Should Guilds Have Levels? October 21, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest II, Rift, World of Warcraft.
Tags: Guild Levels, Guilds
According to Blizzard the answer to that question is no, guilds should not have levels.
We got guild levels as part of the Cataclysm expansion, 25 of them, along with perks to go with those levels. Those levels were not easy to acquire back then. During Cataclysm our guild only managed to get to level 2. Granted, we left not very far into the expansion, but we were there long enough to see that progress was going to be slow.
Earl, who actually kept playing WoW while we were away got us to level 3 pretty much on his own over the course of 18 months.
Blizzard revamped leveling with Mists of Pandaria, turning the dial probably too far in the other direction, as getting a guild to level 25 went from something you needed an active raiding guild to accomplish to something I probably could have done solo between the launch of the Siege of Orgrimmar and the coming of the Iron Horde.
We got the guild back together just after Siege of Orgrimmar went live and popped up from level 3 to level 25 relatively swiftly.
It was enjoyable. It was nice to see those levels show up and get those perks unlocked.
It was something to celebrate, something that we could all help out with even if we were just doing quests with an alt. I thought it was great stuff and some of the perks were quite worthwhile. As a guild we were especially big on the perk that added some coin to the guild bank every time a quest was completed. It didn’t raise a ton of money, but it made for a nice guild repair fund.
But, with the coming of the Warlords of Draenor expansion and the 6.0 pre-expansion patch, Blizzard has removed guild levels. We still have a few of the perks.
Some of the missing perks have just been made part of the game. The speed between flight points perk got generally applied if I recall right and among the stats squished was the amount of experience you need to get to level cap, so the exp boost effectively went there. Others, like our little guild bank filler perk, disappeared completely. It seems that people were spam inviting new players to exploit them for this perk.
Blizzard took a while to make guilds something more than a name floating over your head and a chat channel. We didn’t get guild banks until… was it with Wrath of the Lich King? And then with Cataclysm, Mists of Pandaria, and Warlords of Draenor Blizzard fleshed guilds out more with levels, turned it to easy mode, then threw it all away. Bascially, over the course of four year, we went from no levels, to level 25 being a sign that a group worked hard, to level 25 being a sign that you had people playing, to no levels again. Boom, gone, we’re done with that idea.
Which is odd, because guilds having levels isn’t exactly a rare thing.
EverQuest II, for example, went live (before WoW) with guild levels in place.
Yes, the whole thing was convoluted in that way that only SOE can manage on a first try. You earned guild experience by acquiring status, but only designated “patrons” in your guild could earn experience for the guild, and the more people (or patrons) you had in your guild, the less of their status went towards guild experience. (Alts were thus not allowed in the guild, but when we made an alts guild, our guild leader got mad at us.) And if one of the partons left the guild, they took their applied guild experience with them. I remember our guild leader Wooflin being incensed when Oteb the Traitor, who we had vouched for because he was in our TorilMUD guild, left the Knights of the Cataclysm just after we had hit level 15, which at the time was the level where we got a status mount. Whoops, no mounts for us until we earned back that guild exp.
Eventually SOE fixed some of the crazier bits and the whole thing settled down. Earning guild exp got easier, but the fact that they kept piling on levels so that the guild level cap was always somewhere around the character level cap, meant that only the larger, more active guilds could expect to be at level cap and indulge themselves in all of the perks. Gaff and I managed to ramrod the guild we created on the Freeport server as part of our ill-fated EQII instance group adventure to level 30 mostly on our own so we could have a guild hall, but after that the level curve continued to ramp up and we capped out at 42.
But even at lower levels guilds got identifying marks, like guild cloaks. Small guilds can still have some nice things.
And as much of a pain as the guild levels were during the early days, I also remember them fondly (now). They represented a point where the guild was working together to accomplish a goal.
While I would readily agree that a guild should be more than just what the game mechanics dictate… a guild is a social organization and if you feel yourself constrained by just having a chat channel then maybe you aren’t doing it right… having game mechanics like guild levels that a guild can work on together and which reward the guild can help build the social bonds without which you are just a bunch of avatars with the same guild tag floating above your head.
And it isn’t just EverQuest II. While EverQuest never went the guild level route, other games have guild levels. Some of them are similar, as with Rift, where you get perks and guild tasks you can work on together.
Others are of… more dubious value. In Lord of the Rings Online kinships (guilds) have levels, but they are based on the age of the guild rather than anything anybody has done. So at this point, having not really played LOTRO in over a year, all of the kinshipss I am in on various servers are at max level, more due to neglect than activity. (See my guild review for details.)
And then there is EVE Online, which turns the whole thing on its head. In Soviet New Eden, guild levels you! Sort of. There are skills around running a corp, the EVE version of a guild, as there are skills for everything. So while corps do not have levels, as your corp grows the CEO must level up the appropriate leadership skills in order to accommodate the change. So The Mittani, CEO of Goonwaffe, which has 2,500+ members, might have had to train into Sovereignty, one of the Corporation Management skills, which takes more than 50 days to train to level I.
And I don’t even begin to know how alliances… groupings of corporations… work in New Eden. But that is straying off the point.
Guilds having levels and such is a reasonably established thing in the MMO market. And, in my experience, having levels that people can contribute to helps bring a guild closer together. So I am somewhat disapp0inted that Blizzard has decided to dispense with the guild level thing. Yes, we still have guild achievements, and those do actually unlock things. But those are also somewhat focused. You have to go do a specific thing in a limited group. There aren’t a lot of them you can help out with by leveling an alt… a couple, but not a lot. Killing a damn tauren rogue in a battleground, for example, would get us another achievement. Do people even roll tauren rogues?
