one. 

The orcs didn't kill me. It was reasonably challenging fight but my necro was never in much danger. What killed her was picking up the loot. 

EQII has a trap mechanic on all dropped chests. There's a skill you can raise to counter it and certain
classes have innate abilities to deal with the traps. There was a time when getting poisoned or blown up as you opened the box was a regular occurence but it's been utterly trivial for every character I play for so long I'd forgotten all about it.

If I play much more on Kael Drakkel, I'm going to have to re-learn some old habits, it seems, not to mention some old skills. When I went to open the chest it exploded and killed me faster than Ladon had. Whether that's intentional or whether someone just missed chests in the scaling calculations I can't say for certain. That is how it used to work, though, so it could go either way. 

Up until then it had just been my necro and her pet but Mercenaries are, somewhat contentiously, available on Kael Drakkel, despite not having been added to the game until a few expansions later. Before I left the area I decided to pop into the East Freeport inn and hire good old Stamper Jeralf, the ratonga Inquisitor. He's not as powerful or reliable as later mercs but he gets the job done.

With Stamper in tow I felt a little more confident. At least he'd rez me if I blew myself up again. Off we went to test the scaling by zone rather than by mob tier. 

We tried Steamfont first, where we killed a few solo Nameds that would, on a Live server, be in the thirties and forties. The fights varied in difficulty but they seemed pretty well-balanced. Nothing fell over in a light breeze but I finished everything I started comfortably enough.

From there it was on to Loping Plains, a zone where I've always found the hunting good. That was where my first session on Kael Drakkel came to an end. It's a level sixty zone on Live, with a mixed ecology of solo and heroic content. I was planing on starting on the solo bosses and moving up to some Heroics but it didn't pan out that way. 

I did kill several solo Nameds but the fights were noticeably tougher than in Steamfont. Finally, I pulled a Named from an awkward position, got several adds along with him, somehow contrived to lose line of sight with both my pet and my merc, didn't notice they were both having a poor time of it and ended up face down in the dirt with no-one left to pick me up. 

All of that was entirely avoidable if I'd been paying the kind of attention a solo player ought to be paying, when attempting an at-level boss in an at-level zone. It was getting late when I revived in Somborne Cemetery so I called it for the night. Based on what I've seen so far, I'd say Darkpaw have got the scaling just about right.

They've probably also got the fun roughly where it needs to be, too. I was thinking about it a lot as I was playing. I was very curious to find out what the game would feel like with the leveling process completely stripped out, especially since I'm a leveler by preference rather than necessity. 

I'm going to need to play a few more sessions to get a real feel for whether or not I think this is a ruleset I could enjoy as anything more than a novelty. I can see there are still a number of progression ladders - spell and combat art quality tiers and gear tiers, for a start, not to mention the eighteen hundred new Achievements that come with their own leaderboard - but at the moment I'm not quite clear on what good getting more powerful actually does you. 

Rather than jump the gun and speculate, I might need to play until I see the effect of upgrading in action. At the moment, with two new mmorpgs on my slate and an expansion for a third dropping in less than a week, I can't see me finding the time to give Kael Drakkel the attention it deserves.

It won't be going anywhere for a while, though. I'm sure I'll find time to get back to it eventually. On the face of it, it looks like an interesting ruleset and a solid implementation. I just hope there are enough people around with fewer gaming commitments than I have to make the most of it.

Friday, May 28, 2021

Job Well Done


As Wilhelm reported , EG7 recently put out a video for their first quarter 2021 report. It appeared on a YouTube channel belonging to Direkt Studios. According to Google Translate's version of the Swedish, "Direkt Studios is the channel for you who need the latest information from the financial market." Among other activities, they "upload educational clips, CEO interviews and company-specific features daily with the financial market as a common denominator."

They also act as a platform for paid promotions: "Film clips that are financed by the companies themselves, so-called commissioned films, appear on the channel. Always read disclaimer!" The EG7 video is one of those: "Direkt Studios handles technical production and distribution of this broadcast on behalf of EG7. The content of the broadcast is put together by the company in cooperation with Wildeco and is not part of Nyhetsbyrån Direkt's editorial activities."

I'm not even going try to find out who or what Wildeco might be. All of this is very not interesting indeed, except as it contrasts with what went before. 

For the longest time there was SOE, veering wildly between coming across like a well-meaning, out-of-touch uncle or a passive-aggressive partner. There was always a scent of anarchy around SOE. You often felt something bad was going to happen but no matter the current crisis, you never worried too much. You always knew there was a megacorp standing in the shadows, ready to swoop in and pay the bond when the team woke up in jail.

Towards the end, though, it began to feel like the grown-ups had gone on vacation and left the kids in charge. Next thing you knew there was a wild party going on and things had gotten completely out of hand. 

 Kerran | EverQuest Next Wiki | FANDOM powered by Wikia

People were coming up with all kinds of crazy ideas they couldn't wait to tell the world about, even though it was plain no-one really had a clue how to make them happen. Livestreams would turn into long, rambling conversations between people clearly not used to talking to camera while shorter PR pieces devolved into what felt like try-outs for a career in stand-up. An unsuccessful career.

I'd link a couple of those but I can't seem to find any. Mercifully they don't seem to have survived. The internet's supposedly infallible ability to record all human digital history is often overstated.

When Sony corporate finally came to check on how things were going on and found out what had happened while they were away, party time was over. It wasn't just a case of putting things back in order and re-establishing some ground rules. Sony sold the house and moved out of town.

