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Biased Samples

I have been hearing people in [game X] say that [game Y] isn’t very good, or at least isn’t as much fun as [game X]. Well yeah, these are the people who left Y for X, or tried Y and came back. If you only ask the people who are playing X whether X is better than Y, you should get a lots of yeses. If you went to Y and asked about X, you would hear the same thing in reverse. Only those guys in game Y are just a bunch of biased jerks who don’t like X, your game. You would expect that from a bunch of fanboys.

: Zubon

Age of Conan – After a Week

I’ve been playing AoC for about a week now and I’d like to share some additional early impressions.

Character Slots

The game gives you eight character slots regardless of server. Therefore, if your slots are full and you want to play on a different server, you must delete a character on the old server to make an open slot. This really doesn’t bother me as I feel eight slots is plenty. Really, if I had eight slots per server I would probably have to create name holder characters on each server. I can’t do it in AoC, so I don’t have to. I like that.

Continue reading Age of Conan – After a Week

Hyboria Raids Middle Earth

Creeps’ numbers on our server are down. That is, in Player versus Monster Player play, we have fewer monsters. This makes sense: these are the Killers, and Age of Conan is designed for them, while the freeps are the folks who have done 50 levels of PvE. This will presumably repeat when WAR launches. This hurts when the creeps’ main advantage is having more bodies. The creeps can only hope for a PvE grindfest to arise and deplete their foes’ numbers.

: Zubon

Gameplay Content

Jeromai had a good comment that deserves a post in response. After listing all the stuff that City of Heroes has added in the past year, he asks: “Does ‘content’ just equal progress of story, or does it include all of the above?” I leaked terms. I started the post by discussing “gameplay,” then switched to calling it “content” at the end. It all goes back to sphexishness:

The actual content is what is new. “Kill ten rats” and “bring me ten rat tails” only add content to the extent that the quest text is novel. If you add an “orc shaman leader” that also has a freezing spell, that is new for the seconds that it takes me to work out “orc shaman + purple tint + second fireball with less damage and a slow effect.” City of Villains has endless newspaper missions, but really it is the same mission with a narrow range of variation.

The storyline is frequently the smallest addition because there is so little of it. A big update will have 10-15 minutes worth of reading, spread out across a number of quests and contacts. You read it once and you’re set. A new enemy group is added; most of them will have 2-3 powers, and the interesting ones will probably be using existing powers.

Take Issue 9’s Statesman Task Force. This is good stuff, and it probably took a long time to make. It is also 5-10 minutes of reading, 3-4 novel fights, and 2-3 hours of fighting the same Arachnos enemies that were already around. Take Issue 9’s revamped Hamidon fight. This is almost entirely new gameplay, with new things to learn and do. It is one of the purest gameplay additions City of Heroes has had. But that is one raid encounter.

I am not an especially visual person, so graphic upgrades don’t mean a lot to me. Issue 11 added dozens of new hairstyles and weapon appearances. You see them once, done. Issues 10 and 12 added new tilesets for missions. You learn the half-dozen new rooms and hallways, done.

A wolf is a rat with different numbers and graphics, maybe a different ability. The fundamental is the same. A goblin is a bipedal wolf, an orc shaman is a goblin with a fireball spell, and a dragon is a flying shaman. Almost everything in the game can be understood as fiddling with variables on a fairly simple template.

Most new content is a way of fiddling with the existing variables, possibly with new decorative touches. Hours of padding and repetition hide the fact that the “new” is only a few minutes long. Some of these are really great, but we are still killing ten rats. Really exciting new things go beyond the template.

: Zubon

The Next (two) Best Things (pt. 1)

Our playgrounds and virtual worlds are getting larger. This isn’t something that catches people by surprise; it’s pretty much commonly agreed. And they will only get larger and larger.

Donning my prophet hat on, I’d say that at some point -not really far away into the future- these games will become so massive, in terms of their own virtual expanse and number of subscribers, that “business as usual” as it relates to the way these games are managed, just won’t cut it anymore.

Perhaps in 10 or 15 years (no further than that, I’d say) we’re going to see the emergence into the mainstream of two very important things which will shape that generation of games. No, it won’t be the number of polys they cram in there, or how many gigs of VRAM you need on your card to hold all the textures properly, or anything like that. It’ll be something much less technical: The adoption into the mainstream of user-created content and the emergence of the Police Department.

Continue reading The Next (two) Best Things (pt. 1)

Proposed Stalker Changes

“lolstalkers” has been a long-term issue for City of Villains. It is a great class for running newspaper missions solo or for ganking people in Warburg. For anything else in the game, you will want another class. Stalkers are one-trick ponies: burst damage from stealth. It is a very good trick, the kind of trick that one-shots lieutenants, but that’s all. The last attempt to bring them up to parity went a bit too far, so that small groups of Stalkers could take out Giant Monsters quickly. Now on test:

  • Increased Stalker Melee damage multiplier from 0.9 base to 1.0 base.
  • Increased Stalker Hit Points multiplier from 0.95 to 1.125
  • All Stalker melee attacks now have a chance to critical while not hidden. This chance is equal to 10% plus 3% per additional team member within 30’ of the stalker at the time of the attack. This only applies to PVE targets. Stalkers old chance to critical Held or Slept targets now only applies to PVP targets.
  • The Critical portion of Energy Transfer operates exactly as if you were criticalling from Hide — it eliminates the Self Damage, rather than increasing damage to the target.
  • Using an Assassination attack and missing will no longer suppress Hide (though lesser stealth and invisibility powers will still suppress) if the attack misses. If the attack hits, Hide suppresses normally.
  • Hide Suppression for Stalkers reduced from 10 seconds to 8 seconds.
  • Assassination attacks now cause a demoralizing effect on PVE targets that survive the attack. Demoralized targets To Hit value is reduced, and the target may be frozen in terror.

Adding all those together, that is about a 50% sustained DPS increase in full groups, plus more survivability and utility. Is this enough without scaling Assassin Strike? Is Assassin Strike love coming? Stay tuned!

: Zubon

An Issue for Issues

My favorite bugs for this patch are not officially “known issues,” although this one is a humdinger: “Using the /option_toggle command will cause a client crash.”

  • Pets now ignore targets under the effect of knockback. My favorite villain character has pets who knockback their enemies. Crap.
  • The final encounter of the new task force is currently somewhat easier than intended because you can snipe 3/4 of it to death without getting any aggro.
  • One of the quality of life improvements was giving you more options on your chat channels. Now global chat channels change color every time you zone.
  • Another lets you re-organize your characters on the log-in screen, handy when you have up to 36 characters. If you do so, it does not save, and instead re-re-orders them every time you log on. My character list consistently starts with a blank slot that it encourages me to buy.
  • Ironically, every time you zone you get the message “Invalid Command ClearSpam.”
  • The hero arc to unlock the Midnighter’s Club makes a neat use of the crafting system by having you create a cure for The Lost. It requires five pieces of salvage, which you receive for completing the story arc missions. If you complete them on a team, only one person gets the salvage, although everyone gets the “Mission complete!” Meaning that you have now finished the one source for that salvage without, you know, getting that salvage.

There are probably more. Personally, I might have waited until after the first bug-fixing patch to re-activate all accounts for the weekend to let people try this. But that’s not my call.

: Zubon