Category Archives: F2P

Neverwinter: Beta Weekend 4 and Open Beta Announced!

Cryptic Studios updated the Neverwinter site this morning with the announcement of (surprise!) Beta Weekend 4, which was previously unplanned but recently hinted may become a reality, and perhaps more importantly the date for the game’s Open Beta.

Beta Weekend 4 will be next weekend, April 12-14 and will not wipe characters from Beta Weekend 3! Level cap is increased to 50 (60 is the launch cap) and finally the four Professions will be playable. No new classes or races were mentioned in the announcement.

Open Beta will begin April 30, so that’s an additional two weeks for Cryptic to finalize feedback from BW4 to the OBT client. Seems each Beta Weekend was spaced roughly two weeks apart so far, and Cryptic has taken a lot of steps tweaking things based on each event’s feedback. The Open Beta announcement does seem to indicate that the new classes hinted at, especially some type of Ranger and Druid, won’t make it into the launch game.

On that note, a recent interview with Cryptic CEO Jack Emmert hints that a monetization scheme for races, and probably classes, might be that the basic version will be patched into the game for free then a Premium version with extra abilities or attributes could be in the Zen Store. This philosophy matches that of Star Trek Online where some ships, such as last year’s introduction of the flagship Odyssey and Bortasqu’ ships initially free during the Anniversary event then moved to the Dilithium Store, meanwhile upgraded versions are sold in 3-Packs in the Zen Store.

Neverwinter: Closed Beta Weekend #3

Cryptic Studios hosted their Closed Beta Weekend #3 a couple weekends ago, March 22-24 for their upcoming Action MMORPG Neverwinter.

Not to break my arm patting myself on the back, but after reading most of the other Neverwinter articles out there, I thought my coverage of CBW #2 was by far the most comprehensive, and I will stand by what I said then. This post will be shorter and simply address some additional thoughts I experienced during CBW #3. Downside: It’s been two weeks so I’m a little fuzzy on a few things now and also my keybind to save screenshots with the UI didn’t save over to CBW3 so I lost a lot of the screenshots I thought I’d been taking. I didn’t feel like running Fraps at the time for UI shots, unfortunately so… lesson learned.

One of regrets I mentioned in CBW2 was that I did not have time to level my Trickster Rogue to 10 to see his first Daily Power, Stealth, in action. Fortunately there were no character wipes so he was waiting on me for CBW3 as well. I leveled him to about 13, both solo and partnered with Oakstout for some dungeon quests and Foundry quests and we had a blast. Oakstout was playing his Guardian Fighter initially so enjoyed tanking and stabbing over his shield while my Trickster Rogue threw volleys of daggers, or *bamf!* teleported around the enemies for some super-fast stabby action.

GF and TR

Adding the Stealth Daily to the mix was indeed a lot of fun, but with or without it, I feel the Trickster Rogue is a very strong melee class and very effective both solo and in groups, and I hear it’s also one of the predominant classes found in PvP which I have not tried yet.

Some of the complaints about characters in CBW2 were animation-related, such as the normal pose for the Control Wizard who ran around with two fingers in the air. His pose has been tweaked already and wasn’t nearly as annoying, I meant to play one again but ended up spending all my time with the Devoted Cleric while Oakstout tried the Control Wizard, He initially found the class a little hard to work with and squishy but he found a groove with it as he leveled and it ended up being his favorite class so far.

Great Weapon Fighter

CBW3 introduced the Great Weapon Fighter to be play-tested. The GWF is an all-out offensive melee fighter who specializes in Area of Effect (AoE) damage with a huge two-handed weapon (Great Weapon, where the class gets its name), and is in fact somewhat weaker against single targets where the Guardian Fighter and especially Trickster Rogue excel.

His first two At Will powers are Wicked Strike on the left mouse button, then Reaping Strike on the right mouse button. Both are area swipes for hitting multiple enemies, though Reaping Strike is also a chargeable power by holding the RMB down then releasing it. Depending on one’s playstyle, this can make Reaping Strike more or less desirable. I found the GWF’s mobility to be an asset, whether simply side-stepping out of the way of an attack or using his Sprint ability, as the class generally has fewer defenses to balance out his offensive powers. Charging Reaping Strike slows the class down and if a player is accustomed to a faster pace, he won’t like using Reaping Strike and will change it out for another At Will power once more are unlocked by leveling. I found that for my own playstyle at the low levels, it worked best if I ran into a group of mobs and used Roar, one of the first Encounter Powers, to knock them back a bit then while they stood up and came back to me I could fully charge up Reaping Strike. My other favorite Encounter Power was Mighty Leap which was especially handy for boss fights where the boss is able to knock you back. Mighty Leap throws your weapon at the target then you leap to it, catching the weapon and slamming into the ground for nice area damage; it’s a great way to get back into the fight with a single key press after being knocked back.

At level 10, the GWF gets his first Class Power, Unstoppable and a Determination gauge on his UI. The GWF gains Determination from both dealing and taking damage and once the gauge is over the halfway mark, he can use Unstoppable which is one of the GWF’s few defensive abilities, causing his attack speed to increase (but damage per strike to decrease) and he takes less damage for the duration as well. The mitigation also scales with the percentage of Determination as it decreases; initially, you take hardly any damage but as Determination gets closer to the 50% point your incoming damage gradually increases.

Out of all the classes I’ve played so far, I found the Great Weapon Fighter to be the most expensive at lower levels in terms of using health potions. The other classes I got by fine with potions looted from enemies, but I used so many with the GWF I had to actually run to a vendor and buy more. I suspect nearly everyone ends up choosing a Cleric-oriented Companion as soon as possible for that reason. [Spoiler: there's a quest later on which rewards a Cleric Companion too, so if you're wanting to collect multiple Companions on the cheap, something to keep in mind.]

Based on the initial GWF build we got to test, the general consensus was that in PvE the class is best at tanking the adds in a boss fight while the Guardian Fighter handles the boss itself. In PvP, players said it was a great counter to the Control Wizard.

Companions

Just to add what I said in my CBW2 post, Companions do have a little customization to them. When mine reached rank 10, another skin unlocked which allows me to change his appearance. It’s a preset costume so it’s currently nowhere near as freeform as Star Trek Online where I can customize the appearance of every costume piece my Bridge Officers wear. But it’s still a nice touch to at least be able to tweak the appearance of your Companions even a little.

Companion Skins

As your Companions level up, their training time quickly increases as well which serves as incentive to eventually start spending Astral Diamonds to rush the training. Since it was beta and I was too busy playing content versus grinding AD, I tended to time training my Companion when I wouldn’t need him or when I planned on logging that character out for awhile.

Companion Training

Mounts

At level 20, you gain your first mount though if memory serves you do have to buy it from the mount vendor in Neverwinter. 2 gold or thereabouts, so saving up for that should be your first long-term goal in the 1-19 bracket. Mounts are summoned with the ’6′ key, which is never part of the UI until you unlock your first mount. Far as I can tell, all mounts are tradeable (probably the Zen Store ones too) so you can buy them then sell them on the Auction House.

You initially get your choice of Horse which is the basic mount type in the game. Others are available from the Mount Vendor then really fancy ones are in the Zen Store.

Kassandra's Mount

One problem I noticed right away was my character’s pose while riding. She leans forward in a near racing pose so to get her to also look forward, the model bends and stretches her neck to the point it looks like her neck is broken. Obviously the models and especially animations and poses still need to be worked on, hopefully prior to launch.

Zen Store

I wrote quite a bit about the Zen Store in the last article so I won’t repeat myself here, though I will say this: over the years as the so-called “Free To Play” (F2P) business model has appeared and become more popular, players always inquire about the Item Shops but it seems no one ever writes about them very much, be it bloggers or “professional” game journalists. Which is why last time I had the attitude of “if you want it done right, do it yourself” to hopefully lead by example.

One thing that I have noticed about Neverwinter is that compared to Champions and Star Trek, it is slightly more intrusive that it has an Item Shop and they’d like you to spend money. Champions and Star Trek also have optional subscriptions still, and I do know a good deal of players still sub to Star Trek at least. Neverwinter is full F2P with no subscription option.

Remember when Lord of the Rings Online switched to F2P and players were (still are?) complaining how intrusive the LOTRO Store was? It seemed that nearly every UI frame had some sort of LOTRO Store button or icon ready to sell you something.

The one time I’ve noticed it “suggestive selling” is when you’re incapacitated in a fight. A “Near Death” UI frame appears where you can Call For Help (your Companion will stop fighting and come revive you; a similar mechanic exists in Star Trek) or Release which sends you back to the most recent campfire you visited but also resets the mobs past that campfire. Obviously that means if you went down in a boss fight, releasing resets the boss to 100% as well.

Near Death UI

Notice it’s pushing a few Zen Store items? A Scroll of Cure Serious Wounds will recover  you from near death to full health at your current location. A Scroll of Mass Cure Serious Wounds will do the same for your entire party.

Zen Store: Scrolls of Cure Serious Wounds

A pack of five Scrolls of Cure Serious Wounds is 300 Zen, or $3 USD and 500 Zen for a five-pack of the Mass Cure Serious Wounds scrolls.

This is a touchy subject. Many players, myself included, feel this is still a totally optional purchase. But I’ve always been the type of MMO player who is willing to concede defeat and try it again, even through respawns, which is exactly what will happen when my party and I click the Release button and reappear at the most recent campfire. Players who want to revive on the spot without resetting the boss to 100%, well those scrolls exist, therefore a certain segment of the players are saying those items are “Pay2Win.” Unless there is no other option to revive, period, I will continue to disagree on that. It’s a convenience item, nothing more, in my book. Also don’t forget the Astral Diamond Exchange where players can trade their AD for Zen and vice-versa! If you collect enough AD you can buy someone else’s Zen from the Exchange then buy those scrolls from the Zen Store.

The other controversial item in both CBW2 and CBW3 are Scrolls of Identification which, as the name implies, are used to identify gear. Apparently in CBW1 these were available from normal vendors but the past two Beta Weekends they were only in the Astral Diamond vendor and cost 800 AD apiece. Players are raging over the change. I did not have a single issue with scrolls. In fact, I had two or three full stacks of them because they drop relatively frequently from mobs and chests anyway. Simply mousing over any unidentified item will still show you if that item is a (mathematical) upgrade over your current item, thus saving me the need to spend a scroll if it was not an upgrade. If the item cannot be used by your class, the icon is red so why would you spend a scroll to identify it? For myself, simply playing sensibly and only using the scrolls on items I could use as an upgrade led me to having more scrolls than I needed. Now, if someone were perhaps aiming for a very specific build and only wanted gear that boosted certain abilities then sure, the mathematical algorithm used to determine if an item is an upgrade may in fact not work out since you may desire one that is equal to your current item but boosts the abilities you want instead of what your current item does. So I will concede that for certain play styles, scrolls may be a more in-demand commodity than for others. But I would also say that the relative scarcity of scrolls as well as their AD price tag may serve as a slight balancing factor with the various currency economies that will grow in Neverwinter.

