Showing posts with label Testing. Show all posts
Showing posts with label Testing. Show all posts

Thursday, November 15, 2007

Mythos: Okay, Okay, I'm Writing Already!

Still have not been able to log into Mythos. I'm not the only one and, at this point, although I really should get around to posting that bug report I wrote up I'm not doing anything but waiting for things to change. Fresh out of ideas about what could fix it at this point short of dismantling my router or climbing outside and plugging my computer directly into the cable line.

Which is a shame since I'd really like to be playing or at least to know that I could be playing while I try and work on other things. The game looks awesome. As it is, I can't even log in so I'm left dreaming about what sort of characters I'd like to make. There are three, the Gadgeteer, the Bloodletter, and the Pyromancer. Three races, too, Human, Gremlin (think Gnome), and Satyr (think Elf) but they seem largely a cosmetic choice.

I gather the going flavor are Gadgeteers specced to Marksmanship (Each class has three skill trees with six levels you can invest in. I'm sure it'll eventually work out to it being best to spread around to a few but, at the moment, it seems best to just plunge completely into your favorite one.). That means you get a nice, big boomstick to lug around. They're supposed to be one-hit wonders. In the good way.

But I think I'd still like to start off with the Bloodletter which is the melee class. Sorta. They're a bit outside the normal tanker/nuker/healer box here which I, for one, find refreshing. But the Bloodletter looks to be the Strength based class who's the best bet to wander up to the enemy and start beating them about the head until they fall down. I'm a simple man with simple pleasures, you know.

Really, I want to try them all and I probably will eventually. If, of course, I can ever actually get into the damn game.

Wednesday, November 14, 2007

Mythos: Okay, So The World Does Want Me To Write

How's it going with Mythos? Wish I could tell you but I haven't been able to log in just yet. It's been a parade of bug fixes and driver updates keeping me from playing so far. At the moment, I can get the client to load up but it's having problems connecting to Flagship. Error 8-2494 - Check your connection or firewall. I'm not the only one with a problem like this - there's a big thread on the beta boards stretching back at least a month of people in similar straights. And, so far, none of the different configurations or alterations I've tried have been the magic bullet. I'll have to make a bug report and then start tinkering around with the frankenstein collection of routers and switches that power my network to see where the problem lies. This isn't actually an uncommon occurance for me - I had to jump through some routing hoops to get Guild Wars to work, for instance, but it's no less annoying.

Tuesday, November 13, 2007

Mythos: The World Does Not Want Me To Write

Aw, crud. I just got into the Mythos beta.

Fuuuuuuuck.

There goes my free time.

As a pre-emptive stike, no, I have no invites to pass out. No, I wouldn't give them to you. Because you're smelly. That's why. Yeah? Oh, yeah? Well, so's your old man!

Right. That's settled.

Anyhow, if you're in the test as well and not one of the unwashed masses whom I can now look down upon with disdain, feel free to look me up. I shouldn't be too hard to find. I just won't be playing much until, you know, next month.

Edited to add:

Alright, if you do want an invite apparently they're passing them out like candy these days. There's a big thread where you can beg for one if you sign up at MythosGuru (Note, as far as I can tell, that it's not affiliated with my former site. That's not exactly surprising since, when the Guru became a smash hit some company which shall remain nameless since I've flogged them enough recently went around buying up any free Guru domain space to keep us from expanding. That, by the way, didn't upset us at all since it meant we had established the brand.) and it's apparently working well.

Saturday, October 20, 2007

Why I'm Not Playing Fury

So, Fury. It's been out for a few days now and, from what I hear, the results have been generally positive for people. Easy to see why, too. Fury is pure PvP. It strips away everything else and focuses on making a fun combat experience with more depth and strategy than your typical shooter. It's supposedly a stat heads dream with attributes and equipment and skills to juggle. I even know a few of the people who've developed it - for the sort of start-up company that I always like to reward for trying to innovate - from the Guild Wars scene. It seems tailor made to appeal to someone like me. Someone who likes - loves, really - the PvP side of Guild Wars. Someone who's always complaining about what's required to get up to speed, the amount of grinding and PvE necessary before you can field a competent character. Someone who's been looking for a good, competitive game that rewards people who can think, and plan, and practice rather than those with the twitch reflexes of a housefly on meth amphetamines. Everything I hear about the game makes it sound promising, that they're really trying to make it as friendly as possible to new player and finely balanced on the tip of the knife for the experienced. It's like they've watched and learned every lesson and set out to do things right. Should be a competitive player's dream.

So, you might wonder why I'm not playing? Well, I tried to get in on the open beta to see what all the fuss was about. My system took one look at the requirements and started laughing at me. It's a bit graphically intense, I'm saying, and I'm only a few steps up from having a orange monochrome display and running Lotus Notes off of 3' floppies. My gaming computer is old, is what I'm getting at here. I could always upgrade my machine and, you know, if there was a good enough game out there, I probably would. It's just not in the cards at the moment because I'm broke and stubborn in equal amounts. And I'm not really motivated enough. Not for Fury, anyway. So even though the system requirements are a surmountable hurddle, just why aren't I playing? Well, the answers right there. Fury is Guild Wars with the serial numbers filed off and everything but the PvP experience removed. And, when it comes right down to it, I actually like PvE.

I wouldn't have gotten into the PvP scene if I hadn't been captured by the game's single player experience. PvP is what I do when I'm bored with PvE and vice versa. It's part of the reason I like Guild Wars so much, the complete package. It comes with a serviceable PvE experience wrapped around the rich, creamy core of PvP goodness. And it all comes in the same box for one low, affordable price. It's the totality of the picture that really appeals to me, not any one single facet. I know I'm going to get bored with any one part eventually, that's why I want a game filled with new things to do and try until my interest for my old favorite activities comes back. Fury is too narrow, too focused to hold me for very long, even putting aside the strange pricing scheme.

And, having playing a lot of Guild Wars PvP I know what's involved in getting up to speed with a combat system of that depth and complexity. Before I felt like I could play up to my standards, there's a raft of skills and mechanics to learn - I'd have to get a handle on this whole "charges" thing, for instance. Strategies to pick up - which are the skills and classes to use, which are the ones to pass over. Practice to be done - honing those skills over and over until they're at the level of reflex. Experiments to be performed - sure, everyone thinks this skill or class is crap but what happens of you use it like this? Icons, abbreviations, statistics, and everything else that goes into getting that last little bit of advantage to make up for the fact that I'm getting older and slower and, probably, no where near as good as I think I am. And I need to just digest all of that information in order to feel competitive. And then go out and get my butt kicked several times until I learn what I really need to know. It's a project. A massive commitment to start at the bottom of the ladder and wrench my way to the top that I just don't have the time for at the moment. I can barely manage to squeeze in an hour a day to run missions in Guild Wars, I'm not going to be able to play enough to get good at a game like Fury. And that's before I go into full time writing mode for NaNo next month. And by the time I actually do manage to sit down and play everyone will be weeks, months ahead of me on the skill curve and it'll be that much rougher to learn.

In so many words, it's a journey. No doubt a fun one and I wish everyone taking it good luck with it. But it's not really the right one for me, even if I had the time and patience for it.

Friday, December 29, 2006

Guild Wars: Third Impression

So, it's taken me a while to get this up but I played again Christmas Eve. Things were going fine. Reached lv8, got my next Sunspear rank to open up the next mission. Acquired a new Hero along the way. Meloni (I call her...”Meloni”, actually.) who's a Dervish and, thus, fits in perfectly with my little group. I set Koss to Wa/Mo so he'd have Resurrection. And Dunk to Mo/W so he could pop off a weak Watch Yourself! to extend the duration of my Mending Refrains, if need be. Same thing with Meloni though I gave her a few more choice Warrior skills – and by choice I mean, I have like five skills for Warrior so, here, we're going to fill out your bar with things that don't completely suck. Haven't done any tweaking to my build because I'm out of skills to buy that look interesting. I suppose I could load up on things for Meloni to use but I haven't yet. Also, I discovered how to open the Hero's skill bars. Not quite ready to start telling them what to use and when yet but they let me keep track of their health and what's affecting them at any given moment – really helps me to keep my shouts up.

Then, tried the mission. I was breezing through it (Carefully avoiding the Sunspear Ghosts for the bonus, figuring out they were nicking the stone tablets and having to stash one out of the way until I grabbed the other, but not very difficult beyond that) until I got to the end and the boss, the Apocrypha, kicked my butt up and down the hallway. He's lv13 and my party's only lv8 so that was bad news right there but nothing too difficult. He is, however, a construct which means no bleeding and, I believe, no burning which pretty much threw my whole game plan out the window. Also, he had this one skill in Dervish mode that just hammered Carson and Meloni. Wiped them out more than a few times. And when they got combat rezzed up then they'd just go down in seconds. I managed to chip his health steadily downwards but he'd switch to Mesmer while my offense was pushing up daisies and Ether Feast his way back up. Just a stalemate as he couldn't finish off my party and our mounting DP meant we'd never stay up long enough to finish him off. I logged out of the game once it became apparent we would be fighting all night until one of us slipped up. Incredibly frustrating, in other words.

