New World Devs Flop Flip
And Nope. Ok Maybe? Just a little bit more.
There we go! Third time's the charm!
Not as good as the original patch note or the second patch note, but better than nothing.
Unfortunate news; Ghostcrawler is stepping down from Riot Games and thus stepping away from the Riot MMORPG that was in development. A big loss for the MMORPG community.
Ghostcrawler, of World of Warcraft fame, was seen as one of the few lead voices in the MMORPG space. Similar to the "Yoshi P" of Final Fantasy 14 or Steven Sharif of Ashes of Creation: single people that the community puts on a pedestal above all other developers.
Also Ghostcrawler leading a new MMORPG project for a company that has the resources that Riot Games has was a promising combination. League of Legends (Riot's flagship) is massive and building an MMO from it's already established world is promising. Ghostcrawler was icing on the top of the cake. He made us all feel better about this massive undertaking and it being done right. It will be sad to see him gone from Riot and will no doubt cast more doubt on the legitimacy of Riot's MMORPG. The game was confirmed as in development but never promised it would make it to the finish line. Ghostcrawler being gone is a strike against it.
Ashes of Creation's monthly update focused on the user interface (UI) and it featured screenshots! I used an exclamation point so I must be excited. Right? You may want to read on.
I know, I know! Ashes of Creation is a work in progress so if I don't want to follow a game in development then I shouldn't follow it. I shouldn't be here complaining about it either but if you know me then you know I can't help myself.
The reason I choose to dig into Ashes of Creation is twofold. One: it is the promised one; the savior of this MMORPG genre that I love so dearly. Two: it has no issue taking money from people all while saying it doesn't need our money. If a game developer can take the time to sell calendars for an unreleased game then it can stand up to some criticism about taking its damn sweet time to release a game.
Ashes is under a glacially slow pace of development. Years (yes, years) ago you could buy the "indie studio" but Interpid Studios is way past being a small indie game developer. Ashes makes a lot of promises and yet shows very, very little in their updates which is concerning for a game this long in the pipeline.
Which brings me to my main gripe: Ashes should be showing us more at this point. If they can't then this game is so far out in the future we shouldn't be talking about it and the team definitely shouldn't be wasting cycles on calendars or monthly live streams.
Look at Pax Dei coming out of left field and generating buzz and showing more in a short intro video than the entirety of six years of Ashes updates. Pax Dei seems much closer to an alpha than Ashes. This may seem a poor comparison. How long has Pax Dei been in development? This is a fair criticism, but Pax Dei isn't asking for my money and isn't clogging up my feeds with lackluster updates. If Pax Dei hits the 6 year mark of monthly updates without showing anything close to a finished game then we can revisit it.
Back to Ashes.
As with the recent class updates the UI update this month was a typical lackluster update. A developer was brought on and talked about their team and their approach. Then some screenshots were shown of different UI components which were followed by yet more screenshots of sample user interface windows which were followed by... more screenshots.
I don't think once during the UI update we saw an actual functioning UI overlaying a game being played. That is concerning. There is a place for showing the static components of a UI, but the magic of a UI is seeing it and how it interlaces with the underlying game. How a UI functions is as critical as how it looks. All we got from this update was how it may look because we didn't actually see it in the game.
There has been a lot of praise in the Ashes community around this update and how "good" the UI looks. I am not sure if these folks are playing ancient games or are that detached from current offerings, but the UI screenshots shown were as generic of a UI as I could imagine. There was nothing to write home about. If anything I'd of said the UI is a little too artsy; I prefer a utilitarian approach. The game can be beautiful and awe inspiring, but the UI needs to be functional.
If it's not clear; I was not impressed. This adds to the mounting concern I have about Ashes. Each update is lacking in substance on the promised topic. We had an entire UI update and didn't see the UI being used. We heard more about promises of the UI: customization, sizing, and accordions. Did we see these in action? No. It is like anything else with Ashes: promises. Promises that may or may not be delivered. This was not an update that screams to me that the game is approaching any state of release.
Let me know how wrong I am by leaving a comment.
Spoilers... duh.
I don't need the podcast to break down this one. Congratulations to everyone that had cannibalism on your apocalyptic bingo cards! Game players knew we would get here but it was a shocking awakening for TV-only viewers. Episode 8 was an uncomfortable episode to watch, but don't worry Joel is back so we're good.