Neverwinter: Closed Beta Weekend #2

This weekend was the second Closed Beta event for Cryptic’s upcoming Neverwinter. The first event was only for those who purchased a Founder’s pack. I was tempted but wisdom got the better of me and I adopted a “try before you buy” stance. This second beta event was open for anyone with a Lifetime membership to either Champions Online or Star Trek Online or if you’d purchased Torchlight 2 from Perfect World rather than from Steam or other vendors.

This weekend, the Control Wizard was the newest playable class, and a maximum level cap of 40. The Foundry toolset, crafting and PvP were not yet available for beta testing. The Foundry editor has been available for the alpha testers, however, so plenty of Foundry quests were in place for us.

The next Beta Weekend begins March 22, and will add another race, the Great Weapon Fighter class, and there was a contest to complete 100,000 quests this weekend to unlock level 50 for the third beta. Given how many players I saw this weekend, I’d say that contest is in the bag.

So far Open Beta is planned for some time in April.

A Brief History of Neverwinter

Cryptic had original planned Neverwinter as a graphical lobby-based online cooperative Action RPG, not an MMO. Think Guild Wars or maybe Dungeons & Dragon Online, where you have multiplayer hubs to interact with players then your adventures are instanced. However when Perfect World Entertainment acquired Cryptic Studios in May, 2011 they wanted an MMO, and delayed the Neverwinter project to accomplish that change in scope.

My Beta Agenda

What I did was try each class to level 7 just to get a basic feel of the class and take a peek at its skill trees, etc. which made up the tutorial then the first several quests once you’re in Neverwinter proper. Only two character slots were available, that’s why I only played them for a short time then deleted it to make room for the next class. I started with the Control Wizard, then the Guardian Fighter, Devoted Cleric then Trickster Rogue. Since the first two classes had been deleted to make room for the latter, I played the Rogue up a few more levels and chose the Cleric as my primary test class and got her to level 16 to obtain the first Companion. So I will talk a little about the classes, but use the Cleric in particular for specific examples. I will state unequivocally that in hindsight I wish I’d had time to level each class to 10 since that’s when they get their first Class Abilities, which gives the player your first “Eureka!” moment when suddenly you begin to see more clearly how each class can play out.

Because comparisons are always necessary for this type of game, here are the ones I will use most often because I feel they are most appropriate: obviously Cryptic’s other MMOs, Champions Online and Star Trek Online — STO in particular since I’m most familiar with it, TERA, Guild Wars 2, League of Legends, and Path of Exile.

Disclaimer: I have not played tabletop D&D since 2nd Edition AD&D and my last session was summer of 1994. I have zero experience with 3.5 or Pathfinder other than playing DDO a little bit, and zero experience with 4e which is what Neverwinter is (loosely?) based upon. Therefore I am unable to make any direct D&D ruleset::Neverwinter comparisons other than stating I believe it is impossible to have a 1:1 parity translation of a turn-based tabletop game into a real-time multiplayer videogame. Concessions will always have to be made from both sides of the table. Having said that, the classes in Neverwinter are built to fit into specific Roles like those in 4e from what people are telling me. For example, the Role of Defender in 4e is a tank, but also a damage dealer in his own right, so not quite the “tank” we’re accustomed to in MMOs, and that also applies to Neverwinter’s Guardian Fighter.

What Is Neverwinter?

For the TL;DR, at a glance summary, Neverwinter is: a fast-paced Action RPG in the vein of Path of Exile (kill monsters for fun and loot) but in a third-person MMO format which uses a League of Legends-ish control scheme (you always need the mouse active during play so all your skill, etc. keys are easily reachable from your WASD movement position) with TERA-influenced combat mechanics and a light sprinkling of Guild Wars 2-influenced features.

Neverwinter Tech

Neverwinter is running on the latest iteration of Cryptic’s Core Engine, obviously. A lot of the zone sizes seem roughly comparable to, if not bigger than, what you’d see in Champions Online. I have a fairly decent gaming rig, not top of line and Neverwinter was out-performing Star Trek Online (which is my main MMO) for me. In instances and even some of the Adventure Zones I was getting near 90fps with my graphics maxed (though I left anti-aliasing at the default 4x) while in the main social area in the city of Neverwinter I was in the 30s to 40s due to the intricate city design and crazy number of players. Zone load times were noticeably faster than Star Trek as well. The game runs in DX9 by default though there is a DX11 (beta) setting which dropped my framerate to half the DX9 numbers. Graphically, Neverwinter is pretty decent, a slight step up from Star Trek’s latest zones, though character faces and especially animations need some work still. The Core Engine has a lower asset budget than some of the popular licensed engines so you’re not going to see visuals along the lines of TERA (Unreal Engine 3) for example. However, this allows the game to run on more machines than a TERA or Age of Conan will.

Like the other Cryptic MMOs, Neverwinter is single-shard with population-controlled instances. It seemed like Neverwinter was able to hold more players per instance than Champions or Star Trek but I have no hard numbers to back that up with. Traveling, at least within the city itself, is accomplished by getting to any gate, then a map appears and you can click any destination on that map.

GameClient 2013-03-10 12-42-51-01

Playing the Game

Here is an example of how the game UI is laid out by default:

GameClient 2013-03-10 12-39-04-10

Fairly standard MMO interface for the most part. NPC icons are pretty self-explanatory for the most part, and Quest NPCs use the standard punctuation mark icons, as shown. Not shown in this image is a Foundry Quest NPC such as the Well-informed Harper, which uses its own unique icon. Many of the Cryptic Quests have voice overs that continue playing even after I rapidly clicked through the dialogue so just above the chat box you can see a voice over UI element that shows which NPC is talking and a button to mute the voice.

In the center of the screen is the targeting reticule which is used to aim at whatever you want to interact with. The game is played in “mouselook” mode, meaning if you move the mouse, your aim moves with it. You can press the left Alt can to enter “cursor mode” so you can click things with the mouse cursor but once you start moving or press Alt again, you’re back to mouselook.

Just like TERA or DDO, for example. Neverwinter uses a “soft targeting” (I’m borrowing Turbine’s term when they implemented that into DDO a few years ago) system that works well enough but could stand a little fine-tuning as it was especially problematic trying to interact with NPCs with a lot of players around or targeting a player in a group combat. If you click your mouse button for each attack, you can easily switch from target to target. Once an attack is active (or if you hold the button) you’ll lock onto that target for the duration of the attack, then the soft targeting releases again. Or if you want to hard lock onto a target, hold the left Ctrl key and release when you want to switch targets.

To the left of that is the Divine Power gauge for the Devoted Cleric class which I will talk about later. Each class gets its own specific gauge to fit with its Class Power. Guardian Fighters start the game with their Defense gauge displayed though I’m uncertain if it functions until level 10 when you unlock the Class Power. The other classes’ gauge doesn’t appear until they get their Class Power.

Moving down to the hotbar, you’ll notice you only have hit points, no mana! Cooldowns are used in place of mana to prevent rapid spamming of devastating attacks. The left and right mouse buttons use your At-Will powers while QER use your Encounter Powers. 1 and 2 use your Daily Powers and Tab uses your Class power. Similar to Guild Wars 2, powers can be switched out at any time (I didn’t try in combat but I will assume that’s a no-no). 3-5 are your potions. The big D20 icon in the center is your Action Points. Fill your Action Points from using your At-Will and Encounter powers, and you can use a Daily Power which depletes your AP. The green chevron on top of the Action Points icon is your Stamina gauge, which is used for your sprint or dodge moves. Each class has its own unique dodge maneuver. Controller support was removed for this weekend’s build, unfortunately. Everyone said it played incredibly well with a controller during the last beta event so hopefully that feature will reappear for launch.

The Quest Tracker UI is fairly standard as well. Quests can be toggled on or off the Tracker from your Quest Log. The little scroll icon enables a glowing trail (similar to the Fable games) that leads you to your objective or destination. The trail can be toggled on or off in the Quest Log or with the ‘Z’ key. To the left of the minimap are the next three upcoming public events, which you can queue for. This weekend it seemed like all those were labeled level 60 events (level cap was 40) so I did not get to try any of those.

Finally, the icon that looks like a sun with the Ctrl+I label is for Invocation. Once per hour, you can invoke your god (chosen during character creation) for random rewards. I received a couple thousand Astal Diamonds (more on that later), runes and other useful items, for example.

The only part of the onscreen UI I do not like at all is the toolbar at the top center. It’s small enough that it’s unobtrusive but it’s just ugly and somewhat difficult to read. Not that you’ll need to read it once you learn the keybinds…

The zoom level you see in this picture is also the default and not changeable! This is definitely something I (and every beta tester) would like to have addressed. There is an Inspect Mode you can toggle with the ‘B’ key then zoom in and out with the mouse wheel. You can even run around and use powers, but your UI is gone the whole time so it’s very much less than ideal. The current zoom level is certainly playable but there are times I’d rather be able to change the zoom during encounters or even just to look closer at my character without having to fool with Inspect Mode.

When picking up a quest, rather than simply popping up a little Quest Dialogue UI, Neverwinter switches to a sort of cut-scene view, which also hosts the Dialogue UI. Merchants and other NPC types also use this same view mode.

Neverwinter Gameplay UI

In addition to the Quest NPCs there are Job Boards in various spots where you can pick up user-created Foundry Quests. I also saw a few Bounty Master NPCs who offer a bounty for collecting various object you might find in the zone you’re questing. For example, the Tower District is infested with the Many-Arrows orc tribe, so you can trade ten Many-Arrows Insignias for a Gruumsh’s Bane consumable buff which gives a +25% damage versus orcs for 30 minutes.

Another feature you’ll see (and actively seek out in dungeons) are camp fires. Again, very similar to TERA, standing next to a camp fire for a few seconds will fully heal you and apply a 15-minute buff which gives +1 to all attributes. See the picture for the Trickster Rogue to see a camp fire in action.

