Tag Archive: EverQuest II

Aug 12 2011

Compositions…

I have a very ad hoc approach to group composition. Generally, I’m happy to try and make anything work as long as it’s a giggle and everyone gets along. I expect this leads to sub-optimal gameplay. I suspect the term ‘scrub’ can be correctly applied to me! I don’t mind and for me throwing out group invites at the start of a static group night, it’s very much “Who have we got?” and not, “What have we got?” I’ll invite everyone and then see what we can get done, and for me, asking someone to sit out is the height of bad manners.

I do wish more games agreed with my outlook though, and sometimes, it can be a bit of an uphill struggle. It’s almost as if the game didn’t really want me to play with my inefficiently friendly friends, and that it would much prefer that I ignore them and instead seek out (precisely!) five previously unknown and silently efficient friends whose only common interest is getting a particular piece of MMO content done, and then repeat this exercise with new friends nightly.

The genre and its proponents constantly berate me for playing solo when I should be playing with other people, but then when I bring along a group of other people of my choosing, its all “Sorry, you’re not the right levels!” or “Sorry, you don’t have the right number of people!” or “Sorry, you have too few/too many tanks/healers/DPS!” or “Sorry, one of you missed a week/month/year and now you have to all wait/do the last bit again!”

If I were paranoid, I’d suggest that MMOs promote ‘friendship’ with only in the bare grudging minimum of enthusiasm required to maintain profitable customer retention, and actively discourage those relationships which could exist without the facilitation of the game itself. “Don’t play with each other, play with MEEEEEEEE!”

 

But I’m not, so I won’t! Instead, here are some of the groups which I regularly take part in, which all demonstrate a cheerful ignorance in matters of Playing MMOs Properly.

 

LOTRO Mondays:

Guardian (Tank), Champion (Melee DPS), Minstrel (Healer), Runekeeper (Healer/RDPS), Hunter (RDPS), Captain (Tank/Heal)

The nearest thing I play in to a ‘proper group’, but despite this, we still enjoy the game. Trickier these days as we find ourselves on the shores of Endgame Progression with varying enthusiasm, and the above rules seem to be increasingly enforced. You must obey the orthodoxy to go on this ride!

It looks good on paper; classes and levels are all okay, but we are all grownup people with jobs and families and things, meaning that often we are missing a member.

Finding satisfying five-man content is the main trouble here, but we’re dabbling with various alternatives; 5-manning L60 instances for no real rewards, taking turns to do 3-man L65 stuff, steamrolling L40 stuff as payback for when we couldn’t do it at L40, chickens and monsters, etc. The obvious solution is probably to just trawl for a random sixth member on an as-needed basis, but that does seem to defeat the point a bit; which for me is gaming with friends. Elitist? Maybe.

LOTRO already does a lot to accommodate groups of 1, 2, 3, 6, 12 and 24; moreso than the older generation of MMO. Unfortunately for us, they don’t cover 4, 5, 7, 8, 9, etc. In matters of Trinity it’s a fairly flexible beast with a lot of hybrid overlap, but the roles are still there and do need to be done by someone. Unless you’re a Warden. Wardens are a Small Fellowship. Levels let LOTRO down with a glaring absence of mentoring system, and it’s only because we’ve been level capped for months that we’ve not had more trouble with this.

 

EQ2X Vicar’s Tea Party

Inquisitor (Healer), Inquisitor (Healer), Fury (Healer), Mystic (Healer)

A deliberate attempt to say ‘Screw you!’ to the Trinity, this is very much an experimental concept group, which worked far better than it had any right to. I can’t work out why precisely, but we were capably dealing with on-level triple up-arrow Heroic bosses (EQ2’s ‘Elites’) with the above group. We wiped from time to time, of course, but only in places where a ‘proper’ group would have wiped too. Spider-tanking, ala EVE Online, became the main tactic there. All of us could heal any of us, and often did, resulting in a rolling tanking system where it didn’t really matter who got aggro or when, since our combined healing output was vastly more powerful than any incoming damage. It did make loot rolls a bit problematic mind you. Inquisitors are a bit more tankey than Furies, for example, so soft trinity roles did kind of exist, but mostly it was just a mad rampage of megawatt healing, and absolutely hysterical.

