Sunday 24 January 2010

Other Istaria related blogs


I've been looking around for other Istaria related blogs, but have only found these so far. If you know of any others, please let me know:

The Cheese Palace
http://velveeta3.livejournal.com/
This blog isn't all about Istaria, but a high percentage is. Velveeta brings a nice mixture of news and gameplay stories from her time on Blight, Istaria's test server.

Wayrift Blog
The blog of Aywren, comic artist, writer and gamer. A good mix of stuff here, including a fair amount of Istaria related postings.

MMO's & The Modern Man (err...Woman)
A blog by Astrialla, who plays and blogs on lots of things game related, including Istaria. As she puts it, "an honest, irreverant look at various MMO's from a typical player's point of view. OK, maybe not a typical player. Maybe a hardcore emo PVE but PVP lovin' chataholic with alt tendencies. What's that? A new beta!? BRB..."

Check out Istara at www.istaria.com

Wednesday 20 January 2010

Blight Delta 177: Dragons get the hump (again)


While the majority of this patch will be welcomed with a shrug and a polite 'thank you' by the majority of players, one subject has ruffled a few feathers. To be more precise, I should say ruffled a few scales. Yup, the dragon fraternity has found some new things to moan about.

Firstly, there are items that drop from creatures such as ancient swords and antique vases that are much treasured by dragons. This is because they can be used to add to their hoard, which in turn gives them extra strength in battle.

But while these clearly valuable items are worth a mint to dragons, weirdly (especially from a reality/role playing perspective) they aren't worth diddly squat from the various vendors who litter Istaria. This is made even stranger by the fact that those same vendors' little eyes light up at even the most cruddy rubbish that you've dug out of the ground.

The only reason I can think of for making these items free of value (as they were) is balance, but then that doesn't stack up either. It's not as if dragons are lacking in power, and it's not as if dragons don't find just as many of these items as bipeds do anyway - it's just now they're worth something to everyone.

Some dragons have feared that this change will mean previous acts of generosity towards dragons (ie, giving over these items for free to passing dragons, or dragon friends) will dry up. However, I don't see this being a big issue. The fact is that while vendors didn't pay coin for them, you could still sell them to other players via a consigner. In fact, it will be interesting to see their value to vendors in comparison to what I could make via consigners - and if consigner values now rise due to the vendors taking them.

Another reason dragons have the hump about it is that dragons need a certain amount of hoard to continue on their rights of passage (RoP), which sees them grow in size and stature. This just smacks of being spoilt for too long, and has been clearly pointed out (not least by other dragons) there are plenty of hoard items to be gained simply by doing the killing you need to get to high enough level to do the RoP. The only way you wouldn't get them is by being levelled artificially, and if you're doing that your mentor will probably give you the hoard anyway.

The second point, though, seems more valid. Dragon 'evasion' is being taken down from 8 points per level to 6, meaning a loss of 200 evasion for a level 100 dragon - that's more than small change. It has been replaced by some degree with a dodge ability, but as many dragons have pointed out, they're the size of a house - dodging shouldn't really be an option. I can't see this change sticking, but we'll see.

That said, I like it when developers make a game harder - it shows rare balls in an industry that tends to pander to whiners and dumb their games down month by month until there's very little worth doing. So you may get hit more - get more friends to help you fight, or work out new tactics. See it as a challenge. Of course, I'll say this right up until they nerf my class...

Additions
  • Greymane Wolves now have different trophies based on their level. Greymane Pups and Juvenile Wolves give tails, Seekers give teeth, and Alphas give Fangs. The trophy hunters in Kion and Sslanis are on the lookout for these trophies.
  • Sorcerers now get Clarity II, a non-masterable ability, at level 84 that will give the target a brief immunity to stuns and mezzes (and will also remove any currently on the friendly target).
  • Quest "Seeking the Path of the Fist" to Allanti the Initiate on New Trismus
  • Dragon Adventurers now get the ability "Mighty Roar" which is a taunt and self-buff starting at level 14.
  • Distillery Workshops are now available for construction on player plots


