I have tentatively begun playing GW2 again. After three years. Here are my (re-)impressions.
Getting back into the game, I am finally beginning to appreciate the concern designers have over the returning-player experience. Remember when Ghostcrawler and friends talked about not wanting to change too many things mid-patch? When I loaded into GW2 on even a low-level character, looking at the Skills page caused a moment of existential panic in which I desired to turn off the game immediately.
Granted, I feel like the GW2 Skill system has always been convoluted nonsense, but it is especially weird now. Weapon skills are now tied to levels instead of weapon use – no more equipping a new sword and having to wail on easy mobs for 20 minutes to unlock everything, ala old-school WoW. So, that’s good. Less good is how the Skill system used to allow you to purchase skills from tier lists, but now they are unlocked in sequential groups. In other words, you usually have to unlock a bunch of crap to reach the skill you want, instead of picking it right away and then not having a use for skill points later. Then there are Specialization paths or whatever. Pick three of six specializations, each of which has three sets of three choices.
No doubt the system makes perfect sense for long-term players, but as someone logging back onto a level 80 character after three years… well, let’s just say that I fully understand why WoW was “dumbed down” the way it was.
Things are now a lot more account-based, which is also interesting. You still have to unlock bag slots per character because $$$, but now even things like gold are shared across all characters. Hell, the shop is even selling additional Crafting slots, so you can have more than the industry-standard two.
Magic Find was also turned into an account-wide deal instead of stats on gear. In a rather brilliant economic move, the only way to increase this stat is to destroy magic gear and consume the possibly resulting Essences of Luck in ever-increasing amounts. This neatly solves the Vendor+1c economic disaster GW2 had originally, all while providing an insatiable lust for dropped/crafted gear. Amusingly, it also squares the circle of the increasing amounts of Magic Find generating more magic items, as you simply destroy those too.
Actually, I feel like there is a entire post that could be devoted to this sort of design solution. Not necessarily the elegance of the Magic Find situation, but rather the kind of design which involves every player having a stake in consuming resources. I mean, look at WoW with all the junk greens and blues that drop. People vendor those all day, or possibly get them disenchanted and sell the resulting dust to either Enchanters or people trying to get cheaper prices from Enchanters. It’s easy to flood the market in those situations, because the demand is concentrated in just a small portion of the entire audience. And then, perversely, it’s nearly impossible to find usable gear at any given level because it’s never worth it to list on the AH due to low demand (and high fees). Lose-lose.
Meanwhile, the market for magic items in GW2 is effectively infinite – everyone has an incentive to get more Magic Find. And that’s a trick, because the majority of players will quit playing, never reach the cap, or whatever, but they have nevertheless drained the economy of those goods. It is the difference between everyone learning every crafting recipe drop they come across versus immediately putting it on the AH to be consumed by a much smaller fraction of players. The latter is the status quo, but the former neatly solves most of the issues that crop up in MMO economies without overt gear destruction.
In my brilliant foresight, I apparently cashed out all my gold before I stopped playing three years ago, so I have 1300 gems and like 8g. This is enough to apparently “purchase” Season 2 of the Living Story, which… makes very little sense to me. Did everyone have to purchase the second Living Story when it came out? Is it necessary to play? I’m assuming not, but who the hell knows in this weird-ass F2P Wild West. Given the horizontal progression touted by GW2, I’m not sure of the benefits. Skins, surely. Plus, you know, plot. But anything else?
It is actually kind of amusing, in a way. People gripe about all the planned obsolescence in MMOs like WoW, but GW2 seems to be the ultimate offender here. Lion’s Arch got destroyed or something, right? I’ve read about it, but I don’t think there is ever a way to see it. Unless it is in the Living Story bundle, perhaps. Someone might be able to breeze through the entire Mists expansion in WoW without leaving Jade Forest these days, but at least all that content still exists. In GW2’s sake, it is straight-up gone like a fart in the breeze.
The likelihood that I play GW2 long-term is effectively zero, as it is with any MMO I fear, but for now, it is something I’m playing. Luckily, I received something silly like twelve level 20 boosters and six level 30 ones, so I’ll be able to get a better feel for the classes without having to suffer through the painful low-level nonsense another half-dozen times.
