Archives for 2012

Through The Mist: The Mogu’Shan Vaults – Looking for Raid style

The Mogu’Shan Vaults

Through the Mist is a regular column from Luke Le Page covering everything World of Warcraft. If you’d like something covered in a future column, drop us a line!

This piece has taken a lot longer to write than I had originally hoped. This is mainly due to the fact that I could not f find a fresh run using the Looking For Raid (LFR) system for most of the first week. It finally happened on Tuesday morning and I decided to push the piece back to preview all six bosses as three more would come out that night. Unfortunately I could only find a group with two bosses down, so the second part of the raid will have to wait until after the weekend.

My initial impression upon zoning in was positive. The environment felt epic and I immediately felt like this was a zone where something big was about to go down. Whether it did or not doesn’t really factor into this column – I just wanted to get across that Blizzard have recaptured some of the epic grandeur of raid zones that we have seen in the past.

I will refrain from describing the boss mechanics; there are dozens of sites out there that can do that for you. This is an opinion column so I will stick to giving you my impressions of the fights.

The first boss, The Stone Guard consists of four stone Quillen, three of which are active each week. The fight on normal 10 and 25 man modes looks to feature some interesting mechanics. Unfortunately as with the LFR bosses we saw in Cataclysm, many of these impressive mechanics can be ignored. The LFR strategy consisted of stacking all 3 mobs together and ignoring everything but dps. I can see this being an excellent test of raid coordination in 10 and 25 man.

The second boss, Feng the Accursed is a fairly intimidating looking Mogu. Unlike the first boss, this required some concentration from players; particularly in the final phase where players had the Arcane Resonance debuff. This caused a wipe in my group due to a player not paying attention and I have to say it is nice to see some consequences for ignoring mechanics in LFR. The rest of the fight was relatively straightforward from a melee perspective – dodge bad things on the ground and stay behind the boss.

The final boss of this portion of the zone was quite a surprise. As some of you know I skipped a lot of the Townlong Steppes zone as I chased a quest chain while levelling and apparently I missed some interesting happenings with the Zandalari Trolls. I was quite surprised and excited to see Gara’jal the Spiritbinder in the zone. The fight lived up to many of my memories of previous troll bosses from the ZG and ZA raid days. Gara’jal reminded me of the original Jindo the Hexxer encounter in the Zul Gurub raid zone. DPS primarily focused on the boss – whilst this was occurring invisible spirits would attack and neutralise players. Players are required to enter the spirit world (through the use of a totem dropped by the boss) and kill these spirits before they take out the raid. This was a relatively simple encounter on this difficulty level but I can see the spirits becoming quite a handful in 10 and 25 man versions as well as in less skilled LFR teams.

Overall I quite enjoyed the zone. The fights, whilst straightforward required players for the most part to pay attention to what was going on around them. It’s a nice start to an expansion and I hope that as LFR progresses through the tiers the encounters continue to build on this foundation and increase in difficulty.

Finally, I just wanted to vent about the Elder Charm of Good Fortune. I have now used seven of these charms, one on each boss in the LFR raids as well as on Sha of Anger and received no items. I understand that they offer players a ‘chance’ at extra loot, however given the time put into getting them (a minimum of 45 dailies, if you do the ones that give two of the lower ones) per three Elder Charms, it is not beyond the realms of expectation that players would receive something out of 7 uses.

What’s your take?

Flash Point 44: Impactions and Box-Wrangling

mmo podcastTime for another quality MMO podcast from Down Under, with our resident WoW-ophile Luke LePage joining us again. We also bid a temporary farewell to Ed and cover the big four plus some League of Legends, Marvel Heroes and more.

Points of discussion:

SWTOR
1.5 on the PTS
– 12-hour downtime last week
Oceanic Server Merges
– Shout out for Scope’s One Shot One Kill Column
– Lore Update: languages and Galactic Basic
– falling for 2012’s James Cameron/George Lucas new Stars Wars Trilogy April Fool’s joke

GW2

– Halloween event
Dev Team Reddit AMAA

TSW

– Response to Joel Bylos interview
Halloween Event / Issue #3 content
– Reticle combat

WoW
– more impressions and kudos
– Blizzard as a continuing innovator
– 5.1 patch

Other
– League of Legends popularity
– Marvel Heroes beta invites
– New Rift player housing

– Shout outs for our forums, Facebook page, Twitter account and Simon’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

XCOM: Enemy Unknown – A Review

For those of you who are unfamiliar with this title, I will give you a little bit of background. The original X-COM game from Microprose (also known as UFO Defense) was released in 1994. It is a turn-based strategy game in which you must defend the Earth from an alien invasion.