Changes
  • Lowered the spawn rate of the Bhal'kuk Chieftain
  • Selling Tier 6 Technique Components to Pawnbrokers will go down in value after a number are sold.
  • Defensive Style, Power Style and Evasive Style now count as styles, not stances.
  • Dragon Hoard items now have coin values.
  • New Warriors, Clerics, Scouts and Mages will receive additional refurbished equipment when they are starting out. This should help their survivability a bit more.
  • The odds of getting good buffs from Tier 1 trinkets is now much greater.
  • Tier 1 trinkets now have a hoard and coin value.
  • Avariatus' Stone of Vitality is no longer tradeable.
  • Kaasha's Sigil Ring is no longer tradeable.
  • Ulaven's Experimental Gift of Wisdom is no longer tradeable.
  • Stuns can no longer be dispelled/cleansed (Mezzes, however, can still be cleansed/dispelled).
  • Minisa the Spellcraft Trainer in Dalimond is now known as Minisa Albrath
  • Ruxus are no longer aggressive and have a slower wander frequency.
  • Allanti in New Trismus no longer gives out monk quests, has a much cleaned up persistent dialog tree, and is wearing less armor now.
  • Menacing Presence now uses the Wing Buffet animation and does mind damage instead of crush.
  • Snarl will now do greater damage and of type mind instead of crush.
  • Snarl debuff now lasts 20 seconds instead of 60 seconds, but reduces to-hit on the debuffed monster by an increasing percentage (instead of a static value) beginning at 15% and going up to 55%.
  • Dragon Adventurers now get the Dodge passive ability, but their evasion per level has been reduced to 6.
  • Post-Delay of Determination is now half of what it was previously.
  • Cloak of Thorns abilities now share a keyword.
  • Cloak of Thorns is now ablative and can be removed after a damage threshold has been reached.
  • Demon Skin Ablative is now known as Demonskin Armor
  • Ice Barrier and Demonskin Armor now count as Damage Shields for buff conflicts.
  • Nature's Path will now overwrite Swift Feet.
  • Frost Ogres are now known as Ish'kuk Warriors
  • Frost Pygmies are now known as Ish'kuk Gatherers
  • Quests calling for Frost Pygmies and Frost Ogres have been updated to reference Ish'kuk Warriors and Gatherers. They have also been updated to reference the proper locations for these monsters.
  • Updated techniques referencing Frost Ogre tech components.
  • Quest "Dragon's Reach II" now calls for Forest Gruok Younglings instead of Ferocious Gruoks.
  • Due to revamps and changes in monster spawns, the Attunement to Aedan quest now requires you to be at least level 20, and only wolves of rating 21 or higher will advance the quest.
  • Techniques that used the Fyakki Stinger Tip now call for a Forest Skulk Fin instead.
  • Cleaned up the treasure tables of the Ish'kuk
  • Tweaked the Ish'kuk spawns on both Abandoned Island and Scorpion Island
  • Increased the base damage of Valkor's Blood Talon
  • Trials of the Gifted quest is now a linear series of quests which starts with Steward Pratt. Players must have completed Steward Pratt's tour of New Trismus quest prior to being offered the Trials of the Gifted quest. All quests are also now offered through the NPC's quest book rather than persistent dialog.
  • Updated the Small Flame Beetles and Giant Flame Beetles to spawn a level range and marked the others obsolete.
  • Updated the Flame Beetle (all sizes) loot drop rates.
  • Updated the drop rates of beetle tables on all sizes of Fire Beetle
  • Town Marshall quests for tiers 1 and 2 have undergone a revamp. They now offer a consistent amount coin for all quests of the same level range. In addition, they now offer a bit of experience when you complete the quest (with decreased experience after the 10th completion). The intention is to give players repeatable quests targeted to their level range to both direct them to the appropriate areas to gain experience and give a bit of a boost to the leveling curve.
  • Ice Gnawer now only spawns at the top of the mountain in the area called Glacier Canyons, rather than throughout the Frozen Wastes.
  • All level 10 dragon crafter mastery quests now use Xarinnis in Parsinia rather than starting with various NPC's around the world.
  • Invisible Dyes can now be applied to Helms and Masks.


