Showing posts with label Dungeon Maker. Show all posts
Showing posts with label Dungeon Maker. Show all posts

Tuesday, March 5, 2019

Here's Where The Story Ends

Yesterday brought the somewhat sad news that Cryptic is shuttering its player-made content platform, The Foundry. Both Neverwinter and Star Trek Online used the engine to allow players to design, build and populate instances for other players to explore and enjoy.

I never tried the STO version but I did spend some time running Tipa's re-creations of classic EverQuest zones in NWO. My review of those experiences, particularly Tipa's "Newfallen" dungeon, positively gushes:

"It was great! At the end, when you get the chance to review and rate the Foundry you've just completed, I gave it five stars. For an old-time EQ player the nostalgia factor is through the roof. The physical reconstruction of Befallen is exemplary"

Tipa herself used regularly to review Neverwinter Foundries on her own, much-missed blog, West Karana. I loved reading those. Probably more than I would have loved playing them. The standard, as you'd imagine, was variable but there were gems to be discovered.

I'm a lot more familiar with EverQuest II's simplified take on the idea. There are nine posts tagged "Dungeon Maker" on this blog, dating back to when it was introduced as part of the controversial "features expansion, Age of Discovery.

I really liked the Dungeon Maker. I used it a lot when it was new and for quite a while afterwards. I made three full dungeons, all of which were quite silly and rather jolly. They were fun to make and  run.


They didn't take long to put together. I don't think any of them took me much longer than a Sunday afternoon. They were quick to run, too. I published them all in-game and they got some play but most people had their mind on something more than cute dialog and silliness when they opened that Dungeon Maker window.

As Telwyn put it in a post about the closure of The Foundry:

"Sadly MMO players being what they so often are, min-maxers to the extreme, exploits were found and the system was heavily nerfed reward-wise... Players also made pits full of monsters that you could easily slaughter with ranged attacks from safety above as a way to speed farm experience."

Almost exactly what happened in EQII. From my own post on the latter days of the Dungeon Maker:

"The dungeons gave no loot per se, only a special currency, but the mobs you killed inside them did give xp. Very good xp. At least, it turned out it was very good if the dungeon-maker stuffed a few rooms with high-value, weak mobs, all piled up to be AE'd.

The most efficient mob slaughterhouses quickly rose to the top of the Dungeon Creator rankings and for the longest time almost all you could hear in /lfg was people forming groups to speed-run them. They had no story, no dialog, no script, no entertainment value of any kind. They were the definition of repetitive tedium but they were efficient so people did them. Over and over and over again."

It may not have mattered all that much when all games were offline and single player. If you want to cheat yourself, go ahead, knock yourself out. Who cares? In the context of a persistent shared space, though, where, whether you like it or not, elements of competetive play exist, such behaviors have an impact that can't be ignored.

In every case I've seen, developers, who one might, at best, call naive or optimistic, introduce systems and mechanics that experience and history should tell them will be exploited. And they are. Abusively, repeatedly and shamelessly.


Over time, if left unattended, these systems become a running sore. Some players gleefully indulge but far more grimly accept. When the widely-accepted understanding is that efficiency comes from doing something dull, repetitive and meaningless, that becomes the meta.

The demographic that enjoys and employs the tools in the way the developers intended - the creatives who put their own time and energy into making what they believe to be entertaining content and the explorers who consume it - find themselves heavily outnumbered by the achievers, who simply want to find the shortest route to the biggest reward.

At its worst, as happened in EQII, the exploits threaten to become a black hole that sucks the life out of the entire game. At which point the nerfs begin.

The developers always try to save their babies and they always fail. A succession of revisions incrementally reduce the attractiveness of the game mode, irritating both those exploiting it and those who want to see it gone, alike. Ever-resourceful, players find a way around the roadblocks. The nerfs intensify. Eventually the entire mechanic is reduced to a rewardless shell. That solves the problem: no-one makes any more content, no-one consumes any. Game over.


In EQII, I can confirm the Dungeon Maker died long ago, at least as a practical source of experience or reward. Holly Windstalker's Producer's Letter from December 2014 gives chapter and verse.  It's still there, should you want to see it. I ran one of my dungeons just now and it still works. You just don't get anything for doing it except the pleasure of my so-called jokes. Other than that, the Dungeon Maker's  mostly used for storage these days. You can stash a lot of house items in a Dungeon Maker dungeon.

I don't know if The Foundries in the two Cryptic games reached that nadir of decline before Cryptic pulled the plug. I don't play either game often and on the odd occasion I do I certainly don't visit the leaderboards to see if anyone's made any new dungeons lately.

The reason Cryptic give for closing The Foundry doesn't have anything to do with misuse or exploits, anyway. All that was dealt with long ago. It's merely that there's no longer anyone left working for the company who knows how the thing works. I imagine very few players are using it any more, either to entertain themselves or others. If it was still popular it would be worth training someone to keep it going.


Player-created content is an excellent idea in theory. It gives everyone more to do and it costs the company less. Unfortunately, players are, as always, their own worst enemies. There's no hope whatsoever that a substantial number won't ruin things for themselves and everyone else if they get the chance.

All of which sugests to me that game developers should think harder before introducing these systems and take much greater care to close all the loopholes beforehand. Yes, I know players will always find exploits no-one thought of but in most cases they're finding ones that anyone could have thought of. And should have.