I will have to admit that the show got the pacing and tension-building right in this episode (a top critique of mine for past episodes). This episode had a solid reveal going from a "something's not right here" to "oh sh!t!" in a slow, dreadful series of events. It is unfortunate it had to feature a miraculous recovery by Joel that required viewers to suspend disbelief yet again in a show that does nothing but expect viewers to suspend disbelief.
Also I am not sure if this is what the show was going for, but in an episode starting out with bible reading isn't it cliche our savior Joel rises from the dead. Anyone that thought Joel was ever in any danger (or Ellie for that matter) has never played a video game with side quests.
I do want to harp on the "sense of danger". As uncomfortable as this episode was to watch it was more from the creep factor than it was from any sense that something bad would happen to our main characters Joel and Ellie. Like a video game its just a case of finishing the side quest to get on with the main story.
Can we dispense with the cannibalism as well please? It is uncomfortable to watch and detracted from an otherwise great tension builder of the creepy preacher targeting a young girl. We could have gotten all of the drama of this episode without taking the cannibalism.
Anyways, Joel is back to a full healthbar so on to new adventures.
Pax Dei is generating a lot of buzz, and in my opinion, it should serve
as a warning to games like Ashes of Creation. The first trailer offers a
glimpse of combat and the user interface, all from the perspective of
the in-game engine. If games like Ashes don't launch soon, titles like
Pax Dei may swoop in and steal their audience. The first look of Pax Dei
is pretty impressive, and it has convinced me to join the queue for
alpha access.
Not only were the visuals striking, which is to be expected with the Unreal Engine, but I felt like shots were taken at games like Ashes that have been hesitant to show combat and user interface as both were featured in the Pax Dei release trailer. Granted it is not in depth but it gives me hope the game is further along than just being a set of ideas.
Also impressive in the video was the support for cross platform. They showed the game on a tablet which is exciting. I don't do much gaming on mobile platforms but that is because most games don't offer it as a supported option; the more I see games like this support it the closer I get to jumping into gaming on something other than my big rig.
I didn't know this game was out there working its way towards an alpha, but after the trailer and some of the interview videos I am firmly in the camp of "excited to see what comes next". Again, I got the sense Pax Dei is closer to reality than games that suck up a lot of community buzz currently and the MMO market is ripe for some disruption.
Spoilers... duh.
Flashback episode! You know; because the show was over when we found Tommy last episode so we needed something to make more episodes out of.
One of my main issues with the show is the representation of the world "20 years later" and this episode did nothing to quiet the screaming in my head. These folks are awfully lucky that everything just keeps on working 20 years later. Just throw the switch and every light, arcade cabinet, and whatever buzzes to life. There is no chance over the 20 something years since the world collapsed that any of the items in a mall would have been scavenged.
One major issue I have with the show is its lack of ability to build tension. Although I will admit that the mall was a pretty cool setting, we knew something related to the infected would happen since the show is too formulaic to let the infected not ruin the moment. However, the show fails to put the pieces together in any sort of dramatic way.
Similar to Episode 5, the big showdown at the end of the episode gets minimal setup, and when a single infected interrupts, it feels like nothing more than a reason to ruin the moment. In the game, as I gathered from the podcast for this episode, there are multiple fighting sequences in the mall. These fighting scenes give weight between "scenes" and help build tension.
In the show we get a quick cut of an infected coming to life (which is baffling; in prior episode these static mushroomed infected are NOT a concern at all) and a couple doom-y camera pans, but otherwise there is not much more going on here than a trip to the mall until a rustling is heard. In the show the more the infected show up the more it makes me as a viewer laugh at "what the heck is this infection? People are really scared of this?". Again, these mushroom sprouted dead bodies were of no concern just a couple episodes ago but now are coming back to life. How hard was it to just have an infected stuck in a closet that they opened? Give us a jump scare after making us feel safe all episode. We didn't need a poorly "whats that noise" character moment when we knew what the noise was.
What about Joel? Sorry, almost forgot we left the last episode on a cliff hanger in the present timeline. Glad the episode sorted that out and that he will be OK after a gnarly stitch job by Ellie. I am sure Joel will be back to normal next week. This game, err show, really does love the cliche "video game solutions" whether a flashback scene or a magical cure all solution scavenged nearby.
In my And Nope post the news broke that New World would not be introducing the ability to upgrade 590+ randomized epic (purple) gear and the patch note was struck from the record. The patch note has now been unstruck from the record with a few modifications (for now; we are still getting the whole thing it sounds like in the future).
