Thursday, February 16, 2023

Dark and Darker Demo Thoughts

 I got a chance to give the Dark and Darker demo a go.  Here are some thoughts.

 Good: Premise of a PvPvE dungeon crawler where players join in a dungeon to kill monsters, get loot, and then either fight to the death or hide long enough to escape.

 Bad: Literally everything about this game.

 The combat is terrible.  I laugh thinking about how many players complain about New World combat currently (not balanced, desync, yadda, yadda).  They need to spend a minute in the combat of Dark and Darker and maybe they'll be thankful for New World's combat.  After an hour of playing Dark and Darker I cannot bring myself to play any more.  It is slow and lacks any meaningful feedback to the player.

 As it's just a demo I didn't expect any sort of "introduction to the game" mode, but this is definitely something the game needs to have if it is going to launch.  Nothing is explained and new players will find themselves dead quickly with no understanding of  what they are supposed to be doing.  Even "New Player Guides" on YouTube have a hard time explaining what you are supposed to do in this game.

 I think the only redeeming quality of the game is the promise of some PvP action but the combat is so horrible that I can't imagine anyone but the most hardcore of players sticking it out.  Though I may be wrong as I was flabbergasted when I checked out the demo player numbers on Steam Charts and saw the peak at 100,000+ concurrent players and averages hovering around 70,000 daily peak.  I feel like I'm missing something; how are that many people OK with this clunky combat?

More popular than I'd of expected!
 

 Give me New World grade action combat and this PvPvE concept and I'm all over it, but as it is Dark and Darker is going in the history bin for me.  I cannot get past the terrible combat to comment on any other part of the game.  There is no way I am dealing with a game that handles like a 1990s adventure game.  Can anyone explain to me how on earth they enjoy this combat?  Is the PvPvE aspect that much of an attraction?  Are we as a community this starved for this type of game?  TELL ME WHAT I AM MISSING HERE!!!

Wednesday, February 15, 2023

What bringing the class system back to Battlefield 2042 has done

 Battlefield 2042's latest update brought back the class system of Battlefield history.  Players now select a class that limits gadgets, throwables, and specialists that can be chosen.  This is Battlefield and I am happy to see it back.

 Prior to this latest update players could select any combination of specialist, gadget, weapon, and throwable (grenades).  This meant I could play as Irish (a support specialist), carrying anti-vehicle rockets, and at the same time carry the proximity sensor (grenade).  On top of that I could use any gun (assault, SMG, LMG, or sniper).

 To be honest it was pretty sweet as I noted in my post here and here.  I was a mega super team support player with my Irish setup.  I could do everything except shocking non-squad members back to life.  But that is where the problem lied.  Everyone could do everything and thus the Battlefield developers had to make many things "balanced"; for example since everyone could carry anti-vehicle it was weaker than it would be if it was less limited. It was fun but then also not fun.

 With the class system back in place the developers have been able to make things like anti-vehicle stronger per shot (since there is less of them now).  Vehicles should in theory feel less threat over all because not everyone is rocking anti-vehicle tech.  There is far less proximity sensor spam as it is restricted by class (even if that does break my nonexistent heart).

 The development team also figured out an approach to continue to allow all classes to use any of the main guns.  If I want to use an SMG as an assault class I can continue to do so (in prior Battlefields the SMG was limited to Support).  There were proficiency added (as covered in this post) to certain classes to favor certain weapons, but they are not so dramatic as to penalize someone for opting out to another class of gun.

 After having played several rounds under the new system the game does feel better over all.  I actually got in a vehicle without immediately getting blown up!  There seems to be more medics and thus more revives.  I have a much better understanding of what my teammates are capable of because I can see what class they are.  The only thing I really miss is my proximity sensor as I am not a fan of the other grenades, but I understand sometimes less is more.

 Have you given the update a try?  If so, what are your thoughts?

Tuesday, February 14, 2023

Closing in on that sweet 1:1 K:D

 Maybe not an achievement for the chad gamers of the world but for us old fart gamers getting to a 1:1 K:D in games like Battlefield 2042 is an achievement.  I was at 1:1 for a period but I've had some terrible  rounds after coming back from a hiatus.

