Tag: Final Fantasy XIV

The End…a new beginning

Why, hello there! Still in your feeds? That’s great, thanks for that. There’s a new year to look forward to and an old one to look back at. So let’s do this.

2016

In the latter half of the year, I’ve been in a slump with MMORPGs- far enough that I heard me say that I’m practically done with them to a friend. There were a lot of reasons and even a draft for a post on this blog here looking at them. In the end, it came down to time: MMORPGs are time-intensive things and I was having more fun playing session-oriented games like Rocket League or Overwatch- or slower paced singleplayer games like Planet Coaster, Cities:Skylines or Euro Truck Simulator. All of them share the feature of being able to begin and stop playing whenever I want, with no bad conscience for paying a sub, having to progress timely for an expansion to release and so on. It’s pressure-free gaming I enjoyed, even while I am mildly successful in keeping my MMORPG playing pressure-free.

There were real-life issues, as well. Nothing personal, mind you, until late in the year, but to be honest, I had to struggle with the results in the american election. Now, we’ll see where the US are headed and I’ll keep further discussion and my personal opinion on that aside- it has been an election, after all- but in the grander scheme of things, what happened in the US was a display of what’s going on, politically, on the whole world. More than worrying about the US (which I do), they made me worry about Europe and Germany- elections are coming up in France and Germany this year, and depending on the results, they could do a lot of harm to the european idea. So I’ve kept myself busy learning stuff- why this might be happening, what could be done about it and so on.

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I also got acquainted with the appeal of Twitch streaming- I haven’t streamed yet (planning to, though), but a friend of mine does, so I joined him when he was streaming and found it…interesting. I still don’t fully understand why streaming and watching streams is a thing, but I’m getting there.

Last month it also became apparent that we’re expecting our second child. Now that’s a way to end the year!

Strangely, the news of a second child rekindled my interest in MMORPGs to a degree, as did my personal interpretation of Twitch streaming (I’ll get to that in a minute).

The One

Elder Scrolls Online has been my MMORPG of 2016. I’ve tried many, as usual- Blade and Soul, Black Desert, tried getting back into Rift, WoW, Final Fantasy XIV, Guild Wars 2 and The Secret World, but there’s an anchor in ESO: our small guild that’s not-so-small anymore. We’re 15 people now, growing slowly, but steadily- and recently, a couple of members created a Minecraft-server for us to enjoy.

So, while I didn’t really play MMORPGs very enthusiastically in the latter half of 2016, I’ve kept regular events going in our guild, and my main character hit level 50 and, by now, 70 Champion points simply by attending those- there was a huge push with the Halloween-event, where doing anchors granted huge amounts of experience (I also threw in some experience potions), and now I’m max-level. The last time I touched questing content was when the character was level 38, so there’s a huge amount of content left for me to discover.

Last year’s resolutions

You can find the long post on my old blog. Here’s what I wanted to get out of 2016:

  • Embrace PvP. I haven’t avoided Cyrodiil, but a deep dive seemed unnecessary as neither Camelot Unchained nor Crowfall reached a state where they were playable for me.
  • Keeping a budget….hahahaha. Oh well, that escalated quickly. I guess my “budget” didn’t last more than 5 months.
  • Prioritize MMO gaming- I guess that one went well. I still spent too much money on them, but in the end, I’ve been pretty consistent in playing ESO as my main MMO.
  • More time in good games- well, outside of MMOs, that was. I guess this one was mildly successful, as I did play different games in the second half of 2016.
  • Spend more time with people and grow the guild. Full success. Last year, I stated that I’d like the community to have 10 people, we are at 15 now. I have appointed a co-leader, so I’m not alone in doing stuff anymore and we’ve played ESO together for a year now.
  • Blog more regularly than in 2015. Nope. Went AWOL for quite a while there.

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2017

So here we are, in 2017. Resolutions? The same, basically:

spend less money, waste none

I bought the newest Rift expansion and haven’t set a foot inside yet, probably never will. Fear of missing out, dear reader, is a strong marketing tool. They got me with that stuff you’d get by preordering and logging in. Rift has one feature I really like: their housing system is great and reading this great post from Nouvae about finding inspiration for dimensions makes me wish I could get into Rift.

This year, one trap is already looming: Final Fantasy XIV’s newest expansion, preorder opening in the end of the month. I just know I’ll be considering buying it on day one, knowing full well that I haven’t even touched Heavensward content yet. So here’s a resolution: either I’m not buying anything I can’t play (duh!) or if I do, I’ll see that I get there.

Get a grip on MMO hopping

Hopping around isn’t the issue for me anymore. I’m fine with that now. There are a couple of MMOs I like very much, and I’ll play each of them from time to time. What needs changing, though, is starting fresh every time. So no more character hopping. I’ll start fresh (or already have) once more, but continue playing this new batch of characters.

Grow our guild

The guild is in a good shape, our main game is in a great shape and getting better with each update. Let’s put a number on this – by the end of 2017, I’d like us to be a community consisting of 20-25 players, which would mean almost reaching our goal of 20-30 players.

Creating Content

In 2016, there was one thing I was somewhat unhappy to see: quite a few fellow MMO bloggers called it quits and stopped writing about and/or even playing them. Ironweakness and Murf, to name two. Liore went somewhat silent, as well. My friend, the streamer, doesn’t seem to get blogging, makes fun of our guild using forums to communicate and my guild’s poking fun at me for creating textwalls in forums and guild meetings. I don’t think blogging is dead, but maybe it needs some…freshness. So in 2017, I’d not only like to write more consistently – not necessarily more, but not in bursts of posts and stretches of silence, either, but also try that streaming thing and maybe even video stuff.