Still some details to hammer out with the statement. It says OPR gear already does this but last I checked that was only Rusher weapons and not just your random 590+ purple armor or weapons from OPR caches. War is still a cool kids club; one that really honestly doesn't need any more of a reward than it already gives but I can let this slide. Invasion reward upgrades are a good deal though; it is honestly getting hard to field invasion defenses. Gear from gypsum casts is the real big one for this change and I am glad I have 100+ orbs saved up!
As noted it sounds like they want to bring it to the rest of the pile of junk items in the game (at least the purples) so holding some outside optimism on where this is going. I for one love the idea.
Battlefield 2042 Season 4 is here and the community is excited about the little things. Mainly some improvements to minimap scaling.
I don't really care but the community is excited: It's finally here!
And just like that the New World development team is back to what I like to call "alternative winning".
This was actually a really exciting change that the developers had not talked about as part of this PTR so we were pleasantly surprised to see the patch note. This would have given an entirely new spin to purple gear that was 590+ gear score and opened more ways to get best in slot gear.
It was closest, at least in my mind, to the mystic toilet from Guild Wars 2. Take some junk, toss it in the toilet (upgrading to 600 GS in New World context), and random chance to get something good out of the deal.
I am hoping New World is considering this change and it just needs more time to bake before it is brought to PTR. This would open another path than crafting to gain best in slot gear. There is a ton of good 2-perk epic (purple) gear that a player ends up with so it'd be great to be able to upgrade it to 600 at a chance for landing that best-in-slot perfect 3-perk combo.
Since the gear binds to you when you upgrade it this would marginally impact the market and for the most part leave crafters unaffected as they'd still be the single path for best-in-slot gear that can be sold/traded.
With the plan to "shake up" balance every season it can't continue to take a year+ to get best in slot gear. I have close to 2,000 hours played and I have yet to fill out an entire set and with Season 1 on the way many of my builds are no longer worth investing in so I am starting over.
So here's hoping the developers are listening! Get back to winning already!
I came across this image and I am now intrigued about 5D Chess With Multiverse Time Travel. 5D what now with what again? You read that right: 5D Chess With Multiverse Time Travel. Read through the image and I will see you over on the Steam page.
Tons of patch notes this morning from New World, but it's this update posted to the forums that has the community up in arms.
3 free gear sets? A limit to how many extra you can purchase? What game are the developers looking at? Three is criminally low. Let's count through how many gear sets an average player will have:
Let's just stop there... as you can see we are already at 16 and this is just if you do one role in the game such as just DPS. If you, like me, dabble in tanking and like variety in PvP add eight more sets to this list. And they are adding another ward/bane (human) as well this season!
I am less worried about paying for extra slots and more worried that since there are only 3 free sets that the total limit will be much lower than what is actually needed. The only way this small number would make sense is if they were getting rid of refining, gathering, crafting sets (doubt it) or if ward/bane were being changed so you didn't need different gear for different types (doubt it).
Over the last two days I've defended the New World developers a bit, but this is another "shoot yourself in the foot" moment for them. Just baffled here. Hopefully AGS takes action on the community uproar and increases the free slots and places no limit on max. Seriously; I was just reading through a more hardcore player's list and they have 37 -- THIRTY SEVEN -- sets!
Yesterday the New World developers couldn't win. To which the developers said "hold my beer" and dropped an updated 2023 roadmap, a brand new developer update, and the long awaited PTR update. Apparently the New World development team can win so shut up and sit down community.
Watching the developer update here are some thoughts.
Seasons aka battle passes were announced. This will be bundled content with a theme. We've known since the game launched that this was coming and it is finally here. The seasons will have goals which will help returning players know what to do when they come back. I like the approach and agree with the structure.
There will be a free track on the season passes and a premium ($20) track. Premium was noted as having "more stuff" than the free track but nothing will be unique the premium. This is fine with me and prefer this approach. Tracks will be advanced by "just playing the game" with some challenge activity cards that you can flex around to complete what you want.
A new expedition is coming featuring the Varangian knights. My only concern here is that the Varangians are a new enemy type and so I assume means current +ward / +bane gear will be ineffective. Does this mean new ward and bane types? If so that is irritating. I don't necessarily mind having to balance multiple sets of gear for different content but I also wasn't wanting to go start up yet another one for one piece of content; especially without gear set management... which leads to!
Gear set storage in March. IN MARCH. YES! This is honestly the biggest piece for me and I have high hopes for this as it was one of my main negativity drivers when playing. I have too many gear sets and got tired of managing via a spreadsheet (and anyone that knows me knows I love my spreadsheets -- seriously I do -- so this is saying a lot!)
