Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Sunday, October 18, 2009

Um, what should I call you?

One of the things that I've always found fascinating about playing MMOs, or any game with online multiplayer, is how people choose to interpret the names of others. That is, how a persons name, or the name of their avatar/character/toon is changed/shortened/altered to make it more convenient in conversation.

Now, character names break down into five rough categories:
  1. Actual names
  2. Long multisyllabic names
  3. Statements as names
  4. Plays on words
  5. Other
  6. Actual names are easy enough to work out. Guild Wars requires you to have a first and last name for any of your characters, so usually you simply need use a player "first" name. I have a Warrior named Roland Dresden, a Paragon named Rook Enassi, a Mesmer named Freya Dresden, etc. Whenever I played them, people simply addressed me by my character's first name.

Longer names pose a small problem. When I played WoW briefly (Up to level 33), I had a Troll Warrior named Alavatus. While not a huge name, it is four syllables, and in general, people addressed me as "Ala" or "Al". Then, you have other names I've used like Kammorremae, which people shortened to "Kamm". I know people like Quatermain, or Abraxxus, who's names are shortened to "Quat" and "Brax" respectively.

Statements as names is where is gets weird. If you hook up with a mage named "Fase Pwner", what do you call him? "Fase"? "Pwner"? Generally, people will just use the first part, and call you "Fase", but every once in a while you get someone who recognizes "Fase" as the adjective, and "Pwner" noun it describes, and then everything goes to hell cause the whole team except the smart ass healer is calling you "Fase", while he is calling you "Pwner". Ass.

Plays on words sometimes overlap with Statements as names. For example, my Defender is named Combative Medic. My old friend Patrick had a Defender named Apathetic Empath. I have no idea what people called Patrick (other than asshole, cause he was one, not that I'm not), but people refer to me as "Medic" or "Med". Why they shorten it to "Med" is beyond me...

Finally you have Other. And honestly, most names these days are Other. My sisters-in-law ran characters named "Super Funky Peach", "Snuggle Bunnies", "Gorgeous Tsurugi", "Panda Mei", etc. My most recent Guild Leader in GW had characters like "The Devil Himself" and "The Devil Herself", while a friend of mine from CoH has toons like "Molten Slowa", "Insane Slowa", or "SWAT Drone SL-OW".

And frankly, that's the best way to go; having a common theme amongst your names that allows people to use the same moniker for all of your characters. These was an asshole from my old guild who had the name "Cangzhen" as a preface to all his character, with their. profession following it (Cangzhen Monk, Cangzhen Warrior, etc). Of course, that naming convention can defeat the point of some MMOs, like City of Heroes or Champions Online, where the point is to create a truly unique avatar that represents precisely the type of character you want to play.

Wednesday, September 30, 2009

Level Cap=/=Fun Cap

I don't play World of Warcraft, for many reasons. Almost all of them are personal preference; as much as I don't like WoW, I can't say that it's bad. Far too often, people mistake their own opinion as fact, and I want to go ahead and put that out there before I go on.

Now, there is one thing that Blizzard has done, that I hate, and it's the repeated increase of the level cap in WoW. Also, by proxy, how this practice has lead to droves of people carrying over a faulty logic to other MMOs that, in increasing the level cap, one can make a game more fun.

Firstly, why I dislike increasing the level cap in an established, persistent online game. It tends to invalidate the work and effort of a player. If I've spent the last two months raiding with my guild, to complete my Tier # armor, I'd feel pretty shitty when the developer of the game decides that everything my character owns (and that I thought was good) is now worthless junk, because there are ten more levels for me to grind out, and each one has gear more powerful than the last.

Now, increasing the level cap certainly isn't bad for newer players, or ones who haven't dedicated depressingly large amounts of time to pimping out a character. It sucks for the hardcore players. Of course, they are also hardcore enough to suck it up and grind out those ten new levels, and work up to the newest Tier of gear. I sit somewhere in between casual and hardcore, where I care enough and play just enough to be well equipped, but I haven't religiously cleared the same instance dozens of times to earn a particular set of gear (this doesn't exactly translate into CoH and GW, but close enough).

This brings me to the crux of my rant; I'm tired of hearing people suggest upping the level cap as the best way to make a game better. Wrong, bad, fail. Firstly, not all games revolve around high level play. Secondly, not all games have an endgame the involves endless grinding for loot. For example, City of Heroes is more about the (admittedly downplayed) story of a world recovering from a massive invasion, and your role as a fledgling hero trying to save it. You start as a scrub fighting riots and taking down low level drug dealers, to traveling between dimensions, defeating evil super-powered despots and liberating entire worlds from tyranny. The scope of such an evolution is hard to appreciate if you blast past low level play to get to high levels, and it's completely lost when you replace one plateau of power with another one.

Guild Wars is another great example. While Prophecies, Factions, and Nightfall vary greatly in their PvE application, it's undeniable that the endgame in Guild Wars is PvP. Lots of PvP. Coordinated, uncoordinated, pro, scrub, hardcore, softcore PvP. Wanna do small scale? Arena. Large scale? Alliance Battle. Ultra cut-throat internationally competitive? Guild vs Guild or Hall of Heroes. Increasing the level cap offers absolutely no benefit here.

