| |
View previous topic :: View next topic |
| Author |
Message |
Ketamina
Forum Master

|
Post subject: Impressions from a Casual Gamer Posted: Fri Oct 22, 2004 02:34 am |
|
|
As many of you may have noticed (or not), I haven't been as active as I used to be a few months ago. It's not for lack of wanting to be, nor am I unhappy. I simply have a job now that requires more of my time, as well as other issues leading toward a life that I want. I'm still here, pestering folks about sigs and avatar size, making sure that folks stay reasonably within our ruleset, and contributing when I can to helping the team here. I have to say that with some recent editions to our moderator list, that team is doing fantastic.
What does this mean? Well, since I'm not as 'full time' a mod as I'd like to be, the same goes for playing any MMORPG's. I'm a casual gamer (I REALLY hate that I am, but for now that's my reality). This means at best, I have a couple of hours each evening to play, plus a few more on weekends. Getting into the EQ2 beta was a mixed blessing for two reasons: I don't have nearly as much time to contribute as I'd like, yet I am extremely happy to be in beta. Also, my husband, who introduced to MMORPG's in the first place, still has yet to get an invite. Darn it.
So, this review and journal is from the perspective of a casual gamer, the gamer that SOE and many other producers and developers have been aiming and trying to please for quite some time, without compromising 'full time' or powergamers. I never use the term powergamer in a negative way, and not only because I've been one. I just don't find anything wrong with playing games until your brains turn to mush, as long as you're enjoying yourself.
I'll try to keep the beginning short. Download took a very long time, and even on a good broadband connection I dedicated most of a day to the download. I'd still prefer to do this rather than by a dvd drive for my computer, so I hope it's an option once the game goes live.
Character creation is always somewhat entertaining to me, so I had a little fun with it before I dove into the game. Even with all the options, I still feel there need to be more, especially for the Iksar. It's no surprise I started with a Kerra named Keta. Once I got her just right; perfect eyes, ears set perfect, and no fur out of place, I got my tail onto the Isle of Refuge.
The boat ride is everything others have said it was, so I won't tarry to long on it, but I will say it was a nice introduction. It was the first time I'd seen moving graphics besides official video clips, and even with all the fanfair I was impressed. The moving water, high waves, dragon attack, and tutorial were fantastic.
The same can be said about your first few levels on the Island. There is plenty of guidance, several quests, and incentive to stay as long as possible for experience and cash. I noticed after a couple of weeks in beta, any characters you started would just start on the island and you'd skip the boat ride. I don't know if this is going to be true after release or not. Also, your first few levels now go very quickly. You can literally go from level 2 to 5 on the Isle of Refuge in about 1-2 hours easily. This is another thing I'm not sure will be in after release, because even from a casual gaming point of view, that's pretty fast.
Questing starts out the moment you log in your first character, and on the Isle there were defintely enough quests to keep me busy. Each class group has their own 'set' of quests, and it didn't take long to set myself up with a set of newbie armour. I really liked how the armour looked on females; it was very flattering without being obnoxious. Even though I'm female, I've never been one to complain about 'degrading' female avatars or making them look like strippers, so lots of cleavage or thongs never bothered me. But I must comment on the fact that the design of the armour is very nice, flattering, and revealing in other ways.
It wasn't long before I made it to my starting town, and then to the city. The amount of quests were overwhelming, but in a good way. As a casual gamer, whenever I logged on I had plenty to do. There's a quest journal, so you don't lose track of quests. Yay! Gone are the days of a folder full of papers with quest info that never seemed organized enough. Within minutes of being off the island, I had more than a dozen quests started just by hailing different NPC's in my home town. Beginner quests seemed to really 'hold your hand', telling you exactly who to look for and where (even down to what building to find them, in a few cases). As I progressed in level, less was just 'given' away.
Quests gave a lot of experience, some monetary award (better as you level of course), and decent gear that was usually appropriate to the level of the quest. Many were geared toward introducing new players to various key areas for hunting and exploring. Finding these key areas gave experience, whether you were quested to find them or not. I thought this was very interesting and rewarding, especially when I dinged once for finding a location by complete accident. Quests were also your typical (but still fun) 'FedEx' type, kill some stuff (so you get experience from killing and the quest) quests, and even collection types.
