Showing posts with label Mythos. Show all posts
Showing posts with label Mythos. Show all posts

Thursday, August 13, 2009

Mythos : Something is coming...

All it took was one massive tweet via Redbana's MYTHOSGAME Twitter feed:
Something is coming...
What that is, no one knows. However, Mythos.com is pointed out as the place to go find out.

***WARNING, SLOW LOADING FLASH AHEAD***

My guess is that we'll finally get to see a re-branded Mythos. Hopefully free-to-play, and hopefully minus the Overworld.

Saturday, May 09, 2009

Mythos: Two Studios, One New Beginning

After Flagship flagshipped themselves, the free-to-play faux-MMOG Mythos disappeared off the gaming landscape. Now there is news that Hannbitsoft managed to hang on to the Mythos license and tech upon Flagship’s demise and are putting not one, but two, development studios to work on resurrecting the game:
The funny thing about Mythos is that it was essentially finished, with future plans being more about additional content than sweeping changes. Hannbitsoft, however, seem to have tasked the new studio (two of ‘em, in fact - T3 Entertainment and Redbana US) with a fairly significant rethink. “MYTHOS is currently in a good condition where it’s being reconstructed” says the official release. “We are trying to keep the strengths that MYTHOS used to have, and strengthen them even more to make more suited as an online game.”
While the linked article notes that Mythos was "essentially finished", something I strongly disagree with, the questions have to be asked.

Will it remain free-to-play?
How many changes will be made?
And what's the end goal? Traditional MMO? Quick time waster? Other!?

When I last played Mythos, Flagship was in the process of gutting the game from a Guild Wars-style hub-world design to an "Overworld" traditional MMOG. I did not like the move and I believe Mythos lost its charm in the process.

It will be interesting to see what the new developers do with Mythos. I am hoping they can put the technology behind the game to better use than Flagship. The original idea that Mythos was going to be updated on-the-fly while gamers were playing never came to fruition and by the end of Flagship's existence, Mythos turned from a neat little testbed for Hellgate's multiplayer tech to a washed out hack'n'slash game trying to be an MMOG.

Wednesday, June 04, 2008

Updated Thoughts on Mythos

I recently journeyed back into Mythos to experience the recent "Overworld" patch. The Overworld is simply a shared world for all the players of Mythos, where as before the Overworld, cities were instanced ala Guild Wars and then players simply traveled, instantly via maps, to another instance that they (and their group) would share. Now there is just a single, big world instance for all players to run around in. Within that world are entrances to dungeons, which operate as instances for the player or their group.

I'm not really sure I like the Overworld approach. For starters it seems to have completely reset the development of the game. There is an Overworld now, but not much else. Most quests are gone, crafting is being rebuilt, the map system is gone in favor of a similar rune system, and I'm not quite sure if there is a Shadowlands version of the Overworld. Shadowlands being the PvP mirror of the PvE areas.

Starting out definitely felt different in the Overworld. At first, I completely missed the first quest giver as a player ran past my screen, an impossibility in the original Mythos. Secondly, I was sort of lost as there was dots on my mini-map, but little explanation what the point of them were. After getting acquainted with the new Overworld, and finding my first quest giver, I was on my way to adventure.

There are NPCs that spawn in the Overworld to fight, but they are easily bypassed. They also don't seem to spawn fast enough to provide a proper means to level and most did not drop loot. I saw almost no purpose in them, but then again as I mentioned not much is in the game aside from the Overworld.

Once in a dungeon, I found the Mythos I was familiar with. Click, kill, loot, and repeat. Standard hack and slash. The first few dungeons I entered felt much smaller than before, which makes me wonder if the Overworld is supposed to provide some sort of filler content, while dungeons serve as quick in and outs.

There is also a new race, the Cyclops. In reality, it is just another, larger character model option. I noticed no difference playing a Cyclops than any of the other races. There were no new classes this beta phase.

Other than that, I was hard pressed to find something enjoyable. Standard hack and slash works because it is fast and fun. While parts of Mythos are fast and fun, the Overworld is not part of it.