Honestly, as a longtime customer, it felt like a relief. The sale was a worrying time but things had gotten so bad I didn't see how it could get much worse. And it didn't. It got better.

It got better but it didn't get any simpler, that's for sure. If there was one overiding feature of what we can now call the Daybreak Years it has to be the sheer obscurity of it all. We never knew who owned what, who was paying, who was in charge, what the plan was, anything. "Follow the money", the saying goes. Well, we tried that but we couldn't find it. Someone hid it too well.

It was a thrill ride and kind of fun in a scary way. Great for conspiracy theories and wondering if the games were still going to be there when you woke up next morning. It might have been wishful thinking but even in the weirdest moments I never felt quite as unsettled by any of it as I was during several periods under SOE - the massive data breach, for example, or, worst of all, the PSS1 debacle.

Even so, comparatively comfortable as I was with Daybreak, I wasn't sorry when whoever it was that actually owned the company decided they'd gotten whatever it was they'd wanted from it. I don't imagine any of us will ever know who or what that was.


The new owners seem... reassuring. Reassuringly professional. Reassuringly clear. Reassuringly boring. From what we've seen so far, EG7 have managed to come across as enthusiastic and interested but also staid and stable. It's a good trick if you can pull it off.

The Q1 video is pitched squarely at investors but with an astute awareness that gamers will watch and comment on it anyway. I'm not going to do that. Wilhelm summarizes it excellently and it's a short and painless watch if you want all the details. 

The one aspect that catches the gamer's attention has to be confirmation that there's another AAA mmo in development. It's somehow related to one of the greatest brands in the world”. Initially I took that to be hype for EverQuest, since EG7 have been bigging up EQ's significance as a brand ever since they bought it. 

As both Wilhelm points out, though, one of the assets EG7 acquired through the purchase of Daybreak's portfolio appears to have been a license to produce a game featuring some subset of the Marvel Universe. Now that really is a world-ranking brand.

It's also been let slip that sub-studio Dimensional Ink, the one that runs DCUO, is working on a new game. It wouldn't take Thor's hammer to knock two and two into four there. Except that it really would be weird to have the same studio operating and promoting mmos for both DC and Marvel at the same time. Imagine the cross-promotional opportunities!

What started me thinking about all of this wasn't the video. That's old news. If I'd wanted to talk about that I'd have done it a few days ago. No, it was some other, even older news, something that has passed me by altogether.

When I logged into EverQuest II this morning I was greeted with a flurry of pop-ups telling me a whole bunch of the infusers I had in my bags had been made obsolete and replaced. I turned to the forums to see if I could find out why. There was a short downtime yesterday, unusual on a Thursday, and a small patch when I logged in so I thought there might be some clarification in the patch notes.

There wasn't. I still have no idea what was wrong with the old infusers or why I need new ones. While I was on the forums, however, I noticed some unwelcome news

Dreamweaver, Community Manager for both the EverQuest titles, is leaving. Actually, he's already left. He posted his goodbye notice a couple of weeks ago but I only saw it this morning.

I read through the whole thread, all seven pages of it, and it's astonishingly positive. Well, other than the two pages wasted on bickering between several forum regulars. I also went to the EQ Forums to see what people there had to say and it was much the same story, minus the childishness.

Both games have a long and extremely checkered history when it comes to Community Managers. There have been some absolute shockers over the years, quite a few forgettable non-entities and very few universally appreciated and respected professionals. Judging by the stream of accolades, Dreamweaver was definitely one of the good guys:

"You were a great community manager"

"You were the best mod we ever had in EQ2"

"You will be missed as you went to bat for the community on many occasions and have left mighty big shoes for your replacement to fill."

"You were the BEST!"

And plenty more along those lines. I always found Dreamweaver affable and noticeably non-confrontational, two things I absolutely would not have said about many of his predecessors. That said, as with all people doing their job well, I didn't really notice him at all most of the time.

If it hadn't been for the Kander's Candor podcast series I probably would have struggled to remember his name but listening to him on those fixed his cheerful voice in my head. He always seemed both interested and amused by everything he had to talk about and most importantly he always sounded genuine. I wonder if the podcasts will carry on or whether they were something that will disappear along with Dreamweaver.

Other than to record his passing (Let me make it quite clear. He hasn't died. He just got a better job. Which no doubt we'll eventually hear about eventually.) I wanted to comment on a surprising missed opportunity. Pretty much no-one used the thread to make portentous comments about how the Community Manager signalled the end of the known universe!

No-one got up on their soapbox and made a speech about how EG7 were going to fire everyone and all the games were headed for maintenance mode, if we were lucky. No-one took it as the first shot in a flame war (well, except those few kids at the back, fighting among themselves). Everyone just popped in, dropped a compliment for a job well done and moved on.

Okay, a couple of people made passing mention of rats and sinking ships and one person made a crack about Dreamweaver being the only person left working there that any other company would want to hire but by the standards of the EQII forums it was a remarkable show of positivity.

Whether the future under the new owners will be bright or blighted is something we'll only find out as that future turns into the present but I think I'd already be prepared to go as far as "We're no worse off than we were", though, and that's not nothing. Maybe I'm not the obnly one who feels hopeful, for once.

I'd like to wish Dreamweaver well in whatever endeavor he's begun, not that he'll ever read this (although you never know... it is on the internet, after all). And best of luck to whoever takes over the CM role. It's going to be a hard act to follow.

Although it could be worse. Just imagine what the job's going to be like if that new triple-A game does turn out to be set in Norrath.

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