I’m a gamer. I game.

Random Daily Adventuring

As I have returned to World of Warcraft, I have become taken by the daily quest.  To many, this is an old mechanic, but when I quit the game these were just called “repeatable quests” because you could do the exact same quest over and over again.  But the daily quest mechanic has evolved and now, for example, the fishing guy in Stormwind actually has several quests which rotate.  You get to do one per day, and the one available changes from day to day.

Imagine if we took that design a step further.  What if, instead of entering a town and finding the same five quests every player finds every day, you were to just find five quests?  If you entered town on Monday, the baker, the weapon smith, the bartender, the fisherman and the captain of the guard would have quests.  But if you came in on Tuesday, the baker and the captain of the guard would have the same quests, but now the other three available quests would be the potion master, the stable boy and the inn keeper.  And by “quests” I mean “tasks” because that’s what they are anyway.  The majority of quests in a game aren’t the type they expect you to hold on to and work on for months, weeks, or even just days.  They expect you to take the quest and then finish it within a single play session, maybe two.

And not just quests for single players.  Quests for duos and groups, even daily raid content.  Call it a midway point between current quest design and Rift’s “abandon quests to fight random events” design.  I think it is worth further thought.

Sneakin’ Around: Finding Dungeons

In a companion piece to yesterday’s rant on using the dungeon finder tool, playing a character who doesn’t kill means that the tool is useless to me.  So at least on this character I’ll never have to deal with that frustration.  The dungeons, however, aren’t useless.  For example, Wailing Caverns has a quest for picking up serpentblooms, which are ground spawns, so that means I can do it.  The trouble is that I have to actually go and find the dungeon.  I suppose trouble isn’t the right word, since I actually enjoy the exploring.

I know where the Deadmines are, but taking a peek at spoiler sites tells me that there aren’t any quests there for me to do as they all involve killing stuff.  Ragefire Chasm also appears to only have kill quests.  Shadowfang Keep as well.  I’m betting that most of the dungeons are going to be this way.  But many of them will also have herbs and ore to gather and mine.

In the meantime, I’m still traveling the world… just yesterday I ran all over Loch Modan looking for lost pages, which I found, and then I was ushered off to the Wetlands.

26 and roaming…

The Dungeon Finder

First, a confession.  Despite having used the dungeon finder in World of Warcraft as a part of my arguments for the erosion of quality social interaction in games, I had never actually used the dungeon finder myself.  I’d read tons of impressions and reviews, and made educated assumptions.  While my worgen is designed to play with the wife and the rogue is designed to play the game awkwardly, I also made a priest specifically to play with other random people.

The priest, Hrogammon, is a human (of course) and because you pretty much can’t group with people even if you pay them before level 15 I spec’d him out for shadow.  I plan to keep a shadow spec for soloing, but I’m also going to do a healing spec later in order to play in groups better.  (Besides, and I know people will argue with me, a shadow spec’d priest should be able to heal a normal dungeon just fine as long as he has decent gear.)  In any event, I figured that until the mid to late 20s and beyond there really isn’t much difference to the three trees anyway as the bonuses are small.  I could be wrong, and I’ll do more research later, but as I said, I’m going to have two spec’s eventually, so I’m not worried much.

Anyway, so I made it to level 18 by doing dailies and running quests up to and through Westfall.  When I completed Westfall and they sent me off to Redridge, I decided to head to Stormwind instead and try my hand at the dungeon finder.

I queued up as Healer and DPS, even though I knew full well that I was going to be plugged in as healing every single time due to the over abundance of DPS players.  The very first group I was thrust into was a perfect example of why playing a DPS stinks.  It was me as the healer, a paladin as tank and three warriors as DPS.  That’s right, three warriors had spec’d and gone into the queue as DPS only (has to be, because if they’d gone in as tanks, they’d be tanks and not all in the same group).  The only advantage here was that when the paladin had to leave, the warriors were actually able to tank and we kept playing until a new paladin showed up.  By the way, you’ll see a theme here in a minute.  The group lasted for a little while in the Wailing Caverns but then the paladin and two warriors disconnected, the other warrior and I wanted for a moment staring at the party portraits with disconnect lightning bolts for about five minutes then we both left the group.  During this time, the warrior and I talked, the most talking that had occurred the entire time, but sadly he plays on another server, so I’ll probably never see him again because I’m not about to give out my RealID to a random stranger.