Anyway, I wish Blizzard would revisit the guild levels idea again in a future release. And, Blizzard being Blizzard, if they do I am sure they will model it on an implementation that is already out there and working. So the question is, who does guild levels best? Who is totally winning on the guild levels front out there in the world?
EverQuest II Lore in a Minute September 28, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest II, YouTube.
Tags: Lore in a Minutes
Because… I actually knew all of this at one point. And then there were expansions and flying carpets and such.
When Does an MMO Become a Foreign Country? September 22, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Lord of the Rings Online, World of Warcraft.
One of the tenets of the MMORPG industry these days is that players will come and go. After a certain point in the life cycle of an MMO the installed base, those who have played the game at one time but who are not currently playing, is the most fertile ground for marketing. Somebody who has enjoyed your game once may come back to try it again.
And a lot of us do come and go from various MMOs. There are many posts on this blog about my poking my nose back into this game or that for a summer vacation or autumnal nostalgia tour.
Unfortunately, this sort of revolving door view of MMOs does tend to be at odds with another constant of MMOs: Change.
Change, big and small, is part and parcel of the genre it seems. Think of how many blog posts and comments have included something akin to, “I liked this game back when…”
Changes can be small, confined to a single class or a single ability, or huge, changing how every class works or even how we look as classes in a game. Blizzard likes to revamp classes, stats, and combat with every expansion, something we can look forward to yet again with the 6.0 patch before Warlords of Draenor. And Turbine did a giant turn on Lord of the Rings Online classes shortly after my last time playing the game, remaking classes in the image of the talent tree god.
Change is meant to be good. These revamps are meant to improve the game, to make it more playable, to balance out the classes, and to make sure there isn’t just a single “I win” skill for a given class.
And if you are playing a game actively and such change occurs, you pick up and work your way through the change with everybody else. There is a lot of sharing when it comes to adapting.
But if you were away when the change hit, if you were taking a break, on hiatus, or just getting the hell away from a game that was starting to feel more like work than fun for a bit, coming back can be a very different experience.
It can be like a foreign country.
Sure, things look about the same as home at first glance. But as you look closer, differences start to become apparent. They call french fries something else on the menu and when they serve them up they have a side of mayonnaise or are bathed in gravy. The money is all different, so you can’t tell what is expensive and what is a bargain without a bit of math. And the customs are all different, so people are rolling their eyes or giving you angry glances as you wander about trying to figure out what is going on.
Now, in a foreign country, you have to grow up there in order to really fit in. MMOs are not so complex. If you have friends or a regular guild or group, they can help you assimilate to the new state of affairs. And, when all else fails, you can go back, roll up a new character and, in essence, “grow up” again in the game.
I have used the new character method quite a bit, especially with LOTRO, which seems to change quite a bit between my visits. But even that has its flaws. In LOTRO, for example, I have now played through the 1 to 40 content with so many characters that, even though I enjoy it, I do want to see something else. And in EverQuest there is so much content and so much has changed over the years (and there are so many out of date guides and such on the web), that somewhere between the tutorial zone and some level… somewhere between 20 and 50… I inevitably fall off the rails. I have not played the game seriously in so long that the game is almost completely foreign to me, to the point that even “growing up” through it again isn’t possible.
It seems like I have simply been away too long to ever really return to EverQuest. It isn’t what it once was, I do not understand what it has become, and I have no base of friends or other support group to help out. And I feel that way when I wander into EverQuest II these days as well. The old guilds are all deserted and the skills on my hot bar are like a foreign language.
This is why the various insta-level schemes haven’t really thrilled me. If I am lost where I left off in the midst of the game, boosting me further along, and thus removing even the bits of context I remember, isn’t going to help me much.
It all makes me wonder if there is a quantifiable gap in time after which returning to an MMO becomes difficult, a point after which the inevitable divergence between what you remember and the state of the game starts to turn the game into a foreign place.
Or maybe it is just me. I swap classes in a game and it takes me a while to come up to speed.
Rift Joins the Insta-Level Club with Nighmare Tide Expansion September 5, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Lord of the Rings Online, Rift, World of Warcraft.
Tags: Insta Levels, Nightmare Tide
While I haven’t been in Rift for ages, that doesn’t mean Trion Worlds isn’t still out there plugging away. During that very busy stretch in August… I thought people went on vacation in August… they announced a new expansion, the Nightmare Tide.
This will bring the level cap up to 65, adds new content in the Plane of Water, gives you a new bag slot (woot!), and a host of new and improved features you can read about over on their site. I just hope it isn’t an all under water expansion. Too much disorientation for me.
The expansion, set to come out on October 8th of this year, is available for pre-order in three flavors.
Selling new content, expansions, is one of the business models I can really get behind. But, as always, we get into the discussion about what is worth the money. You can go compare the three editions on their site to see if you would drop an additional $100 to get the Ultimate Nightmare Edition. I am not sure it would be for me, but I am also not playing Rift currently, so the $25 option isn’t for me either.
The interesting thing for me in all of this is the item available only with the $50 and $150 editions which will boost a character to level 60, currently the level cap in the game. From the site:
Boost one character to Level 60 with a swig of this powerful draught! It comes complete with gear to begin your quests in the Plane of Water and is even tradable to other characters – but be careful, it only works once!
Where have I heard about something like that before? Oh yeah, back at BlizzCon last November, when Blizzard announced the Warlords of Draenor expansion, which included a boost to level 90 for a single character.
Not that I am trying to scold them for copying an idea that is starting to spread. Rift has made its mark by working hard to be a better WoW than WoW, putting themselves directly up against the big gorilla in the room… or something.