And, hey, even if I stop playing, the game never had a subscription, so I could just revisit in 2019 and see (or not see, as the case may be) what’s new.
My recent completion of Dragon Age 2 has freed up some mental space that I wanted to give towards something outside of my normal M.O. So, after encountering a random forum discussion somewhere, I found myself downloading Dragon Nest and Neverwinter. Why these two F2P games? Why not?
I had a pretty good idea what I was in for just based on the loading screen:
Near as I can tell, Dragon Nest is a lobby-based, Action RPG with what amounts to MMO elements. In the random forum discussion that led me to download it, the game features a heavy, skill-based element to combat. Indeed, there is no tab-targeting; the mouse controls the targeting reticule, and spammable attacks are bound to left and right-click. Whenever I received a quest, I went through two loading screens until I arrived at a predefined area, killed all the mobs, and then zoned onto the next area in a sequence with a boss at the end. This picture sums that up:
This impression is labeled as Unfair because I basically stopped playing after about two hours. I was playing as the Kali, which is basically a melee warlock dancer, so perhaps that had something to do with my lack of fun. On the other hand, I just couldn’t shake the feeling that if the game was going for kinetic Devil May Cry or God of War-ish style, that they missed the mark. Movement wasn’t as fluid as I would have liked. And then there is the sort of goofy things like quest interface, inability to zoom out very far (which is a limitation of any crosshair-targeting game, I suppose), and general sense of 2nd-rate-ness.
Much to my surprise, it turns out I had actually downloaded Neverwinter months and months ago, but had never bothered to boot it up for some reason. Unfortunately, I had about ~5gb worth of updates to download, so I might have been better off with a clean install.
In my handful of hours of play, Neverwinter just strikes me as a game that is missing, oh, maybe $25 million in development. Although I am on maximum settings, the world just feels… muddy, yet insubstantial. It is another crosshair-targeting game but I had a real hard time ascertaining that enemies really existed out in the world. And sometimes they were just really hard to see. It is sort of how I felt about Guild Wars 2, but worse.
There were a lot of little D&D touches that I liked. Your “daily” power meter is a d20 that fills up over time. There are “skill checks” of sorts when interacting with certain objects out in the world. For example, after killing an NPC in a cave complex, I noticed a sparkly skull over in a bookcase. After passing a Dungeoneering check (which basically happens automatically), the bookcase opens up to reveal a treasure chest on the other side. All of this managed to evoke both D&D and a sense of physicality, the latter of which is otherwise conspicuously missing from combat itself.
The rest of my limited experience was spent seesawing between interest levels. I very much enjoyed how each class seems to have their own unique movement mechanism: warlocks float at a sprint whereas rogues do a dodge-roll. But movement in general just didn’t feel all that good. You know how in WoW and Wildstar and GW2 when you get a movement speed buff and you can kind of keep the momentum going after it wears off by jumping? You can’t quite do that in Neverwinter. And for some reason that feels bad. I can’t quite explain it better than that, but that feeling seeps into everything.
The other curious issue I ran into was how… health doesn’t regenerate. Maybe it does later? It just feels really weird in an MMO for it to not, as it sort of subconsciously delineates the world into checkpoint corridors. Which maybe is the point? There is health potions and such so maybe it is not all that big a deal. But it certainly felt like a big deal as I was playing.
I did not even try anything in The Foundry, which is likely the most remarkable thing Neverwinter brings to the table. Based on my current mood, it isn’t particularly likely that I will.
So there are my completely Unfair Impressions for Dragon Nest and Neverwinter. If you are a player of either game, by all means let me know your own opinions on the matter. Do the games get better? Do I need to play them with a certain mindset? Which class would be the most fun? Things like that.
As mentioned previously, my spirits were up quite a bit from the doldrums of the first two days in The Secret World. Knowing that it was expected that one unlock all the “inner wheel” abilities on the Ability Wheel lowered the existential pressure of permanent choices. And as soon as I confirmed with a commenter that, yes, TSW did have an in-game Search feature for abilities, the mental wheels started turning quite pleasurably. I finished a series of entirely pleasant and non-frustrating quests, got 7 more AP, and then starting picking things that maximized my synergy.