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More German

There’s a pendulum- sometimes, I think international servers are better, english clients are more enjoyable and original and the community bigger, and then, the pendulum swings back to a state where I prefer “simple” to “original”. My new batch of characters will be created on german servers, the clients set to german, at least to try them out, and I’ll create german content- if and when I stream, it will be in german. I might even get a german blog going, but we’ll see about that.

Games in 2017

I’m not going to fool myself- I will keep buying games, maybe even MMOs (Crowfall, Revelation Online?), but there are three games I plan to make a dent in this year:

  • Elder Scrolls Online, obviously. Housing is incoming and another big content update (Vvardenfell?) might be coming this year, as well. ESO’s going strong and I’ll join it on its way.
  • Final Fantasy XIV. Another very healthy MMO, and one with meaningful crafting and an auction house, as well. It’s also quite simple in its business model: sub or don’t play. There’s no annoying shop interface, no “updates” coming for the item shop only- it’s just so relaxing to play an MMO that doesn’t have a hand in your wallet at all times.
  • Lord of the Rings Online. Standing Stone Games are independent and Daybreak’s the publisher now. Licensing issues are non-existent, so in my book, this change is all-around positive. Lotro has been my “go-back-to” MMORPG for quite a while (at least from release to 2012) and I love the design of the landscapes.

In addition, a few of the released games I’d like to play in 2017 without pressing the matter:

  • The Secret World
  • Guild Wars 2
  • The Division
  • The Crew

All in all, I feel far from done with the genre and/or writing about it. There’s a bit of a course-correction this year, but I’m actually excited to go ahead with it, especially the multimedia-thing with streaming. After researching and thinking about ways to do it in the last couple of days/weeks, I feel like Twitch streaming and blogging are actually quite similar to each other. I guess that’s a different post, though.

Happy New Year everyone!

Plans for august

In august, i’ll slowly phase out the summer break i’m on since the end of june. In real life, we moved houses, but by now we’ve almost settled in. Of course, there’s still stuff to do, but there’s no need to rush and no hectic anymore. There’s not going to be a holiday, either, at least not one that takes weeks, as we’ve already been to China this year and with the recent move, we’re not going to go on vacation now.

So i’ll be playing a bit. I call off the MMO Wanderlust i had, because it took me to weird places. The MMO line-up for the rest of the year is set: Elder Scrolls Online, World of Warcraft and Final Fantasy XIV. I’m not going to say that i won’t play any other MMO, because i probably will, but these should be the major ones, with ESO returning to the front-and-center while FFXIV and WoW will play support roles.

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The sub strikes back – now what?

Woe is me, i’m falling into a trap again! I was really enjoying the first six months of this year when i played Elder Scrolls Online exclusively. Of course, MMO wanderlust was still a thing, but i kept it under check- until the summer break, that is. Interestingly, actually having even less time to play made me ponder my options more than before. Elder Scrolls Online is a great game, but to be honest, it’s not something you log into for half an hour or so to dabble a bit in and log out after a short time. The story-and-lore-heavy quests take time, which is a good thing. But it also means that you have to devote that time and i’ve found it quite difficult to do in the bright season. I don’t know about your place, but summer in Germany means daylight from about 5 am to 10.30 pm- i know it’s very different in China, where it’s dark at 8/9 pm in the evening (Shanghai area). It’s more “difficult” to lose yourself into a game.

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Dual Wielding LFG edition: fostering communities

Dual Wielding: LFG Editionsometimes a topic is just too big for a couple of bloggers on their own. That’s when we send out the call, and see who steps up to help us with the challenge. This week, in a special LFG edition of Dual Wielding, we’ve put together a four person team to tackle the question, “what can developers do to foster community”?

Make sure to read the other posts, too:

Intro

Let me just state how happy i am about the LFG special edition of the coop blogging post. Thank you so much to Wolfyseyes and Syl for joining Ironweakness and me today. I’m sure it’s going to be fun!

So how did it get started? By a Twitter discussion between Ironweakness, Wolfyseyes and Syl about “confusing” design decisions in Black Desert Online or Tree of Savior, for instance. It’s actually quite difficult to get one Tweet that shows it all, but here’s where one big question showed up.

So, if a game is more complicated- does it foster its ingame community to become closer? And what are other ways of encouraging social behaviour in MMORPGs? Forced grouping and the trinity would be more intentional ways to get players to interact with each others. In the course of this discussion, it became clear that this is quite a complex topic- so we chose it for this month’s Dual Wielding and asked Wolfy and Syl to join us.

Intentional vs. coincidental

In that discussion, there’s an interesting point in differentiating ways to foster community in intentional and coincidental design choices- is a good community in games like Black Desert Online and Tree of Savior a byproduct of the complexity of the game? Is offering or forcing your players to do group content and role management working as a pillar for community building? Is there anything game developers can do to improve their ingame communities? Let’s take a look at examples first.

No negative interaction

Guild Wars 2 employs a “no griefing” approach- in GW2, there’s almost nothing another player can do to lower your enjoyment of the game. When you meet others, you won’t sigh or hope you’ll make it first to the resource node, because everything regarding ingame progress is there just for you. You get as much experience, loot, resources when being in a group as if you were alone. Of course, that makes grouping beneficial, as you can kill mobs faster, tackle more difficult encounters and so on.

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Does it work, though? I’d say no. To be sure, GW2’s community is more on the friendly side of things, but the interaction outside of WvW, sPvP and maybe world bosses is very limited. Yes, you play with others, but they might just as well be displaced with NPCs. Sure, you could say hello and get to talk to others, but the on-the-fly grouping makes pick up groups come and go so quickly that there’s actually no need. The Guild Wars 2 game design is one of the best examples of “alone together” design- i mean, that’s better than being solo all the time, but it’s not meaningful interaction.

Another example of this way of game design would be Rift, where PUGs happen organically all the time- when closing Rifts, preventing Invasions, doing Instant Adventures and so on.