While the crafting system itself was not in this weekend’s build, crafting materials were. Or at least that’s what I’m assuming they were. So I think this is how gathering works: while running around the Adventure Zones or Dungeon Instances you might come across objects like chests or whatever. Treasure chests can be opened by anyone, while some object require a specific Skill such as Thieving, and other objects can only be opened with the appropriate Kit such as Arcane or Nature. Kits are consumable and also have a chance to break. All the kits I was using at early levels had a 65% chance to open the object, and several broke. I didn’t go around checking vendors but I’ll assume normal kits are available for in-game currency. I did see Profession packs in the Zen Store (more on the store later) which I presume had a quantity of high-quality Kits.

Aside from the normal style (including Foundry) quests, players can also routinely queue for Skirmishes. The ‘K’ key brings up the Skirmish UI. As you level up, more Skirmishes become available. The two I was able to play this weekend were Blacklake Terror which is the first low-level Skirmish, then Orc Assault. Both of those two are essentially a survival mode. You enter each of them in a camp-type area and the party has to jump down into the arena where the action takes place. Once you jump down, there’s no way out until it’s over. A few waves of basic enemies come out (zombies for Blacklake Terror, and Orc Assault should be obvious) then you switch to a few mini-boss type enemies mixed in with the normals, then finally the Skirmish Boss makes his entrance with a brief cut scene. Advanced players might be able to use environmental effects if they can position enemies just right, for example in Blacklake Terror there are a few barrels of explosives that will cause area damage if the group can move the fight there. Of the two in their current state, I enjoyed Orc Assault the most. Plus Blacklake Terror had a glitch at the end where you couldn’t leave the instance unless you either logged out or used the /killme command, both of which place you back at the doorway so you can exit.

Finally, let me talk about the Dungeons. I could almost say that, like Path of Exile (or Diablo, whatever) the whole point of Neverwinter is running Adventure Zones, Skirmishes and Dungeons. I ran a few of the Quest instances in a small group, including one with Hudson and his girlfriend, then I leveled to 16 so I could run the first true Dungeon, Cloak Tower which has been talked about on Massively and other MMO sites from the first Beta Weekend. Dungeons are also queue-able just like Skirmishes. All the “dungeons” during Quests and certainly the Cloak Tower Dungeon were very well laid-out with plenty of twists and turns, hidden areas to explore for loot, traps — everything D&D dungeon running is famous for.

Combat

Combat in Neverwinter is a fast-paced affair. The MMO Trinity of tank, healer, and damage (plus crowd control) does exist, but is not explicitly required. I only did maybe two group activities that actually had a tank (one of which was running with Hudson who was playing the Guardian Fighter class), other times we had a Control Wizard who was doing so much dps he was the “tank” and it went fine. Everyone has potions, so just like Path of Exile, everyone is responsible for themselves and having a Devoted Cleric just makes things go easier.

Combat itself is extremely similar to TERA. Very fast-paced Action Combat, but also just like TERA once you use one of your powers you stop in place while performing that action. For some people, this can be a make or break deal. I don’t mind it, but you have to learn the ups and downs of this mechanic. Also like Path of Exile (and Diablo, etc.) you can simply hold down the mouse button to spam attack, at least for casters; I don’t remember if the melee classes would spam with the mouse button held in. Now, this can be good for constant damage but it also locks you in place longer. The biggest damage seems to come from what I’ll call targeted attacks by the enemies. A mage-type enemy might target the ground surrounding himself or a party member and a red circle appears for a few seconds prior to the attack, or a melee-type character who is about to use his area damage attack you’ll see his attack arc highlighted in red for a few seconds. This is similar to TERA where all the enemies and bosses had specific “tell” animations, which once learned, would indicate which special attack was coming so the party could hopefully react in time. With a simple “don’t stand in the fire” mindset, this is where your Dodge move comes in. Either double-tapping one of the directional WASD keys or pressing one with the Shift key held will execute your dodge move, which uses a certain amount of Stamina which slowly regenerates. Through level 16, I was only able to do two Dodges before my Stamina was empty, so that’s something else to pay attention to be effective, and if I held the left button down to spam that At-Will power on my casters, I was quite often locked in place for so long I was unable to Dodge the enemy’s special attack. So left-mouse spamming can be fine but you’ll need to be more situationally aware so you can stop spamming before a special attack and be able to use your Dodge. One other thing I noticed was that it seemed once an enemy started a melee attack animation when I was standing face to face with him, even if I walked (not Dodged) out of his attack range I would still take the hit. Dodging, however, did avoid the hit. I guess that’s the trade-off for being an Action (MMO)RPG versus a straight-up action game or perhaps that’s a Working as Intended mechanic?

Moving on to the Classes:

Guardian Fighter

Hudson tanking on his Guardian Fighter

The Guardian Fighter fits the 4e Role of Defender, and is your one-handed weapon plus shield tank class, but he also deals quite a bit of damage unlike the typical Trinity MMO where the tank’s dps is gimped. The Guardian Fighter’s weapons that I’m aware of so far are sword and mace, and I think an axe.

Let’s talk TERA for a bit! My main character in TERA is a Lancer, which is the tank class in that game. When TERA first launched, a Lancer could walk into a group of mobs, use Challenging Shout which is a 360-degree Taunt, then hold the right-mouse button to bring up the shield in defensive stance and just sit there turtling while the group killed the mobs, occasionally popping out to do Challenging Shout again. Sure, you could mix some attacks in there and were wise to do so but the mechanics allowed lazy turtle tanking. I was guilty of doing this myself. In a later patch, the Resolve mechanic was added, and displayed as a bar below the health and mana. It was normally filled but when the Lancer goes into defensive stance to block, the resolve bar starts diminishing so the player has to make some attacks to regenerate a little resolve. Run out of resolve and no more blocking, which is… bad. The Guardian Fighter uses an extremely similar mechanic where he has a Defense (I think that’s what it’s called) gauge displayed and blocking will slowly diminish his defense so he has to make some attacks in order to keep his defense up to continue blocking. I forget if the taunt ability is 360-degree like TERA or a wide cone in front of him — I think it’s the latter. It sounds simple, and to a degree it is though there is definitely a large degree of tactical readiness required to be effective, but it’s incredibly fun! I love tanking on my Lancer in TERA and I love tanking with the Guardian Fighter in Neverwinter. A lot of the Guardian Fighter’s Encounter Powers seemed to focus on area damage as well, to help keep aggro and to do a little damage all the enemies facing him. His crowd control-style attack is a shield bash (I think) which knocks the enemy back. I don’t mean knocks him back a couple feet, either, he gets knocked all the way across the room! It’s just fun to do, fun to watch, and hey, it’s effective.

Control Wizard

Controller Wizard defeats the tutorial boss

As the name implies, this class fits the 4e Controller Role and specializes in crowd control combined with damage. His weapon is an Orb, not sure if there were other weapon types for this class yet. He starts off with the Magic Missile power on the left mouse button, which is spam-able. Magic Missile does good damage then on every third strike, launches a barrage which does extra damage. Next he gets Frost Ray (I think that was the name?) on the right mouse button, which is held down for a constant slowing effect while doing damage. The slowing effect lasts a few seconds after releasing the button so you can maneuver, Dodge or attack with a different power. One of his next powers lifted the enemy off the ground while doing some damage. The enemy is immobilized and cannot attack so in a group this is a useful power to do some burst damage without fear of counterattack. Unfortunately this was the first class I played, so the first to be deleted to try more so today I’m a bit fuzzy on the other powers I got to play with on those early few levels. I did group with some higher level Control Wizards and they looked fun, though.

I will say this: out of all the animations that need to be addressed, I thought the Control Wizard’s should be top of the list. He’s very cinematic with crazy moves that would make me have a chiropractor on speed dial if I tried them for real, but a lot of them just look a little awkward and need to be polished up a lot. And his stance. Oh gawd. The Control Wizard runs around all the time with two fingers pointing up, not quite a “Peace” sign (his fingers are together) but almost like he’s going to ask everyone “excuse me, do you have any Grey Poupon?” That single-handedly was the most annoying thing about the class and the reason I finished the tutorial them switched to another class. Otherwise my original intent was for this to be my main class at launch. So, Cryptic artists and modelers, please fix this!

Trickster Rogue

Trickster Rogue at a camp fire

The Trickster Rogue fits into the 4e Role of Striker, specializing in burst damage, stealth, distraction and dodging. The only available weapon types I saw through level 9 were daggers. This class is pure fun, no two ways about it! His first left mouse button At Will power is a swift dagger swipe which damages all enemies in the rogue’s foward arc. His right mouse button throws daggers. He has 12 daggers he can throw, which slowly regenerate (no pesky ammo carrying here) but if he uses all 12 he has to wait for the full power cooldown before he can throw more. His first Encounter Power is Dazing Strike, which as it sounds, will daze the enemy you’re targeting. It does have a brief activation period, and using it from Stealth will cut the activation in half. Cool animation for it, you *Bamf!* teleport like Nightcrawler from X-Men to the enemy’s head then whap him a good one and fall back to the ground. I was playing a gnome so perhaps the taller races don’t appear up in the air like that. Then he gets Bait and Switch which drops a decoy of himself then scoots backward. The decoy will attract the aggro so you can position yourself for plenty of backstabbing goodness as long as your decoy has hit points. The third Encounter Power I got to use was Deft Strike which again lets you *Bamf!* teleport behind the enemy then give him a quick backstab for damage and a slowing effect. His first Daily Power is Bloodbath which… oh my gawd is just too fun, especially if you’re fighting groups of enemies. You *Bamf!* to each enemy, delivering a nasty strike each time, or for a single target like a boss you *Bamf!* all up and down the boss. It’s hilarious and effective! After playing my own Trickster Rogues then playing with some in groups at higher levels, I regret not getting one more level so I could have played around with Stealth, his first Class Power.

Tactical positioning is a Trickster Rogue’s best friend. Striking from behind or the side is most effective and should be utilized as such in groups to be most effective. Face to face melee is what the Guardian Fighter is for. Trickster Rogues are for sneaking and backstabbing.

The other trick (ha!) up the Trickster Rogue’s sleeve is disarming traps. Some of the early dungeon quests had traps like saw blades in the floor, or arrows shooting out of the walls. Only the Trickster Rogue can disarm them so that alone can make him an invaluable party member. I read some of the higher level players saying some of the traps later in the game can be quite lethal if you’re not careful.

