Wednesday, August 14, 2013

Just an update - 8/14/2013

So here I am, procrastinating on work, as usual! But I still have a bit of time on my hands to post an update on my current personal status and my upcoming projects for OnRPG. One thing I'd like to talk (or rant) about is the newest update for TERA: Rising which is the Alliance system.  I've been looking forward to this new system for years, as I had many different plans in mind for it, including an RP-PvP based guild. Sadly, my plans fell through the roof due to many different reasons. The most prominent reason was the lack of interest from the community overall, as I was looking for a very specific kind of player to join my guild. Sadly, I wasn't able to rope in enough qualified members, so I decided to put my plans to rest and instead just focus on enjoying the Alliance update on my own.

The update finally came out on Tuesday the 13th (yesterday). I was kind of excited to give it a go.

I gave it a try and got a big surprise: It wasn't as much fun as I thought it would be.

Alliance PvP is basically TERA's version of "World vs. World vs. World" mode" from Guild Wars 2, but it's nowhere near as engaging, since participating in Alliance PvE is just more of the same crap were used to: Kill the same rehashed BAMs, gather the same resource nodes, fight the same trash mobs, etc. What irks me the most about Alliance PvE is that it's the most effective way to earn contribution points. Which is silly, because I thought this was supposed to be a PvP focused update.

Oh, but there is PvP in there, no doubt. And it IS generally enjoyable when players are spread out all across the alliance maps, however, when attacking and defending alliance bases, it turns into "Fraywind Canyon 2: Electric Boogaloo" except now with twice the lag and three times the zerging. It also doesn't help that alliances are heavily unbalanced right now due to the amount of players in each faction, and there's no sign that the community will even things out, as all of the PvP tryhards have piled into Kaiator, the mass PvE guilds in Allemanthia, and everyone else in Velika (including me). Velika stands no chance against the other two alliances due to their sheer numbers, and there's absolutely no incentive for players to even think about joining a weaker faction, so Velika is going to be nothing but a punching bag for weeks or even months to come. And I'm not alone in this, either. If you check on the official forums, many people are speaking up over it, and the story is the same on almost every server, including Mount Tryanus, Ascension Valley, Tempest Reach and Celestial Hills. Here's a link to just one of the major topics on the subject of player imbalances: http://tera-forums.enmasse.com/forums/general-discussion/topics/Great-Job-Community-you-killed-PvP


All alliances not being able to have a fighting chance is going to end in disaster. As soon as either Kaiator or Allemantheia gets a foothold on the other faction, and Velika not being able to keep the other two factions on their toes, only one faction will forever stay on top. In fact: This is exactly what happened to Alliances in K-TERA, where everyone is just piled into one whole faction while the other two rot. At that point, one would simply ask: "Why bother having a faction system in the first place" if things are going to be THIS imbalanced?

'll try and stay optimistic, hoping that the community will sort things out by the end of the week, but so far, I'm doubting it.

Update: I recently got approved to do an interview with EME regarding the Alliance update. I already have a few questions prepared, but I'm trying to get a few community focused questions available, such as their concerns on the player imbalance and spawn camping. I started a thread on the official forums, with which players can leave a question and decide which questions should be answered the most.

http://tera-forums.enmasse.com/forums/general-discussion/topics/Tell-me-what-to-ask-EME-regarding-the-Alliance-update

Monday, August 5, 2013

Just a thought - EverQuest Next

Hello again, random browsers and all five of you rabid followers. Today's a new day for some talk about the MMO industry. I've been pretty giddy all of last week since Sony Online Entertainment revealed details on their upcoming sandbox MMORPG: EverQuest Next, which is set to be (pre-)released by the end of this year. First off, I was instantly taken in by the new visual style of the game, which had a much more cartoon look to it. This is excellent because in all honesty, I really can't stand the "realistic" style that almost every single western fantasy MMORPG goes with these days. With a more cartoon style, the game comes off with a more lively tone. It certainly worked for Wildstar by Carbine Studios, because along with that game, Everquest Next is the second western MMORPG I've ever been interested in play. And personally, I can't wait to play as a Kerran, a lion race that looks suspiciously like Chester Cheetah...



...Umm... yeah.

