Showing posts with label ratonga. Show all posts
Showing posts with label ratonga. Show all posts

Monday, March 20, 2023

Relocation, Relocation, Relocation


Meet Mitsu, aka The Ratonga Formerly Known As Lana. Last time we saw her, she was trying to make up her mind where to go to avoid being dumped onto Antonia Bayle, when Kaladim closes down.

After I wrote that post I spent a fair while considering the options but in the end I decided to send her to Isle of Refuge on the grounds that it was a relatively new server with a ruleset I hadn't explored before. Even though I thought I'd done enough research before making my choice, it's possible I should have done more.

For one thing, I didn't realise until after I arrived that it was going to be a one-way trip. As the original press release puts it 

When Isle of Refuge launches, there will be no transfers allowed on or off Isle of Refuge. This is a new Norrathian community being formed, and we want you all to have the opportunity to build relationships and a thriving player economy. There are no plans to EVER allow transfers off the Isle of Refuge server, though we may open transfers TO this server at a future date.

Dragging out that creaky old metaphor one more time, Isle of Refuge is the Hotel California of servers; you can check in but you can never leave.

The reason for the lockdown is the Free Trade ruleset. Isle of Refuge allows almost everything to be bought and sold, including all kinds of Look-at-me! Aren't-I-amazing? items, the ones that mark a certain kind of player out as a Very Big Deal indeed, at least in their own head-canon. Can't have just anyone strutting around the Freeport docks like they're someone, without knowing they've paid their dues, can we?

Which is fine, honestly. I'll take the hit, even though I'm not going to be the one wearing any of that stuff, I can't see myself wanting to buy a transfer token to move a low-level character from one EverQuest II server to another, anyway. What would be the point?

"And see you're off the streets by curfew... or else!"

There's another aspect of the relocation I'd failed to consider. One that could prove more significant. To quote from the press release once again

To play on the Free Trade Server, you must be an All Access Member.

Which I am, at the moment. And again, it's not something I have any particular plans to change. I've been paying a subscription for EQII since the day it launched. For five years before, too, if comes to that. I'll probably still be subbing as long as the Isle of Refuge server lasts, unless it outlasts me, which I guess is not that much of a leap to imagine.

Of course, while I'll most likely keep a subscription going, who's to say it'll always be on this account? I've swapped before. It could happen again. That would leave the erstwhile Lana stranded, peering hopefully from character select, waiting for a call that could never come. I do still log in characters on my unsubbed accounts from time to time, but only those on the mainline servers like Skyfire or Maj`Dul.

But then, as the poets love to tell us, 'twas ever thus. Lana on Kaladim was as partitioned as Mitsu on Isle of Refuge. You need an All Access account to play on any of the special ruleset servers. No change there. I don't know why I mentioned it.

And anyway it's done. For well or ill, Mitsu is on Isle of Refuge. She's going nowhere. Except, maybe she is. Maybe she's going forward. I haven't quite decided.

Excuse me, but do you have a room I could rent?

I was excited to play her when Kaladim began. It was a busy, bustling new server experience with everyone starting from scratch and pulling themselves up by their own bootstraps. I had fun. Only my fun was much slower than everyone else's. 

By the time Lana had clawed her way to level 20 the bubble was somewhere up by the cap. I lost traction and fell away, returning briefly when the timer got to expansion #3, Echoes of Faydwer, the first with new, low-level content. Another half dozen levels and I was gone again.

Looking back, two things kept me connected to the character; firstly her look, which I'd crafted more carefully than most, keeping her in a full set of very low-level chainmail that made her look as though she'd stepped off the boat that very day, topped off with a spectacular flashy helmet from one of the summer holiday events. Secondly and perhaps more potently, there was her name: Lana.

The look she still has. The name is lost. I knew it would never survive the move to another server, any server. You can guarantee any short, familiar real-world name will have been taken years ago, let alone one freighted with import like this one. There are a lot of famous Lanas to model a character on.

I might have been miffed about that had I not had another Great Idea. I'd just finished Supercute Futures Two and written a post about how very much I'd enjoyed it. I've always been all about naming my characters after fictional favorites, even though almost every EULA strictly forbids it. Fortunately, my tastes drift so far from the median there's precious little chance of anyone noticing, far less reporting my choices.