When I first started in beta several weeks ago (maybe months by now), fighting was definitely more interactive than past games I've played, but there was still some ho-humness about it. Heroic opportunities are extremely beneficial and easy to accomplish if you're paying attention, and with recent updates they're also neat to watch. One of the many things that kept me busy was upgrading combat knowledge, and as long as you stay on top of doing that you are very good at holding your own at mobs of equal and somewhat higher level.
Combat is currently beautiful to watch! It's entertaining and funny depending on what class you see fighting. My main character is now at the Brawler stage, and she fights with a big two-hand staff. She spins it, flips it, smacks with it, dances with it (Taunt is quite funny), does all sorts of little flourishes, and when she puts it away after vanquishing a foe, she spins it around and pops it in its place on her back. To me, these are some fantastic touches that I thoroughly enjoy.
That leads me back to one of my first days playing and discovering the Emote commands. Wow! I laughed so hard I cried at several of them, and I was amazed at how great they looked. Fluid, graceful, meaningful... you can usually tell what emote it is without reading the text. One of the best emotes is 'flirt', I think it lasts 30-45 seconds. Just thinking about it makes me smile. Get a group of people together and emoting, and you'll be in stitches!
Anyway, to continue a bit more with combat. Grouping is very much encouraged, and the experienced gained while grouping is markedly better than soloing. This doesn't mean solo experience was bad, because it definitely wasn't most of the time. There were some issues that were resolved, and currently solo experience is satisfying and rewarding enough that the solo gamer doesn't feel like they have to group to get 'good' xp. Grouping was easy, I rarely had to ask more than once for a group, and several things make keeping track of group members simple. Loot was handled well, and a lottery system seemed to be the favoured choice for handling distribution.
And then of course, there were tradeskills. Ideally, EQ2 has a great system. There are a couple of things I still don't like about it, but overall there has been a lot of thought and effort expended to create a great system that utilizes interdependence without completely crippling one class or another. I basically started out at level 2 (I got the first tradeskill quest off the island), and from there purchased books that came from both vendors and fellow players or looted from mobs. The first time I died to crafting I was nothing short of livid (I still think this is a ridiculous feature) and did everything I could to think of a legitimate reason I could have died while crafting. Many improvements have been made, but I think they have a long way to go in that area.
Tradeskilling is different in EQ2, and this is only the second game I've played that requires the player to pay attention while crafting. It's not hard, but gone are the days of crafting while doing something else, like eat or take a bathroom break. I'm like many in that I'd gotten in the habit of surfing, reading, crafting in real life (see, I can sew and watch tv at the same time...why not in EQ2?), doing housework etc while crafting in-game. I did so because it was boring to wait while something was 'made'. Now it isn't boring and I'll just have to readjust.
A major thing I liked about tradeskilling was harvesting components. Rares were definitely rare and in high demand. When I was lower in level (well, I'm still sorta low in level) I was able to fund my habits by selling rare components. Updates have improved spawns and randomized things so folks don't 'camp' spawn areas, and with each patch there has been more variety.
So what did all of this mean as a casual gamer? Well, even though there are seemingly endless quests, places to explore and things to find, that means there will always be plenty to do. I never felt bored or stuck; if a quest I was working on ended up being broken, there were tons more to turn to. I never felt overwhelmed to the point of giving up either. I was able to advance quickly and complete a reasonable amount of quests within a couple of hours. Even though I'm not high in level or in uber gear, I don't feel lost or so far behind that I'll never catch up.
That's my diary-slash-review so far for my experience. I really do have a lot more to say, but I thought a summarized version would be more appropriate. Since the NDA is lifted, I can now offer comments on different issues, so I've saved some commentary for that reason. |
_________________ Kaylee: Wash, tell me I'm pretty.
Wash: Were I unwed, I'd take you in a manly fashion.
Kaylee: Because I'm pretty?
Wash: Because yer pretty.
--Firefly
| Ledce wrote: |
| *Chop* no more head. End of stupidity! |
|
|
| Back to top |
|
 |
Lycrist of Lanys
Grand Master