The primary interface was known as the geoscape and from here we micromanaged our organisation. The game required players to not only search for and shoot down enemy UFOs, but also to micromanage equipment, personnel and research alien technology to advance in the game. It is widely regarded as one of the best games of its genre to be released.  It has also spawned numerous offspring including the sequel Terror from the Deep, UFO: Aftermath, Xenonauts, XCOM Interceptor and UFO: Extraterrestrials.

This week saw Firaxis Games’ reimagining of this 90s classic and as you can see it has a lot to live up to. I spent many hours, probably months of my life playing the original so I was very keen to get my hands on this new version.

I was pleasantly surprised by Firaxis’ efforts – the game is definitely a spiritual successor to the original with the majority (if not all) units maintaining their original names. There have been some changes to the Alien races, such as the addition of the ‘Thin Man’ species which was not present in the classic version but the Sectoid, Muton, Chryssalid and Floater species are back with a number of major improvements.

Gameplay: 8/10

In this version we are required to launch satellites and station interceptors around the globe to ensure that global panic remains minimal. If a country or region is regularly ignored, or if we do not station units there, the country will withdraw funding.

Funding is how we accrue in-game currency, and apart from the occasional mission that rewards us with currency, keeping the nations of Earth happy is the only way to ensure we gain adequate funding from the mysterious council. Funding is based on a country’s panic level, the higher the panic of the general populace the less funding we will receive and eventually the country will develop a general panic and funding will be withdrawn.

It is a delicate balancing act to keep the various nations happy. The most efficient way of maintaining a low panic level is to conduct operations within an area.

XCOM: Enemy Unknown follows the lines of its predecessor with turn-based combat. Each player unit can move up to twice, with the option to fire on enemy units on either turn. Abilities that are acquired as soldiers gain ranks and soldier specialisations, such as Sniper or Support can effect what abilities can be used. Movement is relatively fluid and cover is a major part of gameplay as it offers soldiers (and aliens) protection from attacks and lowers the chance of incoming attacks finding their targets.

The primary interface when not on an active mission has seen significant improvement over the original game. We can see a true representation of our subterranean base and the facilities it contains. From this primary screen we can access Research, Engineering, Soldier management and the situation room, where the mysterious council reviews our progress and offers special missions.

As with the original, there is no real control of air-to-air combat as you attempt to shoot down alien vessels. In fact so far there is less control than in the 1994 version, where you could assign attack profiles such as max range and aggressive.

Combat: 9/10

While it does not have the haunting eeriness of the original, where alien movements were obscured in darkness yet their actions could be heard by players, leaving us with lingering footsteps and the screams of dying civilians, this iteration has an excellent combat engine. Alien movement outside of our units’ line of sight is hidden as it was in the original – we do not receive the echo of their actions in our ears.

The aliens react to our presence as they are uncovered and in most cases seek cover immediately. The AI of the alien forces is once again amazing – enemy units will coordinate and attempt to outflank player’s soldiers as well as opting to launch grenades if our units are clustered. Enemy units also retreat and regroup regularly making the higher difficulty settings a steep learning curve for those new to the franchise.

Customisation: 7/10

Firaxis’ edition of Enemy Unknown continues the XCOM series’ excellent customisation abilities. Players, depending on their preference for research can equip soldiers and craft with alien technologies throughout the game as well as customising appearances and names of soldiers.

Bases are customisable in their layouts to a degree, however the bonuses for having similar facilities adjacent to one another discourages it.

The difficulty settings also offer a degree of customisation within the game – on the higher difficulty settings, particularly classic (a nod to veterans of the original) sees amazing reactionary movements and strategy development from the AI.

Overall: 8/10

It’s fairly obvious that I was a huge fan of the original XCOM game, and indeed the majority of the series. As I mentioned earlier in the review I was very keen to play this version of one of my all-time favourite games. I have put aside WoW to a large extent over the past week to play XCOM, which will give readers an idea of how much I am enjoying this game. It also offers a nice introduction to new players to a genre that has been largely absent from the gaming community for a long time.

