Is there any escape?   4 comments

No matter what you do.. the zerg is always there.

When Drakenwald was closed I went to Karak Norn, because I’ve heard that 6vs6 fights were often found there.. It took not long for me to find out that this is sadly not the case on that server. 12 seems like the minimum for groups in t4..to be fair this holds for both realms. So in the last weeks I’ve experienced some zerg stuff in the RvR lakes. Particularly Monday seemed to establish as the zerg day.

But this isn’t a post about the zerg on the server.. What I thought of is the fear of many folks out there to die in a RvR/PvP game. Damaz Kron statistics and renown grind is more important than a good fight. Which is also not the real starting point for this post..I’m writing in reverse order here ;)

All those stuff comes up, because I think that the patch 1.4.6 for WAR will change the balance in T4 a little bit. It will be nothing dramatic, but it will lessen the power gap between a fully equipped RR100 and someone entering T4. I can’t stress enough how much I like this as imo a gear/power gap is nothing that should decide the outcome of a fight in such a game. As I already mentioned in a previous post..I don’t think that it will dramatically shift power balance as the fully equipped RR100 premades are still stronger, but not by such a large margin. It will be just a bit more difficult to hide lack of skill now..

.. and that could be a problem. That statistics thing now kicks in.. people don’t want to die. It ruins the numbers.. If there would be not such a zerg-heavy gaming style in WAR I would therefore expect even more zerging when the balance gets better. The Zerg protects..the Zerg makes nice numbers.

What I’m beginning to ask myself is if there can be any game with a large community where the game is really good balanced, not zergy..not grind-orientated (renown, other purple numbers, etc..)… Is there a place in the MMO landscape where people seek a fight, because it’s a nice beating on each other and that is enough*? Can there be such a place? Is the current gaming community interested in something like this?

On the other hand..people play Diablo.. so much for the interest and fun in grinding… ;)

One last note. Though the patch for WAR doesn’t seem spectacular it’s (at least in theory) a good patch..even though I would have hoped that such bug/balance fixing would be made on a higher pace. Letting bugs be exploited for months and more was imo not good for the pop numbers…

Oh.. now the really last note..I promise. I have no clue how the city siege will  turn out to be, but as the zerg slows things down I didn’t experience a city siege in quiet a while and will not comment on the new mechanic other that I’m curious how it will be in the live game.

*As I mentioned once in voice chat.. “I don’t care about renown as long as some elves die”.

Karic(doomdiver.wordpress.com)

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Posted June 5, 2012 by Karic in Community, RvR, Scenario, WAR

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MWO: Operation Inception   Leave a comment

I should check the MWO webpage more often. Some days ago there was an announcement from Piranha Games on Operation Inception.

For you who are too lazy to follow the link here is a summary which is not really shorter than the original text ;)

It’s sorta pre-order-thing even though this is the wrong choice of words as MWO is f2p. You can order 2 different packages from 19th of june and get an early access to the game on july 17th. Furthermore you get a special title. The packages differ only a little.

For 30$ you get the veteran stuff, which includes 1 month of being a premium account (exp+currency boost) and 40$ value of ingame-currency.

For 60$ you get the elite stuff, which includes 2 month of being premium, 80$ of ingame/shop currency and a Mech with C-Bill (i.e. ingame currency) boost.

This would be very interesting..if..there would not be such a little ..clause..

The closed beta and OPERATION INCEPTION assets will enjoy support only in North America.

C’mon.. you really don’t want money from Europe? The perception in the US of the financial crisis in Europe must be that it’s catastrophic here ;) Here is still some money.. and a lot of die hard Battletech/Mechwarrior fans who would love to spent some money for those packages.

If the game is starting like this..I’m not sure how well the overall support for any non North-American Mechpilot will be… but maybe I’m just not understanding it right and/or exaggerate a bit.. maybe.

Karic (doomdiver.wordpress.com)

Posted May 30, 2012 by Karic in MWO

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Impact?   1 comment

Patch 1.4.6 is nearing … and I’m curious on how it will affect the game.

It’s no big deal patch with flashy stuff, but imo it will have some significant impact. Even if it’s just for two things..

The changes to Thanquol’s Incursion and fixing typos in the Tome of Knowledge… uh wait.. not those two things. What I meant are of course the..

  • RvR Bolster to r45

Every player will welcome this as this lessens the power gap in t4 and gives you more competition in fights. At least those who like the fights and not only chase those little purple numbers..or just want to bully someone.