 Also I am finding myself pretty terrible at some of the original maps (they suck compared to Spearhead IMHO) and feel like I am either getting spawn killed or getting shot in the back because I don't know where to expect enemies from.

 Anyways here is my progress:




Monday, February 13, 2023

Ranting at the end of the world: The Last Of Us Episode 5 (Show + Podcast)

 I can't stop watching the The Last of Us show on HBO Max or listening to the companion podcast after each episode.  I also can't turn my brain off long enough to just enjoy the show.  I need to rant.  Need. To. Rant. 

 Episode 5 was a trainwreck in pacing and the writers missed a great opportunity to explain the world and how it collapsed so quickly after the fungi-demic.

 Reminder: I have never played the games. 

 Spoilers... duh.

 First I am going to rant about pacing.  The pacing of this episode was not great.  A slow roll into a chaotic ending.  The swap between the two paces failed to build any tension.  Instead of getting an impending sense of doom building through the episode we go from safe and cozy to end of the world.  End of the world through a complete happenstance event of a truck crashing into a house in the exact spot to open a hole into an underground tunnel system... the same tunnel system that somehow the main characters exited well before this point even though clearly the tunnel system went exactly to the point where they needed to go!?

 What could have been done differently?  First off why is there ZERO build up about the rampaging horde?  Where are the clickers watching the characters from the sewer grates?  Where is more rippling ground like we saw in the previous episode?  It is so dumb that the entire scene hinges on a truck happening to crash into the right spot on a building to then open the ground to a swarming mass of infected.

 Also the entire sniper scene is anti-climatic.  The sniper takes shots at Joel as he makes his way in his direction so knows he is coming for him; yet acts totally surprised when he gets there?  Why not build some tension here?  They could have shown Joel making his way to the sniper, brought in the radio traffic to the sniper earlier, showed the militia making progress more, and hinted at the infected lurking just below the surface.  Instead it all just burps itself onto screen and makes for a complete "what?" turn of events.

 Next let me rant about this show's problem with character plot armor.  In the chaotic end fight scene we see human after human get obliterated by the infected; all except the main characters even though positioning and decision-making wise are in terrible positions.  Let's not even talk about the scene before then where the militia has the main characters surrounded and could easily walk around the car to face them, but instead bumble their way through the scene until the infected blob explodes out of the ground.  

 Of course even being surrounded by militia and with infected about to rampage over the area the main characters never feel like they are in danger.  Henry, who Kathleen so wanted to kill without question, somehow inexplicably remains standing while Kathleen decides it is better not to pull the trigger and instead turn around to watch a truck slowly sink into the ground.  Then Joel's expert sniper skill dropping running headshots like the bad ass he is, Ellie randomly finding an escape route, and the convenient "hide under this car" trick for Henry and Sam.  

 Combined with the lack of risk building up through the episode at no point was I worried about any characters other than the throw away Kansas City militia and you damn well knew they were going to suffer some gruesome deaths.  Bloater got him some head!

 Oh but that plot armor was only there momentarily so we could get a cliche ending.  Oops the kid got bit and clearly Joel's survival instincts are gone as no one thinks to check the kids to see if they were injured in the rampage.  They may have discovered Sam's leg is bleeding profusely and ruined our unexpected ending.  

 Then shocker.  Bang. Oh, bang two! Wow! Edgy television here folks!  How about this instead; Joel sees Sam getting dragged away and has to off him with the sniper rifle as a mercy?  That would of made way more sense and fit PERFECTLY with Kathleen's quote “Well kids die, Henry. They die all the time."

 Most egregious to me though was the missed opportunity with the underground community that was found.   In the podcast it is explained that in the game players can take their time reading notes left around that explains what happened further but said that wouldn't work in the show.  Maybe not reading notes, but this set was so cool and offered so many intriguing chances to explain what happened after infection day zero.

 For a show that goes out of its way to ham in the backstory it really, really, really, really freaking missed a great chance to spend the better part of an episode exploring this mini lost society.  It was the perfect backdrop for some flashbacks; way better than the other options used thus far.

 I want to know so much more about what happened in this underground society but instead all I got was a poorly executed anti-climatic and chaotic scene followed by an edgy mega downer of an ending.  This show is so good its bad.