Oceanic Soap Box: Maintenance Leisure Time

This week I thought we’d get on our debating socks to talk about a subject that’s near but not very dear to most of our hearts: MMO server maintenance. This week saw a rather long maintenance of 12 hours over at Star Wars: The Old Republic – you only have to read the comments to see how maintenance can be a little annoying, particularly if it runs longer than scheduled.

So here’s the question: what do you do to while away the time a server is down? Do you play other games? Do you have a backup MMO you jump right into? Post a comment and share – we’re keen to know!

The Secret World Issue #3

Funcom as promised have rolled out the Issue #3 content update for the Halloween event. There’s a brand spanking new video for you to check out, then don’t waste anytime jumping in-game as the event only runs through to the 1st November:

So – who’s pumped for some dark halloween action?

Guild Wars 2 Developers Answer Questions on Reddit

Guild Wars 2 DevelopersA bunch of ArenaNet’s dev team jumped on Reddit to take part in an AMAA (Ask Me Almost Anything) session in the past day. The level of response was good, with hundred of questions asked a decent amount answered. The focus is quite understandably on development issues rather than gameplay or community stuff. That said, there’s some pretty fascinating insights into a range of things, including:

plans for an FOV slider in GW2
how ArenaNet keep server downtime to a minimum
the biggest defects in the game and what’s restricting the devs from remedying them
GW2 programming methodologies, standards and practices etc

That’s just the tip of the iceberg so have a read-through for yourself – there’s lots of gold in there.

SWTOR 1.4.2 Patch Notes

SWTOR 1.4.2 Patch Notes

After a marathon 12-hour maintenance last night, SWTOR Patch 1.4.2 is live. The full patch notes for you:

 

1.4.2 Patch Notes

10/16/2012

Classes and Combat

Bounty Hunter

Mercenary
        • Sweeping Blasters now correctly causes the player to face the ability’s target.

Smuggler

Gunslinger
      • Sweeping Gunfire now correctly causes the player to face the ability’s target.

Companion Characters

General

      • Some companion abilities now show more descriptive failure error messages.

Flashpoints and Operations

General

          • The UI for lockout tabs (for groups and lockout timers) now displays correctly.

Operations

Explosive Conflict
            • Some terrain has been adjusted to prevent players from skipping some encounters in this Operation.
            • The Defected Imperial Commander no longer occasionally becomes untargetable.

Items

        • Consumables that have an activation time are no longer consumed on a subsequent activation even when that activation is canceled.

Missions and NPCs

Class Missions

Sith Warrior
            • General Faraire: This mission no longer fails to update upon entering its phase.
Trooper
                • The Ambush: Corrected an issue that could prevent players from completing this mission.

PvP

Warzones

              • Implemented changes to correct issues that prevented Warzones from backfilling when a pre-made group member let the Warzone invitation time out.

UI

General

              • The map and other UI elements no longer occasionally flicker on machines with SLi or Crossfire setups.

Maps

              • SLi performance is no longer degraded when opening the Galaxy Map.
              • GTN kiosks now on player ships are now properly represented on the map.

Miscellaneous Bug Fixes

          • Players who log out on another player’s ship without ever having boarded their own are now correctly evicted to the docking bay.
          • Vehicles can once again be used in the Black Sun, Old Galactic Market, The Works, and the Jedi Temple districts on Coruscant.
          • Resolved an issue that caused the game client to sometimes treat mouse clicks outside of the window as valid clicks when using virtual on-screen keyboards.
          • Performance is no longer degraded in the Walker interior on Ord Mantell when moving the camera around the character.
          • Certain visual effects no longer disappear as they pass over particular types of geometry.
          • Some misplaced art assets, seams or holes in the terrain, and locations where players could become stuck have been corrected.

SWTOR Maintenance 16th October 2012

UPDATE: The server downtime ended up being on the 12-hour mark – there’s been no word from BioWare on why. Judging by the comments you posted below, there’s some bemusement at the time taken.

An eight hour maintenance this week, and to confuse things, our changeover to daylight saving means the quoted times from BioWare may be incorrect. From what we can see the local times for the maintenance are:

AEDT: 6pm-2am (not 5pm as quoted)

AWST: 3pm-11pm

NZDT: 8pm-4am

BioWare’s info:

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for eight hours on Tuesday, October 16th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEDT) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEDT). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.