The next group I had was in the Wailing Caverns again.  A paladin tank, warrior DPS, rogue DPS and a druid DPS.  Things were going along swimmingly, except I noticed that the other party members were leaving everything short of a green on the bodies.  If it wasn’t rolled on, it wasn’t looted.  Being a cash poor player, I started looting things, especially the occasional mana potion and beverage (to recover mana between fights).  The paladin said, “keep up”.  Which I did.  I continued looting, especially the quest items, and the paladin would randomly say, “keep up” or “go”.  Eventually I guess he got fed up with me because I was kicked from the group.  Now, keep in mind, at no point did anyone die, at no point did I miss a heal, at no point did they slow down (even the time or two when I told them I was out of mana), he simply didn’t like the fact that I was looting I guess.  Boot.  Oh well, can’t win ’em all, right?  Wait, I haven’t won any yet…  maybe next group.

So I queue up as healer and DPS again, and instantly I’m healer in another group.  Some castle with werewolves, I don’t recall the name.  We all grab the quest at the door, head in and fight the first boss who is literally right around the corner (okay, he’s around the corner, up some stairs, down a hall, and then down some stairs, but he’s really close).  While we fight, I take note of the group: paladin tank, warrior DPS, mage DPS, druid DPS.  The paladin, warrior and mage are all in the same guild.  We win!  Quest turn in!  Next quest!  “brb” says the paladin. “be back” says the mage. “afk” says the warrior.  The druid and I dance.  We tell some jokes.  We chat.  Around ten minutes later, no one is back yet.  They aren’t sitting down either, which means they are “active”, maybe chatting with the guild.  I try to get their attention.  The druid does too.  Eventually we give up and leave the group.

Back into the queue, Wailing Caverns again.  I still have the quests from before because we never get far enough to finish them.  Paladin tank, warrior DPS (have you noticed the pattern yet?), mage DPS, rogue DPS.  After a couple minutes, the paladin leaves.  The game makes me leader which I immediately pass off to the mage since she says she knows the dungeon.  The mage is a great leader.  Tagging mobs with stars for killing, skulls for sheeping, and more.  And she explains all this in chat, so we know what is going on and it works.  During this time we force the warrior to tank.  After a little while we get another paladin who takes over the tank duties.  The rogue leaves and we pick up a druid in cat form almost instantly.  The warrior leaves and we get another warrior DPS within like three seconds.  The new paladin is a great tank, the mage is leading us well, and I’m doing a bang up job on healing.  I’ve also decided that even though warriors probably should also tank, the fact is that self healing paladin tanks are awesome.  The tank and I get into a good rhythm of trading healing duties to keep her up and keep me from being out of mana so much.  We kill all the bosses we need, everyone has their hides and serpentblooms and we head back to do turn ins.  This is, of course, all going too well, so it needs to fall apart.  Apparently there is a second phase or something, in that we killed the bosses and it triggers an NPC to run through the caverns and you have to keep up and protect him.  At least three of us in group didn’t know this.  The mage says, “afk a sec” and the paladin triggers the NPC.  *sigh*  So it’s just 4 of us running wildly after the NPC, and the rogue, thinking he’s helping (or possibly sabotaging us on purpose) starts running ahead to fight mobs before the NPC gets there.  This results in two things: 1) I now have multiple heal targets, and 2) the NPC runs past the rogue who is fighting and goes deeper.  See, on escorts you need to make sure the NPC stops to fight when you do so that he doesn’t get too far ahead.  Pretty soon we are all fighting.  The mage catches up just in time for us to be fighting about 6 enemies at once.  The rogue dies, I die, the paladin dies, the warrior dies and the mage goes from full health to zero so fast I almost miss it as all the enemies attack her.  We respawn and run, but not fast enough, the NPC we were escorting is gone.  The paladin informs us that the dungeon cannot be completed now and quits.  The mage apologizes for being afk, I tell her she did great regardless, and she leaves.  The warrior drops.  And finally the rogue says, “healer u suk” and quits.  I quit too.

I’ll keep playing with the dungeon finder, but at this point I’m pretty sure my earlier assessments will stand.  It’s mostly anti-social, and when you do find good people, you find out they don’t play on your server and you aren’t likely to ever see them again.  However, I do see the value of a tool like this.  In a one shard world this would be awesome since every single person you played with would be someone you could continue playing with, and being a dick might end you up on enough ignore lists that it hampers your ability to use the tool.

