The Lord of the Rings

I went last night to see the final installment of the Lord of the Rings trilogy and…

This is, by far, the best trilogy of films ever made.  Ever.

The story is fantastic, the filming is beautiful, everything.  Its as close to perfection as a set of movies can be.  I doubt in my life I will ever see a set of films so good.

In a way, I am saddened.  When I was younger, I had dreams of creating films, and I still do.  I even dreamed of making films of this particular series of books.  And now that I have seen them, it saddens me to know that not only did I not make them, but that I know deep in my soul that I could never have done a job as good.

I will still dream of making films, but now I finally have both ends of the spectrum in mind… there are films that I know I could have done better, and now there are films that I know I’ll never surpass.

If you have not, go seem them.

28 Days Later…

I picked up the DVD for 28 Days Later… last week and watched it a couple nights ago.

Wow.

I had heard good things about this film, but actually seeing it I was blown away by the simplicity of the look and feel of the film, it just draws you in.

If you don’t know, the story is about a man who has been in a coma who wakes up 28 days after a bizarre virus has been unleashed in England.  The virus infects people and makes them “rage”, forgetting everything else except an unbridalled hatred for everyone they see.

I think the best part of the DVD though is they include the original ending, the alternate ending, an extended version of the alternate ending, and an ending they never filmed.  That last one is really the coolest part as the writer an director show the story boards and read the script explaining what would have happened if they had filmed it.  Most importantly though is the point where the description pauses and the director states something like “and right here is why we didn’t use this ending, its very cool, and I really liked it, but this one point right here just isn’t possible, it goes against things we’ve already established in the film.”

Definately worth the money to pick it up.

Ideas on hold…

SOE is going to be introducing an all new melee combat system. So, to that end, I am going to withhold judgements and further suggestions until I see what they come up with.

Either it’ll be good, or it might be bad enough that I give up on EverQuest.

December and Christmas…

As December decends upon us, it is clear that the time is nigh to draw close the books on 2003.

I’m not feeling particularly jolly this year. In March my mother died, and from all I ever saw, the holidays from Halloween to Christmas was her favorite time of year. So as a result, this being the first year without her, I’m stuck in a funk. I just can’t seem to get happy.

Add in to that the fact that my job is… well… unsatisfying, and that finding a new one isn’t going too good… add to that that I’m still mostly broke with the same pile of debt I had last year (though it seems bigger)…

In all of this though, I have become decidedly clear on one thing. If I had a million dollars, do you know what I would do?

I’d buy the rights to the movie “It’s a Wonderful Life”. Sure, that sounds to be a horribly poor choice of where to spend the money, but I want to bring back something that I miss from my youth. See, a long time ago, Republic, the company that owned the rights to the movie wasn’t enforcing them, so, every TV station would show “It’s a Wonderful Life” about ten or a thousand times from Thanksgiving to Christmas.

The movie itself isn’t the most fabulous thing in the world, in fact, when it opened in the theater, it bombed. The story isn’t terribly fantastic, and these days you’d almost consider it a “cookie cutter” Christmas tale. But as I was growing up, there was something magical about it. I’d be waking up for school and while eating breakfast I’d flip on the TV, and George would be yelling about finding Zuzu’s pettles… then I’d come home, and sure enough, George was getting boxed in the ear for not delivering the pills… on Saturday, George would be jumping into the lake to save his brother and messing up his ear… Wednesday, they’d be singing “Buffalo Gals won’t you come out tonight”… Every time you had a few minutes before getting lost in the hustle and bustle of the holiday season, you’d catch a minute here or a minute there… you’d be flipping the channels looking for something to watch for 10 minutes until the show you wanted to see came on… it was there, in the background, blending in and hiding away, sometimes you wouldn’t even realize that you’d actually watched the movie three or four times, although never at a single sitting… until finally, you’d pick a time and set your mind to settling down and watching it… but even if you didn’t, it didn’t matter, because you’d seen it, it was there….

Then through the legalities of the business world, someone found out they owned the rights and pulled in their strings. It only airs once or twice a year now. I bought it on video (and then on DVD), but its just not the same… there’s something missing, something less about it now…

So that’s what I would do… If I had a million dollars, I’d buy the rights to “It’s a Wonderful Life”…

And then I’d let everyone who wanted to to show it as often as they wanted to, for free.

