The Art of the Pull

This past weekend I spent my time in Free Realms grinding out some Brawler levels.  I was only level 4 and had that stupid “Get level 5!” as my only brawl quest.  Well, I had other quests for the brawler, but they all required that I fight things recommended for level 5 and over.  So I went and found a few random encounters and got level 5, then set about questing again.

Back in the days of EverQuest, I played a monk.  The reason I chose a monk was because the guy who introduced me to the game said it was hard to play and was the class least reliant on equipment.  And it was true, in the beginning.  My monk was about 80% effective when “naked”.  Of course, as the game expanded, monks became just as reliant on gear as every other class.  But the point is, I played a monk.  One thing monks did in EQ was called “pulling”.  If you aren’t familiar with the term, it means that my group would pick a safe spot to sit and I would run out and find monsters for us to fight, dragging them back to the group for the kill.  The reason monks did this was because they got a skill called Feign Death which allowed them to escaped monsters if they happened to get too many chasing them.  Play dead, monsters go away.  As all monks did, I learned the observable mechanics of the game, how monsters would walk back to spawn points at different times, how some would “reset” their “hate list” upon reaching their spawn, and lots of other little things.  Over time, as I observed more and became a better puller, I used Feign Death less and less.  I learned how to pluck a single monster from a group just by standing in a particular place a particular distance away at a particular angle.  Honestly, being a puller in EQ was probably what kept me playing for so long.  One of the main reasons I quit was at the high end game during raiding your team only needed one or two monks for pulling, and any extra monks were just a part of the killing team.  Auto-attack is boring, especially after a life roaming zones in search of danger.

The point of that little trip down memory lane is to preface the following: Monster pathing and aggro hasn’t changed much over at SOE.

I find myself going under equipped and lower level than I should into brawler fights and using my monk skills to splits monsters and fight them one at a time when they are clearly intended to be fought in pairs or threes.  You can even run from most groups of monsters and watch your “radar” to see when most of them turn around and go home, leaving just one tenacious follower to combat.  I’ve even gone so far as to defeat “events” that clearly shouldn’t be something I do alone.  In one quest instance, you get to a certain point and it triggers waves of monsters to attack.  If you stand and fight, you have to take them on 3 or 4 at a time, but instead you can run off to the side and hide, wait for all the waves to show up, and then use aggro and positioning to pluck them one at a time out of the mess.  Sure, it takes longer, but seeing as how actually finding people to group is one of the most difficult things to do in Free Realms, taking the time and doing it on my own is preferable.

Anyway, I managed to get myself 4 levels doing Brawler quests, and then I headed back to Sanctuary to see if I could exhaust it like I did Seaside.  I haven’t yet, but I’m getting close.

Designed to Grow

As an offshoot to the discussion over at Psychochild’s blog concerning Dread and Hope in Lord of the Rings Online, I wanted to expand on something I touched on in my comments there.

Originally, dread and hope in LotRO was a flavor.  It danced around the edges of your play.  You would run into a little dread and have to find a way to combat it, either through adding hope or just by more cautious play, going slow instead of rushing in due to your reduced stats making your character less effective.  However, as the game has expanded and they’ve raised level caps and added new content, they fell into the same trap that has caught every other game.  Dread and hope aren’t just flavor anymore, they are now a core mechanic.  There is content you cannot participate in without enough hope, so people are forced to wear the radiant gear that provides it, limiting choices.  In the future, I expect as people complain about not having choices, more hope gear will become available so that it opens up more choices to the players, which in turn will trivialize hope and it will become like the other stats on items: mostly ignored as long as you keep enough of it around.

The failing here, at least in my opinion, is that they designed something that was pretty awesome as a flavor to the game, that added a narrative and story element to the game that also was based in the mechanics of play, but didn’t, in their core initial design, plan for expansion.  Because they didn’t leave room for the core to grow, they’ve had to co-opt the flavor and make it core in order to give players somewhere to advance that wasn’t just more of the same.  Personally, I liked dread and hope the way they were, and feel they’ve lost something with it becoming “just another stat” that characters min/max.

Of course, I’m also a proponent of games with less “advancement” (usually found in the form of grinding levels and stats, mathematical increases) and more “story” (more places to go, more things to do).  For me, gear in games is just the tool that allows me to pass the artificial barriers the designers placed in game to wall off content.  I’d prefer they didn’t wall off the content and just let me experience it as I came to it.  But then, MMOs make their money off time invested under the subscription model, and if they allowed me to play the whole game at the speed I wanted, they’d get less of my time, but more of my support, which, ironically gets them more of my money as I’m more likely to remain subscribed to a game with lots to see and great story over one that is just a gear grind-fest.

