Saturday, December 19, 2009

10 Days of WAR: Day Two

Day two of my journey back into Warhammer Online: Age of Reckoning landed me in the Land of the Dead.

After checking out the map of the zone I noticed that the Public Quest (PQ) markers showed how many players were present and participating. The PQ nearest the starting area was one short of the recommended group size, so I joined in the fun. The first monster I attacked, a giant condor, didn't fall over dead as I had expected. Instead it took flight with me in it's claws and headed up to the mountainside to deposit me in it's nest! I was shocked: MMOG monsters are supposed to die and give me loot, not try and feed me to their children!

Completing this PQ reminded me why I had such high hopes for WAR. PQs are brilliant and fun when enough players are present. Unfortunately since Order just unlocked access to the LotD zone, only the PQ nearest the warcamp had any players participating.

Referencing back to Day One, there are no PQs in any of the tier 4 RvR lakes, which is a damn shame considering that is where Mythic encourages players to spend their time.  Again, it frustrates me that NOTHING has been done to the RvR lakes to encourage players to visit outside of a zerg keep or objective fight.  Also, to highlight the poor design decisions, keeps and battlefield objectives reward increased experience/influence gain in zones where there is NO FUCKING CONTENT! 

I refuse to use the term zone for the RvR areas, as they are one-dimensional lakes.  Players returning to WAR to jump into the tier 4 RvR action are going to find the same sub-par game they left in the first place.  Anyways, back to LotD.

After a few runs of the PQ, I decided to see the rest of the zone. What I found next, blew my fucking mind:


Friday, December 18, 2009

10 Days of WAR: Day One

I started my holiday-inspired return to Warhammer Online: Age of Reckoning by logging into my level 40/ RR 35 Ironbreaker on Badlands. The first order of business was restoring my UI. WAR's default UI serves its purpose, but there are a few things my minimalist gamer brain needs: clean unit frames, consolidated info bars, and easily customized hotbars.

Rebuilding a lost UI can be aggravating, but for WAR, there is a great tool available from Curse for management and automatic updates/installs of most UI elements. I highly recommend the Curse Client.

For clean unit frames, I settled with Pure. Hotbars are managed via Vertigo. Info bars are kept organized with Warboard. The rest: Phantom, Squared, and MOTH.



 


After thirty minutes of  UI customization, I was ready to helicopter on out to the Tier 4 RvR lakes.

Thursday, December 17, 2009

10 Days of WAR

I've run the gambit of thoughts on WAR, my final verdict after months of play was that WAR had pockets of greatness, but the overall design was poor. Also, some technical and stability issues arose directly related to poor design that really aggravated me. However, since quitting, I've wanted to go back. So, I've decided to take advantage of the re-enlistment campaign for Warhammer Online: Age of Reckoning.

With that will come the following list of nifty gifts:

I have no honest plans to resubscribe because I lack the time to make $14.95 a month a justifiable expense.  However, stranger things have happened.

Tuesday, December 15, 2009

Welcome to the new Heartlessgamer.com

Enjoy!

Update:  Lost some bottom padding under posts, but cant figure out how to fix it :P Ah well, nothing major. That tricksy padding was trumped by some margin-top with a new class :P

Monday, December 14, 2009

Team Fortress 2 - Crafting

The upcoming Team Fortress 2 update is getting more interesting by the day.  A new crafting webpage has appeared as part of the update, with a promising opening:
For years you have been able to create weapons with your bare hands, using raw steel, in real life. What if we were to tell you there’s now a way to SIMULATE that in-game?
Apparently this will run off of blueprints where various items can be combined to create the item you want. A screen shot of the crafting screen is below:



Valve never ceases to amaze me with the updates for TF2.

Update: Also found http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm

Sunday, December 13, 2009

The Economy of FREE

FREE, 29 holiday song downloads on Amazon. You clicked.  I know you did.  It's ok, I'll wait for you to get Silent Night playing in the background before you come back to read this post.  FREE is hard to resist, especially with no strings attached.  FREE is also worth money, because out of the hundreds of people that download a FREE song, some will end up buying one.

Gamasutra has some hard numbers: 58% Of PlaySpan Users Buy Goods From Free-To-Play Games
And not only did free-to-play games see the highest purchase penetration among users, they also generated the most money on a per-user basis. The average user's expenditure on publisher-sold free-to-play digital goods over the course of 12 months was $75, compared to $60 for MMOs, and $50 for social network games.
F2P games, with micro transactions, serve all levels of investment from players. There is no barrier to entry because its free to play, increasing the potential audience. Those willing to spend very little, can still access the game, earning money from a market segment that the subscription model misses. Those willing to pay more are allowed to do so and are not capped at their monthly subscription cost. Both end up supporting the ability for free riders to hitch on at no cost.  A free rider being just another sales opportunity.

World of Warcraft has forever cemented the subscription model as valid. F2P games are quickly validating micro-transactions.  This is not an argument that F2P is better than the subscription model. It shows that the F2P model is working and that those people screaming about $10 horses are falling behind the times. Also, it shows that advertising can be done with the product, not flashy Mr T commercials (as epic as they are).  That's a win for the customer as we get a free game to play, no strings attached.

Saturday, December 12, 2009

Allods Online: Fatigue is pretty smart

The fatigue system in Allods Online is pretty smart.  Players have a fatigue pool that is filled every time they gain experience.  Fatigue is gained on a 1 to 1 basis to experience and is displayed as the blue portion of the experience bar. At any time, fatigue can be turned in at an innkeeper for experience (also on a 1:1 basis).  The fatigue pool is limited and only so much can be gained in a single day.

This is not immediately obvious, but when fatigue is maxed out, a player is effectively cut to 50% of their normal experience gain.  However, Allods does this in a very smart way which I agree wholeheartedly with.


Site Updates Incoming, Need Your Eyeballs (and browsers)

My new template is nearing completion and can be viewed at http://test.heartlessgamer.com. Please check it out and let me know if it appears that something is not working. Currently built to run best in Firefox 3+, but no known issues with IE8 or Google Chrome.

A live version using this template can be viewed at http://reviews.heartlessgamer.com. The rest of my sites will be moved this weekend pending any disasters discovered today.

General comments on the design are welcome.
Thanks!

Thursday, December 10, 2009

Multiplaying.net Site of the Week

Multiplaying.net has picked Heartlessgamer.com as their site of the week.

Thanks!

DISQUS comments fixed! Yay!

@DISQUS has helped me identify and remove the offending java script that was causing comments to fail on heartlessgamer.com. Everyone should be able to post without issue now, guest or not.

Please give them a try below.