The question was whether to go for Mitsu or Mox. Easily answered. Mox was taken. That suited me. I prefered Mitsu. Maybe some day I'll get one of those Mercenaries you can rename and call her Mox. That would be too cool. 

It's not as nice as my old place but it'll do... for now.

So there I was, with a character, a name, a server and maybe even a goal. The only thing I was missing was a home. Except, wait... didn't I say something in that last post about how Lana had a very nice room, all decorated to her taste, back on Kaladim?  

Actually, no, I didn't. Or rather I did, but in a paragraph I took out in the edit because when I logged in to take a screenshot of the place I couldn't find it. Only an empty inn room.

It took me a while to figure out why that was. I was sure I remembered placing a bunch of holiday rewards beside the furniture Lana had crafted for herself. So where was it?

I'll tell you where it was. It was in her room in Temple Street, that's where. When Kaladim launched, one of the unusual features of the server was the partial restoration of the original racial neighborhoods. For years they'd been unavailable, converted into quest-and-combat instances, only to be entered by those on one of the racial questlines. You couldn't live there any more. 

Except on Kaladim, you could and I did. That's where Lana's room was. And now she's Mitsu on Isle of Refuge that's very much where it's not. Mitsu has an almost empty inn room to keep the Freeport militia from running her in for vagrancy and that's all.

Well... the inn room and her choice of a bunch of free, Prestige homes, all available in /claim. In fact, she could have any home of her choice, if she cares to dig into the communal account slush fund. There's almost 30k in Daybreak Cash in there. 

Now she's on Isle of Refuge all the chains are broken. There's no reason for her to act like it's 2005 any more. The new server doesn't care and now neither do I. She can't share in the considerable largesse of her elders on Skyfire - shared banks aren't cross-server - but anything available on an account level is hers for the taking.

Mitsu is rich. Beyond her dreams. Will it go to her head? 

We'll see.

Monday, April 23, 2018

Off To The Races



When I checked my Feedly this morning the first thing I saw was this question from Keen:


What’s Your Favorite MMORPG Race and Why?


I immediately thought of the Lunar New Year's race through Divinity's Reach in GW2. I did that over and over and really enjoyed it. Did I enjoy it more than the aerial races organized by EQ2's gnomes for every City Festival, though? Or the many races around Metropolis and Gotham in DCUO? And what about that all-time classic, EverQuest's Naked Gnome Race from Ak'Anon to Freeport?

Then I read Keen's post and realized he didn't mean that kind of race at all. He meant the kind of race you choose at Character Creation. The one that decides whether you're short or tall, hated or admired, a genius or a dimwit. Whether you're covered in fur or scales, have a tail or wings. All that good stuff.

The term "Race", of course, is a bit of a misnomer as it's generally applied in MMORPGs. Sometimes it can be an accurate description, as in Vanguard, which has four "races" with the subtitle "Human", but usually it means Species. Then again, the species boundary gets very blurry in fantasy.

We tend to think of Humans, Elves and Orcs as genuinely disparate, separate species but that can hardly be the case when they can interbreed to give us Half-Orcs and Half Elves. Not to mention Half-Giants. The line fades to the point of invisibility when magic comes into the picture with races like EverQuest's Drakkin, "a human race" with "a touch of dragon blood...scaly skin, marking, hair and sometimes horns that mirror the dragon that gifted them their heritage".

Exactly how a dragon  "gifts" such a heritage is - probably wisely - left to the imagination. The more you ponder on all this, the less sense it seems to make. Why are there so many half elves but no "half-humans"? Is that just a naming convention or are the Elven parent's genes always dominant? If Elves and Humans can interbreed successfully, why not Gnomes and Dwarves? Or can they, but they just don't, for cultural reasons?

At first blush MMORPGs - particularly those with a fantasy setting - appear to offer a multiplicity of racial options but they tend to narrow down to a handful once you look at them closely. For a start, almost every Player Race in every MMO is bipedal. Istaria famously lets you play as a (four-legged) dragon, which was the game's primary USP back when it launched as Horizons. Project: Gorgon's Cows are another notable exception, although even there you can't actually roll a cow (!) at character creation. You have to become one by magic in game.

