Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Friday, January 19, 2024

Every Picture Tells A Story - If You Know How To Read It

I was going to give posting a miss today, after I spent all morning filling out my stupid performance review form. You'd think I wouldn't need one with my retirement date less than a year away but no...

Anyway, as I was about to log in to EverQuest II I noticed they'd published a readable version of the roadmap on the forums. I'm not going to talk about that, either, or at least not right now, except to say it looks a lot more like a list of things that always happen than things we need to know about.

No, what moved me to come here and post after all was the big Year of Darkpaw picture you see at the top of the page. You can get it in poster form if you want although it's a pretty small poster by the way I reckon these things.

I think it would also be really weird to have hanging on your wall. Take a good look at those characters. Leave aside the peculiarly goofy poses - is that Dark Elf skipping? - and concentrate on the faces. 

I haven't seen it confirmed anywhere in the PR I've read but surely those are all the faces of actual people? Well, okay, not the Froglok, the Sarnak or the Vah Shir (Or is it a Kerran?) I'll give you that, but all the rest. I mean, that gnome is not any kind of gnome I ever saw in game. 

There's supposed to be an Easter Egg hidden in the picture. It can't be that those are all portraits of the devs, can it?

A picture I like a lot more is this splash screen from EverQuest's most recent expansion, Laurion's Song. I'm not saying I'd actually want it on my wall but I'd have it there a lot soooner than the other one.

I hadn't looked at it closely until I was logging in to EQ yesterday, when it was right there in front of me. As I studied it, one thing particularly jumped - that cat, sitting on the barrel.

Now, as I intimated above, I've never been all that clear on the precise, physical differences between Norrath's two, playable feline races, the Vah Shir and the Kerrans, but I can tell you that is neither.

I mean, I wish it was. Just look at it. That's a proper cat, by which I mean a house cat. It doesn't have the extended muzzle of the big cats we're used to seeing, walking on their hind legs, wearing armor and sitting on thrones in the game.

I would love to be able to make a character of whatever sub-species of Kerran or Vah Shir that's supposed to be. I'd buy a Race Pack in the store to get one.

Add that to the Roadmap, Darkpaw!

Saturday, March 12, 2022

The Main Idea


A few seemingly random ideas, floating around the blogosphere of late, coalesced into a mini-epiphany for me this morning: How We Play Now. Or how I play now, anyway. 

First there was MassivelyOP, asking how good a fit alts are for the genre these days. Then there was Shintar, talking about the appeal, or lack therof in Star Wars: the Old Republic's new combat styles. Redbeard was musing at length about the joys of old-school class quests in World of Warcraft and Yeebo was enjoying the parts of EverQuest II that time seems barely to have touched.

Meanwhile, I was sailing happily through Guild Wars 2's latest expansion, End of Dragons, following the story and ticking off boxes. Story's a big thing in mmorpgs nowadays. Given Final Fantasy XIV's surge it could well become bigger still. Kaylriene's surely not the only one wondering if narrative spines with the heft of movies are where the future lies. Maybe BioWare were right all along.

I did take a brief sidetrip to Norrath to check out EQII's latest dungeon but other than that all the mmorpgs I'd happily been playing this year are back on the virtual shelf. By now my house in Chimeraland must be thick with moss and I can't even remember what I was doing in Lost Ark. I know I was well past the flooded dungeon Wilhelm enjoyed so much but there's still a fair old way to go before I can join in the latest bizarre event, for which you need to be a minimum of Level 50.

Cast adrift behind me as I navigate these choppy seas are the abandoned hulls of countless mmorpgs, some of them rotting hulks, barely breaking the waterline as they sink into oblivion, others calmly adrift, so many Marie Celestes, just waiting for the crew to return. It's a very different picture from the way things looked a decade ago, let alone back at the beginning, when the century was just about to turn.

The Friendly Necromancer, aka Stingite, has just started playing New World. He's not bothered that he's arriving in Aeternum just as everyone has left. Nor should he be. It's a great game for at least fifty levels. After that... well, I wouldn't know. 

As I said in a comment on his post "I got well over a couple of hundred hours out of it before I drifted away. If that was a single-player title I think we'd all agree it was value for money. Why mmorpgs are supposed to provide endless entertainment for the same box price is unclear."

It's a question that was a lot easier to answer back when nearly all mmorpgs came with a monthly subscription. They were supposed to provide endless entertainment because we were endlessly paying for them. Now they're mostly either free or the same single purchase cost as any other video game, that doesn't really wash.

Even if we were content to take our forty or sixty or a hundred hours of value and move on, mmorpg developers can't afford to let us leave satisfied. They need to keep us around so we'll spend money in the cash shop or pay the premium that stands in for an optional sub. Preferably both.

A chunk of cash from the box sale is a nice bonus but as many developers have found to their cost, even a one-off charge can dampen interest to the point where it's deemed to have damaged the game's long-term prospects. If you have to give the game away free, focus moves to keeping players logging in long enough to spend money, which is why we end up with both huge swathes of Free Stuff! just for turning up and insanely long, drawn-out or difficult grinds to get anything worth having.

In-game goals that take forever or have you doing the same thing over and over again are, of course, intrinsic to the genre anyway. Free to Play didn't invent this stuff. Remember one of EverQuest's many snide nicknames - Evercamp

The whole genre has always revolved around extremely time-consuming content, frequently highly repetitive, often not all that entertaining, if looked at objectively. Over time those unappealing yet compulsive concepts have been refined and concentrated until they're about as potent as they can be. They've also largely been shifted away from the begining of the games so as not to frighten away nervous customers.

There's always been a high reported rate of attrition in the early stages of all games but at least, when you were making people pay an up-front fee, there was a fighting chance sunk cost woud keep them around, at least for the time they'd paid for. Investment in a free to play mmorpg is more fragile; no more than the few minutes it took to download.

That's why all F2P mmorpgs start off easy, something that's pretty much the diametric opposite of the introduction subscription games used to offer. If your first experience of a new free mmorpg consisted of falling off the starting platform and not being able to find the way back up, forcing you to re-roll, or having the first questgiver you spoke to punch you to death, chances are you'd uninstall.