The main story quest (MSQ) is being updated for Brightwood and Weaver's Fen. Fine, but irrelevant to the majority of the playerbase.
Events were mentioned. The spring event is coming and looks to be on par with the winter/summer/fall events and fills in the fourth "seasonal" events (not to be confused with seasons aka battle passes). Also sounds like we are getting more smaller events like the current Legacy of Crassus. I love events and I don't care if you don't. Combine events with the seasons and it should give players a set of changing content to always be working on while still have the regular non-seasonal content available.
Balance changes were discussed and they want to "shake up PvP" and what was discussed is all coming in Season 1. This was an absolutely stacked section; rapid firing through the changes so apologies on scattered thoughts here.
Also tucked into the balance section was a mention that world drops of ammunition
types will scale up so you should no longer get just iron ammo; you can
now get all the way up to orichalcum ammo in end game zones. This was loooooong overdue
and so glad to see the change being made. I may even consider playing a
ranged ammo weapon again!
Cross-server OPR is still coming but also more OPR changes were announced. Scoring changes to focus on objectives, ranged damage reduction on the forts, restrict sniping baroness, and updated siege. All great changes. Keep in mind that full details were light in the video.
A new arena map was announced. Fine, but don't really care.
The the territory influence game is getting updated under the title of "Influence System v2". "Less grindy and more fun" was the quote that caught me. I hope they can deliver on this and the plan mentioned with scheduling windows for the influence push should help concentrate action. Open world PvP is the best PvP this game has to offer and this change should bring some of it to the forefront. I still believe they have to change the quests that go along with it for it to be any good so we'll see what the "capture a tower" aspect looks like that they mentioned.
The "super deep" (their words, not mine) roadmap was updated at the end of the video (embedded in the beginning of the post).
Summer will be season 2. Transmog is the king of this season and I can't wait. I miss "Fashion Wars 2". Season 2 will also include a PvE raid called a "seasonal trial" that is waves and then a boss. This is separate from the "hardest PvE content" promised with the giant sandworm raid that is also coming in Season 2. Cross-server OPR is in season 2.
Fall will be season 3 and will have a full expansion! Mounts! New weapon! "Influence System v 2". Big deal. Big fucking deal. Cannot wait!
Winter is season 4 will feature mutators of the seasonal trial from season 2 and a new expedition. A little far out for me to get too deep into the list here.
Over all and in summary:
If we take a step back earlier this year the New World team provided their road map for the first half of the year. The community feedback was: "this isn't enough!". Legacy of Crassus was NOT on that road map so one would have thought the community would have praised getting more content delivered. Of course that is not the case as we are seeing with the event being live now; there is a high bar expectation.
What is that high bar expectation? The content needs to be challenging and have good rewards. Those are two areas that seem to come up a lot with New World content; especially when it is open world content like this event where there is no control around how many players may show up or what they will show up with.
Let's talk "challenging" first. As mentioned this is an open world event. It features a set of bosses and their friends spawning in a single spot. This inevitably leads to the same behavior as the seasonal events: a zerg of players shows up and beats it down. With enough players there is little challenge; just stay out of the big hitters and you won't die and you'll get your reward. However, if not enough players are there the content gets much more challenging.
I can agree with the community here: the event is too easy. We had some promising events with Halloween and Winter in 2022 where the world bosses, while not super challenging, did come with some unique mechanics and required you to be awake at the keyboard. Legacy of Crassus does not match those events.
With that said if the content was too hard players won't do it. Open world content that is concentrated in this manner is hard to get right. The New World developers need top change these events to be less centralized and more spread out and they have to figure out a way that the content scales in difficulty with the player count involved (which may mean instancing some of it or blocking more and more players from piling on).
Moving onto "good rewards". This is tough. If this event gave out "best in slot" rewards there would be an uproar. If the event gives up rewards of junk (anything that isn't a legendary and even legendary if the perks suck) then the perception is it's not rewarding. If the event gives up "good rewards" (anything legendary with good perks), while being too easy of an event, then players that got "good rewards" from harder processes such as crafting or mutations feel slighted.
My personal view is I think they got the rewards right with the event for it's difficulty level. Players can get guaranteed legendary rewards each day and if they do it each day they will get each of the unique rewards. It also rewards gypsum and umbral shards; always useful for any level 60 player. Also the chance at the new craft mod (not sure what it is; didn't get it yet and haven't looked it up). After that daily reward players get a crate which like most crates in New World rewards garbage players will just salvage (for example; I got a green Great Axe today).
