Sunday, 28 June 2009

Connect!On gives a bit more information on FFXIV

There seems to be a lot of Asian media covering FFXIV, it's just a pity the western media isn't. Connect!On managed to get an interview with Producer Hiromichi Tanaka and Director Nobuaki Koumoto. Zam have an article about it which you can read right here.

A lot of the information is recycled but I'm going to list the bits of information I found to be most interesting.

First up
"The keyword is "growth" and FFXIV will be sold as a game that allows improvement without unnecessary hardship. Koumoto references FFXI, saying it is a game that relies too exclusively on defeating enemies over and over to advance, and that FFXIV will bring new avenues of facilitating character growth, such as quests."
This is great news. Anyone that has played FFXI knows how much of a grind fest the game is and how long it can actually take to level up to cap. I also got a hint of a Free Realms kind of class system from that paragraph. Maybe we'll have a Postman Moogle class?

Next!
"Speaking of which, we have also heard from Tanaka that the traditional experience points and level system will not be used this time around. "
This definitely has the smell of Free Realms, I'm not really sure what I think about that, I think as long as questing and killing is an option to progress I'll be fine with it.
"The team is looking into large-scale battles as well. Also, it may not always be against an enemy. PvP content is also been worked on as an option, but it seems they are stopping shy of allowing unrestrained dueling and player killing."
This was one of the main things I think was missing from FFXI, PvP was never really there. I think this, as long as it is implemented well will bring a lot of people into the game.
"Tanaka adds that they are maintaining the same stance against griefing through PKing and kill stealing as they have in FFXI."
I hope that doesn't mean they will keep the same system of locking a monster to the character...It was a bit distressing when you were in serious need of help and couldn't fumble through the menu fast enough to get to the call for help button.

Web applications intergrating with MMO's

@Jess_Gaming has brought to my attention the awesomeness of being able to send tweets from inside Champions Online by simply typing /tweet

I'm a major fan of these things. It makes business sense to keep players from having to leave the game to do certain things while at the same time they are great little features that aren't absolutely necessary but a nice touch all the same.

A Web browser would be nice, EvE has one as far as I know. The ability to record a short video and upload directly to video sharing websites like Youtube and Vimeo. MMO's are at heart a social community much like Bebo and Facebook are so having the tools to share certain things and expand that community make sense.

I think it's a safe bet to say that Star Trek Online will have the /tweet command as well which is awesome :D

What other kinds of things would you like to see or do you think these things are completely unnecessary? Leave a comment below!

To Tweet or not to Tweet...

I guess it's safe to admit it, although it was probably obvious. I'm a Twitter addict. Logging into the website every time I wanted to write a message was getting old fast so I decided I'd use a client to deal with it instead. The first one I came across was....

Spaz:
Straight away I really liked Spaz, it was very simple and pretty much had no problems with it, it did everything you'd expect. Although watch out for when you make a tweet with exactly 140 characters...caught me off guard is all I'll say.

Spaz did a good job for when I was just randomly spouting off about random things I was doing during the day but then things got a bit serious...Finding a lot of information through Twitter so I needed something that could keep track of it a bit better...

TweetDeck:
Hands down TweetDeck is pretty damn good, having the ability to group people together and having separate timelines for friends/mentions/direct messages was a brilliant idea. Unfortunately there is one problem that is very annoying. As of right now, there is no way to minimise it to the system tray so you're stuck with it on the taskbar.

I tweeted this and ended up getting a reply from @demonicpagan who brought my attention to another client with was similar to TweetDeck but had the ability to be themed and it also minimised to the system tray.

DestroyTwitter:
Straight off the bat I really liked the design of DestroyTwitter it just looked flashier than TweetDeck and Spaz, had the same 3 panel timeline. I started playing around with the options and got everything working but I noticed one thing that really annoyed me....with the wide setting the area where you input text didn't stretch with the window and it also had to be called up by pressing the button...couldn't find a shortcut key.

So after a good thirty minutes thinking + 30 minutes writing this and editing, I've come to my conclusion.

TweetDeck Wins!

It's up to the devs now to implement a minimise to tray option to make it awesome!

FFXIV: Death Penalty

I'm not a fan of death penalties in any game. I found XI's death penalty to be ridiculous. I think I would have been fine with losing 10% of my experience per level but with it being possible to down level was just too far.

Simply put I don't want to see this in FFXIV in any shape of form. World of Warcraft has a good system and if they were to copy any other game it should be that one. You turn to a ghost when you die, you have the option if walking back and getting back to work or resurrecting at the Spirit Healer and then you get a 10 minute debuff that lowers your stats by 75%

I'll be very disappointed if you can down level in XIV.

STO: Prime or JJ Universe?

A topic was brought up in #STO about whether the game should be set in the prime or JJ Star Trek Universe. Before I continue it is 100% confirmed that the game is set in the Prime Universe so this is just a hypothetical speculation.

Personally. I'm not sure if I'd be interested in playing a game based in JJ's universe, I'm more interested in seeing the places that I watched when I was a kid and maybe some of the characters too. I'm not saying an MMO based in JJ's universe couldn't be interesting but they would both come from completely different ways.

JJverse:
Everything could be completely new again, the game could be taken in a completely different direction being more ground based perhaps? The feeling that I got from the movie was that everything is bigger, TNG and VOY especially always felt like the ship was run by the bridge crew alone, while in the latest film we were shown groups working together. A lot of people have been asking for player run ships, using JJ's universe that could probably work.

Which universe would you like to see a Star Trek MMO take place in and what kind of game would you like it to be?

Saturday, 27 June 2009

BattleForge Impressions

I surprised when I first heard about BattleForge. The thoughts of an RTS MMO with trading card elements didn't exactly sound appealing to me so I stayed away from it but now that the game is free to play I decided to take a look and I'm glad I did.

Funnily enough the thing that I found let it down the most was that it is an MMO. This game could have made a fantastic single player RTS game, it has all the makings of one that's for sure. I only played the introduction maps and had a look at a few of the menu screens after that but for the most part it really feels like an RTS except you've got your usual MMO skill bar running across the bottom of the screen except it's filled with your deck of cards which basically were only used to create new units/buildings and area of effect attacks.