It's also why story feels so important now. Levelling doesn't matter any more and no-one really cares about gear or skills until the cap. There has to be something to attach yourself to, something to keep you playing until you get to the endgame. Why not "What happens next?"

There's not much that's inherently bad about any of this. It's not like the old ways of playing were flawless fun. What's ironic is the way some of the changes seem to work in direct opposition to the supposed goals.

Let's go back to that question about alts and whether playing multiple characters in the same game works any more. Why did people do it in the first place? I can't speak for players in general but I know why I did: to have new experiences.

In the older mmorpgs, starting a new character usually meant playing through new content. Most games had multiple starting areas, usually based around race. Dwarves generally did not live with Elves nor Orcs with Humans. There would be a new town to visit and a different newbie zone or two at the very least. Sometimes the hunting zones wouldn't converge until you'd been playing a character for days or even weeks.

In those days, classes often tended to be race-locked, too. There's a controversy today concerning gender-locking that derives from a desire to see real-world identity accurately represented in the gameworld but locking race to class is purely a gameplay issue. If you start from the premise, as most high fantasy games do, that in-game races have hardcoded belief systems, meaning you have to roll an evil race to play a Shadowknight but a good race to play a Paladin, any player who wants to find out which class suits them better is going to have to make at least one alt.

Many of us ended up making alt after alt not because we wanted to play those characters at endgame but because we wanted to see the places where they lived and try out the classes they could become. There aren't many old school mmorpgs I've ever played where I haven't left half a dozen characters behind. In some it's double figures and in one or two it's more than a score.

As I played those characters, some of them grew on me while others didn't. I never knew which would click until I tried so I kept trying. There are mmorpgs I ended up playing for twice as long as I expected because an alt caught my attention and carried on well past the point where I was back playing the same game I'd already played as someone else.

Having new things to see, fresh creatures to kill and different stories to follow extended the life of the games and kept me logging in. I was never a player who aimed for the endgame. If I got there at all I usually saw it as the perfect opportunity to roll another character and go back to the beginning - a new start.

All of that would seem on the surface to be an ideal fit with the supposed desires of free to play developers; keep the punters playing and maybe we can sell them stuff. Of course, it's not quite that simple.

One of the more expensive aspects of running a live service mmorpg has to be content creation. Five genuinely different races with five genuinely different starting areas is five times the work for artists, animators and writers. Okay, maybe not five times; there are probably some synergies. It's more work, though, for sure, and work costs money.

As well as the cost of creating all that extra content there's the non-trivial risk of splitting the playerbase. Free to play games rely on looking Busy! and Popular! to new players. When you make your first character and log in to a new mmorpg, you want to be sure you're making the right choice. There are so many to choose from nowadays. You wouldn't want to pick one no-one else plays.

If you have five starting areas, even if they're all equally popular, which they won't be, each of them is going to be eighty per cent emptier than if you funnelled everyone into the same one. Apart from the first few days or, if your game is exceptionally successful, weeks, pretty much anywhere outside The Bubble is going to feel empty enough, without having people starting on different continents.

Once you've made everyone start in the same place, you might as well make them all look the same, too. It certainly saves on animators and it's well-known that most players want to play pretty people who look like idealised versions of themselves. The whole Dungeons and Dragons derived notion of racial advantages and disadvantages got thrown under a bus years ago so racial choices are purely cosmetic. They have to be or they get metagamed and no-one rolls the bad ones.

There's a trend at work here, even if it didn't start with F2P and it's far from universal or consistent. Every developer has some idiosyncratic ideas that don't fit the mold, whether it's Chimeraland with its dozens of wildly varying racial appearances, all entirely irrelvant to gameplay, or New World with its multiple starting areas, where every new player arrives with the identical back story.

The trend is convergence. Whatever variety the games once had it's less now. Sometimes that's managed with the player's convenience in mind, others very much the reverse.

Shintar's post, linked above, discusses the recent change to SW:tOR that allows players to try out different combat styles without having to re-roll as the classes to which they have hitherto been locked. As Shintar acknowledges there are pros and cons, but from an outsider's perspective it does at least look like a well-intentioned addition to the game.

The revelation that ArenaNet have chosen to lock every new End of Dragons Elite Specialization behind story completion looks, by contrast, very much like a cynical attempt to compel players to spend a lot longer replaying the same content than they might otherwise have done. As Eliot at MOP archly observes, it does make you wonder whether some of these people even play their own game.

It's not hard to see where this is all going. FFXIV, arguably the current market leader in the West, is pretty much there already. With every class and job being available to a single character and every racial appearance just a glamor away, there was never much incentive to roll alts there. Some people, inevitably, did it anyway. but as the Main Story Quest grows to the length of several movie box sets, the number of players who are likely to try seems vanishingly small. 

Which brings me back to where I started, namely my own mini-epiphany. I used to have a clear view of my identity as an mmorpg player; when it came to alts, I wasn't just an altaholic, I was a player who simply did not have either "alts" or "mains". I just had characters, some of which I played more than others.

For a long time that was objectively true. I had lower level characters in some games with more played hours than higher ones. I logged in characters according to mood and whim every bit as much as what I was meant to be working on right then. I would play healers or tanks or crowd control or dps to fit in with other people or just because that's what I wanted to play, forget about whether it fitted anyone else's agenda at all.

It's been a while since almost any of that was true. I just hadn't noticed until now. About the last new mmorpg I played where I followed that pattern has to be Guild Wars 2 and that's a decade old this summer. 

I certainly followed my pattern there at first, buying three accounts and making more than twenty characters. It's been a long time, though, since I can truly say I play more than a handful of them and I can't deny any longer that I clearly have a Main, my original Asura Elementalist. 

Until End of Dragons I had a "Story Main", too; my Asura Druid, who I'd played through both previous expansion storylines and every Living Story episode as well. This time around he stayed on the bench as I took my Ele through the story instead. It seems I really am down to just the one Main.

If I look at all the recent mmorpgs I've played and written about here recently - Lost Ark, Chimeraland, New World, Bless Unleashed - or the mmo-adjacent Valheim and Genshin Impact - I have just one character in all of them. 