Gaming has an incredible wealth and depth of talent just waiting to be tapped. No need to outsource or pay - all the resources you need are already there, playing the games, and they'll work for free. In fact, they'll probably pay you.


SOE/DBG's Player Studio shows how a more successful iteration can work. It, too, has had its problems, especially in recent times but it's still there, hanging on, and now Daybreak seem to be ready to blow some of the dust off and hang out a fresh shingle.

Maybe the Dungeon Maker will never make a comeback. Maybe submissions to Player Studio will continue to pile up and process slowly. It's still a better outlook than The Foundry's going to see, more's the pity.

As Wilhelm points out in the comments at TAGN, maintaining legacy systems can be a trial and an expense. On the other hand, closing them down can make you look a little desparate. Here's hoping Cryptic's parsimony doesn't signal the beginning of a trend.

Monday, September 11, 2017

The Medium Was Tedium : EverQuest, EQ2

Wilhelm has a post up in which he asks what better PvE would look like in New Eden. He suggests that the most time/risk/reward efficient of the current options is so "deadly dull" that he "cannot bring [him]self to run more than one or two on any given day".

I can't speak to EVE but in my lengthy experience of fantasy MMOs I can attest that PvE players will put up with almost any degree of boredom and repetition if it means they increment a counter faster. Forget the more exciting, interesting or challenging alternatives.  Efficiency's what matters.

Oh, of course they will complain, bitterly and loudly, that there's no fun in it, no challenge. They'll say that anyone who does do it is lame.

None of that will stop them doing it themselves, even though they will threaten to quit because of it. This content they feel they have to do for reasons of optimum efficiency may be mind-numbingly tedious but it gets the job done and that's what counts.

Then, when the developers belatedly appreciate just how much damage the content they foolishly, thoughtlessly, recklessly or naively created is doing to the game, and decide to nerf it, those same players will threaten to quit again because they aren't allowed to do it any more.

I will cite two examples, one from EQ, one from EQ2:

It appears I have never "progressed" any of my Shrouds. I wonder why?
Monster Missions were added to EQ with Depths of Darkhollow. They were a headline feature of the game's tenth expansion. Players used a "shroud" to change into a creature or race not normally playable. Doing so, they acquired a very limited set of abilities, completely different from anything related to the character's class.

Once transformed they needed to go to a mission zone, often located somewhere inconvenient and awkward. There they would have to find a group and, using those few, very specific abilities and only those, complete a mission. The missions varied but players soon worked out which were the easy ones and which gave the best rewards.

Since Monster Missions offered the best xp/aaxp and also some handy item rewards, soon no-one was doing anything else. It became hard, then impossible to find a group willing to play as themselves. Some people absolutely loved it. Many did not.

Eventually SOE nerfed and then re-nerfed the most unbalanced of the missions. People stopped doing them and returned to playing their characters as they were originally designed to be played.

Too late for Mrs Bhagpuss and me. We were already so fed up with the dearth of regular groups we "quit" EverQuest and went back to EQ2 - which we'd left to come back to EQ only a few months before. Not the last time we pulled that switch, either.

Hall of Fame? Hall of Shame, more like!

EQ2's version of Monster Missions turned out to be the Player-Made "Dungeons" that were introduced with the Age of Discovery expansion in 2011. I really liked the Dungeon Maker. I made several dungeons with it, ran them with my characters for fun and enjoyed seeing other people run them.

There was a ranking system and some very amusing and entertaining dungeons were made by the highly creative EQ2 community. And then there was the other kind.

The dungeons gave no loot per se, only a special currency, but the mobs you killed inside them did give xp. Very good xp. At least, it turned out it was very good if the dungeon-maker stuffed a few rooms with high-value, weak mobs, all piled up to be AE'd.

The most efficient mob slaughterhouses quickly rose to the top of the Dungeon Creator rankings and for the longest time almost all you could hear in /lfg was people forming groups to speed-run them. They had no story, no dialog, no script, no entertainment value of any kind. They were the definition of repetitive tedium but they were efficient so people did them. Over and over and over again.

The real Depths of Darkhollow. Sad thing is, it was one of EQ's best expansions - apart from the Monster Missions.

The developers tweaked them and tried to make them less mindless but players kept doing them. In the end (and it took three years) SOE went for the nuclear option and removed xp from player-made dungeons altogether. After which, no-one ever ran one again.

I could come up with plenty more anecdotes like that from plenty more MMOs. Players are their own worst enemies when it comes to entertaining themselves. They would literally click on a button in an empty room for hour after hour if that gave the most xp or the most tokens. Complaining about it in general chat all the while.

You wouldn't. I wouldn't. They would. I know they would. I've seen them doing it. Often.

And I've seen the developers stopping them, eventually, every time, although rarely fast enough. As Wilhelm observes, people claim they want developers "to make PvE more challenging, dynamic, exciting" but what they actually choose to do for themselves is to make it predictable, consistent and rewarding.

I didn't grind Monster Missions or Dungeon Maker Dungeons but I've done other things just as dumb. I lied when I said I wouldn't. Everyone has his price.

What's yours?

Saturday, December 13, 2014

In Which I Give Myself A Good Talking To : GW2, EQ2

It's one of the fundamental tenets of massively multiple online roleplaying gaming that everything is subject to revision. The imaginary worlds we pretend to inhabit aren't static. They are meant to grow and alter as though they were real.