The graphic style of the game was very pretty, you don't need to break the bank on a graphics card to get it running and it looks stylised. It reminded me maybe of Warcraft 3 updated to 2008/9

The controls all worked as you'd expect from an RTS without any hitches with some nice shortcut keys mapped like you would with an MMO.

The music and sound effects in the game was great as well, had the epic LOTR/WoW feel to it but the voices of some units were just annoying and having to listen to them every time you click on them got old fast.

Overall in my opinion BattleForge is just an RTS game that forces you to play multiplayer. EA Phenomic made a very wise choice of making this game free to play because I don't think I'm the only one who thought this and wasn't keen on paying a subscription.

Final Words: If you like Warcraft 3 and other fantasy RTS games, you should give this try.

Friday, 26 June 2009

STO: Classified Ship just an Upgraded Valdore?

I was surprised to see that Cryptic had gone and given us a Romulan ship of the line without actually giving us anything. It was a nice read though, good to see Chancellor Martok could still potentially be alive and well in 2409.

All we really got a picture which to me looks like a squiggly Valdore Class that was seen briefly in Star Trek Nemesis.

So my conclusion is we are getting an upgraded ship we barely saw in the first place. I guess that's not a bad thing really. It could also just be the Valdore itself. The Romulans could have went back to their space and upgraded ships between the events of the Dominion War and Star Trek Nemesis leaving the Enterprise E as the only ship that has actually seen that class.

What's your thoughts on everything? Got another ship in mind or completely disagree with what I think? Leave a comment!

FFXIV: Healing times and items

As much as I love Final Fantasy XI looking back now there just seems to be problem after problem after problem and I hate to sound like I'm bashing it. With MMO's being so popular at the moment you can see a lot of trends that have grown in the last few years. Healing items and the use of food is one of them.

Back when I played XI there weren't many options for healing yourself. You either /heal or get a white mage to take care of you.

The healing times were atrocious once you got up higher in levels. You were looking at 2+ minutes once you got over level 15 and with the lack of items to make it faster it always felt like the game was trying to make you slow down.

In FFXIV I'd like to see a better system to deal with this. The /heal is a great idea and I think should definitely be kept but I think it needs to be tweaked a little to make healing just a little bit faster. If they don't make it faster then the use of food and potions needs to be implemented where they are available cheaply. FFXI was known for being cruel when it came to prices and it's something that I'll be talking about in a later article.

A perfect example is World of Warcraft, their food/drink system works very well. It's openly available, doesn't break the bank and it still causes a small amount of downtime but not enough to take you out of the game.

STO: Question 7 Analysis

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: Movement has been described as a sort of 2dimensional map thing, which doesn't really sound all that exciting graphically. Are we at least going to see warp outs?
Craig dodged this one I think. He apologised that it has so far been described as 2D when in fact it's 3D. He mentioned being able to hide behind space debris and using all axis' but didn't go into much detail. Rekhan moved on quickly to the next question.

I'm glad that it is 3D but I'm still not convinced or to be honest happy about the map system. I can't really judge it right, I think once some screenshots and definitely a video showing it off is released I'll be able to put my mind at rest.

On the flip side it could be one of those game breaking moments where if it goes south I could end up not liking STO...

Thursday, 25 June 2009

FFXIV: Hot Thread Thursday over at ZAM

Each Thursday ZAM pick a few threads on their forums they think is important to feature on their website.

Judging by their titles I can give my opinion right off the bat.

Thread: Jump??
My Opinion: Definitely, for the most part in MMO's it's not required at all but it's a nice feature and gives you something to do on long journeys.

Thread: Moving while casting.
My Opinion: Depending on what kind of MMO it's going to be, it really depends. If it follows FFXI then moving while casting isn't really necessary, on the flip side it could also be fun or a gameplay mechanic if the game is completely different.

Thread: UI design, will SE follow like the rest of the sheep?
My Opinion:
I hope they do! The UI in FFXI was terrible to use and wasn't much to look at either. I think moving to more standardised UI like most are used to will give the game some mainstream appeal.

Thread: Auction House
My Opinion:
A lot of people really enjoyed the AH and it had its moments, as long as its a bit easier to make money I'd be fine with leaving it the way it is.

Square Enix sued for 5 million

It seems Square Enix has been sued for 5 million due to deceptiveness with their Final Fantasy XI service. It seems there are hidden fees to do with late payments. I never knew anything about it but then again I always paid on time.

For the mega corporation that S-E is 5 million isn't a lot of money but it's enough to give them something to think about when it comes to how they will handle the billing system for FFXIV.

For more information head here.

Wednesday, 24 June 2009

EA what will you do next...

It seems Bioware and EA Mythic are to be merged into one studio. This raises some worrying thoughts. How will it effect Star Wars: The Old Republic and could it possibly effect the development of Mass Effect 2?

I wasn't a big fan of the PvP centric Warhammer I sure do hope it doesn't make it's way into TOR.

It would also bring me to the conclusion that TOR may end up being published by a different company outside of North America.

GOA took care of Dark Age of Camelot and Warhammer Online in Europe (a company I worked for) so it could mean that they end up getting their hands on TOR.

FFXIV: Shortcut Keys

Back when I first played FFXI, with it being my first MMO I didn't really know any better when it came to the genre, 4-5 years later with 10+ MMO's under my belt, my knowledge and expectations have certainly grown.

Since I've been revisiting Vana'Diel I've noticed one thing that is a major pain in the ass.

A lack of shortcut keys.

The game did have a few but was missing quite a few that are nearly expected to be present in present day MMO's. The main one that I couldn't find was the first one I would want. A map key. Most games have this mapped to the M button but after reading through the guide in the picture I couldn't find one. Some of the shortcut keys that are in the game I felt had unnecessary combos like "Ctrl + i" to open inventory. There was no reason why it couldn't have just been "i" like most other games.

I think if FFXIV is going to be successful in the West with both players and the media they need to standardise their control scheme to allow for proper shortcut keys.

FFXIV: Enemies

There are a few enemies from XI that are very memorable. The Goblins and Orc stick out for the me the most since they were everywhere around San'dOria. I think one of the things that stuck with the most about the enemies in XI was the ability to "train" them all the way to the exit of an area. The first time I saw this I thought it was brilliant until 2 seconds later when all those enemies turned to look at me and killed me fairly quickly.