So if Trion is copying a feature from elsewhere for Rift, it generally means it is a feature worth having. But I wonder how much of the Blizzard playbook they are going to copy?
As of right now, the insta-60 option… which would let me skip past the Storm Legion content I got mired in, and eventually gave up on… is only available by purchasing the top two versions of the expansion package. It is not available as its own item in the in-game store.
But will it stay that way?
As Silverangel notes in her look at the whole thing, that the idea of insta-levels staying locked to an expansion purchase seems naive. And Blizzard itself started with insta-90s being tied to the Warlords of Draenor expansion, but eventually moved to make them a cash shop item. An expensive cash shop item, for sure, ringing in at $60 a pop. But if you want more than the one you got with the expansion and three double sawbucks burning a hole in your pocket, Blizzard has the deal for you.
So I suppose that just leaves us with two questions.
The first is, “When Trion will offer insta-levels as a cash shop item?”
My gut says that they will be available after the expansion goes live, but before the end of the year, so you’ll be able to buy yourself or a friend a character boost for the holidays.
And the second is, “How much will a Rift insta-60 cost?”
Blizzard wants $60, but even down to almost half of their peak user base, they are still sitting on such a huge revenue stream that they can afford to stick to their notions of the world, like the idea that people should be encouraged to play through the content. I think insta-levels are more a utility than revenue stream for them.
Back in the real world, where it isn’t raining cash, SOE priced their level 85 boosts in EverQuest and EverQuest II at about $35. However, that is taking the strict, default valuation of Station Cash and translating it to coin of the realm. Theoretically it could be much cheaper if you bought your Station Cash during a sale, got one of those Walmart bonus Station Cash cards, or found some other loophole in the SOE accounting system.
And then there is Lord of the Rings Online and their goofy option, which only boosts you to level 50… 45 levels shy of Helm’s Deep content… and which they are trying to promote through scarcity by only offering it on special occasions. That has run for 5,000 Turbine points which, due to how Turbine’s valuation of their in-game currency vary depending on how and when you purchase it, could put the real world price somewhere between $38 and $70. Or less, since you can earn Turbine points in the game, one of the outstanding features of LOTRO, so you could subsidize your purchase with that.
Given all of that, I would guess that Trion would price insta-levels in Rift closer to the SOE price range than the Blizzard.
Then again, Trion isn’t shy about asking for money. They have a $150 option for their expansion and they were looking for $100 if you wanted to be in the ArcheAge beta.
What do you think?
SOE Live – The Norrathian Front August 19, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, EverQuest Next, Sony Online Entertainment.
Tags: Because SOE, SOE Live
SOE Live went off this past weekend in Las Vegas and, in my typical hope in the face of reality sort of way, I tuned in to watch several of the live streams with the idea that SOE might have some magic potion that would tempt me back to one of their games… or would tell me something about the one I was looking forward to.
So the keynotes for EverQuest, EverQuest II, and EverQuest Next were on my list, as well as a couple of the follow up panels and the main keynote. Norrath is clearly what draws me to SOE.
However, the one thing I did not do was take notes while watching the streams. Why would I? Any normal company doing big announcements for various products which they had been working on for weeks, and which obviously had time to get press briefing packs complete with graphics and what not together, surely would have all of that information posted on their web site shortly after the respective keynotes. Right? I mean Blizzard had everything from their Thursday morning live stream up for the world to see on their main page by early afternoon the same day. SOE had all the information together. It should have been tee’d up so that after each keynote, somebody pressed a button to update the respective site so that all of your user facing media is delivering the same message.
But no, this is SOE.
As of my writing this, there is none of the information from SOE Live on the respective sites or forums as though none of this had happened. So I had to thrash around looking for what other people wrote to get details that I would have written down had I not forgotten yet again how SOE runs their railroad.
EverQuest – A Return to Pirates
The EverQuest announcement focused on the upcoming expansion, as one would expect. This time around SOE is returning to the nautical theme last visited with The Buried Sea expansion. This time it is The Darkened Sea, which will launch on October 26 for All Access Pass members and on November 11 for the unwashed free to play masses.
The level cap goes up from 100 to 105 with this expansion. There are more zones, access to the bazaar from outside of the bazaar, and a few other goodies. As essentially an outsider to EverQuest content after… well… The Planes of Power really, though I have gone back for a couple of runs since… it is tough to find something to get excited about here. Even Bhagpuss seems relatively calm in his words, tucked in at the end of a long post about SOE Live. EverQuest is catering to the installed base, we have long known that. But even then, I don’t recall The Buried Sea being a fan favorite back in the day. The blog review of it over at the past version of Mobhunter, when Loral was writing it (internet archive for the win, I miss Loral) seemed to be lukewarm at best.
But there it is.
EverQuest II – And Malice Towards None
Is EverQuest II the current standard bearer for Norrath? I cannot tell if it is more popular than EverQuest or not.
Anyway, there was a small disturbance in the community force a few weeks back as the EQII forum dwellers started getting a bit testy about SOE’s trend towards social media and streaming and what not, to the point that information that would normally be in the forums first was falling all over the place. I have long complained that SOE has favored their forums and used them as their primary method of information distribution as opposed to the web site they allegedly maintain for that purpose, and which is the first point of contact for any new player. But at least with their forum bias they were concentrating in one spot, so at a minimum I knew I had to dive into the forums if I wanted current information. Now I am not sure where to find things.
Or I wouldn’t be if it wasn’t for Feldon over at EQ2 Wire. He keeps on top of that game like no other. So it was a bit disappointing to see that SOE left him off the list of sites to be fed information in advance of Altar of Malice expansion announcement at SOE Live. The embargo on that news dropped five hours before the EverQuest II keynote, so anybody paying attention knew all the details before the presentation.