Sneakin’ Around: The Bling is the Thing

So, being a rogue who doesn’t kill things can be very hard.  Not only because people are constantly asking you to kill things, but even when they don’t want you to kill them they sometimes just want you to beat them up, just a little.  And let me tell you, fighting with a fishing pole is not easy.  Well, unless you get a big fishing pole.

It turns out that in Duskwood there might be a crazy worgen who needs my help, and after they promise me I won’t have to kill him, I agree to go beat him up a little and then shove a potion down his throat.  I mean, I don’t want to kill people, but I’m not against applying a little pressure, for the greater good, of course.  I head down to the farm where this guy is hanging out and he jumps me.  I take a few swipes with my rod and reel, the only weapon I have, and he’s just not having it.  I run off to save my own ass from a beat down.

I make my way back to Stormwind to unwind at the Pig and Whistle, and to do a little cooking and fishing to calm my nerves.  I gather my daily fish catch and go to see what they’ll give me for it and I’m shocked when I get handed this ugly, gaudy, horrendous looking fishing pole.  The thing looks like a goblin made it.  Covered in gems and sparkling like the sun, I can barely stand to look at it, but I can’t look away.  But I pick the thing up, trying not to show the disgust on my face, and I nearly drop it due to the weight.  I break out in a smile that practically outshines this gods forsaken rod.

Ugly Fishing Rod
Yes, those are wings. It has two of them.

I head back to Duskwood and down to the farm, the worgen jumps me again and I brain him with my new fishing pole.  His tongue hangs out the side of his mouth and he is probably seeing stars as I shove the potion down his gullet.  I collect my rewards, I do a few more deeds for the local, and as they increasingly keep asking me to kill things I bid farewell to that dark and musty forest.

Armed with my new (ugly) rod and a 300 fishing skill, I decide to go find Booty Bay and see how I can do in the fishing contest there.  After one attempt, I realize it’ll be a while (and a flying mount) before I can seriously compete for the grand prize, but I spend some time fishing and chatting with the people, and hoping to pull up one of those rare fish the robot is looking for.  I don’t, but there is always next week.  And the week after that.  And the week after… well, you get the idea.

Level 25 and angling…

I’m on a Boat

I'm on a boat.
Everybody look at me 'cause I'm sailing on a boat.

I always hated Thousand Needles because the race track was just so stupid.  Some people think Cataclysm has done a lot wrong with World of Warcraft, but look at me… I’m on a boat.

The last time I wrote about my worgen it was over here, January 14th and I’d just made my way out of the starter zone which left me at level 12 or 13, I forget.  Maybe it was 14.  Doesn’t matter.  What matters is that as of last weekend, just five weeks later, I’m level 47.  Sure, you say, “Five weeks?! Why aren’t you at, like, 70?” but keep in mind, this is 47 without really trying.  I’ve spent much more time on my rogue who doesn’t kill, and so really this is level 47 in a total of 72 hours played.  And at least half of that is standing around chatting with people, role playing and browsing the auction house.  I’ve made it to level 47, heard the DING! of a level gained 46 times and I feel absolutely no sense of accomplishment whatsoever.  Every time the rogue makes a level I feel like I’ve conquered something, like I’ve crested another hill.  With the worgen, it’s more like, “Shit… I leveled again?  Didn’t I just level like twenty minutes ago?  Well, fuck, all my quests are green, and where did all the exclamation points go?  Did I outlevel another quest hub before I finished it?”  I feel like I’m missing the game, like I’m being pushed toward some end game, hurried along so that I don’t have a chance to get bored or to notice whether or not I’m actually enjoying playing.

In a few levels I won’t have anything left worthwhile in Thousand Needles.  The kills will be trivial, and the quests will be all gone, and the only real herb here is Stranglekelp, which gains me no skill and people aren’t even paying much for these days, but I suspect that I’ll return here because it’s the only place my River Boat works.  And ultimately this is where my biggest conflict with WoW comes in… there are some really cool and awesome places in this world, and you don’t get to stay there.  Why can’t I spend my days on the river fighting pirates and monsters?  I mean, I suppose I could, but the game doesn’t support it.  There are daily quests for fishing and cooking and other things, but why doesn’t each quest hub have a couple of dailies to making hanging around even mildly interesting and rewarding?