Now, I think with a few more levels I could take him. Right now I'd need some kind of interrupts and probably some hexing. The only problem is there's nothing like that in the Paragon's skill list – all my good stuff gets nerfed against this guy. And the skill selection for my Heroes is so limited that I can't do much with them. So, it's either grind out some levels or rebuild myself into a more damaging character that focuses on the spear (Right now I deal pitiful damage but my Mending Refrain and Sig of Synergy kept us in that fight, really). So, I'd have to go Spearmanship/Motivation/Leadership or something and probably including another heal wouldn't be a bad idea. Spend a hero point or two and grab distracting blow for Carson and Meloni, maybe an interrupt for Dunk (I figure as an AI, he'd be mad good at getting it off. Switch him to Mo/Mes, give him Power Drain or something and watch him screw over casters and kept his energy up while still healing the party at the same time.) but since those skills would actually be useful, I don't think they'll be available.

If this was my main account, this wouldn't be a problem as I'd have all these skills already. And, as I understand it, what I've unlocked my Heroes have too. So, Dunk could be an active prot MoMes with Mantra of Recall and a few interrupts. Koss could be a stance tank with Distracting Blow and Disrupting Chop. And Meloni, well, I'm not sure what I'd want Meloni to be. Probably a D/A with a hex or two and a shadow step – she seems to get targeted the most and die the easiest so just something to help her survive. These Heroes are cool but, sometimes, I think it's going to be a pain because I'll have to figure out their builds and equipment and everything. With henchmen it's just pick up and go. I'd rather there was some middle ground so that, for example, you had a Mesmer henchmen you could tell them “use Interrupts” and they'd shift their attributes and skill slots accordingly. Give each one a package of a few related skills so that people like me who have no clue what's a good skill (anymore) or how to put a build together can have some help.

Anyhow, I'm probably close to the 10 hour limit by now so I'm not really all that enthusiastic at the prospect of leveling or trying to run that mission again. With those characters, anyway, because someone left a little something underneath my tree.

Mostly, I've just been playing in the Snowball Arena – which is a blast – so I haven't made much progress yet. One of these days I'll have to go back to my trial account and figure out a way to give away my stuff – I have a few candy cane shards and some black dye that I wouldn't want to see disappear into the ether. I should also mention that with the new Guild Wars box came still more trial keys if anyone's interested.

Sunday, December 24, 2006

Guild Wars - Second Impressions

Played around a bit more last night and here's where I'm at. Got to level 5 (And past that to lv6, actually) and picked up my secondary. As I said, I went with the Dervish because that way I'll get to look at all the new Dervish skills, too. It's not doing much for me at the moment, though. There's two skill I have that I'd like to use – Imbue Health for the heal, and Heart of Holy Flame because more burny – but those are both tied to Mysticism, the Dervish's primary attribute and, thus, useless to me.

Picked up a new henchmen, Dunkoro (I call him “Dunk”), who's a Monk. He replaces the henchie Monk I was using so now my party stands as follows:

  • “Herman” Mend Our Chuck, a Paragon/Dervisher
  • “Carson” Koss , a Warrior
  • “Dunk” Dunkoro , a Monk
  • The Dervish henchie

I like to run melee heavy but it works pretty well. The only problem I've had so far was with a quest called “A Decayed Monument”. It said, “Master Level” whatever that means and I figured, what the heck? And several spawns of lv13~14 critters later I was regretting it. I managed to pull it out thanks to my nasty degen and a handy nearby rezpad that let me whittle down everything but I pretty much lost the chance for any “no deaths” titles. Wasn't about to quit though because they'd dropped a black dye and a rare Scimitar (The mod was, are you ready? “Show me the money” which apparently is just like the old “Valuable” making it sell for more money. Thing only does 11~14 damage, too. Boy, I love low-level rares. But, still, it's better than anything I've found so far and Koss is rocking it right now. Still looking for a good shield and spear for myself.)

Also, worked up my farming and I've gotten to the third Sunspear rank. That netted me a nice improved version of rezsig and 15 attribute points. I still prefer the Paragon's own rez signet because it's multiple use. And, well, I tend to die a lot in PvE because I just henchie zerg things. But at the level I'm at those attribute points were like mana from heaven. Getting them was like going up three levels in an instant. So, my current attributes have me at Leadership 6, Motivation 5+1 (picked up a helmet with a bonus when I upgraded my armor), with the garbage points in Spear Mastery. I'm getting 3 energy back every shout which helps a lot. Here's my current bar:

  • Anthem of Flame
  • Mending Refrain
  • Zealous Anthem
  • They're On Fire!
  • Barbed Spear
  • Wild Throw
  • Signet of Synergy
  • Signet of Return

I mentioned last time that I was going to be dropping “They're On Fire!” but now that it's covering 17% damage and I'm dealing with hardier foes (and longer burning durations), it's actually starting to pull its own weight. Instead, I dropped Lightning Spear – not that bad a skill but the damage wasn't all that impressive and the energy's starting to get tight – in favor of Zealous Anthem. Which, bam, on top of Anthem of Flame makes the many attack skills my party sets off really pay for themselves. It's at 4 energy an attack skill right now which is good for an en every five seconds for each of three characters – it's a lot of energy to burn myself but the party actually nets from it. But, to pay for it I've gone to pure adrenal attacks. And my increased Leadership helps me defray the cost even further. Mending Refrain's starting to show some wear and tear so I might be replacing it with some other form of party healing soon. And Wild Throw's nice but not working as well as I'd like – mostly I stick with Barbed Spear for the degen.

So, mostly I'm just running around doing quests and hoping to get to whatever Sunspear rank it's going to take to get my next set of attribute bonuses. I have to get to the next rank to complete the next primary quest so, yeah, I'm still not a big fan of the whole promotion points thing.

What I am a fan of, though, is how any skill that damages you now gets its icon displayed and retained for a little while so you can check out what it is they do. One of those little touches that makes things so much easier. I wonder if it works in obs mode because that would be amazingly useful. Obviously, haven't spent much time checking out the PvP scene, though.

Saturday, December 23, 2006

Gamma Testing: Guild Wars Nightfall – Snowball Fights

Man, I almost forgot it was Wintersday season. I missed it the last time around since I wasn't playing the game then but I'm around now. Very tempting to fire up my main account and get in on the action. My favorite activity, of course, is the Snowball Fighting arena.

For those who aren't familiar with the game, it's a PvP arena. There's a special enchantment on everyone that sets their health and armor and everything else to the same level – so anybody regardless of level or equipment can play. Unlike normal PvP you don't attack each other with weapons, instead all the skills on your bar are replaced by special “Snowball” skills – and those are the only way of fighting. There's a basic snowball and a heavier one that you need to charge up that will do more damage. But there's also defensive skills like “Snow Fort” which protects you from damage and “Mmm, Snowcone” which restores a lot of health – more than enough to survive in a duel – at the cost of temporarily blocking out all your skills. And some other interesting things to play with that give the game some interesting twists. Each profession gets their own special snowball skill. The one for the Paragon (The character I'm currently playing) is, by and large, pretty useless. It's a shout the snowballs of all allies fly faster and straighter (normally they have a pretty good arc on them so they can be dodged if you're quick) but it takes awhile to cast and it's hard to get everyone on your team in range or coordinate them enough so that they don't waste the shout. The goal isn't to kill the other team, though, it's to run presents which spawn in semi-random locations back to your base. First team to five wins so it's pretty hectic and can be really tense.

The bad part about the game is that it's random grouping. Which means you can find yourself in a really good team or a team full of people apparently chewing on their keyboards just as easily. Still, there's some fat faction at stake – 100 for killing an opponent – plus some other goodies. So it's well worth it because the games are quick and easy to jump into. Anyone with an account can roll up any kind of character and head right in.

I made the mistake of trying it out yesterday and I lost a few hours to it. Very addicting but, then, I'm an old school Arena rat. Unfortunately, like a lot of things in Guild Wars it's not very clear exactly what you're supposed to do. There's no starting cutscene or NPC that explains the rules. You're just told to run presents. Well, that's great. Run them where? And where are the presents, anyway? And, whoa, how come my skill bar just got replaced? And what are all these new skills and how do I use them? No explanation, you're expected to just pick these things up as you go along. I mean, I've played enough that I know how to quickly evaluate skills and new maps but I'm not exactly the average player just off the street who might, say, try PvP for the first time during this kind of event and get turned off by sucking horribly. At first, anyway. Because, I'll admit it, that's what I did the first...oh, several matches really. Nubbed it up completely. Had no idea what was going on or even how to use my snowball skills – and I struggled even with their layout. And having to decompress half the files in the known universe before every round thanks to having to delete my .dat file wasn't helping. It's kinda hard to get my bearings when I rez in about thirty seconds after the match starts (And, no, I have a decent enough computer and I've left the client running to stream all the data I'm missing. It still has to unpack it, apparently. And I don't care what kind of computer you have when you hit a loading screen and see “Decompressing....7,811 Files left” it's time to grab a sandwich and check back in five. It's not that ridiculous but every new armor skin or whatever I run into has to be retrieved, it seems.). So I wasn't much help to my team in those early matches. But I stuck with it and in an hour or so, I was getting the hang of it. And, I'll note, my teams were winning more than they were losing.