Honestly, the Overworld feels like a neutered version of any other Diku-inspired MMO out there, from WoW to Everquest 2. Part of it is the unfinished nature as a lot of what I remember from the original Mythos is missing.

I guess the most depressing part of the Overworld is that it in no way inspired me to work together with players I might encounter. There was still no noticeable effort to get me to interact with other players, and with the Overworld, there are far less meeting places for players. The first city was relatively empty and the random wanderer I encountered in the Overworld could of been an NPC for all I knew. In the end, the only interaction was via chat.

I have uninstalled Mythos, again. It has a long way to go with the shift in development. Prior to the Overworld, I felt Mythos was a few tweaks and content additions away from being a free and fun time waster. Now I'm not so sure. In an attempt to become more like an MMO, I think Mythos has lost a lot of reason to play it. When Mythos is just like that "other game", but not nearly as good, who cares if it is free? Oh and only free until Flagship Studios can not support it on micro-transactions alone.

Wednesday, May 28, 2008

What to do, what to do

So, I'm not playing World of Warcraft at the moment. Most of the people I know are playing Age of Conan or Vanguard. Both games I could care less for. Most of them are about bored of AoC already, so I am sure they will be back in Vanguard soon enough. Actually, I doubt they ever left.

Once again, I sit wondering what to do with the few hours a week I get to play games. Here are my options:

Mythos Beta - The developers are launching a new "over world" patch soon that will bring Mythos in line with a more standard MMO where players share a world instead of being separated into a bunch of instances. Oh, and its free of charge.

Team Fortress 2 and other FPS games - I still love to play TF2, but I don't think it is my solution. I need something else to play along with my action games.

Dark Ages of Camelot - I could go back, fight the old control scheme, and choke down some nostalgia. Maybe even get an account to borrow to cut out the leveling process. I am just worried about not having expansions available and getting bored before getting back into some RvR.

And thats about where my brain stops.

Bleh.

Friday, December 14, 2007

Another Mythos Update

Mythos has just pushed another great update out the beta door.
FEATURES
* Guilds have been added! Speak to the Guildmaster in Tulin's Hope to start one at a cost of 5 Gold.

* Hardcore Mode has been added, for extra challenge! In Hardcore, when you die - your character is gone forever, so be careful!

* Elite Mode has been added. In Elite mode, monsters are faster, more aggressive, and tougher. Champions appear more often. You can only sell items for half of regular price.

- Note that Elite and Hardcore players cannot party or trade with players who do not match their setup, to preserve the economies of these different play styles.

* Re-specs are now allowed (although not in Hardcore or Elite mode) - speak to a Skillmaster in Stonehill or Tulin's hope. Re-specs are free from level 1 through 5, and above that, cost starts at 1 Gold and increases from there. There is a maximum of 3 re-specs beyond level 5

* Quests are now Trackable - check them in your log to view them onscreen at all times

* Maximum Questlog size increased to 8 quests.

* Hardware Mouse Cursors! This should make mouse response lightning fast. Hooray!

* Achievements system has been added - complete goals to earn equippable achievements that give you extra bonuses! Unlock a new achievement slot every 10 levels

* Emotes - there is an emote button above the chat pane that will show you the options

* Zivia's Puzzle Box!

* Party Finder – post your party and description and meet some new friends! You can also post yourself as looking for group to the list.

* Ignore List is now account-based and actually saves.
There is a bunch of other, smaller improvements as well.

Speaking of hardcore, Grimwell has started a Hardcore Challenge. Now, as mentioned in my comments on his site, I will probably be starting a hardcore adventure in World of Warcraft. However, with this update to Mythos, I am probably going to shift my plan of attack. I would much rather be part of a real hardcore mode than a self-policed hardcore mode. Plus, I want to get some more Mythos time under my belt!

Friday, October 19, 2007

Mythos Update

The beta for Mythos, Flagship Studio's free-to-play sudo-MMORPG, has a massive update incoming today.
As many of you already know, we'll be taking down the servers at 1:30 to install a new build. You will automatically patch when you log in, so don't worry about re-downloading or anything. This patch fixes many of the inevitable little bugs that cropped up with the huge update. Changelists are posted in the forums so check it out if you're curious as to what's changed. Our downtime should be short - under an hour.
Included in the update is an entirely new hub town and adventure zone, essentially doubling the size of the current Mythos universe. With this comes new levels, a revamped skill system, and tons of new items. I should have some updated impressions within the next few days.