Anyway, back to my original point… most games seem to run into this as they mudflate, as each expansion raises the level cap and they go looking for new ways for people to need to grind out more gear.  They co-opt every element of design and turn them all into points on a scale and suck all the fun and flavor out of them.  I dread games that grow like this, and hope games in the future can avoid it.

30 Days of Game: Evony

It has been a long while (October 2008) since I did one of these, and as luck would have it I just happened to have played another PBBG for 30 days, so a review follows.

The gang over at the Ofasoft boards found this game, Evony, and we decided to go play it.  Honestly, as evidenced by my Travian review, it is best to approach these RTS-like browser games with a crowd of friends because ultimately a guild or alliance is going to be the only way to survive the PvP.  People without a group behind them will be farmed for points and resources.  As with many browser based games, its got an RMT element, and while Evony’s items for purchase can give you a serious advantage, I have found that not enough people are buying them to make it really matter.

So, to start, you create an account, name your lord and name your first city (don’t pick something you love, you’ll be changing it in a minute).  Like any RTS type games, you build building for resources and to facilitate your army, and there are optimum build orders to get to certain elements of the game.  But, for the first 7 days you will be safe from PvP (you can’t be attacked, nor can you attack other players), so you have time to learn the game.  Learning the game is where Evony, in my opinion, shines.  Other games I have played forced you to go digging around wikis or forums or elsewhere to learn about the game, but Evony has implemented a Quest system giving you tons of little objectives, all with rewards.  The best way to learn the game is to do the quests.  If you do, your town won’t be a war machine, but it will be perfectly functional.  Just heed the game’s warnings and don’t take your town hall to level 5 or you’ll end your seven day protection.

As I raced through the quests, I built myself a second town and was well on my way to solid before my 7 days were up.  I worried as I hit the end of that week, but as I was in an alliance with around 40 people in it, actively playing and constantly out of resources (because I was constantly building), it seems there were enough reasons not to attack that no one did.  Also, you’ll learn that attacking valleys and NPCs is more profitable at lower levels.

The key to the game is range attacks, which is pretty much true for all games and for real life too.  And while archers are a ranged attack, ballistas are better, but they do take a while to get to.  One thing the Evony forums are good for is posts about theorycrafting.  That’s when people observe game behavior and try to work backwards to get the formula the programming is using for things.  Battles work like something out of European wars with lines of attackers approaching each other on the field.  The fastest runners get out front and are the first to get mowed down.  The game works on a closest range/greatest threat method, where if you have archers and cavalry fighting swordsmen, the swordsmen will fight your cavalry while your archers kill them at range.  If you didn’t have the cavalry, your archers would get “free” attacks on the swordsmen until they “met”, and then the swordsmen would fight the archers at close range.  Fights also use a “1 group attacks 1 target” method, so in the previous example, the swordsmen would fight the cavalry until there were no more cavalry.  If they had swordsman and warriors, both of them would attack the cavalry, ganging up on them, while your cavalry would only attack which ever group they encountered first (the swordsmen).  Ultimately it causes weird battles where you can take 1,000 ballista, 1 cavalry, 1 swordsman, and 1 warrior, and defeat a much larger army of a single non-ranged unit type because there will be at least three rounds of combat before the enemy can attack your ballista since they need to engage each army “type” on the field and defeat them.  So if 1 ballista can kill 10 warriors a round, this attack configuration could defeat 30,000 warriors while only losing 1 cavalry, 1 swordsman and 1 warrior.  These kinds of mathematical and logical decisions result in very odd attack configurations, and approaching the game like a real war will only cost you troops.

The way battles work is why fighting NPCs is more profitable than PCs.  A hero with the appropriate number of ballista can defeat all the defences of an NPC city while taking no losses.  Send transports with them and you can gain much more resources than you can build in the same time.  NPCs basically become resource ATMs.

Once you get out of your 7 day period, and assuming you are part of an alliance, you then enter into the world of negotiations.  Eventually, fighting NPCs grows old and you want to take on some other players.  Attacking the wrong player in the wrong alliance can result in a war that could turn out badly for your entire alliance.  At the beginning of week 4, another alliance declared war on my alliance and attacked one of our member’s cities.  No warning, no discussion, just attack.  We sent off a note to find out why, but they didn’t reply.  So, we checked with our friendly alliances and then unleashed hell on the offending alliance.  We didn’t just return fire on the offending player, but his whole alliance.  We ended up taking a half dozen cities from their players and putting a serious hurt on their entire alliance.  Of course, this was followed by lots of whining and more negotiations as it turned out the leader of the alliance that declared war on us was a secondary account for the leader of another alliance, who was an ally of an ally, and so on… the fallout was funny as alliances turned on him and supported us, but the real lesson is that it could easily go the other way if we didn’t vet our targets properly.