It got me thinking about XIV and on how they might handle it this time around. Trying to check the enemies level or exit a battle if it got too tough in XI was a chore.
/check
"Orc is an even match"
*Battle*
"TerryN calls for help!"
*Battle*
"TerryN disengages from battle"
*Running*
*Dead*
At the time when playing XI I never really questioned the reasons behind locking an enemy to the first player/party that attacked it until I saw it done better in the countless other MMO's and should be something that Square-Enix invest some time in.

The ability to get enemies to follow you is an inherent problem with this system. Enemies should have an area which they are aggressive in, once the player leaves that area they go back to their patrol route or something where enemies will not follow you forever.

One thing I'd like seen implemented too is a level system for enemies instead of vague check messages. It's not 100% important, but I'd still rather see it XIV.

World of Warcraft is an Addiction..

As I mentioned in my Spiral of Doom blog, I've recently started playing WoW again. I started off as a Hunter because they are usually fun to level up and can solo most things. I found myself really bored with the class and wasn't very motivated to play. Was my addiction to WoW finally over!?

Not a hope!

I decided to make a Blood Elf Warlock since I'd never really played around Silvermoon. It was so much fun ^.^

I've leveled up to 16 today, here's a few videos of my journey.





Tuesday, 23 June 2009

FFXIV Races: Galka

The Galka along with the Tarutaru are probably the two most recognisable races from FFXI on their appearance alone. I only played as a Galka for a very short period because they suffered the same fate as the Mithra. They shared Bastok with the Humes.

Why Square-Enix couldn't give each race their own city and quest line is beyond me, from a storyline point of view I automatically assume that if they aren't important enough to have their own city then they aren't important enough for me to invest my time in.

I'd really like to see the Galka take a more centric role in the plot for FFXIV this time around, give them their own city and a grand tale with a deep back story.

STO: Question Analysis 6 Analysis

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: What is the learning curve like?
Even though this hadn't got anything to do with in-game movement Craig was nice enough to answer it for us. "Quite big right now."

It's expected that the learning curve during alpha and beta stages to be big but this is something that can ruin a game for a lot of people. EvE is a perfect example from my point of view. The tutorial at the beginning of that game is so long and boring that I just lost interest before the game had even started. There was way too much information to take in at the very beginning.

I think for STO to be a mainstream success it needs to make sure that the learning curve makes it easy to pick up but hard to master. I think that is the #1 rule most games should adopt.

Got something to add or disagree completely? Leave a comment below!

Monday, 22 June 2009

More Aion Videos

Sorry these took so long >.<

My computer is in desperate need of a new processor. Anyway, these are the last of the videos I took while playing Aion. Once the next beta event starts I'll take many more.







FFXIV: Beta in September? Not likely

It seems that there is a raging rumor that FFXIV will be going into beta in September.

It's only a rumor.

We all know what Square-Enix are like when it comes to release dates. I already seriously doubt that the game is going to be out next year, saying that the beta is going to start in just 2 and a bit months is really laughable.

I'd love if it did start that soon but I wouldn't hold my breath.

Aion Gameplay Video

Short video of my playtime in Aion. I have a few more that are still being rendered, I'm also sorting out the settings of the videos to get the best quality for youtube. Check back soon for more!

The Spiral of Doom

The last week or so I've gone on a complete MMO binge. Besides checking out STO's forums and chatting in IRC with other fans I generally don't pay attention to other games in the genre. Not this week though...

Firstly I went back to play a bit of Final Fantasy XI which I only intended on playing for a few hours, nothing intense. Because of having trouble with patches and installing my friend and I decided to watch The Lord of the Rings: Fellowship of the Ring. I think it was around the time that Frodo got to Rivendale that Lord of the Rings Online had come into my head and I was quickly signing up for the trial.

We had no luck at all with MMO's that night because the installer I had downloaded was corrupted so it all had to be downloaded again. So I got to watch my friend play it on his laptop. I don't think he was too impressed with it. I played the next day by myself and thought it wasn't too bad, but nto a game I'd play full time.

While I watched my friend play another MMO slowly crept into the back of my mind, one that I've played many times before but I always seem to crawl back to.


I tried to keep the idea out of my head but the next day when I went into town to look around I found this


€17.99 for the game + Burning Crusade + 2 Prima strategy guides. I had no use for the strategy guides since I've nearly played both Horde and Alliance to death but both games for that price. You might as well say I paid €5 for the game since a subscription is €12.99 and you get 30 days free.

Let's see where I can get to before the month runs out...

STO: Question Analysis 5

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: In 3D Space view (not mapview) What is the Ceiling/floor Height Size/Scale?
I was absolutely stunned by the answer of this. I expected each sector of system to be fairly small but if one person is at one end of an axis can't see another person at the other, that makes it huge!

I was delighted to hear this. I have absolutely no complaints about this and I think it will make for very interesting PvP encounters in the neutral zone.

Let's just hope that Cryptic can populate each area with enough quests/scenery/content to keep it interesting.

Sunday, 21 June 2009

FFXIV Races: Hume

In MMO's I usually end up going for the Human race simply because I like the idea of being a human in a fantasy setting. It didn't appeal to me in FFXI though. I'd read up about them before getting into the game and they just seemed very bland.

To Square-Enix's benefit they did go a different way with the Hume back story to what most other MMO's give humans. Industrialists at heart with Bastok their home city being the pride and joy of the race. It's just a pity that Bastok wasn't a visually pleasing place.

Sometimes I can be a bit hard on the graphics for this game, I know it's 5 years old now but even back then it wasn't a very pretty game when it came landscapes.

So my hope for the fate of Humes in FFXIV if they have the same back story is to give them a city that reflects their industrial will, maybe like Ironforge or Gnomeregan in World of Warcraft. I'd like to see their quest line directly related to this also.

STO: Question Analysis 4

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: Can you use warp while in combat?
Another question where the answer didn't really surprise me but for some reason it did for other people who were watching. The basic answer was no which doesn't bother me all that much. In an MMO setting having the ability to just warp away when it gets a bit dangerous would remove the risk involved in doing anything.

I do believe there should be an appropriate way to escape from battle which brings us to the idea that if you manage to put enough distance between yourself and an enemy that you be given the option to warp away or maybe if you get to the edge of the sector.