We recently tried a similar experiment:

EQ2X Warlock O’ Clock

Warlock (AoE RDPS), Warlock (AoE RDPS), Warlock (AoE RDPS), Warlock (AoE RDPS)

Which by contrast really didn’t work very well at all. I figured we’d just run in to the middle and all start bombing AoEs, which we did. It was very funny, but also highly inefficient and we’d typically lose one Warlock per engagement, despite the large numbers of dead solo-mobs all around us. Wizards might work to alpha spike targets with coordinated nukes, but in either case boss monsters would be near impossible to beat, and attrition is no substitute for healing, leaving us just four people soloing together.

Fun experimentation and proof that tanks and dps need healers, but healers don’t need tanks or dps! I recommend you do the same; grab some friends and all roll the same class in your favourite MMO – see how far you get!

EQ2 is a lot more forgiving of the usual impediments; it has excellent mentoring, making levels a non-issue. Group content seems balanced for three, not six, giving you much margin for error if you bring more people, and I suspect, in the levelling-up game at least, the game is just easier anyway. Roles are more hit and miss, as our experiments show.

LOTRO Fridays

Guardian, Warden, Champion, Minstrel, Burglar, Loremaster, Runekeeper, Hunter, Minstrel, Minstrel, Plus various alts.

You might think, “Gosh that’s a big group”, and you’d be right. On Fridays we often have more folks about, giving us the opposite problem to the Mondays. The obvious solution, a few transfers to Monday, is scuppered by level discrepancies, and anyway people should determine their own night of the week, not have the game do it for them. The Friday gang will level cap eventually and things might become more flexible, but at present we typically have to split into two groups and do different stuff.

A very different gaming feel between the two teams; lots more crowd control and utility in the Friday team, whereas on Mondays, we have pretty much one plan, Plan A, and we execute the hell out of it. I find the different paces present almost different games, despite the content being familiar.

Different groups and different nights making for different games, even if they are actually the same game, but ultimately it comes down to a choice of what to put first, friendships or achievement. We still play in a genre that demands correct technical play in order to complete the highest of the objectives set before us and all too often, this is incompatible with the very reasons that brought many of us to the genre in the first place.

Often it becomes a balancing act between friendships and success. It’s nice to have both, but I know which I’d choose if I couldn’t.

Permanent link to this article: http://howtomurdertime.com/blog/2011/08/12/compositions.html

Aug 05 2011

Valuations…

I get this a lot – a big MMO News Item goes noisily berserk, and while everyone else is loudly Going Bananas, I’m left sitting here going, ‘Hang on a minute… I’ve seen this before…’

This time it’s the news that the alleged Diablo III will be pretty much entirely an RMT-based affair, offering we players the chance to strike it rich with our loot drops, by flogging those ultra-rare super-pixels to other imaginary heroes, for cold hard coin out in the meatspace. Commentators rightly question how this might change the social dynamics of the overall experience, but I’m sure we can already see a microcosm of it it in action already.

Back in 2005, SOE launched two ‘Exchange’ servers, The Bazaar and Shadowhaven.

These servers, something of an economic experiment, started life fully RMT enabled in a manner similar to the alleged Diablo III. I guess the reasoning being that if you can’t stop gold farmers, why not legalise them and then ‘tax’ them for a cut of the action. I remember there was a lot of scorn and kneejerk ‘RMT is the Devil!’ type news about them at launch – probably from people who never had any intention of playing EQ2, let alone on Exchange Servers – and then it all went quiet. This was all way before the current movement to Free-2-Play began, and EQ2 Exchange Servers required a standard subscription as well!

In light of the alleged Diablo III fuss, I thought I’d see what happened to them. Turns out that in 2006, Shadowhaven was merged into The Bazaar, but then that same year, when dedicated PvP servers were added, one of those, Vox, was added as an Exchange server. PvP player coin and item looting, AND an RMT Real Life Cash Exchange house!

  1. Kill people
  2. Rob their corpses
  3. Sell the loots on officially sanctioned auction house
  4. Profit!

It doesn’t get more hardcore than that, and you’d think it’d be an unmitigated disaster, but apparently, both servers are still alive at least:

SOE: Server Status, Exchange Servers

I’m not sure what those ‘Population’ numbers mean; characters created? Certainly not concurrency! The PvP-RMT server is twice as populated as the PvE one though, which is interesting.

In March 2008, SOE appear to have handed off administration of the Exchange server to a third party, Live Gamer Inc. I’ve no idea what the deal was there, but I guess the whole endeavour proved to be either too costly or fiddley to run in-house, or more profitable spun off to someone else to worry about.