Going back a little, I only made single characters in Blade and Soul, Riders of Icarus, SW:tOR, Elder Scrolls Online, Secret World Legends, ArcheAge... Even in mmorpgs where I did roll more than one character, Black Desert for example, it was only because I came back and started over from scratch.

Some of it - a lot of it - comes down to the kinds of content compaction I've been describing but I think I also need to accept that, after more than twenty years of doing this, the allure of starting over in the same game doesn't have the magnetic pull it once did. Time was, I just couldn't stop myself. Now I find it all too easy to say no.

Once again, I'm not sure it's a bad thing. I'm going to have to think about it. It may be that, now I've drawn my own attention to what's been happening, I'll begin behaving differently. Sometimes all it takes is an awareness for perceptions to shift. 

Or maybe I'll just settle into it, get comfortable, learn to enjoy playing the way other people have always played. After all, it looks as though I've been playing that way for a while without even realising. Maybe I like it better and just don't know, yet.

However it pans out, one thing I can say for certain sure is that I will not be playing through the entirety of the End of Dragons story nine more times. Not even if it's the last expansion GW2 ever gets. 

It was good but it wasn't that good. ANet need to get over themselves.

Monday, April 12, 2021

Buckle Up! (The One And Only Spacey Catgirl)

One of the things that supposedly got me all excited for the launch of EverQuest II's Reign of Shadows expansion late last year was the inclusion of the Vah Shir as a playable race. One of my most-played characters in the original EverQuest was a Vah Shir Beastlord and I have a huge fondness both for the race and the lore surrounding it.

I say "supposedly" because although I was eager enough to fork over the required thousand Daybreak Cash for an extra character slot months ago it turned out I wasn't keen enough to use it until today.

 Partly it's that I've had other things on my mind. First Disco Elysium, then Valheim. Serial game-buying isn't conducive to parallel game-playing, it would appear. Who'd have guessed?

Mostly, though, it was that I couldn't make up my mind what class to choose. I had it narrowed down to either a Magician or one of the Scouts, which wasn't really narrowing it down all that far. There are seven scouts.

As is usual with these dilemmas, really I knew what I wanted. I fancied playing a Mage. So a couple of hours ago I logged in and made a Swashbuckler.

It was a practical decision. I don't have any characters on Skyfire who wear chain armor. I keep getting the stuff and I can't do much with it other than transmute it for mats and I don't need any more mats right now. Selling it for a pittance to NPC vendors annoys me. I might want another cloth class but I need someone who wears chain.

For a given value of "need", that is. There's not much prospect of any new character I make getting played regularly, let alone seriously. I have six max level characters already and only one of them is up to scratch, even by my louche, casual standards.

Race and class decided, next came the rest of the panoply of choices: gender, appearance, alignment, starting city, server. And, of course, name. The tough one.

I looked at the male first. Geez... Remember the EQ Next Kerran? The one everyone hated? Looked a lot better than the male Vah Shir with his head shaped like an anvil - if the anvil was made out of dough. Hard nope.

The female didn't look a lot better until I hit randomize and a perfectly palatable cat-person appeared. She even had cheekbones. I spent a while going through the options. There didn't seem to be nearly as many as some other races get. Only five hairstyles? Six, if you count "Bald". Which I definitely don't. And Vah Shir have to make do with Kerran voices? Shabby.

Doesn't really matter how many or how few the options are, so long as you can get something you're happy with, I guess. I was pleased with my new look. Very different from anything else I play these days. 

Alignment was a given: Vah Shir have to be good. That means starting in one of three places: Qeynos, New Halas or Kelethin. Of the three I only really like Qeynos. Kelethin is just impossible. All those platforms. And elves. New Halas I find bleak and depressing. It makes me feel cold just looking at it. Can't they at least put doors on their shacks?

What I really wanted was a new starting area just for Vah Shir, of course. When I saw in the promotional material for Reign of Shadows that we'd be getting both the city of Shar Vahl and the zone outside it, Shadeweaver's Thicket, I naively imagined Vah Shir player-characters would get to start there, just like they did in EverQuest. 

No such luck. Everything in RoS is determinedly designed for level 120s only. As I discovered later, you even have to be max level to start the Vah Shir racial questline. 

I do get why Daybreak wouldn't want to add yet another starting area, even if they had the resources to develop one. We already have a choice of six and that's not even counting Qeynos and Freeport, which still retain almost all of the original starting content for anyone who knows where to go. Still, it's hard to call yourself a true mooncat if you have to grow up on earth. On Norrath. Oh, you know what I mean... 

Smell that sea air!

 

In the end it was a purely nominal decision. I picked Qeynos but I was only there for a few minutes. Taking Qeynos as your starting option doesn't mean you start in in Qeynos, anyway. Oh, no. That would be far too straightforward.

Logging in for the first time, I found myself once again on the good ship Far Journey. The days when that spurred a fizzling burst of nostalgia are long gone. I've done the trip to the Isles of Refuge to death in recent years. Fortunately, as a member, there's always the option of instant travel. 

Without moving from my spawn-in spot on deck I popped up the map and clicked on Qeynos. See that, Captain Varlos? No one needs you!

I'd already decided I was going to use a level boost. I have a fury in the nineties on Skyfire and a dirge in her twenties on Kaladim, both of whom I'm actively, if sporadically, levelling the old-fashioned way. I don't need to start over again just now. 

The question was, which level boost?

Now I want to go see if the Proving Grounds still exist...
Looking through my banks and /claim, I found half a dozen to choose from: two Level 100 boosts, three 110s and a 120. After the recent discussion on experience vials (two more sold overnight, by the way, but again to the same guy, who put them straight up for sale, so I'm still none the wiser) I thought I'd go for the 100 option and maybe experiment a little.

The boost I picked was one I'd picked up in some Proving Grounds promotion. Remember the Proving Grounds? No, I don't imagine anyone else does, either. Another flower gone to seed.

I applied the boost, dinged 100 and received a care package. I spent a few minutes unpacking it all, getting dressed and sorting out my new set of 24-slot bags. Then I opened my Knowledge Book and spent a lot longer reading every new combat art and slotting them all onto my hot bars (which I'd copied from my Berserker, as I always do, even though it means starting with a lot more slots than I'm going to need right away).