Please Note: maintenance has been extended two hours longer than our original post on Friday.

Scheduled Maintenance

Date: Tuesday, October 16th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEDT) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEDT)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

The Naked Gamer: It’s A Secret

The Naked Gamer is a regular opinion column that strips back the superficialities and looks at the flesh underneath. If you’ve got a topic you’d like discussed, drop columnist Kristy Green a line!

I recently read an interview with Martin Bruusgaard, ex-lead designer for The Secret World, on Penny Arcade. While I enjoyed the interview, there was one quote that stood out to me which I just couldn’t agree with.

“This may be a radical thing to say, but I think it would have helped if we actually had levels in the game. I’m sort of ashamed to say it, but I think that might’ve made things feel more familiar when it comes to players tracking their own progression and telling how strong they are, and knowing where to go. I think people got lost because they don’t have this number telling them how strong they are,” Bruusgaard said.

I feel it’s selling the players a bit short that the concept of an obvious progress indicator like a level is required to track our personal growth. The Secret World has quite a few progression benchmarks already, like the level of our weapons, our ever increasing skill level, and there are even faction rankings. I really don’t think it would have made much different if they did put some mystery numbers above everyone’s head.

This leads me to something I have always wanted to say to every game developer out there: there is nothing wrong with your game. There really isn’t. All games have their good points and their bad points, and there is nothing wrong with that. Sure there are nasties like bugs, down-time and other issues which aren’t fantastic, but they can’t change how awesome your game really is.

That does mean though that there are problems elsewhere. One of those problem I think is marketing and I’m not talking paid advertising here. There is something companies have been using for years and it’s completely free and perfect for MMOs: word of mouth.

I actually avoid MMO adverts –  I grew tired of hearing buzz words like ‘revolutionary’, ‘first ever’ and ‘dynamic’. A MMO needs to be able to sell itself and using as many fancy words as possible will only bring hype and then disappointment. When selling an MMO it’s not about selling boxes, it’s about selling subscriptions. Even free to play games aren’t immune from this. You need your player base to keep playing the game so they keep buying your product whether it’s a subscription, expansions, item cash store or  anything else to keep money coming in.

I know whenever I think about how I first heard of the games I’m interested in, it wasn’t advertisements. I think about the gaming news sites I visit, the gaming communities I’m involved in and my friends. Normally it starts with some sort of official announcement of a new game in development. Then the gaming news sites will start spreading it around. Then the gaming communities will start talking about it and finally your friend mentions this cool new game they heard about over that well-earned Friday night beer.

It does seem sometimes that publishers don’t really think about their target audience. It seems most publishers like to target existing MMO players, but is this really effective? MMOs are as different from each other as any other game – just because you play one doesn’t mean you will be interested in another. When I started playing The Secret World, the thing that hit me was nostalgia for games like Tex Murphy and Dog Day. The fact that it was an MMO and I’ve played MMOs previously really seemed inconsequential.

In the end, it doesn’t really matter. The Secret World might have had a disappointing start but it did have a great launch and a lot going for itself. Now the game seems to be getting out there more and appears to be gaining momentum.

I just wish it didn’t start out as such a secret.

Blitzkrieg: Tier X And Why Germany Has Fallen Behind

Blitzkrieg is a new regular column devoted to the very popular MMO World of Tanks. If you’ve got a topic you’d like our resident expert Matthew “Scope” Pearce to cover, drop him a line!

When World of Tanks was first launched, Germany only had one tier X (the Maus), Russians had the IS-7 (even though the IS-4 was just as strong and was a tier IX) and America had the T30.

Since launch, World of Tanks has seen a steady addition of post World War II and now Cold War tanks

So why are the German tier 10 tanks falling behind? 


Well the answer is quite simple, some players say the Russian developers are biased and while playing mostly the German tank tree for most of my World of Tanks career I kind of agree with them, I also think the main problem is because the developers did not set the end of World War II as the end of where they would get the tanks for World of Tanks from.

Instead we now have tanks from the late 50’s and now even the early 60’s from the French, Americans, Russians and soon to be the British facing off against German tanks that were designed from 1942-1945 .

Let’s take a look at each factions tier X tanks and what years they were designed, built and used:

Russia

Object 268: 1952

 

Object 263: 1950

T-62A: 1961-1975

IS-7: 1945-1947

 

IS-4: 1944-1949

The only World War II tanks are the IS-4 and IS-7.