We understand that each time we slip on our pixel skins and step out under those familiar, unfamiliar skies something may have changed. In this way it mirrors our lives outside. The walk you take each day is never the same walk. Businesses open and close, the traffic shifts, whole communities change character around us without asking our consent.

For the longest while this was a great part of what attracted me to the form. The mutability. The potential for wonder and surprise. The thrill of the new, the unknown. Of late, though, I find I weary of it all. Instead of yearning for the new, the fresh, the unforeseen, I log in hoping to find things much the same.

The nature and purpose of the changes seem themselves to have changed. Casting back, more than a decade, to a time when rude individuals set up their rough huts across Qeynos Hills and the agents of Bertoxxolous worked secretly in the shadows to bring the plague for the Plaguebringer, in that the long, golden age of mystery and suspense, I had no real understanding of what was happening around me.

Over what seems in memory to be a very long time indeed, a slow, obscure narrative played out, bringing great disruption and a clamor of excitement. Places that had been safe became deadly. Great forces contended but for what prizes it was not ours to know. Opportunities arose for those quick enough to grasp them. Change was all around and it felt right and good and natural.

Why we cannot have nice things: Fig. 1.

Today all change comes forewarned. It arrives on schedule. From the rote formality of the Living Story, inching forward a notch every second Tuesday unless holidays intervene, to the sporadic Issues and Updates of The Secret World or EQ2, anticipated, awaited, advertized and analyzed before ever they are played, little reaches us unheralded.

Change you know is coming is very different from change you don't expect. Even should you choose not to visit websites, click on links, watch Twitch streams and YouTube presentations, open emails or engage with social media, on the day of the Update your characters will certainly receive direct notification inside the game. There is no option to arrive unaware at the point of crisis, to walk in innocence into the line of fire, the way I did the day I became suddenly and fatally aware of the Dark Elven invasion of Firiona Vie.

Change is unavoidable but the greatest changes, while vital, used to be contained. Boxed expansions brought whole new continents to explore but largely left the known lands alone. If you wanted to go on as you had always gone on then that option was open for you to take.

In a geographic sense that remains, largely, true but over the years a miasma of minor and major visual polishes and makeovers has settled on the glories of the past, leaving an unattractive patina, not of neglect but of mismanagement. The endless attempts to update appearances - better textures, new character models, improved graphic engines - often sit on the surface of older games like the fashions of youth on an aging narcissist, fooling no-one but disturbing many.

Once reviled, now revered.

Then there are the repurposings. The villages of Freeport and Qeynos, instanced and questlined; all those new New Player Experiences, those zone revamps that follow no logic or lore beyond that of the extended focus group and the metrics report.

We always had upheaval, of course. How many times did Splitpaw change hands; or Grobb? Even ailing worlds like Telon, where one might have expected the tide of change to flow slowly if at all, saw heavy-handed tinkering along its fringes, time and again. If change feels more ponderous, less organic now, perhaps it's merely that the stardust is off our eyes.

Even when the terrain remains unaltered, to revisit often feels false because our characters do not. Beneath their surfaces writhe changes wrought by hands other than their, or our, own: adjustments made by the Gods of Design, who bring endless alteration to the physical laws of the worlds in which our characters and their own frangible, powerless Gods reside.

Through no exercise of theirs our characters strengthen. Unborn imaginary generations outstrip the fantasies of their fancied ancestors. Learning curves flatten, enemies weaken, skills and abilities are handed out as of right. Weapons that would have graced a knight in a former age become fit only for farmhands. Nothing stays the same.

Well, why should it? Time moves on, the world changes, you can never go home again and all the rest of that dismal, defeated claptrap. Only...

To be retained for F2P players as a default 50% xp reduction. Thanks for that.
Recently I read several proofs of novels to be published this winter and next spring. They were all very good and they were all very bleak. I was exhausted both by novelty and despair so I went looking for solace in the familiar. Instead of another new novel I picked out an old favorite and began re-reading. Nothing had changed. Nothing would ever change. Everything was familiar. Everything was in its place. Some things remain immutable. Time runs off them like rain. You can go home there and they have to take you in.

Were I to begin to feel, like Stargrace, weary of MMOs yet still not weary of gaming I could, fathomably, return to an offline favorite and find it exactly as I remembered. Perhaps that might be a little harder to do than picking up an old copy of a book; complex hardware mitigates against reusability, over time. Not impossible, however; just harder. In MMOs, though, there truly is no going back.

Next week the daily achievement system in GW2 gets yet another reset and WvW gains a new ruleset for a month. The two things I most enjoy doing in that game right now will no longer be what they were. Also next week EQ2 implements a radical overhaul of both the Dungeon Maker and AA systems, something that will bring profound change to the game experience of just about everyone playing there.

Like it or not change is on the way; change followed by change followed by change. Yes, I weary of it. Yes, I often wonder if I wouldn't be happier playing an MMO where nothing ever changed. Well, wonder away. That MMO doesn't exist. It never has and it never will.

Our boats drift with the current, borne onward ceaselessly into the future. Tomorrow is always another day. Get used to it.
















Saturday, July 12, 2014

The Chelsith Hotel : EQ2

Off we go, into the wild yellow yonder. Hmm. That doesn't scan very well, does it? It was how this morning started, nonetheless. Another short trip through the lurid yellow skies above the Danak Shipyard, another landing on the crown of the submerged iksar statue that serves as a marker for the entrance to Chelsith. We've been here before. So many times.

