Showing posts with label atlantica. Show all posts
Showing posts with label atlantica. Show all posts

Thursday, March 18, 2010

News of the fortnight

I never ended up posting a second post about Darkfall. This isn't because I fail at blogging (although I do!), it's because I hardly played any more after my first couple of sessions. I tried, I tried a couple of times, but it always ended up with the world spinning wildly as I tried to clicky-click-click on a tiny little goblin with a tiny little cursor, until I decided that if the FPS-style combat was entertaining me a lot less than FPS games I played more than twelve years ago - like Quake II - that this probably wasn't the game for me.

Having said that, I've posted on a few forum threads and blog comments that if you have any interest in MMORPGs as a genre, and you don't check out Darkfall, you're a fool. It stands boldly apart in doing many things in a very different manner to other MMOs, and while maybe those differences will suit you and maybe they won't, you owe it to yourself to spend a buck and some torrent time to find out.

In other news, it's somewhat old news by now that there has been a night of the long knives over at Alganon, with lead visionary David Allen repeating his achievements with Horizons by being fired and replaced. This time, by controversial industry figure Derek Smart. There have been a number of news articles about the affair, but if you read only one, it must be this piece at Gamasutra, where you can witness the unique spectacle of Derek Smart and a couple of former employees ripping into each other. And damn, this is no-holds-barred stuff, rich with allegations of incompetence, deception, insubordination and flat-out embezzlement and fraud - to the extent that I'm not going to be surprised if I look back later and find that Gamasutra have taken the whole lot down for fear of legal ramifications. I've saved a copy just in case!

In gaming news, I have continued to play Atlantica Online pretty heavily. Heavily enough, indeed, that I've not taken any time to blog about it because I've been playing so much. It's been about a month and half now since I first installed the game, and I actually think I have to say that there has been no MMO since World of Warcraft that has enthralled me to this extent over this initial span of time. I'm level 76 now, in a nice guild, and have spent some money in the item mall. I will definitely try to write more.

And finally, I got an email this morning with a key for the latest round of closed beta for upcoming fantasy sandbox Dawntide. It was a while ago I put my name down for this one, and I haven't been following development closely, but I'll be very interested to see the state of it! Additionally, one of the things that has distinguished Dawntide is their NDA-free beta process, so I'm free to post about it. Don't worry guys, I know this one is still a fair way from release, so I won't be reviewing it as I did Alganon, just posting thoughts and impressions.

Tuesday, February 9, 2010

More on Atlantica Online

Previous post in this series: "Howdy, y'all!" from the lost city of Atlantica

In my first entry on Atlantica Online, I got so carried away writing about the turn-based, party-based combat system, that before I said much else, I decided the post was quite long enough already and hit "publish."

Now, I have complained in the past about being bored of "race/class/level quest-to-endgame-and-then-PvP sword & sorcery themepark MMOs". Does Atlantica fit into that category? Well, it is class/level based - however, the class system is mitigated by the fact that it is party-based. My character is an Archer. But there are Archer mercenaries available. If I was playing, say, a Swordsman, and had an Archer merc as part of my formation, I don't think it would feel significantly different to my current situation of playing an Archer and having a Swordsman merc.

If I want to experiment with some different classes, I don't need to roll an alt of a different class, I can get a merc of a different class into my party. My main frustration with the class/level paradigm is that once you're established in a game, trying another class means leaving behind your levels and starting from scratch, so it's nice to not have to do this - sure, my new merc will be level one, but at least the rest of my party is still strong and can continue adventuring while I raise him up.

(note: storage space for unpartied mercs does need to be purchased, either at the item mall or for in-game currency, otherwise you won't be able to keep your old merc in reserve while you play a new one)

Quest to endgame and then PvP? Well, I'm level 36 now, and while I have indeed been supplied with quests the whole time, never needing to grind, the bulk of this questing has been in a single massive chain leading me around. There haven't been that many side quests, really, so gameplay has been a bit lacking in that "which of these quests shall I do next?" feeling.

The quests are mostly pretty standard "kill ten rats" and fedex style things, as with many MMOs they really just provide a structure to the gameplay rather than truly standing out for their own merits. If I wasn't taken by the turn and party based play, I'd certainly be bored by the quests. Although the quest dialogue does have a "subtitles from a Chinese martial arts movie" feel to it, which has some charm. And it's also interesting that a lot of the tutorial elements of the game are integrated into the main quest chain - e.g., you get questgivers giving you a quests to do such things as use a scroll in battle, equip an item, buy and sell items from vendors, even open your world map and look at it! It's a nice way of making sure a new player doesn't miss any of the basics, whilst giving more experienced gamers a little gold and xp for nothing.

But one thing which Atlantica has certainly gotten right which so many MMOs do not is that PvP is by no means an activity solely for the endgame. There are various competitions which run regularly in game, the main one being the "Free League". I believe you have to be level 20 to participate in this competition, which realistically means that by the time you've learned the ropes of gameplay, you can start PvP'ing. Entering involves merely clicking a button, and sees you matched against an opponent, using a division ranking system so you should get a relatively fair fight. My record is currently standing at nine wins and eight losses so I'd say the matchmaking works pretty well!

PvP certainly challenges your formation-building and tactical skills far more than PvE - in PvE, mobs tend to whack away at random members of your party, and have few special abilities, but in PvP you can expect to be confronted by a broad mix of classes and thus many different abilities, with your opponent (if they're any good!) doing their best to hammer you with stuns and silences and heavy focus-fire on your most important party members. I was planning to write more about it in a separate post, but I'll finish off by saying that I think that Warhammer Online is the only MMORPG I have played which offered this much PvP entertainment so soon after you started playing - and lord knows that game had enough problems to counterbalance that quality.

