Saturday, April 04, 2009

This Title Has Nothing To Do With This Post

Warhammer Online: Age of Reckoning is introducing a token system.
The RvR Quartermasters are "Barter" merchants who will trade players special items and equipment in exchange for specific items earned in RvR. These Quartermasters offer players an alternative way of obtaining items in RvR such as the item sets normally obtained via Keep PQ bags. In addition the RvR Quartermasters will offer exclusive items and rewards not obtainable elsewhere.
Under System Goals, Mythic lists the following:
Help offset "Bad Luck", allowing players to obtain items they may not have gotten out of PQ's due to unlucky rolls.
Personally, I've never understood why MMOs shifted so far towards rewarding luck instead of rewarding investment and smart play.

Anyways, Mythic may just have a game worth returning to come the Tomb Kings content expansion.

Update: The title for this post was from an old draft. I have changed the title to reflect that it has nothing to do with this actual post.

Friday, April 03, 2009

Something That Every MMO Needs: The Aggregator

Runes of Magic has introduced The Aggregator.
Using this Aggregator item you can transfer statistics from items that belong to you to similar, new items.

You can e.g. transfer the stats of your new and better but not so-good-looking robe, to your trusty and well fitting robe immediately.

So you can still look cool and do not have to go without your beloved bonuses!
Are Blizzard and Mythic listening? They should be, because this is an absolute brilliant idea.

I'm still on the fence for micro-transactions in MMOs, but Runes of Magic and items like The Aggregator are slowly changing my opinion. This micro-transaction stuff can work with solid design principles behind it.

With that said, I'm still a bit bummed that the PvP server for RoM requires a massive cash investment to be competitive on. So, kudos for The Aggregator RoM, but -50 DKP for the PvP server (which is in really bad shape).

Wednesday, April 01, 2009

One More Hour

One more hour and I can start using the Internet again. No, your April Fools jokes are not funny.

Monday, March 30, 2009

@Anon

On my "WAR, what is it good 4?" post, Anonymous asked:
I just started playing the game and I would be curious what fundamental game designs you think it lacks?
Upfront, the performance was my dead horse to beat for the majority of my time in WAR. I have a good PC, a solid connection, and the end game zerg Realm vs. Realm was nigh unplayable. It did get better and last I played, lag and choppiness (outside of Fortresses and City Sieges) was fairly reasonable in most cases.

OK, that really isn't design related, but performance issues make a game's design difficult to evaluate. Here is a list of the fundamental design issues I found with WAR.

1. Another Mythic game with overpowered group crowd control (Rift, Electromagnet, AOE disables, and knockdowns) combined with overpowered AOE damage abilities. Sorry, I hated PBAOE groups in DAoC and I hated the AOE farm groups in WAR. Both were overpowered and both destroyed the fun of venturing out into RvR without 100 of my closest friends..

2. Open-world RvR zones were referred to as lakes, but were more like deserts. They were void of content outside of keeps and zerg RvR. The warcamps were too close together and there was no point to venture out alone. RvR zones should have been like every other zone in the game, but with the addition of keeps and battlefield objectives. Maybe we will see some of this out of the Tomb Kings patch.

3. City sieges needed to last longer and have a bigger impact. Instead they were short, laggy messes that benefited everyone equally. Honestly, players wanted their city to be taken so they could farm the defender Public Quests for fat loot. That is an absolute failure of Mythic's design.

That really sums up my problems with WAR. Three strikes and you're out and all that jazz.

Actually, the only item off my "list" to get fixed was scenario grinding.

Sunday, March 29, 2009

How To Install Google Calendar Sync on XP 64

Since I'm knee deep in a project between my company and Google, I've started using Google Calendar Sync at work to sync my Outlook Calendar to my Google Calendar. It's turned out to be a neat little tool and I've been meaning to install at home. However, I use Windows XP Pro 64-bit edition at home and Google Calendar Sync does not support it. Fortunately, with a simple little "hack", I've got it up and running just fine.

Get the Google Calendar Sync installer.

1. Right-click on the installer file and select Properties.
2. Next, select the Compatibility tab.
3. Turn on "Run this program in compatibility mode for:" and select
Windows XP from the drop down box.
4. Click OK.
5. This will run GoogleCalendarSync_Installer.exe in compatibility mode for XP 32-bit, allowing the program to run on an XP 64 system. There are no issues that I have found running it this way.

Now, this trick works surprisingly well for a lot of software that does not support XP 64. Give it a try and let me know if there are any questions.