Number One Thing Hi-Rez Should Add To Global Agenda

Posted on Monday, February 8, 2010
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A Friend's List. Because right now there isn't one.

UPDATE: Executive Producer Todd Harris stopped by in the comments to let us know that they'll are developing a friends list currently and to keep posted to the game's forums for an announcement soon. We, of course, will let you know as soon as we see it!

Just looking at the searches that have lead folks to this here blog, five of the top ten searches were about a friends list for Global Agenda. There's interest in this feature, and I think many players would love to see it implemented.

I think the idea is since Global Agenda uses Steam as a platform, players can just use their Steam friends list as their in-game list. And honestly, that's not a bad idea but I think Hi-Rez needs to add a few things to make this a viable alternative to an in-game list.

If we are to use our Steam Friends list, I'd like to see a way to add someone to my Steam friends list while in-game. Since my account is tied to my Steam ID, ideally when someone types /friend RainbowD, my Steam ID (which is not RainbowD, btw) would be automatically added to their Steam Friend's list. I'm sure that would take some coordination from both Steam and Hi-Rez, but it would be beneficial to both companies as well. Hi-Rez would benefit from their players becoming more social, thus more attached to the game, and Steam would benefit from users growing their friend's list and using the service more and more.

Of course, Hi-Rez could add a simple Friend's List in game as well like most other social/MMO games. Either way, I think it's a feature that should really be evaluated and added to the game. Joining missions with random players is fun, but there are times when I would rather just play with some people I know. As it is, even if I saw that a friend was playing Global Agenda, I wouldn't be able to see what shard they were in so I could join them or if they were in a mission at the moment. Further, I'd have to remember their character name in GA versus their Steam ID, which is confusing and a lot to ask of your players.

I feel pretty confident in saying that a more simple, direct way to find and connect with our friends while playing is top of mind for Global Agenda players. Here's hoping we get some information soon on what's the dev team is working on in this regard as so far I haven't even seen mention from the studio of a friends list feature.

-Dickie

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Weekend Wrapup: Awesome Ads Edition


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This weekend featured a lot of gaming for me, but as seems to be the case the past two weeks, I only played two games. My gaming time was increased due to a fiancé who was recovering from a surprise surgery on Friday and was hoped up on Codeine as a result. So while I was able to play caregiver over the weekend every few hours, he was pretty well knocked out which left hours of time to game away.

Global Agenda

Soooo many thoughts going on in my head about this game. First and foremost: I'm still having a LOT of fun. I do have some suggestions, which I'll put into another post, but the core of the game is a blast. As my Recon levels up and unlocks more and more abilities, I'm finding there is a subtly brilliance in the way your skills unlock. You are allowed to learn your class basics then more and more options are added to let you customize your play style.

World of Warcraft

I decided to hop back on to my Alliance side Druid for the weekend. I do love the priest and have been enjoying the Horde, but I also just wanted to run around Northrend for a bit as well. As it turns out, I did not do much running around Northrend though as I was constantly queued in the Random Dungeon Finder, which also helped me move my Druid from 70 to 72 over the course of the weekend. There were a couple bad groups, like the Pally tank with retribution aura up and no shield, or the shadow Priest that had someone else on /follow, but most were solid groups with good team work. It's a bit tempting to stick with my Druid as well, if only because I love their flight form and have never particularly cared for the normal flying mounts others get.

What Did You Play?

So what did you get into this weekend? I know plenty of people took some time off from gaming to watch that football thingy, also know as the "best ads on TV" time, that was going on (w00t, Saints!), but I'm sure you squeezed some time in there for some classic video gaming, right?

-Dickie

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Making Death Work for You

Posted on Sunday, February 7, 2010
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So, sometimes death can be a good thing. In most games I’ve played, it is decidedly not. Death is something to be remedied post haste as your dead body contributes nothing. A couple exceptions have been seen in WoW to either pick up a quest or teleport into a zone via resurrection. The city takes a slightly different approach. Your dead body contributes nothing, unless you or your teammates decide to exploit your demise.

So, this exploitation can occur in several ways. The basic method is the combat rez. All rezzes are combat capable (the worst rez brings you back with full HP but no end) and the majority of them have some form of bonus as well, such as granting you a bonus to your damage. These buffs are sometimes paired with delayed debuffs, but you usually make out ahead in the buff game.