|
Post subject: Posted: Fri Oct 22, 2004 03:27 am |
|
|
| Glad to see you are enjoying yourself as well Keta! What server are you? |
|
|
| Back to top |
|
 |
Ziffbob
Apprentice Member
|
Post subject: Posted: Fri Oct 22, 2004 03:55 am |
|
|
It is my opinion that death due to crafting is nothing short of silly. If you would like to scare the players into paying attention, do it with fail rate or some such.. Maybe a debuf that makes it harder to craft?
My reasoning is simple. If crafting can cause death, most players will make crafting mules, characters they don't care about. Thus, experience penalty will be irelevant. I would prefer to see actual characters to be crafters as well, not just a world of mule crafters. The debuf idea would solve that, as you will get the penalty to crafting regardless of who you are, main or mule. And this way, it keeps crafting separate from adventuring.
Just my opinion |
_________________ "I'll show you a stress test. Hand me that hammer over there. No, not that one, the big one."
Ziffbob, Ziffnab, Banzif, Ziffaroo or any variation there of. |
|
| Back to top |
|
 |
Ketamina
Forum Master

|
Post subject: Posted: Fri Oct 22, 2004 04:17 am |
|
|
I've done more than my fair share of speaking out about how ridiculous death by crafting is on the beta boards. Not only do I pull experience from crafting in real life, but I have been exposed to just about all types of tradeskills that EQ2 offers.
What floors me is on one hand, when players complain about a cetain aspect, they compare it to 'reality' and state reality based reasons for doing as they do. On another, they'll say 'not everything in MMORPG's is based on reality'. While I understand many fantasy views, death by crafting is absolutely unnecessary, pointless, non-conductive, and SILLY!
Anyway, my crusade at this moment is to get rid of this ridiculous dynamic. I'll cut my rant short here because I have plenty to say for another post.
I'm on the Beta 1 server with Keta. I'll be on more this weekend! |
_________________ Kaylee: Wash, tell me I'm pretty.
Wash: Were I unwed, I'd take you in a manly fashion.
Kaylee: Because I'm pretty?
Wash: Because yer pretty.
--Firefly
| Ledce wrote: |
| *Chop* no more head. End of stupidity! |
|
|
| Back to top |
|
 |
igordin
Badass Poster

|
Post subject: Posted: Fri Oct 22, 2004 09:06 am |
|
|
| Thanks. It was fun to read. And you have my vote -- death by crafting is silly. |
_________________ igordin |
|
| Back to top |
|
 |
Jale
Badass Poster

|
Post subject: Posted: Fri Oct 22, 2004 11:52 am |
|
|
| I thin it is silly but it is a way to stop people from just macroing their crafts. Plus it could happen: if you were not paying attention while forging somethign you could set fire to yourself. Less plausible with a derk though. Maybe you doze off and implale your head of a quill. |
_________________
 |
|
| Back to top |
|
 |
Milki
Badass Poster