With both examples, i think a good way to improve on that design might be to make the content more difficult or meaningful.

Forced Grouping

As seen in Final Fantasy XIV, for example. In FFXIV, you’ll come to a point where the main story questline asks you to do group content- and that’s putting it nicely. As progress in terms of game features is tied to your progress in the main story, you have no choice. You’ll have to do group content to be able to trade your goods, get a mount and open many more options in the game. And the first time it asks you to dungeon delve? It’s not one, but three dungeons.

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Again, Final Fantasy XIV is an example of a very nice and friendly community, but i don’t think the forced grouping really helps in fostering it outside of guilds, possibly. For those, the forced grouping coupled with level scaling is a boon, as there’s always someone you can help, content you can do together and get to know each others. For players outside of guilds, this presents a challenge- on one hand, you have to go find a group in that dreaded LFG tool. On the other hand, but this is of more importance to casual players like me, you are stopped in your progress with a wall of “dedicated game time” in front of you. These three dungeons have been the reason for cancelling my sub/not playing the game two of three times- because i’d need to set the time aside and make sure that i wouldn’t be interrupted while in the dungeon. In the one case where it didn’t lead to me unsubbing, it took me two weeks to get through these three dungeons.

Socialising, though? Didn’t happen- it was a PUG, after all, and the pick-up groups for forced grouped content are basically the same as the pugs for optional dungeons in WoW, for example. There was a higher percentage of players saying “hello”, but that was it.

Another example could be Elder Scrolls Online. Now, there you aren’t forced into doing group PvE content, but for trade, you have to join trading guilds. I’m member of one with over 300 members- the chat is more silent than the guild chat of our small guild where 3-5 people are online in the evenings.

So no, in my opinion forced grouping doesn’t work.

Complex gaming mechanics

I’ll use Black Desert Online, EVE online and Fallen Earth as examples here. Black Desert Online has the reputation of not introducing players very well into the features of the game. Exploration is a big part of BDO, as well, and other players telling you where to find a horse to tame or certain plants and whatever are a thing there. EVE Online has the infamous learning curve. And Fallen Earth, while unfortunately being almost forgotten, was a Sandpark before Sandparks became a thing. These three games have one thing in common, albeit to varying degrees: you are actually dependant on out-of-game resources and help from others inside the game.

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It’s been a few days since i last played BDO, so i won’t comment on its community. EVE and Fallen Earth, though? In my opinion, those are the games with the best communities out there. Sure, especially EVE has lots of shadow in its light, too, but it’s here where things like EVE University exists. EVE and Fallen Earth offer a newbie help channel that’s actually helpful and maintained by friendly players.

As EVE is one of my two current games, i can tell you that when you begin to dive a bit deeper into the EVE community, it’s almost like a parallel universe. I could easily double my MMO related feed reading if i were to follow all those EVE blogs out there. Of those 98 game-specific podcasts listed by Justin on Massively Overpowered, 13 are EVE podcasts, World of Warcraft has 15.

EVE has one thing up on the other two, though: interdependancy and different means to interact with other players.

The odd ones

There are two games with great communities i haven’t mentioned above, because it’s more difficult to pin down the reasons for why these games have such great communities- Lord of the Rings Online and The Secret World. But thinking about it now, there is a connection: out-of-game engagement and assets. As with BDO and EVE, these games are not self-contained. Lotro makes use of one of the biggest IPs we have in the gaming world and The Secret World…well, it makes use of conspiracy theories as well as lots and lots of modern tale storytelling like Zombies, Vampires and other themes that have a connection to the real world.

The other thing here is- and maybe that is tied to the out-of-game resources, that they’re both very roleplaying friendly.

What fosters a good community?

I think fostering and maintaining a good community is not about removing or creating obstacles within the game- it is about providing more than “just” a game, invoke emotions in the player base and feel them connected to the game, its world and its players. It is about creating the opportunity to have meaningful interaction with these elements both within and outside of the game.

Make it more than a game

The games don’t carry themselves- they need to be accompanied by out-of-game resources and interactions. For interactions, as i haven’t touched on them above, a developer needs to employ a very open conversation channel with all of their players- offer popular builds on your website, introduce guilds and talk about planned features and what you’re working on as well as your intentions in changes to the game. Hold community meet-ups. Know your bloggers. Stay- or get- in touch.

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If the game in question is set in a widely known IP, they are halfway there, but even then, developers need to offer resources outside of the game or encourage players to create them- for instance with a design philosophy of “systems over features” (that can make a post on its own). In my experience, if a game offers a connection to the “real world”, either by links to IPs of books, movies, real world legends or even other games (as is the case with WoW and FFXIV), when it is able to make use of connections between the game and real-world experiences of players, it has a leg up in terms of building community.

Create and maintain interdependancy of players

Self-sufficiency is nice and all, but if it is offered, even as a hard-to-reach goal (like leveling all crafting professions in FFXIV), nowadays players will try to achieve it. It’s easier than to try and make connections to other players. Picture interdependancy as the “system” version of the “feature” forced grouping. It’s easy to do in crafting- just don’t let anyone craft everything by themselves (ideally not even by making use of alternative characters) to “enforce” player trading- but don’t make it more difficult than it needs to be. Also, let things break to maintain this interdependancy. Or allow certain crafters to repair stuff / create repair tools.

It can be done in PvE, too, if we think about Entertainers in Star Wars Galaxies who were able to remove debuffs from players in cantinas. The trinity is not enough, combat-wise, there have to be more roles on offer- like debuffing enemies, buffing players, support roles and so on. Another thing to note: being grouped up with other players should always be beneficial.

There should be an inherent need for having other players around and it should span more than the odd dungeon or world boss.