Someone also mentioned the idea of being in combat while at warp which Craig also covered a little and I agree with his answer, again it was no. Warp flight is mainly in straight line with no turns. Combat on a straight line would make for very boring fights.

So there we have it.

Got anything to add or disagree with me?

Leave a comment below!

Check back soon for the next question.

Saturday, 20 June 2009

FFXIV: Config Options

Anyone that has played FFXI on PC knows the heartbreak of trying to configure the settings of the game once you playing, only to find out that you have to log out of the game to access them.

It can be very helpful to be able to access the options for the game before you actually play it in case their is a problem with graphics cards for example but not adding them into the game as well is ridiculous.

I hope Square-Enix have learnt from their mistake here and make these kind of options available while you are in the game as well as outside them.

Is there any other options you'd like to see in the game, leave a comment below!

STO: Combat

Lucky_red_shirt in #STO has brought this video to my attention. Seems it's a bit old but new to me. If Cryptic could pull this off, pure classic :P

FFXIV: Chocobos

Everyone knows Chocobo's

There's no getting around them, every Final Fantasy has them including FFXI and hopefully FFXIV. What we don't want is to rent one, instead we should own one! I remember the time I spent on that damn quest in XI to gain my chocobo license.

For those of you who might not know about this quest, let me explain for you.

You are given the quest of trying to nurse a sick chocobo back to health. You have to feed him once an in-game day which is 1 hour real time. The first 2 times you try to feed him he rejects the food, but then the next 4 times he takes it, with the 4th being the final one before he is better. That is 6 hours real time for 1 quest to rent a chocobo.

I can't speak for many other MMO's that were released before or around FFXI but I don't like the idea of renting a mount, especially after spending 6 hours to get a license to do it.

I think it will a major disappointment if we cannot own a mount this time around in XIV and I know a lot of people players complained about this in XI so it's up to Square-Enix to listen to the fans and take it on board.

Give us our own chocobos!

Aion Impressions


I've been half following Aion for the past 2 years, I think what caught my eye the most was your character being able to fly. It's finally getting closer to release date and people who pre-ordered the limited edition can get their hands on a beta key.

I managed to get my hands on one thanks to Jess and have been playing through a bit of it this morning and so far it's been brilliant. There isn't a lot about it that I haven't liked so far.

Graphics: The art direction they took is amazing, it is a mix between anime style characters with a tad of World of Warcraft in the environments. The animations for the characters are perfect, probably the best I've seen in an MMO. I should note too that my spec wasn't able to play the game on maxed settings and it still ran smoothly without any hiccups.

Sound: Hands down this game has the best soundtrack I've heard from an MMO. The music is relaxing and mellow while you're in a town but when you move out into a dangerous area the music changes with you and is always interesting and reflects what is happening.

Gameplay: So far I've enjoyed the gameplay, the quest structure seems good with 3 different types of quest, Campaign/Standard/Work Order. I never got a Work Order but I completed a quite a few of the other two. Campaign as the name suggests is to do with the story of the game with each quest having 3-4 parts each. The Standard quest was the usual collect X amount of rabbit hides.

I've only played to level 6 which took me around 2 hours but I've noticed that the level curve is starting to change fairly quickly. Battling plays a lot like most other MMO's but I did notice one problem (at least for me) The global cooldown on the mages skills seemed a bit too long, it's nothing that NCsoft can't fix but I did feel like I had to spam my skill buttons because I wasn't sure if the cooldown was over or not.

The diversity of the areas so far has been impressive, I've been in an open field, a farm area, a small village, a lake, a forest and barren mining area all before level 10.

I think NCsoft are on to something with this game, with a few minor tweaks it could become very popular and sell well.

I've taken some screenshots which are at http://picasaweb.google.com/terranova3y2/Aion#

Friday, 19 June 2009

STO: Cryptic_Daeke owned

Cryptic_Daeke is spending a bit of time in IRC with us today giving us a "play by play" of the current playtest which has 200+ Cryptic employees playing Star Trek Online.

Unfortunately he got pwned by some Orion pirates.

Tut tut :P

Come join us http://gamesurge.net/chat/sto

FFXIV Famitsu article

Zam have posted up an article that Famitsu published for FFXIV

You can read it here

Nothing spectacular really just the reactions of some random Japanese people, but they do bring up some good points.

Would XIV be better as XI-2?

Do Square-Enix seriously think they can continue with XI once XIV is released?

STO: Barrel Roll Comic

IRC regular and STO forum goer Captain_Butters has drawn a very funny comic in relation to the Dev Chat with Cryptic which upset quite a few people but hopefully this comic will put a smile on everyones face

FFXIV: Menu Navigation

Since playing FFXI a few days ago I think I spent the first hour or so getting used to the controls and menu navigation in the game. I don't remember it being so appalling.

With XI being Square-Enix's first venture into the MMO genre it's understandable that they might have brought along a lot of misconceptions from their console games, it's also worth noting that it was being developed for the PS2 as well as the PC so they had to make a few concessions regarding controls.

So what would I like to see done differently?

FFXIV is slated to be released on the PS3 and PC simultaneously, having two different menu systems that can be changed through the options would suit a multi-platform MMO. A WoW/AoC/CoH version for PC users and a more controller centric menu for console users who might not have a keyboard.

That was my #1 problem with XI, it felt like I should have been using a controller to navigate the menu and only need a keyboard to chat with other people.

For a game to be truly multi-platform I think that the menus need to be optimized for each platform it's on instead of trying to make one that barely works with all.

STO: Question Analysis 3

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: Will a ship always move in the direction that the nose is pointed?
Craig had already answered this question previously to which a few people were very disappointed and caused quite a stir on the forums and is the reason why we got the dev chat in the first place. His answer didn't change this time around but he did go into a bit more detail. There is no strafing while on your ship or basically there is no kiting enemies along.

We have already mentioned in the first question analysis that there is significant pitch controlling involved in the game. I don't believe being able to strafe would make a serious impact if it was added. I definitely know that some people disagree with me on this point.

If we look at other Star Trek games I can't think of any where you can strafe. You always have to be making either a forward or backward motion to change pitch.

"If they aren't broken don't fix em."