|
Post subject: Posted: Fri Oct 22, 2004 12:23 pm |
|
|
In order for the game to be internally consistent, there has to be a risk for crafters that is equal to the adventuring types.
Although you may think that dying whilst crafting is "silly", I on the other hand, do not (at least I don't any more ). Adventurers die whilst adventuring, and so full time crafters should also be able to die whilst crafting. Death is not something which is a regular occurance, indeed you have to totally ohfk things up to die while crafting! Certainly, as a level 9 tradeskiller I have never died, and when I have been hurt by the machinery it has been deserved through my lack of attention. But for me to die whilst crafting I would have had to be hurt 4 or 5 times in succession - I really do deserve to die at this point! |
_________________ Smoke me a kipper, skipper... I'll be back for breakfast!
Guild leader of <a href="http://www.ronin-guild.co.uk">Ronin, a UK based guild of gamers</a>
Administrator at Jaded-Gamer
 |
|
| Back to top |
|
 |
agra
Badass Poster

|
Post subject: Posted: Fri Oct 22, 2004 12:25 pm |
|
|
Awesome article, well written.
with respect to death by crafting, my feedback on this one has been that instead of killing you, it should just render you unconcious. That way, you still abort the attempt, and have a timesink/delay, but you don't have the absurdity of dying. |
_________________
 |
|
| Back to top |
|
 |
Kanrath
Seasoned Member
|
Post subject: Posted: Fri Oct 22, 2004 12:27 pm |
|
|
| Mabie instead of death, just have some bad factor hits,a nd have to wait a bit to get rid of em. Like buring yer hand while smithing, or having a potion go up in smoke in your eyes. |
_________________
21 Fury of AB |
|
| Back to top |
|
 |
Otherworld
Apprentice Member
|
Post subject: Posted: Fri Oct 22, 2004 01:18 pm |
|
|
Ketamina,
Thank you for taking the time to write your first review of the Beta. I like your style. I would like to hear your continued views on the game even if you can only post them in short bursts. Thank you for taking the time away from the game, your crafting and your husband to write your article.
In your experience thus far into Beta, are the players you have been meeting "doods" or rp-gamers? |
_________________ Lawful Good Elf Ranger Druid |
|
| Back to top |
|
 |
Radiant
Newbie
|
Post subject: Posted: Fri Oct 22, 2004 03:00 pm |
|
|
~Runs around wielding a loom.~
Here, mobby mobby mobby. Have I got something for YOU to try. |
_________________ The greatest trick the Devil ever pulled, was convincing the world he didn't exist. |
|
| Back to top |
|
 |
monrofay
Badass Poster

|
Post subject: Posted: Fri Oct 22, 2004 03:12 pm |
|
|
group death dept sucks and was everything i feared it whould be
got a group of 5 they pick out a random person a caster who thinks he can tank he dies we pay for his stupidity, him dieing cleric trying hela him in time not paying attention to main tank tank die nother one on exp det. we lla get pasted next ya know your so far in the whole to make that exp back you wanna kill the caster lol |
|
|
| Back to top |
|
 |
quanchi
Apprentice Member

|
Post subject: Posted: Fri Oct 22, 2004 04:50 pm |
|
|
Ketamina great little post. I enjoyed the read. |
|
|
| Back to top |
|
 |
Ziffbob
Apprentice Member
|
Post subject: Posted: Fri Oct 22, 2004 06:19 pm |
|
|
The reason I disagree with unishing crafters with a death is because Sony intentonaly wanted to separate crafting from adventuring. You do not need to be level 50 to be a level 50 crafter. but if death is involved, why would a level 50 be a crafter when he could easily make a level 7 mule for it. Mule dies, oh well. Level 50 dies, he has to make up the debt now. See what i mean? It promotes muling.
Simple solution is to either make the penalty related to crafting in some way (how is death related to crafting, you just go back to the machine and keep working) like a debuf. Or, make crafters able to gain experience while crafting, adventure experience. Only to the point where the debt is worked off, not actual leveling through crafting. Or let the death be crafterdeath, you lose craft experience, not adventure expeience.
I say, if crafters and adventurers are seperate experience pools, keep everything seperate. I am not against punishing unattentivness, I am saying punish it in a relevant way. |
_________________ "I'll show you a stress test. Hand me that hammer over there. No, not that one, the big one."
Ziffbob, Ziffnab, Banzif, Ziffaroo or any variation there of. |
|
| Back to top |
|
 |
Beljaro
Veteran Member
|
Post subject: Posted: Fri Oct 22, 2004 09:51 pm |
|
|
| ziffbob beat me to it |
|
|
| Back to top |
|
 |
Ethelwolf
Veteran Member
|
Post subject: Posted: Fri Oct 22, 2004 10:10 pm |
|
|
How about instead of killing yourself you damage the crafting machine. The machine can reset after a given (reasonable) period of time so you can begin crafting again. This sounds like a viable alternative to dieing.
What say you? |
_________________ If there are none left in this world with the courage to stand up for God, then I will do it.
Go ahead, lay it on.
Ethelwolf |
|
| Back to top |
|
 |
Ketamina
Forum Master