The Texas Chainsaw Massacre.

So I take my own advice and go see a horror film on Halloween.

The remake for “The Texas Chainsaw Massacre”.

Now, I’ve seen about half the original, and to me, well, it just wasn’t good.  I know lots of people find it to be a classic of horror films and such, and so do I, but I also recognize the fact that its about 20 years old.  The movie production values of those days just don’t hold a candle to these days, and there is just something about some movies where just the images, the special effects, the level of acting, just keeps you at arms length and constantly reminds you “It’s only a movie.”

All of that is gone.

Take the script of the original and film it today.. that’s what you have with this remake.  They didn’t update it, the story still happens in 1973, so no Pokemon, or MTV, or any of that.  And everyone who died before still dies.  There is no happy happy ending.

Did I mention its scary?

Yeah, I jumped a number of times.  I even gasped a time or two.  My arm was removed from its socket a dozen times by my fiance.  And when it was done, I felt a rush of blood, heart pumping, “Its over and I made it.”

Oh, my.

The Normal Progression…

I’ve been discussing the problems with character balance in EverQuest with a few people recently, and I think we finally nailed down the problem with why the pure melees have fallen behind and more importantly why the perception of pure melees of themselves is so bad.

It boils down to the “Natural Progression” of a character through his life in game from level 1 to 65 (currently).

Let’s take the pure casters first. They start with spells. Intelligence casters get new ones every 4 levels until 24, then every 5 levels after that until 49. For wisdom casters, the priests, its spells every 5 levels from the beginning. In this progression to 49 they also gain specialization (20 for intelligence, 30 for wisdom), and through items they gain focus effects that can change the power, duration and cost of their spells. At 50 they begin to get new spells every level, 50 itself holds very little, but 51 to 65 ranges from 3 to 8 or so new spells per level, some more usefull that others, but they gain spells none-the-less. They also gain more items, and with those items can gain focus effects to further enhance their spells.

The Hybrids experience the same progression as their caster parent, only to a lesser and slower degree, with spells being at levels 9, 15, 22, 30, 39, 44 and 49. But at 50 they start to gain spells at every level up through 65 just like their caster parent. The penatly they suffer here is that they do not get all the spells of the parent class, but they also gain a few speciallized spells that they alone have. They gain also through items and focus effects, although sometimes to get these effects they will have to sacrifice other stats… but that is as it should be. They also gain melee skills as they level. Most of them get their last melee skill at level 40 (rangers get their last at 35) and those skill cap out slightly lower than their parent melee class. Above 50, hybrids get disciplines – 2 each, one damage dealing, one damage avoiding or recovering.

Pure melees get melee skills and items. Their melee skills stop at 30 or 35. Their items possess no focus effects (currently their are items in the Plane of Time that have melee focus effects, however, after strenuous testing, where caster focus effects return an average 6% increase in power per effect, melee effects return an average 0.5% increase in power, and these are not available to everyone). Above 50, pure melees get disciplines – one per level although not totalling 10 because some levels are skipped on the way to 60. Beyond this, a pure melees only method of advancing themselves is through items and pure level mathematics of the game (a level 55 monk will take less damage than a 54 monk during a fight all other things equal due to the small effect that level has in all game calculations), and their items don’t yield to them as much as the same items yield to the hybrid (wisdom, intelligence, mana, and spell focus effects).

What’s missing here is that beyond disciplines (most of which are situational, short duration, long reuse skills) a pure melee has little to look forward to as he levels except for the pursuit of more and better items. This has the effect of making playing a pure melee feel extremely one dimensional.

Pure melees, in my opinion, need to get more special attacks. I’ve written before about combat styles, and while I still think that idea has alot of merit, in my mind more special attacks would actually go much further to alter not only the game, but the perception of those who play it.