So, yes, a new expansion, the Altar of Malice.
The expansion brings in a new race… the Aerakyn, another one with built-in wings that can fly, though unlike that vampire race from a few years back, you won’t have to pay $80 to unlock all of its abilities… new dungeons, new raids, new overland zones, and a boost to 100 for most flavors of levels. (adventure, trade skill, guild)
The interesting bit for me are the level agnostic dungeons. These run from level 20 to 89 and are suppose to make the process of leveling up to the more recent content… and the main mass of the player base… more fulfilling or some such. I think the phrase was “not wasted.” Currently, with the the state of abilities, both alternate advancement related and otherwise, jumping up through the first 60 or so levels tends to be challenging mostly in the form of figuring out what some of the outdated quest text really means. So I gather that this is suppose to be more of a challenge so as to make game play fun.
Sounds good to me. A pity that our past run in with EverQuest II with the instance group ended up with it on the banned list, as that sounds kind of like what we needed back then.
And, on the sea theme from EverQuest, there are also some islands involved, including the long lost Isle of Refuge, where we all used to start back in the day via the shipwrecked survivor video game trope. There is also an island with dinosaurs.
Then there are all the other details. Rabbit mounts. A revamp of the extraneous deity system. Another rank or two for spell/skill quality. And a cross-server dungeon finder. I am curious as to how dungeon finder works for EverQuest II, though not curious enough to actually go ruin somebody elses’ day by logging in a queuing up myself.
This all goes live on November 11, which is going to make for a busy week. The EverQuest expansion above goes live for everybody that same day and just two days later, Warlords of Draenor launches. (And then Pokemon Omega Ruby and Alpha Sapphire come out less than two weeks after that. Where will I find the time?)
EverQuest Next – Dark Elf Disco
EverQuest Next is where my hopes truly lie. The idea that SOE could miracle their way into something that would tempt me back to the two remaining members of the Norrathian franchise (out of what, a dozen total EverQuest games according to Georgeons?) has always been a forlorn hope.
But EverQuest Next is the future. The lack of news on that front has banked the flames of passion for that title, they remain aglow, waiting for the day when we get something tangible. This was the keynote to which I paid the most attention, and which was both the most interesting and the least satisfying at the same time.
We got a look at some architecture, especially some of the dark elf stuff in its moody, pointed glory, some of which came from the fan base via Landmark. SOE’s crowdsourcing/exploitation pays off. They also showed some examples of the dark elf character models. Dark elves are apparently the most popular race in both EverQuest and EverQuest II at this point, so it is important to get them right. (Screen grabs from the stream.)
The art all looked very good and very much made me want to go there… wherever “there” was… and explore.
Then the devs introduced the wizard, warrior, and cleric classes and went through some combat situations with them. This was by far the most impressive bit. Each was a quick run through of some combat encounters, followed by a step by step replay where he described what was going on at each point. The combat looked fluid and dynamic and exciting. Various moves flashed or blurred or exploded in very satisfying ways and there were no little damage numbers popping up, which helped with the visceral feel of the combat. The little kid inside of me was shouting, “Oooh! Oooh! Let me try that! I want to do that!”
I recommend watching the replay of the keynote, which is available on YouTube. The combat segment picks up at about the 29 minute mark and runs for about 20 minutes.
Of course, the downside to all of this was that there is no date in sight for EverQuest Next. Speculation is that a launch is at least two years away. Certainly they have to get all of Landmark nailed down first, as it represents the foundation on which EverQuest Next will be built. So until Landmark is solid and stable and fully featured and live there can be no EverQuest Next.
David Georgeson invited us all to go read the ebooks that are being used to build up the lore for the game to tide us over… which I was honestly tempted to do after the combat stuff… but publicly SOE still seems most focused on Landmark and likely will remain so for some time.
Return to Norrath?
So while I found bits and pieces of all of the presentations interesting, is there anything that would make me focus on EverQuest or EverQuest II as my primary game?
I am in the odd duck position of having been away too long for both titles at this point, so the new stuff being piled on top of the level curve is so far away as to be effectively unreachable given my reserve of patience, but the old stuff I would have to work through… well, it didn’t interested me enough when it was new stuff to work through it. The 20-89 level agnostic dungeons in EverQuest II are interesting, though I probably wouldn’t bother with them until level 40 or so, as the 1-40 game is the heart of my nostalgia for the game.
But who knows.
With the autumn I always seem to be hit with a bout of video game nostalgia. Maybe I will heed Norrath’s call yet again? Though unless Warlords of Draenor slips, it seems unlikely.
How about you? Is Norrath in your future?
SOE Live 2014 – What Are You Wishing For? August 12, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, EverQuest Next, Sony Online Entertainment.
Tags: Landmark, SOE Fan Faire, SOE Live
Currently I am not very invested in any SOE games. I pay some attention to changes in EverQuest, with occasional glaces towards EverQuest II, based mostly on nostalgia for the “good old days,” but otherwise there isn’t much in their current lineup that thrills me. Landmark has some potential once it gets closer to being feature complete. EverQuest Next has raised some enthusiasm, but exists only as a blur on the horizon at this point. And the other remaining titles aren’t really my thing.
But here it is, the week of SOE Live, the time for announcements big and small. Yes, whatever Smed says during the Thursday night keynote will likely be overwhelmed in the news cycle by Blizzard’s big Warlords of Draenor announcement planned for earlier in the day… I think the timing was more to head off the subscription numbers news than to stick it to SOE, but they seem to have gotten a threefer on that one if you include the SWTOR hit as well… plus there is Gamescom this week as well… but some of us will still be paying attention to SOE.
