Showing posts with label Free-to-Play. Show all posts
Showing posts with label Free-to-Play. Show all posts

Monday, March 29, 2010

The Prodigal Blogger.

So, two days ago, I call Danny to see if we'll be playing D&D that night. He quickly interrupts me to tell me that he stumbled upon a blog where someone was recounting details of our campaign. He seemed bewildered, and almost scared, that some stranger knew who Haldir was, and asked me if it was my blog.

However, Danny being Danny, he paraphrased what he had read, then quoted it back to me. This confused me, making me think that he had read someone else's blog, so I immediately started denying that it was my blog. This caused Danny to go from almost scared to legit scared.

Good times.

Since my last update, I've gone from exclusively DMing to being a player character as well. I've also undertaken creating my own set of house rules, which hinge around "balancing" all base classes, and some prestige classes. I've also joined the Starcraft 2 beta, canceled my City of Heroes subscription, and created a Dungeons and Dragons Online account.

However, as an update to the campaign I'm DMing:

Danny was able to get his hands on a fate chip, allowing him to reroll his fortitude save. This time he made it, and he was able to prevent himself from crashing into the ground. However, in the ensuing battle, Merrick Praetor (NPC Cleric/Prestige Paladin) died, taking the dragon with him. The players returned to Basilicatta, where they were attacked by demonic retrievers searching for La'Travius (NPC Paladin). In the battle to drive them off, Haldir showed up with a young girl who allegedly broke him out of jail, and then proceeded to help them fight off the demons. Lucia attempted to sense the young girls aura, and was nearly overwhelmed with the power of her evil aura. This lead to Raphael Esposito (NPC Fighter/Ranger/Dread Commado) killing the young girl in cold blood, with a single gun shot at point blank. Later that same day, Lucia was approached by a man who offered to resurrect Merrick, if she would sign a magical contract forbidding her from ever setting foot in Merkail (ill-intentioned militaristic nation across the sea that has outlawed all arcane magic).

While this is occurring, Victor, who has been raised from the dead, has taken her leave of the party, only to have La'Travius follow her. She quickly finds that La'Travius managed to recover the Shield of Prator from the abyss, and now he is hounded by demons set on recovering it. So, they are now journeying north to Karvayne (secluded and walled off nation to the north, famous for being plagued with undead, and protected by necromatic knights) in search of a portal to the abyss, so they can take the fight directly to whichever demon prince is behind the attacks.

Unfortunately, that campaign is seemingly on hiatus, since the person who plays Lucia can't/won't decided whether or not she'll accept the offer to bring Merrick back (there may or may not have been a romance subplot there).

Well, at least now I have actual rules for massive damage!

Death and Dying (or just getting messed up in general):
  • Rather than dying when a subject reaches -10 HP, a character dies when they reach a negative number equal to their constitution score, or ¼ their maximum HP, whichever is higher. For example, Lucia Di’Mato is a paladin with 220 HP. She is dying between -1 and -54 HP, and dies at -55.
  • The feat Diehard still only allows someone to take actions until -10 HP.
  • The heal DC to stabilize a dying character is 14+Hit Dice. For example, Lucia Di’Mato is a 14th level paladin. She is dying after being mauled by a paragon dire bear (Don’t laugh, I’ll do it). The DC to stabilize her is 28.
  • Each character has a unique massive damage threshold. The massive damage threshold is (Con Score*3)+Hit Dice. Whenever they take enough damage from a single attack to meet or exceed this threshold, they must make a Fortitude save (DC15+1 for every 5 points of damage above the threshold), or be reduced to -1 HP instantly. For example, Lucia Di’Mato is a 14th level paladin with Con 20, so her massive damage threshold is 74. She takes 112 damage from an evil cavalier’s unstoppable charge. She now has to make a DC 22 Fortitude save or be dropped to -1.
  • A character receives a bonus or a penalty to their massive damage threshold based on size. For every size larger than medium, the character receives a +10. For ever size smaller than medium, it’s a -10. For example, Gia the 15th level halfling barbarian rides Wiggles, the 22 HD wyvern into battle. Her massive damage threshold is 69 ([18*3]+15), while his is 118 ([32*3]+22+30)
  • A character with the racial or class ability “Powerful Build” counts as one size larger than they actually are for calculating massive damage threshold.
  • If a character takes enough subdual damage to exceed their massive damage threshold, the are at risk of being knocked unconscious for 1d4 minutes. The save is handled the same as if it were lethal damage.