Thursday, 18 June 2009

Internet Problems

The last 2-3 days I've been having a problem with my internet connection. Every 30 minutes or so it "disconnects" but I'm still able to connect to IRC and Google Talk but nothing else, Vmann was nice enough to help me out saying he thinks its a DNS problem but thats all we could figure out.

I contacted my ISP but the guy I got through to hadn't a clue, he sounded very young and new, he told me he was putting my account on a stability profile that won't kick in till 3am tonight and then I'll get a follow up call tomorrow.

I've a feeling it won't make a difference but we can only hope.

Heres hoping >.<

STO: Question Analysis 2

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: Will ships need to energy or fuel to move?
This was an interesting question simply because of Craig's answer covered mostly what I think every expected but worded it in such a way that gave way for my imagination to go wild.
"for the most part it's not consumable"
I'm glad that there isn't a type of fuel where we would have to keep going back to a Starbase to refuel after every long trip, but then it made me think of other way's a fuel system could be implemented to work with the MMO genre or gameplay.

Instead of fuel judging what distance you can go, maybe what class warp core your ship has determines how far you can travel. Birth of the Federation used a similar setup for it's game. Depending on what class core you had, you could only go so many sectors away from your home system and every time you upgraded your ships via research, they could travel further and further away from Earth.

This kind of system could be used in STO to keep low level members away from high level content for example and it also gives you another thing to work forward to. It would be something I would like to see in the game

What about you? any suggestions or just don't agree, leave a comment to let me know!

Check back soon for the next question analysis.

Wednesday, 17 June 2009

Gametrailers: FFXIV is biggest E3 disappointment

As per usual Gametrailers had their plethora of E3 videos and as usual they had their "Most Disappointing" video which they're usually bang on with but this one I was very surprised.

A numbered Final Fantasy being labelled as the most disappointing game of the show!


I generally agree with most of what Gametrailers has to say but not this time, even on their list of games, FFXIV definitely wasn't at the bottom.

Square-Enix can use this as motivation to prove the press wrong and make it a big seller.

STO: Question Analysis 1

On the 16th of this month Craig Zinkievich took the time time out to answer some questions about in-game movement. Today I'm going to take a closer look at one of the questions and his answer.
Question: How extensive is space flight movement?
This is probably the main question on most peoples minds. Craig's answer didn't surprise me all that much "no barrel rolls but extensive pitch movement" Which I guess is fair. Star Trek has never been the series for dogfights except in some rare instances with the defiant and maybe some Klingon Bird of Preys. Most ships are too big for those kinds of movements and would probably snap under their own weight.

The only ships which would benefit from these kind of maneuvers would be like I said defiant class and Klingon Bird of Prey's which already have the benefit of being small, giving them the ability to literally run rings around the bigger ships might be a tad bit overkill.

Some people might disagree with me on that but I don't think it will make much a difference once people start getting their combat tactics into place. I'm already thinking up some of my own for PvP of all things!

Craig summed it up nicely here
"Movement and positioning is a large portion of the gameplay, but not all of it by any stretch."
So there we have it. If you disagree or have something to add, leave a comment below!

Check back soon for the next question analysis.

100th Tweet!

I signed up to twitter recently because of the mass following and media attention it had gotten and now I get why it's so popular. It's addictive! Sometimes you just can't help yourself.

Anyway thanks to all following me on twitter, next big update will be 1000th tweet :P

FFXIV: Screenshots

Someone was nice enough to take some screenshots of the announcement trailer for FFXIV so we can get a much better look at some of the in-game shots which all happen on the ship.

You can find them here

It's worth noting that all the human characters are the same model and all characters seem to be wearing the same clothes which isn't surprising during alpha/beta phases of the game, also I don't think we were meant to see them in much detail.

The Galka has an Elvis Presley style hair cut going on and we get a look at a Mithra from behind.

Much thanks to Finalfantasy14-online.com for these screenshots!

FFXIV Races: Tarutaru

In my mind the Tarutaru are the black mages of old Final Fantasy games. They're best with magic and nobody can top them with it. When I first played FFXI I stuck with melee classes because I wasn't too sure of myself with magic but eventually I got around to trying one and they were fun.

One thing I didn't like was Windhurst, their city. It was one of the most confusing places to navigate which made it tiresome to try. So here's my suggestion to Square Enix for FFXIV for the Tarutaru. Give them an easier city this time around to navigate.

FFXI: The Noob levels

Final Fantasy XI was the first MMO I played seriously. Before that I had played Legend of Mir and compared to FFXI it was nothing. If I'm being honest I probably would have never picked up the game if it didn't have the Final Fantasy logo on it. I had no real interest in MMO's because I had to pay monthly for them but this was Final Fantasy and a numbered edition, I had to play it!

I remember how much fun I'd had with the game and the friends I'd made. Unfortunately I had forgotten some of the gameplay issues which have come to the surface tonight. After all the trouble of installing and updating the game we finally managed to play. I decided I'd go back to my old server in a slight hope that some of the people I used to know could still be there.

I made an Elvaan Warrior, dashing black medium/long hair, just like my old character. My friend decided that he wanted to go Black Mage which eventually we found was a bad choice for an Elvaan due to low MP but we pushed on. We both ended up having problems with the controls, it took a good 3-4 minutes to figure out how to move. WASD wasn't working so it all came down to the mouse.

Eventually I tweaked the controls to make WASD work and we were set. I equipped my sword, watched a few cut scenes before they'd let me out the door and then we ran into a new problem. We couldn't figure out how to group together. Another 2-3 minutes were spent messing around with the interface and we were on the road again. We left San d'Oria and into East Ronfaure to battle with some worms and bunnies. It was all very easy, it didn't feel like FFXI because I remember it being hard but soon it was going to change.

I'd forgotten how big the learning curve for the game really was, you were basically plopped down into the city of your choice and left to figure out everything for yourself. I was very lucky on my first time around playing the game to come across some very nice people who helped me, no such luck this time. I'd completely forgotten everything.

It took me a good 30 minutes to get comfortable with the controls before I was able to get into a rhythm of fighting, looting, healing, moving. Which reminded me of another sad thing about the game. How much of a grind fest it really is. I had a look around San d'Oria trying to find some quests but I couldn't find anything so it was all down to grinding.