And because it is that time, I am asking myself what I would like to see and what I expect come out of the event. SOE Live can bring with it some very big news. Last year had a lot of people talking about EverQuest Next. What will we get year?
What I Expect
- Some firming up of the Landmark timeline, with some more details about specific features, but no real “go live” information
- Expansion announcements around EverQuest and EverQuest II, though as the F2P years roll along I am not sure expansions have all that much impact any more unless they raise the level cap or add new AA features
- An open/paid beta plan for H1Z1 with an estimated date for access that will be off by at least a month
- Something about fixing whatever woes are currently afflicting PlanetSide 2
- Some more screenshots and in-game video from EverQuest Next, but nothing playable and no concrete details
Things I Would Like to See
- A date for Landmark to be feature complete and generally available for those who didn’t pony up for a pay-to-test package. (Even if it is off by 3-6 months.)
- Something solid, tangible, and new about EverQuest Next
- Or just something that ignites some hope that EverQuest Next will be a game I want to play
Things I Fear Might Be Communicated
- Closing down PlanetSide… well, that might not be a fear for me, but I do wonder how it is still running
- Little or nothing about EverQuest Next
- A draw down of content for EverQuest, no more expansions, limited content updates on a vaguely expressed timeline
- That some new game is dedicated to the dispossessed players of another SOE title that has been shut down (e.g. The planned science fiction biome in Landmark is really dedicated to former players of Star Wars: Clone Wars Adventures)
- Some new technological dead end like SOEmote or SOE Launcher to eat up dev cycles for no real benefit or follow through (cue Sony Olfactory Enhancements or some such)
Dreams Likely to be Unfulfilled
- Something about the next EverQuest nostalgia focused server, progression, classic, or otherwise
- An announcement that an EverQuest II nostalgia focused server… original content, steeper leveling curve, more difficult mobs, or whatever… is in the offing
- Something that might otherwise revive my interest in either EverQuest or EverQuest II… but I don’t know what… what is the “fix these games for Wilhelm” plan?
- An open/paid beta plan for EverQuest Next with an estimated date for access… this I might pay for… maybe
- Something about hats… no… wait…
From Left Field on Bizarro World Unlikely
- The Agency being revived on the PlanetSide 2 platform ala H1Z1
- The return of any dead SOE game
- A new game announcement
- The EverQuest Next plan being completely revised from last year’s announcement
- EverQuest Next being cancelled
- A ship date for EverQuest Next
So those are my various lists. What do you want to see, expect to see, or fear might come from this year’s SOE Live?
World of Warcraft – 10 Years 10 Questions August 11, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest II, World of Warcraft.
Over at ALT:ernative chat there is a survey request centered around the impending World of Warcraft ten year anniversary. Since bloggers do it for an audience, I will answer the questions in the form of a blog post (as bloggers were encouraged to do.) You are encouraged to respond as well. Please go to the site linked for recommended response methods.
1.Why did you start playing Warcraft?
Back in the day a number of people I knew from EverQuest started cajoling me to come over and take a look at WoW. They had left EverQuest, spent a month or so in EverQuest II, then hopped to WoW, never to return to either SOE title in any serious way. Meanwhile, Gaff and I and a pack of TorilMUD players stuck with EQII. In March of 2005 I gave in to the calls to come try WoW, as EQII was having problems and Vanguard wasn’t ready yet.
I did not like WoW all that much on my first venture, leaving after two months. A few months after that our EQII guild pretty much abandoned the game and came to WoW. That was fun, but we were a bit of a group without a rudder. It wasn’t until late 2006, just after I started this blog, that the regular instance group got together and began its journey through Azeroth (and a few other games).
2. What was the first ever character you rolled?
I rolled up a dwarven paladin on the Hyjal server, and that character was part of the reason that WoW did not stick with me initially. I didn’t like the dwarven character models (I’ve since grown used to them), I didn’t like the dwarven starter area (snowy zones are all just bland white), and I didn’t like the Paladin (this was the age of no ranged pull for paladins, so a lot of running to mobs only to have some mage zap it before you got there). That character has long since been deleted.
3. Which factors determined your faction choice in game?
Faction choice was entirely dictated by what my friends were playing. I have since played characters on both factions, but everybody I knew was playing alliance when I started.
4. What has been your most memorable moment in Warcraft and why?
When our standing five person group killed Archaedas in Uldaman for the first time back in 2007. It was our third run, it was after midnight, we had wiped already, and we won just by the skin of our teeth.
I found that I was shouting loud enough after the fight that I woke up my wife in the other room.
There have been lots of other memorable times, but for some reason that particular fight stands out even seven years later.
5. What is your favorite aspect of the game and has this always been the case?
The five person group content, the single group dungeon crawl. We have a standing group that has been doing that content off and on since 2006. That is the structure around which the game revolves for me. I do lots of other things in game, but that is the baseline.
6. Do you have an area in game that you always return to?
Not really. I used to have a very same-ish leveling path for characters back in the day, but Cataclysm and other changes to WoW have killed that off. Now I am all over the place.
7. How long have you /played and has that been continuous?
I have been playing off and on since March 2005, but over too many characters on half a dozen servers such that I am not going to go add them all up. (Plus that might be a very scary number.) In that time there have been about 20 months where I have not been subscribed, most of that coming after Cataclysm.
8. Admit it: do you read quest text or not?
About 60% of the time I only look the objectives, which sometimes gets me in trouble. I always seem to not pick up the magic dingus next to the quest giver that you need to finish the quest at the far end. You fail to read, you pay the price. If a quest is clearly related to the story being told in the zone, I usually stop and read it.
