Monday, 21 December 2009
Wurm vs Istaria: and the winner is... (part 1)
Friday, 18 December 2009
Blight Delta 176: Tier 2 Revamp - I'm confused...
Below is the latest news on what's happening on 'Blight' - the Istaria test server that is open to all Istaria players to check out.
The game is often talked about in 'tiers': roughly speaking this describes the heightening levels characters go through and the corresponding creatures and resources they will come across and use. The last big changes affected 'tier 6' content - the highest in the game. This was understandable, as people have been hanging on with little to no new content for pretty much years. But somewhat surprisingly, the developers have decided to turn their attention to 'tier 2'.
Istaria could certainly do with keeping more players, but I presume the thinking was that Tier 1 was in good enough shape to leave 'as is' for now. Admittedly there are plenty of quests etc for the Tier 1 players, so it's not completely surprising, but for me there are more important things that could do with a bit of polish.
Personally, I would've liked to see a bit of work done on the general difficulty/annoyingness of the different crafting professions and tiers - this can't be more difficult, and would have a much bigger impact on the entire playing community.
For example, why are several tiers of metalwork reliant on making bars out of two components (very frustrating) when other crafting is much more straightforward. Also, there are some big differences on the difficulty of gathering areas. At Tier 4, for example, it is very easy to gather metal and stone, although the forests are crawling with creatures you need to fight/avoid if you're after wood.
I would like to see a balance in all tiers: have areas for each type of resource that are more spread out but safe, with other areas that have creatures but a higher density of resources, making gathering easier when more dangerous (which would encourage groups to work tough areas).
However, its just great to see the game moving forward again with real purpose. Check it out at www.istaria.com
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Tier 2 Revamp
The Revamp of the Dalimond Peninsula continues with this patch, but it is by no means complete. Areas still incomplete include the Shadowed Coast, The Warrens, the Dark Forest, as well as both mini-dungeons (Helian's Tomb and Ashlander's Tomb).
- The eastern part of the Dark Forest is now populated
- Chiconis Battlefield has been repopulated and both Iron and Silver Quarries have been touched up
- Gnomish Observatory has been spruced up
- Elm and Iron can be found north of Bristugo
- The Cleric's Tower is now populated
- The top of the Dalimond Ridge has had a major change from grass to snow and ice (along with a requisite change in monster types)
- Slate Crest has acquired spawns of wolves as well as various resources
- Spirit Corruption storyline is now in and available in Chiconis (for Dragons) and Cleric's Tower (for bipeds)
- Both Spire's Gate and Spire's Trail attunements are now available.
- Additional quests in the Withered Aegis storyline are available in Heart
- Sand Beetles on the beaches north of Dalimond and east of Chiconis are now known as Tremendous Sand Beetles
- Shrines for binding are available at the Observatory Outpost and Central Valley
- Onye Kutima is now in the Temple of Istara in Dalimond
- The Observatory Peninsula has been invaded by ogres and pygmies. The stench of these foul creatures has also drawn flies to the area. Overall Observatory Peninsula, and inside the blighted area called The Observatory itself is now a much more dangerous place to be.
- Source of Power storline is now available from Dreveon.
Additions
- Conjurers now get Multicast IV at level 95.
- Quest "Naithis' Lost Knowledge" to Naithis the Watcher
- Quest "Gerix's Quest: Visit the Cities of Dragonkind" to Gerix in Kion
Changes
- Lowered the evasion of Sand Crabs on the Island of Talinis
- Updated Kazrok the Guardian's dialog to be more Sslik-ified and modified it so that OOC data about level and skill requirements for the Guardian school are displayed in a blue tutorial box.
- Updated Revanus the Batltemage's dialog and modified it so that OOC data about level and skill requirements for the Battlemage school are displayed in a blue tutorial box.
- Updated Rea Telsun the Berserker's dialog and modified it so that OOC data about level and skill requirements for the Berserker school are displayed in a blue tutorial box.
- Updated Kaliphar's dialog to be more Helian
- Squirrel Stew is now stackable
- Cerulean Azulyte can no longer be found on the Chiconis Battlefield
- Silver can no longer be found on the Chiconis Battlefield, but has appeared to the south along the coast.
- Brighter Tarantulas are now known as Aviculara Scavengers
- Brighter Spiders are now known as Dark Crawlers
- Updated the treasure for Winter Wolves
- Nipper the Winter Wolf will no longer spawn on Scorpion Island, instead a Winter Wolf Alpha will spawn
- Drastically reduced the spawn density and rate of Winter Wolves on Scorpion Island
- Vladtmordt now gives the quest "Vladtmordt's Replica Tempered Scale" and "Vladtmordt's Replica Scale of the Prime" out using the quest bucket system and requires Dragons to be at least level 30.
- Quest "Dragon Quest: Replica Tempered Scale" is now known as "Vladtmordt's Replica Tempered Scale" and contains better directions to Winter Wolves and Dark Crawlers.