A browse through Live Gamers’ web-based auction house listings (found here) is informative. They broker Cash, Characters and Items, it seems. As of writing, there are about 700 characters listed for the two servers, but at least 90% of those seem to be speculative Level 1 name sandbagging attempts. The remaining ones are mostly Level 90 maxed out characters, and are generally listed from $80 to over $300 buyouts. Reserve starting bids are usually $10 less than that. Mind you, listed and sold are different things and I only saw one character with an actual bid against it, a L54 Warden which if unopposed, will sell for $2.50. Very much a buyers market, I’d say, with such customers that there  simply going for the Buy-It-Now option.

Coinage seems more straightforward, and 10 platinum costs $0.28 on The Bazaar, and $0.30 on Vox, but seems to only be available in blocks of 1000pp a go. Doesn’t seem to be any volume traded stats here either. I’ve no idea how long it would take me to farm that on my EQ2X L65 Inquisitor, but long enough for me to not want to give up my day job, that’s for sure.

The Items category, or rather ‘item’ singular is what I came to see, with the alleged Diablo III nonsense in mind, only to find it basically unused, with one single stack of 100x L82 Damage Shield buff potions, listing for $2.00. It’s hard to explain why the sale of actual loot seems to have been completely abandoned. Perhaps the items are too transitory; below level cap, they are quickly replaced, and at the cap, well, I wonder if in this context, a character itself is nothing more than a collection of specific end-game loot items. It would account for price variances between otherwise identical L90 Inquisitors, for instance.

Clearly gold and characters are the real trade here, and I wonder if that won’t be the case with the alleged Diablo III. Anyone getting fiscally involved in these strange variants of gaming-as-income is going to be pretty clued up about mudflation, deflation and many other flations besides, and it’ll be whole characters that keep their value, through upgraded gear, rather than the single pieces of swiftly obsoleted gear themselves. A well maintained character keeps or even increases its utility – items won’t. I’ve no idea if Blizzard is including character trading facilities in the new system, but they’ll need to if they want to achieve the stated aim of killing off black-market RMT.

Perhaps EQ2 Exchange is an invalid comparison anyway. I don’t even have anecdote to rely on here and know no one who has even rolled a character on there. I can only imagine that they are pretty quiet places, given how marginal they were even before EQ2X’s Freeport Server came along and started erroding the existing EQ2 Live numbers in general. I wonder if we’ll see an EQ2X Exchange server, or if the whole thing has turned out to be a useful experiment close to running its course. A system like Exchange lives or dies on a large pool of interested customers. If all that’s left is a small community of would-be businessmen all trying to sell to each other, there doesn’t seem much point in the thing existing at all.

Interestingly, an academic paper on the First Year of Exchange (2006), found here – PDF link, does have some nice graphs, and puts the average price of a platinum piece over that year at $7.38, compared to today’s $0.028, and prices a ‘high-level character’ at $2000, compared to a seemingly standard $90 today. Clearly EQ2 Stuff is not a sound long term investment! The paper also suggests that the whole Exchange programme had little or no impact on black market RMT, and that it was never a significant source of income for SOE, which all makes me dubious about Blizzard’s stated reasons for their own go at the thing.

The alleged Diablo III is obviously going to be far more popular, and perhaps more successful in that the whole thing will be a de faco automatic opt-in ‘Exchange’ type system, rather than EQ2’s tentative peripheral side-show. By playing it at all, you are a potential RMT trader or RMT customer, but I wonder how many regular single-player gamers will actually get involved in the salesmanship of it all and how many are just going to ignore the whole business?

Interesting times, certainly!

Permanent link to this article: http://howtomurdertime.com/blog/2011/08/05/valuations.html

Aug 03 2011

Constructions…

Spent an eye opening few minutes visiting the new Tenebrous Island Refuge in EQ2X the other day and found myself quite startled at the scope and scale of the place.

Player housing is something EQ2 has always done very well, even from launch, with its weekly rental Inn Rooms in the various city suburbs and large houses in the central districts. Once inside, any furniture type objects can be placed in the room using a surprisingly intuitive 3D placement system, and then there they are. Standard furniture items can be bought and a whole crafting profession, Carpenter, exists to provide more. Additionally, quests and events offer more trophy related items, and I’m finding that collection aspect of it all very compelling.

In many MMO’s a character’s accomplishments and history are very transitory things. Pieces of armour come and go, moving from aspirational motivators, to prized possessions, to bank storage keepsakes, to vendor trash in a surprisingly short time, and often we’ll end up with only memories, and perhaps blog posts, to remind us that we did anything at all. Player housing then, as implemented by EQ2, can be made to function as an outstanding kind of semi-permanent ‘trophy cabinet’. It’s how Hobbington Crescent uses our Kinship House in LOTRO and very much how I use my Four Room South Freeport residence in EQ2X. It’s an Aladdin’s Cave of curious knickknacks obtained from outlandish places and desperate deeds.