The best feature of all, however, is that no one can take your “last” city.  If you have 5 towns and fall under heavy PvP siege, they can take 4 and they can farm your last, but they can’t take it, and you never lose your technology research.  And if you’ve saved up some city teleporters, you can always flee.  You can also hit the “Restart” button and start from scratch, keeping the same lord name and nothing else.

All in all, Evony is fairly well built and balanced, more so than other free RTS-like games I’ve tried online.  Its fun, and with planning of your buildings, you can actually schedule days away from the game where you are researching new technologies and building high level buildings and won’t need to check in.

I’ve played Evony for 30 days, and I’m going to keep playing.  With 100 player limits on alliance sizes, it doesn’t appear to suffer from the alliance domination problems that other games do, and will keep it interesting for far longer.

Movie Round-Up: June 19th, 2009

Year One:

Every time Jack Black puts out a new film, I approach it with caution.  I find I’m either going to love or hate his work.  There really is not a middle ground.  But the trailers for this film have actually had me chuckling.  They have a very History of the World Part I or Life of Brian feel.  I probably won’t make it to the theater for this one, but I’ll be chomping at the bit to catch it on DVD.

The Proposal:

You’ve seen this movie before.  She’s the boss, a book editor, treats people like crap, and is a Canadian about to be deported, so she promises to a promotion to her assistant in exchange for marriage.  The twist here is that she always thought he was just another assistant, but it turns out he’s from a very wealthy family in Alaska (they own most of the town) and he was in New York chasing his dream of being an editor and avoiding the family business.  So they head to Alaska to meet his family and try to fool the immigration department… comedy ensues.  And while you have seen this movie before, that doesn’t make it any less enjoyable.  Sandra Bullock and Ryan Reynolds are both great and their on screen chemistry pops.  You know how its going to end before it starts, but it is an enjoyable ride to the finish.  In my opinion, easily worth the matinee price if chick flick romantic comedies are your style.

Combat Revised

Tobold has an interesting post up today about making combat in MMOs better.  I’d like to take his combat cards design a step further, and use it to support a classless design as well.

Think about it, if all your attacks, defences and utility moves in combat were based on a deck of skill/action cards, you can go a step further and make each card have requirements.  For example, a defensive card called “Shield Block” that would buff you an absorb the damage of the next incoming attack (or X amount of damage) would require you to have a shield equipped to use.  A “Fireball” card could require a wand be in your primary hand, while a “Backstab” requires a dagger.  I’m sure we could spitball and come up with many things like this.  As an added bonus, the items could have a modifier.  Using a flat shield with “Shield Block” has no bonus, but if you had a Spiked Shield your “Shield Block” would inflict X damage if the attack absorbed was a melee attack.  Again, let your mind run wild on all the things you could do.

The result would be that your “class” would be defined by your equipment and the deck that you carry.  New cards and new items could be found through questing and adventuring, and made through crafting.  Crafting itself could be made up as card game combat using a separate deck and crafter’s tools.

To throw another element into the mix, you could allow for character level to affect the bonus on cards, or even add a “card level” where the cards in your deck gain experience through use, the more you use a card the higher level it gets the better the bonus.  Card level would, in effect, mirror a skill based system, while your character level would carry a bonus on all cards.  So if you had been heavily magic focused and decided to become a plate tank by switching your gear and cards, the 50 levels you earned as a mage would transfer as a level 50 warrior, you’d only be lacking card levels.

Another thing this design would allow for is a structure where any opponent can be non-trivial.  If defence and mitigation are card effects, an unlucky draw could leave you open to attacks by even the “lowest level” foes.  The reverse is also true, that low level characters can fight even high level foes with a good deck and a lucky draw.

This design would even allow for RMT in the form of selling booster packs of random cards (or buying specific cards for larger amounts), but restricts the power of “bought goods” through the equipment requirements and card level bonuses.  (Traded cards would not retain their level.)

Lastly, similar to the way Guild Wars handles things, make the places you can swap equipment and decks be limited to the adventuring hubs, so that a player picks a role and outfits themselves prior to heading out.  (This works fantastically with my thoughts on towncentric design with judicious use of instancing.)

The more I think about it, the more I like this.

XI

From 1998 to 2009, as of today, this blog officially goes to eleven.