- Quest items used in the Replica Tempered Scale quest are now stackable but no longer tradeable.
- Quest "Dragon Quest: Scale of the Prime" is now known as "Vladtmordt's Replica Scale of the Prime" and contains better directions to Ulmus Beetles and Ruxus.
- Updated the treasure of Snow Ogres and assigned them an AI template
- Updated the treasure of Frost Beetles and assigned them an AI template
- Updated quest "Mage's Quest: Speak with Maester Larson in Dalimond" and added it to the quest bucket of Rennis
- Updated quest "Scout: Seek out Jyrris Wind in Dalimond" and added it to the quest bucket of Geela
- Updated quest "Warrior's Quest: Deliver a Report to Sergeant Addlier in Dalimond" and added it to the quest bucket of Mattias
- Quest "Dragon Instant Heal III: Dark Crawler Breeders" now uses kill_keyword and has updated dialog and directions.
- Small Frost Beetles will now spawn along with Large Frost Beetles
- Frost Beetles are now known as Large Frost Beetles
- Adjusted the spawn rates of Iron Golems on the Chiconis Battlefield
- Adjusted the spawn rates of Lapis Lazuli Golems
- Tweaked the treasure tables of Lapis Lazuli Golems
- Cleaned up the Iron Golem spawns around the Chiconis Battlefield, Iron Boulder Golems and Iron Golems now spawn separately from one another.
- Cleaned up the Silver Golem spawns near the Chiconis Battlefield
- Tweaked the treasure tables of Silver Golems
- Human Magical Aptitude now gives a boost to spell damage.
- Racial abilities, Enhanced Armor Use, Bow, Evasion, Ice Magic, Life Magic, and Magic Defense, and Increased Health all now grant a passive 10% bonus to the base skill/attribute value instead of a 5 or 10 point increase.
- Racial ability, Innate Armor, now grants a passive 5% bonus to Armor instead of a 5 point increase.
- Fireflies ability now reduces enemy movement speed on an increasing scale and has greater damage potential starting with Fireflies III and up. It also has a longer recycle.
- Blight's Favor now has a longer recycle, a much shorter duration, but greatly impacts your Blight and Nature skills.
- Pillage Spirit now has a shorter recycle, a slight post-delay, shares a recycle with Critical abilities, and does greater damage.
- Nerve Strike now shares a recycle with Power strike abilities and will overwrite some debuffs now. Fixed a bug where the Stun would conflict with the statistic debuff.
- Cleaned up the Elm Treant spawns west of Chiconis
- Dark Crawlers (formerly Brighter Spiders) can now inflict poison on their prey
Fixes
- Volcano spells will no longer consumed when cast after being scribed.
- Zhaguxal's Vanguard is now removable
- Quest "Island of Alged: Defeat the Taskmaster" now properly directs you to kill the Task-Master of Terror instead of the Machine of Inhibition.
- Quests no longer give Imperial Lore Tokens as rewards.
- Guran the Blacksmith on New Trismus will only give out the training quests for players who have not completed the Blacksmith quest series on Spirit Isle.
- Tier 2 Techniques now list the proper components that they require.
- Corrected the name of the Cenotaph Guardians
- Trophy Hunter quest "Go Bag 5 Snow Ogre Bludgeoners" is now given at a level appropriate for Snow Ogres
- Fixed Gerix's quest so that he is the one you should speak to after completing the task in order to tain your reward.
- Reinforced Hide Satchels made using the Expert Hide Satchel formula will now properly require Hide Strips
- All resources required by the Expert Hide Satchel now have consistent skill min/max values by tier
- Quest "Imbue the Orb With Your Spirit" now reminds you (both in dialog from Semeneth and in the journal entry) to have the Small Glass Vial in your possession when fighting Kaa the Shade.
- Small Glass Vial used in the Rite of Passage is now attuned
Known Issues
- Forest Skulk Hunters have bows, but no bow animation. This is in progress.
- Some of the items (tech-kits, crystals, quest items) are missing icons. This is a known issue and is in progress.
Sunday, 13 December 2009
Wurm and Istaria: play them for free, forever (to a point)!
Friday, 20 November 2009
My incredibly selfish Istaria wishlist - the Top 5
Sunday, 15 November 2009
My brief Alganon experience
Thursday, 12 November 2009
Making a crafting game for fun and profit
What makes Istaria stand out (other than playable dragons) is the importance of crafting, both in terms of item building and community projects/player-owned plots. But like all MMOs seem to start out, the original team had a grand plan covering everything to player versus player (PvP) combat, but somewhat surprisingly – as release loomed – it was PvP that was shelved.
It's interesting to look at the pay monthly MMOs that have stuck around longest. Ultima Online (1997) was the first truly massive MMO, going over 100,000 subscribers, and has a good mix of crafting, property ownership and combat – both PvE (player versus environment, meaning the game's AI) and PvP. The same can be said of Eve from a sci-fi game perspective. Both should be applauded for squeezing it all in.