Technically, it’s a very clever way to go too; it’s very difficult to break a game by adding scatter cushions, and I’ve never heard of an instance where a bookcase has needed a forum-enraging nerf to restore game balance. Objects of purely aesthetic value tend to be immune to mudflation or expansion obsolescence, their desirability unaffected by any further changes to the game. Development-wise, I’m sure the overheads are low – much of the placeable furniture I’ve seen existing in-world as scenery anyway, so has often already been modelled and texture in the course of normal world design. And it’s a fun extra dimension to the overall ‘life in EQ2’ experience.

They do a variety of houses to put this stuff in, but lately they seem to have gone crazy with it all. More and more novelty houses are being added, mostly in concert with the EQ2X Station Cash push, and it makes sense. If you’ve moving toward micropayments in a stat-based game, the cosmetics are the area you’re least likely to cause fan-rage in. The vocal hardcore typically don’t care much about mounts, pets and housing, allowing things to be made and sold in relative peace.

Increasingly, we’re seeing more geographically themed dwellings, elaborate housing based on particular zones and styles, but this latest one is something quite new and possibly even game changing:

EQ2Wire: SC Tenebrous Island Refuge

It is indeed, a field. It’s a special magical field on a floating chunk of rock, suspended in an endless evening sky, based on the Tenebrous Tangle region of the Kingdom of Sky expansion, but it’s still just a field. It costs a one-off 1350 Station Cash, ($13.50) and has no in-game upkeep costs. The idea is that you build the entire house yourself, out of the various resizable room dividers, floor tiles and assorted other bits and pieces turned out by the Carpenter trade skill profession.

Initially, I thought $13.50 was laughably steep, but the more I thought about it, the more tempting it seems. For starters, that pictured field in the link above is absolutely huge. It’s an unfortunate choice of very distant screenshot, and you have to go ‘Visit’ the portal and have a look for yourself to appreciate the scale – it’s about the size of South Freeport or the inner city bit of New Halas. With a bit of design flair, you could easily build a whole village on that rock, let alone a sizable house.

I find myself comparing it to a Second Life sim, rather than anything MMO-ish, and it’s interesting to look at them side-by-side.

 

On price, the Refuge costs $13.50 to buy and no upkeep itself. Gold level EQ2X or Subscription to EQ2 Live is about $10/mo, but a Bronze EQ2X person could probably use the house too.

A Second Life region on the other hand, as detailed here,  which seems to me to be roughly the same kind of area, costs an initial $1000 and a further $295/month to maintain. I’m possibly overestimating the surface area of the Refuge, but not by a factor of 74. (I’m using the ‘Full’ region for comparison. Possibly a ‘Homestead’ region is a closer technical match, but you can’t have one of those unless you already have a Full one anyway.)

On capacity, the Refuge has a placeable item limit of about 1,100. A SL region has a prim count of 15,000, but it’s worth noting that a typical piece of EQ2 furniture is a multi-prim affair. If it takes more than an average of 13 pine cubes to make an equivalently detailed piece of SL furniture, than EQ2 actually gives you more bang per buck here.

On occupancy, a standard SL region has a stated avatar limit of 100 per region, which I personally think is a laughable fabrication. I’d say at 40+ people, things begin to fall apart. EQ2 lists no character limit stats for the Refuge, but I’d guess it’ll be the same as anywhere else in game – turn the detail down for crowds of more than 20, but probably workable at full raid sized groups. 24-man raids on the guild leaders house!

There are fundamental differences of course. SL allows user uploaded assets and, EQ2 has only a fixed inventory to choose from. This is only a problem for content creator types looking to start virtual businesses, and at this late stage I’d say the variety of existing furniture ‘building blocks’ available in EQ2 are probably up to the task of keeping things interesting, allowing exercise of building skill in how you use those blocks. I’m expecting SOE to begin adding many more functional and literal building block type components in due course.

SL allows scripting, which allows people to make things ‘do things’, while EQ2’s furniture is largely static. Still, they have player writable books, and anyway scripting is as much a problem for SL as it is a positive feature, causing lag or simply being made to do bad things by malcontents.