The guaranteed daily rewards are great (see screenshot below of my first day's rewards). Are they best in slot legendary? No, because the community would complain if they were. They look pretty good though and worst case you salvage them for the salvage materials. Salvaging legendary items is nothing new in this game.
So the New World developers can't win with adding new content outside of the roadmap because it has to be "challenging" with "good rewards"; two things that are hard to get right in this game. Of coures I am finishing this post right as the developers dropped their next update and an updated road map. Maybe they can win? Watch below and you decide.
And onto Episode 6. The show is over folks. We found Tommy. Everyone can go home now.
Oh but wait; the entire driving force for Joel wasn't apparently enough so onwards we go. Suspense intensifies. Hopefully the two well fed survivalists in the cabin stay well fed and safe (they were pretty funny as a couple). Apparently in this post apocalyptic world food isn't an issue for anyone except when we needed Henry and Sam to have a reason to come out of hiding.
Maybe this sort of plot works in the game where players dismiss the fact they have to keep on chugging along, but damn does it fall short in a TV show. I could maybe buy Joel giving up the safety and comfort of Bill's place because of the driving force to find Tommy. Yet Tommy doesn't seem to have meant much to Joel once he was found; some possible promise of the impossible with Ellie is a bigger attraction and reason to leave another safe and stable community? If Joel ever does get his sheep farm I don't know how I'll react.
See y'all next week.
When you just need to get that weekly challenge done in Battlefield 2042!
Flying the OV-P Recon Drone around is so much fun sometimes. I can't do it every match but when the weekly challenge encourages me I love breaking it out; especially on maps like Discarcded.
And took home an outstanding performance for most assists!
That had me looking at what Blogger offers these days... and... that is nothing. Seems like Google is just letting Blogger coast. So off to Reddit's blogging subreddit to ask if I am crazy and to see what else is out there.
That resulted in some suggestions I'll be evaluating
If you have a thought toss it in the comments.
Reddit thread embedded below:
ChatGPT is neat. There is a lot of interest in artificial intelligence (AI) and with ChatGPT giving an approachable interface to some remarkable AI ChatGPT has the world buzzing with the possibilities. For most of us ChatGPT is either the next big thing or a neat toy. I tend to fall more into "toy" category myself; reminded of the quote along the lines of "We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run." That is to say I think ChatGPT is over-hyped currently but under-hyped in what it will mean in the history books of the future.
With that said I wanted to see what ChatGPT would write on my behalf for the blog. Here's the outcome:
Title: Exploring the World of MMORPGs: A Guide for Newcomers
Are you looking for a new online gaming experience? Perhaps you've heard about MMORPGs and want to know what all the fuss is about. MMORPGs, or massively multiplayer online role-playing games, are games that allow players to interact with each other in a virtual world. In this post, we'll explore the world of MMORPGs and provide a guide for newcomers.
Choose Your Game Wisely
There are many MMORPGs available, so it's important to choose a game that fits your interests and playstyle. Some popular MMORPGs include World of Warcraft, Final Fantasy XIV, and Guild Wars 2. Each game has its own lore, world-building, and mechanics, so do your research before choosing.
Learn the Basics
MMORPGs can be overwhelming for newcomers, so take the time to learn the basics of the game. This may include learning how to create a character, navigate the world, complete quests, and interact with other players. Most MMORPGs have tutorials or starting zones that teach you the basics, so don't be afraid to take your time.
Join a Guild or Group
Playing an MMORPG is more fun when you're playing with others. Joining a guild or group can help you find other players to quest with, get advice on the game, and participate in group activities like raids. Many MMORPGs have tools for finding and joining guilds, so take advantage of these resources.
Understand the Time Commitment
MMORPGs are designed to be played over a long period of time, so be prepared to invest a lot of time in the game. This may mean logging in regularly to complete quests, participating in group activities, and keeping up with game updates. If you have limited time to play, consider choosing a game with more casual play options.
Watch Your Spending
Some MMORPGs are free-to-play, while others require a subscription or in-game purchases. Before you start playing, understand the game's payment model and set a budget for yourself. In-game purchases can be tempting, but it's important to balance your spending with your other financial priorities.
In Conclusion
MMORPGs can be a fun and immersive way to connect with other players and explore a virtual world. As a newcomer, it's important to choose a game that fits your interests, learn the basics, join a guild or group, understand the time commitment, and watch your spending. With these tips, you'll be well on your way to becoming a seasoned MMORPG player.