Like Istaria, Star Wars Galaxies and Ryzom also feature crafting as a truly important game mechanism. However, most other MMO stalwarts (EverQuest 1 & 2, Dark Age of Camelot, Final Fantasy, Anarchy Online, City of Heroes, World of Warcraft, Lord of the Rings Online) concentrate almost solely on combat. Sure, they all have crafting to some extent, but it could largely be withdrawn without having any serious affect on the overall outcome endgame.
Most people thought Istaria would fold, but while a string of combat orientated games perished, it hung in there. Star Wars Galaxies was hugely anticipated and an almost complete disaster. So little worked it wasn't even funny, but it's still going. Ryzom also had its problems, and a lot of people barely even noticed its arrival, but again a core of players stayed loyal. That these crafting games stayed afloat while many combat-centric ones perished is no coincidence – put simply, crafters hang around. So why hasn't someone really nailed this game mechanic?
It could be argued that games such as The Sims Online, A Tale in the Desert or even Second Life have, to a certain extent, taken chunks of this audience away. However, a great game where the emphasis was on community, combat and expansion through crafting could be a real hit.
Start at point A, which is surrounded by a hostile environment. Adventurers must keep the wildlife at bay, while crafters expand the parameters of the settlement – something akin to Harry Harrison's Deathworld books comes to mind. The larger the settlement becomes, the better technology is available, allowing for bigger and better items to be manufactured – but these need new structures and equipment to make them in, so more expansion is required. Being part of that would be amazing.
Playing a bit of Wurm Online the other day really made me wonder what could be done by a half decent dev team with a reasonable amount of cash to spend on a game that was aimed at a sizeable niche, instead of world domination. Wurm is Java based, can be played for free and looks bloody awful, but has more imagination in one of its badly rendered barrels than the recent slew of showy WoW-a-likes have in their wholly vacuous worlds.
Istaria doesn't give you the freedom Wurm does, or some of its other really hardcore sandbox aspects, but its still so far ahead of the competition in some crafting/world manipulation respects – six years after release – it's hard to believe.
Thursday, 5 November 2009
What - and who - makes an MMO community?
http://www.mmorpg.com/gamelist.cfm?bhcp=1&page=1&game=17&feature=3694
Rather grandly, the piece starts out with the claim that "that one thing" that pulls millions to MMOs "is the feeling of connectedness with other people - the feeling of community". In my experience, to a very large extent, that simply isn't the case, although I wish it was.
The piece goes on to assert there's something special about logging into a virtual world that you don't get from solo games. For me, that's true - a solo game has to be very, very good now to draw me away from playing something else online. But sadly I would say the majority of online games – especially around launch – are far more about weeding out the chaff than enjoying the wheat, because being a part of something doesn't mean squat to most online gamers.
I'm not sure if someone out there has a magic figure for the amount of people that get past the first month of an MMO, and how quickly the player count drops off from there. It has to be massive. Personally, I've vowed not to play any MMO during launch month again and I suggest you make yourself the same solemn oath. Frankly, it's a bloody nightmare.
I would suggest the vast majority of MMO players – a good 90% – don't stay long enough to be part of the community in any sense beyond making up the numbers. After a few months of a game's launch, 'friend' lists make pretty depressing reading. But once the compulsive levellers, naysayers, free trialists and pre-teens bugger off to pastures new, the serious business of community building begins - if the game stays afloat, of course. Even then, many players just plug away solo, or with a friend or two, making no effort to connect with anyone else.
In an ideal world, community would be the thing that brought players to MMOs, but instead its relegated to one of the reasons why some people stay in them. In reality, I'd suggest people flock to MMOs because they love RPGs, and playing them in a group adds an interesting element. Solo RPGs tend to have a good 80+ hours of life in them, and cost the same as an MMO – often more. There's no reason not to pick up an MMO and play it for a month just as you might an RPG – if you put the hours in, you're certainly getting your money's worth without continuing to subscribe.
That quibble aside, it's a lovely article that does capture the community of Istaria. The likes of World of Warcraft and Lord of the Rings Online are outstandingly well put together games, but underneath all that polish an essential ingredient is missing – purpose. Sure, you can level up, then fight for your faction over the same piece of land every day or endlessly repeat the same dungeons to kit yourself (or your guild mates) out with all the latest uber togs. Until the next expansion comes along, and you do it all again...
In Istaria, the community works together to complete structures that are genuinely needed for everyone's life to be easier. Workshops are built (or rebuilt as people move on) near important resources; storage silos and banks go up to make crafting a smoother process; warriors clear areas of creatures so their guild mates can harvest particularly dangerous areas for the rarest ingredients; or fighters hunt for trophies that can be used to make more powerful items. There hasn't been a paid for expansion to Istaria, ever. But we're still playing it, still building and rebuilding and improving on what's there, like a real community should. Long may that continue.