Devoted Cleric

Devoted Cleric

The Devoted Cleric class fits the 4e Role of Leader and is the only “healer” class in Neverwinter. As I’d mentioned before, everyone carries potions and is largely responsible for themselves (plus you never know if your party will have a cleric when using the public queue) so to a certain degree, a dedicated healing class is unnecessary. I played the cleric to level 16 and had a blast with it, though. It’s a combination healer (mostly light heals) and ranged damage. The Devoted Cleric’s weapon type is a symbol, and aside from heals focuses on area crowd control and single-target holy damage. The first At-Will attack is Lance of Faith which shoots magical spears of light at the enemy. Like the Control Wizard’s Magic Missile, this is a spam-able power by simply holding the left mouse button but again, you’re locked in place longer doing this and may get hit by an enemy’s special attack. The next At-Will attack is Astral Seal on the right mouse button. This does some damage but more importantly puts a light healing buff onto the target, so for the duration of that power any party member who attacks that enemy will receive a small heal. Needless to say, you keep that active on bosses! There’s practically no cooldown, so if there’s a group of mobs I was usually able to put Astral Seal on most, if not all the mobs so there was party healing going on no matter what was being attacked. The first Encounter Power is Bastion of Health which is a player-based area heal. It’s great for topping off the party after a fight or running in and giving a group heal in a pinch but it’s still a comparatively light heal when it’s all said and done. Handy, but if the party is in real trouble, it won’t save them for long. Next is Healing Word which is a handy-dandy heal over time (HoT) that comes in a “stack” of three. It works similar to the Trickster Rogue’s dagger throw — I can toss a Healing Word on any friendly player, and there’s a brief cooldown before I can toss the next one. It will slowly regenerate back to three on its own but if I toss all three, now I have to wait for the full power cooldown (I think it was 15 seconds) before I can use it again. Healing Word also stacks so if I keep targeting the same player the first one might heal (just to be clear: I’m making these numbers up; I did not record the actual heal values) 50 hit points per tick, the second one increases to 150 and the third to 300 hit points per tick. I kept switching the third Encounter Power but I think I mostly stuck with Daunting Light which is an area effect. The first Daily Power is Avenging Angel which is just awesome. You summon an glowy angel which does devastating damage to your target on its descent, then heals the party on its ascent. It all happens very quickly but it’s an excellent effect. I also unlocked the Hallowed Ground Daily Power which creates a large circular area effect that damages all enemies, and heals all players, within its area. Good stuff! At level 10 the first Class Power, Channel Divinity, is unlocked. This is where the Divine Power gauge shown way up at the beginning of the post comes in. The Devoted Cleric builds Divine Power from both dealing damage and healing. It has three tiers (the ‘+’ symbols on the gauge) to fully fill it. Pressing tab will bring a blue glow on your symbol and switch your At-Will powers to Punishing Light on the left mouse button, which is a hard-hitting beam of blue energy for single target damage, and Soothing Light on the right mouse button for a stronger single target heal. You’ll need to hold the buttons in for the optimal effect. The Divine Power gauge diminishes fairly rapidly even with all three tiers full, so I’m hoping there’s a way to slow that down or have the gauge hold more power at higher levels.

The “soft targeting” can be an issue with the heals, specifically Healing Word and Soothing Light so far and is similar to healing with TERA’s Priest class in that respect. For example, when I ran the Orc Assault skirmish with Hudson, he’s down there tanking the boss with his Guardian Fighter but there were a few Trickster Rogues down there as well, plus some Neverwinter Guard NPCs assisting. Finding Hudson in all that mess became troublesome, so once I did manage to target him that’s where holding Ctrl to hard lock onto him came in handy so I could ensure my Healing Word would go to him instead of someone else who didn’t need it.

All in all, I really enjoyed the Devoted Cleric far more than I thought I would. It was almost the best of both worlds, being able to do damage (roughly on par with the Guardian Fighter) and toss light heals as well. Soloing was easy as a result, too. I even soloed a dungeon quest instance that was two levels higher than my cleric by kiting, dodging and keeping my HoT active. In groups, since healing (so far anyway) isn’t as critical as in other MMOs, I was able to toss a few Astral Seals on the mobs and that kept anyone attacking it with constant light heals. I didn’t have to pay critical attention to health bars that way so I could feel free to just play the game, cast my damage spells and every so often check health bars to see if anyone needed some extra help.

Companions

NW Companion Sheet

One of the appealing factors to me about Star Trek Online is having a full crew of AI Bridge Officers. If I’m soloing I can choose four of them to bring along on any away mission, or even if I’m in a group or two or three players that still leaves a few slots open that BOffs can fill. Neverwinter has a similar mechanic called Companions. You get your first Companion at level 16. They come in either animal or people flavors. For my Devoted Cleric, I went the traditional route and chose a Man  at Arms (tank) Companion but I could have chosen any other archetype, including a dog which fits the dps role. Unlike STO where a full group of five players means no slots left for Companions, Neverwinter lets everyone bring his Companion along too. So in the Cloak Tower Dungeon, we had five players and five Companions. Granted, they’re AI so carry with them all the negative baggage that AI “pets” in MMOs have earned over the years, but still they’re a nice touch. Your companions also level up. Mine leveled while inside Clock Tower so I waited until we finished the dungeon before I sent him for training. This reminded me of Star Wars: The Old Repubic where you send your Companion to do tasks. It took five minutes for my Companion to go train to level 2 and come back, or I could spend Astral Diamonds (more on this in the next section) to speed up the process. The runes you find as loot or as a random reward for Invoking your god can be used to buff certain Companion stats. One difference to STO is I cannot control my Companion directly. In STO I can position each individual BOff, I can manually click their abilities, or tell them to attack a specific target before I run into battle myself. In Neverwinter, my Companion stays at my side until I enter combat. In the case of the Man at Arms, as soon as I shot the first Lance of Faith at an enemy, he did a charging attack and took the aggro long before the mob ever made it to me, so it wasn’t a huge deal running around the Adventure Zone I was in.

Difficulty-wise, Cryptic has stated they intend the general content in Neverwinter to be duo-able with a player and a Companion. Star Trek has difficulty settings which are popular for the more hardcore-ish players, so I’m unsure how Cryptic will handle appeasing the segment of the playerbase who wants more challenging content aside from the Dungeons and Skirmishes.

The Companion tab in your character sheet lists both Active and Idle slots for companions, and since I only got the one companion before the beta ended, I am unsure how exactly the mechanic of having multiple Active companions will work since (I think) you can only summon one of them to adventure with you. But the Zen Store sells extra Active and Idle slots.

There is a vendor where you can buy the other basic Companion types for 2 gold apiece, but the rest of the really good Companions are in the Zen Store.

Free 2 Play: Monetization

Cryptic’s previous MMOs, Champions and Star Trek both launched under their previous owner, Atari. They both began life as a subscription MMO, with optional Lifetime memberships, before transitioning to a hybrid F2P model as they exist today. Players still have the option to subscribe to Star Trek, and yes, some still do. Neverwinter, on the other hand, is releasing fully under the watchful eye of Perfect World Entertainment and there are no optional subscriptions to be found. Neverwinter is fully F2P from the start, so aside from the pre-launch purchases of the Founders Packs, expect Neverwinter to be somewhat on the pricey side, either in terms of money or time. Or both.

Neverwinter is taking an identical approach to currencies as Champions and Star Trek: there is at least one “normal” in-game currency, such as Gold in NW, Energy Credits in STO or Resources in CO. As you get higher level and interested in more “elite” gear, that currency becomes — to a degree — less useful in place of the exchangeable currency, in this case Astral Diamonds.

Astral Diamonds are the Neverwinter equivalent to Dilithium in Star Trek or Questionite in Champions. You gain some grinding certain mission types and you can also exchange them for Perfect World’s real-money currency, Zen, which is used to buy from the Zen Store (item shop). The Zen Store includes mounts, companions, extra bag slots, character slots, companion slots, and so forth. In Star Trek, we spend Zen to buy the best starships then spend Dilithium (and/or reputation points) to get the best gear for them. As I mentioned, Dilithium is exchangeable among the players for Zen, and vice-versa. No Zen appears magically from Cryptic, it’s all purchased by players who have the money to buy Zen but not the time to grind out the Dilithium on their own so they trade their Zen for Dilithium. The other players trade their Dilithium for Zen, now they can buy stuff in the Zen Store. It’s an incredibly popular mechanic that truly lets people experience everything in the game without spending a dime, if they’re willing to put in the time to do so. In Neverwinter so far, I noticed I could spend a few Astral Diamonds to speed up my Companion’s training or to respec his runes. I’d imagine there will be a gear treadmill using AD for the best stuff just like Star Trek does. The Astral Diamond Exchange was already up and running this weekend, as was an Astral Diamond vendor which I forgot to look at. I do know that the very in-demand Identification Scrolls are located at the Astral Diamond vendor, though they also drop as loot.

Zen to US Dollar ratio is easy math: one penny per Zen. So if something like the Greater Bag of Holding (24 inventory slots) is 1000 Zen, that equates to $10 USD. I’m already accustomed to Cryptic / PWE’s prices from Star Trek and they seem similar in Neverwinter. Sales aside, the normal price of the Odyssey 3-Pack or the new Andorian Kumari 3-Pack is 5000 Zen, or $50 USD for three ships. So far in the Neverwinter beta Zen Store I see three mounts priced at 4000 Zen, or $40 USD. The most basic mounts are 500 Zen, there’s a few for 800, some at 2000 and a few for 2500 Zen. (You get your first mount at level 20 for 2.5 gold, and I think there’s a normal vendor for the basic mounts purchased with gold just like the basic companions, by the way.) Companions in the Zen Store start at 1500, then 2000, a few for 2500 and the most expensive Companion is the Honey Badger for 3500 Zen! I’m assuming this will also be like Star Trek where there’s a mixture of a sense of wanting to collect everything you can with optimizing certain ships (or companions in this case) to certain situations. For example, the description of the Acolyte of Kelemvor companion (2000 Zen) makes it seem he would be more effective than other cleric-type companions when fighting undead.

Other Zen Store examples are: character slot for 500, active companion slot for 350, idle companion slot for 100, extra bank slots for 300, change your name for 400. There’s a Bag of Holding for 600 which is either 12 or 18 inventory slots, then the aforementioned Greater Bag of Holding at 1000 Zen for 24 inventory slots. There are also dye packs in the Zen Store but no cosmetic outfits yet.