GW2's Charr are highly unusual in that, while bipedal in combat, they drop to all fours when running. It's one of the features that make them so appealing as a racial choice for me even though they are definitely on the larger end of the scale. I do cleave to the smaller races as a rule.

Many Western MMOs have a handful of options that at least attempt to add some variation to the "Short human", "tall human", "human with horns", "human with tail", "human with wings" palette seen in so many imports from the East. WoW has Bulls, Wolves, Goats, Pandas and Undead, all of which walk upright on two legs and look like humans dressed up for Mardi Gras.  

Allods, which modelled a deal of its visual appearance on WoW, took things a stage further with Gibberlings, who come in packs of three and are a lot closer to "animals dressed up as humans" than the other way round. Indeed, Gibberlings probably rest at the cusp of Fantasy and Anime, or Fantasy and Cartoon if you want to be Western about it, which is where the real non-human races come into their own.

There was that one MMO where I played as a rabbit. What was that one called? Eden Eternal, that's it! It's still running, too. There was also the similarly-named and much-missed Earth Eternal, an all-animal MMO I played in beta with some degree of enjoyment. Those animals still stood upright, though, unlike the deer in Endless Forest, a bizarre affair which has, astonishingly, spawned some kind of sub-genre that incudes Meadow and Wolfquest.

Plenty of choice if you cast your MMO net far enough. Closer to home, in the handful of MMOs we all talk about as though they represented the genre, not so much. Which brings me back to Keen's original question. So, what is my favorite MORPG race?

Just for once I can answer that question! In fact, I can list my top ten in order without having to think too hard about it.



1. Raki - Vanguard - Stocky foxes with a great backstory, characterful animations and the happiest faces.

2. Ratonga - EQ2 - Cute rats with another excellent backstory and the most endearing verbal tic in gaming.

3. Gnome - EverQuest - Short, smart, every one kinda likes them and they have the tickingest city in Norrath.

4. Charr - GW2 - Big cats that don't do the "catgirl/catman" thing, run on all fours and have the city Ak'Anon would be if it was a military-industrial complex.

5. Asura - GW2 - They're rats but they won't admit it. Why do you think they're so obsessed with the Skritt (who would totally be on this list if you could play them). Best animations and great voicework, too.




6. Gibberlings - Allods - Three demented gerbils for the price of one. What's not to love?

7. Vah'Shir - EverQuest - Another non-cute cat race. I never really took to the EQ2 version but I played a Vah'Shir Beastlord in EQ for many years and the combination of a tiger-person with a tiger pet is hard to top.

8. Goblin - Warhammer Online - Cowardly, obsequious, disgusting and only they can be the second-best class in any MMO, the Squig-Herder.

9. Dwarf - EverQuest - Just a classic. So solid, so reliable, so predictably gruff. Everything you want a dwarf to be and everything you don't.

 10. Riven - City of Steam - The race I wish I'd played more before the game closed down. Cool, stylish, mysterious, the Riven could have been so much more if only City of Steam had followed its original plan.


Well, that's the top ten today. Ask me tomorrow and it may have changed. Raki is always going to be number one, though. In my heart, anyway.

Wednesday, November 18, 2015

Going Underground : EQ2

As Wilhelm noted in his capacity as Blogger of Record, EQ2's twelfth expansion, Terrors of Thalumbra, went live yesterday. I'd pre-ordered it a while back and yet somehow it still managed to sneak up on me. I thought we had a few weeks to go.

The Author as a Young Roekillik
The unexpected all-round playabilty and high fun content of GW2's Heart of Thorns expansion has all but pushed every other MMORPG off the table over the last few weeks but the drive to Do All The Things in Tyria is beginning to abate at last, leaving at least a little space and time for other worlds. I had planned to wait until today, when I'd have time for a good, long look at the new underlands but in the end I couldn't resist.

Within a few minutes of the servers coming back up last night I logged in, expecting the usual immediate post-launch chaos of bugs and emergency patches, but no, everything seemed remarkably calm. Coming so soon after HoT's exceptionally smooth launch I'm beginning to wonder if, after getting on for two decades, maybe MMO producers might be starting to get the hang of how these games work.