I mean, I'm not a snowball master or anything yet. But I'm not embarrassing myself anymore. And I love the feeling that people must get when they're pwned by a lv4 Paratrooper. “Haha, suck ice newb...man, WTFBBQHAXXXX!!!” And there've been a few moments like single-handedly holding off two players on the other team while desperately trying to prevent a third from making off with the present. Or a particularly fierce running battle of snow forts and cones as I dueled someone up and down the field. Some nice relic running on my part, too, I'd like to think. Half asleep and completely out of practice and it was a blast. Really makes me remember why I liked this game in the first place.

My point is that, just like with as with the game, I'm horribly rusty but all I need to get better is some practice and some patience. I'll find my true suck rating soon enough. But leveling from newb to scrub's going to take a long time – if I want to be banging on the ladder again (Or, actually, I hear they're getting rid of the ladder for all intents and purposes but you get what I mean.), that is. Ay the moment, though, I feel like putting some snow down someone's shirt. So, if you'll excuse me...

Gamma Testing: Guild Wars Nightfall – First Impressions

Okay, got a few hours in on Guild Wars the last night. Overall, the game's playing great. Just like the last time I took a break, there's a bunch of little things that just leave me starry eyed that the people who've been playing all this time probably haven't even noticed.

Heroes, I imagine, are a bit controversial since they pretty much eliminate the need to ever group with another breathing being ever – I have henched just about every mission in Prophesies and a fair amount of them in Factions because it's generally easier than finding a good party, and I fully intend to do this with Nightfall as well. I, really, have no problem with this. It's not that I don't like people it's that I have this tremendous hate for idiots. Especially when I'm the one being the idiot. PvE is just mind-expandingly boring for me and the NPCs never yell at me for going afk for five or ten minutes. So, personally, I'm loving them. They're like mini-characters I get to deck out and improve without the fuss of actually having to control their actions – unless I want to. Since I've been complaining about the henchmen ever since they were introduced, I think they're an amazing addition.

Since I've been playing henchway I haven't had occasion to use the new party system. But just the idea of it makes me all happy inside.

The skill templates, too, have me blissing out. Haven't made much use of them but being able to store those builds and trade them is awesome in its implications.

Material storage I had no idea about going in and the only downside to it is the 250 stack limit. But that, right there, saves me an awful lot of inventory space.

As for what I don't like, well, they took out the premades. I've been complaining about the premades for as long as they've been in, too, but my complaint wasn't that they needed to go but that they needed to be better. Now, it seems, someone just getting into PvP has absolutely no guide about what to do and that's not a beneficial improvement, if you ask me. Oh, and sure, people can just unlock everything now and they'll be able to find builds floating around there but that's all out of game stuff. Ways of getting better that they have to opt into. And opting into a system is a barrier that a lot of people will never cross. There has to be some way of getting tutorial PvP information across – and premade templates are a great way of doing it. They just needed to work a lot smarter and a lot harder. So, sad to see them go because they had some potential.

My other big gripe at the moment is the faction farming or Sunspear Promotion grinding. I'm going ot have six characters to get through this campaign, you're telling me I have to go out and play “whack-a-rat” hundreds if not thousands of times for each and every one of them? I'm about ready to throw my monitor across the room with just the one – and I've only gotten about 20 points so far. ANet seems to do this about once every expansion. In Prophesies it was armor infusion. In Factions it was that one co-operative mission with the other party where you could lose just because they were idiots. Now, it's point farming or whatever it's called. But there's always a bottleneck that brings things to a crashing halt and a point where players have to do some specific, monotonous thing in order to advance. Having people do the same thing for hours when they don't want or need to isn't adding to the gameplay experience. Grr!

Hey, it's a blog. You weren't expecting some angry ranting every now and then?

Anyhow, my character, “Mend Our Chuck” - I call her Herman (Yeah, it's a girl avatar. Lara Croft principle – if I have to stare at someone's ass most of the game it's going to be one I find sexually appealing, thank you very much.) is now a level 4 Paragon. From talking to people I gather you need to hit lv5 before you can get a secondary. I'd have it already as I'm only a few thousand short but, well, point farming. And I'm still resolved to go with the Dervisher once I finally get there. I smoked the first mission, though, (I mean, I can't see anyone having any problems with it, but I'll take what I can get at this advanced stage of nubcrosis.) and got all three swords on the first try. Flush with skill points and sitting in town, I decided to see what I could get. The answer? Not very much. Still not impressed with any of the Paragon skills at low level. There's some interesting stuff but I don't have the attributes for it. What I'm interested in is the shouts and stuff so I picked up a few that looked halfway decent. No Hero points and I'm on an alternate account so all my Warrior swag's locked. That means Koss (I call him “Carson” as in Daley.) is rocking his defaults – Power Attack and Watch Yourself!, basically. Which, eh, not much better than what I'm doing so I can't really complain.

Since I'm using some attack skills I'm stuck with the spear. I'm not liking it much as the RoF is a bit too slow – I'm thinking it's somewhere between a sword and a hammer but I haven't really bothered to check (someone's probably already figured this out, so no need to get that specific) – and the damage is, of course, pitiful. I jacked up Leadership to the rank 4 breakpoint and the rest went into motivation. I'm going for a defensive/offensive support deal at the moment and it seems to be working. My bar looks something like this:

  • Anthem of Flame
  • Mending Refrain
  • They're On Fire!
  • Barbed Spear
  • Wild Throw
  • Lightning Spear
  • Signet of Synergy
  • Signet of Return

Which, yeah. Blarg. As I expected my best skill is Mending Refrain. It's still stuck at the one pip so it's 10 energy for 2hp/sec. But the thing is as long as I keep using shouts then the duration is infinite and, at low levels, two health a second is nothing to sneeze at. I put it up on everyone and just spam Anthem of Flame nearly as often as it recharges. Not only does it refresh the no maintenance Mending (At 5 en for AoF every 15 seconds or so, it's roughly a pip so it actually does cost me some maintenance but that's one pip to keep light regeneration up on four characters at this point as opposed to one pip to keep it up on one. I'll take it.) but with Leadership 4 it's good for two seconds of burning or 28 points of damage added to all the attack skills in the party. There's a little bit of overlap because of henchmen AI stupidity but considering even my beefiest attack skill – Lightning Spear – does about 11~13 damage that's pretty darned good. My favorite attack, though, is Barbed Spear because with AoF up that's a few seconds of -10 degen which is brutal to low level enemies. And at four adren it's easily spammable. They're On Fire is pretty weak because although AoF's going off a lot there's really not enough burning around and the damage being done to my team doesn't really care about the 10% or so reduction I get from it. It's there because it's another shout and I can use it to refresh Mending Refrain in an emergency but it's the first thing I'm dropping when I find something better. Signet of Return I use in place of rezsig because it might be suckier but it can be used more than once without needing to recharge. I dropped Leader's Comfort in favor of Signet of Synergy pretty early – I tend not to be enchanted so it lets me heal someone or heal myself. Not as big a heal but it's more flexible and, since I'm not a primary healer, it's just there to provide some breathing room when the Monk's in trouble. The no energy cost doesn't hurt it, either. So, if you'll hark back to my scheme here you'll see that it's pretty much been abandoned.

If I had the points or the skills I'd be dropping the attack skills besides Barbed Spear in favor of some more chants/shouts/echoes. I'd focus more on the offensive side of things to find things that go with the AoF thing as I think in a party of myself and a few offensive types that's where I'd be adding the most value. Two that catch my eye are Blazing Finale and Burning Refrain (It might just be me, but...I'm detecting a theme in the skill design.) - I have no idea where to get them but since they look halfway decent I expect they're buried way in the back end of the campaign. Glowing Signet could also be real nice as it's worth nearly a pip even without the attributes and that tiny energy pool gets drained fast if I'm not careful (If I'm calculating the progression right it'd be 8 energy at Leadership 4 which, popping every 20 seconds plus whatever it takes to cast is right about a pip – meaning I could afford to spam AoF all I wanted. Throw in the Leadership bonus and I'd be getting back at least a half an en a second. Hey, effective non-elite energy management, what a concept!). I'd still keep the Mending Refrain and some defensive skills but, basically, I'm thinking the kind of Paragon I should be making is a lot like an old fashioned Orders Necro (Which, sigh, takes me back to my old NecroWar in the test.) and most of my time should be spent making other people kill things faster. That's my current plan, anyway.