|
Post subject: Posted: Sat Oct 23, 2004 04:37 am |
|
|
Thanks for taking the time to read it folks. I appreciate the comments, and hope to provide more in the future. |
_________________ Kaylee: Wash, tell me I'm pretty.
Wash: Were I unwed, I'd take you in a manly fashion.
Kaylee: Because I'm pretty?
Wash: Because yer pretty.
--Firefly
| Ledce wrote: |
| *Chop* no more head. End of stupidity! |
|
|
| Back to top |
|
 |
Laldail
Newbie
|
Post subject: Posted: Sun Oct 24, 2004 10:14 pm |
|
|
| Ziffbob wrote: |
The reason I disagree with unishing crafters with a death is because Sony intentonaly wanted to separate crafting from adventuring. You do not need to be level 50 to be a level 50 crafter. but if death is involved, why would a level 50 be a crafter when he could easily make a level 7 mule for it. Mule dies, oh well. Level 50 dies, he has to make up the debt now. See what i mean? It promotes muling.
Simple solution is to either make the penalty related to crafting in some way (how is death related to crafting, you just go back to the machine and keep working) like a debuf. Or, make crafters able to gain experience while crafting, adventure experience. Only to the point where the debt is worked off, not actual leveling through crafting. Or let the death be crafterdeath, you lose craft experience, not adventure expeience.
I say, if crafters and adventurers are seperate experience pools, keep everything seperate. I am not against punishing unattentivness, I am saying punish it in a relevant way. |
It would be nice if a beta tester confirmed this but as I understand this, when a crafter dies during the crafting process that the xp bar that is affected is his/her crafting xp bar and not the adventurer xp bar. They are separate and distinct. Think of your character as actually being two separate characters almost. The level 50 adventurer won't care if the level 7 tradesman part of himself takes a dive. It doesn't affect him at all. |
|
|
| Back to top |
|
 |
RihkotixInvisifists
Legend

|
|
| Back to top |
|
 |
Ketamina
Forum Master

|
Post subject: Posted: Tue Oct 26, 2004 12:25 am |
|
|
| Laldail wrote: |
| It would be nice if a beta tester confirmed this but as I understand this, when a crafter dies during the crafting process that the xp bar that is affected is his/her crafting xp bar and not the adventurer xp bar. They are separate and distinct. Think of your character as actually being two separate characters almost. The level 50 adventurer won't care if the level 7 tradesman part of himself takes a dive. It doesn't affect him at all. |
I did confirm it. It's nothing short of a little slow, eh?, really.... die by crafting and you have to go kill some mobs to get your adventure xp back. So, not only does death by crafting make no sense, xp taken from your adventure pool is what a friend of mine calls a 'pondering pot thought.' |
_________________ Kaylee: Wash, tell me I'm pretty.
Wash: Were I unwed, I'd take you in a manly fashion.
Kaylee: Because I'm pretty?
Wash: Because yer pretty.
--Firefly
| Ledce wrote: |
| *Chop* no more head. End of stupidity! |
|
|
| Back to top |
|
 |
RihkotixInvisifists
Legend

|
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|