Next I opened the Claim window and claimed one of every "per character" item in there, except for the Veteran packs, half of which I know from experience will end up filling my bags with stuff I won't ever get round to using. 

For some incomprehensible reason the Proving Grounds boost comes with one of the most irritating mounts, a giant wiggly worm that gets in everyones' way at the bank and has an undulating motion that makes me nauseous. And I don't even suffer from motion sickness. Fortunately I have other mounts I can claim so it was off to the imaginary stables for Faerelith, The Obedient One.

Seriously? That's the mount you went with? It couldn't have been a horse?


It was all going nicely. I was about ready to go try out my new skills. And then it occurred to me. I was heading to Plane of Magic, the obvious, indeed possibly the only, choice at 100. And what would be waiting for me at the zone-in?

Tishan's Lockbox, of course. And inside it, a full set of gear and weapons that would make everything I'd just equipped obsolete. 

Fine! I'll just go swap it all out, then. It won't take a minute. So I did that. Only none of the gear comes with adornments. I have bags and bags full of those. I just have to remember who's got them. Or I could make some new ones. It's not like I don't have the mats.

But hang on... I'm going to need the Panda quest adorns, too. Good thing I have instant travel.

It's a big upgrade but the sad thing is
I had a load of even better Level 100 gear in the bank
until I melted it all down for parts.

I won't go on. I'm sure you get the drift. It took me the best part of an hour and a half to get my new Vah Shir Swashbuckler to the point where I felt ready to take her adventuring, by which time lunch was ready, so I had to log out. And then I came here to write this. 

Will I ever get to play her? Yes, I expect so. Eventually. I want to do the Vah Shir racial questline for one thing. Unfortunately, it starts in Shar Vahl and you need to be 120 before Animist Sanura will even speak to you. So I have some work to do.

In a way it makes me wonder how new and returning players manage but then they probably won't have anything like as many confusing, overlapping and conflicting choices as someone like me, who's been playing forever and still has nearly all the freebies ever handed out just sitting around, waiting to be used. If you were a real newbie you'd probably either begin at level one and play properly or you'd buy the latest expansion, use the max-level boost that comes with it and just accept what it gives you.

My way's more fun, though. No, it is. Really. I'm telling you...

Saturday, December 5, 2020

Time Capsule

 

FHX:Restoration is an emulator project that's hoping to bring back not one, not two, but three supposedly extinct mmorpgs: Ferentus, Herrcot and Xiones. Those were names of the localized versions of a game that originated in Korea in 2004, then spreading first to North America and later to Germany before finally looping back around to Korea once again.

If you're interested in the convoluted history of the game, and it's an intriguing story, there's a timeline with plenty of explanatory detail in this video:

I first played the game, as Ferentus, in one of its North American beta releases, probably some time around 2006. I remember it as being quite rough and unfinished but it had some indefinable... something, because even though I probably spent no more than a handful of hours there, I never forgot it.

Now I've had the chance to compare my no doubt rose-tinted recollections with the grim reality and... it's even better than I remembered! I've only managed to drag myself away because I know this is a very short (three day) test and there's really no point spending hours and hours on a character I may never see again (although characters are being saved between tests so maybe there is a point after all).

What's so good about an ancient game that's already failed, several times, to hold an audience? That's not so hard to explain.

First off, it's a dikuMUD inspired mmorpg. Kind of. It's not a purebred clone but it's close enough. You can make a character, jog out of the city gates and start killing wolves and things pretty much tick along from there. That already puts it ahead of the pack for me.

Because of its history, though, it straddles two major development phases of the genre. It looks and plays something like a prettier EverQuest but it has some of the user-friendly features of EQ's vastly more popular successor, World of Warcraft. NPCs have punctuation marks over their heads, there's a functional quest journal, melee classes can solo...

Well, I say they can solo. Of course, I have literally no idea what the game is like beyond the starting levels. It might turn into a hardcore nightmare for all I know. I don't remember exactly how far I got back in 2006 but I doubt I made it into double figures.

Leveling in almost all mmorpgs back then was a lot slower than you'd expect to find in almost any game nowadays. Even the first few levels would typically take a few hours, not a few minutes and once you hit double figures you'd expect things to slow down considerably. 

This morning in FHX I got to level five in a couple of hours, but I was lucky. Well, eventually. Things got off to a bit of a false start, when I broke my longstanding rule of always making either a fighter or a pet class when starting out in a new mmorpg.

I don't know why. I did that. Okay, yes I do. As you'd expect in a game of its age and type, classes in FHX are locked to specific races. And there are only three races. And they're all ones I don't like. I mean, come on, Barbarian, High Elf or Wood Elf? That's a choice?

I looked at the class/race combos and I nearly went with a Wood Elf archer. If I have to play an elf then a wood elf ranger is one of the least offensive options. But I had a vague memory of playing one of those the first time round and of it not going well. 

So I looked at what else wood elves could do and apparently they can be wizards. I rarely play wizards and wood elves are almost never given the opportunity to put on the pointy hat. It sounded like it might be fun.


 

Yeah, well, it wasn't, really. It wasn't terrible but despite the question marks hanging over questgivers heads, FHX isn't WoW. If you chain-cast fireballs at level one you run out of mana. Often before the thing you're throwing them at is dead.

It took me a while to get the spells set up and find out I had to spend points to upgrade them. Progression is kind of hybrid between levels and skill based, which I'd have realized if I'd read the very extensive and detailed in-game help guide that opens automatically when you log in, only I'd closed that before I got out of the city because I was impatient to start setting the wildlife on fire.

I pushed on with the wizard for a while. She got to level two but she was struggling to handle even cons. She died a couple of times and because I'd selected "windowed" in the options, the bottom few millimeters of the screen were inaccessible, including the chat line. I wasn't planning on chatting but I needed to be able to enter text I could type in /revive, which is what you have to do to recover from a death, if you don't happen to have a cleric with you or a resurrection scroll in your bag.



After going to character select a few times after a death, just so I could log back in and wake up in the town square, it occured to me that maybe, since I was there anyway, I might as well make a new character. I decided to suck it up and make a Barbarian warrior on the grounds that at least that way I wouldn't run out of mana.