Gamma Testing: Guild Wars Nightfall - Taking the Plunge

So, I'm about to fire up Guild Wars as soon as I'm done here for the first time in a long time. (With the exception of letting it run in the background last night to stream all the updates I've missed). It's been a while. And I was surprised to find out that I still had the game installed on BaseStar One – normally something like that would have been purged out a long time ago. The game really was sitting and waiting for me to get back to it. And, actually, that caused me some troubles because for whatever reason I couldn't connect to ANet until I got rid of my old GW.dat file. Messed around with port forwarding and ip addresses and proxies and nothing worked. Took one file out of the folder and, bang, piping hot content streaming into my computer.

You know, it's kind of funny what I'm remembering right now. The first time I loaded the client in the test was right around when the patches were cracking the 5,000 mark. It was a somewhat big deal at the time. Now? We're past 20k. And I remember when the .dat file was a mere 500 megs. Now, it clocks in at around 3 gigs. Still small by comparison to most games these days but, man, look how far we've come and I haven't even gotten in game yet.

Anyhow, there's only one last thing to do before playing and that's deciding what kind of character to roll. I've decided that rather than use one of my existing accounts – even my secret “prince and the pauper” account that no one knows about...well, until now I guess – I'm going to be creating a new, disposable account just to test out the game. Sure, I'll lose any progress on my character but it's only 10 hours worth, that's nothing to me. And not having the resources of my established characters to draw on means I'll actually be playing the game the way someone who just bought it off the shelves would. And if they can enjoy it then so can I, is what I figure. This way I'll pay less attention to PvP and picking out the perfect skills and relax and enjoy the exploration. I'll be able to make mistakes without paying for hem and that really appeals to me. So, no storage chest full of gold, no twinkalicious items for low level characters, no reading through message boards, or whispering long lost friends for advice, I'm flying under the radar and with my instrument panel blacked out.

Alright, so I'm going to be flying without a net, but I'm not going to be completely random about this. At this point, I've got five characters – a Wammo, a R/N, an Elemes, a Momes, and an Assassin/Ritualist from the last expansion. In case you can't tell that's a cross-section of every available profession and a good sampling of the available roles – all I'm really missing is a primary Mesmer or Necromancer for support duties – and that's no accident. I'm also UAX (Maybe, I forget if I broke down and burned good faction on the Sundering mods or not. I'm going to guess I didn't.) or close enough that it doesn't matter. Nothing from the latest campaign, of course, but more than enough from everything before it. As well, all my permanent characters are created with an eye on eventually tricking them out for PvP. Oh, sure, the PvP only characters work fine but if I take a PvE character in there then not only do I earn faction for unlocks, I'll be earning XP which will go towards skill points for the next expansion. So, I want a character that works but I also don't want to repeat anythign I've already done. That leaves me with two options, really. A Dervisher/Paragon or a Paragon/Dervisher.

And there I'm torn, so I hope you don't mind if I try and convince myself a bit here. My initial impulse is to take the Dervisher/Paragon because that's what I'll likely be rolling if and when I get the expansion. If I play one now I'll be able to try one out and see how they tick. That's what I did with the preview for the last expansion when I played an Assassin. I like to play the melee classes, of course, it's just my comfort zone. Especially in PvE which is, unfortunately, completely brainless to me at this point. I've just done so much of it that I can barely pay attention to it so playing a class where I can just target and press space works best. However, I also wouldn't mind stretching my limits some and the more supporting Paragon might be interesting to play. If I get bored I can always reroll and switch things around.

PvE is definitely what I'm going to concentrate on. I've heard Nightfall's progression is slower than Factions (Which, you know, wouldn't be hard) but I figure I can at least run through the tutorial area and the first few missions in ten hours. If I want to PvP, then I can go and fire up my actual account. But what interests me are the mechanics of the new classes, and the new systems like the improved party grouping and the heroes. Not so much the templates as I know if I get involved with those I'll wind up spending a whole lot of time putting in all the builds and things I've only been storing in my head. Maybe I'll pop over to an arena for a few matches, see if they've fixed premades yet, that sort of thing. But, no most of my time's going to be spent playing Guild Wars as a solo RPG. So, I'm going to look at each class strictly from a PvE perspective and see which one pops out at me.

Dervishers look to be another melee profession – that makes three with the previous expansion's Assassin and the core game's Warrior. Since that's the kind of class I like, well, I'm not too upset about that. The unique design space of the Dervisher, though, is that they attack multiple enemies at once and they use a lot of magic while doing so. That sounds a lot like how the Assassin played in the last expansion (For me, anyways, I spent a lot of time and effort trying to figure out how to take the Assassin's ability to devastate a single opponent and spread it around – PvE is generally about beating up large packs of mobs with the occasional boss thrown in. The conditional damage and debuffing that makes the Assassin so good doesn't really work well against bosses, though, because, well, they cheat the normal rules of the game. I did come up with a few things but, really, I was probably trying to stretch the class where it wouldn't go. Still don't see much point for primary Assassins in PvE, though, except as weaker armored Warriors or some kind of weird hybrid debuffer support deal. And their attribute locks them into attacking for energy management so doing anything but specializing in melee is counter-productive. And, no, I'm not talking about imitating a Warrior and trying to slug it out with anything, the Assassin lives or dies on its ability to hit and run and I'd like to think that's how I play mine – I don't like shadow stepping away so much as I like their ability to snare with, say, Dark Prison and port in for a big chain before kiting away. But I don't care if you're a master Aura of Displacement 'sin stalker, you still play the melee game, you just do it in a different way. And that way? Not so good in the PvE.) and I'd rather try something new. What you can get a Dervisher to be once you have all the pieces in place looks really nice but I'm only going to be running through the lower levels and what's available there isn't exactly thrilling me. Still, I know that I'm going to try and grab a scythe – the chosen weapon of the Dervisher – as quickly as possible. If there's anything I've learned from playing Guild Wars tutorials it's that every class should start out with a melee weapon as their primary attack. At low levels it's faster and does more damage than anything else – the scythe's ability to hit multiple foes is just gravy. Everyone – I don't care if they're a healing Monk or a minion mastering Necromancer – should pick up a sword or something and just charge into battle. Once you get four or five levels under your belt and start to have some actually useful skills it quickly drops off as a good thing to do but before then it's definitely the way to go.

Paragons, on the other hand, are a pretty mixed bag. I don't much like their starting options, either. But they do have some interesting quirks. They're basically a support class built around buffing and enhancing the abilities of their teammates with some ability to deal ranged damage thrown in. What's nice there is that their weapon – the spear – is one-handed so they can carry an off-hand item like a shield or focus. At a glance I'd say their ability to deal damage is pretty lame and their real usefulness lies in their chants and shouts. The way to play them, then, is as a more Cleric-like buffer than the typical Monk. They can chip in with the offense and they have enough defense to survive for a bit but they'll be best suited to making the rest of the party better. I imagine they're beasts in PvP maybe even to the point of having been toned down some – but from what I can see I'd be working on some unholy combination of Paragon/Ranger/Warrior spike if, you know, I was still playing the ladder game (I fully expect that I'm not the only one to be intrigued by this and what I know of the Paragon has been nerfed back to the Foam Age by this point. Sigh, always behind the curve...). The support role, on the other hand, doesn't. Not that I haven't played Monks and Clerics and whatever else your average healer's called to great effect before. It's just that, for Guild Wars, PvE – where this characters going to be spending most of its time – is incredibly mindless to me at this point. Playing in windowed mode, I'm reading through websites, typing something out, chatting with someone, or even just looking through my character's various screens. In other words, doing everything but paying attention to the actual game. The net effect is that I'm a horrible healer in PvE (My poor Monk's just a glorified mule, really). I just can't pay attention long enough and people have this awkward tendency to die while I'm just standing around doing nothing (I expect my meatshields to take care of themselves, dammit. This isn't necessarily a bad thing. I consider it to be excellent help in getting people to stop relying on their Monks. Never trust the shifty buggers myself.) And I imagine an indirect support role with an indirect sense of feedback is only going to be worse.

Still, for ten hours, I think I can put up with it. Paragon/Dervisher it is. Looking over what's available to a Paragon/Dervisher in the first few levels I'm not terribly impressed. There's some nice Paragon stuff. And some nice Dervisher stuff. But playing as a Paragon/Dervisher there's about one skill from the Dervisher that I'd want. And that one's tied to the Dervisher's primary attribute. So, looks like I'll be concentrating on the Paragon side of things while I figure out where the Dervisher can be added into the mix. The sad thing is the best skill I can see is Mending Refrain which, just, you know, I'm sure that 4 or 6 health a second is just going to be crucial (Fuck Mending. Seriously. It's still not a good skill. I've used it, of course. But I also would pack Flare as a low level Elementalist. Doesn't make that skill good, either.). But with Anthem of Flame I can keep it running on the entire party (If, of course, low level Nightfall parties are in the 3~4 person range) constantly so it's actually extremely good value. Couple AoF with Signet of Aggression and Barbed Spear and that's mad degen – which is lethal at low levels – and I'll be able to pop that off rapid fire fashion. Wild Throw could be nice, too, depending on things. And as long as I'm in Motivation I can grab Signet of Synergy for the healing. Add a rez and I've still got two skills to play with. Like I said, about the only thing I see on the Dervisher's side (unless I want to pump up the Scythe Mastery and get into melee which I really don't.) that I instantly want is Imbue Health – but that's linked to Mysticism so I wouldn't be getting much out of it. Still, at lower levels that's not as much of a concern and it gives me two heals and an unremovable healing buff with a nice damage buff for the whole party. It'll work until I actually get in game and see what can be done.