Our next problem soon arrived. My friend couldn't find any black magic in his abilities. At first we thought maybe he wasn't looking in the right place, so I changed class to look and oddly enough I had no black magic either. A quick search of Google told me that by his level he should have had Stone 1 and Poison. At level 1 you have Stone 1, I had nada. After a few minutes of searching in-game and online we found nothing so he decided to change class to a Warrior.

He didn't have a melee weapon except for his staff. So we went on the journey to find the weapon shop which took us a good 15 minutes, it would have taken longer except I was lucky to get help from another player and she pointed me in the right direction. We had to pool our money together to pay for a dagger which cost 262 gil.

Eventually we got back out onto the battlefield and started murdering some worms and bunnies again until we got bored with them and tried for some bigger game. We spotted some Orcs a bit further away from where we were camping and decided to go for it. It was only after we started the fight that I remembered to /check it.
"This enemy is tough"
We were obliterated. After a few more defeats I managed to get to level 4 before we were defeated for the final time and decided to call it a night. We had only really intended on playing to remember the good times. When I first got online I really wanted to turn it off, gameplay and control problems were very annoying but eventually I came around and remembered why I had fun with the game. While my friend who was enjoying it from the get go was put off by having to change class and finish the game at the same level as he started.

It reinforced my plan on following FFXIV right up till launch and onward because it brought back so many memories but at the same time it reminded me how old the game really is. Square-Enix have a lot of work on their hands to bring this game up to date and I wish them the very best with it.

The last screenshot here shows our two heroes logging out for the first and last time. Maybe we'll see them in Final Fantasy XIV for some more epic adventures.

Tuesday, 16 June 2009

FFXI Nostalgia

A bout of nostalgia cast over me yesterday when a friend and myself decided to play FFXI to remember the good times. Unfortunately our night was completely ruined like the Gods were telling us
"You cannot play!"
It started off when we both installed the game, we planned on having a silly race to see who's computer could install the game the fastest and then update the game and log in. We never intended on playing seriously. We both had a copy of the game which has the usual 30 days free subscription and just wanted to mess around in the starting zone.

We both managed to install the game around the same time (I didn't win the install race) but then we came to our first problem. You still required a credit card to register, something neither of us had available at the time. Thankfully we managed to get our hands on one and signed up and then we came to our next problem. My net kept disconnecting...

For the most part, my internet is very stable and runs well but it just wasn't working last night once we both were able to log into PlayOnline. My only explanation for it was that PlayOnline didn't like two computers connecting from different accounts on the same IP maybe. I tried the usual stuff, forwarding ports, turning off firewalls/anti-virus and nothing would work. Only one of us could access the internet at one time.

This brought us to our next dilemma. I decided to start downloading the updates to see how long we were looking at.

The version of the game I had was from 2008 but the updates still took nearly 8 hours to complete. I'm guessing that Square-Enix has a very small cap on the download speeds from their servers because I'm running a 17mbps line and shouldn't have had to wait 8 hours.

So 8 hours finally passed (after some sleep, food and a look around town) and I was finally able to play except for one problem. My friend still had to update his game and was having even more troubles than I did with network problems, PlayOnline errors, the works!

It took roughly a total of 16 hours to sort everything out and we finally got a chance to play

Check back later later to see how it went!

STO: Player Movement Dev Chat

Thanks to Cryptic for taking the time out of their schedule to come into #STO and answer a few questions for us. The theme for this Dev Q&A was to talk about character movement. I was on hand so without further adieu here they are.

Question: How extensive is space flight movement? Will I able to run into a nebula and make a 360 loop and end up behind my enemy, Or is ship movement merely restricted to a horizontal level with perhaps an ability to elevate up or down a little without rotating the ship upside down?
Answer: There's no rolling or looping in STO now. There's pretty signifigant up and down movement, but no barrel rolls or looping. Movement and positioning is a large portion of the gameplay, but not all of it by any stretch.

Question: Will ships need to energy or fuel to move?
Answer: Definitely. Although for the most part it’s not consumable. You speed and turning rates are directly tied to the amount of power that you’ve allocated for those systems. You put more energy into engines, and you move faster. You put more energy into engines, and you move faster. You put more towards the auxiliary and you turn quicker. (Amongst other things)

Question: I'm curious about the physics used, I noticed in a previous ask cryptic where it was said that small ships can fish tail, how far is this taken? Could a Defiant, for example, set a course and speed, then rotate the nose away from the direction of travel to engage a target without affecting the direction of travel, or will a ship always move in the direction that the nose is pointed?
Answer: We've said a few times that different ships have different attributes - and that's definitly true... Turning rates, max speeds, etc... However, you do always move in the direction that you're pointing. There’s no strafing, no moving backwards and shooting (kiting).

How am I supposed to back out of star-dock?

Ok, I lied. There IS reverse in the game, but it's not really effective in combat. It's something to use to get out of trouble spots, and in special combat cases - but it's not as fast as forward, so not as useful.

Question: Can you use warp while in combat?
Answer: No. No warp in combat. Combat in STO takes place at subwarp speeds. I know that combat takes place in warp sometimes in the shows and movies - we wanted to be able to give you a sense of place and positioning in combat, I can only theoretically imagine what combat at warp would LOOK like.

Question: In 3D Space view (not mapview) What is the Ceiling/floor Height Size/Scale? Will it be large, like say a ship at the 'Ceiling' will not be able to even see a ship directly below them at the 'Floor' (ie its like +1000' tall), or is it much smaller (like 100' tall).
Answer: Huge. Although we're in space - it's also a video game and that comes with certain limitations. : ) There are "edges" to the maps. However, your example is great. If you're at the "top" and I'm at the "bottom" - we can't detect each other. THAT big (Well, unless we're on the same team - then you'll know I'm there.)

I'm surprised about the reactions to the lack of fuel comment. This goes for a lot of things - and hopefully I don't get long winded or offend anyone. There are a lot of mechanics and features to the game that we at Cryptic imagined when we first started the STO project. Rolling, fuel - things like that.

Once we got the game up and running, and more people got on the team, and we started playing it more... there were things that we just didn't miss from the original ideas that we had, things that the game didn't demand that we put in to make it a richer experience. I know that there's been a lot of speculation about how ship movement works - it's one of the reasons why we're doing this chat.