Will this change the overall landscape of fighting in RvR lakes? Of course not (especially not the zerg stuff going on on Karak Norn). What it will do is emphasize the player skill a bit more and lessen the impact of the gear/rank disparity for the outcome of a fight. Good players will remain good and will win the fights, but bad players might get exposed which they could cover up to the patch with rr and gear. I’m curious what will be the next reason why some players win and others don’t… I think it’s time for Nerfed Buttons again.

A little note: Hopefully the bolster will be fixed prior to release as it seems that rr100 players get bolstered by 5 ranks too.. which would defeat the purpose of the bolster ;)

  • the respawn locations change; if you die in the RvR lake you will respawn in the warcamp and if you die in keep range you will respawn in the keep

Again not a huge change, but I think that it’s nice as I don’t like this “die to defend the keep” tactics.. This makes it a bit trickier to defend, but opens a new front as reinforcement is trying to break through the attackers line to reach the keep. More widespread fighting during a fight at the keep is just better.

One thing where I have no clue on how it will turn out is the change to the city siege mechanics.. just one instance seems..strange. My first reaction to this was just a raised eyebrow, because I had no idea how this affects premade warbands and pugs. Does this mean that 60 vs 60 are fighting in a city siege instance? This seems strange..  I’m still not sure if I should like it or not, but I’m sure that I will have even more difficulties than now to get the sov-gear for my alts.

One final note.. Elves are still not a separate faction..so dwarves will still have to be “allied” to some of them.

Yeah..I’m too lazy to look up and link to the patch notes which Keaven posted in the official forums, but you will most likely know them already as I am not fast here with new posts.

Karic (doomdiver.wordpress.com)

 

Posted May 21, 2012 by Karic in RvR, WAR

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MWO: Some vids   Leave a comment

Most of the folks who follow the game will probably already watched those videos, but anyways.. I stumbled upon them just right now and want to link/show the videos IGN has done together with devs from Piranha introducing some basics facts about Mechs and the gameplay of Mechwarrior Online.

I find it interesting, even though the interviewer is asking some..stuff which is quiet obvious and known since the start of the universe, but the game is to be introduced to new folks so I don’t want to be too mean about it ;) So here are the videos

First a general introduction..so if you have no clue what I’m babbling about all the time when I talk about MWO..watch this ;)

Some stuff about light Mechs.

Heavy Mechs:

Assault Mech:

and a short walkthrough through the Mechlab:


Looks good so far.. my only problem is that I don’t have a clue what Mech I want to use ;) Light ones seem very interesting..but I always tends to use Heavies in BT… ;)

Karic (doomdiver.wordpress.com)

Posted May 12, 2012 by Karic in MWO

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MWO: Raven   Leave a comment

Piranha Games presented the next Mech design for MWO.. it’s the Raven.

This is good news in several ways.. The Raven is a Mech packed full with electronic gadgets, ECM and such. This can be really fun when you have in mind that scouting will play a significant role in this game.

In the tabletop game I like this Mech as it is quiet robust for it’s weight. It also features a nice weapon loadout and the electronics..are just marvelous. 35t is on the upper end for pure scout Mechs, but this Mech provides good scouting and target marking in the tabletop game and will surely do this in the online game too.

My only gripe is the design of the concept art.. I’m not totally hyped about all the previous designs and this one is no exception.. to be honest it’s one of my least favorite overhauled designs.  It differs quiet heavily from the original design as the new one is more slim and long..not so much resembling the look of a raven like the old one…but maybe I’m just used to the old models and too old for something new ;)

Karic(doomdiver.wordpress.com)

Posted April 25, 2012 by Karic in MWO

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Some babbling about Ironbreakers..   1 comment

As I’ve already mentioned lately I play often my Ironbreaker.

He’s just rr70, so weak in most aspects of t4 fighting. Still I don’t think that I’m useless and still contribute to the fight even with my 2-handed specc… here it is.

I terms of distribution of mastery points there is no real alternative for me. In terms of choosing tactics..there are a lot more options  ;) IB’s are a career where I wished that there would be more tactics slots available ;)

Nevertheless I’m often surprised how sturdy this build is…even when I’m just wearing worn sov equipment (with armor, crit and mini-odjira)  and an old axe from Lost Vale. The stability comes from the speccing into brotherhood and the M2. This moral skill helps me overcome  incoming burst damage quiet often, because there is no way to circumvent it and it reduces incoming damage practically to just damage from moral abilities.