Tier 2 Revamp Fixes
  • Tainted Spirits, Enraged Revenants, and Restless Shades (all dragon ghosts) now have heads and wings.
  • Fixed a chat link in quest "Plundered Tombs: Locate the Tomb of Borannis"
  • Fixed a broken chat link in Trienna's persistent dialog
  • Quest "Hardened Scales II: Kill 20 Brighter Spider Hatchlings" is now "Hardened Scales II: Kill Dark Crawler Hatchlings"
  • Fixed dependency in quest "Plundered Tombs: The Tomb of Borannis" which would make it disappear after killing the Risen Necromancer
  • Fixed dependency in quest "Vandus Confederation: The Besieged Outpost III" which would make it appear to have no current journal entries
  • Elm Baskets (all types) now call for materials made of Elm not Cedar
  • Abietis Tor was setup to speak using the animation action instead of the talk action in the persistent dialog.
  • Fixed quest "Relic Preserver: Recover Additional Artifacts" so that Khalatorin greets you instead of Jorce Amis
  • Fixed quest "Central Valley: Forest Skulk Menace" to properly refer to all Forest Skulk in the Central Valley
  • Fixed Forest Skulk in the Central Valley to have the proper keywords
  • Quest "Anthas" will now properly delete the "Letter for Julie"
  • Quest "Relic Preserver: Research the Dragon Ruins" will now work properly and refer to the proper individuals
  • Chat link in quest "Relic Preserver: Learn about the Dragon Settlement"
  • Chat link in quest "Relic Preserver: Recover a Memory Stone"
  • Fixed the title in the Knowledge Seeker Emblem
  • Warped Automatons now have the proper keywords.
  • Fixed the visibility of the quest step in "The Forest Skulk Threat III"
  • Fixed the visibility of the quest step in "The Forest Skulk Artifact I"
  • Armor of the Watcher no longer requires a gift slot
  • Tainted Spirits no longer get Gold Rage and have a much lower hoard value (15% of original value).
  • Annarvis the Foul now has boosted health, damage and XP and can cast "Improved Theft of Life II"
  • Enraged Revenants no longer get Gold Rage and have a much lower hoard value (25% of original value)
  • Restless Shades no longer get Gold Rage and have a much lower hoard value (15% of original value)
  • Tomb Scarabs have far less health now
  • Quest "South March: The Essence of Research I" and "South March: The Essence of Research II" now give crafting as well as adventure XP.
  • Destination pad in Sable Shores will now show up in teleport destinations as "Peninsula: Sable Shores"
  • Fixed broken link in quest "The Plundered Tombs"
  • Fixed broken link in both dragon and biped versions of quest "Corruption on the Battlefield II"
  • Lowered the respawn time of Risen Adepts on the Chiconis Battlefield
  • Quests "Relic Hunter: Recover a Memory Stone" and "Relic Preserver: Recover a Memory Stone" now use an Extra Loot trigger to ensure the Ancient Memory Stone drops as loot.
  • Dragon Stone of Knowledge and the Ancient Memory Crystal can now be equipped in Armor Sockets
  • Quests "South March: Essence of Research I" and "South March: Essence of Research II" can no longer be obtained by Dragons
  • Lowered the respawn on Sarcophagi so they will spawn a little more often.
  • Quest "Corruption of the Spirit II" now gives XP and coin reward.
  • Weaker Blight Spectres are now known as Corrupted Spectres
  • Quest "Earn Title: Exterminator" will no longer refer to Barvos Tan as a "her" when Barvos is clearly male.
  • Spelling mistakes in quest "Earn Title: Forest Skulk Avenger" and "Earn Title: Forest Skulk Slayer"

