Showing posts with label cataclysm. Show all posts
Showing posts with label cataclysm. Show all posts

Friday, June 10, 2011

2011 Status Update

I haven't posted in quite awhile as most of my free time has been destroyed by a combination of work and a decreasing ability to stay up past midnight. Once again, it came down to either writing about MMOs or getting to play them. I have been able to play a few new games since the last time I wrote including: Lego Universe, Cataclysm, and even some Rift. Unfortunately, I haven't been able to experience much of the raid content in these games, so my perspective is mostly from a single group.

Lego Universe was a lot of fun and I got to try it out in beta right before they went live. Net Devil had some really great ideas for the game, but the time to penis was a big issue for them. Part of the appeal of the game was supposed to be about being able to show off your giant Lego structures. Well that feature was pretty much disabled from the time I started playing. Some people were talking in the forums about giant phallic towers complete with fountains on top that lead to the ban on visiting other people's architecture. Other then that the game was like a simplified version of Legend of Zelda with some mini games thrown in. Fun for a couple of weeks but, not enough content for a full MMO.

After that experience I jumped back in DIKU land and started on a bit of a tank lark. Both Rift and Cataclysm have LFG tools and I enjoyed the instant queues for dungeons by wearing the heavy plate. One side effect of this was I found out what happens when you're the only tank online. A nice casual guild can get very authoritative and all of a sudden you start thinking twice about logging in and finding yourself being bugged to raid for five hours. This wouldn't have been so bad if I had the gear for it, but our guild had switch exclusively to ten men raids and gearing up multiple off-tanks had not been a priority.

Instead, me and a couple friends had been mastering heroic dungeons and we had a lot of fun for a couple of months. We did seem to burn out quicker on Cataclysm then Wrath of the Lich King though. Leveling was just too linear with the limited number of zones and most of of us already had a lot of max level characters. The old world revamp of Azeroth was very nice, but you hit the Outlands like a brick wall now. Eventually, a couple of us decided to try out Rift while some other friends decided to take a break from online games.

I love the class system in Rift. In my opinion it's the closest to perfection out of any fantasy MMO. The problem was that after a couple of months it became clear Rift was too much like the other fantasy games. The rift closings was nice change of pace, but we had accidentally leveled on a PvP server and didn't realize the implications until later. In the later levels you are expected to supplement questing with rift farming and things can get a bit slow if your faction is constantly outnumbered. Rift did have great expert dungeons which had more bosses then the normal versions. Unfortunately, just like Cataclysm this quickly got old for some of my friends.

Rift is probably the second best MMO I've ever played, but its too much like World of Warcraft. It would have been great if my friends and I had come to Rift from some other game. But starting Rift right after Cataclysm made the burn out happen much quicker. I think fantasy MMO's are going to be on hold for awhile and we're waiting for something different. At least one buddy of mine has become a rabid Old Republic fanboy and that seems to be the next target. There's also some talk of playing Diablo 3 as a group. A number of us still use Battle.Net to play Star Craft 2 mods so I wouldn't be surprised if we did that. At the moment though I'm MMO-less and enjoying the freedom to research and write about what's on the horizon.

Monday, September 21, 2009

The Cataclysm Revamp part2 - Path of the Titans

One of the most surprising features announced for the Cataclysm expansion was that it was only going to extend the end game by five levels. This goes against the trend set by the previous two expansions, but seems reasonable since Cataclysm is going to be focused on reworking the 1-60 content. However, trying to sell an expansion that didn't add any levels to the end game might have been hard to market. Blizzard obviously wants players to feel like they are getting their money's worth when they buy the new expansion. Thus the decision was probably made to add at least some new levels to the end game. This shorter leveling stretch though is going to make Cataclysm feel a bit different from previous expansions.