Not to go off on a tangent, but face it – this entire post is a tangent (a nice Friday sojourn off into rant land), but with the advent of the daily quest, why isn’t this mechanic used everywhere?  We all know that killing monsters is a pointless pursuit in WoW, they’ve hamstrung the exp on them so much, and quests are where the action is, and daily quest exp scales with level, so why not have a handful of quests in every hub where you can get one or two a day and continue to level doing whatever the hell you want?

No.  Instead, I have to make yet another zone useless and leave it to probably never return.  The empty husk of a world that necessitated The Cataclysm in the first place.

Oh well, at least for now… I’m on a boat.

The Greatest Thing About EverQuest…

… was that at the time I only knew a couple of people who played it.  So I played on their server and with them, and everyone else, the dozens – even hundreds – of people I met and played with were new.

When I look at new games, I now go to my dozens – even hundreds – of friends and can’t get them all to agree on the same server to play on.  Largely, this is because all of us at one time or another played other games and made new circles of friends that weren’t part of the EQ crowd.  Or even if they were part of the EQ crowd, they weren’t part of the E’ci server crowd.  Maybe they were on Bertoxxulous or The Nameless or Tunare or one of the many other servers, and they have a circle of friends just like we do, and they’d like to play with them and their new friends, only we want their new friends, who are our old friends, to play with us, and we can’t all play on the same server because most of us would just end up in the queue for a few hours.  And so we go to new servers in these new games, and we make new friends, and making the next new game even harder to play with our friends in.

A lot of people (not an alot made of people) make the claims that your first MMO colors your vision of the mechanics of later MMOs.  And while I can’t completely dismiss that, I fully believe that what matters most about your first MMO is that it marks the only time that all your MMO playing friends were all on the same server at the same time.  It’s kind of like High School that way.  People look fondly back on High School not because High School was so great, but because of the people, for good or bad, that High School contained.  Once they leave High School and go off to College and get Jobs and have Kids and join Clubs and all the other things that life brings, it gets hard to reconcile your friends into one group where you can do awesome stuff with all of them, you don’t have to choose and you don’t have to leave anyone out.

When I was playing EQ, the fact is, despite there being many servers to play on, as far as I was concerned, there was only one server.  My server.  As such, it’s no surprise why I advocate so much the single server design philosophy, so that I have the most control possible over playing with who I want when I want and not having arbitrary divisions between us.

Dead Island

I first mentioned Dead Island back in October of 2007 because it was mentioned in Games For Windows magazine.  GFW has been gone for some time, and many people though Dead Island was too.  And then there came this…

While I’m pretty sure that the game play won’t be anything like that, the trailer is incredible.  Amazing even.  I eagerly await more news of this game.  And I know I’m late to the party posting this about a week after it appeared, but my posting schedule demands that zombies are on Wednesdays.

If the version above is confusing for you, here is one that plays everything out in chronological order:

Sneakin’ Around: My Country for a Horse

Kaens in leather.
It was the only clean outfit, or something like that.

I need a new look.  I suppose I could always go with the dinner suit or the dress from last week, but I’d rather not.  To the left you’ll see a picture of me in my adventuring attire.  It looks like standard leather stuff, and that’s the problem.  I need to find a way to look less like I’m itching for a fight, while still retaining some stats so that I can survive the occasions when I’m trying to run away from one.

Browsing my way through the auction house, I’ve pretty much come to the conclusion that remaining in leather is going to be hard if I want to get a look that I like, and might instead have to go with cloth in a few areas.  Obviously, as I level I will have more options, but for now I can only wear what I can wear, restricted by level, and so I am limited in my choices.  Still, there has to be something better than this.

Another issue I’ve been having is that my desire to leave town was bottoming out.  I mean, in Stormwind I can safely earn a few thousand exp every day and never have to worry.  But I decided to venture out and checked in with the Hero’s Call board to see where I should go for a level appropriate challenge.  I suspect I’ll constantly be back tracking, looking for old low level quests to pad out my growth, but I wanted something exciting and challenging.  The board said to go to Darkshire in Duskwood.  So I flew out to the logging camp and then headed out on foot.

I love exploring, but sometimes, running on foot through places you’ve already explored can be boring, but what option do I have?  Anyway, after a long trek there, I discovered that like much of the world the people of Darkshire just want me to kill stuff.  Everyone, that is, except Abercrombie.  He had a great series where I was sent out to deliver or gather things and everything was going swimmingly until he asked for some ghoul ribs, which you can’t find just laying around.  I was very disappointed to not be able to continue working with him, but on the bright side, I made a couple of levels and got past 20.