Other Fixes
  • Quest "ARoP - Ritual of Journey: Prelude" no longer refers to Narsi Tiradoc as a member of the Protectorate.
  • T1 Town Marshall quests now have the proper constraints on them so they will only be offered at appropriate levels.
  • Blood of the Myloc Queen now has a 10 minute recycle.
  • Blighted Baubles now properly give Tier 3 instead of Tier 2 buffs.
  • Sigrun's Letter parts are now stackable and sortable
  • Myloc Queen Cannot Be Damaged" augmentation is no longer dispellable
  • Safety II is now properly received by Sorcerers at level 40.
  • Quest "Earn Title: Spider Slayer" so that it will proceed properly
  • Fixed the recycle/delay modifier on The Primal Rage crystal
  • Confectioners who visit the Formulatrons will not receive post-revamp formulas, not the "old" formulas.
  • Applied proper constraints to quests "Healing Adept" given by Lomak the Dragon.
  • Fixed the step dependencies in quest "Tooth and Claw VI"
  • Priscilla the Shoulder Parrot quest now properly refers to Archbishop Tomas Agua.
  • Glacier Canyon is now spelled correctly.
  • All level 75 Trophy Rewards have been adjusted so that they all provide the same amount of experience.
  • Fixed the Attunement: Valley of the Moon quest so that the dialog should appear without having to "re-greet" the quest giver.
  • Fixed the kill counter on quest "Primal Mastery I: An Extension Of Primal Knowledge"
  • Fixed the step dependencies in quest "Spiked Scales III: Kill 20 Frost Beetles"

Saturday 9 January 2010

My Istarian New Year Resolution


While I have nothing to complain about, my guild (and more particularly my main character Algenon) certainly do - we're more than a week into the new year and I've logged into Istaria just once.

The reasons are many. Firstly, TV. There's a lot of great tele out there right now and I've got a lot of catching up to do. The Wire, The Sopranos, The Shield, True Blood, Dexter - I can't believe how much good stuff I've missed.

Secondly, a resurging love of a good tabletop game (yup, I tick every nerd box in the book, hehe): from Blokus and Ingenious to Carcassonne, Arkham and Race for the Galaxy, I'm loving playing board and card games for the first time in years.

The reason I missed a lot of good TV? Istaria. The reason I'm suddenly catching up? New girlfriend who doesn't play MMOs, but that does enjoy board games and good TV.

There's also solo games I've missed out on too. I had a group of maybe 10 real life friends who played MMOs (some from before we started playing, some I've met since), but there are only two or three of us playing regularly at any one time now, with the others heading back mainly to PC RPGs and RTSs. And yes, I've tried to talk them into playing Istaria, but they all got burnt first time round and are really reluctant (although I think I've got a good shot at one of them once he finishes Dragon Age). But to add insult to injury, they invariable tell me about these great solo games. Shiny, sparkling, magical games. And so it goes, I have to take a look too.

As I said above, none of this is bad news for me: the girlfriend, TV, games etc are all good, but I know that whatever else I get bored of, or run out of, or finish, or get dumped by... Istaria will be the one I go back to (as long as it doesn't go belly up!). So I can't continue this neglect - the guilt is ramping up and after all, there are silos to be made!

So, my New Year's resolution is this: make sure I play AT LEAST once per week. Guildies - please hold me to that!

Istaria - www.istaria.com

Wurm vs Istaria: and the winner is... (part 4)


The world in which you play at MMO is a crucial part of the game for many reasons: immersion is an obvious one, as the look can be so important, but the way the worlds are set out and populated. For example, the look of World of Warcraft and Lord of the Rings Online is very different, with the former being very cartoony and the latter a little gritty, but they follow the same pretty dull format - you stay in an area for 10 levels or so, before being spoon-fed into the next which has resources and monsters of a slightly higher quality and level. So what about Istaria and Wurm?

The world
The World of Wurm isn't much to look at, but makes up for this with some really interesting ideas. If you've read my previous entries, you won't be surprised to hear it's a much tougher ride than you'll find in most MMOs.

For starters, you don't get an in-game map or compass (although you can make the latter, but it's not easy). Also, you have the fear of PVP attacks and the fact that creatures range from harmless to lethal with no real regularity. Together, these elements make for a game that constantly feels edgy and challenging.

The style is realistic, with rolling green hills, grey mountain ranges, blue seas and blue skies. As you'd expect there are no cheaty teleporters, so getting around can be a laborious affair. However, this adds to the realism and is in keeping with the rest of the game. Overall, the world of Wurm fits perfectly with the theme and other styles of the game.