Thursday, February 09, 2023

How to add the "Inside Battlefield" podcast to Pocket Casts

 I have used Pockets Casts as my podcast manager as long as I've owned an Android phone.  One of the things that happens from time to time is a new podcast is launched and you just can't find it on the Discover tab of Pocket Casts.  The recently launched "Inside Battlefield" podcast from EA/Dice is one such example, but I got around the issue and was able to subscribe to it via Pocket Casts.  Here are the steps.

 In Pocket Casts go to the Discover tab.

 Searching by Inside Battlefield or EA or any search term will not work.  Instead enter the URL for the Apple iTunes page:

https://podcasts.apple.com/se/podcast/inside-battlefield/id1589510289?l=en

 Searching by that URL in Discover should bring up the podcast and allow you to subscribe.  Note: this does not work for all iTunes podcasts so I am sure there is more to why it works for this one and not others.

 Hope this finds someone in need and solves the same problem I had.  Enjoy!

Wednesday, February 08, 2023

Fewer Chests For You!

 Some fun times in the community with the New World update.  

Removed a total of 28 Sarcophagi and Large Chests throughout Brimstone Sands to address global economy concerns.

 Community reaction is as expected and summed up as "WTF?".

 A developer responded in the forums with the classic "it was too good so we nerfed it"

 

 

 

 

 

 

I am sure this will calm everyone down.





Tuesday, February 07, 2023

Not Impressed with The Last of Us (TV)

last of us tv show hbo max

Not Impressed with The Last of Us (TV)

 I hate to admit it but I am not impressed with The Last of Us TV show.  I had high hopes after seeing the Rotten Tomatoes scores and acclaim the series was getting, but I was not impressed.  Here are some thoughts rants from someone that never played the games but did watch episodes 1-3 of the TV show.

Spoiler warning.

 First, I want to say that the show is well produced.  Visually it is stellar and there is a distinct sense of a post-apocalyptic world.  Actors, individually, are great.  I do enjoy watching the show.

 With that said my brain is really struggling to not scream out loud about this show.  

 The biggest issue I have is the lack of chemistry between characters.  Joel and Ellie really do not click and the story telling does not help.  The relationship is forced; almost to the point of being too forced.  Ellie dropping f bombs every two seconds just does not help and then having her read a letter and articulate mother f'rs when the character that wrote the letter at no point gives the vibe of dropping mother f'rs (but I get it; who doesn't love Nick Offerman dropping the "not today you new world mother f'rs" line).  Bill and Frank of episode 3 also... just... nothing clicking between those actors.

 Also there is so little exposition.  Characters just jump right to the key piece of whatever they need. Ellie walks into a room, grabs a 1,000 page book, and flips to the exact page where the note she needs is stashed.  Then a second later she figures out its a secret code instead of just random notes on a piece of paper. Every single scene is this way; characters just fall right into where and what they need.  Plot armor is on high alert!

 Honestly I would be lost on some things if I wasn't listening to the companion podcast.  The podcast does a much better job of explaining character motivations and key moments than the actual show.  One particular one is where Joel flinches at one point touching Ellie after knowing she is infected yet numerous times before that.  In the show I barely remembered it because Joel is grabbing her without flinching in every other scene before and after that moment.  It wasn't until the podcast that I reconciled why he flinched in that one scene.  In retrospect the flinch was contrived and forced.

 Then there is the mechanics of how the world and it's fungus infection works.  It has made me go "what?" so many times.  Maybe it works in the games better than it does here?  The infection can be gotten from spores?  Or by getting bitten?  But not by being scratched or having an open head wound like Joel did fighting the clickers?  It was in the food supply and went global in one day?  And if you can catch it from spores why do the characters literally not care about climbing around mushroomed dead bodies everywhere?  Why are they eating their lunch surrounded by the stuff? Why do they pick up dead infected bodies to burn without a care in the world?  You would think any single encounter with an infected, dead or alive, or any of the tendrils growing from one would send folks into a panic.  

 Let's not even get into how the fungus becomes octopus like and able to move it's tendrils about and therefore has zero resemblance to the concept of the fungus causing it's host to do something vs the fungus becoming sentient.  On top of that it only has these special powers in scenes where the visual effects budget allows for it.