Crafting? Atlantica has a lot of crafting skills - literally dozens of them. Every type of weapon and every armour slot it its own crafting skill. And you can learn all of them on one character. Needless to say, to do so would require such effort and expense that you won't be doing it any time soon!

The system is fixed recipes, e.g. sword crafting skill level 1 will allow you make a Spirit Sword for 5 Copper Flakes and 4 Maple. There are no gathering skills, by the way, raw materials are all monster drops, also all the ones I have seen so far can be purchased from NPC vendors for a fixed price.

However, unlike most games, it's not a "click a button, watch the progress bar, and bam! you now have a sword" process - after clicking the button, you need to accumulate a certain amount of "workload", which you get by fighting monsters. At my low level, crafting one item seems to require maybe one or two fights, so it's pretty quick. And you can get books of "crafting secrets", which are consumables that give you workload. I've gotten a bunch of these as rewards for competing in the PvP league, so if I want to craft something quickly, I can use them to do so.

There are a few other wrinkles, like being able to dismantle an item that you are capable of crafting to learn extra crafting xp, but you can only do this once per day. On the whole though, crafting seems pretty grindy, even to keep a single skill up to pace with your level (say, to make crafted weapons for your main character) looks like it would take quite a lot of money, materials and effort. I'm not sure that I'm particularly gripped by this aspect of the game.

Thursday, February 4, 2010

"Howdy, y'all!" from the lost city of Atlantica

Howdy,y'all!

There was one phrase I'd always heard used to describe Atlantica Online: "free-to-play turn-based MMORPG".

And that always made me think "what the hell??" How can an MMORPG, which by definition, you would think involved a bunch of people doing a bunch of stuff all at the same time, be turn-based? Well, I finally got around to having a play with it, and now I know the compromises involved. But the end result is a game which definitely has some charm, and, importantly to me, passes the test of being genuinely different to the other MMORPGs I have played.

First of all, in an element reminiscent of non-MMO CRPGs, in Atlantica, you control your "main" character, and a team of "mercenaries". Apparently at endgame you can have eight mercenaries, but it builds up gradually - my level 34 character is allowed to have six. Selecting an effective combination of classes for your team is a big part of the game - the options to customize individual members are not that extensive, but picking a good "formation" with a good combination of offence and defence and healing is key. Looking at the website, there are 23 different classes of mercenary (many of them have a level requirement and require a quest to unlock, I believe), so obviously the number of possible combinations is absolutely enormous.

Combat may be turn-based, but this is certainly not a game where you can plan your strategy in a leisurely fashion. You have 30 seconds to take your turn, and can move up to five characters in that time, so while we're not talking Starcraft levels of clicks-per-minute, you need to be fairly sharpish with your decision-making, and should probably adopt the attitude that a suboptimal move is better than no move at all because you ran out of time.

The complexity curve of combat starts off quite gently. As I said, the number of mercenaries you control grows as you gain levels, and also, each individual mercenary will not have a lot of moves available - initially, it's "attack" or "use magic" (although later, some mercenaries will have up to three different magic spells rather than just one). "Attack" varies by type: some mercs, like a Swordsman, make a single-target attack on an enemy in the front row. An Archer, however, can target any enemy, even if they're standing behind someone else. And then some hit multiple targets - a Spearman hits a target, and whoever is standing behind him. A Viking hits a target and anyone standing directly next to him. So you want to pick the appropriate target to maximize the number of enemies hit by these multi-target attacks.

Plus, you want to arrange your own formation so your softer characters are standing behind more robust melee types. This is especially true for your main character - if they die, it's a wipe, no matter how many of your mercs are still standing. So you'll seldom want to put them anywhere near the frontline.

Magic effects include more powerful attacks (like a Swordsman's "Flame Sword"), crowd control (like a Viking's "Frozen Axe", which freezes up to three enemies and renders them unable to act for a couple of turns, or an Archer's "Silence", which prevents its targets from using magic themselves for a couple of turns), healing (always vital of course!), buffs, etc. Spells have cooldowns which prevent you from using them every turn, as well as consuming mana from a traditional blue mana bar, so you'll want to pick the right moment to cut loose with them, especially in PvP.

As you get a larger party, you run into the "no more than five characters can act per turn" limitation. Now you have to consider which mercs you want to use each turn, as well as what you want to do with them. Sometimes the choice is easy (no point using your healer to do a weak magical attack if nobody needs healing), sometimes not so much, as you really really want to use everyone.

But anyway, how do all of these thirty second turns fit into a persistent multi-player world? Well, that's where it gets a bit dodgy. When you're out and about in the world of Atlantica, you'll see other players running hither and thither, and wandering mobs shuffling about, much like every other MMO. It's just a single human figure, though, representing each player, even though it's really a group of up to nine. And a single monster figure represents a group of monsters, generally three to six or thereabouts in my experience. And, when a player engages a monster, both figures just stand there with a little sword icons over them to indicate that they're fighting. If you stood nearby, you'd see the monster keel over dead a few minutes later (actually, I think you can right-click on the mob and choose to observe the battle, haven't done that myself though). Additionally, I haven't seen any aggressive hostile monsters yet - they all just wander around and wait for you to attack them. At first I thought this might be because I was low-level (given that many MMOs don't make you deal with aggressive enemies at first), but I'm 34 now and no sign of any change!

This adds up to a somewhat less than immersive world. It feels very game-y, moving from zone to zone, ignoring the hordes of monsters that you're not interested in fighting, and then activating the turn-based combat against those that you do want to kill.

Still to come: my thoughts on how Atlantica approaches some other standard MMO tropes, also its PvP, and the deal with the interaction between free-to-play and the item mall.

Next post in this series: More on Atlantica Online