Ah, Chelsith. How we love to hate you. Once your sunken, cathedral-vaulted halls were whispered, feared, dreamed-of, dared by none but the greatest, the bravest, the hardiest of Norrath's adventurers. I still remember my first, terrifying trip there, when a single bad pull or missed add meant Evac or Wipe, usually Wipe. A Chelsith run back then required an evening cleared of other commitments and complete concentration for several hours.

That seems like such a very long time ago. Over the years the ancient Iksar city, now home to a tribe of deluded, worm-worshipping fishmen, slipped sadly down the ladder of respect. At the launch of the Kunark expansion Chelsith was cutting edge Heroic content but from there it followed the predictable path: playground for well-organized guild groups, then a suitable setting for PUGs to squabble around, then on downhill from there.

Now all I need is a really big frying-pan...
 
After the groups moved on, in came the confident duos and the powerleveling pros, knocking off instances for fun and profit, ticking Chelsith off their lists. There's nowhere left to go from there but solo and once a dungeon can be run safely and easily by one person who's ever going to take it seriously again?

It ought to mean perpetual obscurity, especially given its location not just at the back end of nowhere but at the back end of nowhere underwater, save for one thing : ever since it fell from grace with the Elite, Chelsith has been one of the go-to zones for fast leveling.

For some arcane reason presumably wrapped up in zone experience modifiers and other behind-the-scenes shenanigans, certain zones and dungeons in both remaining versions of Everquest offer much better experience than others. Better xp, I should say. The play experience, the fun or entertainment value if you will, frequently correlates poorly, if at all, with the practical reward.

When it comes to efficient power-leveling, whether it's been paid-for in advance or it's just among friends or, most commonly of all, by-the-bootstraps solo-molo, some of EQ2's huge, sprawling open dungeons manage to match amusement with satisfaction almost as well on the hundredth visit as the first. There's probably never going to come a time when another jaunt through Sebilis or Chardok won't sound like a jolly good wheeze.

Another trudge round Chelsith, though, that's a whole other story. There was a time when I'd very gladly never have seen the dripping, cavernous vaults ever again. So, why go there, then, if it's such a chore?

Aw, no, Boss! Not this place again...


Well, Tipa covered the reasons very thoroughly a while back. After Kunark, SOE turned the xp hose off. Post-Kunark, when you measure it in chunks, by far the biggest xp in EQ2 comes from quests. Complete a task for an NPC in Odus or Velious and he'll reward you with more xp than you could get from killing a dozen mobs or maybe even a hundred.

Now that shouldn't necessarily be such a problem. After all I like questing. I like to read or listen to all the dialog, follow the stories and think about the implications, perform a little mental practical criticism on the prose style, write a notional review of the performance in my head. I don't even object too violently to doing some of the better sequences a few times on different characters. 

The problem is this: quests take ages. Not only that: they can be pernickety. They often involve a lot of traveling, frequently backwards and forwards over the same ground, multiple times. You find yourself fiddling with gadgets and widgets and doohickeys, training animals and rookies to do things you could do better and faster yourself, escorting idiots who don't know how to look both ways before crossing an orc highway and generally taking about ten times longer to do anything than you anticipated.

Even with all the modern-day paraphernalia of glowing trails to follow, big blue spots on the map and the UI in general doing everything but teleport you to the exact spot, questing still takes f o r e v e r. And that's absolutely fine - the first time. But not on a double XP weekend with full vitality and a 110% xp potion burning.

Another old bootstrapping favorite

No, when your bonus to Kill XP is running at over 400% you don't want to mess around with quests, you just want to KILL! You want to kill fast and you want to kill often and you really don't want to find yourself running down the hallways of Sebilis fifty paces behind a level 95 Shadowknight and his lower-level sidekick as he proceeds to pull and AE every Iksar in the godforsaken place, leaving you with the odd chokidai pup if you're lucky.

So, instances it is. First off I tried the top solo power-leveling option the Dungeon Maker had to offer. Nearly a thousand "Likes", hundreds and hundreds of awards, flagged as "best solo xp" and available instantly at the click of a button. It wasn't bad either. Nicely paced, simple, no frills. There was no storyline whatsoever nor any attempt at one but the mobs were sensibly named and it didn't rub your nose in the desperation of the act.

The XP was crap though. I was on my 91st Beastlord (that's level 91 not the 91st beastlord I've played although that's not perhaps as unlikely as it ought to be). The mobs all scaled nicely. Most were the same level or a level above and towards the end a few came in conning orange. As I said, the whole thing was nicely judged but it took about fifteen minutes and gave about 18k XP, which barely moved the bar.

There was a recent bug, received with traditional hysteria on the official forums and reported on EQ2Wire with Feldon's usual sanguine equanimity, in which every mob in  every dungeon-maker dungeon was giving just one point of xp. Reading the comments thread there is instructive - apparently the Dungeon Maker is the preferred power-leveling route these days, at least up until level 90, at which point the way XP is calculated changes radically.

Nice lighting. Decor's a tad minimalist.
Well that's as may be but it didn't do anything for me, which is how a ratonga and his bear found themselves on the dock of Danak Shipyard a few minutes later. In the olden days that would have meant a bell followed by a few griffin rides or, for anyone lucky enough to have one, a few flaps of the Jarsath Hammer with its very handy teleport proc. Today it's a direct destination right there on the Freeport World Bell or, for those who can't bear the thought of even a few wasted seconds, a pay-by-SC option on the map itself.