 Also a single gun shot takes out an infected but being crushed in rubble doesn't?  Why do some die so fast and why are others found years later?  The one liners trying to cover this and the flashback at the start of episode two fall woefully short of making any sense to me.  It feels like the show tries way to hard to explain the situation and just comes up short.  

 I really, really struggle with the world building here.  I literally do not want to hear about it anymore.  Just make the world dangerous and don't bother trying to over explain it to me.  Bad shit happened and the world is what it is.  Now take off the plot armor on the characters and work on chemistry between characters.  Also stop giving them freaking chicken sandwiches.  No one is eating bread in this world if the worldwide outbreak was caused by flour being contaminated.

Monday, February 06, 2023

It was the best of Battlefield 2042 games until...

 I've been AFK for a bit but got a chance to jump into the most recent Battlefield 2042 update and I was having the best of games (like seriously; it is rare that I hit the top of the board) and all I'll have to show for it is these two screenshots as the round ended suddenly with "all players disconnected".  Oh well!

Five minutes in and crushing the revives and getting a few kills.
 
More kills and revives; still the top!


Personally I count it as a first place win.  Ignore the other team and their super K:Ds; my team was rubbish.


Sunday, February 05, 2023

Call of the Wild the Angler guide for Golden Ridge


 Not much content out there for CotW the Angler so when I saw this guide for Golden Ridge I had to share.  Very thorough and well done.  Enjoy!

Friday, February 03, 2023

Dark and Darker - looks interesting - free next week

 Dark and Darker is coming to Steam soon (next week?) and is a PvPvE hardcore FPS something fantasy dungeon game something.

An unforgiving hardcore fantasy FPS dungeon PvPvE adventure. Band together with your friends and use your courage, wits, and cunning to uncover mythical treasures, defeat gruesome monsters, while staying one step ahead of the other devious treasure-hunters. 

Honestly they had me at PvPvE.  Looks interesting.

Sunday, January 29, 2023

New World Community Q&A Thoughts

 A little tardy (business travel), but here are my thoughts from the New World community Q&A earlier this month.

 I want to give the team kudos for tackling community feedback about the speed at which "critical community asks" are worked.  Basically: it's hard.  As someone who manages a software development lifecycle at work I totally get it, but this message probably falls flat on the community.  Still; kudos to the team for being willing to engage in the conversation and even follow it up in another video (where they mention "the door problem" which is very good at illustrating the point).

 Back to the community video; bots were discussed.  Bots are not the problem in New World anymore that they once were.  Sure bots are still out there but it has been pretty clean for a while.  I can't remember the last time I ran into a clear bot or felt like the market was dominated by bots dumping 0.01 materials 24/7.

 Armor types were discussed and we know balance changes are coming soon.  It is good to hear the team confirm they know light armor is too strong currently and needs a change.  They seem to be focused on making light armor more risky which I think is a good approach since light armor has such good bonuses compared to the others but has very little draw back.  It sounds like light will be a lot less versatile with defensive perks and thus be more of that "higher risk for higher damage" that it should have been all along.

 Greatsword and Musket balance... being worked on.  Duh.

 Zone revamps were mentioned and it was confirmed that zones will continue to be updated as the main story quest gets revamped.  While I wasn't sold on the revamps done already (I personally feel like they don't fit thematically) it is good to see games breath life into old areas.  I was a big fan when World of Warcraft redid most of their world and really liked when Guild Wars 2 chose to burn one of the main capitals, Lion's Arch, to the ground and then rebuild it.  Change is good for MMOs.

 Corruption portals are also on the revamp list: less frequent but more eventful/challenging.  I look forward to seeing them be more meaningful.

 The conversation wrapped up with a discussion on PvE vs PvP weapon and gear balancing.  "It's a hard problem" is a correct statement, but the team also mentioned there is already things like PvP only perks and PvE only perks so they've been working on this since the game launched.  I personally think they do a really good job of balancing across the modes.

 And last but not least they confirmed hippos are coming to New World, but only after we get monkeys.