So, got my prof, got my build, the only thing left is a name. And that's no dilemma at all. In naming my character I shall pay homage to the greatest band ever: Rod Torfuleson's Armada featuring Herman Menderchuck. Which, unfortunately is a little too long to fit into the name buffer. So, if you want to catch me in game look out for “Mend Our Chuck”. My main account's rocking the same name as I write under here, “Sausaletus Rex”, by the way. Feel free to buddy list me as I could always use someone to chat with.

As you can see, I haven't really put a lot of thought into this. For me, anyways. Just going to be flying by the seat of my pants – that's when I have the most fun, lately. But I've been poking around some various resources. So, on the off chance that anyone stumbling across this would like to get some more information on Guild Wars, I'll pass on some links.

  • There's Guru, of course, if you can wade through all the noise to find the signal it's still the best forum around. (Just, you know, I have nothing to do with the site anymore. And nothing against the fine people keeping that ship sailing, but I really don't want to.)
  • The Guild Hall's smaller and a bit more rough and ready but good place, too. Especially if you want to get a look at the PvP side of things.
  • GWOnline's another big forum. They focus more on the PvE side of things but, hey, that's a big part of the game.
  • Guildwiki is the go-to source for any skill or item in the game.
  • It's a small blog and not as frequently updated as I'd like but Clamtius's place, “Games. Tech. Musings.” has been one of those places that's kept fanning the flames of my passion for the game even in the darkest of times. Don't know when or where I stumbled across that pad but I'm glad I kept the bookmark around.

Most of the rest of the places I've kept around are for the seriously hardcore PvPer in me. Places to talk strat or see recorded matches, that sort of thing, and I doubt they'd be much use to anyone who doesn't already know about them.

And, now, if you'll excuse me I have some time to waste.

Thursday, December 21, 2006

Gamma Testing: Firefox Add-ons One

Upgraded my browser today. Added some nice functionality and I thought I'd share. So, Firefox informed me there was an update and I needed to restart. Took the opportunity to grab some choice Add-ons.

First was Sage, a feed aggregator I'm still playing around with - I'll admit I'm a complete nub when it comes to to all things RSS as I just don't use them much myself. But, I figure if I'm going to get into this blogging game I should figure them out one of these days.

The next is Foxy Tunes, which I've know about for a while. I've just become much more into music over the past month or so and figured integrating my music player into my browser would save me some time and hassle. Which, so far it has. An unexpected benefit, as I listen to a lot of internet radio, is that it saves a list of the tracks that I've been listening to. Not only that it provides easy links to all sorts of information about the band and the album including the ability to purchase the song in a few easy mouse clicks. So now I can keep track of what I'm listening to a lot easier. Brilliant, seamless, and easy to use, I'm loving it.

As for the last, well, it's Performancing.

That's integrates a word processor and a rich text dialog box right into the browser. Lets you take notes while you're reading. And it also lets you post to your blog with a click of a button (once you're all set up, of course). Just like I did with this post. Unfortunately, it tacks a little message "powered by performancing" at the end of every post and the formatting is wonky (Stewart Scott's bad eye wonky.) but since I have it set to post as draft by default that's easy enough to get rid of. Otherwise, it works almost exactly like the rich-text box imbedded in Blogger with a few of the icons changed around.

Anybody out there have any other cool add-ons that I should be using?

Monday, December 18, 2006

Gamma Testing: OpenWriter

So, I've been trying out OpenOffice lately. As I said somewhere else recently, I've been using computers for a long time during which I've been using Microsoft Word since the very beginning. And I've been looking for an alternative ever since. MS Word's the gold standard, of course, but, well, I might not be a first adapter but I do love new stuff that promises to be better. OpenOffice, a freeware alternative to MS Office really fits my budget at the moment (Which is to say since it's free it's not going to break anyone's bank. And I don't mind investing the time and effort needed to adapt to a new platform. Again.) and my friends rave about it so I figured it was worth a looksee. Mostly, I've been using it for OpenCalc, the spreadsheet program for various and sundry reasons.

But recently, I've discovered something about the word processing program, OpenWriter. Namely that as an extremely flexible format it's great for creating content for webpages. As I'm a newly minted blogger this is a great thing for me. For the past week or so I've been creating my posts solely in OpenWriter (with the exception of the images I occasionally post which are manipulated separately. But they can be imported into OpenWriter and slapped into a manuscript with ease.) as opposed to the combination of Word, Notepad, and Blogger's rich-text editor I was using before.

Now, this is important to me because by virtue of when I created this blog I was shunted into the new version of Blogger – known as Blogger Beta. It was the default for blogs created after a certain point in November, after all, and mine was no exception. Having never used Blogger before the differences between the versions seemed trivial to me and if this is going to be the format going forward I figured it best to put up with any of the bugs and get used to it now rather than learn the old way and then have to switch when it became outmoded. I've heard arguments for and against Blogger Beta and I'm really not going to get into it (yet.) because all I can say is that it's working for me fine so far. But one of the key disadvantages of Blogger Beta is that a lot of the utilities made for the original Blogger have had some difficulties translating over. And the plugin that lets people create Blogger content in MS Word and port it over seamlessly is one of them.

Didn't really slow me down as I just brute forced things but posting from MS Word into Blogger's post creation panel gave me some nightmare formating problems. I run an older version of MS Word that doesn't play so nicely with the web because, hey, it still works and, until now, I don't do most of my writing for the web. But MS Word adds a bunch of formating to any documents it creates – often needlessly so. I'd have to convert it to plain text and then paste it into Blogger (or cut out the middle man, so to speak, and just work straight in a plan-text editor like Notepad) and then add in all the links and typography that I'd want. It wasn't much of an added step but it's one that I can cut out now. OpenWriter converts to Blogger-ese just fine without any additional plugins. Indeed, it converts to any other format with ease. But unlike Blogger's rich-text editor it has a lot of bells and whistles that can be used when editing a body of text like this. The real gears and such aren't really applicable but it does, for instance, allow for much better editing of hyperlinks. And, well, I link like my life depends on it so it's a nice touch.

OpenWrite has a lot of nice touches and improvements for me over the MS Word experience. I can't really describe exactly what I find so refreshing and different when comparing the two programs but I do know that I like OpenWriter better. It's just simple, clean, and easy to use. With everything I want from a word processor. And a lot of what I don't want removed. It's missing a few features from MS Word that I liked – such as a built-in thesaurus, for instance – but I can live without them. Especially because OpenWriter's much more stable and a lot less of a resource hog than my aging copy of MS Word on top of everything else.

I still have several works in progress that are developing in the MS Word format but, at the moment, I'm trying to transition to using solely OpenWriter. Still, don't rush out and get a copy on my say-so, I'm going to give it a weak recommendation, for now, until I can learn how to use it and experiment a bit more with the deeper features. Like the spellchecker and formating and the like. Really, I'm just using it as a more feature-rich version of Notepad at the moment. And I have absolutely no clue how to really trick a piece of text out in this particular sandbox. I've heard that MS Word has more features along those lines but, well, I don't really use them there either. So, OpenWriter's working for me right now but I'm still figuring the cockamammie thing out. I'll try and keep you informed about how that's going.

Delta Testing: Auto Assault

As I was finishing my Christmas shopping I happened to wander into an electronics store and I happened to wander to where they kept the video games (This was, by the way, entirely not an excuse to find the Guitar Hero display again and jam out more than is healthy. I mean, it's not like I'm trying to get good enough that a crowd of fellow shoppers gathers and sets off the fire suppression system with their raised lighters or anything. Not at all.). And while I was there, of course, I happened to see that Auto Assault was still on the shelves. That's not at all surprising as it was only released April of this year. It also wasn't that surprising to see it was in the bargain bin – retailing for only $10[1]. I hate to say it – and no offense meant to the fine people who play the game - but from what I've seen and heard Auto Assault is a game that's in trouble. Just released and already it's sunk into the pack of second or third tier games that people play, you know, instead of World of Warcraft. I'm a sucker for an underdog so I thought if everyone was ignoring the game then there just might be something to it.