Allow interaction on different levels

Most of us have noticed that MMORPG players have changed. There isn’t a big influx of young gamers into the genre- they play specialized games, and the genre fans have been getting older. That means having less time to play and less will to dedicate huge chunks of time to gaming. I think many of us are still in this genre for the other players we can meet and interact with, but at the same time, we are less willing and able to put lots of time into this.

One of my favourite articles (really, go read it) introduced the idea of asynchronuous interaction- it is what makes Twitter, Facebook and E-Mail work so great- all of them enable their users to communicate even when the other one isn’t there. MMORPGs haven’t toyed much with that idea, though. For most of the things we can do together, we’d both need to be online (auction houses being the excemption).

Trading is the obvious one here- i can offer something for sale while you’re offline and you can buy it when you log in. But this is faceless interaction; it is needed for the general community of a game, but it doesn’t offer the individual the satisfaction of doing something with others. There is one feature, however, that makes this possible: housing. If i can own a housing plot and allow others to help me build it, we can create something together even if we’re not online at the same time. I think this could be expanded- for example by allowing us to create contracts or quests in game for PvE or crafting content. Now, these systems often end up being exploited, but that’s not my problem today 😉

And then….let it scale up. Offer something for two players to do together while they’re both online, or not. Offer the same for groups of 5, 10, 20, 50 or 100 players and you have a solid base for building communities of all sizes.

Have a vision and make it last

This one is hard to grasp, but i think if we’re looking into the examples i mentioned above, they all have in common that the games in question have a vision. They want to offer something special and they stick to their guns. Be it TSW’s creepyness, Lotro’s world-creation, FFXIV’s compelling themeparking, EVE’s cutthroat philosophy and so on. Even World of Warcraft with all its changes has stuck to one vision: creating and maintaining an accessible MMORPG.

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Others have changed focus, hunting for new/more players instead of keeping their current customers happy or miscommunicated their vision before launch. Some of them do well, money-wise, some don’t. Some still have good communities, but really, would you say that the Star Wars community isn’t capable of doing much more than what happens around SWTOR? Yeah, me neither.

Whodoesit?

What game does it best? In my opinion, even before returning to it, i’d say and would have said EVE Online. They have the fanfest, blogging events, the whole ingame economy is player-based, even the lore and history is. EVE started in the game and was only that. But players were enabled to take ingame events and such to the outside. We’re talking about a game with concurrency numbers in the 30-40k area, but the community has created so many assets, from tools, to websites, blogs, videos, even books and history, that EVE is much more than just the game now.Ingame, there are huge advantages to flying in a fleet without debuffs, xp bonus or some other “artificial” benefit, but because of the game’s inherent systems.

/Saved: Black Desert, Cash shops, thinking in MMOs and goodbyes

There’s a lot to share this week, as we can take a closer look at Black Desert Online and The Division. There are also some opinion pieces on cash shops in general or Black Desert’s offerings in particular. There’s talk about unnecessary game systems as well as thinking in MMORPGs- and a goodbye-post, as well.

General Chat

Did MMORPGs make their players think more in their earlier incarnations? That’s a discussion i followed when it was started- at least in my Feedly, by Bhaguss, who feels that things like “local knowledge” and combat behaviour are made too easy or are missing in modern MMOs. There is a polite answer by Jeromai, who is of the opinion that games still require putting thought into it and that this is where “skill” comes from. He’s writing that it takes time and the will from the part of the players to put this thought in and that you could put thought into combat even in action combat games before/after a fight. I guess this is where Telwyn’s post comes in, stating that in faster combat, thoughts have to be made up faster, as well, and this would put a gap between players. Telwyn therefore prefers slower combat titles. My opinion in short form: i think “local knowledge” is still there, in games like Elder Scrolls and Black Desert, and while i do prefer slower combat, right now i don’t have any hotbar-combat-MMOs in my rotation- but i think ESO, for instance, has a very good combat pace to also make thought possible in fights. I do agree, however, that there are MMOs where combat feels…well, like a time-waster, actually. I could name one hotbar-combat-game and one action-combat-game where i find the combat to be utterly boring- but i won’t.

Sometimes i save up posts much later than they were written- i don’t know why, but Roger Edwards “farewell” to Lord of the Rings Online slipped into this week. I find it sad, actually, when a game you used to play and like suddenly- or slowly- changes in ways you don’t approve or maybe it’s not only the game that changed but you, as well. In the end it doesn’t matter, saying goodbye has to be tough. On the other hand it can also be liberating- this time last year, i was following news from a lot of games- from Lotro to Rift, Wildstar and WoW over to ArcheAge, FF14 and SWTOR. And everytime there was a new patch i was tempted to join back in. This year, not so much. I’ve pretty much closed the files on all of them and, while i’m still not a “one MMO” type of player and will probably never be one- i feel i can handle the current roster.

I followed Aywren’s journey to becoming a mentor in FF14. I think she was aiming to become a mentor from the moment the program was announced. It’s basically a program where experienced players help newbies out. Most people who opt into such a program do so because they love the game, they love the community and they want to “give something back”. I saw this in Fallen Earth, where a chat channel is maintained just for helping new players out. As with many things, becoming a mentor in FF14 is a huge time-sink (it’s a subscription game, after all), but luckily, for Aywren, there was a way to become mentor by way of crafting instead of doing a few hundred dungeon runs. So she went that route- only to find out that she couldn’t mentor, after all, because she needs to do ALL THE DUNGEONS. Now i don’t know the inner workings here, but to me, that’s simply not right.

Meanwhile, Syp wrote about the AEGIS system in TSW’s Tokyo– well that and similar systems, and Rowan Blaze agrees. It seems so do many others, linked in the second post. I am not far enough into TSW to offer my opinion on that, specifically, but i have to say that it is the one thing i’d be very unhappy to have to go through when reaching Tokyo. Just like ESO’s “silver/gold campaigns” where you have to play the other factions’ content as well, this is something that makes me not wanting to reach that point in the game. I also dislike systems that are used for one expansion cycle only and replaced later on.