Oh, and the gameplay features sound pretty cool, too. The whole "world destruction based on voxels" thing is a bit iffy to me, however, because if the entire world can be destroyed, then what's going to keep players from leveling out the world as soon as the servers open up? Because if there's two things that a good handful of gamers love to do in an online game, it's grieving and destroying.

On the OTHER hand, however, while I was discussing EverQuest Next with a few random people, an anonymous user brought up a very interesting possibility with the game's world destruction: With the entire world decimated by the players, no longer will EverQuest Next be about exploring a vast open world, but instead the game will be about surviving in the ruins of a vast open world, which sounded pretty freaking awesome to me. But still, would SOE even allow such events to unfold in their game? I mean sure, it IS supposed to be a sandbox MMO, after all, but the developers still have a general vision in their mind for how the game world should play out, especially with all those AI features they're bringing along, which I'm not so sure would work well with messed up, player made terrain. But who knows? I don't.

As mentioned before, EverQuest Next is being pre-released by the end of the year with the upcoming Landmark creation tools, where players will be able to create their own towns, dungeons and more, just as long as they appropriately fit the environments setting, and most of everything that will get to stay in the final version will be by SOE's discretion, so sadly there will be no dick castles to service as monuments for the glorious nation of Dickstonia. One thing I'd like to mention is that there's some buzz here and there about the whole Landmark problem, where some people suggest the whole process is in place so that SOE doesn't have to waste time making the world of EverQuest Next themselves. "We're too lazy to make the world, so make it for us!" Personally, I think this is actually a grand idea. Judging by Landmark creation tool footage, it will be very similar to how creation works in Minecraft, where players can assemble their creations block by block. However, unlike Minecraft, players will be able to shape and curve out their blocks into any shape. So yes, you'll be able to make dick statues that ACTUALLY look like dicks!

Ok... So dick jokes aside, though, with the players being able to create highly detailed environments, along with the possibly of garnering the more creative bunch of the Minecraft community, mixed in with veteran EverQuest players to give players guidance on how the world of EverQuest should look, I'm certain that the world of EverQuest Next will be shaped into something that will resonate with worlds of old EverQuest 1 & 2. Plus, I'm fairly sure that SOE has their plenty of their own environments that will appear in the final game, so not everything will have to be created by the players.

Overall, EverQuest Next is looking might spiffy. I didn't feel like talking about the combat in this blog post, but it looks like it will be similar to combat in Guild Wars 2 or Wildstar. There wasn't a lot of footage of the combat for me to make a decent analysis, but I liked what I say so far.

For more info on EverQuest Next, you can check out some posts over at Cinderboy's blog: http://www.mmoculture.com/tag/everquest-next/



Monday, July 15, 2013

Soldier Front 2 - Interview


It’s time to return to the front… The soldier front, that is.

Released back in 2004 and 2006, Korean game developer ‘Dragonfly’ released a military style FPS title called “Soldier Front” (which is better known as “Special Force” in eastern territories). While the game strikes much resemblance to another popular military shooter at the time (Valve’s “Counter-Strike”), it contained unique features including character customization, unique weapons and more. Years later, they released a highly anticipated sequel for South Korea in 2011. Using Unreal Engine 3 technology, the game boasted impressive graphics, high quality audio and faster paced gameplay over its predecessor.

Now in 2013, Aeria Games is hosting an English version of Soldier Front 2, which has now gone into closed beta. While the game may be a huge leap forward from the original, a lot has changed within those years, with the gaming market now knee deep in military-style FPS titles. Does Soldier Front 2 have something that will make it stand out from the pack? I sought out the lead producer of the game to find out more.

Soldier Front 2 - First Look

Another year, another military FPS title hits the F2P market this week. But this is not just any military FPS… it’s a sequel to Dragonfly’s 2007 title: Solider Front! Now being backed by the ever popular Unreal 3 Engine, Solider Front 2 is looking to take everything you know about military shooters of the past and turn them on their sides.
Of course, with so many shooters already on the market, most of which play virtually the same from each, my initial reaction was “Do we REALLY need ANOTHER one?!”

After a two-day long preview event with some of the game masters, my final reaction was complete and total: “Sure, why not.”

MMO News Week - July 15th, 2013

Back on the news for the week! The features for OnRPG were pretty slim, but the news for upcoming games have been red hot, including End of Nations becoming an MOBA RTS and Age of Wushu recieving its first expansion.