What can make a game better? What can extend it's life? Additional content, not at the expense of the effort players have already invested in the game. City of Heroes publishes a new issue of the game every three to four months, adding more content each time (including but not limited to: New Powers, New ATs, Inventions, New Zones, Power Customization, New Villain Groups, etc). Guild Wars released an expansion meant almost exclusively for max level players. Additionally, they added (early on) the ability to play all the low level areas as elite lvl 20+ zones.

Monday, November 3, 2008

Alright everyone, let's go counter-clockwise, ok?

I like to PvP.



It's fun, it's dynamic, it's an ever evolving facet of most games.

In Diablo 2: LoD, I ran a pair of assassins, level 18, and level 42. Each was a powerhouse made to fight characters much higher in level, and win. The level 18 assassin, Solaki, was pretty vanilla; tons of +max damage gems, Twitchthroe unique studded leather armor, Luna Pelta unique buckler, and a few other unique set items. Go hostile, cast Burst of Speed, spam Tiger Strike till I have 3 charges, then unleash over 1700 dmg on my targets candy ass (average HP of a normal level 18 character is around 200). My level 42 assassin, Slice_O_Rama, was more original, and much nastier. Using the Martial Arts skills Dragon's Talon and Dragon's Flight, I tweaked her build to deliver 3500 dmg a hit, with 4.5 swings per second (almost 16k a second). Furthermore, I gave her ranks in Venom, giving her a 2500 dmg poison DoT, over 0.6 seconds, re-applied every time she hit. In order to catch those pesky Sorcerers who like to teleport around, I used Dragon's Flight to teleport attack foes, stunning them for a precious split second, giving me the window to tear into them. I was particularly proud of Slice_O_Rama, to my knowledge, she was unique.

In City of Heroes, I loved using unorthodoxed, seemingly underpowered characters, to relentlessly pursue and engage other players with. In the Invention Origin Era of CoH, I ran an AR/Dev Blaster that was stealth capped, perception capped, with massive inherent acc and rech buffs, with the ability to gut a targets defense and resistance. I'd, literally, fly around the zone, snaring Villains and revealing Stalkers, being a pest to everyone. People like to poke fun at me for using Assault Rifle in PvP, but I found it very useful. Unable to deliver a spike like Ice or Fire, and without that hard hitting 3rd single target blast, AR lags behind other sets. However, most of its attacks are instantaneous (no striking animation, once the bullet is fired, the target is hit immediately). That meant that any time I sniped someone, or blasted someone with a few rounds, they had no idea where I was. I could follow foes for a few minutes, confounding them, till they had the sense to simply look up, and see me hovering above, chambering another round. That, or I'd run my Invul/SS Tanker. Not nearly as many bells and whistles as my Blaster, but he was relentless and hit hard. Given that I mainly PvPed in Siren's Call, my Tanker hit harder in melee than almost anything else other than a /EM Blaster.

I didn't get to PvP much in WoW, but I did enjoy Warsong Gulch. I enjoyed the team based, objective emphasized combat, and I liked the feeling of storming into the enemies base. I enjoyed, more so, the knowledge that at any given point, I could encounter other players while questing, and be forced to fight them. In particular, I was questing, alone, in the mountains northwest of Ogrimar (can't remember their name, been too long), when I came upon an Elven Rouge, 2 levels higher than me, in the same area. I ambushed an defeated her, only to have her track me down and try to return the favor (final score, Horde 2, Alliance 0).

Then there is Guild Wars, in which I love to PvP with my Warrior. I prefer Hammers to Swords or Axes, I prefer the elite Backbreaker especially. I think that 1/4 knocking someone is one of the most beautiful things I've ever seen, and requires very good timing. I like the Arenas, I enjoy Alliance Battles, and I hope to storm Heroes Ascent soon.

However, I've found Alliance Battles troublesome lately. I can't tell you how much I hate to hear, at the beginning of a match, "don't fight, just cap." I understand how important it is to capture and hold shrines, I probably capture more than anyone on my team. However, you HAVE to fight. You can't just ignore the enemy and hope they don't kick your ass, while you're trying to take their shrine from them. You need to be aggressive, and balance killing with capping. You need to know when it's a good idea to stop for a second to beat someones face in, and you need to know when fighting is a waste of time. The idea that fighting is always a waste a time is ignorant at best. I mean, you get points for killing enemies. What do you get from shrines? Point. Know what makes it easier to cap shrines? Killing enemies. It may just be me, but I see an odd synergy there.

Besides, you know it's epic lulz when I kill the Minion Mancer, and his minions turn on his team. You know it's awesome when I spike a monk and kill it while his Dervish ally tries desperately to stop me. You know that every time you kill them, it breaks them a little. You know how many times I've seen the other side leave the match after getting smashed during the first 45 seconds of an AB? Or how often I have players simply avoid me and run away at all costs, after I beat them in a 3v1?

Or course, it works both ways. Can't even begin to tell you how many times I've been Michael Jackson'ed to death by R/Ns, or worked over by Elementalists that actually know how to play.

Anyway, I digress. Point is, it's call Alliance Battles, not Alliance Real Estate. Fighting and Capping should be balance, and the team that does so wins.