Cash shops, generally and in BDO

Liore has to be mentioned first with her great post on how she’s fed up with cash shops. And i totally agree- they’ve reached a point where they’re simply annoying, and it’s not only because the things that are monetized. For me, i’m getting tired of trying to figure out the stuff i “need” to buy. You can play SWTOR as a preferred player, buy a few unlocks and you’ll be pretty much free to enjoy the game without a subscription. Trying to figure out what it takes, though, is boring. When cash shops offer a lot of virtual goods, i find that i’m unlikely to browse through it all and buy something- i like them clean like Elder Scrolls Online’s shop is, for instance.

Weighing in on Black Desert’s cash shop, Ironweakness writes that instead of being angry at the prices for costumes in BDO, he’ll simply refrain from buying them. Isaari takes a look at how the playerbase plays down pay-to-win elements in BDO.

Black Desert Online

Here’s a nice guide on trading in Black Desert Online, written by Scopique on Levelcapped. It gives a basic idea on how all this stuff works.

http://www.levelcapped.com/2016/02/26/black-desert-online-interstate-commerce/

Syl takes a look at whether you should play BDO as a PvE-player. She thinks it’s worth it, mentioning that player killing gives huge karma penalties and that ganking should be a rare occurence.

Prettylittlesith puts away the Dark Side of the Force and shares her opinion on the Black Desert Online Beta.

The Division

Continuing from before, we still have a few impression pieces of The Division’s Open Beta, generally very positive in their nature, so i’ll give a simple list.

The Division Beta

https://mrluvvaluvva.wordpress.com/2016/02/25/updated-the-division-beta-thoughts/

Cheating on WoW: The Division Beta

/Saved: Beta impressions, Evergreen topics and ingame adventures

This week, there were some interesting posts about games in (early) testing- namely Atlas Reactor and Black Desert Online, a discussion about solo play in MMORGs and ingame adventures from The Secret World and Final Fantasy XIV as well as some thoughts about map/zone design.

Beta Impressions

Black Desert Online’s reception seems to remain mostly positive, although i have to say Ironweakness’ impressions were worse than i expected while still being quite positive all things considered, while Syl mostly worries about cash shop prices and PvP but still thinks BDO can deliver in terms of exploration.

Atlas Reactor is a game i’m somewhat eyeing: a turn-based multiplayer battle arena sounds like fun! So i was happy to see Nerdy Bookah’s First Impressions review of the game- and it seems they’re quite impressed. While i’m generally quite forgiving and not too bothered by cash shop weirdness, these days i’m not entirely sure Trion has a good plan for earning money with the game. Having no plan – or a bad one- might result in some strange moves on the way to figuring it out. Other than that, though, i’ll probably check it out sooner or later.

Opinion

There are a few topics in MMO-land that surface from time to time- one being the Solo-play-in-MMOs-topic. However, i think it isn’t boring or tiring at all, because perspectives and game design shift all the time- just take a look at the way SWTOR does things now. This week, Wolfy wrote about solo dancing after Syl asked why people would play an MMO solo.

J3w3l took Ironweakness’ post about zone fatigue and shares her own thoughts on that, stating that she doesn’t feel it as much when maps change themes slowly instead of shifting from one map design to another.

Ingame Adventures

Syp brings us another tale from The Secret World, this time revolving around the quest “Wetware” which takes place in Tokyo. Aywren shares her observation that sometimes, healers are killjoys in pick-up-groups. Personally, i’ve had much worse experiences with tanks- and WoW hunters, and healers are probably more sensitive because wipes will ultimately be blamed on them, but i can still see where she’s coming from. Ironweakness takes a look back at the games he played in 2015- this week’s post was about Final Fantasy XIV.

 

Milestones: branching out and leaving Nar Shaddaa

I’ve made some progress in Final Fantasy XIV and Star Wars: the old republic. I’ve written about it before, but cutting down to three different MMORPGs a month proves to be the right decision for me. Granted, right now i play only two of them, but that’s even better! I feel invested, i want to get things done in both of them and when i have the time and mood to play, i just have to decide on one of them and get it started. Having 8+ MMORPGs installed can leave me open to analysis paralysis, so sometimes i didn’t play at all, even if mood and time were present.

Right now, though, this isn’t a problem anymore, because i decide based on factors like social mood (i’m not in a guild in SWTOR…yet), available activities/goals and time to play as well as time of play. Yesterday evening, for example, i didn’t get to play until 10 p.m., i found that to be too late to launch FF14, so i simply booted SWTOR.

Branching out

Anyway, in Final Fantasy XIV i reached the point where i can join multiple class guilds in the game. This is the point where the game begins to get complicated for me, since there is so much i want to do with one character but i shouldn’t get too wide-spread to still gain significant progress on the classes i play.

Still fascinated by the beauty of this game.
Still fascinated by the beauty of this game.

Doing class quests and story quests mainly has worked out fine, so far. I’m even below the current level of main story quest at the moment, so i’ll have to do something else next. But the opening of other classes means that it’s time to catch up, as well. For now, i’ll stick to conjurer and botanist mainly, maybe with a bit of dabbling as a carpenter.

Joining the Botanist Guild
Joining the Botanist Guild

 

Later on i will join the weaver’s guild, as well. Playing catch-up this early means i don’t have 20 levels of gathering before me like last time. I’ll simply level the Botanist up to 13 and keep it in pace with the Conjurer. The Botanist isn’t able to gather Weaver-relevant materials until reaching level 10, though, so i might use the wood i gather to get there to get the Carpenter started.