 

America

T110E4: 1954

 

T110E3: 1954

 

M48A1: 1950-1959

 

T110E5: 1950

 

Not a single one of these tanks were built at the end of World War II.

 

France

AMX-50 Foch (155): 1952

 

AMX 50B: 1950-1957

 

Bat Chatillon 25t: 1952

 

None of these are from World War II either.

 

Germany

JagdPz E-100: 1945

 

Maus: 1942

 

E-100: 1943

 

E-50M: 1945

All of these tanks were designed and or built during or at the end of World War II.

So why have they not added any German built tanks from the 1950s to fix the balance?

To tell the truth I have no idea. Many players still think it’s because of Russian bias which I tend to agree with but I lean more towards the fact that it’s because they are too scared of giving Germany a good Tier X tank like the Leopard 1.

In the early 1950s, Germany and France started a collaborative design of the Leopard 1 but the partnership ended and the final design was ordered by the Bundeswehr (Federal Defence Forces of Germany), where the production then started in 1965 with over 4,744 built.

The Leopard quickly became the standard tank for the majority of European forces and eventually served as the MBT (Main Battle Tank) for over 12 countries worldwide.

I personally would love to have the Leopard 1 as my new tier X tank and I think it would match up well against the new British tier 10’s coming in Patch 8.1 as well as balance quite well with the current tier X tanks already in game.

So over to you, what do you guys think about the way German tanks (and players) are currently treated and do you think the Leopard 1 deserves to be Germanys tier X tank like I do?

Pocket Planes: Review

This is a little off the beaten track, but over the past week I’ve found a new gaming addiction to add to my repertoire. I’m a sucker for a sim game at the best of times, but when it’s a free, 8-bit graphic airport and plane sim that’s a lot of fun, then I’m doomed.

Pocket Planes was created by NimbleBit and its premise is simple: build up a fleet of planes and successfully fly people and cargo between cities. There’s a standard levelling mechanism, with the need to accumulate coins and Bux. Coins allow you to buy new airports and upgrades, Bux are the currency that allow you to buy new planes and/or plane parts. Bux are the currency you can use real money to buy more of, and it’s likely you’ll want to do that if you’re in the game for the long haul.

That said, this game is semi-generous in allowing you to build up Bux in-game so do date I haven’t needed to spend anything to get up to 8 plains and a dozen airports – which is the result of my first day’s play.

Aside from solo play you can compete in world events with a Flight Crew you set up and if you’re playing on iOS or Mac you can compete with friends via the Game Center. There’s also full iCloud and Notification Center integration for those platforms, meaning you can play on any device and it knows where you’re up to in the game. Android users may have something similar too – post in comments if that’s the case!

For the stats geek, there’s lots of information on your fleet including the number of miles each plane has done, how much revenue its generated and the number of passengers and cargo carried.

Overall, this game is incredibly addictive but easy to have in the background if you need to get other stuff done. If I decide to spend some money buying some Bux in this game, I actually won’t begrudge it – which is unusual for me.

Overall score: 4/5 Greeblies

Go grab a copy for yourself:

Android version

iOS version

Mac App Store

Have you played Pocket Planes and if so, are you still a fan?

World of Tanks SEA Server Transfers

World of Tanks SEA serverOn October the 3rd, OVER 9000 World of Tanks players transferred their accounts from the Russian, European and North American servers to the World of Tanks South-East Asia (SEA) servers.

With over 9600 players jumping at the chance to play World of Tanks with a ping under 150ms, a fresh start to the clan wars map or even just because their mates have transferred, one thing is certain – that the SEA servers have gained a large amount of players in a short amount of time.

After a few days spent playing around on the SEA server with a low ping of under 120ms, I believe it makes a HUGE difference compared to the usual 280-300ms pings I would usually get on the NA server.

With the fresh clan wars map starting soon, I currently find myself thinking about whether or not I should finally try and join a clan. Having been constantly asked each day by numerous clans to join them I have quite a few options to look at.

Over the next few days or so I will attempt to try out Clan Wars for the first time and look forward to trying out a new game experience that I have not yet had the time nor care to attempt.

So do you like the new lower pings on the SEA servers and have you joined a new clan or come across with an old one?

[Pic courtesy of http://hellknight10.deviantart.com]