I've never liked barbarians. First of, who wants to be a barbarian? Is that an aspiration? I don't think so. It's more of an insult, isn't it? Secondly, who wants to look like a barbarian? Build like a carnival strongman, decked out in rancid furs, hollowed-out skull for a hat? And don't even get me started on the kilts...

Only FHX barbarians aren't exactly like that. I made a female barbarian and she looked... kinda cool. Athletic build, funky boots, clean, shiny hair, cute vest, shorts... she looked more like a sports instructor at summer camp than a barbarian.

The good first impression translated into an even better second one. I picked up a couple of quests the wizard hadn't managed to finish and took the barbarian out to kill some wolves and spiders. She tore through them with barely any downtime. Even the lack of any form of self-healing didn't slow her down. (I'd gone with Knight as a class - I guess I could have picked Paladin for the heals but paladin is the elf of classes...).

By the time she dinged level three her bags were full. Inventory in FHX uses the grid/size method. Each item takes up a certain amount of space and you can carry as much as you can fit into the squares. Which isn't a lot. 

I'd already found the bank when I was playing the wizard so I went back there to stash the loot I didn't want to sell. To my surprise it appears bank storage is by account, not character. All the wizard's stuff was in there. That's a mixed blessing. It's very convenient but it also mitigates against bank muling later on. 

As I was banking something very old school happened. I got drive-by buffs. Really good ones. The kind a high-level gives you that last ages and turn you into a kind of entry-level god. It's such a familiar experience from the golden age of mmorpgs and something that almost never happens in modern ones. Can't happen, usually, because the capacity for doing it has been designed out altogether.

When you get buffs like that you don't waste them. I thanked the buffer and legged it out of the city gates in search of something significantly higher level than me to bully. Over a hill I came across some level five wolves and past them a camp of level six bandits. The buffs lasted around an hour and I spent most of it grinding.

It was glorious. Because I was in absolutely no danger (my hit points had jumped from around five hundred to two and a half thousand, my armor class had gone up accordingly and I was regenning so fast the rare hits I did take didn't even make a blip on my health bar) I had time to admire the combat animations and visual effects. 


 

They're really excellent. Simple but elegant. I think it shows in the screenshots, most of which look almost posed. The accompanying sounds work equally well, all of which makes grinding mobs an aesthetically satisfying proposition. It feels smooth. Really smooth.

As for the mobs, they all dropped useable loot - armor, weapons, crafting patterns - which is exactly how I like it. Well, I have a minor issue with wolves and spiders dropping boots and tunics but that ship sailed decades ago. 

The main problems were lack of inventory space (what could be more traditional?) and the peculiar design choice of making almost everything that dropped require level five to use/equip, even when it came off a level one mob. All that did was make me more determined than ever to ding five, though, so maybe someone knew what they were doing after all.


Even with the buffs progress wasn't fast by modern standards. Of course, the one classic power-levelling buff I was missing was a damage shield. Get one of those and all you have to do is collect as many mobs as you can find and wait for them to beat themselves to death on your spikes. My barbarian had to do it the hard way and her sword didn't hit much harder even with the strength buff she'd received.

In the end the timing worked out just right. The last of the buffs were wearing off just as she dinged five. Then it was back to the bank to sort through the loot and get dressed. No more short shorts and bare midriff: on with the leggings and tunic. It did make her look considerably more like a barbarian, albeit one with access to a loom.

And that was where I left it. I had a great time. If this was an open beta or a launch I'd be adding FHX to my "currently playing" list. If I had one. Which I don't. But the principle stands. As it is, I'm putting it on my "watch with interest and play when possible" list. I do in fact have one of those. 



I'm not sure at what stage of development the FHX Restoration team consider the game to be at right now, but in the starter levels it feels pretty solid. I had a few disconnects from the server and there was that one issue with the incorrect resizing of the windowed display option but other than that everything played perfectly.

It's interesting to compare FHX to Reign of Darkness, which I posted about the other day. They have a very similar aesthetic. I enjoyed both dipping a toe in both of them. FHX, though, still has that mysterious something about it that's kept it in the back of my mind all these years. It's a feels thing: hard to pin down but you know it when you... well, when you feel it.

I look forward to seeing where things go from here for FHX. I have the website bookmarked and the game installed and I look forward to the next test, when, with luck, I'll have more time to play. It'd be nice to see what's out there, beyond the woods and fields that ring the city walls.

Saturday, October 31, 2020

Terms And Conditions Apply

Ever have one of those dreams where the faster you run the slower you go? No, me neither. I think that only happens in the movies.

Unlocking the Vulpera allied race in World of Warcraft is turning out a bit like it, though. Certainly not how I imagined it would go.

I thought I understood it. As I'd heard it, originally, you had to own the Battle for Azeroth expansion, complete a bunch of fox quests and get your reputation to Exalted with their faction, the Voldunai.


 

Then, with Shadowlands looming on the horizon, Blizzard rolled BfA into the base game along with every other discarded expansion. And, just to sweeten the deal, the rep requirement got dropped as well. 

Next, Shadowlands got pushed back, as we now know to November 23rd, but the pre-patch turned up a few weeks ahead of schedule anyway, bringing with it all the major changes to the game that supposedly came as part of the package. 

At that point I had a clear and simple vision. I'd subscribe for a month, knock out whatever quests you had to do to unlock the foxfolk, then I'd make a Vulpera to try out the new tutorial zone, Exile's Reach, and the subsequent squished levelling experience. I imagined ripping through the unlock quests on one of my higher-level characters in half an hour or so then settling down to pick fur and eye colors.

Yeah.That didn't happen.


 

First I found out that although the rep grind wasn't needed any more you still needed to have the achievement "Secrets in the Sand" complete and safely recorded on your permanent record. 

Okay, one achievement. That doesn't sound so bad, does it? In MMORPGs it's not unusual to get achievements for things you didn't even notice you'd done. Not this one.

To get the Secrets in the Sand achievement you need to complete the full zone storyline for Vol'Dun. That's a seven-part sequence where every quest but the final boss fight comes complete with several sub-quests of its own. The commentaries I read all said it would take a few hours to finish and they weren't kidding. In total, there are around eighty quests in Secrets of the Sands!