None of this would have been necessary at all had SOE not played the Double XP card for the second weekend in a row. Boy, does that work on me. Even if I end up not logging in and taking advantage I have it in the back of my mind while I'm off in some other world, nagging away at me and making me not enjoy living in the moment the way I normally would.

Some argue that the very existence of improved XP as a reward or encouragement in MMOs is proof that the entertainment they offer is fatally flawed. After all, the logic goes, if you welcome the opportunity to spend less time on the activity then the activity must be unappealing. That logic is false. We welcome the opportunity to spend more time on the activity by compressing that activity so that we can do more of it in the same amount of time. Well, I do, anyway. Also, it's a bargain and everyone loves a bargain.

There's a particular reckless pleasure in seeing a lower-level character fly upwards as though being hauled on a rope.That's what I really like to do best when a double XP weekend rolls around - bang through thirty or forty levels on a new or barely-started character so fast it makes his nose bleed. Unfortunately, the higher levels in both Everquest and EQ2 are so abominably, attritionally slow that I feel compelled instead to grind away on those characters in most desperate need of a leg-up.

Since I'm playing neither game as my main MMO these days what tends to happen is that one or two of the high-level characters get one or two sessions each. Small but satisfying progress is made; another small step chipped in the mountain ahead of me. It's fun in itself but by no means is it the best fun I could be having. As an incentive to log in to an MMO I haven't played for a while, double XP definitely does the job. What it doesn't do is incentivize me to stay there for long after it goes away.

Still, getting me through the door is the hardest part. I just wish that once I was there I could find something as productive but more entertaining than Franklin Teek's Tasks or yet another lap of Chelsith. It's no wonder everyone hankers after starting fresh.




Friday, September 28, 2012

Never Say Neverwinter

John Smedley believes user-generated content is the future. He may be right. It certainly has been in the past.

Ten years ago I spent a big chunk of time working on a module for Neverwinter Nights, much of it struggling with BioWare's custom scripting language, something with which I never really came to grips. Eventually the thing was as near to finished as it was ever likely to be and I uploaded it.

In the way of the internet, I was able to find it with only a small amount of effort this morning, still sitting in the IGN Neverwinter Nights Vault ten years on. As the comments clearly show, my scripting skills weren't up to the complexity of the task I'd set myself, although some people managed to enjoy parts of it despite all the things that just didn't work as they should have done.

I enjoyed making the module but once was enough. I didn't even buy NeverWinter Nights 2. When the Neverwinter MMO was announced, to be made by Cryptic and published by Perfect World, my ears perked up then perked right back down again at the dreaded phrase "action MMORPG".

I never really "got" action RPGs. The first and last one I ever bought was Dungeon Siege, which came out just before NWN in March 2002 (which, incidentally, suggests that MMOs had considerably less of a lock-hold on my gaming in 2002 than I would have remembered). I probably played it for three or four hours, tops. It's not that it wasn't fun; it was just too fast and too very obviously pointless.

Since then, "action" as a prefix has acted as a brake to any interest I might otherwise have had, doubly so when attached to "MMO", although since I've played and very much enjoyed Dragon Nest and DCUO, my longstanding ability to believe one thing while doing another clearly remains unimpaired.

How I felt after ten minutes in Torchlight2
All the same, I had been resolutely ignoring Neverwinter until I happened upon Massively's recent mention of the Neverwinter Foundry.  I already knew of Star Trek Online's Foundry. Tipa at West Karana used to write about it sometimes back when she wrote about MMOs not bridges. It always sounded intriguing but it was coupled to a franchise for which I have little affection so it slipped from my mind.

When EQ2's Age of Discovery expansion trundled up with the Dungeon Maker system in tow I was somewhat excited. I'd very much like to be able to tell some stories inside an MMO that I play, especially if I don't have to wrestle with scripts to make it happen. The Dungeon Maker hit the mark for ease-of-use but it worked about as well for telling a story as semaphore did for Wuthering Heights.

You've ruined your own foundry...
There's not much detail on the Neverwinter Foundry yet. Just a brief FAQ and some indistinct screenshots. Enough to pull the game off my MMO slush pile and shove it onto the ever-growing heap marked "Give this a go".

I suspect that if it's going to work for me, this set of dungeon creation tools will need an easy mode. It's not that I think I won't be able to master a more complex set of commands, it's that when it comes down to it I'd rather be playing. Or blogging about playing. I can knock up a dungeon in EQ2 in three or four hours. I'd be happy to double or treble that writing dialog to tell a story but much more and I'm going to get itchy.

When it comes to dungeons I'm probably more of a consumer than a creator. Won't be long before I can put that to the test. Release date for Neverwinter is listed in the FAQ as "4th Quarter of 2012". Even with traditional slippage that ought to see it out before next Easter.

If I do end up making a dungeon, Neverwinter is completely F2P so you're all invited.



Sunday, August 5, 2012

One Size Fits All: EQ2

I don't know. Step out of the room for five minutes and someone moves all the furniture around. I only popped over to The Secret World for a moment and not only did they fix up Qeynos while my back was turned but it seems they gave Battlegrounds and the Dungeon Maker a makeover while they were at it.

Both got the full "level agnostic" treatment, which is supposed to let anyone group with anyone regardless of level. The game sorts it all out behind the scenes. By magic.

Well, almost. Battlegrounds actually got split into two sizes: 30-89 and 90-92. Presumably the thought of autotuning a raider with max AA, Prestige Points and end game gear versus a level 30 in quested gear made someone's wig fly off.