The horse.
My feet thank you, Abercrombie.

Level 21 and riding high…

The Last Minecart

There is just something great about this, and part of it is that so many people simply won’t understand it at all.

I’ve finally gotten my own Minecraft server running again, and for the first time in about thirty restarts it finally has coal.  I’m working on getting the maps working, and I’m in need of upgrading the RAM on the server.  I’ll post links later once I’m sure it is all in order.

Trains Suck

With the new EverQuest Progression server opening this week, the gaming blog-o-sphere is all atwitter about it.  Some are praising it, some are just enjoying it, some are coming to terms with their inability to play it anymore, and some downright hate it claiming that it ruined its own lands and it won’t ruin theirs.

The funny thing though is that very little about the game is actually broken in such a fashion that everyone agrees.  Except the boats.  They’ve been broken in some form or another since the original 1999 launch of the game.  Everything else though is subject to opinion and preference.

Take combat for example.  Some people are complaining about how slow it is.  The fights are long and players don’t actually do a whole lot.  Spells have long cast times and abilities take anywhere from six to ten seconds to pop back up.  Of course, I’ve been complaining for a long time now about how combat in new games is too fast.  They are over very quickly and I’ve always got another button to hit, another ability to use, another spell to cast.  I don’t have enough time to be social unless I stop playing.  The old slow combat, however, allowed me to talk to my group, my guild, the zone, and hold private conversations with several friends.

There are no maps and no floating quest indicators, which some people say makes the game too hard to play since you don’t know where you are going or what you are doing… unless you explore and read and, you know, remember stuff.  I actually don’t plan on playing on the new EQ Progression server because I’m actually enjoying playing WoW for the moment (of course, I’m playing WoW in a manner completely alien to many folks), but also because most of the people I enjoyed playing EQ with aren’t going to be there either, and it’s the people who made EQ worth playing.  However, I did drop into game and rolled up a monk in Qeynos, just like the old days, and you know what?  I still knew the world like the back of my hand.  I knew where the vendors were and where to find quests, and more importantly when I didn’t remember, I remembered how to find out: you target NPCs and hail them to speak to them and find quest text, and then you just do what they want.  No indicators, no tracking, you write down on a piece of paper on your computer desk what they are looking for and who they are and when you find the stuff, you bring it back.  Even better… you don’t have to actually be on a quest to get quest items.  In WoW and other new games, if there is a quest for gnoll teeth, you have to get the quest first and then go kill gnolls.  In EverQuest, you can go kill gnolls and get the teeth (which are NO DROP) and then find a quest guy who wants them.  How cool is that?  Imagine if in WoW you could be hunting raptors and some other player says, “Hey, there is a guy in the Wetlands who wants ten of their hides and he’ll give you some coin for it.”  You say, “Cool!” and collect the hides, then go find the guy in the Wetlands.  To me, that is much more awesome than killing a bunch of raptors and getting no loot, then finding a guy who wants hides, so you go back and kill raptors in the exact same spot you were before, but now they magically have hides they didn’t have before!  What?

Another example that comes up in the “I can’t believe we played like this” side of the discussion is trains.  The act of someone dragging mobs on you, either by intent or by accident, that then stop to fight you while the other guy gets away.  Yep, trains suck.  Nothing in the game is worse than having your day ruined and your group wiped by some idiot’s train to the zone line.  But you want to know what is totally awesome?  Surviving trains.  Your group already had a mob to fight and now you have three, or five… the enchanter start mezzing, the monk snags one to off tank, the ranger pulls one out and roots it, and the cleric is screaming for everyone to stop getting hit because he’s running out of mana… then… one mob dies, and there is this clear moment when you realize that everyone did their jobs without being told, they worked as a team and your group is surrounded by mobs just waiting to die and you are more than happy to oblige.  I spent entire Saturdays in zones with a buddy or two breaking trains.  Be it out on the lawn in Unrest or after Kunark down in Sebilis, trains were thrilling and exciting, and they just don’t happen in new games anymore.

Trains don’t suck.  Not for everyone.  Some of us want that game.  A game of danger and thrills, of social interaction and interdependence of classes, where quests are things you can do at any time and not just when someone flags you for them, a game where travelling to another part of the game means something more than having to stone home later or riding on a griffin for a couple minutes, but nobody is making it anymore.  Are they?