 

Monday, January 23, 2023

Lost Ark or Lost Bots?

 While I only briefly tried out Lost Ark (it wasn't

for me at the time compared to current offerings such as New World) the game has been interesting to follow.  Lost Ark was drawing massive concurrent player numbers on Steam for it's North American playerbase and as a fan of MMORPGs seeing a game regularly cruising at 300,000+ concurrent players is what I want to see for the genre.  Also of interest was how this game, already two years old in other parts of the world where it launched before, would manage when so much about the game was already known.  

 One key aspect of that is how bots would shape the game.  Bots a problem for all online games and Lost Ark, booming in popularity, seemed like it had its fair share of bots.  At time I heard jokes about "50% of players are bots" and some brave enough to say 50% was lowballing it.  Well now we have a pretty good idea that it was probably 50%+ bot population.

 Using Steam DB charts like the unscientific tool they are we can see the sharp drop in player numbers immediately after the massive bot ban wave in early January.  The game is just now recovering to 100,000+ player peaks and right after the ban wave the peak numbers were just a meager 50-60,000.  The game literally cratered from 300,000+ peak concurrent players to less than 100,000 which gives good evidence some 200,000+ players at peak concurrency were bots.  Holy freakin' crap.

 Lost Ark... neigh!  Lost Bots!  Hopefully the Lost Ark faithful, the actual players, are enjoying the freedom from bots.  I doubt all bots are gone but a good chunk appear to be.



Saturday, January 21, 2023

Return of the Classes to Battlefield 2042

 Classes are somewhat coming back to Battlefield 2042 as outlined in this update from the development team.  As a player who more recently joined Battlefield 2042 I was already playing after multiple changes since launch that were targeted at bringing classes back due to player feedback about the specialist-only system.  These final updates bring back the classic battlefield classes (recon, assault, support, medic) with a twist.  With a twist come some thoughts.  With thoughts comes this post.

 In Battlefield games classes normally restrict what weapons and gadgets players can use.  In 2042 classes will not restrict weapon use but will limit gadgets.  Instead of limiting weapons classes will gain a proficiency in a weapon.  For example; Medics will be more proficient with SMGs (exact details below)

Assault + Assault Rifles: 3 Extra Magazines
Engineer + LMG: Improved Dispersion while Crouched or Prone
Support + SMG: Faster Draw Time
Recon + Sniper Rifles: Immediate, constant and steady scope

 At face value these are hard to evaluate. When I had first heard they were thinking of proficiency I thought it would mean a more dramatic impact; such as an assault player being unable to aim an LMG.  But stuff like assault getting stuff like three extra magazines on an assault weapon? When is the last time you've run out of ammo or lived long enough to go through stock magazines?  

 I don't think players desire for classes to return was just to have a limited set of gadgets to worry about when facing an opponent.  The guns classes were limited to was a huge part of the system. Without I am not sure what the point of having the classes is.  This could have just been a simple pass through gadgets to limit them to specific specialists.

 On the other hand these changes do at least bring classes back to the game in an official capacity without taking away combinations many players enjoy as far as their main pea shooter.  Gadgets getting restricted will certainly freshen up some things (no more Mackey zip-lining in with C5).  I hope this means vehicles have a little bit of a return knowing that not everyone can pop out with a rocket launcher.

 The changes will hit in the next month or so and shake the game up.  I've been playing a lot less 2042 lately so we'll see if I am around for the changes.  If so I'll probably have some more thoughts.

Friday, January 20, 2023

Wooting 60HE Is Like Cheating

 Still under the weather and facing down travel for work so going to keep things general topic for a few days here and yes I know I said 2023 blogging would be more about gaming moments/memories instead of opinion and blather but bear with me as I fail yet again to do what I say I'll do.  With that said today I wanted to chime in on my experience so far with the Wooting 60HE keyboard.  It is like legal cheating.

 What you can do with this keyboard creates immediate difference in how you play games; especially any game where quick movement via WASD, such as side to side strafing, is advantageous (which is basically all FPS).  Out of the box this wasn't apparent but after watching YouTube videos like the one below and tweaking settings I found the difference remarkable.