We'll be getting five new leveling zones in Cataclysm even though the level cap was only raised to 85. This gives us a much higher zone ratio then Northend, which only had eight leveling zones (not counting Crystalsong or Wintergrasp). Hopefully, this means that there are multiple questing paths to reach max level just like in Wrath of the Lich King. On a negative note this could also mean that Blizzard artificially stretched out the levels in Cataclysm by increasing the experience requirements. This doesn't really fit their style though and I don't think Blizzard would copy a design decision which has proven to be a bad idea in other MMOs.

Instead, I think a portion of the questing in Cataclysm will be devoted to the new Path of the Titans system. This system expands on the basic idea behind inscriptions and offers players another way to advance their characters besides gear and levels. Players basically align themselves with one particular Titan and then will be able to earn additional glyph slots and abilities to place in them. The system bears a remarkable resemblance to picking a deity for your character and I'm sure that's how the idea got started. Unfortunately, Blizzard was a little tight lipped on how you characters actually progress through this new system.

I suspect we can look forward to some sort of reputation or token system for progressing along the Path of the Titans. I'm leaning towards a token system since Blizzard made heavy use of tokens for the Argent Tournament. I wouldn't be surprised to see Tol Barad serve as the daily quest hub for this purpose. If my memory serves me correctly then the devs have already announced that Tol Barad would be a quest hub similar to the Isle of Quel'Danas. However, they didn't say if the daily quests would grant gold, pvp tokens, or be involved with Path of the Titans advancement. It's quite possible that Tol Barad will just be for PvP quests and Uldum is the hub for Path of the Titans stuff.

Tuesday, September 15, 2009

The Cataclysm Revamp part1 - Unbalanced Combat

Blizzard shocked and delighted its fan base when they announced that their next expansion would be a revamp of the old world content. The lands of Kalimdor and the Eastern Kingdoms sit mostly empty nowadays with only a few low level characters moving through them. Such a large amount of underutilized space is a waste of resources and makes the game less accessible to new players. People new to the game often have to depend on "recruit a friend" bonuses to get caught up with the rest of us. The game really isn't that fun if your only contact with other players is when they gank you.

This could even become a major issue when Cataclysm is released. The re-worked zones are sure to attract explorers from every level and not just newly made goblins/worgen. On the PvP servers you should expect a lot of interference from higher level players as you are trying out the new quests. This expansion will probably revitalize open world PvP in some areas of Azeroth, though it's sure to be a nuisance to anyone making a new character. This sort of makes me suspect that Blizzard might have something up its sleeve to deal with the problem.

One of the numerous minor changes to the game announced at Blizzcon was the reworking of how players upgrade their spells and abilities. Instead of constantly visiting your class trainer to get more powerful versions, your spells and abilities automatically upgrade themselves as you level. This suggests that Blizzard might also have the functionality to decrease the power of spells and abilities based on level. This is pure conjecture, but we could see a downgrading of damage when players fight characters that are grossly below their level. This would also have to take into account basic melee damage, but it's not entirely impossible.

The idea would be to make it so players leveling new characters couldn't easily be one shotted by maxed level players. In the previous two expansions not that many people were playing new characters so this was never a major issue. However, after the Cataclysm the number of players leveling once again should be through the roof. That's going to be a pretty tempting target for players who are going to be 20 to 60 levels higher. Some classes will be able to use AOE abilities and massacre entire low level quest hubs in a few seconds. There was no motivation to do this when these quest hubs were mostly empty (no bragging rights), but that changes in the expansion.

Even if Blizzard doesn't have some way of dealing with unbalanced combat we'll probably at least see some changes to limit ganking. At the very least I expect low level quest hubs to have their guards upgraded to level 85. There also might be some attempts to encourage players to protect low level quest hubs with their maxed level characters. Unfortunately, the problem is that the level difference is so great that most gankers will be able to wipe out a bunch of low level characters quickly and escape any consequences. That's why I really hope Blizzard is aware of the issue. Otherwise I might just be leveling my goblin and worgen in dungeons only.