My present loadout is something like follows:
- Delicate Strike – single-target blade builder (+10% Penetration chance)
- Blade Torrent – AoE blade builder (+Affliction DoT)
- Balanced Blade – AoE blade finisher
- The Business – single-target pistol builder (+Weakened Healing)
- Shootout – channel pistol finisher
- Above the Law – Targeted AoE cooldown damage field
The other relevant passives meanwhile are:
- Lick Your Wounds – Stacking HoT when you deal damage
- Immortal Spirit – HoT when you Penetrate
- Gnosis – Hitting Weakened targets = 33% chance for more damage
- Dark Potency – Hitting Afflicted targets = Stacking +Penetration buff
You don’t really have to know anything about TSW to sort of see what’s going on there. Blade Torrent hits everything and then gives them an Affliction DoT, which triggers a +Penetration buff for me, which increases my chance to trigger a self-HoT. Meanwhile, I get a baseline HoT for just hitting things. The Business deals damage, puts up a Weakened debuff, which makes further hits deal extra damage 33% of the time.
Actually, the synergy isn’t really all that there. The two weapons themselves don’t really have much synergy with one another. There doesn’t seem to much of a point to not simply spam Blade Torrent, even when I have enough combo points to use my AoE finisher. Using the single-target pistol attack to Weaken and deal bonus damage sounds cool, but I’m mostly facing small groups of weak enemies right now. Even I were facing a single target, the Aff –> +Pen +HoT deal sounds a whole lot better, especially since the Weaken ability I have is essentially the Mortal Strike debuff.
But like I said, the wheels are turning. “Hmm… well, the Shotgun features a baseline ability to hit things in a cone, and you can make that give everyone a Weakened debuff that results in 30% less damage done. That’s certainly better than a single-target attack that gives -Healing on mobs.” Then you run across a higher-tier Shotgun passive called 12 Gouge that causes enemies you Penetrate to become Weakened (-30% damage) that starts making your mind melt in interesting ways.
- Oh, so if I spam Blade Torrent, everything around me gets an Affliction DoT, I get a +Penetration buff, then if I Penetrate anything from spamming the attack they get Weakened (-30% damage), which then can trigger the 33% chance for them to take extra damage.
- And I get two different HoTs.
- What does a 12 Gouge katana even mean?
No doubt there are better, more efficient combos in the game that exploit synergies I don’t even know are possible; I have been limiting my scope to mostly inner-circle abilities, which the exception of 12 Gouge. But, again, this whole exercise has significantly increased my respect for the game… at least in this area.
I mean, this part is, as the kids say, “totes fun.” However, actual combat so far amounts to me spamming one attack over and over. Which is not all that different than spamming Wrath a thousand times in WoW, of course; I’m not even out of the equivalent of Goldshire yet. Nevertheless, I remain wary as to how engaging the combat is really going to be once I “finish” the ability-planning part. And I wonder how much of the fighting game design was sacrificed at the altar of ability synergy complexity.
WoW combat is fun, to me, even when I’m killing entirely trivial mobs. It’s visceral in a way I can’t entire describe. TSW combat is not… also in a way I can’t entirely describe.
It is funny and sad, all at once, how much difference a little gear makes in an MMO.
After the fun of planning build synergies the other day, I was facing the reality of what amounted to a number of long slogs against single enemies with 30+ seconds TTK (time to kill). Worse, I was getting little-to-no sense of when/how you would ever use the Dodge button or circle-strafing in TSW. Sure, avoid the bad stuff/targeting reticule on the ground. But beyond that? All the enemies reminded me of the unquestionably lame zombies of Orr in GW2, with their 300% movement speed and amazing clipping powers.
I died a few times, as you can imagine, against single mobs. Specifically, I died to enemies who never seemed to target the ground with anything – they simply beat my face in, old-school. The worst part of new games is when you fail for reasons you don’t quite understand, or are unable to prevent. I knew I was probably dead within the first 5 seconds of the combat encounter, but it took another 15 before I officially gave up the ghost. I could have probably ran away, but I wanted to know specifically why I was dying, and to get a sense of what I could do to prevent/slow down the process. The auto-HoTs weren’t enough, for sure. But it seemed like only the Assault Rifle and Blood Magic “weapons” allowed for self-healing spamming. Which meant I was going to end up with seven of nine (har har) weapon skills halfway filled, likely putting me signifigantly behind the power curve that would have existed had I stuck with the same two weapons.