The second method is through offensive self rezing. There are a few standard self rezzes that just get you back on your feet. Then there is rise of the phoenix which not only puts you back on your feet but nukes the area around your corpse for a decent amount of fire damage, has a stun effect, and deals some knock back. The dark armor rez, while less flashy, packs a devastating AoE stun with the caveat that there MUST be a nearby enemy for the ability to work. Willpower has a somewhat more mild self rez, really acting more like a self targeted combat rez from the above category then an offense power.

So, all these are well and good, but there are two more corpse abuse abilities that take the crown. The leadership power pool is available to everyone, and the final power is called vengeance. If a teammate dies, click and the rest of the team gets a sizeable to huge (depending on your AT modifiers) buff to their accuracy, damage, and defense, plus a one shot minor heal effect. And then there is fallout, the power that turns your buddy’s corpse into a small nuclear strike. There have been people that design significant parts of their build around fallen comrades because the powers are just that powerful. A radiation defender can utterly turn the tide of the battle if a teammate falls. Hit vengeance to grant huge buffs to the team, click fallout to nuke the whole spawn, then mutate the fallen to get them back on their feet with buffs to their damage and recharge speed.

All this combines to make death a potentially tactical maneuver in combat. I can recall two instances offhand where I have deliberately gotten myself killed to benefit the team. Way back I was on a (mostly PuG) team where we had enough mitigation the arch villain we were fighting wasn’t really hurting us, but we couldn’t punch through his evasiveness. I had to literally kill myself by spamming a self damaging move that negates your ability to be healed temporarily in order to die, after which a teammates used vengeance and the rest of the team was able to land hits reliably again. Then just today we were fighting a monster at the end of a task force and our defender was running out of endurance so held back on the blasting. Seeing as this was a 4 man team without a real damage dealer we really needed the extra damage and the accompanying resistance debuffs paired with the blasts. So what do I do? I turn off my resistance shield and ignore the fact that I have self heals as I move next to the tank and try to take some AoE hits. As I take damage the defender gets an endurance discount (an inherent that I reallllly want to see replaced, but I’ll admit that it’s powerful when it kicks in) and can act again. Then when I actually manage to die…two teammates had fallout. The boss didn’t last long after those explosions went off and they put me back on my feet.

So with death having relatively minor consequences and sometimes being a tactically wise decision, you can see where I get my “death happens, oh well” attitude. Not that I don’t try to keep teammates alive but sometimes…

-Luigrein

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Tactical Exploitation?

Posted on Friday, February 5, 2010
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"When is a tactic an exploit?" Both Tobold and Larisa have approached the recent MMO/WoW news that the mega-guild Ensidia received a 3 day ban for their Saronite bomb "exploit" in the new Lich King wing of ICC. I was actually really intrigued by the comments to both posts, particularly the ones by the Renaissance Man, as he seems to make a judgement in a well-informed (I'd love to know where he gets this level of information, but it seems difficult to refute without other facts) manner.


I am not a high end raider. I am a herder of cats, and seriously would implode if I had to deal with the level of intensity the Ensidia and other "world-first" guilds go through. I also don't see the value of giving up that much of my life to a video game, where it's less about time with friends and having fun than it is about beating out a rival guild from another country...
But in my opinion, there's something fishy here. Supposedly blacked out chat logs and no video? Really? Don't these videos normally get put to "Rock You Like a Hurricane" and spammed on YouTube and every gaming site like a viral epidemic? OK, maybe they were concentrating on the achievement and didn't turn on their tracking cameras. Maybe they aren't proud of the intensity of language at each other in chat logs. I don't know. But what I do know is human nature. And there is no way that not one out of TWENTY FIVE of the raiders didn't realize something wasn't right. And these people are in chat (pretty much guaranteed on headsets) so it's not like communication was barred for some reason. And if you are one of the "premier" raiding guilds, you know when something is too easy, or if the Reanaissance man is right, your toon is not being thrown over the edge when it should be.
Regardless, if Ensidia did not exploit this using their Blizzard-given bomb tactic, then they could have said, "Hey, look what we did. We're not sure if this was supposed to happen or not, so we're going to go in again and try it without, just in case." Again, 25 seasoned raiders with no clue it was a mite easier than it should be to DEFEAT ARTHAS? Swampland in Florida to sell, my friend...

