So, to step back into the WoW frame of referance, I want to mention Cataclysm.
My first impression is: Hey, lets fundamentally change the game on multiple levels, in ways that remake the platform and alter the main reasons people want to play on the horde side. Rebranding is a fad right now, it's time to jump on the wagon!
Let's introduce a race that offers a new experience but doesn't give anything to the horde side, while at the same time giving the alliance werewolves, a fun model that already has a hidden level of lore available.
There, now that it's out of my system, I will admit that this might not be a BAD thing. By bad I mean completely killing the game enough I won't log in to chat and play with family and friends. The changes to some classes seem reasonable, and possibly productive. The rebranding is a reasonable response to a changing game enviornment. Allowing races to branch out into new class templates is nice too, I admit that my first thought was to remake my paladin as a tauren.
But one thing I can't get over...Goblins? seriously?! I fail to see any attraction for the race. The Goblins are traditionally neutral, the idea that a faction would only come over piecemeal just seems shakey. Giving the Alliance werewolves, I can understand that, they need something.
Mostly, what upsets me is suddenly we have this new leader, one hellbent on destroying the alliance. I'm the first person to punt a gnome, but for me the driving force has always been to make a seperate peace, that the Horde was somewhat more noble than the alliance asshats that wanted to pick a fight. This all just sits uneasy for me, and I don't know how enthused I can be.
Thursday, August 27, 2009
Monday, August 3, 2009
Luminas Reborn - Aion Templar
My second chance to participate in closed beta. This time I was able to approach it with my eyes just a little more open. I took the time to create a face I could live with.
I stayed with the Templar class, since I have found I enjoy being a tank.
The armor and graphics are beyond my expectations. In the first beta, I glimpsed some nice scenery, thought the avatar moved through combat pretty smoothly. This time around, I was determined to test it as only a WoW paladin tank could. What I found was that the terrain, towns, NPCs remained pretty much consistant, well rendered and smooth, which honestly I had expected.
By lvl 20 or so, your combat animations in most games start becoming re-hashed. Not so much with Aion. As soon as I picked up my lvl 19 skills, I was blown away. My group began to Oooh and ahhh like we were watching a fireworks display, and I'll admit I was startled when I first saw them. These weren't the movements of a tank?!
I felt like I was playing a DPS class, it was that fun.
Long story short; at the end of my second weekend of the closed beta, I am drooling for more. Made it lvl 22, and got my first taste of PvP through a comically introduced questline that has you wondering what the hell just happened. Stay tuned for more as information becomes available.
Friday, July 24, 2009
Confessions of a Gamehopper: Aion
I will admit right away that I am considered a game hopper. I played EQ pretty consistantly, however during my time being abused, sorry, playing in Norrath, I also played whatever struck my fancy at the time.
My time as blue furred Kobold Shadowblade in DAoC is still fresh in my mind, and Eve is still on my start menu simply because of the game's quality and skill system. After SW:G and even Shadowbane, naturally I gave EQ2 a chance, but soon moved on to WoW, which has been my home for a few years now. Tabula Rasa, Warhammer online, various FPS, I played (and in some cases still visit) every game that seems worth my time and money.
What's my point you ask? That's a good question.
With all those games under my belt, I have a nice perspective on the past, and while I may be arrogant to say so, the future of MMO's. Each title that came down the wire had it's strengths. While I did not get to play Ultima Online, I recognize it as the first real MMORPG in the sense that it's player base felt a level of ownership. EQ opened up the genre to the Roleplaying/Carebear/Raiding multitudes that reproduced and now have children of their own. Game after game came along, improving and adding their 2cp to the landscape, and at the same time forcing the dominant players on the market to adjust their thinking.