Nah. Couldn't be that. Must be a fluke.

Anyway, I can hardly talk. How many expansions have I experienced now? Thirty? Forty? More? And yet I still begin by rushing straight to the portal and jumping in with both feet. Do I read the in-game mail first? Do I go and find the NPC with the briefing notes? Do I have any kind of understanding of what I'm getting into or why? Of course not!

Somehow, probably from EQ2Wire,  I'd picked up as much as that I'd have to go to Neriak first. Why is it always Neriak for us evils? No-one wants to go to Neriak. and in any case, since when did Queen Cristianos usurp The Overlord as Grand Poobah of Badness?

At least the portal was right there at the docks next to the World Bell. Hard to miss, too, great, whirring mechanical monstrosity that it is. Gnomish work, I fancy. They should have got a ratonga in. Just sayin'.

It works though. Got to give the gnomes that much. It spat me out somewhere in what I took to be The Underfoot until Al'Kabor corrected that misapprehension much later on, when I finally got around to doing some of the questing spadework.
I'll just chip off a little bit.

The whole expansion, in a really excellent play on words, is set in Subtunaria. I believe the region went by that name in EQOA although I can't be sure. I was never fortunate enough to explore that version of Norrath, which is why I'm so excited to get this unexpected, late opportunity.

It really is the connection to the Lore that lends impact to these extensions of the franchise. You can hear it daily in GW2 as players laud or lay into aspects of Tyria's transition from the elder game to the current version. Over in Eorzea Square Enix are milking player recognition for all it's worth, setting longtime FF devotees like Syl "squealing like a fangirl" (her words!). As the games (and the gamers) age so the emotions deepen.

None of that was apparent last night as I flew around the underground sea of Thalumbra the Ever Deep. It looked entirely unfamiliar. And weird. The level 110 Triple-Up Arrow guards at the gates of what I took to be the city were scowling in my general direction so I stuck to the "countryside", such as it was.

Hmm. Now that I look more closely I'm not sure that is a fairy. Might be a moth.

After a while I found some very big fairies. Tallest fairies I've ever seen. They were willing to speak to me or should I say willing enough to send me on a Kill Ten Foozles quest to let me speak to them. And it was 22 Foozles if you're counting.

So I did that. The foozles were easy enough (they were ooyogs and poxfiends according to my journal but I know a foozle when I see one). I died to some flower that got caught in an AE and didn't see the funny side of it but other than that it all went swimmingly.

Even so it was clear I wasn't going about things the right way. Pootling around running errands for oversized fairy-folk  wasn't going to get me into the city. I called it a night and ported home to Maj'Dul.

Don't just stand there, Raffik - pull! And why are you in my bedroom in the first place???

When I reconvened this morning the day didn't get off to the best of starts. I couldn't get out of bed. Not metaphorically; literally. I'd logged out on my bed for a good night's sleep as I'm wont to do and I woke up wedged into it. Couldn't move. Had to use my handy portal thingummy to port me to the dock in Tranquil Seas just to get free.

From there it was off to Mara, where all tradeskill quests tend to begin. I usually start an EQ2 expansion by doing the crafting Signature questline before I get round to the adventuring version. There are several good reasons for that.

Of wee. Tee hee!
Firstly, it takes a fraction of the time because although the crafting line often has as many steps there aren't any fights and it's all the killing that pads things out. Secondly, it will open up a whole lot of areas, set the necessary factions to Don't Kill On Sight, and provide you with anything you might need in the way of flying permits, teleports and so forth. Thirdly, and most importantly, the crafting quests in EQ2 are almost always entertaining and well-written.

Explain to me again how these bushes grow on solid ice?
This one's no exception. It's meaty, too. I spent nearly three hours on it this morning and I'm just at the point where the new guards don't want to rip my head off any more. The lore was really interesting, with plenty of background about the Dwarves and the Roekillik.

Ah yes, the Roekillik. For a ratonga they are the racial nemesis. They are the anti-ratonga in fact. I still remember vividly the ratonga racial quest line that was added when the old villages were revamped in Freeport and Qeynos. Ratonga are terrified of Roekillik. We left our lovely underground home to escape from them but they followed us to the surface world.