While I may not have enough factual info to render an informed opinion on Ensidia's fate, if Blizzard says it's an exploit, then an exploit it be. It is Blizzard's game. And we know players will use exploits shamelessly, and then contrive any number of excuses until (or when) they're caught. I myself have struggled with the 5 man Halls of Reflective Death "exploit" at the end, following Arthas along. We just stand there and let him walk past. We're not blinking into walls, feigning death to reset him, or anything like that. We stand there and wave as he walks towards Sylvanas. Really, does Arthas give a fig about us anyhow? We're gnats. But once Blizzard tells me "that's a bannable exploit because..." then if I continue it, I deserve to be punished. But do I have to be told? If, like in some of the comments I linked to, I use a mage to blink into a wall and attack King Ymiron, and none of his powers touch me while I DPS the crap out of him, I don't think I need big brother pointing out that's not how the mechanics are supposed to work. You are NOT supposed to be able to farm ore from underground, that is cheating. No one needs to tell you when something is not working as intended, especially when you're a seasoned player and have seen years of appropriate game mechanics.

And I detest cheating and exploits. I left Warhammer for a number of reasons, but I was so sick of players cheating that it was one of the straws that broke the camel's back. Engineers dropping turets into walls or trees where you couldn't kill them, sending pets through walls, that sort of nonsense. I enjoy PvP, but the crap in City of Heroes kept me out of it. Player versus PLAYER, not "spec all my skills into teleport other and grief people into the sentry bots". Cowards and cheaters. And again, people play these games for any number of reasons, some to relax with friends, and some to achieve world firsts and titles. But if how you play is going to screw someone else over, or misuse or misrepresent game mechanics, then think again. You may have been smart enough to figure out how to "bypass fail code lol" or some nonsense, but someone smarter will catch and expose you. And you deserve everything coming to you at that point.

Honestly? A three day ban for Ensidia is not heavy enough if they did this on purpose or even with the suspicion of exploiting, and Blizzard HAS access to their chat logs and information. Cheaters and exploiters are breaking the rules set out by the games. If you don't play by their rules, kiss your ass good-bye. I will toast marshmallows when they explode your avatar in Aion.
-Real Big Kitty

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Recon: The Art Of Being An A-Hole


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From Hi-Rez's Senior Artist Will Burns. I have to say that I totally agree. Which is why I love playing the Recon class! ;)

The Recon is a great class for several reasons, and while it is a great asset to any PvE team, I think the class really shines in PvP missions. The class has a lot of flexibility. Players can spec into more of a Sniper role (like I have), a melee/bombs role, or a balanced approach that is more concerned with survivability, and while all three specs are viable options, I'm having a blast sitting at a distance picking off enemy targets. I've made more than a few enemies so far with a couple of players in matches who have then completely ignored the objective just so they could kill me repeatedly. Or try to at least ;)

Recon is for sure a hit-and-run kind of class. I would not recommend sitting in the same sniper spot all match, nor would I recommend running around uncloaked. Our biggest asset is our ability to slip into cubby holes unnoticed or to pop up behind that healer and drop them before they even know what happened. And we're likely to drop a few bombs and/or mines while we're there.

And P.S., if you see me running at you head on, you can bet it's not me at all. That would be my clone ability meant solely to distract you while I sit by and snipe away at you.

Yep, I think "total a-hole" is a perfect description for this class!

-Dickie

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Global Agenda: Economy Woes

Posted on Thursday, February 4, 2010
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I would argue that player-driven economy is one of the features that must be present to justify a game as a MMOG. In most games, this means some form of Auction House that players can use to but and sell loot, some form of crafting for players to make sellable goods, a direct player-to-player trade function, and in some games personal stores for players to sell their wares. It doesn't matter if the economy is strong or weak for the purposes of defining this feature (although when it comes to whether I want to play the game or not it does matter), but rather it matters whether an economy exists in some form.

Some MMOG's, like Warhammer Online, have a bare-bones economy. There is an auction house and some form of crafting, but ultimately a player could skip that function of the game entirely and be just as successful as another character that relies heavily on trade. Other games, like EVE Online, depend on the economy as a driving force in the game itself. Neither system, or anything in between for that matter, is inherently better than the other, but they cater to different players. Personally, I prefer a bit of a strong economy that can be "played" as a meta game but does not make the game tick all on its own.