Now, having played the game, I can see that the general consensus of the buying public was, in fact, pretty close to the mark. It's not that Auto Assault is a bad game, mind, it just doesn't really distinguish itself in any meaningful way. Odd, really, in a game that's based on a post-apocalyptic Mad Max inspired wasteland of cars and machine gun with an emphasis on fast-paced mobile combat. But, for me anyway, it's just yet another MMO[2]. There's nothing that I haven't seen or done in a dozen other games – just dressed up in a new skin. It was, well, boring and that's the most damning thing I can say about any game I'm playing.

I should say, though, that I find the typical MMO immensely boring. That leveling treadmill that's at the heart of such games – to say nothing of the stagnant elder game of raiding this and ganking that – just doesn't appeal to me. It gets repetitive, it gets old, and it gets boring fast (And I say this having spent hours treking around to get an Icy Dragon Sword or capture an obscure and useless skill in Guild Wars. It's not that I'm completely opposed to treadmills - it's just that I need them to be better disguised.) and I just plain don't like it. What I need to play, basically, is a game that has some of those elements but one that goes about it in a different way. Where Auto Assault innovates is in the setting and the skins not in the mechanics.

As for those mechanics, well, I have problems there too. Now the game has some very interesting twists but, as I said, those twists are largely related to filling the numbers off of pre-existing genre conventions.

Let's start with the various classes. There are twelve – four for each of the three races. However, each of those classes is mirrored by one in the other two races so there's basically four kinds of classes with three different variations. Now, there are some differences in the way they play and their skills but the four classes can be broken down into the following four categories – The Tank – a frontline fighter designed to soak up damage with their heavier armor. The Healer – a supporting backliner who's in charge of keeping their teammates in good fighting order. The Creator – summons or otherwise controls legions of pets or turrets that assist. The Scout – relies on stealth and being able to hit hard and get away fast. Which, really, is about all you need in a game like this. And there are some interesting options to play with thanks to the healthy (but level restricted) lines of skills available.

In game, although I sampled as much as I could stomach, I went with the regenerating mutants (Recovering health felt like it would be the best racial advantage – I hate waiting around while my health regens or having to wolf down heal pot after heal pot because the game lacks other gold sinks. And, in my experience, it was a plus in the lower levels. It just got outmoded very quickly.) over the partially shielded humans and the better armored biomeks. And when it came time to pick out a class I went with the mutant's Tank, the Terminator. Although you might think my avatar was something out of an action flick with a bad german accent and a sweet leather wardrobe (Or even something crazy like governor of the most populous state in the nation, maybe) it looked like nothing so much as a particularly lithe Ork from Warhammer 40k outfitted in bondage gear. Each character also gets a car and mine was no different – it was a big, bulky thing that resembled a Hummer. Put together, my Terminator looked like a finely tuned ass-kicking machine and, well, that's what I like to play as, really.

But that wasn't why I picked the Terminator – see, although I wasn't aware of the depths and fine points of the class system the four categories were pretty apparent to me from the onset. And when confronted with a new game my initial impulse is to pick the tank class. Not because that happens to be my most favorite role to play – that honor goes to the healer/support[3] – but because in any given game it's probably the simplest class to play. You don't need to know the complexities of the system, you don't have to memorize countless statistical information to figure the most optimum move at any game state, no, you just have to find a target and hit them as hard as you can. Over and over until they fall down. Then you move onto the next. If you can you try and keep their attention on you so they don't go and hurt your squishier friends. But, really, it's as simple as getting up in someone's face and hitting the attack button. Playing more complicated classes is something I do later after I pick up more about how the game works. Or after I've plumbed the depths of that particular ruleset's tank – make no mistake, the modern tank usually has some interesting wrinkles and options to explore that make them rival the complexity of other classes, they're just the easiest class to learn not necessarily the quickest one to master.

The Terminator does play quite a bit like the stereotypical tank, of course, and it proved to be both deadly and resilient in combat. Fights in Auto Assault play out a lot like first person shooters, to me anyway, as you lock onto a target – aiming is, fortunately automatic – and then proceed to blast away while circle straffing. Everything, every skill, every battle item is perfectly usable while you're on the move so it's a fluid fast paced affair. And, as a Terminator I was able to just drive in guns blazing. Other classes had to be a bit more careful or reliant on their special abilities but for my Terminator the standard attack and a nuke or two took care of most everything – well, everything within my level range, at least. And I was soon looting newer and better weapons with which to blow various things away.

But it's there that the game lost me, I think. While I like making the numbers I'm killing things with get bigger as much as the next min/maxer and there were plenty of stats on the weapons to play around with – you had your basic damage range, your damage type, refire rate, your heat (which affected how long you could fire the weapon before you needed to stop and let it cool down – as an alternative to having any sort of ammunition, I'd wager) production, your range, and your arc of fire (since aiming's automatic all the weapons have a cone within which they'll hit any enemy in range so you have wide cones and narrow cones), on top of any “magical” bonuses that might be applied to the gun – after a while it became pointless. Comparing between guns to scrape a few more points of DPS wasn't all that exciting when I realized that I was still in the low levels and by the time I got to higher levels those guns (and the various pieces of armor that also get equiped to the car.) would be obsolete. There wasn't any point in spending too much time worrying about what was better than what, I just looked for the bigger numbers and slapped it on. But, at the same time, if I wanted to compete at those higher levels I'd want to know exactly what was best to have: a higher refire rate or longer range? And probably a host of other things that weren't readily apparent to me.

The game was doing a poor job of teaching.

Not the very basics like how to use skills or how to select an enemy to target, of course. But the intermediate skills beyond that. I mentioned that combat was a circle-straffing affair but that's only for me because I happen to have played an FPS or two and know that staying in place is a sure way to get a headshot, so to speak. And that circling around your enemy is the optimal solution for keeping moving and keeping them in range and a stable target all at the same time. But if I hadn't known that already I certainly wouldn't have learned it by playing Auto Assault – not from any tutorial, anyway[4]. And that's far from the only example. There's a wealth of options and customizations to explore in the game. Each class had their own special toggles near their health bar, for instance, my Terminator could when their health was low survive until their mana/energy was depleted as well by trading some speed or offensive power. Effectively extending their health bar, basically. The healer classes could provide various boosts to their teammates at the cost of constantly losing some energy. And the output of your engine can be altered to provide more speed, more offense, or more defense or some combination of two of those at the cost of the remaining. This was a fact I only found out after reading through one guide or another – that some enemies could only be engaged if you were redlining your speed (As a Terminator, anyway, other classes had quicker vehicles while the tanks focused on being the best armored so it made them a bit lumbering, comparatively speaking.). And, well, I didn't read through any manual so it was probably mentioned there. But I never read any manuals – not for games – and I'm far from the only one. I'm not an idiot and I figure I can pick up the game as I go along.

And I also figure out if I can't figure out the game then it's really not worth playing. If designers want to make sure that kind of player stays interested then they'd be well put to make sure that their game mechanics are simple enough or well demonstrated enough so they lose any mystique.

It's an annoyance I can play through, of course – my beloved Guild Wars is absolutely brutal on people who don't know what they're doing[5] – but combined with a lengthy and repetitive treadmill I'm quick to opt out. And the treadmill was very apparent in Auto Assault. Sure there were numerous quests to level through but after a while there's only so much of “kill x of y” that I can take before looking at my watch.

In the final accounting, I hit level 11 with my Terminator, lv5 with the biomek version, the Champion, and barely touched characters of the other ten classes. And I played my fifteen day trial period for roughly a week (Hey, sunk costs, I don't feel bad about walking away from a poor investment). My account ran out before I could find anyone to twink with all my stuff – not that I had much but since I was going to be disappearing, I figured I should try and give someone else at least a little leg up. As far as community goes, I have no complaints. People playing Auto Assault were courteous and helpful enough (I didn't notice any real differences between the crowds playing each race but, then, I spent most of my time as a mutant.). The game population's small enough that all the server's have been condensed into a single one at this point. There's a global chat linking all players of a particular race and there was always someone looking for trade or grouping up – a few names popped up more than once and it seemed like there was a group of high leveled regulars who enjoyed playing with each other. The newbie lands I didn't advance past were sparse and there were few other people to bump into but the ones I did were sociable enough. I wish them the best of luck and hope their dying game lasts long enough for them. I'm just not going to be there with them. And I'd recommend the game to just about no one except the people already playing it. There are different games that do the things Auto Assault does better and it really only appeals to the market it's already captured – the fanatics.

So, long story short, I played the game, didn't like it, and have absolutely no interest in paying for the privilege.

Recommendation: Fun for a while but gets old fast. This one's an avoid.

Next up: I'm looking into options but I've got Saga of Ryzom all loaded up and waiting (It's an unlimited free trial of the starting area so there's no real rush.)