On usability, I’d say EQ2 wins, for the kinds of things folks will be doing with this Refuge. Placing objects in a 3D space is always tricky and SL does have better camera and placement controls, but the depth and complexity of those tools is not always helpful for simple tasks, such as putting up a painting. Working with Stuff in SL is an ever more specialised and arcane set of professions in its own right, much of it carried out in third-party applications like Photoshop, Poser and Blender. In EQ2, you can do less, but do it there and then.

One thing EQ2 does have that SL does not, is a massively multiplayer online game just outside the door of its housing instances. SL just has more houses and shops on the whole, and people have to use, if anything, even more imagination to entertain themselves than in the supposed Role Playing Game of EQ2.

Performance-wise, EQ2 triumphs over SL in things like Walking Around, Running, Seeing Long Distances and Not Using Gigabytes of Bandwidth During Play, so that’s nice. Also, you are unlikely to have your EQ2 floating island bombarded by a cloud of self-replicating todgers all blaring out the crazy frog song. But I think the main reason I’m tempted by the whole thing is that while I am never going to have $1000 + $295/mo to blow on a virtual lego-set sandbox, I might be persuaded to drop a one-off $13.50 on something a little more limited but a lot more accessible.

Incidentally, if you are tempted, I’d wait a little bit longer; The Kingdom of Sky is made up of three differently styled regions, of which the Refuge is only one. I’d expect Barren Sky and Bonemire themed islands along before long if this one sells well.

While not as trendy or fashionable as many other MMOs, I am always fascinated by EQ2’s continual development, expansion and redefinition. To find myself making comparisons to Second Life at all is remarkable in itself. It’s also going to be interesting to see what people create with their 1100 pieces of furniture and massive floating island.

Permanent link to this article: http://howtomurdertime.com/blog/2011/08/03/constructions.html

Jun 05 2008

The Legacy of Legends…

Well, because I’m a sucker for both nostalgic reverie, and anything with the word ‘Free’ in it, I’ve gone hook line and sinker for the recent and quite unexpected SOE Living Legacy shindig. All strikes me as quite a clever marketing campaign; how can we get ourselves back in the headlines again? Answer; bung everyone that left a few free months on the house.

Ostensibly, this is all so we, the fickle and disloyal ex-Everquesters can see what’s new, and how it’s all improved over the months and years since we last had a go. Fight with Legends, the blurb says, and I’m quite flattered; me? A Legend? Ha! Both EQ and EQ2 are included in the two months freeplay, although I’m quite happy to leave my EQ1 days far behind me, thankyouverymuch, despite the various improvements mentioned over at West Karana.

EQ2 is different for me though. Quite liked that one, and only really left because I was satiated, and am a wanderer by nature anyway. Last time I was there, I was just getting started on the Desert of Flames stuff, with lots to go, and that’s where I woke up. Chased skittish scarabs about for a bit, while trying to work out/remember what the hell it is was that all the buttons on my five(!) banks of hotkeys actually did. Total respec of the Achievement points didn’t help matters, but eventually I got most of it worked out again. Quite a change of pace from my other current regulars, Tabula Rasa (10 hotkeys), and Guild Wars (8).

The most surprising one was the new Illusion: Clockwork that all Gnomes now seem to have as an innate racial ability since my last visit.

I’ve always been something of a traditionalist Gnome, and discovering that I can now become a clockwork robot helicopter made my day. Couldn’t stop gigging all night! It makes a right old racket, even when Sneaking! Purely a cosmetic thing, although being a monster model, it seems to have all the combat animations worked out well and I’ve decided to permanently become Norrath’s smallest Air Cavalry Recon Wing, and find myself constantly humming Ride of the Valkyries for some reason. Kerran don’t surf!

On a more functional note, I can now finally run EQ2 on it’s maximum detail settings, four years after it’s launch. It doesn’t look too shabby actually, and despite scoffing lots at the insane system specs (at the time), it seems this future-proofing was quite foresighted, as it turned out.

As part of the big promotion, Living Legacy Folks seem to get all the expansions, addons, whistles and bells for free too, so there’s at least two new cities I’ve not seen, a whole new continent, two new player races, and an entirely separate, yet linked, customisable card game thing in there too. I accidentally clicked that option in the menu and got thoroughly overwhelmed by the new interface window. Ended up closing it in a bit of a panic. It’s certainly no ‘/gems’, and probably needs a session or two where I just log in, sit down some place, and give the card game bit my full attention for a few hours. I feel a bit daunted by the whole thing to be honest – almost too much stuff to do in there now, which is a problem for someone with as diffuse a focus as me!