Dino Wars
I tried both last night, as a level 66 Necro dressed largely in odds and ends she appeared to have found in a bin, who hadn't gotten around to updating most of her spells beyond Adept and as a 92/420/10 Berserker, CAs at Expert or better, dressed in good quality legendary and fabled quested gear. Somewhat surprisingly, the experiences weren't all that different.

EQ2 Battlegrounds use a highly counter-immersive but eminently practical system of random matching. You queue up and when your BG pops you can find yourself in either the Blue Team or the Red team, often fighting alongside some of the same people you were trying to kill in the last one. Although pre-mades can still queue together and exercise their heavily distorting effect on a match, at least there's no possibility of them steamrolling you ten times in a row until you throw your monitor out of the window (Hi, Whitefall Steppes!). You're as likely to be fighting with them as often as against them.

This is what I'll be wearing
My success or failure seemed to depend more on how our whole team was doing rather than on my relative level. When the Team did well, my contribution seemed about what I'd expect from my meagre PvP skills and current lack of practice. I was able to stay upright for a while, knock some other people down and generally not be a complete drag anchor on the rest of my team. On the other hand, when the whole team was doing badly (we had two total whitewashes), at least everyone else seemed to be dying as fast and as often as I was.

Thumbs up for the Level Agnostic thing then. It also seems to have revealed a previously-unknown bloodlust in EQ2's famously laid-back population. Both level ranges were popping in moments. I don't think I had to wait more than 20 seconds for one all night. As the evening wore on it got so busy a second instance of Champion's Respite spawned.

If I PvP for a year straight
That's the zone with all the PvP vendors and questgivers and therein may lie the key to all this sudden activity. It used to be that PvP armor was great for PvP but only so-so for PvE. You'd only want it if you wanted to do PvP in it, and unless PvP was all you did you'd still need another set for PvE. That's all changed.

GU64 made it so that your PvP stats derive from your PvE stats, meaning you can get started in your regular gear. The PvP gear you buy with the tokens you get from doing PvP makes you better at PvP but also now has comparable stats to equivalent PvE gear. Which means you can, if you so choose, get the equivalent of Solo Quested, Heroic Group and even Raid PvE gear purely by doing PvP.

If I wasn't about to spend what I hope will be a good while in Guild Wars 2, I would be thinking seriously about Battlegrounds as my main combat activity at 92. Lots of upgrades and very achievable solo.

Moving on to player dungeons, again the changes seem to have worked. The two big complaints about the Dungeon Maker have been
  1. most people want to play their own character, not some weird "avatar"
  2. most designers want to be able to tell stories and there aren't any tools to do it
 SoE had a go at the first on Test a long time back but the results were terrible. Worse than playing an avatar was the unanimous verdict. This time they seem to have got it right. I ran several DM dungeons solo this morning with my 90 Beastlord and they played pretty much like any other solo content in the game. All the fights lasted longer than with the avatars, which I see as a very good thing (I always found the avatars incredibly overpowered although some people seemed to find them the opposite).

Mental health issues. The Designer, that is.
Crucially, the difference between the weaker and stronger creatures in the dungeons was very clear. That has never been the case before. When I got to the final boss in one dungeon it was a very close-run fight. All in all, a big improvement.

So much for the player's side of things. How about the designer? Not had time to test it for myself yet, but the store now offers items that allow for text to appear on screen in locations of your choosing and you can also designate mobs to be non-combat, allowing for both extras and actors in your dramas. All these items, like all Dungeon Maker stuff, can be bough for the Marks you get from running and building dungeons - no Station Cash required.

I'll try to find time to play around with it before GW2. Making dungeons was already fun but this should add a whole new dimension to it.

Job well done, SoE. Patted backs all round.

Friday, January 6, 2012

Does This Door Open Both Ways? : EQ2

In the comments on  Milo's story Gamingsf asked whether the Isle of Refuge still exists. Well, yes it does and it's funny you should ask because that was what I had intended to talk about all along until Milo got in on the act. And I was thinking about the Isle of Refuge in the first place because of something that relates to the earlier Dungeon Maker post. I don't just throw this stuff together, you know. Well, not all the time.

When SoE announced they were going to remove the Isle of Refuge there was an outcry. The thread on the official forums ran over 80 pages. There were all kinds of conspiracy theories about why the island was going away, even some heavy hints that it would tie into some kind of ongoing storyline. More than hints. A dev called Cronyn popped up on the thread to reassure us there was Something Going On:

"Also, just to be clear, there is a lore reason for this as well.  The decision to turn off the islands is a functional one, to be sure, but it is also supported by storyline, which is something I am hoping to start giving out to you here soon.  There are NPC’s in place in both cities who should actually be handing out the first clues right now on Test, so if you’d like to start piecing together what is happening, you should be able to get started ". 

There was some talk of a Far Seas blockade. Never happened. Some NPCs popped up on the East Freeport docks doing the old rhubarb rhubarb routine but if anything more ever came of this "storyline" I must have been somewhere else at the time. Telara perhaps.

I have better things to do with my time. Oh, wait. No I don't.
Player hysteria went unheeded. The Isle of Refuge ceased to be available to new characters. If you had a character camped out there, though, you could still log in whenever you liked. And you still can. I logged Milo on to take screenshots earlier this week and ended up playing him for a couple of hours.