Global Agenda has offered an interesting perspective on economy with the launch of the game, and I'd have to say that so far it is my least favorite aspect of the game. It appears the developers were aiming for an economy more akin to WAR's in that it is not a necessary function of the game but can be used if one chooses to. That would be all well and good, but there's a few key pieces missing.

Crafting in GA is used to create weapon and armor mods. The mods provide some bonuses to the character like +1% ranged damage or Increased Poison Resist, and while the bonuses are nice, they are not utterly necessary (they could be more useful in higher-end AvA or PvE missions, but I haven't experienced that yet). Ultimately skill is more important than these bonuses, but the bonuses can give you a leg up in PvP.

The game runs into a snag because crafting materials and higher-end recipes can only be gained in PvE missions. So if you don’t run PvE missions, then you can't get mods that will help out in PvP. If you're familiar with the end-game that WAR had at launch, then you can probably see where the problem starts. GA is heavily PvP based, so requiring players to run PvE missions to get crafting materials to make items that are better used in PvP seems like a bad idea. It also forces players into content they don't really want to participate in.

Aside from that, it seems that there was (maybe there still is) a plan to have mods purchased from a vendor in the Dome. As of right now though, that is not the case. The shop where I think you would be able to buy these items is not open at the moment, as well as a few others. I'm hoping they put that back in soon, because the lack of even basic upgrades is causing all sorts of inflated pricing on the Auction House. Crafters and players who prefer the PvE missions currently control the Auction House completely because PvP players do not earn anything in their matches that can be sold. Instead they just earn credits and experience.

Maybe the idea was that PvE would earn less money for the trade off of getting materials, and PvP would earn more money so that they could just buy the things they want. Unfortunately, the system does not work that way right now. Being that the game is new, prices have not yet been established by the community, so you can see the same item on the AH with asking prices spread from affordable to impractical. A few other factors play into that as well: 1) The auction house is as basic as they come and does not even feature a sorting mechanism, 2) PvE players hold all of the proverbial cards, 3) PvP players do not make significantly more money to compensate for their lack of crafting materials, 4) There is no base line offering from a vendor from which to compare AH asking prices.

I'm hoping that Hi-Rez gets on the ball and adds in NPC vendors that at least offer a couple tiers of mods and works on the balancing act between rewards for PvE and PvP play. I'll continue to play mostly PvP missions, because that's where I find the fun to be, and I really don't want to be forced into PvE missions just to get enough mats to make my own mods. Forcing players into a box based on what the developers envisioned is not the best move in the world, but from what I've seen of this game and the interviews I've listened to and read from these developers, it sounds like they have the passion and commitment to meet the wants of their players. So if y'all are listening, I want some form of functioning economy to be up and running soon, please! Kthxbai

-Dickie

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Gaming Is A Drag


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RuPual's Drag Race season 2 just started up this week, so I have been obsessed with all things drag lately. For those not familiar, I suggest your head to Drag Race's page and stream all of last season (it's only 8 episodes) and this seasons opener. Trust me when I say after watching Drag Race, all the other Make Me The Next Top Chef That Can Sew Designer Hair Cuts will seem boring and bland. The first season was pulled together on a shoe string-budget (and it shows) but was a huge hit for Logo, quite possibly their most successful show to date.

So how does a drag competition fit into MMO's? As one the queens put it; drag is all about putting on an illusion, having fun and entertaining; once any of that is gone, you should stop drag because you no longer "get it.".

When we play an MMO, we are putting on digital drag to have fun and to entertain. We're also putting on this illusion that what we do is important or that we, as individuals, can make a difference. The difference is that when we stop enjoying ourselves, many of us still keep putting on the drag and lip synching the same tired ass Cher tunes night after night, or in MMO speak, raiding the same dungeon over and over again. Sure, people have come to expect a certain level of quality from you, but you just don't have the passion anymore.

Many drag queens will tell you they go through evolutions in their art. Some start off being purely celebrity impersonators, then move to a more androgynous look, then maybe to hyper-feminized appeal. Unlike drag queens though, many of us MMO players try to recreate the same feeling by replaying the same genre over and over again and never even experiment with another form of game drag. We play WoW, then LotRO, then EQ2, then wonder why we aren't enjoying ourselves anymore, when games like Fallen Earth and Global Agenda offer up something familiar, yet different.