Two months is quite a generous span for a reactivation thing like this, but given the sheer volume of new stuff to pick through, (let alone the 50 open and mostly grey quests clogging up my journal), it’s probably quite necessary; certainly in my own case anyway. As for whether it will actually work, i.e, whether I’ll actually stump up some cash at the start of August, well…we’ll see…

Permanent link to this article: http://howtomurdertime.com/blog/2008/06/05/the-legacy-of-legends.html

May 23 2008

The Viability of Friends…

All throughout my online gaming life, right back to 1999 and Everquest, my virtual monsterhunting existence has been shaped, defined, moulded and even dictated, by one constant gripe, one eternal thorn in my otherwise happy-go-lucky side. Levels.

In my EQ days, I came to know a number of other players, all decent, interesting and intelligent people. People who perhaps in other circumstances, I might have called friends. Being of a somewhat literary bent, many of these people I came to know via forums and websites, rather than the game itself; this was Rallos Zek – talking to Strangers wasn’t especially the done thing, you see – not if you wanted to keep all your equipment anyway.

We’d all post and reply and sometimes even email privately, but when it came to the game itself, well, life became awkward and complicated, largely down to the simple level differences involved. We’d ‘meet’ in world on rare occasions, but this was EQ-Extreem!, of the 2000 hours for the win variety; nobody got anywhere by just sitting about chatting, unless of course you couldn’t score a Clarity hit, and so had to sit about lots between pulls – but even then, you’d be doing so in a group of people your own level.

We’d ‘text’ of course – carry out the odd conversation, or even “RP” via /tells alone, but on the whole, most people I knew would only actually play together if they were of the right kinds of levels in the first place. It was all a bit strange as a first-timer to the genre, and perhaps a bit lonely too. Why not make friends my own level, I hear you ask? Well, that is pretty much what I did, and for the brief fortnight or so while your available play times coincide, it works well! The drifting apart soon sets in though; today’s groupmate is tomorrow’s affectionate twink recipient, or endgame rolemodel…

I’m pretty much used to it all now, but I suppose one of my own personal difficulties with being more outgoing and group-play oriented in these games, is the pessimistic certainty that in three week’s time, we won’t be able to play together in any meaningful way, turning such friendships into nodding acquaintances, if that. Without a large (and often unreasonable) ‘pact’ in place, it becomes all too easy to lose touch, as I have done on many occasions. I tend to solo a lot as a result, and try not to get too ‘invested’ in the other people around me, or I just hang out with a small group of friends who, against all probability and game-design, I seem to have ended up becoming trans-game pals with.

Why must an abstract scale of incremental game achievement take precedence over the desire for a group of friends to play a game together?

 

Nifty! #10: City of Heroes’ Sidekicks

While out and about in Paragon City, backup is always nice, but despite being a Levels Game in the traditional sense, the whole Levels-as-position-in-society thing can effectively be set aside in the interested of just beating stuff up with one’s chums. Using one of two options, any two players, of any two levels, can join together, and find themselves fighting enemies of an appropriate, and balanced challenge, rather than the more usual outcome, of one character running about and one-hitting everything while unarmed (no fun for the lower chap), or the other character getting the ever-living snot kicked out of them if a monster so much as looks at them (also not much fun for the lower chap)

Our two Heroic buddies can do this in one of two ways.

The lower levelled of the two can become a Sidekick. This boosts all their relevant stats up to one level below his high level friend (The Mentor) for the duration of the partnership. They get their normal level of XP, which prevents blatant powerlevelling abuse, and get no extra powers, but can comfortably hold their own when tagging along on the high-level friend’s missions, and critically, they can usefully contribute! When the high-level leaves, or ends the partnership, the lower levelled chap drops back to whatever level they really are, but have made equivalent progress, as if they’d joined a group of their own level. They’ll have also got a bit of a sneak preview of some of the more end-game types of foes and missions, which is a bonus!

Or failing that, the high-level can slum it instead, by becoming an Exemplar. This drops their own level down to that of their low-levelled friend, temporarily removing any power choices they’d made after that level. Unlike the low-levelled friend (The Aspirant), this person gets no XP, (which isn’t the point of it anyway), but instead gets extra Influence instead; CoH’s ‘money’. The high-level gets to relive old missions, sometimes even qualifying for badges and titles they may have missed entirely the first time through (Such as the Police Radio Bankjob Explorer ones), and all the time, is helping their low-levelled friend, but importantly, as an equal, rather than just turning up and obliterating everyone effortlessly. Well-meaning ‘help’ from on high can often be a misguided thing, and cause hidden resentments if it goes on for too long, becoming inadvertently patronising, which doesn’t happen in this case. Once finished, the high-level snaps back to their proper level, their powers all come back and it’s business as usual.