 

Still, a few hours is just one good session, isn't it? And with the new level anywhere you like system I could just pop over to Vol'Dun and knock the whole thing out in an evening, right? Yeah... no.

When Blizzard said you could level up in any expansion you liked they didn't mean any zone of any expansion you liked. Or maybe they did. It's hard to be sure. 

If you let Chromie, the Bronze Dragon that pretends to be a gnome, tailor you to fit an expansion of your choice then, yes, you pretty much can pick your zone, within that expansion. If you just wander around the world on your own recognizance, though, the previous rules still apply. 


 

Don't ask me which rules. I gave up trying to work it out ages ago. All I can say is that without Chromie time running, zones have level ranges. Or some of them do. 

Battle for Azeroth, which isn't included in Chromie's collection, is supposed to be the default now to go from ten to fifty. If you don't actively try to avoid it, the game funnels you there when you leave Exile's Reach and keeps you there until you're ready for Shadowlands.

Vol'Dun, the zone where the Vulpera live, is flagged for levels thirty-five to fifty. When i found that out it changed things but I thought I could still get right on it. I'd get my highest character, a dwarf hunter, squished to thirty-seven, to do it.


 

Except, of course, he's Alliance and the Vulpera are a Horde-only race. (For good reasons, as it turns out). But achievements are account-wide so maybe... 

Nope. Big, fat nope. Secrets of the Sands is a Horde-only achievement because the Alliance get their own Vol'dun storyline. Which just happens to involve some truly appalling colonial racism and near-genocide... against the Vulpera.

So, very much no dwarves welcome there. Which left me where I've been these last few posts, levelling a fresh goblin shaman to thirty-five so she could go to Vol'dun as a representative of the Horde, complete the zone storyline, get the achievement and - finally - unlock the vulpera race. 

Too easy! Way, way too easy!


 

I spent most of today on the questline. It's very good. I enjoyed it a lot. Which is just as well because if I was expecting to cap it off with a stint in character creation followed by a happy couple of hours running round as a fox, well, then I was going to be disappointed, wasn't I?

The moment I got the achievement I hearthed back to Orgrimmar to tick whatever final box I needed and...

... after about an hour of online research...

.... and a lot of running to and fro between the embassy and Grummash Hold....

... trying to talk to a whole bunch of people who didn't want to talk to me...

... with much reading and re-reading of my quest journal...

I finally discovered you have to have a level fifty character before you can get the actual quest that starts the Vulpera unlock questline!

Seriously, could someone not have mentioned that right at the start? Really?

Not to go into a rant (and I know longtime WoW players will find this at best an exaggeration and at worst heresy) but the out-of-game resources for the game are some of the most confusing, misleading, incomplete and often just plain wrong that I've ever had to try to use anywhere. 

There are so many assumptions made, so often. So much is taken as read or just not thought worth mentioning at all. I've learned the hard way that the best information is hidden in the comments, where other players, who've already learned the hard way that the headline "facts" are half-baked and incomplete, exercise some social responsibility by explaining what you really need to do.


 

It would be rash to say I now know exactly what's left to do before I get this blasted fox. I think I know but I wouldn't be all that surprised to find you can only do the quests after midnight or during a full moon.

I have to be getting close, though, surely. My Shaman dinged forty on the Vol'Dun storyline. She's got another ten levels to go. I can do that. The ironic thing is, I plan on staying in Vol'Dun for a while, which means she'll most likely end up Exalted with the Voldunai anyway! 

It'll be nice to have a max level character, I guess. For the couple of weeks before Shadowlands raises the cap to sixty, anyway. I wasn't planning on it but I'm not unhappy. 

You have to take your pleasures where you can, these days.

Wednesday, October 28, 2020

Dark Side Of The Moon


I was just about to power down the P.C. for the night when I spotted something new on Feedly. It was Wilhelm at The Ancient Gaming Noob flagging up something I'd been waiting for, the official announcement of this year's EverQuest II expansion.

The EverQuest xpack, Claws of Veeshan, was announced a couple of weeks ago. I wonder if Darkpaw deliberately stagger the reveals so as to give each game a shot at maximum publicity? I guess that would make sense, although you have to wonder who might be interested other than people already playing, most of whom would presumably like to know the details as soon as possible. Maybe the EQII team is just further behind in the development race.

Anyway, we know now. Or we know about as much as we ever do before the beta begins. Because every expansion from every company has to have a beta these days. The era of exclusive in-house testing is long gone, if it ever existed. In fact, if I think about it, I seem to remember beta-testing the third EQII expansion, Echoes of Faydwer, back in 2006. Maybe expansions always had betas...

The beta for the latest, which we now know will be called Reign of Shadows, will begin sometime after the tenth of November, that being the date pre-orders open. I'll be placing my pre-order at the earliest opportunity, guaranteeing me a spot, which I have absolutely no intention of taking up. 

I don't want to spoil my own fun. I'm expecting to play the heck out of Reign of Shadows when it arrives. I've gotten good mileage out of every EQII expansion to date but last year's, Blood of Luclin, I found particularly enjoyable. I took one character all the way through the adventure signature questline, two to the end of the tradeskill questline and four more to somewhere around the mid-point of one, the other or both, by which time they'd reached the new level cap of one hundred and twenty.

After that I played through a good deal of the repeatable content well into the summer before I finally drifted away to other games. Even now I'm logging in every day to do something or other on the moon. 

It helped that I have a strong fund of nostalgia for Luclin, nostalgia which I'd never had a chance to indulge until now. More importantly, despite the expansion clearly feeling somewhat rushed and rough around the edges, I found the gameplay to be some of the most enjoyable for years.

My first and oldest Kerran. Born Dec 5th 2004. Original guild leader. Last seen in action 2005.

 

Nostalgia might be in short supply this time around. The sequel takes place on Luclin's dark side, a setting I've always had reservations about. Most of the original zones are dark, claustrophobic and visually unappealing. Also very dangerous. I remember travel being fraught with problems, not least because I could scarcely ever see where I was going. 