It was while I was browsing the Dungeon Maker Leaderboard that an odd notion occurred to me. You can enter the Dungeon Maker from anywhere in Norrath (except a private instance) and when you finish you reappear exactly where you were. Could a character on the Isle of Refuge enter Dungeon Maker dungeons from the leaderboard and level up there, returning at the end of each adventure to his isolated island home?

Well, I still don't know. I'd love to find out, but not at the risk of losing my toehold on the past. If anyone else who has a character on the Isle would dare to try the experiment and report back I'm sure we'd all be excited to hear the result.

All of which brings me on to the Dungeon Maker itself. Since last I wrote about it Mrs Bhagpuss and I have managed to get our hands on several more "activators". That's the peculiar name given to the drops that give you a new Adventurer. We've been running through some player-made dungeons using these dropped Adventurers. 

They come in Treasured, Legendary and Fabled flavors and all the ones I've seen are Heirloom. Haven't seen a tradeable one yet and there are none on the broker so I'm gussing that if you want one you have to go out and find one. Which is nice. (Or you could always buy one in the Station Store for Marks or money, but where's the fun in that?).

I'm a Valkyrie. We don't feel the cold, alright?
I haven't yet been able to work out if the Treasured/Legendary/Fabled tag relates to the rarity of the drop or to the effectiveness of the adventurer, but one thing I can tell you, these guys are tough! Using them to duo a dungeon where we'd previously died several times we didn't just not die at all, we were barely scratched. Solo I was able to handle six mobs at a time with a dropped adventurer where the basic one struggled on a pull of more than three.


A close examination of their abilities doesn't seem to show that much of a difference, so maybe there's something going on under the hood. Whatever's it is I like it and I'll be looking to collect as many as I can.

Saturday, December 31, 2011

New Year, New Dungeon: EQ2


As I write this there are nine hundred and sixty one published player-made dungeons on the Freeport server. Really, who thought it would be this popular? Apart from EQ2 producer Smokejumper, of course. He loves the Dungeon Maker so much he was on the official forums answering threads about it on Christmas Day.

So, there are a lot of them already. Less than a month in and we have nearly a thousand on one server alone. We're down with quantity, how's quality? Well, that's the hard part, isn't it? In a way, your guess is as good as mine, because I can only tell you what I've seen and so far I've played through maybe a dozen.

This is what I know. First you have to decide who you want to be because you can't be you. You choose from a list of "Adventurers" who appear to have been drawn from the dregs of the Norrathian underworld. The default selection offers a Drolvarg, a Drachnid, a Siren and a couple more ne'er-do-wells that you're more familiar with seeing on the other end of your sword. You can add to this selection with Adventurers that drop in chests around Norrath. (That's a sentence almost devoid of semantic content in the outside world). Mrs Bhagpuss got a very nice Ettin in The Feerrott and he seemed significantly more powerful than the regular tank adventurer.

Each of the Adventurers fills a traditional role - tank, healer, dps, utility and so on. They each have four abilities and autoattack. They are all level 50. It takes about 30 seconds at the most to get the hang of any of them. Once everyone's pressed the big "Ready" button, off you go.

What happens next varies wildly. Players made these things, you know!. Every one is different. Well, kinda. I didn't mention layout yet. Makers only get a relatively small number of set layouts to work with. Something like four or five subsets of each of four themes - Crushbone, Mistmoore, Chardok and Lair of Scale. Some people don't seem to be doing much more than throwing down some mobs and calling it a day, but in most of the ones I've done, even the least ambitious, there's been some creativity on show.

Did I leave my umbrella somewhere?













I've already seen several really impressive decorative efforts. I was expecting that, given the astonishing work that's been done over the years in EQ2's housing instances. Almost anything you can place in a house you can place in a dungeon and it really is about time SoE added a Kitchen Sink recipe for Carpenters because some people are already using everything but.

What's apparent already, though, is that the Dungeon Maker is attracting people whose creativity lies in areas other than decorating. Like comedy. More specifically, puns and satire (I use the term loosely. Very loosely). You can name all the mobs you place and give them a number of different things to say. It's been a surprise to me to discover just how many Norrathian creatures watched 1970s sitcoms and know the lyrics of hits from the Golden Age of Doo-Wop.... Tells you something about the age profile of the average EQ2 player...

The family that slays together...
So, some of the dungeons look good and some of them raise a laugh (or the hackles on a roleplayer) but how do they play as dungeons? Again, they're made by players, remember. Some play wonderfully smoothly, a joy to fight through. Others maybe not so much.




The Dungeon Maker is designed to scale with the number of players in the group. If you go in solo then the dungeon is automatically a solo dungeon. If there are six of you it's the full Heroic. The way this scaling happens is very basic. The mobs just get tougher according to how many players there are. So far I've only done them solo and duo and the difficulty setting of the mobs has been the same in both: even-level "No Arrows" mobs with a smattering of "One Arrow" and the occasional yellow-con boss. I usually play the Drolvarg, who I think might be a Guardian (hard to tell with only four combat arts to look at) and he easily ploughs through anything up to four mobs at a time.

I was having a small discussion with Stargrace over at MMOQuests  about this. It seems to me that all dungeons are all soloable by default. There is no penalty at all for dying and you are often back in the fight faster after a death than you might have been if you'd won and had to heal up (although that only takes a few seconds). Consequently you can wear down by attrition anything the creator throws at you simply because your Adventurer respawns and his mobs don't.