The high point of the expansion thus far has been getting my old mate Al'Kabor (aka The Duality) to make me a Roekillik illusion spell so I could prance around in their secret lair, talking in their silly accent and feeding fish rolls to one of their Elders. Don't ask what I put in those. He didn't, more fool him.

Me and Al'Kabor, we're like *that*, we are.

That got me a truly excellent map of Old Tunaria which is in my mansion right now and looking great. Another prime reason to do the crafting quests is all the house items you get.

That's where I've left it for now. I have a suspicion that compared to some previous expansions this one might turn out to be a little on the lean side. Only one open-world map instead of the usual two, for example, and that one doesn't look all that big.

Excuse me, I think your mushrooms are on fire.
Size isn't everything, though. I enjoyed the previous expansion, Altar of Malice, as much for what I learned about the fate of Luclin and the history of the Far Seas Trading Company as for the loot or the fights. I'm even more interested in the history of the lands below Tunaria so as long as I get my lore fix I'm more than happy I'm getting my money's worth.















Tuesday, July 21, 2015

I'm On A Boat! : EQ2

In a surprise move, expected by absolutely no-one, the new EQ2 Timelocked Expansion servers, Deathtoll (PvP) and Stormhold (PvE) launched smoothly, slightly ahead of schedule and without issue today.

Oh, wait, no...that wasn't the surprise...well, yes it was, but...

THIS was the surprise :

Having spent years telling us it was impossible, it turns out the devs have been playing a game of Chinese whispers all along, telling each other the code for the Isle of Refuge had been knitted into socks and could never be unravelled. Finally one of them decided to go and have a look down the back of the sofa and lo and behold, what did he find? A fully working Isle of Refuge complete with all the original quests!

Actually I'm far from sure which "original" version this is. I know it was changed several times but beyond that it's gone all fuzzy. It was a long time ago. I do remember this version, where the wyvern drifts past, sets the ship on fire and incidentally frees the caged goblin but I could swear there was a version with a much longer fight.



One thing that definitely was there right from the start is the execrable voice acting. It really is some of the worst I have ever heard. What those accents are supposed to be Mel Gibson only knows. Whoever's playing Captain Varlos even gets a line reading totally wrong - the seafaring term "swinging the lead" is clearly new to him and presumably to the director. He pronounces "lead" as if it rhymes with "deed" not "dead".  Some sea captain he is. And why does the dwarf refer to himself as "me" all the time, like Superbaby in a 1960s Bob Haney script?



Never mind, they might be the least convincing jolly jack tars on Norrath but somehow they muddle through. My little ratonga shadowknight  is safely ashore, literally and metaphorically wet behind the ears, ready to be indoctrinated in the ways of Lord Lucan D'Lere and introduced to the "culture" of Freeport.

I wonder what the weather's like this time of year?



Thursday, November 13, 2014

The Far Seas Trading Company: Preliminary Findings: EQ2

Several years have passed since The Far Seas Trading Company made a sudden decision to end their contracts with Qeynos and Freeport, stopped ferrying refugees to the great cities and closed the sea-lanes to the Isle of Refuge. We never got much in the way of an explanation. Just a few rumors from some drunken sailors hanging around the East Freeport docks.

The marinated mariners are still swaying there on the corner, retailing their long-stale news, but Lord Lucan D'Lere isn't listening. He's had other things on his mind until now, what with being kidnapped, having to put down an attempted coup and organizing the defense of Freeport against a bunch of dragons, but he's finally managed to clear his diary and he's commissioned a full investigation.



Turns out he's no more convinced by the shaky cover story than the rest of us. He wants to know what's really going on and what do you guess but he knows just the ratonga for the job. When The Overlord sends for you it's best not to dicker, I find. There's an execution every hour in the plaza and those traitors have to come from somewhere.

So it was that I found myself stepping off the dock into an oddly familiar landscape. The old place has looked better, I'll say that. My heart sank a little in the blued gloom. Are we really destined to spent the rest of our adventuring lives under nightclub conditions? Can't we have some natural light for once?

Well, yes we can! Imagine my relief when, early on in my fact-finding investigation, I discover the Etherneresque aethers to be a purely local phenomena. Take a few bloodied steps through the knee-high forest of grimlings and daylight returns.