I'm just as guilty as anyone else of that sin. I try on the same dress in a different color and hope for something new. Instead, I should be trying on different styles of dresses, dresses that explore other themes or imagery. I've jumped around from WoW to EQ2 to LotRO expecting something different, but really those are the same style game in different colors. I need to try different styles of MMOs, maybe then my gamer drag will be fun again.

Lately I've been playing Global Agenda, and while there are some that argue GA is not a MMO because it lacks many of the traditional tropes of the genre, I would argue that it's just another side of the genre. Just like Ongina or Miss Nina Flowers are still drag queens despite the traditional style of Bebe Zahara Benet (go watch season 1, you'll understand the analogy), GA is still a MMO without being the stereotyped fantasy world that games like WoW represent.

I'm enjoying this new style of drag. Hopefully, I'll now be able to continue to entertain and have fun while putting on my digital illusion. Most importantly, this game has allowed me to display the four essential characteristics of any good drag queen: Charisma, Uniqueness, Nerve, Talent.

-Dickie

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How Not To Improve Your Customer Service Ratings

Posted on Wednesday, February 3, 2010
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Dear Dell,

When your Ultra Premium Mega Super Awesome Deluxe level of warranty service has as it's major selling point "Access to phone technicians based in North America," you should recognize that there is a problem with how your current customer service plan works. Just saying.

Actually, the sad part is that they actually have recognized that their customer service ratings are terrible due to us pesky customers getting annoyed with trying to explain a problem to someone that barely speak English, and to them, they have "fixed the problem" with this warranty offer. It takes a special kind of soulless corporation to find a way to monetize their chief customer service complaint and sell it as a good thing somehow.

This message brought to you by the Senator Dell of Mumbai Illinois.

-Dickie

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Global Agenda: Conquest Mode Thoughts


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Seeing as I'm having difficulty getting the video embed code (the firewall here at work is none-too-fond of YouTube…), I'll just have to send out this link and hope that y'all will make your over to watch the video so that you can get an understanding of what exactly Global Agenda's Conquest mode is.

To summarize, Conquest mode is a persistent PvP mode where Agencies compete for territory and control of various maps. Agencies (guilds) can team up with other Agencies to make Alliances, but those Alliances can be tossed aside at any point. Agencies can then send in Strike Teams (12-man raid teams) to take over any other Agency's territory in hopes of gaining more ground and valuable resources, which can then be turned around and used to make new vehicles and other upgrades to help in attack or defense. The instances themselves are a bit PvEvP as the attacking strike force will need to compete against PvE elements like guardians and such as well as any defenders the current occupiers put in place to stop the attackers.

Basically, it looks like a game of Risk from above and localized castle assault from below.

This is a persistent game that's only open so many hours a day. During these hours, zones can be captured and lost and there is constant action going on. But once those hours are over for the day, the zones are locked and Agencies can then add upgrades or make vehicles or generally plan their next move. While the maps are open, it's all about war, but while their closed it's all about Politics. At least, that's the theory.

I admit, Conquest mode sounds like a blast. Vehicular combat would add a nice twist to the game and knowing that you are fighting for something more than just experience points and money seems like it would add another level to the game entirely. But to access Conquest (after the first month of play) players will need to pony up a monthly subscription fee (there are discounted multi-month packages as well), and this is where the player needs to decide if Conquest is worth it to them or not. You'll still have full access to the PvP and PvE missions without the subscription, but you'll miss out on some of the upgrades that only Conquest can provide.

Personally, I'm still looking for an Agency to give Conquest a shot. I'll likely need to join a random invite Agency just to get into the action, but as long as Conquest is free I should give it a go just to see if it will be worth it in the long run. It certainly sounds fun, but even before trying it I have to admit that I have my reservations about it.

First, there's the subscription fee. Do I really need another subscription based game in my portfolio right now? And given that I'm having a blast with the non-subscription content, can I even justify the $12 per month?

Second is the question of whether or not I'd really even be able to participate? With the zones only open for a set window of time every day, will I really be able to get into that mode often enough to validate my monthly fee? Would an Agency even want a player that can't commit to any particular nights or even the particular window of time the mode is available?

Third is the feeling that Conquest sounds like a big commitment, and I'm just not up for anything "hardcore" right now. If an Agency even takes one night of the week off from defending their holdings, they could lose everything. They'd then have to spend days trying to rebuild. I don't think I could possibly agree to a 7-days-a-week play schedule, and I think that asking that of the player base is a bit much.