 The main tweak enabled by the keyboard's lekkar switches is per key actuation settings.  Setting one key to actuate (i.e. register that it was pressed and released) at 0.7 mm and another to actuate only at full key press 4.0 mm lets you have keys be super responsive or require a full key press (i.e. eliminate you hitting it by accident).

My Wooting 60HE
 In my use case, as in the video, it is FPS games and WASD at 0.7 mm which gives such a crazy sense of response.  It is the closest I've ever felt to movement keys responding to the speed my brain is working at.  Depending on the game and how snappy movement is influences the feeling, but for many modern games such as Overwatch in the video or Battlefield 2042 for me it changes how you move in the game.

 Movement advantage wasn't as obvious in New World, but what is clear is being able to avoid accidental activation of things like my heartrune (like an ultimate ability) or key skills I want to be purposeful in using.

 There is also capability that other keyboards have such as mod tap where a single key can be set to do one thing with a tap or something else if it is held.  I don't have many creative game uses for this but since its a 60% keyboard with no arrow keys I have keys set up to act as arrow keys on tap but their normal action on hold.  No arrow keys is probably my biggest gripe with moving to a 60% board.

 The difference is not just noticeable in games, but in general productivity as well.  If, like me, you are prone to typing errors because you hit keys by accident going in and setting those keys to longer actuation or shorter if they are one's you miss easily (for me its P that I set to actuate faster just the way I reach for P).

 Then throw in things like the keyboard saving all the settings on the keyboard itself, being able to manage via a web browser instead of needing an app, and just so many nice quality of ownership features and this thing is crazy.  Any serious PC gamer is at a disadvantage without this keyboard.  Will it make you into a chad gamer just by using it?  No, but you should feel a difference and that is saying a lot for a $175 keyboard when there are many more expensive "gaming" keyboards out there that don't do anything remarkable.

Thursday, January 19, 2023

Sidelined!

 Doozy of a stomach bug rampaging the house.  Blogging will return afterwards!

Wednesday, January 18, 2023

Community Q&A New World

 Under the weather so don't have the energy to share my thoughts yet, but wanted to post that the community Q&A with the New World developers has been posted.  Take a look and tune in over the next few days to my blog feed for my thoughts.  I will share though that I am happy hippos are coming to Aeternum!


Monday, January 16, 2023

You Don't Know Until You Know: Mouse Pad

Glorious Elements Ice Mousepad
 I am a fan of Glorious mice and keyboards (I still use a GMMK for work even with my recent Wooting 60HE purchase).  I also own a few odds and ends from Glorious such as their headphones hook, wrist pads, and mouse bungee.  Even with this investment in Glorious I was still using an old "freebie" mouse pad borrowed from my office now that I work from home.  That changed when I grabbed the Glorious Elements Ice mouse pad on sale recently.  I didn't know mouse pads could be this good and change how you use a mouse so much!

 Moments after placing the pad on my desk and moving my Glorious Model O mouse across the surface I knew this was going to be a difference maker in my set up.  The mouse glides effortlessly with almost no resistance.  The movement is so smooth I am baffled how long it took me to realize such pads existed.

 It wasn't long after getting the pad that I booted up Battlefield 2042 and New World and gave it a whirl in game.  The difference was immediate.  Mouse movement was the most smooth I've ever had in a game.  Not once did I feel like I was hitting a limit of my physical area and the times I needed to move the mouse to make larger swipes felt glorious (pun intended)!

 I am about a month into gaming with the pad and while it took a week or two to get used to the ice skate smoothness I can't imagine anything else now.  Even outside of games it is a game changer for productivity during work.  It is just easier now to use my mouse as it floats across the surface.  Sometimes you just don't know until you know!

Friday, January 13, 2023

Smedley leaves Amazon Game Studios

 John Smedley is leaving Amazon Game Studios.  John has a long history in the MMORPG community and people either hate him or love him.  My own feelings are mixed; he was there for a lot my favorites but was also there driving some of them into the ground before failing on some promising prospects.  He also failed to bring anything new to market in recent years; even when he had opportunity with projects like Everquest Next.

 Many felt that John would be the savior of MMORPGs when he joined Amazon Game Studios (AGS) and it was revealed that he was leading the team building a future sci-fi massively multiplayer game (not clear how RPG it was going to be).  Now with John leaving AGS what does that mean for the MMO community?