With all of that said, I mention a new MMO, Aion. For anyone that hasn't heard of it, check it out here . Am I going to play this game? Hell yes. The graphics are absolutely stunning, even at the meager settings I can manage without losing frame rate. Combat (so far) is similar to DAoC which was intense, reactive styles, unbalanced Classical Rock/paper/scissors. The lore is rich, and complementary to the PvP environment the game is built around, giving you a reason to go out and fight. Did I mention that beginning at lvl 10 (50 total levels) you can fly with your own damn wings? Gimmicky I know, but it certainly grabs the attention.
Now on the flip side...I can already see a potential problem, the same problem DAoC ran into. End game content seems PvP based, and if not handled correctly, will result in the same dead end. Any game that hopes to survive it's 30 day trial needs to be captivating to the majority of power gamers that will muscle through to the end game content in a week and realize "Hey, this is actually pretty cool" and stick around long enough to make a mark.
Will I think Aion will last? I'm not sure, and to be honest, I doubt it. Aion is a refinement and continuation of the current generation of MMO; there are still Quest NPCs, hotbars, and magical weapons/armor. But fear not true believers, the next generation of game is coming, I can feel it in my bones.
My time as blue furred Kobold Shadowblade in DAoC is still fresh in my mind, and Eve is still on my start menu simply because of the game's quality and skill system. After SW:G and even Shadowbane, naturally I gave EQ2 a chance, but soon moved on to WoW, which has been my home for a few years now. Tabula Rasa, Warhammer online, various FPS, I played (and in some cases still visit) every game that seems worth my time and money.
What's my point you ask? That's a good question.
With all those games under my belt, I have a nice perspective on the past, and while I may be arrogant to say so, the future of MMO's. Each title that came down the wire had it's strengths. While I did not get to play Ultima Online, I recognize it as the first real MMORPG in the sense that it's player base felt a level of ownership. EQ opened up the genre to the Roleplaying/Carebear/Raiding multitudes that reproduced and now have children of their own. Game after game came along, improving and adding their 2cp to the landscape, and at the same time forcing the dominant players on the market to adjust their thinking.
With all of that said, I mention a new MMO, Aion. For anyone that hasn't heard of it, check it out here . Am I going to play this game? Hell yes. The graphics are absolutely stunning, even at the meager settings I can manage without losing frame rate. Combat (so far) is similar to DAoC which was intense, reactive styles, unbalanced Classical Rock/paper/scissors. The lore is rich, and complementary to the PvP environment the game is built around, giving you a reason to go out and fight. Did I mention that beginning at lvl 10 (50 total levels) you can fly with your own damn wings? Gimmicky I know, but it certainly grabs the attention.
Now on the flip side...I can already see a potential problem, the same problem DAoC ran into. End game content seems PvP based, and if not handled correctly, will result in the same dead end. Any game that hopes to survive it's 30 day trial needs to be captivating to the majority of power gamers that will muscle through to the end game content in a week and realize "Hey, this is actually pretty cool" and stick around long enough to make a mark.
Will I think Aion will last? I'm not sure, and to be honest, I doubt it. Aion is a refinement and continuation of the current generation of MMO; there are still Quest NPCs, hotbars, and magical weapons/armor. But fear not true believers, the next generation of game is coming, I can feel it in my bones.
Monday, June 1, 2009
Sunday, May 17, 2009
The Fragile Tank Ego: an analysis
Trying to run a raid with casuals, alts, and the occasionally poor geared raider resembles herding cats in about every sense. It is chaotic, requires constant attention or you lose one, and in the end makes absolutely no difference in the grand scheme of things.
Most notably, contending with people that attempt to maintain the carefully cultivated egotism of the dedicated raid tank. As a rule, Prot warriors, paladins and bear druids, have absolute confidence in their own ability. This has to be true or they wouldn't be willing to stick their neck out there night after night, suffer insane repair bills, and take the blame on bad pulls/positioning/reaction time/Misc.
Dealing with a raider that has seen the level of responsibility and (sometimes) acclaim, and wants a piece of that action, blows my mind. Most of the tanks I know that reach top tier have a similar mindset. They see a position that they can be good at, and the person currently in that spot is less than optimal, sometimes even horrible. So they re-roll, or re-spec, and put themselves at the bottom of the list. They learn everything they can from the people they already want to replace, and they move up.
