Keep in mind that these are
still ramblings about a game that is in closed beta. It is not in its final
state and things are constantly changing. SOE is going through what they’re
calling an ‘open development’ process where they are giving players very early
access to things in order to get feedback and make adjustments. Two quick
things about this now, and I’ll probably do an article on this aspect of things
specifically later. First it’s great, the accessibility of the team and the
communication is tremendous. Also it gives a lot of insight into the
development process on a project like this. The downside, however, is that a
lot of the ‘testers’ involved don’t understand what they’re in the middle of.
Many of them seem to think that SOE can just wave a wand and make a change, or
have the new revision live.
That aside, there are still
some things to talk about re: Landmark The Game. The team pushed out a huge
update just before the holidays last month. Adding a lot of features that had
been in the works for the better part of the year … in particular underworld
layers and NPC monsters (combat had been in for a while, but was strictly PvP
on designated player claims.) They also put in the first phase of a crafting
overhaul, and re-worked resource gathering and equipment upgrading, fixed
several bugs (and added new ones).
The problem here is that most
of these changes are incomplete. I can’t tell how the new crafting and
upgrading changes are going to work because the systems for upgrading aren’t
in. In general I like where they’re going, but what options will I have for
upgrading the gear beyond that. Nothing I can make now is comparable to the
harvesting gear that I’ve already made; and I wasn’t even done upgrading that.
The PvE combat in it’s
current state is fun, but a bit tedious. Mobs are very strong so frequently you
can only take a few hits, and the fights (if you’re doing well) can take a good
bit because even with a pretty high damage rating these things can take a
beating. (Keeping in mind that this is mainly me Duo-ing with ‘The Wife’ so
there’s two of us hitting these things and the fights are still long.)
The exploration aspect is
great. The caverns and layers of caverns hold interesting ruins to find (that
were player created in game and selected by the devs through an event, some of
them are very interesting and stumbling onto one as you go through a cavern is
great. There’s also, of course, more mobs in the caverns than there are over
land too so keep your weapons handy. They’ve also moved the higher ‘tier’
resources down into the caverns rather than across different tier islands so
there are other reasons to go down into the dark depths.
Building is amazing and is
definitely still the strength of the game. Some of the player created areas are
absolutely incredible, and they just added linking and triggering to the game
so you can link different props so that, for example, a door will open if
someone enters the area in front of it. This is just the first layer of this
type of thing that they’ve put in, but people have already built crazy things
including a working digital clock with it. (Someone built a count down clock
for New Years and one of the Devs created a firework display using links and
triggers to light up the effects and explosions at the correct times).
Well, as I said, it’s being
billed as a social/building MMO, so lets look at the social aspect. I’ll start
with the basics – Chat. You have the standard text chat, I haven’t checked if
custom channels are working across servers yet, but other than that issue basic
chat, tells, group chat, guild chat, and officer chat, are there and seem
pretty stable. Local is range limited so that’s something to keep in mind if
you’re chatting with folks in local while running around. They’ve also put in
game voice support in, but I haven’t tried it out yet.
Next is grouping. It’s in,
and all things considered pretty well handled. Loot drops for everyone in the
party, and I get the same type of loot solo that I do grouped so there doesn’t
seem to be any realistic downside to being grouped. In fact since harvesting
items are shared there’s a lot of reason TO group, as you can essentially
multiply your gathering efforts if everyone is gathering. (For example, if I
harvest 100 copper while grouped with the wife, I get 100 copper and my wife
gets 100 copper as well.)
Guilds are in, and have their
own guild ranks and chat channels, but currently that’s about the extent of
guild functionality. They have plans for more (guild owned claims, guild banks
and other things), but at this point I think that the ‘guild’ aspect of the
game is a few notches down on the priority list, and that’s fine. A lot of the
functionality I’d want for guilds are modifications on existing systems so
shouldn’t be terribly complicated to add once they get the bigger systems where
they want them and polished.
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