Like I said, I'll give it a whirl assuming I can find an Agency for at least this free month. I could find that my schedule will be fine and that Conquest is worth every penny of the monthly fee, but I'm having a hard time imagining that will be the case. Even if it's not "for me," I have to say that it sounds like a very cool, very ambitious, addition to the game that I am sure plenty of people will find addictive and fulfilling.

-Dickie

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Global Agenda Impressions

Posted on Tuesday, February 2, 2010
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Mix one part of "Dickie hasn't purchased a new game in awhile" with one part "New Shiny" and finally a pinch of "People say it's fun" and what do you get? Me. Buying Global Agenda.


I decided to snag Global Agenda over the weekend while it was only $45 on Steam. After hearing so much good about the game from some of the writers and bloggers whose opinions I appreciate, I figured the game would be a solid bet.

So after a weekend of play and after tonight's launch event (got to play around in game with the loverly Seraphina Brennan of Massively fame), I have a few thoughts to throw out there about the game so far. Here they are, in no particular order:

Needs A Friend's List

Badly. Frankly, there is just no reason for a social game, MMO or shooter or otherwise, to NOT have a functioning friend's list. Sure, you can join up with an Agency (guild) but that seems to be the only way to see if your friends are online. The game is run through Steam, so perhaps they just assumed you would use your Steam Friends list, but people don't use the same name for their Steam account as their character names.

Great Combat

The gameplay and shooter action are top notch. The game has a very quick pace to it, but not overly twitchy like some first-person shooters can be.

Classes Are Interesting

There will be much class balance to come. They all feel solid right now, which is great, but I forsee a lot of balancing down the road.

Phantasy Star Universe 2.0?

If you ever played either of Phantasy Star's online games, the set up for GA will be very familiar. There is one city that acts as a hub where players can meet and group up if they'd like, visit the auction house, craft, and a few other essential functions. From there, all the missions are instanced be they PvP or PvE.

Grouping Is Easy

I love that I can queue for a mission and be auto-grouped for the mission when it pops up. Sometimes I've had to decline the mission when it pops (no group packed full of Recons will really work that well), but in general it mixes and matches well. Plus I can run through the city while I'm waiting for my mission to pop. It's really that simple.

Included Voice Chat

The voice chat is well done and implemented, with just a few simple controls to make it work smoothly. The side effect is that PvP matches can devolve into the worst of the worst when it comes to angry voice chat rants from teammates. I haven't heard that happen much, and when I have I heard it I just turn down the voice volume.

Variety

Right now, it seems there's a variety of activities and things to do. There are tons of PvE maps of varying difficulty and a few PvP maps with different objectives. Hopefully the team at Hi-Rez can keep a quick pace with adding new maps or swapping maps out so that things stay interesting.

Pace

LOVE the pace. Everything is timed. No more 30-minute PvP stalemates, the match will end sooner rather than later. Same with PvE maps as you are given a countdown timer and you must kill the boss within that time frame or fail. You literally can jump in and out with just 15 minutes of play time and be productive.

Crafting

Seems basic right now. You can buy recipes from the vendors or get them as random drops in PvE missions. All materials drop in PvE. If you prefer PvP, you can always buy the materials and recipes from the Auction House. However, it does seem like crafting weapon and armor mods is rather important.

Choose Your Adventure

Its your choice whether you want to level via PvP or PvE or some combination of both. I'm assuming you can level in the Conquest mode as well, but I haven't joined an Agency yet so I cannot confirm that. You gain more money in PvP matches, but more experience and the ability to get crafting mats in PvE, so there's a definite choice you'll need to make. Personally, I just like shooting other players.

Conclusion

I'm having fun with the game. I'll jump on board with an Agency within the week just so I can try out the Conquest mode stuff while it's free, but even if I don't decide to subscribe to that function, I'll still have the option to have fun in the regular PvE and PvP missions. I'm looking forward to where this title goes and hope that it picks up some steam as it moves along because it really is a solid title… once they add a friend's list, of course.
-Dickie

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Year Of The F2P: Runes Of Magic Roundup


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January has come to an end, which means my first month of my Free To Play MMO experience has also come to an end. As I mentioned previously, my choice for January was Runes of Magic, perhaps the most popular F2P title released in the last year.