[1] - A bit of looking around found my old mistress, Guild Wars, still going for full price and with some decent shelf space. I'm not sure if having a lot of copies on the shelves is a good thing or a bad one – probably good because it means the retailer expects them to move. But then again, they were there and not gone which might be seen as a bad sign. They didn't have the primest of prime space, though, as that was reserved for WoW - of course. What I found especially interesting was that they had a bunch of floating, caseless CDs going for $2 that featured the same 10 day trial that's available on their website for free. So, basically, people pay for a CD (And, of course, the expense of warehousing and shelving all those units). But, well, it wouldn't be there if it didn't sell.

[2] – A YAM, perhaps? Or would YAMMO be better...

[3] - What can I say? Support classes tend to be overlooked and, at the same time, highly valuable to any group or team. I tend to gravitate towards that because it's a thankless task and I'm not really dependent on the acknowledgment of others. I mean its makes me feel good to help others and I certainly appreciate being, well, appreciated from time to time, but I don't require constant feedback. I am, of course, though, completely insane.

[4] – And since the game would presumably be drawing on an audience of people who were from other MMOs, they'd most likely think of combat as a static affair between two relatively unmoving objects. You stand there and slug it out basically. You can do this in Auto Assault but, as the game will tell you, moving objects are harder to hit (Probably some shifting of accuracy values somehow when you're moving rather than any real projectile avoiding) so you're best to keep your pedal on the metal.

[5] – The difference there is that Guild Wars makes it both incredibly easy to make mistakes but also completely painless to correct those mistakes. For the most part, anyway. But, for instance, if you slot the wrong skill then you can just change them around. You'll have more than enough to tailor to any situation – and some of them will be useful in some situations and not in others – that you won't need to worry about refunding your points and starting over again. With all those options you're encouraged to experiment because the price of failure isn't very daunting. And the benefits – learning how to use and combine your skills better – is high. Not the only game to play like that, of course, but it's pretty rare in an MMO.

Thursday, December 14, 2006

Gamma Testing: Bookworm Adventures

Okay, so I've soured on Auto Assault (I'll have a wrap-up sometime soon, I hope.) And remarkably quickly. What game, you might ask, has taken up the slack? Surely it must be something sophisticated, complex, and breathtakingly wonderful to capture my fractured attention span and drive me to play it to exhaustion. And, you know, you'd be right. See, I've been playing Bookworm Adventures lately and I'm about this close to purchasing the full version.

Bookworm Adventures is a sequel, of sorts to another game from PopCap Games. Always been a fan of their games from the highly addictive Zuma to the “make learning fun” of the original Bookworm. I take it they're best known for Bejeweled which is also a very nicely done game. Bookworm Adventures, though, is a bit of a departure for the company. Basically, the idea of the game is to blend the original spelling based gameplay of Bookworm with the leveling and powering up of a typical RPG. The resulting product is a blast as you'll battle enemies by spelling words and using items as you're on a quest. Longer words do more damage and each attack comes with an animation. If you use certain letters or do enough damage you get special effects to happen. I'm not exactly the best speller around but I think it's good practice even though I'm well out of school – be great for people who have kids who want to play video games to slip a little learning under their noses the way my parents did with things like MathBlaster and the like.

Gameplay goes like this: you start a level and you have several enemies to beat before you can go to the next level. At the end of each level is a boss who's guarding a treasure. Defeat the boss and you get the treasure which gives you some bonus like more defense or bonus damage when you use a specific letter. Enemies will use various attacks on you and slowly whittle away your health over a few turns. Now, as I mentioned you attack by spelling out words. You get a 4x4 grid of letter tiles that would be familiar to anyone who's played Scrabble. The most common letters are marked by a bronze pip, more infrequently used ones by a silver one, and the rarest ones with gold. The amount of damage you do is calculated somehow by your level and the "score" of each letter in your word - and maybe even any defenses your enemy has. There are special abilities and status effects that turn the simple little idea of taking sixteen letters and turning them into a word into a crazy, tension filled fight to the death. The game does a nice job of introducing the gameplay elements - slowly and letting you play around with them once they show up - so it's all very easy to understand. All the while the game maintains a running commentary - letting you know when you're spelling words that are going to do better damage by saying "Nice", for instance. And there's banter between the main character, a glasses wearing worm, and his enemies as well as cutscenes. There's a corny, pun-laced sense of humor on display that somehow manages not to be overly cloying - normally I hate that sort of thing but it just makes me smile a bit here. There's occasional mini-games to break up the flow of things and if you advance far enough you unlock different modes of play. The game also tracks several "high scores" such as the length of your words so the replay factor is high.

There's a free demo available, so check it out if you want to see for yourself. It's a very small file and installs in no time flat which is always a plus for me – when I want to play a game I don't want to sit around and wait to play it, I want to install it and get playing right away before my interest cools. And unlike other PopCap demos (Not the flash versions but the ones you can actually download) I've seen it's not timed. It ends once you get to a certain point in the story (I'm not going to spoil it because although the story is pretty lame it's also cute with some good tongue-in-cheek humor but suffice to say it's an epic boss battle.) but you can go back and retry it over and over again. I've played through it more than a few times myself. My best word so far is “Audiophile”. I've done more damage with other words because if you use rarer letters like “Z” or “K” and special letter tiles you can ramp up the damage considerably. But “Audiophile” is my longest and that one earned me a “Whomped” which I have no idea what it does exactly but it seems to crop up when you defeat an enemy in a particularly crushing manner. So it's really satisfying. I've also discovered an easter egg as spelling “Julie” gets you a special message and, unlike other proper names, can actually be used as an attack. Sorry to geek out like this but the point would be that I'm gushing because this game is really, really fun to play and I really, really like it. So I've been rambling about how great it is in one venue or another for a while now. This appears to be a not infrequent occurrence.

The full game's $29.95 which seems a bit pricey to me. It's not the biggest game or the most graphically wonderful. At $20 I would have bought the game and you wouldn't have seen me for about a week, probably. That's about what I'd consider a fair price so I'm currently torn between wanting to play the rest of the game and wanting to wait until after the holidays when the price might drop. And, you know, I might have some spare money for it. I'm having more than enough fun so far with the demo (Not to mention I'm busy with other things) so I don't really mind waiting.

But, on the other hand, I'd like to reward the developers of the game for making something like Bookworm Adventures. It's a “casual” game just like everything PopCap does. It's light and breezy and not bogged down in chasing after the latest hardware specs or arcane rules and exceptions and instead concentrates on providing simple, fun gameplay that's going to be good for years and years to come. It's the differnce between, say, Diablo and Ultima Online. For me, anyway. But looking into the game I see that it was a colossal undertaking by the standards of PopCap. While they normally spend maybe $100,000 and a few months making a well-crafted game they took two and a half years and closer to $700k (Which is why they're charging a bit more than they usually do, I guess). There's voice acting in the game, polished graphics, and plenty to explore, it seems. That's, of course, nothing compared to the budget for, say, the average FPS like Gears of War. And it pales in comparison to the average MMO. But, well, I haven't played a game half as fun all year. PopCap isn't the only company making casual games and they seem to be getting better as time goes by. For me, anyway, I tend to write them off as something less than deserving of my time. Not when there's Guild Wars and WoW and a dozen other games I could be playing. But the thing about casual games is that they're designed to be played in short bursts just as much as they are in long stretches. They're the descendants of, say, Asteroids or Tetris and I still like to play those. I suspect this is one of those cases where my priorities have been all out of whack. An MMO like Star Trek Online might be fun for a bit but it's going to be horribly bloated and outdated in a few years. The real designers, the real pioneers of the craft of making video games might just be the ones concentrating on making simpler, smaller things that will stand the test of time. So, yeah, I want to shovel my money into PopCap because I can't wait to see what they'll come up with next if they realize Bookworm Adventures is a profitable model. And I think I'm going to have to keep an eye on the casual game industry as a whole because it's suddenly become very interesting to me.

In the meantime, I'm going to fire up the demo – again – and see if I can't beat my old high score again. I wish you all could join me but about the only thing this game is lacking is a multiplayer option.

Sunday, December 3, 2006

Gamma Testing: Auto Assault

Playing a free trial of Auto Assault. Just as a remaindered for those among my fanbase who are not quite yet rabid enough to follow my every footstep.

I now remember why I never tried the game’s demo before. It’s 10Gigs. That’s a freaking huuuuuge file to someone who remembers it was amazing when games spread over more than one floppy disk (As an aside, I have two 200+GB harddrives currently mounted in BaseStar One. And they’re both full to the brim with files, movies, pictures, music, games, and whatever else I’ve stuffed them with. It’s not that I don’t have the space it’s that I had to get rid of some other things I was saving. Sigh, I’m going to have to break down and get some form of eternal storage because my poor, old CD-R just isn’t up to the task of shunting my data into a more permanent, archival form any more.) and when you throw in the installer and the time to patch, I’ve been waiting since last night to actually start playing. Yet again, this is another thing that reminds me of why I love Guild Wars (And can’t stand more traditional MMOs with their patch based updates that ignore streaming technologies. They’re learning, though. Look at WoW - you can walk the entire world and not hit a load screen between zones. Give it a couple years and see what happens.). All it took to get me into the game, originally, was a 90some kb installer and maybe five to ten minutes of installing and registering before I was playing. These days it’s ballooned to maybe a gig or two but in the early days – when other games were bloating to 4 or 5GBs, Guild Wars made a point of keeping below 1G. As a note to any designers – that’s a good thing. Bloated design is poor design and things should get simpler as they get better not bigger. Keeping your product accessible means that more people are likely to at least sample it. And that means more people are likely to stick around and enjoy it. 10Gigs of a game I’m only playing for 15 days and am hardly going to see all of is a colossal waste and a real barrier for me playing the game. Totally imba imho! And the little message that says “Patching – this may take a few minutes” for a freaking hour? Pisses me off no end.