Finally, like Champions and Star Trek, Neverwinter will have lockboxes. They weren’t in the game yet, but the Lockbox Keys were in the Zen Store already at their normal price of 125 each or 1125 for a pack of ten.

Conclusion

I thoroughly enjoyed my time in Neverwinter and can definitely say this will be a game I play at launch. Due to my job’s schedule and as a result my day off schedule, I tend to do my gaming in the mornings. I live on the East Coast, which means the typical server-based MMO will have a low population during those hours. At a bare minimum, I like to see other players chatting and adventuring and hopefully the opportunity to get into some group content. Low player population during my playtime has been one of the primary reasons I’ve left every MMO in recent memory, and one of the primary reasons I’ve stuck with Star Trek — because Cryptic’s games are all single-shard. They might be population-controlled instances but that still means you see plenty of other players adventuring, the chats are active and groups are readily available 24/7 and for me, that is an extremely important factor in an MMO. There might be other MMOs that I just adore (The Secret World comes to mind) but due to low player population, I can’t find a group to do the content I want to play, so I end up leaving. I don’t have that problem with Cryptic’s setup.

Whether or not you will enjoy Neverwinter will depend on what you’re looking for. I’ve spent a great deal of time hopefully describing how the game feels and plays. There are plenty of videos on YouTube by now to see it for yourself. Like I said earlier, if you think of it as sort of a third-person Path of Exile meets TERA combat with a League of Legends-esque control scheme, with the expected bits of MMO bullet points, that’s about what you’re getting. It’s a fairly linear early leveling process, though I’m hoping that opens up once I’m in the mid and high levels. General quest content-wise, players writing Foundry quests and entire Foundry campaign storylines are the bread-and-butter questing attraction. Endgame will likely comprise running Dungeons, Skirmishes and PvP — hopefully Cryptic is able to keep adding more of that type of content quicker than they’ve been able to in Star Trek until recently.

If you demand every game with the MMO tag be a sandbox, Neverwinter is not for you. If you prefer slower combat, Neverwinter is not for you. If you like having twenty hotbars full of skills and consumables, Neverwinter is not for you. If you want to slow down and deliver pies in the Shire or find some idyllic location to roleplay a picnic, Neverwinter is not for you. (Not to say roleplaying cannot or will not be done in Neverwinter, it’ll just be a little different from the player handling the character perspective.)

If you want to just jump in, have a good romp with friends and strangers killing monsters in adventure zones, dungeons and skirmishes, look no further, you’ve arrived in Neverwinter. So I guess it might be fair to say Neverwinter isn’t as “deep” as some players think their MMOs are. I tend to think they’re all varying degrees of shallowness, it’s just a matter of where your personal interests and investments (time or money) lie. Sometimes it’s ok to simply want to have a little fun and leave it at that.

Subscription on the Hivemind

The topic of subscription versus free-to-play has become one of those cyclic topics in the MMO blogosphere, especially given the trend of most MMOs converting to one sort or another of free-to-play with relatively few exceptions.

Some of the complaints of free-to-play simply refer to the more aggressive in-game marketing. Blue Kae, for example, among others, has complained numerous times about the in-game button to buy consumables in the LOTRO Store in Lord of the Rings Online. Me? I barely notice it. I have a vague awareness that the button is there, but maybe it’s a combination of playing the game since beta so I just know where things are on various UI frames plus the fact that I have no use for any of those consumables anyway. That button isn’t going to be clicked by me, no matter what, so I just ignore it. (Despite having the Lifetime Subscription, I have bought things like additional storage and costume slots. But consumables? Sorry, no sale here.) Age of Conan, on the other hand, opens a huge window on the screen every time I login. It’s just a matter of reaching up and closing that window but that offends me much more than frequent store button placement does. Perhaps it’s a relic from my IRC days, but I find it extremely rude and offensive when an application opens additional windows on its own without my input to do so. That is also why I tend to get highly annoyed when people reply via tell to a conversation I’m holding in normal public chat, despite MMOs not opening separate windows for private messages like an IRC client might. But I digress…

This past weekend two totally unrelated posts came up on the subject of subscriptions.

Pete over at Dragonchasers has canceled both his Rift and Star Wars: The Old Republic subscriptions because he isn’t playing them enough to justify the subscription in his opinion.

What makes this whole situation worse is I start to feel guilty about not playing. I’m going through that with SW:TOR now. I don’t really feel like playing but I feel like I -should- play since I’m paying for it. After a while that vague guilt turns to resentment and then I’m even less likely to play.

Last year I wrote a meandering post that touched on the psychology of subscriptions, and the point of that article still applies. It fits what Pete is feeling and what I am currently feeling about SWTOR myself. I haven’t loaded the game in over two weeks. I had four days off last week, and I got plenty of gaming done on both PC and 360, but I couldn’t be bothered to click the SWTOR icon. Now we’re starting the third week, and I have five days off coming up when I get home from this trip. I’ll more than likely play SWTOR out of guilt this week, rather than out of excitement to play it. Who knows, maybe there will finally be more players coming up the ranks in the lower level zones so I can maybe group for the couple Heroics I need. Or at least see some chat going on. Or maybe see some players out in the world.

At this point in my career I am one of those people with a disposable income. Due to being single, no children, and (despite what the previous paragraph makes it sound like, those lengthy breaks are rare) not home very much, so I have far more money than time for gaming, and my interests (and attention span) are very divergent as well. That $15 for the SWTOR subscription? I barely even notice it in the big picture of things in terms of spending the cash. I can blow through ten times that taking my girlfriend to dinner and not blink twice about it. (Well, actually I might blink or gasp even, but I’ll still buy dinner. :grin: ) I have no problem whatsoever spending a lot of money on my hobby because it brings me enjoyment and sometimes I think of it as directly supporting a development team I believe in. Example: as I write this I have over $300 worth of Xbox 360 games already pre-ordered for the upcoming few months. I will probably pre-order more as I learn of others releasing in 2012 that I decide I want. That’s just pre-orders. I already own over 60 titles for the 360, some I paid the full $60 for, others I got new at reduced prices, still others I bought pre-owned from Gamestop. I also bought two more games at reduced price from Amazon a few days ago which should be waiting at my door when I get home. And I’m perfectly fine with that. When you put the $15 for SWTOR per month up against what I have and continue to spend for other titles, it’s a pittance. What I resent is the "get your worth" psychology inherent in a subscription. In normal games that are sold as a product, it doesn’t matter to me if I blow through the game in 6 hours or if it takes me 6 years to finally complete it. I paid my money, I have it available to me at any moment. Inasmuch as software is ever "owned" those games are essentially "mine." But when a "service" is introduced, that changes my (and many others’) mindset, and we want to feel like we’re getting value out of our service fees. The same applies to most services. We adjust our wireless phone plans to match our usage. I just lowered my monthly bill $10 by dropping to a lower tier SMS plan because I very rarely exceed 100 SMS per month, for example. Pre-paid phones or time-limited plans are becoming increasingly popular with certain segments of the population who either can’t afford the full "unlimited" monthly plan or have learned that they don’t use their phones enough to "get their money’s worth" from that "unlimited" plan. I could also look back at my Netflix habits last year. I had the "one DVD at a time" plan plus unlimited streaming. I only used the streaming for the most part, but because the psychology of knowing I was paying for DVDs too was a factor, I would put DVDs on my queue as well even though I am not fond of physical media any more, and with my limited time at home it often felt like I was watching the DVD because I "had to" not because I wanted to. On the plus side, I did get to see a handful of newer movies that were not available on streaming, but I resented the feeling that I "needed" to order a DVD simply because I was paying for that particular service. When Netflix finally ordered a streaming-only option, I went for that immediately and dropped the physical disc plan like a hot potato.

It’s one thing to dedicate yourself to playing solo in an MMO. I’m often forced to do so simply because of my job and schedule. It’s another thing entirely to be the only person around in an MMO, which further highlights the fact that when you get down to the nuts and bolts, MMOs really are not very good games at all. It’s only the fact of the other players around you – whether you choose to interact with them directly, indirectly, or not at all – that makes MMOs "special." Tesh has written a few times that he would gladly buy World of Warcraft if it were a single-player offline game. I’ll bet he wouldn’t, though. It’s "easy" enough to try yourself – just go download one of the WoW server emulators, set up your own private server and go play WoW as the only person on the server. Then tell me how long you last at that. Continuing this train of thought, here’s another snippet from Pete:

I’ve been in a love-hate cycle with MMOs for a long time. Lately it feels like my “love” phases are getting shorter and shorter and I think that’s just a result of me acknowledging the reality of my situation vis a vis games that are focused on playing with a regular group of friends. It’s just not going to happen until I give up my night job.

In the meantime, titles like Star Trek Online offer a great experience, guilt free. There are tons of players of all levels and no subscriber’s-guilt for when I decide not to play.

As I mentioned above, my schedule prevents me from any "normal" scheduled activity. I can’t commit to raiding every Thursday because my schedule is completely different every week. I would love and adore to have a static group to play through Dungeons & Dragons Online with, but it isn’t fair of me to demand that every other player involved submit to my schedule, my whims, and none other. Believe me, I am more than self-centered enough to demand exactly that, but I know better than to do so and I know better than to think anyone would be gullible enough either. Pete at least has, in theory, the option of someday giving up the night job. His day job is the normal Monday – Friday, 9 – 5, leaving evenings and weekends open for hobbies and gaming with friends or guild-mates. I will never have that option, at least not until I retire as a curmudgeonly old fart kicking the kids off my lawn. There are a few reasons I have continued with Star Trek Online specifically. Despite instances, the game is hosted on a single shard so there are players active from all over the world 24/7, which has not been the case with The Old Republic. Addtionally, STO does not use the "Trinity" group makeup so when I use the PvE Queue to play an STF, it doesn’t matter if there are no "tanks" or "healers" around. You can just play the game, play with others, and unless things go horribly awry you should at least complete the STF with the bare minimum reward. If you happen to get placed into team with a lot of Tactical captains with uber dps, you’ll likely succeed at the optional objectives for additional reward. If you go into the STF with a pre-made team, there should be little question of your successes just like doing a pre-made guild-only raid in a Trinity MMO. So STOs design allows me to indulge in all the team-play I want without the Trinity stress and limitations, since again with my schedule there just aren’t going to be many friends or guild-mates around; I have no choice but to rely on PUGs. I don’t get all angry if we don’t complete the optional objectives. They’re "optional" for a reason, and life is too short to live it angry at Internet People on an Internet Game.