9. Are there any regrets from your time in game?
Nothing significant. There are always plenty of, “I wish I knew this before I set out…” sorts of moments, but that goes for anything and they sometimes lead to the more memorable situations. Failure is often more interesting that success.
10. What effect has Warcraft had on your life outside gaming?
WoW itself? Not a lot in general, as I was playing online games for nearly 20 years before it came along. I do play with my daughter and my mother, so there is something of an out-of-game bonding that comes along with the shared experience of the game, which is great. My daughter and I can go on for hours in the car talking about WoW, though that does drive my wife mad at times. And there are lots of fine memories. I even did a video at one point about the first year of our regular instance group.
All in all, a fine game. Four and a half stars, would play again.
You can find a listing of other blog, video, and podcast responses to these questions here.
PLEX and its new Daughter, GRACE July 24, 2014Posted by Wilhelm Arcturus in entertainment, EVE Online, EverQuest II, WildStar.
Tags: Anarchy Online, CREDD, Krono, PLEX
I do not pay much attention to Anarchy Online. Well, I don’t pay it any mind at all, really aside from the occasional industry lore aspects around things like rocky starts (“nearly unplayable” -GameSpy) and longevity. (It turned 13 just about a month back.)
But some people do still pay attention to it. There was a post up over at Massively announcing that the game had announced a new aspect to their subscription plan.
Called GRACE, for Grid Access Credit Extension, it is an in-game item that can be traded or sold between players that, once redeemed, turns into 30 days of game subscription time. There is a FAQ.
Basically, this the AO version of EVE Online PLEX.
PLEX itself has been live in EVE Online for just about five years at this point, where it has been a success thanks in large part to the in-game economy which is all pervasive in New Eden. There are a lot of aspects of the game you can avoid, but if you want to play you are going to be part of the economy.
The economy is such a big deal in EVE that I was curious if MMOs with much more optional or fragmented economies could really make something like PLEX work. World of Warcraft, with its large player base and need for gold sinks, seemed like it might be able to, even with the economy sliced up into three markets on hundreds of different servers. And Blizzard dipped their toe in the water… sort of… with the kitten economy idea. But they haven’t done much since.
It was left to Sony Online Entertainment to give the PLEX idea a try in the fantasy realm, introducing Krono to EverQuest II about two years back and then expanding it to their other games.
I really have no idea how Krono has worked out. They still have Krono as an option, even after the big consolidation of game subscriptions into the new All Access plan back in April, but I have never seen more than a couple on the market when I have bothered to check, and the prices seemed wildly different on different servers, so I cannot tell if they just don’t get used or if they are so popular that they sell out quickly to the platinum barons of Norrath. And the fact that the game is free to play complicates things.
Moving on, earlier this year we had two new MMOs announcing that they were all-in on monthly subscriptions. First, The Elder Scrolls Online made its position clear, and then WildStar joined the subscription only parade as well. But their business model also included something called CREDD, which is how they spell PLEX on Nexus I gather. Because it was that PLEX model again, an in-game item worth game time, which Carbine seemed to be using as a loophole to claim some sort of free to play status since, technically, after you bought the game, you could find a way to play for free if you earned enough in-game money to buy CREDD.
In Carbine’s world, you can play for free so long as they get paid. But to their credit, I don’t think they have overplayed their definition of free to play… yet.
My first thought when they announced their business model, including the CREDD bit, was whether or not it had worked for SOE by that point. That seemed like a reasonable question. Yes, a shiny new game sporting a subscription-only model with a brand new, out of the box in-game economy might not be the best parallel, what else was I going to compare it too?
The question is still unanswered at this point as far as I am concerned. The idea works in EVE, but I couldn’t tell you if it was worthwhile elsewhere.
And now Funcom is throwing its hat in the ring with Anarchy Online, which doesn’t help my understanding at all, because I am not even sure what their business model is. I think it is mostly subscriptions, but they have had this short-term “Free Play” option that shows you ads in game since… what… 2004? So does that make it free to play? And how many people even play? The late Game Data site tracked them as peaking at 60K subscriptions just after launch, dropping down to 10K by 2006, but nothing after that.
So who is out there playing Anarchy Online? What do you think GRACE going to do for the game, if anything?
Or, for that matter, how about CREDD in WildStar or Krono in SOE games?
Tags: Just Rambling, Landmark, Player Housing, Star Wars Galaxies, There is a point in here somewhere
Housing is one of the great line-item features that a lot of people think every MMO should have. There is a strong desire to have a place to call your own in what tends to be an unchanging and unalterable virtual world. There is some need within us to leave our mark somewhere in the game. I get that.
And companies have responded to that over the years, offering up various forms of housing. Housing was a big part of Ultima Online back in the day. Housing was part of the attraction of WildStar, which just launched a few weeks back. And over the years I have explored various implementations. If I play a game long enough, and it has housing, I am usually there to give it a try.
But how well it sticks for me… well, that is another story.
Rift offered up housing with the Storm Legion expansion, but it was so free form that I barely did anything with it.
People have done amazing things with dimensions in Rift… they were even doing so back during the Storm Legion beta… but, like most of Storm Legion, it just didn’t hook me.
Lord of the Rings Online, by comparison, offered some very pretty housing that was, in fact, a house. A house on a lot even.
But the options for it were so limited that I ended up letting it lapse. There wasn’t much advantage to having the house and the customizations were limited to just a few locations within the house. You could hang up things from the world… taxidermied monsters or fishing trophies… but it still felt very generic.