But I can tell you, that with all that you get to do in space - Bridge Officer skills, power levels, balancing shields, positioning yourself, etc...

Question: whats the learning curve like..
Answer: Kinda big right now. : )

Question: Movement has been described as a sort of 2dimensional map thing, which doesn't really sound all that exciting graphically. Are we at least going to see warp outs?
Answer: If I’ve described it as much, I apologize. It’s definitely 3D. You play the heights, you hide behind space debris in al axis. Not 2D.

Question: Just how tactical will movement and combat be? I know it has be said about balancing shields and power etc.. but how important will moving and positioning really be? or will it be a case of always the biggest ships with the most weapons in a strafe will win?
Answer: I don’t want to say that the class of your ship has nothing to do with combat, but positioning is HUGE. Making sure that you get to your target’s weak side and protect (shift shield energy) to yours is gigantic. Movement and positioning is probably the single most important part of combat. That's not to say that a runabout is going to be able to take out a Vor'Cha just 'cause you're positioned well. : )

Question: Relating to Vorador's question about warp in combat... How will one be able to escape from combat? Will a player be able to warp away from combat? If so, how will this be balanced so that escape is not too easy?
Answer: Ah - that's the trick, huh? You currently can't warp while in combat. We're trying to balance the combat so that, if you get in over your head (like I sometimes do when I didn't expect the cloaked birds of prey) you can still "run away". Escape should be "easy" - but not "game-able".

Question: Will movement be largely forward, left, right, holding down W, A, S, D, or point-and-go like an RTS space game? Or both?
Answer:
W and S pitch up and down.
A and D turn your ship left and right.
E and Q throttle up and down.

Currently, if you hold both mouse buttons down, your ship will go in the direction your camera is pointing. Hard to explain - but you "drive" your ship with the mouse. A lot more intuitive than me typing to explain it. So - those are the default mappings that we have right now... but people on the team have different ones, we'll definitly come up with other variations you can choose before launch. Our game engine is set up to be pretty customizable when it comes to key mapping - so you can do what YOU like.

Question: So it's a matter of getting a certain distance away from your enemies (so you are 'out of combat') before you can warp out?
Answer: Yes. Exactly.

Question: Are we going to be able to use terrain properly? E.g., would climbing on top of a rock create some problems for the enemies or would they magically adjust to it and climb up? In fact, does ground movement affect combat at all, can a player gain significant advantage by actively moving?
Answer: Ah, ground! I think that movement on the ground also provides important strategy. A lot of the weapons that you have on the ground have cones or other direction AoE attacks. Since combat one the ground tends to be group against group. (Away team versus group of enemies, not just one) I often will move my character to the side to “flank” the enemies and try to get as many. It's not as positional as space - there's no "backstabbing" on the ground right now - but it's still there.

Question: How will you make transportation through the vast and barren environment of space, visually appealing and diverse?
Answer: With a lot of art : ) Actually, we’re focusing on the interesting parts – and not really trying to bog the player down in the hours and days of realistic travel through the vacuum of space. You do have to travel, it's not immediate "poof! I'm there" - but it's hopefully not boring or interminable. Sector Space - where you travel between systems and other points of interest - is MORE 2D, but there's still a small (although mostly aesthetic) 3D element.

-----------

So that's that guys, opinions thoughts?

About the only thing that disappointed me was not being able to do a barrel roll other than that though everything else sounded great!

Leave a comment below!

Sunday, 14 June 2009

FFXIV Races: Mithra

I never played as a Mithra for one reason. They are a female only race. Or at least they a predominantly female which means that males do exist. This is a side of the Mithra I believe could overhaul the race for XIV.

It'd be very interesting to see what a male Mithra might look like and what their temperament would be (I'm thinking Tony the Tiger for some reason :P)

Another reason why they never really appealed to me was that they shared a city with the Tarutaru. I never really understood Square-Enix's reasoning behind this. I think it would have been a nice feature for each race to have their own city with their own story. Most likely it came down to budget and time constraints but if the Mithra are making an appearance in FFXIV then I'd definitely want them to have their own city.

STO: Genesis System

We've all had an inkling that STO would be using some kind of procedurally created content would be used to fill out the galaxy and now its been confirmed by Daniel Stahl via his blog on mmorpg.com

The Genesis System.


To quote Daniel Stahl
“Give me an M class planet with a Federation complex set up in the mountains where some scientists are milling about ...”
“… Now add a bunch of Klingon's attacking the complex …”
“... Oh, and make sure the Klingon's brought some Targs!”
“… Now make sure one of the Klingon's is a badass Dahar master”
“… And how about a really funny looking Ferengi running around screaming!”
Until we start seeing some pictures of video gameplay of this content I can't really make any judgements, if I was to just go by the blog I'd feel excited that it will fill the game out and give us a lot more content but at the same time it makes me worry that content might end up lacking in detail and quality.

Quality is always better than quantity and I hope Cryptic can get a good balance with it.

This kind of created content is good for planets we have never heard of inside the Star Trek lore but I wouldn't like to see it being used for somewhere we might have heard of but not seen for instance, these programs are great for creating content very quickly but some places needed to designed and tweaked by hand.

Another potential problem with procedurally created content is that eventually everything can start looking the same which could be a major downfall for an MMO. What we don't want to see is a 30 different M class planets with a Federation complex in the mountains where the only difference is the color of the sky or maybe the grass is a different shade of green.

FFXIV Races: Elvaan

Judging by the announcement trailer that we saw the Hume, Galka and Elvaan will be playable in FFXIV. The concept art shown also shows us the Mithra and Tarutaru.

Today I'm going to look back on Elvaan and how they could possibly be upgraded for XIV. San d'Oria was their home where they were seen as proud knights and warriors which fit nicely with because they were very good with melee classes.

I was very happy with the way that the Elvaan were portrayed in FFXI and I hope that they have the same kind of story going for them in XIV. They suit being the royal proud warriors.

From a graphical point of view, I was always under the impression that the Elvaan were the nicest looking race out of the lot so I hope this stays the same too, they had a certain elegance to them but maybe this time Square-Enix could be kind enough to give us more than 8 different types of faces and a few more hairstyles.

