A Fable

My gamer buddy Andrew was late to my wedding reception. “I’m sorry,” he said. “I thought I had more time.” His wife looked irritated, but we just had to laugh.

Andrew had perhaps the worst time management skills in the world, a bad trait for a gamer, when there is always another shiny a few minutes further along. Or maybe he just always underestimated how long things would take. Whatever it was, his line was invariably, “I’m sorry, I thought I had more time.” We would occasionally hear it as he ducked out near the end of an instance, as he headed off to some event or late to bed. Mostly his wife Sharron heard it as he finished his playing with us. Many a night, as he was shutting down TeamSpeak, we completed it for him in chorus as his connection closed part-way though. Did you get the dishes done while I was out? “I’m sorry, I thought I had –” Honey, we were supposed to leave twenty minutes ago. “I’m sorry, I thought –”

Andrew was 24 when the crash happened. Sharron raced to the hospital when she got the call, but Andrew never made it. 24. I wonder what he was planning to do; we never discussed career plans much. I wonder how many more hours he would have spent with her instead of us if he had known. We never really meant it when we said those would be his last words. He didn’t even get the chance to say them. I’m sorry, Andrew, we thought you had more time.

: Zubon

Mourkain Your Face

Mourkain Temple is a Tier 2 Scenario (12v12) in Warhammer Online using the murderball mechanic – where one item is held for points but increasingly damages the player holding the item.  Mourkain seems to get a bit of flak, but I really like the fast pace of the map (especially compared to the other slower paced Tier 2 Scenarios) and the focused game mechanic. The map and game mechanic is most interesting in that it truly allows a better team to rub it in the loser’s face. I’ll explain.

A basic match goes like this: (a) players rush the murderball, (b) one team gets the ball and goes defensive, while the other team tries to kill the ball holder and his support on the offensive, (c) the ball gets dropped and someone else picks it up.  Points are made for picking up the ball, holding the ball, killing the player with the ball, and killing other players.  It’s a pretty simple concept.  In most games, the team with the murderball will fall back so as to get closer to their resurrection point. This has quite a few benefits because your healers don’t have to worry about rez’ing as much when you are standing next to your rez point, your newly rez’d players can jump right back in the fray, enemy players that rez at their point have to run for ~30 seconds to get back in the fray, and your ranged players can stand on top of a ridge gaining immunity from melee enemies. Seems like a good plan to fall back.

Going back to the psychological gamesmanship, it is quite a defeat when one team can “hedgehog” so as to impenetrably defend the murderball the entire match. I saw this tactic when I started playing Mourkain’s. Now, I am seeing a different “tactic” where a heavy tank (Black Orc or Ironbreaker) will pick up the murderball and push forward.  When I first saw this (and I am a Zealot healer, so it was all the worse) I could not believe the stupidity of the Black Orc I was following. “We have the ball, fall back, and make them come to us!” However, I kept dutifully healing, and my teammates did their jobs effectively. We then handedly defeated Order with the ball in our control on their turf.

It is an interesting strategy because it shakes up the “set” tactics an armchair general might bring to the table. The team without the ball should be on the offensive, but if they are getting pushed back things get muddled. Then the DPS are unsure of who to target, and get cut under in the confusion. Healers have to spread their healing around more.  And of greatest effect of all, in my humble opinion, is the psychological one where the losing team is told “you are getting beaten so bad, we won’t even let you go on the offensive like you should.” I cannot think of another MMO PvP map/mechanic where a similar effect could take place – where you can rub their noses in their loss through gamesmanship and skill.  That, or players could just be bored with hedgehogging and turtling tactics.
–Ravious

Azeroth Advisor Now Free

The Azeroth Advisor is, according to their FAQ, “an electronic newsletter that is personalized to your World of Warcraft characters. It is automatically delivered to you by email, customized to your character’s current level and status. Our idea is simple: give you the information you need when it’s relevant to you. The Azeroth Advisor is not a cheat guide or a set of walk-throughs; it is insightful guidance that helps you make informed decisions throughout the game.”

This service used to come at a cost, but now that 38 Studios has purchased it they have made it available free of charge. Very generous of them, considering that they are making an MMO to compete with World of Warcraft. So why would they do this? Seems obvious to me. They plan to offer this same service to players of their game when it goes live. Smart move on their part. This sort of value-added bonus for their future subscribers shows the forward thinking that is going on over at 38 Studios. I applaud them for this move.

Make sure you watch the Wizards vs. Cyborgs video.

– Ethic

Negative Campaigning

Ardwulf claims to be for Order, but can we trust a man who lives a double life? Where was he when the forces of Chaos stormed Stonetroll Keep? Where was he when our Dwarf allies were routed at the Mourkain Temple? He was at Mount Bloodhorn, playing at being a Greenskin. When the call to war comes, will it be a Bright Wizard that answers, or a Black Orc?