 

 As noted in the article I linked the game Smedley was working on was reaffirmed to still be in development.  Also based on other games AGS is getting involved in, such as Blue Protocol, it seems AGS is all-in on MMO games.

 The Bloomberg article that broke the Smedley news is a little more doom and gloom.

"Another veteran executive is leaving Amazon.com Inc.’s video game division, which has struggled to produce big hits since it launched a decade ago."
 It is hard to argue the big hits point, but that is ignoring that AGS have been on an upswing.  New World was a successful launch and continues to go up and down as it pushes content out the door.  AGS brought Lost Ark to the west, which has been a smashing success, and they are also involved with Blue Protocol which is getting buzz.

 Maybe Smedley wasn't the savior of the MMO community and it is actually AGS?  Was Smedley not getting the job done?  I'd argue he has a lot of dead prospects on the most recent road behind him (killed Star Wars Galaxies, failed with Everquest Next, multiple other SOE/Daybreak failures, failed kickstarter project) so not impossible he was failing with anew project.

 Or maybe Smedley is done with big corporate?  While SOE and Daybreak were not Amazon big they were still corporate.  I take Smedley's attempt at a crowd funded game (Hero's Song) to be indicative he wants the smaller scale and more intimate game development that an indie kickstarter offers.  It wouldn't surprise me if the only reason he moved on from Hero's Song is because AGS came in with a big paycheck and a sales pitch that they were here to save MMOs and they needed the legend himself to do it (if it were me that would probably be enough of a reason).

 Will be curious to see his next move.  My history in MMOs is as much Smedley's at this point.

Thursday, January 12, 2023

New World Combat Balance Dev Blog

 New World posted a short Dev Blog on an upcoming Combat Balance Update.

  
 I wanted to share a few thoughts on each area they mention.
 In order they mention balance changes to
  • Fire Staff - The running community joke is whenever there is a balance issue with any weapon the only correct response is to nerf Fire Staff again.  I can't imagine they'd nerf Fire Staff as its been nerfed multiple times (but I'd argue FS is still very strong in the right hands)
  • Bow - The BowPR meme for OPR (Outpost Rush) is real.  Bow has been very strong for a while and stronger the more skill the player has.  My biggest issue with bow is that it combines mobility and top tier ranged damage.  I'd like to see mobility cut down with bow or damage reduced on range to balance out the mobility.
  • Musket - Musket.  What can we say about musket?  The main balance change is nerfing the heck out of its seemingly unlimited range.  It needs to be effective at a short range and about worthless at a distance.  For PvE the musket needs some way to match melee left click spam to dish out damage.
  • Hatchet - The only thing that is a problem with hatchet is Defy Death so I assume that is what we'll see a change to.
  • Greatsword - The community is begging for a change to Greatsword.  It is the weapon of choice everywhere PvE or PvP.  Hard to pinpoint exactly what needs to change.  In my experience greatsword just feels right and I wish more weapons felt as good as it does.  Will be interested in what is changing here.
  • Equip loads (light/medium/heavy) - This may be the biggest part of this balance update and is wide open as far as what may change.  I've talked on this blog before about changes I'd like to see such as restricting the Shirking perks to specific loads the way Shirking Energy is light only.  Ultimately light is simply too strong; damage/healing increase and best dodge roll.  Something has to change with it or Medium and Heavy need serious upgrades to be comparable.
 No matter the changes I expect backlash because gear will be impacted.  It may be a key weapon ability changing and thus making that perfect weapon with it's weapon perk worthless now.  Or it may be what I suggested around Shirking perks.  Could you imagine if Shirking Fortification (as an example) got restricted to just heavy equip load?  That sort of change would ruin a massive amount of gear (shirking fortification is a desired perk for most PvP armor).

 I hope AGS has the courage to be aggressive with changes even if they do cause unrest or impact player's gear.  Gear is getting easier to craft and get desired results and a good crafting economy relies on consumption so players having to swap to new gear will drive consumption.

 Now we just have to get the update on PTR and let folks pick it apart!  What are you hoping for in the changes?