I seem to be rambling. *smack* where was I?
Oh yes, an analysis of the tank ego:
did I leave anything out?
Most notably, contending with people that attempt to maintain the carefully cultivated egotism of the dedicated raid tank. As a rule, Prot warriors, paladins and bear druids, have absolute confidence in their own ability. This has to be true or they wouldn't be willing to stick their neck out there night after night, suffer insane repair bills, and take the blame on bad pulls/positioning/reaction time/Misc.
Dealing with a raider that has seen the level of responsibility and (sometimes) acclaim, and wants a piece of that action, blows my mind. Most of the tanks I know that reach top tier have a similar mindset. They see a position that they can be good at, and the person currently in that spot is less than optimal, sometimes even horrible. So they re-roll, or re-spec, and put themselves at the bottom of the list. They learn everything they can from the people they already want to replace, and they move up.
I seem to be rambling. *smack* where was I?
Oh yes, an analysis of the tank ego:
- Charectarized by absolute confidence, unless challenged in anything resembling a patient tone.
- Willing to go to any length to help the raid, unless asked to do anything but tank(more on this at a later time)
- Obsessive with gear, and attendance (which leads to more gear)
- Cooperation is their watch word, unless youre after my gear, then it becomes a fight to the death on why I need it more. On this last note, thank Gods for loot systems.
did I leave anything out?
Friday, May 15, 2009
Frustration and Guilt
The frustration of leading a raid in Ulduar increases, based on two factors.
1. The level of difficulty
2. Absence of regular raid members
As an example, last night we reached crazy cat lady again. Not that many moving parts, a small list of spells, and generally something we should have had in the bag once the pull was figured out. But having to remind people over and over again simple things like where to stand each and every time, calling out reminders on simple mechanics.
The reason to have a rank for raiders is to lock down the people that listen to strats, remember details, and want to progress, and I can't help feeling like all that is too much to ask some of these people. When I ask my off tank how many hitpoints he has, ballpark figure, he should know. I shouldnt have to ask the top melee DPS in the raid to switch and help tank because of my lack of confidence in someone that is supposedly just as geared as I am.
Guilt. It comes from frustration. Knowing that cursing at the screen at the people I have known for a long time, years, decades in some cases, is pointless. Worse, that if they knew what I was saying, it would hurt feelings and could hurt their enjoyment of the game. Guilt forms like condensation on the glass of anger. These folks have been reliable, have trusted me through some crazy ideas and strats, and I have no right to be upset at them. At the end of the raid when we don't reach a goal, ultimately it's because the raid leader didn't do his job.
If any of you read this, sorry for being a dick sometimes.
1. The level of difficulty
2. Absence of regular raid members
As an example, last night we reached crazy cat lady again. Not that many moving parts, a small list of spells, and generally something we should have had in the bag once the pull was figured out. But having to remind people over and over again simple things like where to stand each and every time, calling out reminders on simple mechanics.
The reason to have a rank for raiders is to lock down the people that listen to strats, remember details, and want to progress, and I can't help feeling like all that is too much to ask some of these people. When I ask my off tank how many hitpoints he has, ballpark figure, he should know. I shouldnt have to ask the top melee DPS in the raid to switch and help tank because of my lack of confidence in someone that is supposedly just as geared as I am.
Guilt. It comes from frustration. Knowing that cursing at the screen at the people I have known for a long time, years, decades in some cases, is pointless. Worse, that if they knew what I was saying, it would hurt feelings and could hurt their enjoyment of the game. Guilt forms like condensation on the glass of anger. These folks have been reliable, have trusted me through some crazy ideas and strats, and I have no right to be upset at them. At the end of the raid when we don't reach a goal, ultimately it's because the raid leader didn't do his job.
If any of you read this, sorry for being a dick sometimes.
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