The blue hue emanates from Malvonicus's tower, which has suffered the inevitable fate of all Mage Towers, namely having been exploded and frozen in space/time like some final year art project for Surrealism 101. Someone Tampered With Things They Wot Not Of and this is the highly predictable result:

 The place is crawling with befuddled and highly aggressive Far Seas Traders plus a horde of the aforementioned freakish midgets, something you really don't want to look at too closely or you'll wake up screaming. My first altercation with one of the twisted traders came altogether too close for comfort so I called for back-up after which I had few problems. A metal suitcase upside the head quietens even the feistiest freak as the saying goes.

From then on it's business as usual. Everyone has something they want doing. Tok and I wander around collecting planks and rubble for barricades, retrieving research papers, rescuing the innocent and subduing the rest. As we do a fascinating story begins to emerge.

It seems a while back the Far Seas Co. discovered a horde of supposed Shissar artifacts, which they naturally decided to exploit examine. With commendable, if surprising, concern for public safety they chose to conduct their experiments in secret, hence the closure of both the refugee operation and the sea lanes. The possible exclusive commercial advantage they might theoretically have obtained by doing so was, I'm sure, no more than a fortunate co-incidence.



No-one pulls the wool over Lord Lucan's eyes for long, though, (or twice for that matter) and that cat is now very much out of its bag. The Far Seas Trading Co.'s cosy little operation in the ironically-named Tranquil Sea is now firmly, and quite literally, on the map.

Getting there was simple but for a while I was worried that getting around might not be. One odd effect of the catastrophe at the tower was the grounding of all flying mounts. A portentous message to this effect was being broadcast as I arrived.

I was concerned at the prospect of being forced to ride everywhere at the dizzying breakneck pace most Norrathian mounts consider a gentle canter but fortunately the embargo proved to be only temporary. A gnome I rescued from the cellar under the tower whipped me up a little something that gave me back my wings around the fallout zone but in any case they worked just fine as soon as I got clear of the miasma.



I was thus able to fly around sightseeing and spotting landmarks from the good old days, when I myself was a refugee, freshly salt-crusted. The old place really hasn't changed all that much apart from being overrun with grimlings.


Most of the old crew are long-gone of course but I did run into one familiar face. Waulon Highpebble gave me a recap of his history and the times our paths have crossed. I just nodded when he told me about Captain Varlos's deception. Came as a complete surprise to me. I think I must have been in a meeting that day.


For a first day I felt the investigation went splendidly. I'm confident The Overlord will be pleased with my report when I finally get back to Freeport to present it to him, although I have the feeling that day might still be quite some way off. It looks as though there's an awful lot of digging to do before the full story comes to light.

And who better to dig for it than a ratonga?

Wednesday, November 20, 2013

Like A Ratonga, Only Bigger : EQ2

Tears of Veeshan, EQ2's tenth expansion, went live last week. Not that I've seen anything of it, even though I've been playing quite a bit of EQ2 lately. I've mostly - well, entirely - been concentrating on the previous expansion, Chains of Eternity. We skipped that one when it released around this time last year but it comes bundled with the new one. Just as well because, as far as I understand it, all ToV content is aimed squarely at max level 95s and you need a bare minimum of CoE quest gear even to get started.

After all the recent hoohah about SOE selling or even giving away instant Level 85s, those who don't keep up with EQ2 may have gotten the impression that for a few dollars in Station Cash anyone can just bootstrap themselves to the top. Not so. Very, very much not so.

Leaving aside the unpleasant truth that in EQ2, as in many MMOs, the game a lot of people want to play could be said to start at max level rather than, as one might logically expect, end there, the issue of those ten levels remains. Going from 85 to 90 is, to use a technical term, a doddle. Ninety to ninety-five, on the other hand, is not.

Now those'd fetch a bob or two down the pawnshop, right enough.

When we pre-ordered Tears of Veeshan  our accounts were immediately flagged for Chains of Eternity. I woke my ratonga Berserker from his year-long slumber, found my way to the Ethernere and began to work through the first of the two overland adventure zones, The Eidolon Jungle. On arrival he was level 92 and 320 AAs exactly.