Istaria does things very differently, but is equally open-ended. Like Wurm, once out of the starting area you can go anywhere in the world from the offset (with the exception of a few places you'll need to be a dragon to get to) and could easily walk around a corner into a battle you can't handle. The danger makes exploring exciting, and you never feel like you're being led in the way you do in WoW.

The world is really well drawn, with the skies being particularly impressive. There won't be any points for accurate geography, but who cares, really? It's a fantasy game after all. Istaria is far from hardcore - compass and map are built into the GUI, as in most other MMOs - but the map is basic, meaning you have to add your own points of interest such as resource and danger areas. You get some great effects in the wintery and lava areas, while the music works really well too. Overall, it's a pleasure to wander around the world.

And the winner (finally) is...
Istaria, 4-3. In conclusion, both are great games in their own way and if you're looking for an MMO that blends quality crafting with good combat, but with far from cutting edge graphics, you should check out the free areas of both these games.

Really, two things made me stay with Istaria over Wurm. The first was a failing of the latter, in that Wurm is just too demanding to be fun at times. I love the fact you have to make everything from the ground up, but things deteriorate too quicky meaning a lot of annoying repetition just to stay at an even keel, unless you intend to sink a ridiculous amount of hours into the game. Another example is food - you can spend an age foraging for food, but nothing you can make at low level does anything to sustain you at all - for me, it just doesn't feel like you are being rewarded for your hard work enough of the time.

Secondly, I just can't ignore the graphical superiority of Istaria in terms of graphics, as well as combat. If a game could have be much like Istaria but with the extra crafting and building depth of Wurm, it would be awesome - but I will happily give up that extra complexity on this occasion for a game that feels much more finished.

Istaria - www.istaria.com

Thursday 7 January 2010

Wurm vs Istaria: and the winner is... (part 3)


Blogging regularly is harder than I thought it would be. It seems that whenever I get a break long enough to play a game, I have to write a blog instead! But which game would I play? Well, the answer will be on the blog after this. For today, I'll move on to...

Community
It's a huge part of the success of MMOs in general, and MMORPGs in particular, but can be a troublesome beast. Games that attract a lot of younger players can end up with a pretty annoying feel, while very popular games often have more than their fair share of griefers, cheats and gold sellers (people that try and sell in-game gold for RL money, which is normally banned by game publishers, but very hard to police).

Luckily, I don't really come across any of the standard community pitfalls with Istaria. The game has been around a long time now, and a lot of the players have been around since the start, despite the wealth of problems there have been along the way. Some people have noted that this makes it seem a bit cliquey to some new players, even impenetrable for others, but it sure beats constantly being spammed with messages either asking you for money or offering it to you from some dodgy website, as happens in some games.

The positive side of the old player base is they've seen it all, know how close the game has come to folding completely, so are always happy to see new faces. After all, the more new players that stay, the longer Istaria's stay of execution will continue! You should find that most players are happy to give advice, while others will help out with making equipment and other items.

One problem is that new players won't find an awful lot of people to group up with for combat, as there are precious few new players on at once. However, grouping certainly isn't necessary and there are plenty of hunting groups around when you get up a few levels. One of the great things about the levelling system is that you can group with people a lot higher or lower level than yourself, although this can have a big hit on experience gained. But it's not all about levelling up - fun is more important.

Wurm works a little differently. Dishonesty is almost encouraged, with the ability to steal and later kill other players being part and parcel of your existence (or death). However, this doesn't mean community is harmed - far from it. It's just different.

As I said about its crafting, Wurm looks to emulate reality in a lot of ways - its tough, things erode, nothing comes on a plate: this is hard middle ages living, fantasy game style. It can be a similar story with the community too. You'll find a lot less people ready give you something for nothing, but then again people will certainly talk and help you - for a price - but it's normally a fair one. For example, if you want a fishing line (quite tough to get your hands on when you start out, but very useful to get food) you can ask in the chat channels for it, but chances are someone will expect you to do some mining for them, or dig them some holes, before you get your precious line.