I think reaching level 30 is entirely possible before Heavensward launches next month, and that’s my main goal right now- then, i’ll take a look at the machinist and the astrologian as they are possible main classes for me. But i’m not in a hurry to get there- it would be detrimental to my enjoyment of the game and i simply hope catching up in terms of main story questline isn’t as bad as it sounds.

I also took part in the first weekly FC meeting, which was interesting. I think guilds too often neglect this part of meeting up, taking a look at each other, maybe taking a screenshot and just telling members what’s happening in the guild, introducing and promoting new members and so on. Many guilds rely on the forums, the fact that “everybody’s using voice chat anyway” and don’t value the social atmosphere of an ingame meet-up. Needless to say, i liked it very much and got a few laughs out of it.

Leaving Nar Shaddaa

In Star Wars: the old republic, Soofoo the Commando finished the class storyline on Nar Shaddaa. I can’t say i’m too sad to leave this place behind me – it has a nice look, but it’s a city-planet (again!) and full of narrow corridors/streets (again!) on map islands strewn around the planet map (again!). I like more open areas, but i think i’m getting used to them in SWTOR, as well. Despite the fact that Lotro’s Moria looks airy, open and free in comparison, i can’t say the corridor-thing wouldn’t work with SWTOR. After all, the movies themselves play in similar areas quite often.

I was pleased to enter a dedicated imperial area, though
I was pleased to enter a dedicated imperial area, though

 

I still look forward to a snowy planet, though (not Hoth, the other one), as that would be the landscape i prefer the most- unfortunately, snowy wood- and mountainlands haven’t been done too good in MMOs that i know of yet. Maybe SWTOR and FF14 will finally make amends in this regard.

Nar Shaddaa is also very….colorful. I really don’t envy the population – it’s loud, the light pollution shoots through the roof and it’s all just shady business, which is the point, i guess.

How can you live in a place like that? Oh wait, i do...
How can you live in a place like that? Oh wait, i do…

My plans for 12XP

Funny enough, the official homepage had a banner on the 12XP-site yesterday that read “it’s live right now”, so i went in to get something started only to find out it hasn’t yet. It’s always a difficult thing in europe to find out when something goes live, exactly. May, the 4th could be everything- it could be live right now, since it is today’s date; or it could even go live tomorrow, depending on the time it will be implemented in the US.

Mhorgrim made a comment these days and made me think about ways to make use of 12XP in a good way, for me. After all, i have two goals for SWTOR that are quite opposing to each other- on the one hand, i’d like to be where content updates are- at the level cap. On the other hand, i’ve not yet experienced planetary storylines, like to craft while playing and generally like to take my time- to an extent. So for now, i think Soofoo will remain 12XP free.

Freeing Forex
Freeing Forex

I’ll use 12XP, though, to explore different servers. Having made the move on FF14 from the “german” server to the biggest EU server, i can tell you the difference can be huge. Phoenix is full of characters everywhere i go. It makes a lot of a difference to see all the other characters around you, so i want to try and explore more populated servers. I’ll also see how it would and could work out on a NA server, i want to take a look at guilds and maybe start somewhere where i feel there’s a good one that might fit, and see about the roleplaying community. Transferring those characters to one server after i might decide where to land wouldn’t be much of a problem.

Concerning classes- i might give the mirrored imperial commando a look. The imperial agent is one thing on my to-do-list, as well. And the smuggler, the sentinel- so there are four classes and storylines i’d like to take a look at. I think i’ll go with the Sentinel/Consular first and try to get it to level cap as quick as i can.

Right now, i’m really enjoying my time in SWTOR. So much so that i can’t see myself dropping it by the end of the month. It even grows on me, but that might be because whenever 12XP hits, i can essentially level on my own pace. For instance, i could do class quests when i outlevelled them (to slow my progress) or do them on-level (to quicken it), or i could disable the bonus entirely. My guess is that i’ll make use of all three options, and that’s great.

100 days and 25 levels to go

Final Fantasy XIV - Heavensward

 

We have a release date. Preorders for Final Fantasy XIV’s first expansion, Heavensward, will open on 03/16, headstart will happen on 06/19 and official release will be 06/23. If you’re interested in what it contains, just head on over to Massively Overpowered for an overview. There’s new zones, three new classes/jobs, flying, 20 new Triple Triad cards and one or two new races.

100 days

I have thought about the best possible way for me to handle that release date. It’s a little bit farther down than i expected (by a month or so), so it should make me confident i can be level 50 in that time. But i don’t really know about that. I could, of course, push for it, and in some ways i might do that- but if i were to “rush” to 50, there’s also the chance that this hurry might kill my enjoyment of the game.

Instead, i’ll just keep doing what i do. First, i’ll try and get the Conjurer up to the main storyline level by way of normal levelling. The Arcanist will not do that anymore- instead, i’ll also play this class “properly”, to gain levels faster, but also to open the game up for me. The Botanist and the Weaver will try to hold the pace of the Arcanist. Until the expansion hits, i’m going to ignore all other combat classes and “Alts” (sorry, Cactuar) and limit the other crafting classes to a slow burn, by maybe doing quests for my Grand company.

25 levels

My Arcanist is level 25 right now, and i’m curious to see how far i’ll go before the expansion hits. Of course it would be very nice to be in the flow of the players with release- to be where everyone else is, to experience this MMO with many other players around who are also new to the content. We’ll see if i can make it. My strategy so far amounts to these things:

  • this is going to be tough, but i want to get my levequest-allowance below the cap. I always have 100 and it really shouldn’t be there. So i’ll need to play a few days in quick succession and do at least 10 of these things to get the counter down. I think when i do that, i’ll level quickly. I’ll probably use it for the gathering/crafting, mostly, and for the Conjurer to bring the class up to par.
  • Ironweakness told me i should keep an eye on the Challenge log to level quicker- i’ll do that. Thanks for that!
  • I’ll try and run dungeons/guildleves more often. Still haven’t got access to Hatali, so i guess that’s one thing my Arcanist can do now

And here’s the kicker: in reality, i don’t need those 25 levels that quick.