I put up a pretty good summary post last year at ten, but the Spinal Tap fan in me just couldn’t let this year go by without a mention.  Now that that’s done, I’ll mosey along…

Seaside is dead to me

I decided this past weekend to grind my first town in Free Realms.  I happened to be standing in Seaside so that is the one I picked.

By grinding a town, what I mean is to do whatever I can to remain in town and work on quests.  First off, I completed the collection quests of Seaside, then I visited every quest giver and completed every quest that is available to a person who is playing for free.  Quite often the game tried to encourage me not to do this by having quests that would lead me off to another town, but I would always run do that quest and teleport back, rather than the expected behavior of seeing quests in the new town and sticking around to work them.

When I logged out on Sunday morning, the only quests that remained in Seaside were the ones I can’t do.  That doesn’t mean there are not more quests, but there might be some that just are not unlocked (because of level or because I haven’t done the lead in quest from another town or random world NPC).  At this point, unless I get a quest that sends me to Seaside, I don’t expect to go back there until I get bored and start looking for things I missed (or things that have since unlocked).

Sanctuary is next.

Use the Tools Provided

The fundamental problem with Web 2.0 and social networking tools is a lack of blocking and filtering options, and when they exist the reluctance of users to use them.

When I look at a site like Twitter, I think they have done it right and provided the proper tools to manage their brand of social networking, and yet I see so few people using them.  If you were to look at my account, you’d see that I have around 44 people following me (I say around because that can change at any time).  I could easily have 200 followers, but it wouldn’t mean anything.  Every person who follows me, I read their account, if they are say the kinds of things I want to hear I follow them back.  If you follow me and I don’t follow you, it doesn’t mean I won’t follow you in the future, it just means that what I read so far didn’t excite me enough to add you to my main feed, but I’ll check back later to see if that changes.  If, however, I read your account and find what you have to say in poor taste or your account is nothing but advertising, I will block you.  (Keep in mind, I don’t base this on a single tweet, it has to be a long held pattern.)  Blocking on Twitter has the effect that not only do I not see you, but you can’t see me.  More people need to do this.  I see spamming accounts following thousands of people, and unless that is thousands of other spam accounts, it means people aren’t blocking.  And this behavior isn’t limited just to Twitter.  Any social network site that publicly displays how many “friends” or “followers” you have is subject to it.

The problem, of course, is that the number becomes too important.  That number shouldn’t matter.  Why should I care if someone has eleventy billion friends?  The thing I should care about is whether or not the content that person produces is worth reading.  In the end, that’s the thing I consider the biggest failure of Web 2.0.  It is supposed to be about the content, but most sites wind up including some number like views or friends counts that becomes the focus over the content.

I’m not alone here.  Trent Reznor, a person who has embraced social networking but is now turning away from it, had this to say:

We’re in a world where the mainstream social networks want any and all people to boost user numbers for the big selloff and are not concerned with the quality of experience.

The power to make social network sites better is in your hands.  Use the tools provided.

Movie Round-Up: June 12th, 2009

Imagine That:

Eddie Murphy once made his career on raunchy adult themed comedy and movies.  He has long since left that behind in favor of more family friendly fair.  That said, I have actually enjoyed a few of them.  While Norbit, the Doolittle sequels and the Nutty Professor movies left me flat, I actually enjoyed Meet Dave.  This movie looks cute, so it’ll definitely get a rental viewing, but as cute as it looks I don’t think it’s enough to earn $10 from my wallet on opening weekend.

The Taking of Pelham 1 2 3:

I kept meaning to Netflix the original so I could see it before this remake opened, but I never did.  The trailer looks pretty decent, and I like most of the actors.  I want to see it, but John Travolta as a bad guy is fairly hit or miss.  Hit, Broken Arrow.  Miss, The Punisher.  So, for me, I probably won’t run out and see it, but will wait for the rental.  However, it does look like a good action film, so you might want to check it out.

Away We Go:

Technically, this movie opened last week, but only on 4 screens.  This week marks the first expansion into places where average people might actually have a chance to see it.  I saw it at a screening and … I think it is a damn shame that I’ve seen some outlets compare this film to Juno.  It sets the absolute wrong expectations since Away We Go is nothing like Juno.  What Away We Go is about is a couple (I don’t want to say ‘young’ because they are 34) who are about to have a baby and had moved to be close to his parents.  But his parents have decided to move to Antwerp, so now they are looking for other family and friends to live near.  Conveniently, both of them have jobs that are not location based, so off they go in search of a new place to raise their forthcoming child.  Along the way they encounter four completely different families and learn about the things they want and the things they don’t want.  Its sweet, its funny, and its also sad in places.  Most of all, though, its worth watching.