Then I got gear. Partly from the “subscriber rewards” I received for having purchased the game for $15 via Steam, and the rest from the AH. Mobs are just falling over now. The stronger ones still take a while, and I still derive no visceral thrill from killing them, but my HoTs essentially keep me above 80% HP at all times.
Maybe there will be fun combat later on, but it’s getting increasingly difficult IMO to use that as a proper excuse. With a few weapon exceptions, GW2 was fun right out of the gate, for example. And it all seems extra silly when hypothetical games like SavageSun somehow manage to feel fun to play even when you only have two abilities.
In any case, this will likely be my last Unfair Impressions for TSW. I don’t plan to stop playing necessarily, but I think these few articles have adequately served their purpose – namely, presenting my impressions of a game that I had no particular desire to play in the first place. While the chances that I play TSW in the long-term is less than zero, my opinion of it is certainly better than what it was when I started it. If I play it more, it will be in the context to experience the narrative and quests.
Which sounds great until you realize I said the same thing about SWTOR.
[Preface: I wrote the below before yesterday’s post went up, so I hadn’t yet incorporated any of the feedback given. My current mood is less bleak than the below suggests.]
I am seriously considering the fact that The Secret World may not be for me.
After some rather meticulous research, my plan for weapons is going to be Blades/Assault Rifle with Pistols thrown in – I have been assured that this covers all the relevant bases. After that was nailed down, I started towards Kingsmouth and chopping down zombies, Kill Bill-style.
My brow furrowed almost immediately. One of the first side-quests you get in this area is how to construct and deconstruct weapons. In a Minecraft-esque grid. Er… what? Why is this a thing? Is there a particular reason to go with this crafting system beyond intentional obfuscation? A little while later, I was shown how to construct glyphs in a similar fashion, which are sort of like gems you slot into weapons, except you can’t actually just slot them in. In fact, I had to watch a Youtube video of this quest because following the given instructions wasn’t helping. “Oh. You gave me TWO glyph toolboxes, and I’m not supposed to use the one called glyph toolbox, but the sort of quest item version.”
After a shake of the head, I accept the quest from the fortune-teller nearby and am asked to find some ravens. I find one outside, watch it fly away, and am then told to follow it. I do so… only to see it clip out of existence in mid-air. Er… okay. Oh, by the way, you have 60 seconds to figure this out. After aggroing some zombies, I restart this portion and try again. Nope, that raven definitely disappears in mid-air. I walk the entire length of the road in the direction the raven was traveling in, not even sure what the hell the quest designer was expecting me to do.
Spoiler alert: they wanted me to ignore the flying raven and look for another bird on the ground. Brilliant. I do this a few times, fight some spawned enemies, grab two side-quests I run past on the way, redo a section of the raven quest because, you know, it’s timed but they thought it was cute to leave side-quests along the path just to fuck with people, complete the quest finally and then loot my text message of an item I can’t even equip because I’ve already spent my Skill Points.
Are we having fun yet?
Spoiler alert: No.
My mood was not improved by the next quest, which involved checking out the Illuminati runes inscribed on the church that causes zombies who tread inside to be instantly killed. “Find the first set of runes.” Okay, sure, I saw them near the door. “Find the second set of runes.” Okay then. I’ll give you two guesses as to what I ended up doing for the next five minutes.
If you guessed “searching the inside of the church, then spam clicking everywhere like I was trying to find that secret wooden pixel in Planescape: Torment, before furiously Googling the answer to a goddamn ‘click item’ quest,” then you are correct.
Now, I am more than willing to take some, if not most, blame for this quest-fail. The first set of runes were outside the front doors, the zombies were being prevented from coming inside, so it doesn’t actually make all that much sense for the other sets of runes to be inside. Logically – at least #GameLogic and #AnimeLogic-wise – protective runes go on the outside of the thing they’re protecting. But more than anything, my experiences on Day 2 of playing The Secret World is confirming my post earlier this month about the tenuous balancing act of difficulty vs hand-holding. This MMO does not hold your hand, gives you the cold shoulder, and by all rights actively dislikes you.