Or is it five?

Of course i’m interested in the new zones, they look great, and big, and interesting. But so do- in my opinion- the snowy zones i’ll be doing, i think, in the mid-thirties. But there are other things in this expansion, as well, namely two of the three new classes that i find interesting enough to try them.

The Astrologian is a main draw

My main interest goes toward the Astrologian, although we don’t know that much about how it works- which is a good sign, in my book, because it’s such a new concept that, while i’m able to guess the direction this class is taking, it’s not an educated guess. We know the class will use a deck of cards in some way- probably as skills, but really, i don’t know. I mean, there is Triple Triad, already, so i can’t see them working in a class that makes use of a CCG-style skill system, but something in this direction is my best guess. I do like the look of the class, however, and that’s a thing i can’t say about all classes (the Scholar outfit, for example).

And then, there’s the Machinist.

The surprise entry

I didn’t count this class in, because i thought it would be a pure dps class- but at PAX East, it was hinted that it can be played in a support-role way, as well, depending on what gadgets you use while playing- and this makes it interesting to me.

Both classes won’t make use of a base class, but you will need to be level 30 to access them. This makes it so that my real goal before the expansion is level 30, and i’m pretty confident that i’ll make it. I’m going to preorder the expansion, don’t know if i’ll do that in this month or later- this also depends on what you’ll get in the preorder and the two editions (only two editions! That’s modest nowadays).

Free-to-play?

Haha, oh no, they won’t do that. Of course not. Just watch and read all those blogs- i’ve been following some of them for a long time, and i can honestly say that i’ve never seen all these people being more or less in the same game- but right now, it seems “everyone” is playing Final Fantasy XIV, the game has gained the “WoW momentum”- it doesn’t need WoW numbers, it doesn’t really want that, but it’s gaining ground and is the one and only successful subscription MMO released in recent history. So i really don’t know why you would ask that question.

 

WoW tokens, unfair monetization and random things

So, i’m having otitis, which does some things for me. First, i’m not really in the mood to play right now- i don’t know why but i feel kind of “isolated” in myself right now because i can’t hear properly. Furthermore, i can’t listen to audiobooks, because, well, putting headphones in sick ears must be bad. This results in me reading Peter F. Hamiltons “Judas Unchained” instead of listening, because frankly, it’s so good i don’t want to take a break- so that also cuts into my game time- in the end, this means i don’t really have much to write about. But still, there are a few things happening.

WoW Token

World of Warcraft is introducing its own ingame-subscription-currency you can buy with real money and sell for ingame gold. I guess this is a good move for Blizzard, it probably will further increase revenue and customer loyalty, because my guess is you’ll have to play a considerable amount of the game to be able to have your subscription continued for “free”.

Of course, it isn’t free. Someone has to pay for the token- and this is where i don’t really like these subscription currencies, because they end up as a way for new/casual/slow players paying the subscription for more hardcore/veteran/power players. One could say that this is fair because, well, the veterans probably already paid Blizzard a lot of sub and expansion money, they play the game and are “content” like the free players are in a f2p game. I still don’t like it. Besides some kinds of f2p model incarnations, the MMO space is a place where people who play less pay more (per hour played).

I don’t think that’s fair and i’d really like to see someone offer some kind of “in-game-subscription”, either at an hourly rate (with an optional way of paying a flat fee for a “normal” sub) or just make the “30 days sub” so that these days will only be used if you log in. It’s obvious, though, that this wouldn’t be in the best intentions of the publishing studio. First of all, it doesn’t put pressure on the players to log in as often as possible- in contrast, if they’d substract 1 day subscription just for logging in, many players would think twice if they wanted to play on any given day. And they wouldn’t get all the money they gain from people who forget to cancel their sub in time.

Last but not least, i do wonder- is gold really something that you need if you play WoW? Aren’t there some dungeon tokens and other alternate currencies at work for getting loot from dungeons etc.? What would you need gold for? I haven’t played the game in quite a long time, so i don’t know, but i have to say, excluding maybe Guild Wars 2, ingame gold has never been an issue for me (not even in FFXIV….yet).

Star Wars: the old republic promo

SWTOR gave all former subscribers 7 days of subscription time. Being me, i took advantage of that offer, of course, and did 2 or 3 quests, played 1 or 2 hours and haven’t been back yet. I’d like to see the story in this game, and from time to time, i really like to log in and play- i was especially impressed with the way dungeons work in regards to the communication options- they’re interesting and since you don’t get your dialogue options in every time, you might see the story develop from a different angle than you would if you were alone.

They also have an offer up that gives 60 days subscription, 2400 Cartel Coins and the Shadow of Revan expansion- for 35€. That’s actually quite a good deal and i’m thinking of maybe taking advantage of that and become a free/preferred player going forward. There are some nasty restrictions, but i have accumulated some shop currency to maybe make it worth a try to play without a sub.

On the other hand, there’s Final Fantasy XIV and i don’t really need anything else- especially considering the fact that soon, Cities: Skylines will be released and i’m hopeful that this is going to be a citibuilder worth playing….so, there’s really no need.

Other games

Crowfall

There has been the start of the Crowfall Kickstarter campaign and it has been wildly successful. I’m not in on this, because i’m not really a pvp player, but the premise looks interesting. I’m also quite a huge fan of A Game of thrones, and they are for sure trying to take advantage of the hype around the books/tv-series. While i’d like my MMOs to be virtual, persistent worlds, in this case i find the resetting of the worlds very interesting. This might be the reason for me buying it…when it releases.