And while I liked the idea of there being a yard, the instanced neighborhoods were somewhat awkward.
And it was tough to find a neighborhood where all of us could find a house we could afford. In the end, the minor storage benefit of my house in LOTRO meant I let the lease lapse.
EverQuest actually threw down and added housing with the House of Thule expansion. It borrowed a lot from its younger brother, EverQuest II, while using the instanced neighborhood model similar to LOTRO. And I was reasonably impressed with SOE’s ability to overlay yet another complex interface onto the aging EverQuest client. Plus the houses looked good.
The problem there was that I was pretty much done with EverQuest as a main game by that point. I like to visit old Norrath, so I had to go try it out, but I had nothing really to put in the house and the upkeep, which was aimed at those who had kept up with inflation, was well beyond my means.
And there have been others. Runes of Magic offered housing that gave you some form of storage, along with a woman in a skimpy French maid outfit.
Landmark seems to be all housing. It is about as free form as you can get. no game at this point.
The pity is that there is no actual game around it yet.
Meanwhile, in EVE Online, the Captain’s quarters… the start (and probably the end) of housing in New Eden… allowed you to see your full body at last, and then park that body on a couch to watch something boring on a screen.
That might be too meta for me.
And since I am on about different flavors of housing, I will mention Star Wars Galaxies before some fan comes in to remind us all that this was the greatest housing ever. We will have to agree to disagree on that point. Yes, it gave you your own little spot in the real world where you could open a store or whatever. But it was a visual blight on the game, with huge clumps of houses strewn across the open landscape, encroaching right up to the edge of any in-game landmark. It made the game look like a Tatooine trailer park.
But after having gone through so much in-game housing over the years, I have to say that there has only been one housing model that has really suited me. And that is the EverQuest II model.
Yes, you do not get your own house in the midst of the world. At best you share a door to a stately home or guild hall with everybody else who has rented the same facility, so you all live there in parallel in your own instances. I do not think that is necessarily a bad thing. It keeps away the blight problem, and while there is the problem of finding somebody’s house from a listing at a door, one of the bragging points I have heard about the SWG model was that finding people was difficult so that knowing where a given person lived and set up a store gave you power. I’ll take the less blight version.
But the key for me was that EQII housing gave me exactly what I wanted, which was a simple house where I could hang trophies and other rewards from my travels. I had the option to decorate, and at times Gaff, who had a carpenter, would send me some neat furniture to spiff up my home, but mostly I just decorated with things picked up as I played. And the important part was that somebody at SOE foresaw that need and provided me with plenty of items to stick in my home. In fact, whoever came up with the reward of a weapon you could mount on your wall for the Lore & Legend quests was a genius, followed by the person who decided to make heritage quest rewards displayable in your home. I went through and looked at every character I had played past level 20 the other night, and every single one of them has a house and has at least some Lore & Legend quest rewards hung on the wall.
There are other aspects about it that make EQII housing good. The interface is simple. The house models themselves come in a variety of designs, from simple box flats to a whole island if you want a big guild hall. And the base models are cheap. You can have a house in any city for five silver a week, which was inexpensive back at launch when SOE was working very hard to keep a lid on inflation and no mob in the game dropped actual coin.
EverQuest II housing is really ideal for my desires. It is just a pity that it is in EQII.
It is a pity because I do not play EQII. I don’t play it because, for all the little things it does right, I don’t enjoy the main game. I don’t enjoy the main game, the character progression and zones and levels and what not for various reasons. Some of the reasons are pretty concrete, such as the fact that none of my close friends play the game anymore. It is on the official “never again” list for the instance group. Some of the reasons are very subjective. I really don’t like the 50-70 zones all that much. Everything after Desert of Flames makes me yawn, and even that expansion still strikes me as “the new stuff.”
After all of the above, I am finally getting to my point.
Despite the fact that EverQuest II has pretty much the ideal housing setup for me, I do not play EverQuest II. I don’t play EverQuest II because I don’t play MMOs for the side features, I play them because I enjoy the overall game.
So I love housing in EverQuest II and the music system in Lord of the Rings Online and the old world of EverQuest and the OCD inducing find all the points of interest apects of GuildWars 2 and… hrmm… I am sure sure there is something I could inject here about Rift if I thought about it… but I don’t play those game because the main game just doesn’t click with me.
I play World of Warcraft and EVE Online which, respectively, ten years in has no housing at all and possibly the most useless housing in the genre. I play them because I enjoy the main game, or the part of the main game in which I indulge.
So if you are out there trolling for page views by raging about garrisons in one breath because they didn’t meet your unrealistic and unsubstantiated expectations, after making it clear you never cared about housing being brought to WoW in the previous breath, in an environment where housing was probably a slip of the tongue to describe the feature, because Blizzard has been pretty clear in the past about their views on housing in WoW… well… I guess I got the punch line at the start of this sentence, didn’t I? Those who get paid by the page view…
Would I like garrisons to be EQII housing brought to Azeroth? You bet! That would be a dream come true.
But unless you have a compelling argument that garrisons are so bad that they are going to ruin the main game, there isn’t much drama to be had in my opinion. We can talk about how better the developers might have spent their time I suppose. But this is a pet battles sort of feature.
In the end, I am buying Warlords of Draenor for ten more levels of World of Warcraft and all the zones and stories and pop culture references and silly shenanigans that goes with it. And I suspect that will be the story for most people.
If garrisons have any merit, people will play with them and maybe even stay subscribed a bit longer. Or if they have any achievements… and of course they will have achievements… people will play with them for that. And if garrisons are truly the waste of time and effort as described, then people will use them to the extent that they need to in order to get to level cap and grab the achievements, at which point they will be forgotten like many a feature in the past.