I'll start posting larger swaths of my house rules (all of which are based on 3.5 D&D), or better yet, find someplace to plop down all 17 or so pages of it. I'd love input from those who have it. As a side note, I'm applying as few of these changes as possible right now, to avoid confusing or stressing my players (the above listed rules have been applied, since those situations come up time and time again).

(Points to anyone who gets the M:TG reference.)

Tuesday, April 7, 2009

Kongregate: Social Gaming Site for the Masses

Back when I was in high school, flash games sucked for the most part. Aside from 3D Pong (which is still badass) and Spank the Monkey, there wasn't much worth playing that wasn't an interactive flash video or stick-figures doing stupid crap.


However, a while back, I read an article about a flash game called "Desktop Tower Defense". The concept interested me somewhat, because I had played many tower defense mods for Warcraft 3 in years past. Eventually, I googled it, and tried it out. Was great fun, and I wasted many, many hours trying to stave off my inevitable suckage. Through this game, I learned of a flash portal known as Kongregate. Always leery of words that needlessly start with "K", I visited it to find the most amazing and diverse collection of flash games I had ever seen.

Using a format similar to youtube, the site lets you play games, upload games, rate games, favorite games, and links all games together with a series of mutual chatrooms, so you can make and talk to friends while you play. Not bad. But even better (or worse), the people who manage the site saw fit to not only integrate tech for scoreboards hosted on the site, but to add XBL style achievements and points to some games, allow players to amass badges and points, to increase their rank (which means literally nothing). Even better, Kongregate actually publishes a few games of it's own, most of which are multiplayer. One such game, Kongai, is a cross between MTG and rock-paper-scissors. You collect cards that are offered as rewards on a twice weekly basis, and use them to play.

Now, all of this is fine and good, but the most important aspect of this site is the games that it hosts and offers. Games are divided up by category, and ranked accordingly. Among my favorite games are shooters like Dinosaurs That Shoot Beams When They Roar!, intrusion, Bubble Tank 2, Last Stand 2, Luminara, Endless Zombie Rampage, and Areas. Even with a premise as simple as "shoot some shit", each one has a very amusing and unique flavor too it. No two play alike, yet all have simple, and sometimes very similar, controls.

The people who develop these games can win cash prizes based on how well their game is ranked, both on a weekly and monthly basis. Furthermore, tech was implemented that allows players to directly donate money to a developer, with a system that somewhat resembles paypal. The incentive to create and release games on this site seems solid.
I'll probably be ranting and raving about games from this site more and more as time wears on, so look forward to some very entertaining flash games in the future.

Sunday, April 5, 2009

Crossfire: Ghetto Counter Strike, or something better?

A couple of my guildies introduced me to an online FPS called Crossfire. It's currently in open beta, and free-to-play. I downloaded and played it for a few weeks, and I'm both impressed and underwhelmed with the game.

Firstly, let me prove that I've played it enough to voice an opinion. I have a KDR of 2.15, average 20 kills a game over 222 matches, and just over a third of my kills were headshots. Frankly, I don't count honor for much, but for what it's worth, mine is good. Had I not wasted so much time in "Ghost" matches (explained below), my KDR would be much more impressive. Unfortunately, Ghost mode is the favored match type of one of the guildies who got me into this (meaning I got talked into playing it, a lot). Moving on.