Scree starts building a guild for this game and i have to say, i really look forward to reading more posts about the planning and realization of his guild. So far his “Series on the creation of a Crowfall guild” has three posts up. Guild leadership/creation and the inner workings have always been one of my favourite topics in MMO space and i think it’s a topic that’s somewhat too rare on blogs (i don’t know why that is, really), so i really appreciate Scree writing about it.

Skyforge

Just a short paragraph concerning Skyforge. I think it looks decent and may even provide a nice gameplay like, for instance, Wildstar/Neverwinter. For my tastes, it seems quite shallow on the virtual world front, but then, not every game needs to be- sometimes a change of pace is nice. The setting seems interesting, although i have to say i’m not a fan of “becoming god”- while i’m not very religious myself, i don’t think we, as humans, should strive for that- and, yes i know, it’s just a game, but it doesn’t appeal to me very much in games, either.

They’re selling founder packs and surprisingly, they’re reasonably prized. I’m tempted to opt into the lowest tier- but then again, why would i do that? We’ll see.

Final Fantasy XIV

Sometimes, i do play FF14- and i have made some progress, mainly bringing the Weaver to 20, the Botanist to 21 and the Conjurer to level 11. Next time, i might start the first experiment in growing my friendslist- by running FATEs for some time. I don’t know if this is a good way to socialize in the game, but i’m curious to see if it works.

The guild project

The guild project is moving away from Everquest 2 at the end of the month and it seems we’ll be starting up in Age of Conan. Well, i like the game, but i think it will make it hard for me to plan for the group (or even groups)- it doesn’t seem like there’s a lot of group content in the form of dungeons and something like that. I know that you can enter Elite versions of all the zones- but i don’t know if it will become more interesting that way and also, what would we do if we were to split in two groups? If you have any suggestions or experience  in regards to playing AoC in a full (or even small) group- content-wise, i’d appreciate it if you’d let me know about them.

4 million accounts and a free weekend

So apparently there are 4 million registered accounts for Final Fantasy XIV- i think you can call this a success, even more so considering the V1.0 disaster. There’s a free weekend coming, although i think there’s a typo in the newspost– it’s stating the dates from 02/27 to 03/09, which would be more than a week. Now, i don’t want to complain, but i always think that these weekends should be free to subscribers, as well. Of course i can understand the desire to get old accounts reactivated, but i also feel that companies should do good on their existent customers, as well.

4 million accounts

This is interesting. Of course we don’t know subscription numbers, but my guess is that FF14 has proven itself as a success, which begs the question why this game seems to be doing just fine with a subscription model. I think there might be a few factors at play here.

Cultural reasons

Well, this is an uninformed opinion, but i read somewhere that FF14 is basically the MMORPG in Japan. I don’t know if this is true, especially since it seems like the most populated servers are in NA/EU. Still, it could be a reason.

Content

The delivery of meaty content additions is always stated as a reason for Final Fantasy XIV’s success, and this is surely true and one of the most important reasons for it doing so good for itself. It seems there’s always something substantial coming in patches- since i’ve been keeping an eye on the game again, there’s been housing, 2 new classes/jobs and of course the Gold Saucer. And that’s not even factoring in new dungeons, the continuation of the main storyline, new dungeon modes, quests and so on, which are mostly taking place in endgame. Endgame is not in sight for me, so i tend to skip those content additions. But as you can see, there’s always something coming even for low-level or inactive players. Next up is the expansion, i think. And if we’re still thinking in roughly 3-month-spans, it seems to be coming in may (which is good for me, maybe i’ll be able to prepare in this time).

Momentum

The “social” momentum, i think, is one of the main reasons for WoW’s success. And it seems FF14 has gained the critical mass of players necessary to benefit from this factor, as well, and it’s a factor not many MMOs have going for them- mostly new launches, but they lose traction fast. FF14 is in its second year, and it’s growing. Just look at how many bloggers are in this game now, having a good time, and to me it looks like there are always bloggers and people coming back/trying it.

It’s slow

Let’s use the phrase “designed downtime” here. Actually, there’s none of that in Final Fantasy XIV, since you don’t have to wait for boats/ferries/airships, but FF14 is a slow game. It is relaxing. It enables the players to form, build and maintain social relationships. There are also systems that encourage asynchronuous social play (like tending the garden in the guild house) or socializing in game, like the newer additions of Triple Triad and Chocobo Racing. Since housing is semi-instanced, you might also get to know your neighbors in the district your house is in.

It “gets” and gets the MMORPG audience

All of this leads to FF14 catering to MMORPG players instead of gamers in general, a mistake some of the newer MMORPGs made. MMORPG players are happy in FF14, and they should be- it offers almost everything the subgenre (Themepark MMO) has to offer- in spades, at that. Now, themeparks may not be your thing and you want an MMORPG with huge, open zones, few instances, a completely player driven economy and stuff like that? I agree, i’d like to see that, as well. But there’s only EVE doing that. And FF14 offers enough “virtual world” stuff that it earns its place, in my opinion, of course, as the best currently available MMORPG- it’s a complete, broad experience, and i’m savoring it right now, taking my time, making use of all the systems and i try to resist the urge to race to 50 in preparation for Heavensward while still keeping an eye on this goal.

I tried to express this a few times already, but i’ll just repeat: i think, with the lack of high profile releases in this year, many MMORPG players are going to “settle” in 2015. There’s no game coming out that “does everything right this time, really”, so we’ll be playing what suits us best instead of looking for the perfect game. It’ll come and if you’re truly unhappy with the genre, i hope one of the more focused titles coming out will be for you.

If you haven’t tried FF14, you really should. I can’t even compare it to another MMORPG- i mean, the WoW comparison was used, but i don’t think they have that much in common- maybe the dungeon/raid-type endgame progression, but there’s more than that in this game. And i’m kind of looking forward to what they’ll be adding content- and more importantly system-wise after Heavensward released, because, really, i can’t think of much that’s still missing in FF14.