STO: Famous Locales

There has recently been a post from Zinc on the STO forums
I'm pretty sure making STO without DS9 would be like making STO without tribbles.

I know, for a fact, that both are in there. : )

-Zn
Which got me on to thinking about other famous Star Trek locales that I would definitely like to see in the game at launch.

Utopia Planitia:
We've been told about this place so many times but we never actually get to see it! STO can finally make it happen.

Spacedock:
I remember when I was a kid watching the Search for Spock, seeing the Enterprise docking at Spacedock and seeing the people look out the big window at it all happening. I want to be able to see that in STO. Watch player ships dock and undock (even if its NPC scripted events)

Deep Space Nine:
Being able to walk on the promenade and visit Quark's bar is pretty much all I want to do on DS9

Risa:
I think it's obvious why everyone would want to go here ;)

Starfleet Headquarters:
Starfleet Headquarters has been shown a fair few times on TV and even in one or two of the Star Trek games, Since Starfleet HQ on Earth is pretty much going to be the Federations capital in the game, they had better make it full of stuff to do :)

Qo'noS:
Same as Starfleet Headquarters, needs to be epic if its the capital of the Empire.

Ferenginar:
All MMO's have their trader towns where you can pick up the best items or sell at best price. Ferenginar would be Star Treks version of this. I can just imagine all the shopping opportunities :P

Destroyed Romulas:
I'd like to see this both from space and being able to land on fragments of the planet. There have been screenshots of Romulan Warbirds around broken planets on the STO website which would indicate that's where they were. Here's hoping!

Briar Patch:

The Briar patch and most importantly the Ba'ku homeworld could make for interesting ground play since it is a lesser developed world, anyone wishing to get their fantasy gaming on, this would be the planet to go to.

Badlands:
The Badlands have always been associated with the Maquis and smuggling. I could see the Badlands as being a PvP contested area with Maquis wreckage to be claimed for either side. This could also be interesting for DS9 where technically it could become a contested area which switches allegiances depending on public quests.

Those are the first places that come into my mind when thinking of star trek locations and I'm sure there is a hundred others that I've completely forgotten about.

Leave a comment below about which place you'd like to see the most.

Saturday, 13 June 2009

FFXIV: Summoner Class

I remember FFXI all too well, the painful summoners quest, collecting each kind of weather into that crystal, took a lot of patience.

I'm looking forward to this class in FFXIV and to see what kind of advancements and improvements they will make with it. I've only played one other game which uses a summoner like class and that's World of Warcrafts Warlock which is similar in ways.

I think if Square-Enix were to take tips it would be from Blizzard on this. I remember spending a good 3-4 hours finishing the summoner quest and being very disappointed with the actual class. I expected to be a lot stronger with it being an unlockable class but in the end I only got to level 15 or so with it.

S-E have their oppertunity to make it an epic class this time around. Being able to keep your favorite summon around without losing MP and it having its own skillset and levels would make for much better gameplay and give a lot more depth.

FFXI was a grind game and it's classes played a major role in keeping players interested. If it is to be the same for FFXIV then a major overhaul is needed and a lot more depth.

STO: Timeline

Cryptic have put up an article regarding this with a very nice diagram to make it understandable. I made one myself that I posted on the forums last month so I thought I'd share my version of it here


click to enlarge

It's fairly self explanatory to fans of the franchise but for those that might have been pulled in with the release of Star Trek XI it might not be.

To make a long story short - The majority of the latest film doesn't have any impact on STO.

The only thing we have to worry about is that Romulas was destroyed and that Spock, Nero and the Narada went missing in 2387.

Friday, 12 June 2009

STO: Characters per Account

A trend that has been going around the STO forums which is directly related to PvP for the most part I think.

Should we be limited to 1 character per faction per account?

My answer to this is no.

From a PvP point of view this might be seen as fair since there has to be some kind of balance, but limiting people to one portion of the game is very unfair in my opinion. Cryptic have come up with their own solution to this by displaying peoples handle/username beside their characters name at all time. I have my reservations about this too but it is a step in the right direction.

One solution that came to my mind with this is to limit account activity when attempting to change characters between factions.

For example - You are playing with your Federation character when a message appears, you find out that the Klingon's are raiding a sector in the neutral zone. Instead of fending them off, you decide to log into your Klingon character and help them.

Once you log out there should be a 5-15 minute wait before you can log into your Klingon character. This will deter people from upsetting the balance in the game. This idea can also be used when flagged for PvP also but maybe there is a longer wait 10-20 minutes.

It's understandable that Cryptic can only do so much to try keep a balance between factions. In reality if people really want to do it, they will pay for a second account to use.

My thoughts on how many characters you can have is this.

1 per class per faction. Which would be a total of 6 characters per account. I'd love for there to be more which isn't impossible but I believe 6 is a good number because it leaves all options in the game open to you without the need to delete anyone.

Of course if Cryptic decide to add more classes and another faction it wouldn't be a terrible thing if they were to upgrade our character slots to the appropriate amount.

STO: Career Paths

So far with STO we know of 3 distinct career paths to take in the game across both factions
  • Science
  • Engineering
  • Tactical
At first I thought that this may end up being too little for an MMO but then it dawned on my slowly, besides space gameplay there is also ground based gameplay which will make the classes a bit different in each area.

In space I can imagine the engineer being the healer class as it will be able to repair ships at a better rate and will be a support role but during ground gameplay his role would be a lot different. He would turn out to be the weapons master maybe on par with a hunter type class.

With the Science class I see this as being the main support role in space, tricking enemy sensors, using surrounding areas to hide and stalk their prey, using their deflectors and masters of reversing their polarity. On the ground they would end up playing the healer class.

Tactical is a hard one to try and see different roles for ground and space as in my mind they will the tanks in both space and ground combat. I guess thats not a bad thing really since a lot of people will end up liking just being the tank. When I first got into MMO's thats what I liked doing.

So which class can I see myself playing as?

I think I'm going to go with being an engineer for my first character. I've never been one that wants to be a healer but I can imagine in fleet operations my services could come in handy and it could be a lot of fun.


Geordi would be proud

Most likely after that I would end up playing a tactical class just so Worf and Tuvok don't get the wrong idea.

And then eventually I'd move on to science.