(This also provides a handy fall-back in emergencies; if things get too hot, simply drop the pairing and have your Actually-20-Levels-Higher friend get you over the difficult bit, then re-pair up again afterward, although this probably is cheating somewhat! Mind you…this is the game that lets you auto-complete one mission every seven days or so, in case of difficulty/bugs/boredom, which is awfully grown-up of them!)

The practical upshot of it all, is that in CoH, pretty much any player, can play with any other player, at any time.

 

All very clever, and possibly a unique result of CoH’s own peculiar mechanics, where seemingly, there are no absolute numbers, beyond the level itself. Most stats seem to be expressed in percentages and relative terms, meaning that the entirety of a mission or spawn can be scaled effortlessly. The mission doesn’t particularly care if you are level 12 or level 42 – it’s just one variable in a very flexible equation.

Adding some clever dynamic Sidekicking system like the above is probably quite an easy thing in light of all that, (one temporary tweak to the ‘Level’ value of a player, and everything else adjusts around it) but the sheer release if offers is quite remarkable. ‘Level’ becomes as relevant as what colour one’s cape is, and Archetype and power choices become more pressing. Most importantly, if you make a friend in that game, you needn’t worry about the level-enforced drifting, and two or more friends, of wildly varying play-times can still have fun together, for as long as they’re all still interested in the game. You might drift apart for other reasons, but you can’t blame the game for getting in the way.

 

The system isn’t quite perfect, with one notable problem spot – the Task Forces, which have an absolute minimum level bar to entry, which even the above does not help with. You must indeed be this tall to go on those particular rides, something our own super-villain group had troubles with toward the end of our season in CoV; differing play schedules causing us not to all be there at the same time. It would have come together in time though, I think, and it was mostly other interests that put that on the shelf for me. I’ll be back though, and it won’t matter how far ahead/behind the others are when I do return, because of all this Sidekick stuff.

 

I have troubles remembering the exact chronology involved, but Everquest 2 is another game that offers something similar, if less flexible, and even EQ1 caved in and added something that allowed high-levelled players to meaningfully, and fairly, help their friends with less abundant spare time, in the end.

Many other games remain unrepentant in the face of strained and stressed gaming friendships, and it is a shame, because I’ve personally lost touch with a lot of good people, in a variety of titles, because of this kind of prioritisation of Game Rules over Game Players. Perhaps the way that some game systems have been put together, precludes anything like the above from ever being possible? City of Heroes seems to have hit upon a winning formula for dispensing with a lot of the more common-place gaming relationship anguish though.

So, for understanding what MMOs are really for, and for not letting red tape keep people apart, City of Heroes’ Sidekicks; Nifty!

 

City of Heroes and City of Villains can be found on the sidebar, and probably has some kind of free trial going on somewhere, what with them pushing a whole new content patch at present; Issue 12, which is something to do with time-travel and Romans, apparently!

You need to be at least level 10 to take on a Sidekick, and neither of the two systems will work if you are too close in level, (meaning you won’t need them in the first place!) You’ll have to find your own friends however, as I’m not currently playing!

You can find the options for these in the Group Options, once you’ve grouped with your intended Sidekick/Exemplar/etc.

(Like pretty much everything else in CoH, City of Villains has identical mechanics to the above, only the names are different; Lackey/Boss and Malefactor/Minion respectively)

Permanent link to this article: http://howtomurdertime.com/blog/2008/05/23/the-viability-of-friends.html

Mar 24 2008

The Opportunity of Heroes…

Continuing on with my somewhat presumptuous ‘Nifty!’ series, of Things I Saw In An MMO Once And Quite Liked. I’ve actually got quite a lot of these to get out, mostly because I am easily impressed with shiny objects! This week:

 

Nifty! #2: Everquest 2′s Heroic Opportunities

Launching about the same time as World of Warcraft, Everquest 2 tried a lot of new things. SOE had had a long time running an MMO of the type (Everquest 1) and a lot of…er…opportunities to take on-board feedback, tweak and refine. Not everything new was an improvement mind you, and despite the new things, EQ2 launched very much in the then-accepted tradition of being a very group-dependent MMO. At the same time, WoW decided on a slightly different approach, and well, here we all are today!