Wurm's area of local chat is restricted too, which adds a real feeling of foreboding when you exit your comfort zone. If you're in a well populated area, there will be a good list of people in your chat window and likely some banter. However, as you head further away, the number of players in the area dwindles and you can find yourself alone, of with just a few names you don't recognise. Those who play Eve will know this feeling all too well - it's a far cry from the friendly, laid back atmosphere in Istaria.

Overall, both games have very different communities but they're both great in their own way, so I'll again have to call this a score draw. Next up I'll look at the worlds themselves, and give one final score. So it's 3-2 to Istaria so far - can Wurm draw level? I'll let you know at the weekend.

Istaria - www.istaria.com

Monday 4 January 2010

Wurm vs Istaria: and the winner is... (part 2)


OK, it isn't tomorrow... that's Christmas for you. Things went a bit nuts and suddenly it's January. Anyway, back to the review.

Crafting
This is a a trump suit for both games - it's a big part of what makes me return to Istaria every time and the thing that drew me to Wurm in the first place (along with the promise of a sandbox game).

These are two tricky games to compare as they take very different approaches to crafting. Wurm is about as hardcore as a game could get: crafting isn't an option, it's quite simply the only way to survive. You start out with a backpack full of tools and away you go: want a cart? Build it. Want a house? Build it. And when I say build, I mean from the ground up.

And it's really, really tough. Starving is a genuine problem, if it gets dark you simply can't see (unless you can build some sort of light source) and everything degrades - fast. Add this to pretty bad graphics and average sound, you might be thinking it's a write off. However, somehow, it's hugely compelling. You soon forget the mind-numbing dullness of the actual thing you're working on, because of the complexity and difficulty of the task. It's an odd feeling when you give out a "yes" and pump your fist at making a very poor quality weapon blade - only to then lose it when trying to fix it to the handle.

While I really enjoyed the challenge of the game (I could go into the fact that the game itself tells you next to nothing - you spend as much time asking advice and looking things up on the Wurmpedia as you do actually doing anything, which I loved) it does take it too far at times. For example, I built myself a lovely wooden shed to live in and have started surrounding it with a stone wall. This took a lot of time in itself, but the next day I had to repair everything - which again took ages. This becomes a bit annoying, to say the least, and if you're not going to invest a lot of hours in the game you're going to struggle. You can get around this to a point by grouping and joining up with a town, but as in any relationship, it's give and take - if you don't put in the work, others will lose faith in you.

Istaria is a much lighter crafting experience. Nothing degrades or breaks, and you can't fail to make an item - if you put the time in, you'll get what you wanted. The tough side can be getting hold of the materials: even at lower levels, some of the resources are in tricky areas so you may need some friends to hand or at least a few levels of adventurer training to get by.

The graphics are far better in Istaria, but that is paid for by a much less pliable world. The resources are always in the same place and you can only build in areas designated for the purpose - you buy a plot and build on it, or you work on a community project (or of course an item). In Wurm, you can go to bed with your house in a forest and wake up in a field with a road going by.

The processes are much simpler in Istaria too - instead, they are more repetitive. However, while much of the gathering process defines grinding, again it is strangely compelling. I think the reason for this is that you can often do it 'afk', which really appeals to me. Like Eve, where your character ticks over without you being there, it's the same kind of feeling: if you want crash bang wallop, you can put on your armour and fight stuff. If not, you can mine some ore while chatting.

Both games let you find a spot and build on it to your heart's content. One looks better, while the other is way more hardcore, but importantly both work really well. How games with vast budgets manage to screw crafting and house ownership up so badly compared to these much lower budget offerings amazes me.

In the end, I'm forced to call it a score draw on crafting. Both do a fantastic job of creating a crafting environment that feels worthwhile without forcing you into a crappy quest structure designed only to mask the pointlessness of what you're doing (hello World of Warcraft and Lord of the Rings!). Few other games have achieved this level of quality (arguably only Eve Online and the original incarnation of Star Wars Galaxies), so bravo. For anyone keeping score, that's 2-1 to Istaria. I'll look at community and extras next - and that may actually be tomorrow!

Istaria - www.istaria.com