Ardwulf is a friend to orcs. Is he a friend to the Emperor?

Paid for by Sigmarites for a Purer Ostland

: Zubon

Simply Epic Public Quests

I badgered a few friends to run back to some skipped Public Quests in Warhammer Online: Age of Reckoning last weekend, and we decided to try out the more difficult Public Quest for Chapter 4: Chaos called Salzenmund, aptly named for the walled town that the Raven Host is corrupting from within.  The Public Quest deals with the actual direct attack of the Raven Host on the town.
 
The Public Quest Salzenmund starts out with the objective to steal the supplies from the city, which requires players to dispatch one or two simple guards and then interact with a box of supplies (50 times).  At the second stage, you have to take out two of the city’s leaders who are both Champion level mobs.  The surrounding city becomes filled with fighting as Raven Host warriors rush in to contend with the remaining Empire defenders.  It feels like the whole area’s conflict escalated from the tunnel entrance of the city where one or two NPC battles occur to the whole town.  The (anti-)heroes are of course rushing to deal with the enemies that the lesser of the Host cannot deal with.
 
Once you defeat the Champions, a Hero Bright Wizard boss appears.  As he appears the entire city erupts in an inferno, and it truly feels like the war for Salzemund has erupted to another level.  Buildings are burning.  Raven Host NPCs are running around sacking everything.  And in the middle of the chaotic inferno you go toe to toe with a huge flame mage.  When the triumphant Chaos players win, the city continues to burn until the Public Quest resets.
 
I felt in this Public Quest that Mythic’s developers truly took the reigns to use their unique play mechanic as a story-driving device -  a simple epic story.  Quite a few Public Quests are rather boring escalations with no true story except ‘your killing ten rats has angered a bigger wolf/boar/rat/man-thing.’  However, there are some true gems like Salzemund.  Another thing to note is that this epic-feeling event takes place around level 10-12 (out of 40), so players do not have to go through to the so-called “end game” to feel like a hero… or killer of one in the Destruction sense.
 
Guild Wars and Lord of the Rings Online both have similar story telling devices (missions and instanced epic quests), but in neither instance did I feel the story was as world changing as some of Warhammer Online’s Public Quests. Only in Guild War’s case did I feel that the mission was readily available to do again.  Mythic has created a persistent, game-driven storytelling device, and I cannot wait to explore the Public Quests at the higher tiers of play.  I hope that there will be quite a few more that have me saying “cool” outloud.

Z-Axis

The game is shaky on it, particularly with respect to floors and ceilings. If you use an area-effect attack in a cave, everything on tunnels above and below you might come running for you. That is if you are lucky: they also might start hitting you through the ceiling. This is a fun way to discover when a building has a basement or a hill has a cave: attack enemies on the surface and see if invisible monsters start eating your ankles.

Did I mention that I have an AE-specialized character? Good times.

: Zubon

Define “New”

800, really? 800 new monsters, you say? How many of those are the same guy with a slightly different name and color pallete, plus or minus a few hit points or abilities? Heck, how many of those are new models, rather than declaring this green-ish orc the “orc mauler”? Would 40 be a fair guess? It feels optimistic; the 158 types of undead must have at least 10 models amongst them, but I don’t know that the 321 types of orcs have 20.

This from the game that advertised how many characters had been made.

: Zubon

Meet Ravious (cue TF2 fanfare)

Hello.  I have been strangely attracted here by Zubon’s Blog Posting Fury Method.  He was what I consider one of the four lasting friends of the Southern Star Guild from the niche MMO A Tale in the Desert.  While I am still searching for Dragynne and Aewl, the bloggers at Kill Ten Rats really grabbed my interest, and I hope to humbly contribute my own thoughts and experiences.

A Tale in the Desert was my first true stab at an MMO.  I did try Everquest first, but was hit hard with kill camping and training mobs through the zone thereafter giving up quickly.  I have in the past played World of Warcraft, EVE Online, Matrix Online, and Tabula Rasa to varying degrees.  My current list of MMOs that I play are Warhammer Online, Lord of the Rings Online, and Guild Wars (roughly in order of play time).  However, Guild Wars is by far the MMO that I have spent the most time playing.

I also run an actual play blog, Game Scribe, where I try to write in a wacky roleplaying/storytelling manner from the eyes of the actual character.

I am looking forward to contributing to this fine piece of internet blog-estate, and I hope I do not disappoint.

Honeypot

Have a normal but CSR-controlled character logged on at all times. Wait for the spam. Ban the account.

Park the character next to a mailbox so you can check that. If general chat spam is your problem, go wherever that is most common (say Bree-town). You do not even need to pay attention much: look every five minutes and do a round of bans. Internship opportunity! Some games must already be doing this, but I want to mention it since it would help with quick response to spammers.

: Zubon