/shout Derv 2 is CAMPED !!!
Whether a dungeon is enjoyable to solo is another matter entirely. That's down to the player who made it. Another Dungeon Maker surprise has been what a huge difference placement and pacing makes to otherwise identical dungeon layouts. It should be obvious but it's very clear that some people get it and others don't. I played one last night where the creator had chosen to put the word "solo" in brackets at the end of the name on the Leaderboard. It's just as well I was doing it in a duo, because about eight mobs attacked us before we could step off the zone-in point and both of our Adventurers were almost dead before we dispatched the final rat.

Enough with the minutiae already! Are the damn things any good? Are they fun? Are they worthwhile? Are you enjoying them?

Yes, yes, yes and yes.

Some of the dungeons are just laugh-out-loud funny. I really enjoyed "Everquest 1999", unsurprisingly and the T.V. and Dr Seuss themed ones had me loling. Some have been well-paced, fast hack-and-slash romps that have kept my attention focused and left me satisfied. Some have handed me a whole AA and a thick purse of Dungeon Marks (the currency that buys you some very nice stuff for your regular character) and some have had me exploring and taking screenshots after the mobs were cleared just because the set design was so impressive.

I'm guessing the one on the right is winning.
Dungeon Maker dungeons are a Lucky Dip. There are hundreds to choose from, you can do one in anything from ten minutes to an hour and a half, you can go alone or with friends and anyone can group regardless of level. The quality varies wildly but the Like system will winnow the chaff. In the end we should be left with the gems that combine excellent playability with great art direction, witty dialog and a compelling plot. I've played one or two that are almost there already.

Build them and we will come.



Monday, December 19, 2011

One Man Army. Cor! : EQ2

There are several super-hero MMOs. I played in the CoH beta which seems like a hundred years ago now. Then there's Champions Online, which I played for a whole weekend when it went F2P. And DCUO, of course. Still playing there once in a while.

If I really want to be a superhero, though, I don't go to any of those.  I fire up EQ2, log in a high-level character and head to the Chronomages.
    
Can't we at least get a counter?
Ah, the Chronomages! Just who are these mysterious men in robes? They appeared out of nowhere one day and set up shop in the great cities, offering a new and wonderful service. Before they appeared, if you wanted to lower your level you had to find an actual person who was already the level you wanted to be and actually group with them in the actual place you wanted to adventure! I know! How primitive was that?!

The Chronomages know a better way. It's taken them a lifetime to master, but they have acquired the magic of time and it's powerful. They'll tell you that much if you ask nicely. They aren't so lippy about why they've chosen to use this powerful magic to start a dockside novelty goods business but everyone's got to earn a living and quilted robes don't come cheap.

Build a collection your whole family will envy
For the nominal fee of 5 gold pieces (and a hundred status points, which you can acquire by killing the odd goblin or small verminous animal on behalf of the authorities) the Chronomages will reduce you to any level lower than where you are now, providing it ends in a zero or a five. They're pernickety that way. It's a mage thing.

They seem to think they are sending you back in time, what with the whole chrono vibe they have going on, but it's more like they condense you until you become as hard as a diamond. You keep all your gear and abilities, all your AAs, everything. Only now it's supposed to have been scaled down.

Actual Level 30
90 mentored 30
The numbers are smaller, it's true. But in many, most of the places where the numbers go an actual character of that level might have no numbers at all. The upshot is a level 90 mentored to level 30 isn't just a superhero, he's Superman. And there's no Kryptonite on Norrath.  As a mentored-down level 90 you can pull several rooms full of goblins in a level 30 dungeon and sort your bags while you riposte them to death. Or you could just fire a few AEs and finish them off in seconds.Chance of you getting hurt? Zero.

I'm in there somewhere
I'm not complaining about this. Far from it. It's a whole lot of fun and extremely useful for farming all kinds of things. Provided the player is sensitive to the circumstances of other people trying to use open dungeons or better yet restricts his superheroing to instances, then it's a perfectly acceptable part of EQ2 play. Chronomagic as it currently features should definitely stay in the game for soloists. What it isn't any use at all for, though, is grouping with other people.

Yes, your level 80 character can nominally drop to the right level to group with your friend who just started and wants to go to Fallen Gate for the first time. Just so he doesn't expect to do anything. He doesn't even get to play Robin to your Batman. That would at least be an adventure. No, he gets to be Jimmy Olsen to your Superman. The most he can do is take some photos and try not to get killed by flying golem parts. Oh, and pick up the loot. Always need someone along for that.

Stand back and leave it to me
EQ2 needs a proper mentoring system. One where you can drop to the effective level of your partners, not just the numerical. And voila, here comes Age of Discovery to offer us something that does allow players of wildly differing levels to play together on exactly equal terms: the Dungeon Maker. It's also far from ideal, but at least it's a move in the right direction.

Turn him over, he's almost done
With the coming of the Age of Discovery a level 90 in full raid gear can group with a level 5 on his first morning if they choose to do a player-made dungeon together. As soon as they zone in they will each be level 50. They'll have a range of custom avatars to choose from, each of which has four abilities. Takes about ten seconds to work out who does what and off you go. But you aren't you and that's going to be a problem long-term.

The Dungeon Maker is a great addition to the game and has huge potential, some of which you can already see being fulfilled, but it's still not a way to group your character in a meaningful way with your friend's much lower character. That's a nut that still needs to be cracked.

More on the Dungeon Maker next time.
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