Lately I even used this build in zerg situations.. just swapped the equipment to def-worn sov and axe+board. Even without further speccing/choosing equipment to block the IB got 30%+.. I’ve changed the tactics for this fights a bit:  The Greatweapon mastery tactic is changed to Seasoned Veteran (reduction of incoming damage to 85% after blocking an attack), the rest remains.  Somewhat surprisingly this is enough to make me useful even when warbands collide.

I thought about changing the Ironbreaker to being a real tank again.. being an unbreakable Ninja-turtle.. something like this build… which I discarded quiet fast, because this build loses too much crowd control abilities. A little bit more useful seems this build, but than again it didn’t seem like a real def-tank as many points had to be taken out of the “def”-mastery tree. What’s the point in a tank that’s no threat to anyone and also doesn’t have the tools to help his teammates. Ok..with RR70 my little IB is no threat either, but he can be really annoying ;)

My conclusion is that tanks in WAR have not only to be tough to kill, but have to bring more stuff like debuffs, crowd control and at least a little amount of damage to the table. The combination of this requirements is in the best way provided by the spec I’m currently using (or a spec which is a lot like this. My understanding of the game is not perfect, so there are certainly a lot more tricks and different ways to build a char than I know and provided here. Just a note: I’m not really using any/a lot lotd stuff on my alts and didn’t include that in my evaluation of the usefulness of a build. It’s just a  general form of my understanding of the game..but hey..it’s my blog and I’m allowed to write the most silly stuff here .. feel free to comment though)

Just derailing again.. I think this requirements are valid for any PvP game. A class has to be more than just the narrow tank, dps or healer slot, but it has to contribute to the fight in a multitude of ways..which is something that makes PvP more engaging than PvE and distinguishes good from bad PvP games, but that’s a different story which is to be told at some other time ;)

Karic (doomdiver.wordpress.com)

Posted April 25, 2012 by Karic in Dwarves, RvR, Scenario, WAR

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Just an update and some thoughts about WoH   1 comment

At the moment I don’t have much time or interest in posting often as my gaming time is rather..monotonous.

There is a rhythm playing WAR which is ok, but not that exciting that it’s worth a dedicated post about it, though I have a light rant in preparation ;) Just a note.. I’m playing more often my Ironbreaker and have to neglect my Runepriest as our group lacks a tank and has often two healers online when I log in. It’s nothing bad as I don’t care what dwarf I play as long as I can play a dwarf and elves around me die ;)

In the last two weeks I logged two times into WOH..promptly logging off after one scenario with a “meh”-feeling. I know that is still a beta, but this is open beta and it will be more or less the finished product. I also know that I’m not aware of all the features of the game, but rather just hopped in and looked at what was presented to me..and what I’ve got teached by tooltips or tutorials.

Before I rant a bit I just want to point to some good stuff in this game. The UI is clean (though the store stuff can be annoying) and the performance of the game is good.

So as I’ve finished with the good stuff.. now the bad stuff. The scenarios take too long to finish… that’s rather funny as there is a lot going on, but the time just doesn’t fly by. This is a bad sign as this points out that the fights are not engaging enough. After a few kills I just wanted to do something different…and WoH isn’t offering that to me.

Currently there were 3 Heroes playable for free.. three dps Heroes. Anything with healing capabilities has to be bought. Speaking off.. I think that the buyable stuff is not handled right, but that can be still a bug as even the free heroes have to bought to be able to distribute mastery points.

This whole mastery stuff is ..meh too. It’s just as complicated as the 5 abilities you can use in a fight (not counting the few extra stuff). Overall this system is just not my kind of.. customization or/and doesn’t have the grade of complexity I seek in a game.

My first impression on the buyable stuff (I don’t look up the store, but rather looked at the chests Werit has shown and base my opinion on the fights in a scenario I had yesterday) is that it’s too strong (I remember some tactic which decreases incoming damage to 40% while being under 40% hp..this can’t be serious and my mind may trick me, but if this is true..than it’s just ridiculous). Ok ..you can buy almost everything with gold, but gold income is imo too small (don’t need another grinding game), but this may be just related to the small sample size of me not playing the game that much…but why should I when it’s not engaging and I’m feeling handcuffed all the time?

Yeah..I’m getting better roles when I log in everyday, but again..why should I when the fights are not engaging and feel unbalanced.. This game has improved from the beginnings of the beta to the state now, but it’s still lacking a lot of stuff to be fun for me.

Karic (doomdiver.wordpress.com)

 

Posted April 19, 2012 by Karic in WoH

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