Sorry, that old playtester hat is hard to put down. But, well, now I’m going to shift gears – so to speak – and talk more about the game itself. Personally, I find games of this sort fascinating. Some team of developers, programmers, designers, marketers and everything else spends years working and refining their product – one that’s just a little step away from the norm – and the collective reaction from the public is a big “so what?”. It’s the failed ideas and concepts that are often the most informative, after all. But, well, Auto Assault – I find – is a solid game but not a spectacular one. It takes a fresh approach to the MMO genre – you get to play as Mad Max, basically, with the serial numbers filed off – while sticking closer to some of its conventions than I would have guessed.

Starting the game I selected a Mutant Champion as the first class I’d play and spent my first game session powerleveling all the way up to the 10th level (I know, it’s a sickness.). Now, I could care less about what the class is called just what it does. In this sort of game, at least, I’m a stat junkie. I want the character that’s going to give me the best chance of playing the game the way I’d like to play it. Mutants, as a race, have a built in bonus to their defense – they constantly regenerate health at a slow but steady rate. Figuring this would mean that if I was ever injured I’d be able to heal myself automatically and not have to sit around so much I was sold on that particular choice. Of the other races – Humans and Biomeks (think Cyborgs) – humans have a forceshield which also regenerates which, I admit, was tempting. But, fearing a Protoss situation where although the shield might come back their actual hitpoints would be extremely difficult to regain I passed – I’m a fan of the underplayed races, anyway. Biomeks just have more hitpoints than the others. As for the class, I went with Champion because it was, to my eye, the closest thing to a warrior or tank available. High offense, lots of defense, just a character class that’s out to dish out some punishment. That’s exactly what I was in the mood for when I was rolling up a character and that’s pretty much what I’ve gotten. Champions seem to agree with my playstyle. The regeneration was very nice. At lower levels. Now that I’m level 10 and have well over 200 hit points regenerating less than one a second isn’t all that effective. There are ways to upgrade that ability, of course, but for it to feel effective to me, I’d need to get about 1% of my total health back in a second – ideally, I’d like all my health back inside of a minute but that’s unrealistically fast as far as the designers are concerned, I’m sure – and I can’t get that at my level. The marginal upgrades to my regen I could get just aren’t worth the cost to me at right now.

Once in-game I was initially disappointed with the game. Oh, the interface and everything is beautiful and the hotkey bar to fill with goodies was like an old friend to someone who’s cut their teeth on Guild Wars. But the game seemed a little clunky and the controls were a bit difficult, for me, to manage. But, I kept at it and I discovered why I was initially put off by the driving. I was trying to strafe. Unlike most games there’s momentum when moving your character around. Since I’m using the old mouse/WASD – a controller format which is not particularly well suited to a driving game – it took a bit of getting used to having to brake and turn and power-slide and all the rest. Once I did, I stopped getting stuck or crashing into things. Otherwise the interface is clean, clear, and easy to use. There’s a lot of customizability – the power from your engine can be redistributed, for example, to give you more speed or more firepower or better armor at the cost of the other two, for example, and it’s possible to switch it on the fly (which I’m still getting a hang on) – although the character creation screen leaves a bit to be desired (But, then, I’ve seen the glory that is CoH’s character creation so I’m a bit spoiled. It does the job.). And plenty of ways of upgrading your character/car and plenty of stats and modifiers for those upgrades. There’s a lot of depth involved in tricking out your ride and I’m just getting a feel for it. I mean, for your weapons is it better to have a higher DPS or a longer range? Or is the other way around? I have no idea (I’ve deliberately not sought out the sorts of places this kind of information can be found. I’m not trying to play this game for the rest of my life so I figure if I can’t pick up these things on my own, at least a bit, I probably never will.) but it’s interesting to figure it out.

Combat is fast. Since it’s between cars, mostly, there’s a lot more movement than the typical MMO. It’s much more like an FPS where you’ll be constantly moving, circle strafing and pumping ammunition into your target until you or they drop. Each class has its own special abilities that can be used in combat and out further opening up possibilities. I ran up to level 10 the other day just to see the second tier of skills and how they’d play. Of my two favorites (and I have absolutely no idea what their names actually are nor do I care to learn) one lets me regenerate a little bit of health over a short time at the cost of losing the ability to fire a weapon – it’s saved me a few times and it’s great to speed recovery as I’m rolling towards my next waypoint. Now that I’ve sampled the other skills available, I’m going to invest heavily in it so it becomes even more effective. My other fave is a nuke, in so many words, a skill that does massive damage to any one target with a built in speed debuff. On lower levels it was almost assuredly an instant kill. At the level I’m at now it’s not so lethal but it still takes a good chunk out of an opponent so I can soften them up with my guns. I’ve only had one death and that was when I tried to take on three lv12 creatures with my cocky little lv8 death dealer. It doesn’t bother me much because of the lack of a death penalty and I’ve been much more cautious since.

At level 10 I’m still stuck in newbieville so I’ve yet to sample the PvP opportunities. I’m sure that I’ll stink up the joint at first but I intend to hop into it as soon as I’m able. Should have a real deathmatch feeling to it, if PvE combat is any indication. High end raiding content, so to speak, is likewise out of my range. I’ve yet to even party with anyone as I’ve been able to advance rapidly through solo play. As I expected, most of my XP has come from the many quests scattered throughout the land and I’ve been completing them as the NPCs were my drug dealers. As for the quest themselves, well, they’re nothing out of the ordinary. Some text box dialogs for flavor and then it’s off on a fetch quest or a snipe hunt or to pull this lever or that. Hopefully, later opportunities will be much better – more original and grander in scope – because there’s only so much “kill x of creature y to get drop z” that I can take. Tomorrow I’m going to sample a few other classes and see how the other races play. Then, I think I’m going to track down some leveling guides and maps so I can work my way out of the training grounds as quickly as possible (I am on a 15 day timer here) and hopefully get to see some of the cooler stuff.

One of the things that surprised me was the depth and complexity of the crafting system. It’s easily as complex as some I’ve seen in other games. Again, there are a lot of options and avenues to explore in taking apart and putting back together items to get something new. I haven’t done much of it myself because that’s really not my type of game and I’m more than a little overwhelmed by all the moving parts at the moment. There’s just sooo much (I’ve even acquired player housing along the way.) and although it’s familiar it’s also not quite the same as everything’s been given high-tech, sci-fi, post-apocalyptic, auto-mechanic names and concepts. Unless I find a good resource, I’m just not sure where to start or what good it’ll do me so I haven’t bothered.

Until I see more I’m going to reserve a decisive judgment for or against the game. Of my limited impression so far, I’m not going to be opening up a paid account. It’s fun enough that I’ll exhaust my trial account (and, probably myself) but I’m not sold on the game. And it’s getting a little boring. It’s got that “NCSoft” feel to its gameplay and I’m definitely a fan of that. But, well, here’s my thing at the moment: When loading between zones there’s a little progress bar. In other games it gives you a percentage or lets you know what files are being unloaded and unpacked or whatever. But in Auto Assault the conceit is that you’re downloading data from a satellite and the developers have gotten extremely cute with it. That little bar say all kinds of things like “checking core temperature” and “scraping elf paste off of wheels”. I’ll probably tire of it the more I see it but, at the moment, I find it mildly amusing (I’m a hard laugh to get). It’s exactly the sort of tongue-in-cheek, out of left field humor I was expecting from the game. But, elsewhere on the loading screen are descriptions of the zone you’re about to rez into. Well, if I may be unkind, those are crap. Filled with dry text from the game’s voluminous lore. Which, I’m sure someone worked very long and hard on it, and I even know a few people who do that sort of thing, but it’s just not that important. And it’s that sort of thing that’s filling the text boxes for the quests and everything else. I’d much rather have a game that doesn’t take itself too seriously and pokes fun at genre conventions (and it has a lot to jab at because it’s drawing from so much) with more than a little gleeful irreverence. In short, the game’s taking itself too seriously and it’s nowhere good enough to do that. This isn’t LoTRO with a vibrant backstory and a living game world with a dense mythology. It’s a little sci-fi MMO where people drive around in cars, it needs to loosen up a lot. For me, anyways. But, I'll let you know how I really feel in a few weeks, hopefully.