Six weeks on I have completed the entire signature quest line for the zone, along with a goodly number of side-quests and Advanced Solo dungeon instances in The Throne of Fear. I've continued the quest sequence through several more Advanced Solo dungeons - Sleeper's Tomb, Wurmbone Crag and Chelsith. Yesterday I finally returned to speak to Al'Kabor, the wizard who's dogged all our steps through a millennium or more of Norrathian lore and who now seems to have ascended to some form of godhood that requires us to address him as "The Duality". Yeah, right, Al baby. Like that's going to happen. I still remember the crappy spells you palmed off on aspiring wizards back in the old days so do me a favor with the airs and graces, why don't you?

She's still dead then? I thought she might have got better.

Ahem. Where was I?

So, after completing more than half of the main questline in Chains of Eternity, where exactly do I stand vis a vis progress towards max level? Currently, at 92.6 and 321 AAs, that's where. At this rate, completing the entire solo quest content for the whole expansion should get me somewhere approaching the middle of level 93 and I might even have, oh, as many as 323 AAs!

Not that I'm complaining. The questline has been entertaining, if slightly demented. I recently praised the Advanced Solo instances and they continue to be extremely well tuned. The rewards have been appropriate and satisfying. Every time I log in it feels like I'm making good progress. I'm still going to be the best part of two levels short of starting ToV content when I wrap this up, but there's a couple of major Velious updates I've never seen plus a deal of Heroic content I've never done that I should be able to handle in my spiffy new quest gear.
Turn around. I need to re-program you. Yes, I do know what I'm doing!

On that note, I had a wander through the Tower of Frozen Shadows the other evening, just me and Dok my trusty clockwork mercenary. That went well enough until I hit up against some Named that has a trick to him that requires two actual people. If I can just persuade Mrs Bhagpuss to stop defending the Honor of the Yak in WvW for half an evening I'm sure we could make it to the top.

There is, though, an obvious drawback to EQ2's present predilection for combining ultra-slow leveling with a purely quest-driven approach: it's a lot of fun - once. Whether I'd want to do it a second time I'm not so sure.

Of course, I have been doing this on my Silver account, where the experience slider is firmly set to a mandatory 50/50 share between Levels and AAs. Progress doesn't have to quite as glacial as I'm making out unless you positively insist on being a complete cheapskate.

Going to need a really big frying pan.

I have a level 92 Beastlord on my Gold account. He'd be able to set the slider for full leveling speed and I have vaults full of various xp boosters so there's potential to speed the whole process up considerably when his turn rolls around, but still the thought of wading through the same quests in the same sequence so soon afterwards does put me off a little. It's one thing doing the same quests but doing them in the exact same order is where I begin to balk.

First time through, though, it's been a real pleasure, not least because some of the scenery is truly gorgeous. EQ2 is often, and often rightly, criticized for inconsistent and unappealing graphics but some of the dungeons are genuinely breathtaking. The sense of scale and depth just doesn't come across in screenshots, sadly. I spent ages trying to get some shots that did justice to the sheer. vertiginous, acrophobia-inducing cliff paths in Wurmbone Crag, for example, or the eerie, psychedelic vibe of Chelsith: The Ancient Vault. Largely without success,as you can see.

Hmm. I recognize those trousers.
Far beyond the beauty of the views along the way, however, the entire journey from Firiona Vie's pantomime demise onwards was made worthwhile by the discovery of the Giant Ratmen Of Kunark. They're called the Ashlok and my ratonga had been fighting them for quite a while before he realized the four-meter tall monstrosities he was getting a crick in his neck from looking up at were barbaric versions of his own kith and kin.

With the vile Roekilik and the pants-avoiding Chetari I make that four distinct rat races for Norrath but this latest one has a unique twist (as well as being the size of four or five ratongas standing on each others' shoulders, that is). The wiki tells us that the Ashlok "act differently during night and day".

Enquiring ratonga minds must know! What do they get up to at night? If that's not worth running through the whole thing all over again then I don't know what is!




Thursday, August 16, 2012

Early Adopter Blues: EQ2

Ah, technology. How we love you. How we hate you.