Now, to completely turn this on its head, I could look at Stargrace’s wonderful adventures in Wurm Online recently. It’s a small, niche, "indie" sandbox MMO. If I chose to involve myself in Wurm, and if I enjoyed the game and believed in what the development team was doing, I might not have as much of a problem supporting them – even with a subscription – because additional charitable psychological factors come into play, those of supporting the "underdog" or the "starving artist" that might make me feel as if I’m doing a good deed and legitimately helping that team as opposed to giving my money to the corporate machines of Activision or Electronic Arts.

Gorden over at We Fly Spitfires is still a fan of subscriptions, and offered up his idea of an adjustable subscription rate based on the number of active players. I’ll just go on record here and say that my own opinion is that is a horrible idea. In fact, banks giving out adjustable mortgages at subprime rates a few years ago were a major factor in the current housing and foreclosure crisis in the US as the economy collapsed and rates rose to the point homeowners could no longer afford them. Sure, you could cap the MMO subscription but why would you? Gamers are hobbyists and fans, and we like to think the people who make the games are as well. In most cases, that’s true, but they are no longer strictly hobbyists – it’s their job now. Companies are in the business of making money. I’ve said for years that I no longer believe the standard $15 per month subscription is profitable on its own. It was one thing in 1999 with Everquest, but can you name a single service that has not increased its rates in the past 13 years? The world economy is crap, inflation is much higher than in ’99, the cost of living is higher than in ’99, the cost of game – especially MMO! – development has skyrocketed since ’99 (waves at SWTOR) and you expect me to believe that every single game that slaps "MMO" on the label can survive at the same $15 per month that EQ got by on? If that were true, Sparkle Ponies would be standard in-game quest items…  Remember when WAR was still popular? Yes, that’s right, it was before launch. (Couldn’t resist the dig.) Mythic specifically spoke of the possibility of needing a higher fee than the $15 we’ve become accustomed to. Oh, the Internet Nerdrage was strong with that one. Mythic quickly backtracked and stuck with the $15 after the backlash they received over the very notion of paying a higher fee.

There is still a market for subscriptions, but I am more supportive of having multiple means of monetizing online games. Turbine’s Adam Mersky gave an interview about just that last month at Eurogamer. Pete canceled his Rift and SWTOR because the only option is subscribe or don’t play. I’m considering canceling my SWTOR for the same reason. It has been speculated that SWTOR just might be the final big-name AAA MMO that can even release as subscription-only. Every other MMO that follows will have other methods if they are smart. The Hybrid or F2P model fits my personal style and schedule, while the full subscription might fit others. We demand more "choices" of things to do in-game, and now the reality is that players are going to start demanding more choices of how we pay for or support these online games.

Because I am running out of time before I catch the van to start my day at work, I will end on a tangent: I am also extremely supportive of not limiting oneself to solely "MMOs" or solely to monetized online games, or to any other single genre. If you are truly a gamer, you will indulge and enjoy offline games, multiplayer games, singleplayer games, and the various sorts of massively multiplayer games. To many so-called "gamers" are really just "MMO gamers" and even then limit themselves to a very specific style of MMO. (Gosh that was extremely difficult, but I did it just for Pete LOL!) Try new things! Oh, and get outside every once in awhile, the MMO out there has way better graphics and interactivity!

STO: How’s It Doing?

We’re two weeks into Star Trek Online re-launching as Free-to-Play (F2P) and, honestly, it’s been wonderful and crazy. I’ve never seen so many instances of Earth Spacedock and other starbases, and each instance is near capacity. PvE Queues pop within seconds of signing up for one; in fact I typically begin by queuing for all three space STF’s under the Normal difficulty and usually one of the pops before I finish signing up for the third one. I wish I could say the same of PvP Queues, though, but I never see enough KDF queued to actually pop a PvP match.

But I have to give Cryptic – and Perfect World Entertainment – a major kudos for the success STO has seen. It started off with PWE funding Cryptic a few months ago when the acquisition was completed, so Cryptic hired more people for STO (and the other games too). It takes a few months to get trained and up to speed on the toolset but we’re about to see the results, first with this weekend’s brief 2nd Anniversary events, then next Saturday we’ll see the launch of the next Featured Episode.

PWE has also been advertising the game, something Atari never allowed for either Star Trek Online or Dungeons & Dragons Online. STO also reappeared on Steam last week, and yesterday was the featured F2P game on the Steam Store. Between the advertising, the events, and the general influx of going F2P anyway, it shows:

STO-login-queue

I’ve never even heard of a login queue for STO! But there it is, in all its glory! LOL! Gold players (monthly or lifetime subscribers) get bumped to the top of the queue, and so far no one is reporting anything longer than 10 seconds. My own queue times have been less than 5 seconds. Silver players (F2P non-subscribers) remain on the queue, which is showing well over 1,000 players as you can see here.

While I’m ecstatic for the success STO is seeing in the short-term, I’m not going to go all fanboi and call it an instant win. Players are fickle as a rule of thumb, and the general consensus is that F2P players are even moreso. This weekend with the Anniversary and next weekend with the first new Featured Episode story content will be STO’s "trial by fire" for F2P. Or I suppose, more appropriately, the week(end)s following the initial FE release. Either way, it sounds like good things will be coming in 2012 for STO players if this continues!

Happy New Year

So, here we are ending 2011. Seems that a lot (or maybe just a little) has changed over this past year within the circle of bloggers and gamers I interact with, but generally I’ve seen a degree of movement toward being more positive in their outlook on the games or type of games they play. Ironically, I just saw a couple of them on Twitter yesterday complaining how negative so many are getting, full of complaints, shouting, whining, you name it. Apparently I don’t follow those people, and that’s fine by me.

I’m sure everyone who still reads this has noticed my marked neglect of Pumping Irony this year. I just didn’t feel it, for the most part. I had a lot of fun writing about Champions Online‘s first Comic Series, though my glass cannon character got stuck (and still is) on the final fight. The draft post is still sitting there since July waiting for me to finish it, meanwhile Cryptic has the second Comic Series currently running. For the most part, I’ve damn near given up on MMOs, and what’s left of my readership are primarily MMO Gamers. Right now the exception is Star Trek Online but the catch is, MMO or not, I don’t play that like an MMO. Other than that, I’ve mostly gaming on the Xbox 360, which has become my preferred platform for everything except MMOs for now.

The Blog

[This is the "glass is half empty" paragraph] That leaves me in a predicament. I’m barely playing MMOs and when I do, I’m still not bothering to write MMO blog posts. I’m mostly active these days on Google+ where everyone who’s moved there too has been far more accepting of my non-MMO and non-gaming interests. I’m still deciding, but don’t be shocked if I just pull the plug on Pumping Irony. I know one of the top rules for writing is "write for yourself," but this is a blog, not literature. If I get the interaction I seek elsewhere – in this case, Google+ – then elsewhere gets my focus.

[Now for the "glass is half full" treatment] However, I’ve also made a pact with myself to write more in 2012. I have Pumping Irony, and I have a few other blogs that have nothing to do with gaming at all. I’ve neglected all of them, so one way or another I’ve promised myself to take time to write on at least one of them, and to finally pick up writing fiction again. So, in one form or another, I expect more writing out of  myself next year even if it’s in a location you gamer-only readers never see. I enjoy the creativity involved in putting words to paper pixel, the behind-the-scenes research, and hopefully learning new additions to my vocabulary.

What I’ve Been Doing

Other than the aforementioned Star Trek Online, as I said I’ve mostly been on the Xbox 360. But what fantastic games came out this year! The past few months (and upcoming few still) was an onslaught of AAA titles that are well-deserving of anyone’s hard-earned cash.

Role Playing:

Skyrim. Obviously the big recent RPG was Bethesda’s Skyrim. Finally, Bethesda made a game that gets it right for me. Oblivion was a chore for me to slog through a few months ago, but I did it mostly out of spite. With Skyrim, on the other hand, I finally "got" what people say about Bethesda’s games being mostly about the exploration. Oblivion was bland – nearly every environment looked identical and the same music always played. In Skyrim, everywhere I go has its own unique appearance and music. The dungeons are more varied, even though I can still spot individual 3D "tiles" (a 2D description, but you know what I mean) being re-used for dungeon construction. And something very important for me, finally a third-person view that is functional and playable! First-person melee is horrid and bland, and honestly I don’t see it improving, so putting me in a third-person camera where I can see moves that cannot be accomplished from first-person keeps the combat interesting for me.

Fallout 3. As much as I’m enjoying Skyrim, it has caused me to get an interest in finishing Fallout 3, which I last played in May, 2009. I was level 16 at the time, but I had botched a few achievements. Similar to how I played Oblivion, my goal with Fallout 3 is to finish the game (and DLC) with 100% achievements. So I deleted my previous game and started over. This time around, I still can’t say the exploration is all that exciting or interesting, but achievement-wise (which equates to quest-wise) I’ve already surpassed where I left off two years ago, but am also only level 13. I’m not spreading my points all over the place this time, mostly concentrating on small weapons and other skills that will specifically get me through the game. Which is fine, because that’s also how I prefer to play this character. Unless he gets really bad die rolls, he is far more deadly at level 13 than my former level 16 character was. And being able to quickly and violently kill the Wasteland baddies makes me smile and even laugh, which perhaps makes up for the game itself not being all that fun (from a pure "fun" perspective).

Divinity II: The Dragon Knight Saga. I started DKS a few months ago, and got to the point where I could become a dragon and took control of my own Battle Tower. Then other games took my attention, but I plan to get back to it as soon as possible. It’s a really good RPG with some great action moves and a lot of diversity in its freedom to create characters. I don’t often play ranged characters in RPGs (MMOs maybe but not in real RPGs) but I am in DKS and it’s a blast. Some of the higher-tier abilities are just awesome to behold, and I’ve enjoyed the story so far.

Shooters:

Battlefield 3. This is my new go-to shooter. I can’t say I’m 100% satisfied with it, especially some of the maps like Operation Metro that seem like more of a nod towards the Call of Duty style of gameplay, but when I’m playing on a _real_ Battlefield map, I get that _real_ Battlefield feel again.

Gears of War 3. I’ve always like the campaigns in the Gears of War series but I’ve never been a fan of the multiplayer, which I tend to describe as "shoulder rolling with shotguns." I’m just not that good at it, and because it is built around small teams (5v5) that makes me more of a liability to my team, so in Gears 1 and 2 I mostly chose to just avoid multiplayer altogether. Gears 3 is no exception – I’m still avoiding the competitive multiplayer – but with four-player co-op, Horde 2.0 and the new Beast game modes, there is so much variety with Gears of War 3 that I’ll probably give this one my vote for best value overall.