I’m quite a soloist at heart, but one of the clever-er new ideas EQ2 launched with, which impressed even antisocial loner me, was the Heroic Opportunity. Like most games of the type, you got new skills and abilities as you went up the levels; Hit Monster, Improved Hit Monster, Hit Monster Really Jolly Hard!, Hit Monster Like The Fist Of An Angry God!!!, etc, etc. This is all very well, and allowed you to get on with your job, either alone, or in a group; damage, taunts, healing, mesmerising, and so on.

However, at a very early level, you got an extra skill that didn’t work quite like the others, but instead, started a Heroic Opportunity. Pressing it would pop up a curious new UI element:

A flashing set of symbols. On each of the other ‘normal’ hotkey buttons, the tool-tip description, in addition to the usual stats, would have one of these matching symbols. They divided into coloured groups based on class archetype; green for Scout classes, blue for Fighters, etc. If you had an available skill that had a matching symbol, you mashed it and the HUD would change. Eventually, by use of these glyphs, and a bit of behind the scenes dice-rolling, a particular Heroic Opportunity would be chosen, and the HUD would change to something like this:

For this bit, all involved parties would then need to use appropriate hotkeys, (with the required glyph on), in the required sequence. Once all that malarkey was complete, the Heroic Opportunity itself would fire, typically taking the form of a party-wide buff, or a large damage attack on the enemy(s).

It was a novel thing, once I’d figured out what was actually going on. By clever manipulation of the first stage, (Here’s a List), any given make-up of classes within a party could work these things, and in a very hands-on fashion become more than the sum of it’s parts, literally pulling together to get the job done. Of course, all parties work together in these games, but typically it’s a much less structured thing, a lot more rule-of-thumb stuff.

Being a Scout at the time, I launched into it with some gusto, and would even go so far as to say that wanting to play with these, to make them work and see the potent magics, actually encouraged me to group more than I might otherwise have done.

 

Of course, like most of the things I think are neat, it was not without it’s problems. The original incarnation of the system was very easily broken – one incorrectly mashed hotkey by any member of the party during the HO run would cause the whole thing to collapse, which was indeed sometimes the fault of a simple over-excitable button-mashing muppet, but sometimes also the fault of a beleaguered Cleric who really had to heal the tank NOW!, or have them die.

The early testings of it all that my little group of the time tried, had particular troubles with the Healer’s contribution to this merry dance. Sometimes, in a hectic fight, the Healer just can’t ‘keep hands off!’ while we muck about with collaborative pattern-matching minigames, and one yellow symbol in particular often came up, and our healer only had one matching button, and that had a 30min cooldown, or something.

I think the modern version of the HO system has been improved to not have it fall apart so easily on mis-mashes of buttons, but the underlying difficulty remains, in that often, a party is already playing this sort of complementary skill-use game, but in the more subtle, but traditional, manner of Tank-Healer-CrowdControl, and while ancillary DPS types might have the luxury of participation, the Big Three are often busy, and need their buttons in a very specific order already.

 

There always seemed to be some debate, on forums, etc, whether the HO system was worth the not insignificant effort of learning the chains and orchestrating the wheels, with various measurements in the attempt to work out if DPS classes should just ignore the HOs and go hell-for-leather as usual, for better output. The healers, and others with existing timing-critical functions, would point out their troubles too.� (Apparently, some of the HO AoE blasts would also break crowd control effects, making them a big no-no in complex group/raid encounters)

On the other hand, it was often cited that these bonus attacks and buffs, while a bit random in their selection, were a lot more efficient than normal hotkeys, giving more bang per buck of power spent.

I never got to the bottom of it myself, and in all my time in and out of the game, have never been in a group that has pulled off a successful Four-Class HO, which is a shame, although I love the idea of it.

Mind you, as a largely soloing Swashbuckler, I always found the Solo-HOs to be very useful and helpful for solo viability. You didn’t always need a group to make them function. Consisting of three types of button that I was always spamming out in combat anyway, it was no extra hassle to do them in a particular order for a significant boost in stats and DPS. I suspect that most people ended up using them like this; as a way to up the power of the lone adventurer, which is a shame, and missing the point somewhat.

Despite all this, I do think they’re a clever idea, (which perhaps needed a bit of tweaking), and a novel and interesting way to go about the basic business of hitting monsters in the face, so…EQ2′s Heroic Opportunities: Nifty!

(Although their choice of acronym leaves a lot to be desired!)

Permanent link to this article: http://howtomurdertime.com/blog/2008/03/24/the-opportunity-of-heroes.html