My initial impressions of Mythos can be found here.

Sunday, September 09, 2007

Thoughts on Mythos

I have now played the Mythos beta for a couple weeks and want to share some of my thoughts.

Graphics

The game looks good, albeit simple. The idea with simpler graphics is that it will be very easy for new monsters, races, and other art assets to be created for the game. Flagship Studios, Mythos' developer, wants to be able to easily add content on the fly.

Animations are all very well done. The game runs well on my gaming desktop and on my work laptop, so the system requirements are not steep. This is a clear benefit for the game as many different levels of computers will be able to run it.

Game Play

Game play, like the graphics, is simple. Generally, players set one ability to the right mouse button and their base attack to the left. From there it is straight up hack and slash. Players plow through tons of monsters at a fairly quick pace.

My concern for the way the game plays is that the character advancement is far too slow. It takes a good bit of hacking and slashing to advance a level. Gaining a level is the only time at which you receive points to spend on new abilities. Even then, the low level tiers of the skill trees offer very few new skills. It is quite easy for a player to get quickly bored.

Mythos needs faster advancement or a system that gives new skills on a faster basis. The game is supposedly going to be free-to-play, so there is no reason that leveling needs to be arbitrarily hard or "grindy". Currently it is very grinding intensive, with little flair. Grinding isn't particularly bad in a hack and slash game, but combined with slow character progression, it makes Mythos quite boring.

On top of this, the classes just aren't balanced. Some classes receive early access to area of effect (AOE) attacks that just dominate. Classes without AOE are at a significant disadvantage as they are forced to kill monsters one at a time, burning through a ton of potions in the process. There is plans to introduce more classes to the game, but I sincerely hope Flagship spends some time balancing AOE vs. single target attacks.

Just a quick note on potions. I absolutely hate potion mechanics in most hack and slash games. Mythos, like most games of its ilk, have players quaffing potions every ten seconds. This has never made any sense to me. Why not just increase the amount of damage a character can take, or mana a character has, and save some work for the database hardware?

Loot

A hack and slash game is nothing without it's loot. Mythos operates on a random loot mechanic. Magic items drop or can be found with random stat modifiers attached to them. At any time, a fairly powerful magical item could drop. However, I have some problems with the system.

The system is a fairly standard random loot system prone to the same old problems. Most of the items that drop are worthless, as they combine stat bonuses that are worthless to a class. Plus, a lot of items drop that are not even useable by your class or stat build. I am a little disappointed that Flagship made absolutely no attempt at improving the aging mechanic. They could of made the system more intelligent, dropping loot that is more optimized for your class or build.

Fortunately, Mythos alleviates these problems a little bit with a socket mechanic for plain items. Players can purchase weapons and armors that have sockets into which they can set gemstones that give various stat bonuses. This allows for players to achieve some sense of control over what stats their items will have.

Another problem I have with the loot is that it is not very easy to compare two items. Mythos would benefit greatly if you were able to display the statistics of two items side by side. Also, a "Is this better than what I am currently using?", suggestion box would help new players immensely.

Conclusion

In the end, Mythos will be a fun game to mess around with when players are bored with their main game. Mythos is also a great casual title. Both because it is free and because its game play is rather simple. My only concern is that they will not speed the character progression up, resulting in a bunch of bored players. With a bit of polish and flair, Mythos will be a new age Diablo (minus the demons).

Friday, August 24, 2007

Mythos BETA

A friend of mine sent me a beta access code for Mythos, a soon to launch free Diablo-type game from Flagship Studios. The game was built to test out the online tech for Flagship's first large title, Hellgate: London.

The game is cute and fun. It features hack and slash in it's purest form, but unlike Dungeon Runners (another free to play Diablo Clone), Mythos doesn't try and mock the hack and slash genre.

It is fun when you have a few minutes to kill, but I don't see it replacing anyone's main game anytime soon.

Update: 9 May, 2009 - Removed broken link and updated labels.