I was so looking forward to SOEmote. I had such plans! Such dreams! The rousing speeches I would make to my guild, holding them enraptured as they hung on my every word, mesmerised by the subtle yet intensely meaningful wrinkling of my aquiline ratongan snout, inclined majestically against the lowering Freeport sky. The videos I would record and send out into the world, expounding ratongan philosophy and wisdom in my noble, if slightly squeaky tones.

For SOEmote I bought a webcam. A webcam with a built-in microphone, no less. With much swearing the webcam was made to work. With much more swearing the microphone, too. With swearing of truly heroic proportions both were made to work with SOEmote.

And what did it get me?


That's what.

Wednesday, February 8, 2012

A Rat's A Rat For All That


Rats. What is it about rats and MMORPGs? I can't say that I thought about rats one day in a hundred before I took up this hobby and now a day never passes. A dozen years ago, when I stepped out into Norrath, what's the first thing I remember? Well, alright, falling off Kelethin, losing my corpse and logging out in a strop but let's forget that, my own fault for making an elf. Cut me some slack, I was new and I knew nothing. We've all been there.

So then, forgetting that that the way I conveniently forget the first record I bought with my own money was a Gerry Anderson E.P. not, as I choose to tell people who ask (and it's surprising how often the subject comes up) "The Night They Drove Old Dixie Down" by Joan Baez, my first MMO memory is... well it's chasing bats outside North Freeport. But the second! The second is rats. Big rats.

Roekillik au naturel
Rats get not one but two entries on GiantBomb. Kill Ten Rats is an MMO trope (and an excellent blog). At least one MMO has tried to define itself with a bold claim that it didn't have any rats at all. (It was Horizons and it had maggots instead, which really wasn't an improvement). Boars may get the "everywhere" hate but it's rats who have ubiquity down.

It's not just plain vanilla rats, either (and there's an ice-cream flavor to ponder. Or not). Giant rats and plague rats are all very well but as Orwell said, four legs good, two legs better and what's better than a very large, infectious rodent? An even bigger one walking upright wearing pants of course!

I believe I first encountered ratmen when I bought the Warhammer RPG. What a great book that was and what an excellent campaign. I must dig it out. Pen and paper gaming is the new black around here apparently, what with Tobold, Ardwulf and Tipa all getting their D20 on all over again. I can't recall exactly what part the Skaven had in the plot but I'm pretty sure they were in it up to their elbows. Assuming rats have elbows. Plotting is what ratmen do best.

Smoking jackets are in this season
Mythic inexplicably decided to leave the Skaven out of Warhammer Online. Hamlet without the prince. Everquest had ratmen, though. Had them from way back in Velious. Safely tucked away in Dragon Necropolis, where there was little chance of me tripping over them back at the turn of the millennium. It's hard enough to get there even now, as I may have mentioned.

What's that rumbling sound ?
It must have been somewhere in around 2003 that I finally encountered the Chetari. Ultra-aggressive, tall enough to look a dwarf in the eye, a race of white lab rats gone feral. They favor Donald rather than Mickey, dressing only from the waist up, but short of that idiosyncrasy they're all rat. There was much complaint, when EQ2 announced the ratonga, that Norrath already had ratpeople. I just hope when Dragon Necropolis comes to EQ2 as surely it must, we get a showdown. Forget the Roekillik and their incomprehensible plans for world domination, the Chetari are the real bad rats here.

Norrath may have the most upright rat races and Warhammer the archetype but love the Ratonga and Skaven as I do I'd still have to hand the crown to the Ksaravi. Are they the most fully-realized of all the ratfolk in MMOs? Not really. Sure, the Skaven have them beat paws down, offline. Sure, you can actually play a Ratonga. But did any of those rats build Ksaravi Gulch? No they did not!

Ksaravi Gulch is a work of art. Actually the whole of Telon is a work of art and should be preserved in some kind of online Gallery if and when the sad day comes but I digress. Even by the exceptionally high standards of Telon, Ksaravi Gulch is astonishing. Rats built it and it shows. From the scavenged materials to the treadmill wheels to the cages on stalks it's the rodent Fallingwater. I can't begin to do it justice with words and screenshots. It's worth downloading Vanguard just to see it.

I'm a cat person, really I am. But there's something about a rat in an MMO.

Does Guild Wars 2 have rats?

Wider Two Column Modification courtesy of The Blogger Guide