Modern Warfare 3. I own it. I finished the campaign, which was fun (for me, the best part of any Call of Duty) and finished up the series’ storyline. Multiplayer is horrible, though. As much as Black Ops multiplayer pissed me off last year, I gradually learned to at least tolerate it and would often play it even without friends. MW3 has caused me to violently rage-quit almost every single match, though. COD games have always been hyper-fast and hyper-twitchy, but MW3 seems to have finally crossed some invisible line in the sand that pushes it over the edge for me. It’s just not fun, and I do not enjoy dying, watching the killcam and seeing the guy didn’t even hit me, respawning and dying again before I can count to 5. I also don’t enjoy when I kill someone when I never hit him either. It’s sad when the COD franchise is a license to print money yet the multiplayer experience actually degrades with each iteration. In a related note, I did finally start the Black Ops campaign recently, and I’m about halfway through it. Since I only played multiplayer this past year, I had no idea whatsoever the game was set in the 1960s. Strange, but it seems to have put a slight damper on whatever semblance of positivity I felt towards the game.

Other:

Saints Row the Third. Over the top craziness in an open world. Where the GTA series went all serious on us, the SR series relishes in its zaniness. I’m not finished with the campaign yet, but think I’m getting close. The co-op is a lot of fun, though it’s a shame it still only accommodates two players. Like Gears of War 3, this one has been enough fun that I went ahead and bought the Season Pass which discounts all upcoming mission DLC.

Forza Motorsports 4. I’m not usually into racing games, especially the more sim-like ones that lock me onto the track, but Forza 4 has been quite enjoyable on a casual basis. I also picked up Test Drive Unlimited 2 which is a sorta-kinda MMO (they refer to it as a MOOR – Massively Open Online Racing) game.

Also plenty of other 360 and XBLA games have been in my roster, with more to come. I’ll try to do a better job of writing about them as we enter the new year!

The New Galactic Economy

Star Trek Online‘s new Executive Producer, Stephen D’Angelo, has been busy the past couple weeks writing blog posts detailing the game’s Path to F2P.

The two most recent posts (as of this writing) are each reflective of the new economy that Cryptic is in the process of developing and evolving on the Tribble test server so that F2P will go live with a viable new economy.

First, Blog #10 detailed the new system of starship acquisition. New ships will be added to the game, along with shifting how ships will be acquired and what they will cost. The table at the bottom of the article shows which ships will be available in-game for either the new Dilithium currency or some other means, such as the free tokens for Gold players, and which ships will be in the C-Store. One very important thing to note is that all Vice Admiral (Tier 6) starships will be C-Store exclusive! To me, this seems a drastic departure from what we normally see in subscription-to-F2P conversions, where players – even Gold players! – have no choice but to buy their "end-game" ship. We’re still only a couple weeks into beta testing, and I expect Gold players to go ballistic and throw conniption fits over this.

As for my own take on how it may effect my own game and experience, I’m a bit torn. I do still believe that as a Gold (I’m a Lifetime Subscriber) player, basic "equipment" should remain available in-game. The C-Store has always been around, and I haven’t minded it. I haven’t gotten around to buying any starships yet, because the only ship I ever wanted since starting the game was the Intrepid class science ship. If it had been C-Store exclusive, I would have bought it. That’s just how "right" that ship feels for everything I wanted in my science officer character. Vice Admirals have the most starship choices available, most of which are in the C-Store, and that’s fine, but I do think at least one basic model should be available in-game for normal means for the Gold players.

Blog #11 goes into how Cryptic ideally wants the normal Energy Credit economy to work as the most common currency players will be spending and needing to acquire. Then comes the new Dilithium currency, which is primarily intended for only high-end gear (like players on Holodeck currently barter for Emblems) and non-C-Store starships. D’Angelo says he does want that gear to be harder to acquire than it is now, since it’s most appealing to the harder-core player, and those players will "work" to get it, giving it more "worth" to the player.

New to equation (at least to me, I don’t frequent the forums) is the planned Currency Exchange where players can sell Dilithium to other players for C-Points! Cryptic will not be selling Dilithium in the C-Store, so the only Dilithium available on the economy market will be that which other players are willing to go out and get, then put up for sale. Prices are expected to be reflective of the amount currently on the market. On the one hand, I think this is an intriguing RMT-ish addition to the game. Players who absolutely refuse to buy C-Points for a Vice Admiral starship could grind Dilithium and sell it for the C-Points. On the other hand, I routinely witness just how much the hardcore STO players are willing to grind. When the Borg Incursions went live last month, the hardcore guys went… hardcore… over completing all the related accolades, including the final one for destroying 2,000 Borg ships, and finished them all in about two weeks. When the F2P beta went live on Tribble, several hardcore types got to Vice Admiral rank in under 48 hours. The KDF faction just went live last week, and those players did the same thing getting level capped KDF characters in record time. Now they’ll have a way to make all that time grinding have some value in that they can earn C-Points from other players and turn around and buy stuff from the C-Store! The primary bottlenecks will be two-fold. First, how many ways will there eventually be to earn Dilithium in-game? In the recent (today’s patch isn’t finished downloading yet) build, there were a few new ways to earn Refined Dilithium (the real currency used to buy starships and gear) and a few ways that awarded Dilithium Ore, which the player has to refine (just a button click) and is capped at refining 8000 per day. So we’ll see how this ends up working out. Either way, it should be interesting.

Trouble on Tribble

See what I did there? :grin:

As I mentioned recently, Star Trek Online‘s test servers have been reassigned. The RedShirt server, which is usually for internal testing or invitation-only Quality Assurance testing, is now assigned as the public test server. Tribble has been reassigned as the F2P Beta server, and that’s where I’ve been spending all my time with STO lately.

Unlike most MMO betas, which are nothing more than marketing speak for glorified free trials, the F2P Beta hearkens back to the late 20th century where, by golly, beta meant beta! So much stuff is broken, it isn’t even funny. If nothing else, this goes to show how many seemingly unrelated systems in an MMO end up being related after all. These things are complicated under the hood! I’ve lost count how many bug reports I have filed already, and several more that I’m debating filing or not because I know other testers have already filed them.

One minor, but cool, graphical overhaul is that the Bajoran wormhole is now visible from inside DS9!

Bridge Officer (“BOff”) AI is broken in the current build in the respect that your BOffs will no longer automatically perform CPR on incapacitated team members when out of combat, so you have to manually resuscitate your team on away missions. Items from a future event somehow ended up in the loot table, so we occasionally pick them up. No big deal other than everyone wonders what they’re for. If you’re quick enough you can sell them for 50 Energy Credits each, otherwise you’ll soon see a notification that you “used” the item and it vanishes from your inventory. There are plenty of others, mostly small bugs and glitches.

R&D (crafting) has been altered so that players can only make odd-numbered tier items. I can’t even imagine the reason for this, unless it’s to force purchasing dilithium in the C-Store (see the Dilithium Conspiracy a couple paragraphs down) but I typically R&D gear for my ship every tier then use badges of exploration to outfit my away team. This not only is a drastic change, it nearly makes R&D completely useless until reaching level cap.

The big show-stopper is broken missions. Unlike the current game, the F2P game will be very story line-dependent for leveling, and the mission journal UI has been updated appropriately for this. The good part of this is that each story line will be given in a linear manner, so we can play through a continuous story to its conclusion rather than the current live game where it’s not always clear which missions are related. The bad thing is that if a mission breaks, your progression comes to a dead halt. Not good. The very first story arc in the game has a mission that is broken in the current build, for example. At the end, you fight an Undine dreadnought ship. The glitch is that it keeps spitting out smaller ships who quickly overwhelm and destroy the player’s ship. Over and over. The workaround for this is to team with other players. Ha! Teaming with other players? In an MMO? Whodathunkit? But, as with most group content (and this is supposed to be a solo mission) finding other players isn’t always easy. Luckily, I had already joined a pretty large and active fleet on Tribble so four guys joined me — one of whom had played for over 24 hours straight, no sleep, no breaks, to reach Vice Admiral! — so we scaled ourselves to the highest team member (VA) and took out the dreadnought in record time. There are apparently other broken missions as well. I keep reading the complaints on the test chat but haven’t reached them yet. But hey, this is why we’re Beta Testing, right?

The other big deal is the new Dilithium currency. I dislike the name, simply for role-play purposes I don’t think trading dilithium makes sense from a canon or lore perspective (but I’m no big Trek fanatic, so maybe it does?) but I was really excited to have the currencies whittled down. In the live game, there are so many that become useless as you level up but you still have all these leftover marks and badges. The only use for them is to go ahead and barter for gear then sell the gear for Energy Credits. Or, I suppose barter them to twink an alt? Now everything will use Dilithium, so no feeling of “wasted” badges and marks leftover. In the current system, you’ll get one large payment of Dilithium when you get promoted to the next rank, starting with Commander. The “glitch” (quotation marks because it isn’t truly a glitch) in the system as I write this is upgrading your starship. In the live game, when you earn a promotion you also receive a token for a free ship of the appropriate tier you were just promoted to. Those tokens are gone now; everything will be bought with dilithium. Cryptic says the intent is for your promotion payment to roughly equal 80% of the cost of the starship, and it’s your responsibility to come up with the other 20%. However, in the current beta build, the other means of acquiring dilithium are not in the game yet. So, in order to afford your Tier 3 (Commander rank) ship, you have to fly your Tier 2 (Lt. Commander) ship all the way to Captain, where you would normally pick up your Tier 4 ship. Essentially, we’re always one tier behind. I suppose on the plus side, this certainly makes space combat more difficult! :grin: The flip side for the F2P Conspiracy Theorists is that ships will also be available in the C-Store, so it will be a choice of grinding for the extra 20% dilithium or just buying your ship with Cryptic Points. Also, keep in mind, gear that was formerly bartered for badges will now also use dilithium. And the stuff is expensive! The Test Store gets patched in tomorrow so I’ll see if Cryptic also patches in some other ways of earning dilithium in-game before I put on my “pay to win” foil hat.

Aside from the changes to the existing game, we’re also testing the new feature we’ve been looking forward to for months: Duty Officers! (“DOff”)

Beginning at Lt. Commander, grade 2 (level 12) you receive a mission to receive your first batch of 20 duty officers. From there, bring up the new Duty Officer UI and assign them to positions on your ship or send them on assignments. There are a ton of different types of duty officers, some including civilians (even prisoners in your ship’s brig) with various areas of expertise in addition to the Starfleet (and coming soon, Klingon Defense Force!) officers.