Basics

The game follows along well with the standard fantasy MMORPG tropes. Elves and humans, mages and knights, trolls and rats, grinds and quests and levels… if you've played any major MMO, you understand how RoM works. Many have compared the game to World of Warcraft, and while I feel that's a valid comparison, I have to also say that the game has a bit more in common with Final Fantasy XI than WoW. Dual classes, player housing and farming (the plant growing kind, not the endless mob killing kind) all remind me of FFXI, which is not a bad thing. Those were all features of FFXI that I liked.

Combat flows like most other fantasy MMOs you've played: select mob, select ability from hot bar, rinse and repeat until the bad guy is dead, then collect loot. Frankly, the only thing about combat that stood out to me was the sound effects and that's because I thought they were absolutely terrible. Aside from that, the combat worked as expected, which is a good thing.

Questing was pretty standard as well. You talked to your quest person then went off to kill the baddies or collect the item for them. A few really nice things popped up here though that I have to mention. RoM incorporated a solid quest tracker into the game, but even better was that the game tracks mobs of interest right on the mini-map, which simplified the hunt even more. Another great touch was that RoM embeds auto-directions into the quest text as well. Can't remember where the quest NPC is once you get back in town? No problem, just open the quest and click the person's name and your character will auto-navigate her way there. It was a very nice touch and one that I think more games should add to their questing systems.

Crafting was pretty basic. Resources are out and plentiful and tracked on your mini-map, so finding the ore and other things needed to make items was quick and easy. Like Lord of the Rings Online and Everquest 2, you need to be in front of the specific crafting table to make items, but like WoW all you need to do is click the recipe and hit create. There appeared to be a way to make critical items, but I was not able to figure out how to do so. At the start of the game, you can take all of the crafting skills, but as you go up tiers you can move less and less skill up until you are finally left with only one crafting skill that you can cap. It works nicely in that sense you can get a taste of all the skill out there but ultimately you can only max one out, whether that be manufacturing or gathering, so the economy stays moving.

General Thoughts

Having dual classes for every character in the game is just a great addition in my mind. This opens up the possibilities of more than just a tank or just a healer and broadens the concept of hybrid classes. Any two classes can be combined in in way so you can hyper focus your skills or add some supporting elements to you class and there are even specific skills you learn in the higher levels that are unique to your class combination. Although I'm sure there are those who would say that there are specific class combos that are preferable, I don't think the game really tries to push you into any specific combo, which is a very neat twist on the FFXI method.

In general, the game felt fast-paced. I'm not sure if that is due to the nature of the F2P market or if it was due to the design of RoM specifically, but it seemed like they did not want you to grind endlessly for each level. I could be wrong about this though as there were a ton of daily quests, which makes me think that they are needed later on to grind experience. Even outside of leveling, travelling seemed quick and each fight was a flurry of bad sound effects and quickly defeated monsters.

The community seemed like an odd mix of social/friendly and angsty. At times they were very helpful and at other times I felt like I was playing a Halo 3 deathmatch. Outside of chat, people seemed focused on their own agenda and not too interested in what other people were doing. This does seem similar to WoW these days, but it doesn't seem necessarily inviting for new players.

The cash shop, or diamond store, did not seem over priced to me. Even though some people threw a hissy fit about paying $10 for a permanent mount a few months ago, I still don't see how paying $10 for something you want versus $15 for a whole bunch of this you don't want is a bad thing. That aside, there were approximately a metric crap ton of items you could buy in their store. Leveling speed potions, damage buffs, crafting help… just about anything you could think of to buy was available, and almost all were available in different flavors. Want a quick boost to your defensive rating for an hour? No problem. But maybe you want to increase that to a week, or even a month?

The only real issue I had with the cash shop was with getting diamonds. At some point in the last month, Frogster started allowing players to take surveys to earn diamonds instead of paying cash. I tried a few of the surveys and was either not qualified right off the bat or dis-qualified somewhere along the way. I can understand that I shouldn't get free diamonds for surveys I'm not qualified for (it just so happens I'm not a 40-something stay at home mom that watches day time television), but if I get half way through a survey before I'm disqualified (oh, you mean you don't plan on buying a $40,000+ car in the next month?) then I should get at least something for my time.