EverQuest II, I'm very pleased to say, doesn't really do dark, dingy, hard-to-see-your-axe-in-front-of-your-face zones. I'm very curious to see what the art team make of the five we know we're going to be getting, Echo Caverns, Shadeweaver's Thicket, Grimling Forest, Shar Vhal, and Vex Thal.

Echo Caverns I remember as being a fairly small cave with some trilobite-like creatures and a bunch of outlaws. Shadeweaver's Thicket was the Vah Shir (of whom more later) starting zone. I spent a  lot of time there but I can't remember it being much more than some crepuscular scrubland. I think it was too dark to see much in the way of detail.

Grimling Forest I remember all too clearly as a dark, confusing, deadly place filled with repulsive hyper-agressive, gibbering grimlings. I never had much fun there and even if I had been having any I wouldn't have been able to see what it was. 

Vex Thal was a raid zone. I honestly can't remember for sure if I've ever been there. As my characters in EverQuest have become godlike in comparison to old raid bosses (even the actual gods) I've visited most of the old raid zones just to explore but Vex Thal brings nothing to mind at all. Maybe I'll take my magician over to have a look sometime before RoS arrives, to see if I can refresh my memory.

Shar Vhal is the home city of the aforementioned Vah Shir. I'd like to say I know it well. I've certainly spent many hours there. Most of them I spent hopelessly lost. It's one of the most confusing fictional cities I've ever attempted to navigate. I sincerely hope the new version has fewer ramps and stairs and maybe about a tenth as many rooms.

The reason I spent so much time there is that for several years the character I played most often in EQ was a Vah Shir beastlord. Prior to the invention of the Heroic Character (aka boost to 85) she was my highest level, eventually making eighty-four the hard way.

My highest-level Kerran (at 36). Spent the last eight years posing as a ratonga at the New Halas bank.

The Vah Shir are one of two related races of cat people in the Everquest mythos, the other being the Kerrans. To cut a very long story short, the Vah Shir are Kerrans who got blown off-planet by the Erudites and crash-landed on the moon. 

Kerrans were in the original game from launch in 1999 in the form of an NPC race but when the third expansion, Shadows of Luclin, appeared less than three years later it brought with it the Vah Shir as a playable race. That choice then got flipped on its head with EQII in 2004, when Kerrans got the nod as the sequel's playable catfolk. 

It's hard to imagine anyone much cares by now (although I'm willing to bet someone does and they're going to let us all know how much on the forums) but at the time which cats were going to make it to the new game was quite a hot topic. A lot of people were emotionally invested in their Vah Shir characters so hearing the entire race had been wiped out in the destruction of Luclin didn't go down all that well. 

I recall many impassioned arguments being made along the lines of there having to have been at least some Vah Shir caught out on Norrath when the moon blew up but no, apparently they'd all gone home for the holidays or something. I don't believe any lore explanation for their complete disappearance was ever forthcoming.

Whatever, they're back now, or they will be when the expansion arrives. (No firm date for that yet, but there never is at this stage). Vah Shir become the twenty-second playable race and the first new addition to the roster for five years. In fact, I believe they're the first new race to become automatically available simply by owning the latest expansion since the Sarnak in 2007's Rise of Kunark. The Aerykin, who appared at the same time as 2014's Altar of Malice, had to be purchased separately in the cash shop. At least, that's how I remember it. Information available after the fact is conflicted.

As well as the new zones and a new race there's all the usual, expected stuff. What you'd call the content, I guess, including the adventure and tradeskill signature questlines and a bunch of solo, heroic and raid instances.

My third Kerran. Awake for a grand total of fifteen hours in fifteen years.

 

That would be plenty but rolled in with the expansion comes a major revamp of the Alternative Advancement (aka AA) system. Like World of Warcraft's recent level squish and associated levelling changes, the AA revamp is something all EQII players are going to get regardless of whether they buy the expansion or indeed subscribe. In that sense I wouldn't necessarily call it an expansion feature but that's splitting hair-balls.

AAs have lain fallow (some might say moribund) for a few years now, something about which there have been growing rumbles of discontent, since it was always a popular mechanic. When it was revealed, allegedly unitentionally, in one of this summer's Kander's Candor podcasts, the idea of a revamp was cautiously welcomed. I'd say most players would like one but everyone's anxious about how it might go.

Finally, slipping by almost unnoticed, there'a another revamp of sorts, this time to the guild structure, which now goes to 350 and receives an "all new content-driven guild leveling mechanism". I couldn't actually tell you what the current cap is. My guild is in the eighties somewhere. 

Since the beginning of the game guilds have levelled by means of Status, which has become a major currency over time. The proposed change to "content-driven" levelling reminds me very uncomfortably of the changes ArenaNet made to Guild Wars 2 guild progression, changes which comprehensively destroyed almost all the small guilds in the game.

I can easily imagine the guild changes turning out to be the PR disaster of this expansion. Let's hope they've thought it through. Fortunately I barely use any guild facilities or services these days so I should be safe to sit on the sidelines munching popcorn.

Other than that it all looks pretty good to me. I'm very much looking forward to visiting the dark side. And I'll definitely be making a Vah Shir. The only question being, which class?

Saturday, May 30, 2020

Numbers Don't Lie : EverQuest

I've seen some unnerving suggestions we should all be using the unexpected personal time available during the extended lockdown to get stuff done. I like to resist such puritan notions, although I have done rather more gardening than usual and I just today took delivery of some paint and brushes in preparation for painting the stairs next week.

Mostly what I've done with the time is to write an inordinate number of blog posts. By chance I had the two weeks immediately prior to tlockdown off work as holiday, so I've now been at home for more than ten straight weeks and I've posted on sixty-three consecutive days, from March 28 until the post you're reading now. I might slacken off soon.

I do find it remarkably easy to do things that are similar to work but aren't actually work, as Mrs Bhagpuss pointed out to me only this week. Yesterday and today, for example, I spent several hours logging into EverQuest on three accounts and writing down, in longhand, the race, name, class and level of every character on every server.

It's a count somewhat compromised by a couple of factors. Firstly, there are those pesky Progression/Time-Limited and Special Ruleset servers. I can't log into any of those on two of the three accounts because only All Access members are entitled to play on them. I'm fairly sure I don't have many characters on those but there are bound to be a few.