For Starship Duty, you can assign up to five duty officers to provide essentially passive buffs or special “proc” to your normal build. I’m still working with my first batch of duty officers, so I’ve only assigned two to ship duty. One provides a chance of partially recharging my ship’s shields if I use the Brace for Impact ability, while the other reduces the refresh time on Transwarps. I’ve seen several other “proc”-style duty officer abilities but they did not apply to my tactical officer abilities (duty officers will not “proc” for bridge officers, by the way).

Duty Officer Assignments are as varied as the officers themselves. Each has a chance for success, critical success, failure or disaster. Rewards vary as well, but the big deal is the new progression, Commendation XP (“CXP”). Some assignments can reward various types of CXP per the assignment type, such as Military, Science, Trade, and so forth. There are even diplomatic assignments that will reward your captain with Diplomacy XP (“DXP”) to help with his diplomacy progression. Others may reward items such as R&D data samples, a piece of gear, or the new prototype schematics which can in turn be used for shipboard assignments.

As your duty officers successfully complete assignments that award CXP or DXP, your commendation tier in that area will increase, opening up new (and riskier) assignments, as well as “leveling up” your duty officers if I am understanding it correctly. Failure will put that duty officer in sickbay for a certain period of time, so he is unable to be used for other assignments, and I think I read that disaster could possibly result in your duty officer being killed. Permanently. So this could certainly be a risk versus reward system when we get into the Duty Officer “end game.”

Duty Officer assignments also occur in real time. Some of the simpler ones may only take 10 to 30 minutes. I’ve done several of those already. Others take 1 to 8 hours that I’ve seen so far. Still others take 1 to 3 days. Days! Yes, this means duty officer assignments continue when you are offline. For example, after receiving my initial complement of DOffs, I beamed down to Starfleet Academy where a 3-day assignment to recruit another cadre of DOffs was available. I still have 2 days remaining on that. I was also enroute to a mission yesterday when the test channel lit up that the Sirius sector block had a recruitment for an Andorian duty officer, so I warped to Sirius to get that, which also turned out to be a 3-day assignment.

So in essence, the Duty Officer mechanic is more of a long-term system to work towards some minor build customization (I don’t play EQ2 so can’t say how analogous this is to “alternate advancement”), coupled with some limited offline progression of sorts.

All in all, STO F2P looks to be interesting once they get the bugs ironed out and full details on how Dilithium is going to work both in general and alongside the C-Store.

 

New STO Test Server

Cryptic put up a new Public Test server, named RedShirt, last night which, for the time being, will take the place of the Tribble test server. Tribble will be utilized as a Beta Tech server for the next few months as Cryptic prepares the Duty Officer system and even bigger, the Free-to-Play (F2P) conversion. They didn’t say otherwise, but I will go out on a limb and assume that once F2P goes live, RedShirt will go back to being an internal test server and Tribble back to our public test server.

Community Rep “StormShade” made the announcement yesterday afternoon in the forums:

Hey gang!

Those of you have had access to Tribble will now have access to a new server, “Public Test (Redshirt)”. This server will be taking the place of Tribble as our test server for all builds that are heading to our live environment, Holodeck, while we prepare Tribble for an upcoming beta, and make use of that server during the beta.

If you currently have access to Tribble, you shouldn’t need to do anything other than transfer a character to STO Public Test, and resume testing as normal. If you don’t have access to Tribble yet, you can gain access to both Tribble, and STO Public Test, by following the steps outlined in this handy FAQ.

Thanks, and happy testing!

The Star Trek Online Team

Those of us already playing, however, caught the update prior to the announcement as RedShirt was stealthily added to the launcher.

STO Launcher with RedShirt Test Server

Currently, RedShirt is a duplicate copy of Tribble. Monday, however, Tribble gets wiped — all characters, etc. will be gone! — as the new beta build gets implemented. Presumptions, both my own and other players who read forums more, gleaned from the vague forum notes about Monday’s update are that it will be the Duty Officer system, which sounds like requires new methods of inter-system mechanics, which is why Tribble is being wiped.

Pricing Psychology

[Note: I started this post last week. Reading it today, it seems a bit "train of thought" and perhaps rambles a bit; I'm not sure if it even gets to the point I set out to make. But I'm posting it anyway.]

It’s no secret that I’ve become a fan of, shall we say, alternate pricing arrangements for my entertainment. MMOs in particular, I find more and more difficult to justify a $15 monthly subscription simply on the basis that I know I won’t “get my money’s worth” out of any particular MMO in any given month. I’m in the travel industry, therefore I’m only home a couple days a week. Totaled, I am away from home roughly 8 months of the year.

The unfortunately-named “Free To Play” or F2P model is attractive to me at this point in time because, in theory, in allows me to play at my own pace and toss the devs a few bucks here and when I see fit if I decide their product is worthy of my dollars. I say “in theory” because we’re all-too-familiar with years of F2P systems that either routinely gate content behind a mandatory pay wall, or gouge players for mandatory consumables.

Guild Wars is my favorite model, and one which in another sense is similar to my experience on Xbox Live: buy the software once, play forever at no additional charge, and buy DLC for continued adventures. I am very interested to see how often Arena.net issues content updates for Guild Wars 2 which will also be using this model.

SiriusXM ran a promotion recently where they gave everyone two weeks of free satellite radio, along with a promotion to signup for $25 for 5 months, equating to $5/month compared to the normal $13/month. As I just mentioned above, I’m not home enough to justify $13/month for radio, no matter how many stations they offer. The longest I’m in my car is driving to and from the airport, twice a week, 30 minutes each. Otherwise nearly everything I need is within 10 minutes of my home. But for $5/month? That’s the cost of a Frappucino at Starbucks, so I can justify that to have a few months of new radio stations I couldn’t otherwise experience.

Bringing that back to MMOs, at this point in my life with not only limited time for gaming but so many gaming choices, both within and outside of the MMO genre, I feel developers or publishers need to continue their pricing experiments, perhaps offering a time-limited access for a substantially lower fee if they insist on subscriptions. I could foresee spending $5 to $7 (which is what a streaming-only Netflix subscription costs) per month for say, a block of 50 hours per month tops?

I look at everyone on Twitter playing RIFT and I can tell just from the scenery graphics I would enjoy the game (or at least the scenery) for awhile, but at the end of the day, it’s just another “level up, gear up” game that has and/or will have all the same problems every other vertical-progression MMO has. I may not have played RIFT‘s sub-systems but, to paraphrase Bartle, I’ve already played RIFT countless times and can’t justify $15/month on it when I consider the other MMO’s I’m already invested in plus all the other games I play in my limited time.

A lot of this falls in line not only with my limited gaming time but also the notion that the subscription is a “game as a service” which is where the unconscious “need” to get your money’s worth comes in. Currently, I don’t have any MMO subscriptions. I casually play three MMO’s — Lord of the Rings Online, Star Trek Online, and Champions Online — all of which I have Lifetime Memberships for. Aside from the convenience of never having to update my account page doing the Re-sub/Un-sub dance, lifetime memberships allow me to change my outlook from “game as a service” back to the normal “game as a product” that I grew up with and continue to experience with non-MMO games. I can pick up or walk away from any of those three at any time, never having to concern myself with my account status, never worrying about getting value out of a single month. Are they a gamble? Certainly! One has to look no further than Hellgate: London to see how short a game’s lifetime can be. But I figure $200 is roughly equal to four full-price games for my Xbox 360, which would be $240 (plus taxes or shipping) or six PC games at the $50 that seems to be the average these days. I currently have a stack of 58 games for my 360, only a few of which are “finished,” and my Steam library shows 26 games installed. Add to that all the MMOs I’ve bought, the non-Steam PC games at home, and so forth. Even though a good chunk of those were pre-owned from Gamestop or purchased during a Steam sale, that’s still a large chunk of money set aside just for my gaming hobby. So when I look at the total gaming library I’ve already invested in, $200 doesn’t seem like that much of a worry anymore. The two Cryptic games are pretty much the only chance I have to play alongside certain people like Blue KaeMMO Gamer Chick and a few others, so I can easily place the “reward” of that over the “risk” of the lifetime membership as part of my own justification process.

Similarly, I bought Call of Duty: Black Ops and both it’s map packs ($60 for the disc plus $15 for each map pack) strictly so I could play online with Aaron and Oakstout (even Genda jumped in twice as a bonus). I’m not sure if I’ve ever ranted here on PI.net about my utter frustration with Call of Duty games, though both Aaron and Oakstout are well-versed with my oft-profane-laden outbursts of vitriol towards the multi-player game. During my worst tirades, Oak usually breaks out into giggles and I have a suspicion Aaron mutes me momentarily if I enter territory that offends his Catholic upbringing. I’ve had a neighbor knock and ask if things were OK, so yeah, to say Call of Duty pisses me off is an understatement, but it’s also a testament to what I’m willing to put up with for the sake of having fun with online friends. I don’t necessarily approve of the steep price of the map packs, but in a sense the model itself falls in line with Guild Wars where I buy the game and play for free, then buy DLC on top of that to continue support. (Don’t even get me started on Call of Duty: Elite, however…) The only difference being that Call of Duty is a “game as a product” and will be replaced in twelve months with the next annual edition of the franchise as opposed to the continuing growth of something of the scale of Guild Wars 2.

Back in the pre-internet days of GEnie we had to pay hourly for the service itself then an additional hourly fee to play online games like Air Warrior or Islands of Kesmai. That adds up way faster than any F2P game that I have deigned to play, believe me. I don’t want to go back to those days, but I also feel that for myself and others who participate in the myriad gaming choices available, subscriptions just don’t cut the mustard any longer. I don’t want to feel psychologically “locked into” one game to the near-exclusion of others because of the full-price subscription.

Funny thing is, and perhaps this is a whole other aspect of psychology, even a few years ago I was all about the subscription games even as more viable choices began to appear, diluting my overall gaming value or perhaps making me spend more on multiple subscriptions. Money was tighter then, too. Now that I’m in a better financial position where I can easily pay for essentially three Frappucinos per month (roughly the same as an MMO subscription) I am more loathe to do so knowing I won’t get the same value from it as I did back in the earlier days where I had to consider the finances, but also had more time to devote to my one (or precious few) choice(s).