For Warriors:
As it is now, a warrior gets Kick, Bash (if he uses a shield), and Taunt. One of the current issues with warriors is that while they numerically should be the superior choice for all a group’s tanking needs, they lack the most important feature that is truely required, that of being able to reliably hold and control aggro (the attention of the mob). At first, not being able to as reliably hold aggro seems like a decent trade off for the up to one thousand hit points he may have over the other plate tanks, however, upon playing in actual environments it becomes apparent that maintaining agro is actually more important than hit points as long as the hit points of the tank are high enough to survive a few rounds of combat without healing. With 70-75% slows available to high level groups, attaining a point of survivability is almost trivial, and being able to maintain aggro (or more importantly to pull aggro back off the slower) far outdistances the other factors of tanking.

To that end, what I would suggest for warriors would be a series of special attacks along the lines of kicks, slams, slaps, pushes. There would be two lines within the warrior attacks, the first would be aimed at helping resolve the aggro issues with a low damage high taunt attack. This would allow for the warrior to juggle his taunt key with this attack for a more readily available aggro increase. The second attack would be higher damage, but lower taunt. This would allow a warrior to increase his damage in situations where he is not tanking, or does not need the additional aggro of the high taunt attack.

For Rogues:
The only problem I see with rogues is one similar to clerics. A cleric gets complete heal at level 39 and will use it forever. A rogue gets backstab at level 10 and uses it forever.

There isn’t really a problem with this except in that rogues have little to look forward to as I described above. So what I would propose is giving rogues a series of attacks similar to backstab in that they need to be executed from behind the target, but of increasing damage as the rogue levels. Similar to the warrior, I would give rogues two lines of attacks. The first would be extremely high damage line. Every new attack in this line would be stronger with a higher minimum hit and higher maximum hit. The second line would be half the power of the first line, but have a built in “evade” that lowers them on the aggro list, a distracting blow if you will. This would allow rogues to choose between the evading attack when they need to reduce aggro, but go for the high damage when aggro isn’t a concern.

For Monks:
Monk are supposed to be martial artists. As such, for them I see a simple continuation of the series of skills they already have. These upgraded attacks however would have various attributes, pushes, 0 second stun, a crippling attack that would through melee debuff the ATK of the mob, and other similar things.

In all these cases, it would allow all pure melees to have actual class related skills to look forward to as they levelled in addition to their gear, so in that respect it would allieviate the problem that pure melees don’t benefit from levels as much as other classes.

Kill Bill, Volume I

When I saw Resevoir Dogs for the first time, I was stunned. The story, the style, the violence… all of it was just awe inspiring.

Pulp Fiction followed suit.

Jackie Brown… well, other than a few highly quotable lines from Samuel L. Jackson, it was a stinker.

Kill Bill is a true return to form for Tarentino, and a departure just the same. In what actually feels like a modern retelling of an old black and white kung fu/Kurosawa film, he blends the perfect mixture of style, story, and over the top violence to pull you in and leave you begging for more.

Thankfully, Volume II should be out in February.

I highly recommend this film. And if you like Tarentino, you’ll love this movie.

Melee Specialization

Another method to give pure melees something their hybrid children don’t possess is to replicate the long in place Specialization system available to casters (but not to their hybrid children).

Specialization would occur at level 30. The melee would train one point in all of his basic melee skills (not special attacks). Only one would be allowed to go over 50, and that one would cap at 200.

The specialization of a melee skill would result in better use of a weapon of that type. A chance, the same chance that casters get for their specialization, would be applied to each swing, which if successful would add additional damage to the blow. This damage would be equivalent to the reduction in mana cost that a caster gets, but would need to scale according to the delay of the weapon in order to prevent overpowering.

More Alternate Advancement for Melees

AA Ability: Innate Physical Prowess
PoP Ability, cost 3 AA per rank, 1 rank per level 61-65.
Classes: Warrior, Rogue, Monk

This ability allows for the maximum Strength, Stamina, Dexterity and Agility achievable by Pure Melees to be increased by 10 per rank.

This ability works in conjunction with Planar Power and the Stat Increase from Levelling. The maximum Strength, Stamina, Dexterity and Agility which can be achieved by using this skill, planar power and being Level 65 is 355. The cost is as follows:

  • Rank 1 (Level 61) – 3 Points
  • Rank 2 (Level 62) – 3 Points
  • Rank 3 (Level 63) – 3 Points
  • Rank 4 (Level 64) – 3 Points
  • Rank 5 (Level 65) – 3 Points