Also, while I'm on the topic, I made a major statistical faux pas the other day, when I said that the recent mergers left Darkpaw with three such servers, to which they were about to add two more. I was radically under-representing the true position.

There are three preferred TLE servers, Mangler, Selo and Miragul, plus the two new ones, Aradune and Rizlona, but there are four more non-preferred ones, Coirnav, Ragefire, Phinigel and Agnarr, making a total of nine. That does seem like an awful lot of retro/nostalgia servers, especially after the least-popular ones were just merged.

The other element of confusion in my character count is the oft-mentioned tangled history of accounts played at various times by myself, Mrs Bhagpuss or both of us at once. Not literally at once, like some kind of bravura keyboard duet, sadly, but turn and turn about.

Also, there are some characters we both played and, to my considerable confusion, several whose origin and ownership I genuinely cannot recall. Since I'm now the only EQ player in the house I can, theoretically, play any or all of the characters whenever I feel like it, so I'm going to lump them all in together.

In total there are seventy-one characters, which is perhaps a little fewer than I expected. I can think of one or two that are missing. There was a time when Sony Online Entertainment didn't automatically transfer all characters on a server merge. Below a certain level, ten for example,they had to be logged in prior to the merge to prove they were still played or they'd flick into non-existence when the databases combined.

I had a monk on Rallos Zek and a ranger on Sullon Zek who met their end that way. Probably a few other low levels here and there encountered a similar fate. I'm still quite annoyed by the loss of that monk, who would have been one of my earliest characters. I played him quite a bit even if he did never get past about level six.

It's no surprise to find that the most played race is Gnome with twenty-two examples. Next comes Human with nine, something of a surprise, perhaps, but both Mrs Bhagpuss and I liked the original Human character models. I still do.

After that it's all fairly even. At the bottom end, the two Iksar are mine and the two Drakkin are both Mrs Bhagpuss's from, I think, our time in The Serpent's Spine. Ogre, Froglok and Halfling are the least popular with a single representative each, all of them mine.

The Ogre is my Shadow Knight. Ogres were preferred for tanking because of their total immunity to being stunned from the front. Other than that, as a very large race, they were a serious pain to play in confined spaces. If there wasn't a shaman on hand to shrink my Ogre SK he wasn't going anywhere near Lower Guk.

Halflings I always found embarassing, especially the males. I can remember exactly how my one Halfling got made, along with a good deal of her play history.  She was a Warrior, who I made at the launch of Tholuxe Paells server to partner someone whose name I've long forgotten. We agreed to start there as a duo and that's why I was playing an unusual class/race combo - it was all part of some prepared plan that fell apart in a matter of days when whoever I was supposed to be duoing with lost interest and disappeared back to their old server.

Tholuxe Paells itself is long gone, too. Dorothy's been shunted around a few times, ending up on Bertoxxolous-Saryrn alongside a whole crew of characters that used to be our Antonius Bayle team. Looking at her gear I can remember buying much of it in the Bazaar before having a good run out with her back when Mercenaries appeared.

Most popular class is a tie between Druid and Necromancer but that's a tad misleading. Unlike Mrs. Bhagpuss, I've never actually played a Necromancer at anything like the level cap of the time. Instead, what I tend to do is make a Necro for every Progression server. They have a huge advantage at low levels, with particularly powerful pets that can be had for the price of a few extremely commonplace bone chips. There are always a lot of necros on any new server.

Druids also solo very well but not until much later. They're a real pain to get started, not beginning to show their true soloing colors until the thirties. Both classes are excellent soloists and group members at higher levels, if well played. So many are badly played, though, it can often be a tough task getting the chance to convince anyone you're the exception.

The five Paladins are also a bit of a trick. Only one of those has ever been played properly and that's Mrs Bhagpuss's level fifty-four, who used to tank for us on occasion, back in the day. Three of the others are bank mules of mine. I tend to choose Paladin for that thankless task because it's the class I'm least likely to be tempted to play. To make sure they'll never leave Plane of knowledge, I recommend making the pally that most odious of races, a Froglok.

I was puzzled, then, to find I have a level 51 Paladin  on Firiona Vie. I am guessing I made that character to do something on the now-defunct Free Trade server Brekt, which was rolled into Firiona Vie in the last round of merges. I'm also guessing there was some option to start at level 51, something that has happened a few times. I don't think the character has ever been played and I can all but guarantee it never will be.

Level ranges are interesting. My highest character is my Gnome Magician on Luclin-Stromm. She was levelled authentically to the mid-60s, then boosted to 85 on a giveaway. She then levelled authentically again to 93 before settling down in the Guild Lobby to do the daily Overseer quests.

She dinged 98 this morning. My plan is to take her to one hundred doing Overseer missions before kitting her out with new gear and spells until I run out of money. Then I'll take her on a tour of some of the places she was struggling to level in at 93. Seven levels in EQ is a huge step up so I'm hoping that could be fun.

After her I have a whole bunch of eighty-fives, all boosted with Heroic freebies, and then my 84 Beastlord, who did every one of those levels the hard way. The level 78 necromancer is Mrs. Bhagpuss's highest character from back when she played. That was my Beastlord's main duo partner although you can see that I carried on for a good while alone afterwards.

Below that comes a huge slew of characters from the thirties to the sixties, reperesenting the peak of our involvement with the game. All of those have been played very extensively. Most of the rest are either classes or races I didn't get on with or stem from my determination to play on every new server when it launched.

Some of them have been around for a lot longer than their low levels might suggest. The level sixteen human warrior and level eleven human wizard, for example, are two of my very oldest characters. I still get them out and run them around, now and again.

I'm not sure this is the sort of thing those people advocating we all make good use of our enforced leisure would have had in mind but it is quite useful. It's not all that unusual for me to want to log in a particular character for some reason or other only to end up spending so long trying to find which account and server they're on I run out of patience before I find them.

There are also those few characters I discovered that I can't remember ever seeing before. A level thirty-five Druid on Xegony-Druzzil Ro, for one. Where did she come from? Or another Druid, level 39, on Bertoxxolous-Saryrn, with a name I entirely fail to recognize.

Mysteries that may never be solved. Or ever need to be, for that matter.
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