And… that’s good, I guess. It’s definitely an under-served niche. Personally, I don’t think the flavors of hotkey, active-dodging, respawning mobs really meshes with the more glacial, adventure-game schtick, but what do I know? Well, other than the small spark of my interest is being smothered by alt-tabbing to the equivalent of Thottbot for every other quest. I could tough it out, perhaps rationing my attention span a bit more judiciously. The setting is certainly interesting, at least, and I’ve heard good things about the horror elements later on.
Or I could, hypothetically, start playing a fully NDA’d, unreleased MMO in a manner more deserving of the beta key I received.
I started playing The Secret World yesterday.
I was going to start that sentence off with “On a whim,” but it occurs to me that there isn’t much of anything whimsical about starting an MMO. You have the 39.2 gb client download, the registration, and usually getting your billing information straightened out. TSW doesn’t have a subscription anymore, but even though I had downloaded it previously, I still had about 2 gigs worth of patches to download before I hit the character select screen.
In any case, I ran into my first issue on the character naming screen. TSW asks you to enter a first name, a last name, and then a nickname, the latter of which is supposedly your in-game name. But it mentions that people inspecting you can see the others. It occurred to me that this is perhaps the worst naming mechanic I’ve ever seen. Allowing last names not only allows for increased customization, but on a more practical level, it alleviates the problem with one’s name being taken by someone else. Not so with FunCom’s design team; I was not able to move forward with character creation because someone already took “Azuriel” as a nickname. I tried a number of variations, referenced my List of Cool Nouns, then decided that Azuriel Inanage’s nickname was “GQX.”
The graphics are whatever. I turned everything up to Ultra just to see if it improved things, but decided an extra 15 fps was worth more than whatever it is that Tessellation does or what FXAA means.
I very nearly died in the tutorial area – at least, I assume it’s possible to die there – before I realized that TSW is in the post-WoW active combat genre, with active dodging and whatnot. I’m fine with this style of gameplay, although it seems more ridiculous than usual when people are doing it in a more “realistic” setting. Or maybe it is an art style issue; I had no problem with the way things were handled in GW2.
I stopped the game session in the training room where you can try out the various weapons and decide which one is for you. My understanding of TSW is that you can pretty much choose any abilities you want and can theoretically learn everything, but you would be severely disadvantaged in not specializing early on. I’d be fine with such a system, if the Ability Wheel was not the worst implementation of a skill tree that I had ever seen.
Conceptually, the Ability Wheel is fine. But has anyone ever tried to actually look through it as a new player with an eye for synergies? “Okay, this attack deals extra damage when the target is Afflicted. Alright, what causes Afflicted? Let me just browse every possible weapon in the game, including clicking on these nameless little cubes on the outside in no particular order…”
FunCom added “decks” to the game a while ago, which are basically preconstructed talent builds that you can follow along. This certainly would speed up the process, but I am not of the mind to commit to any one thing without knowing all the moving parts, especially if there isn’t a way to respec (or maybe there is?). How am I supposed to know what I’ll find fun a dozen hours from now, let along a hundred? Complex and deep character build options are fine, but I’m beginning to see the visceral appeal of the Diablo 3/WoW system of making one decision at a time.
In any case, my next session will begin with a combing of the internet for build explanations, or perhaps more simply a diagram of the synergies between the nine weapons. It’s cool that the fifth skill in the X tree can make the Y weapon a viable option, but it’s less cool missing out on that interaction because you can’t really see it due to the UI. I want something that will show me every instance of the word “Hinder” and the like, so I can decide that yes, pistols and claw weapons (or whatever) are a combination that is acceptable to me.
I was not sure there was going to be a Day 3 to this series. Hell, Day 2 came as a complete surprise for that matter. My default expression in life is “Impress me,” to which Darkfall just laughs. “Okay, show me what you have to offer.” “Show yourself.” There is an inherent nobility to that uncompromising sentiment, a sense that all the other games out there selling themselves are, indeed, engaging in prostitution. Darkfall instead has the purity of your back yard, with the creek your mother told you to stay away from. No one gave you a quest to turn over rocks to see what lied beneath them; you just did it because you were there, and hey look at that weird bug, I wonder what happens when I… eww.