Is somebody going to try to convince me that this was a make or break feature for Warlords of Draenor?
Or, if you want, just tell me about your favorite MMO housing. Somebody will anyway, so I might as well invite it!
The tl;dr version: If housing really is a must-have important feature for you, you probably aren’t playing WoW now and you probably won’t be playing it in the future.
Anyway, back to happy pictures. I put a gallery of my housing collections in EQII, plus a bit of the Revelry & Honor guild hall (which is huge), after the cut, because it really is my ideal housing plan.
Progression, Nostalgia, and Special Servers July 21, 2014Posted by Wilhelm Arcturus in entertainment, EverQuest, EverQuest II, Sony Online Entertainment, World of Warcraft.
Tags: Nostalgia, Rambling Friday on Monday
One of the questions that comes up all the time in the EverQuest forums is when will SOE launch the next progression server? It may be the most popular question on the Progression Server sub-forum.
Second place goes to people asking for a Classic server, though those questions are somewhat undermined by both the fact that they are off-topic in that sub-forum and that there is nothing like an agreed upon definition of what a Classic server would actually include. It ranges from just launch content out to the Planes of Power expansion, though there are a couple of voices that would stretch thing to just shy of Gates of Discord.
So the two most popular topics seem to be about getting a new special EverQuest server from SOE.
And why not? SOE has something of a history with special servers for EverQuest, going all the way back to the initial PvP server to the first progression servers, The Combine and The Sleeper, which rolled out in June of 2006, to the Mayong 51/50 server back in 2009, to the current Fippy Darkpaw and Vulak’Aerr servers, with their time locked rule sets, which went live in February 2011.
So the assumption is that of course SOE is going to roll another one, it is just a question of when. When will SOE roll out the next progression server?
My gut response to that is “never.”
There are lots of arguments for such a server. It brings people back to the game. It rewards long term fans. It is popular, illustrated by the fact that both times they have done a progression server they have had to roll a second server to accommodate demand. And in a time when the game is free to play, a luxury item like a special nostalgia server seems like a reasonable way to boost revenue.
On the flip side of all of that there is the problem with nostalgia. That driving sense of nostalgia often doesn’t last long beyond the point when you return to the time/place/song you were nostalgic for. I have read a couple of articles about how the internet is going to kill nostalgia as a sensation before too long. When you have access to what amounts to a historically unprecedented amount of information in the comfort of your own home, the moment you feel nostalgic for something, you can track it down on the internet and watch/listen/read all there is available about, to the point that the sensation is sated. Having access to the thing for which you are nostalgic replaces nostalgia with reality. And, often times, the reality includes the downside, the reason the world moved on or the series got cancelled or that you never bought that band’s second or third album.
So while the progression servers… or any special servers… tend to start off strong. Things taper off over time. Fippy Darkpaw was packed when it opened and remained popular for the first few expansions.
After a while though, the feeling begins fade. Potshot and I joined in on the fun and were quite invested for a while, visiting many old locations in the game. And while the great PSN/SOE hacking episode of April 2011 knocked us off the path, that episode might have done us a favor. We ran around a little bit more after that, but for me at least, content after Kunark is still flagged as “that new stuff” in my brain, so our progress was arrested before we made ourselves sick on nostalgia.
But nostalgia does wear off. And so it is that the question “When will Fippy Darkpaw and Vulak’Aerr be merged?” might be the third most common question on the progression server sub-forum. In hindsight, SOE probably should have just bit the bullet and stuck with a single server, especially based on the history they had with The Combine and The Sleeper, which had to be merged less than a year into their lives, because now things are very quiet on both servers.
Unless you are in one of the raiding guilds. They still play, racing to unlock each expansion and then hanging around, farming gear, until the next expansion. But they are playing their own game and the rest of the server could be empty and it would not bother them.
So nostalgia wears out or the server advances to the point where the current expansion is no longer nostalgia and you end up with something more akin to a special raiding preserve as opposed to a home for old school players.
Thus I think that, given the cost of maintaining such a server and the limited pool of personnel that SOE has to devote to such tasks (as opposed to working on EverQuest Next) I think we may have seen the last special EverQuest server out of SOE. Smed isn’t going to overtly point you to Project 1999, but SOE hasn’t shown much interest in stamping out such private servers of late either.
And what other game would be prime for such a nostalgia server? EverQuest is somewhat unique in that not only were there a lot of expansions, but that expansions tended to leave old zones alone. Blackburrow today looks pretty much like it did back in 1999.
Certainly World of Warcraft would spring to mind for many, but Blizzard effectively shut down that idea when Cataclysm reworked the original game. There are parts of the old world that were no doubt better for the change, but you cannot go home again. There is nostalgia for original vanilla WoW in part because you can’t go there any more, and Blizzard isn’t going to support two clients just so you can go back in time.
And what other games would be prime for nostalgia. RuneScape has an old school server up now, and Dark Age of Camelot did one in the past. But most other MMOs are too young or have changed so much that the work to create anything like a nostalgia server would make the whole thing a non-starter. Lord of the Rings Online still delivers about the same experience for the first 40 levels, so who needs a different sort of server. A few people pine for the early days of EverQuest II, but how would you even roll back to that?
Then there are games like EVE Online, where there is only the one server.
I asked in a post just about two years back if SOE was going to be the sole vendor of a nostalgic MMO experience. Now I wonder if even they will keep that up.
But then there will be nostalgia.
Maybe, at some point, way down the road, nostalgia will become a viable business decision for some MMOs.
What sort of special server would you want to see? What game should have a nostalgia server some day?