Keep It Or Uninstall?

I left Runes of Magic fairly pleased. It is an extremely solid and polished title that I think will do very well for itself for quite some time. You can go far in the game without ever buying a thing from the store, which is a great achievement, and the developers were able to capture the magic of the western MMO without forcing us to pay $50 up front for it. Sure, the graphics aren't that hard hitting, but they work flawlessly, which is more than I can say for most AAA titles these days.

Ultimately though, I have to say that it did not bring a lot of new ideas to the table. For sure there were some, but nothing that I felt I needed to have in my gamin schedule, which gets more and more crowded every day. I think it is a game I could come back to some time though, but for now I've uninstalled the title. Not that it's a bad game by any means, but it's not the type of game I need in my line up right now.

What's Next?

So with Runes of Magic down, I'm ready to give Battle Forge a shot. Several readers seem to think I will enjoy this title and I'm hoping I will too. Keep posted to this here blog to get some initial thoughts and impressions over the next week or so!

-Dickie

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If It's Easy And Attractive, It's Hacked

Posted on Monday, February 1, 2010
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Real Big Kitty talked this weekend about his guild members' accounts getting hacked and he made the point that this seems to be happening more often lately. I too had noticed the trend, specifically with regard to World of Warcraft, as I've seen several members of the blog and Twitter community vent about their woes when their accounts get hacked.

It's should be no surprise then that I went out and snagged the Blizzard Authenticator for my iPhone shortly after reading Don't Fear The Mutant's story. Not that Peter's story was that unusual given how many other people have had their WoW account hacked, but his story was the proverbial straw.

Although I now have the Authenticator, I have to say that I am really rather miffed that I had to grab it. And the worst part about it is that I don't know who to be more upset with: Blizzard or the Hackers.

The Case Against Blizzard

This epidemic in WoW really is partly Blizzard's fault no matter how you approach the issue. Either their protocol for handling add-ons, which has worked excellently for years now mind you, needs to be updated to prevent the hackers from getting access to information or they need to find the real, true source of the problem and fix it. The Authenticator is just a band-aid, and a rather weak one at that, particularly given that the hackers are using Authenticators against the player who actually owns the account.

At the same time, laying full blame on Blizzard for the problem is like blaming a rich person for getting mugged. It's not really their fault, it's just that they make attractive targets.

The hackers are coming after certain games, if you really look into it. Two games in particular have experienced the problem lately: WoW and Aion. Both games that have a medium strength economy, one where players can easily benefit from a quick in-flow of cash, but that same in-flux isn't going to give them a leg up for long. A market that has built-in return customers is, after all, the dream of any marketer.

The Case Against Mods And Money

But both these games rely on something else that adds to the mix: Add-ons, or mods as some call them. Some people have pointed to the Curse Client as the culprit. More specifically, a vulnerability in the curse client (the linked thread has good arguments for an against the theory). With an abundance of add-ons for both games, and with a reliance on those mods (some would argue), Blizzard and NC Soft have given hackers an easy in, or at least a reliable in.

To be clear, there are plenty of other games that rely on mods. Warhammer Online players can use a large array of mods, also serviced through Curse. The big difference? WAR's economy is irrelevant by design. When they created WAR, Mythic made a conscious choice to limit the role of economy in the game, which thereby diminished the interest of gold-spammers, and thus hackers, in WAR. It was a choice I lamented, because I love a good in-game economy, but one that so far seems to have saved WAR from the wrath of the hacker.

On the other side of that coin, we have a game like Lord of the Rings Online which relies heavily on a strong, and often times harsh, economy yet permits practically no add-ons. A game like LOTRO, with a hard core, dedicated player base and a strong economy is surely a big attraction to gold-sellers/hackers, yet LOTRO is not affected by this recent epidemic. Why? The only conclusion I can come to is that they do not permit third-party mods, thus no mod managers like the Curse Client.

Always Use Protection

This leads me to wonder yet again what they real need for mods in games is, but that's for another post. What we really need to understand for the purpose of this post is that it seems more likely than not that if you play a game that incorporates a solid economy and robust add-on support, then you are likely going to have to be much more cautious with your account information. Follow the tips that are out there, including updating your Flash. Remember: criminals go after easy, attractive targets. Ultimately, they are lazy and if you put up even the slightest fight, they will usually move on to the next target.

-Dickie

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