Sorry, sometimes I get carried away with my own bullshit.
In truth, I continued playing Darkfall because I was interested in how onerous it would be to make arrows for my Skirmisher. The spiders never dropped any coin, the vendors were asking for 30+ crafting mats for 1g, and my initial try at crafting wooden planks left me with not enough gold to purchase a pick axe to mine the requisite stone for arrowheads. Considering my character was ostensibly an archer, would the game allow me to run out of arrows?
Of course it would.
I abandoned the spider spawns, and tried the other starter monster spawn location. It too was farmed out; in fact, I don’t even know what mobs spawn there as none lived long enough for me to point at them. From the map, I noticed some ruins off to the west. If there’s ruins, there’s monsters. Sure enough, it was zombie spawn city.
While I sat on the fringes watching characters in clearly superior gear farming through the zombies like butter, it occurred to me that there is a distinction between sandboxes that few ever make. There is the sandbox in which you perform repetitive actions in order to have fun later, and there are the ones in which you have fun doing fun things that leads to more fun later. Darkfall, to me, is the former; Minecraft would be the latter. And the funny thing is that the former doesn’t sound all that different from what I was required to do in WoW.
The zombies that trickled past the farmers did end up dropping hard currency – around 1-3g every 5-10 mobs. Examining the pleasure I felt when I walked away with 22g at the end of the farming excursion was a sobering experience. There were likely better spots for gold farming, even in the protected newbie zones, but it was a glimpse back into the churning abyss of a grind without end. Work hard today so you can have fun later, as opposed to having fun… having fun.
In any case, I remain pleased that I gave Darkfall the ole college try. Every time I read Syncaine’s latest post about ganking a dude and stealing all his stuff (and his boat), or about how he AFK farmed while writing the post, I can visualize what exactly all those shenanigans looked like. And then realize that game he and others are playing exists primarily in their own minds.
Which isn’t a bad thing, of course. It’s just not my thing.
I felt like the screenshots were not enough to fully immerse you in the world of Darkfall. So here is a video of me attacking some spiders. Don’t forget to switch to 1080p quality!
In terms of the tutorial, I finally realized why I was stuck on the “skinning” portion. While you can loot leather from the glowing gravestones, if you have a skinning knife you can also skin… the gravestones. Because that makes sense. The failure rate seems ridiculously high, but eventually I loot one.
The next step is to hearth to your bindstone, which I did exactly two minutes later. Literally, guys, it’s a 120-second cast. I started it up and left to make my lunch for the next day.
This actually reminds me of another curious thing: AFK-farming seems encouraged in Darkfall. Much like in Guild Wars 2, you must buy a logging axe or herbing sickle in order to gather materials, and these items have charges (durability in this case) that deplete on use. The difference here is that you can start up the animation in Darkfall and walk away from the keyboard – your character will merrily continue chopping timber until (presumably) the axe is worn down to the nub or the tree runs out of wood. It reminds me of what I have heard about mining space rocks in EVE, insofar as gathering only requires button presses once every half-hour. Is that supposed to discourage people from farming, or a concession that farming is so boring the game will do it for you while you Tab out and play something more engaging?
In any event, the next stage of the tutorial was taking a 100kg (!) mount idol from the bank and summoning a mount. From there, you are tasked to running to the border of the protected area, sticking your toe over, and then coming back inside. Ah… so I was paranoid for no reason this entire time. Well, sorta. Apparently if you aren’t careful, people can actually steal your mount and ride away. After which I assume you are shit outta luck. Considering that unsummoning the mount takes a minimum of 2 seconds after dismounting, you’ll never want to actually be in town riding the thing.
After much squinting at the abysmal UI, I finally found and dabbled with the Prowess system. Essentially, you earn Prowess doing things, doing a certain number of things (Feats), and presumably other ways too. Prowess essentially act as skill points you use to upgrade skills, increase your ability scores (Strength, Dexterity, etc), and so on. Most skills start a 1 and can be increased up to 100 with an increasingly harsh cost ratio (1:1 up to ~25, then 2:1, etc); each upgrade level typically improves cast speed plus some miscellaneous qualities by some percentage. As an example, putting points into Archery lets me fire faster and deal more damage per arrow, whereas Mining let’s me increase my AFK-yield.