Pros
  • Persistent Stat Tracking
  • Persistent Character Inventory
  • Functional In-Game Clans
  • Multiple Games Modes

Cons

  • Weak Graphics
  • Poor Hit Detection
  • Poor Weapon Balance
  • Hyper-Inflated Weapon Prices/Minimal Money & XP Rewards

I want to like Crossfire. I really do. I enjoy that it takes the CS formula and tries to build on it. While it doesn't have the CS equivalent of Hostage Rescue (which I think everyone is thankful for), it has Search & Destroy (bomb map), Team Deathmatch, Elimination, and Ghost Mode. Team Deathmatch and Elimination both play out mostly the same; each team tries to kill as many opponents as possible, the only difference being, one has rounds (Elimination), while the other has players constantly respawning. Ghost Mode has much potential, as it's a bombing variant where all the Black List players (Terrorists) are armed only armed with knives. However, they are completely invisible when motionless, and almost invisible when moving (It's quite nerve wracking to play as Global Risk [Counter-Terrorist] in that game-mode). It also offers a much wider array of weapons to the playerbase, without restricting players from owning certain firearms based on which team they are on (In CS, CTs get M4s, while Ts get AK-47s). Also, the idea of having a persistent character inventory is novel, especially for this type of game. I like being able to pick what weapons I'm going to fight with each game, and be able to start with them (as opposed to CS, where I have to earn money to buy them, and I lose them if I die). In the same way, I like the ease with which I can find and view my own and other players persistent stats. Rather than assuming a player is good because he is a higher rank than me, I can look at this profile and find things like his KDR, number of headshots scored, number of knife kills, and how often he leaves a match before it's finished (the last one is tracked as a players "Honor").

However, in as many ways as Crossfire impresses me, I'm very disappointed with it. Firstly, I've been fed up with one-hit kill sniper rifles since CS 1.6 (I hate the AWP, and will only play on servers where it's banned, if I can help it). No amount of arguing or debating will convince me that having such a weapon in a game makes it better. It doesn't. Allowing players to forgo accuracy with a sniper rifle by virtue of sheer firepower cheapens the game. Maybe if the sniping mechanics made zooming in a greater risk (drifting crosshairs, more severe movement penalties, etc), I'd be ok with it, but as is, it's merely a way for poor players to beat better ones, purely on the basis of who's using what gun. Since players have persistent weapon inventories, you really can't prevent someone from joining a game and using one (you can votekick them, but that's a horribly un-reliable function).

Also, there are vast amounts of server-side lag. I've died hundreds of times by foes, who on my screen, are on the other side of a wall or corner. In reality, they killed me before I hit cover, but the server doesn't process fast enough to display that on my screen. Instead, I get pasted after I'm out of view (on my monitor). This also affects aiming, in a small way, because every so often, an enemy is displayed as being a few in-game feet away from where he is actually located in game. Accuracy is further fouled by firing from a crouched position. Certain weapons have more kick than others, and thusly cause your character to recoil more. Rather than simply have this affect accuracy, the devs made it so it physically makes your character recoil, affecting his body placement. Translation: if you're using an SG-552 or an AUG A1, and fire while zoomed in and crouching, the hitbox for your head will rapidly move up and down, making it very, very hard to score a headshot on you. Quite lame.

Money and XP rewards aren't based as much on kills or performance as they are on time spent in a map. A player with a KDR less than 1 can earn far more than a player with dozens of kills and no deaths, provided the first player has been in the map long enough. Giving people extra XP for things like most damage dealt, most kills scored, and last kill, is nice however. But, it doesn't make it for the majority of matches where a decent player gets dicked over by a poor rewards system.

And then there are ignorant quirks about the game, like a target hit in mid-air ceases moving forward, the just drop. I've died far too many times while leaping for cover, just to get tagged once, drop, then get lit up in the .5 seconds I'm perfectly still. Maybe this is another defect due to server-side lag, but it's still completely lame.

The game is still in beta, but progress made here will carry over to the live version of the game. So if, down the line, I decide to go back to it, I can, while retaining everything I've earned. I appreciate that. However, if things stay more or less like they are now, I'll be content staying with the five years young Counter Strike: Source.