That all makes sense, but I was taken aback a bit from the “Boosts”. At first, I was thinking they were F2P-esque boosts, but that does not appear to be the case.
Instead, they are… err. Well, you can buy the first rank of “the Agile” boost for 200 Prowess, and it increases Dexterity by +10 and the Stamina by +37. Considering that manually boosting Dexterity by +1 costs 30 Prowess, I don’t actually know the point of boosts in this context other than a designer “Gotcha!” moment. I mean, I suppose that it is a way to quickly achieve your class’s optimum stats while still offering a Prowess sink for long-term players (e.g. Warrior dumping extra Prowess into Intelligence once everything warrior-y is bought).
If there is a third day of playing Darkfall in my future, my goal is to figure out the crafting side of things. I understand the basics, but I’m a little uncertain about how one actually goes about getting hard currency; considering that crafting consumes gold as well as mats, you have to have a baseline of income from somewhere. None of the mobs I have killed dropped gold thus far. Does it all come from vendoring goods? There are no “quests” of course, and there doesn’t appear to be an AH either.
So… yeah. Darkfall.
That’s right, ladies and gentlemen. You know you are batting in the Big Leagues when you can bamboozle people into believing you are a member of the Press™ despite running a blog that is barely eking out Google pagerank from an Amazon book review and a bioterrorism article written in 2004 that happened to use the phrase “in an age” in the title. I suppose that this is sort of the gaming blogger dream though, wherein people send you free things and you write about them; instead of, you know, the standard procedure of having to purchase things to write about, like some kind of animal.
Whatever the case, Aventurine has inexplicably included me on their Press mailing list for Darkfall: Unholy Wars, and I am now entitled to the game itself along with 30 days of Press™ subscription for free. Rather than allow this inevitably comical misadventure go to waste, I downloaded and patched the game last Wednesday night.
It is worth noting why this post is labeled “Unfair Impressions”: basically, I have zero interest in Darkfall: UW. In fact, I would say less than zero interest. The sum total of what I know about Darkfall is that it is a full-loot FFA PvP game that some say is the most skillful MMO out there. They also say it’s terrible playing by yourself. Fantastic. Let me wander around, lost and confused, as I endeavor to stay as far away from other people as humanly possible.
Okay, I’m not going to mention how godawful ugly this game is. Not even once. The screenshots really speak or themselves. And as far as I’m aware, my settings are dialed to the max.
I am in the first town. I’m pretty sure this area is still a sanctuary, but I’m nervous about accidentally left-clicking someone. Okay, let’s follow the tutorial. “Buy an axe.” Alright, let’s see…
…good god, is this the vendor interface?
Alright, nevermind, let’s go out to a monster spawn.
Halfway across the bridge, I notice a dude standing around. Is he a ganker, waiting for me to cross into no man’s land? Is he AFK? Can I gank him? It seems like a trap, so I shuffle away and swim into the river. My default strategy when I feel threatened is to make killing me as annoying as possible. Not that it ever stops anyone, but I derive the same satisfaction I imagine a puffer fish feels when swallowed by… whatever it is that chokes on a puffer fish before dying to its poisonous organs.
Monster spawn time. Cave spiders. I… think they shoot poison at me, but it is hard to tell. There are 4-5 people in the cave killing spiders already. Do they know each other? Is this zone still protected? I give everyone a wide berth and hang out in the cobwebs. I kill a spider and loot its tombstone. Leather. Spider… leather? But wait, my little achievement tutorial thing says I must skin the tombstone. But I already have… or have I? Okay, let’s kill another spider. Except another doesn’t spawn in my area, and now there are more people in the cave and it’s late and I want to play something else.
Alright… how do I log off? I binded myself to a stone in town, so maybe I can hearth back? After searching the painfully bad UI, I see the option. I click on the button and… wait. Still waiting. I get that it would be too easy to escape a ganking if it were quicker, but a full 120-second hearth timer?
Good lord, maybe this was a bad idea.