Showing posts with label runes of magic. Show all posts
Showing posts with label runes of magic. Show all posts

Thursday, November 12, 2009

Runes of Magic: what I didn't like

Previous posts in this series: Enter the strange world of F2P: Runes of Magic, Runes of Magic: what I liked

Following on from my earlier post about what I liked about Runes of Magic, here are my thoughts about what I didn't like so much.

Crafting - the grind, it burns

Crafting is something that I'm always quick to check out in any game, but I'm still waiting for one to truly blow me away. RoM got an initial nod of approval from me for the fact that they let you start off by learning all ten of their tradeskills. However, you can only learn the second tier of six of them, the third tier of only three, and the fourth and final tier of just one. Reminded me of EverQuest 2 in the concept of learning the basics of everything, and not having to decide what to focus on until you've had a fair chance to see what you like.

However, the actual crafting appears rather mediocre. Like most fantasy MMOs (unfortunately), it's a basic fixed-recipe system - two zinc sand and one ash timber makes a studded wooden club, etc. - with your skill rising as you gather or craft, in an experience point system like LOTRO or EQ2, as opposed to a "chance of skillup" system like WoW.

Gathering nodes (ore, wood, herbs) are ever-present. Rather than being a matter of hunting for nodes, gathering is more about running from node to node, with there almost always being another one on your minimap. However, the actual gathering is slooooow.. 5 seconds to gather one piece, and a node can have up to six pieces in it, I believe. That's 30 seconds of just sitting there watching your character fiddling with a node.

I can't say I've been inspired to push very far with crafting, but the word on the forums is that as you get up towards the higher levels the grind is excruciating, and the crafted items uninspiring.

Free to play, expensive to win

I've often heard the free-to-play model described as "play for free, pay for convenience." And RoM certainly offers a number of conveniences that can be bought from the cash shop. Extra bag space. Extra bank space. Mounts of various speeds. Teleportation runes to take you back home. And of course there are many cosmetic items for sale too: costumes, pets, fireworks, etc.

But, as I mentioned in my "What I liked" post, there are also a lot of things you can buy for diamonds (RoM's standard currency for cash shop purchases) that will materially increase the power of your character quite a lot. And frankly, they're not cheap.

The main thing that frightens me is the number of ways in which you can upgrade gear, with cash shop purchases, to make it considerably more powerful than it could be without spending diamonds. A few bucks on refining jewels to increase the pluses on an item: apparently getting to +2 is feasible with jewels purchased from vendors for in-game gold, but the cash shop will get you up to +5 or +6. A few bucks more to drill rune slots into items - and each one is more expensive than the last. And even more money for purified fusion stones if you want to transmute the perfect set of six stats of your choice onto an items. And then you end up with some uber-item like this:


Now, it can certainly be pointed out that there is a brisk trade in diamonds for in-game gold on the auction house. Theoretically, there's no reason why you couldn't grind a pile of gold in-game, buy diamonds at the AH, and buy all these upgrades without spending a dime of real money. And I'd be lying if I said I had any idea how great a grind that would be - my character is level 16/16, and while the price of diamonds (something like 18,000 gold per diamond) looks enormous to me now, I have no idea how much gold a max level character can generate.

But it's ominous when you read on the forums that without well-upgraded gear, you shouldn't expect to be welcome in endgame group content. Especially if you want to tank (and did I mention that my character, which I like, is a Knight/Priest?). That doesn't really encourage me to keep playing and hope that it becomes possible to participate without either hundreds of hours of grinding or spending rather more than a standard MMORPG subscription on cash shop purchases.

Ultimately

Look, this is not a bad game. It definitely has some charm, there doesn't seem to be any shortage of quest content, and combat is quite fast-paced and as fun as any MMO at my current low level. I can't see myself getting excited about getting to endgame given the situation I described above, but I have no doubt that I'll dip in and out of it now and then, when I'm in the mood for something different - because, hey, it's free! No reason not to!

Monday, October 26, 2009

Runes of Magic: what I liked

Previous post in this series: Enter the strange world of F2P: Runes of Magic

So I've spent some time playing Runes of Magic over the last two weeks - enough time to get a character up to level 15/15. And so far, here's what I've found likable about the game.

My general impression of RoM before I ever played it was that it was regarded as "a free-to-play game that was polished enough to be a subscription game". Interestingly, though, googling for reviews just now in the hope of finding some pithy quotes, it seems that most reviewers slammed it for it's overall lack of polish. Maybe they've gotten a lot of work done in the seven months since its initial Western release, because I didn't find it lacking at all. The general feel of the interface, the graphics, the sounds, the game mechanics, stability, etc., was indeed all good enough that I would not have found it out of place for this to be a pay-to-play title.

Class system

Getting into the mechanics, I'd heard a lot of "WoW clone" talk, and I guess I was expecting it to be a lot more WoW-like than it actually is. Sure, it's a race-class-level system, but if you stand it next to other race-class-level games I've played in recent years, such as Lord of the Rings Online, Warhammer Online and EverQuest 2, it is no more similar to WoW than it is to any of the others - they're all different takes on the general concept that dates back to pen & paper Dungeons & Dragons in the 1970s. And personally, I found RoM's "primary class / secondary class" system quite interesting.

Basically, RoM has eight classes, generally pretty standard fantasy archetypes like warrior and mage and priest. But once you've hit level 10, you can select a secondary class, which allows you to use some of the abilities of that class as well as those of your main. I started off as a priest and took knight as my secondary. This allows me to use some holy melee skills (whereas as a plain priest I couldn't do anything useful in melee), an armour buff and debuff, etc.

To be honest, knight as a secondary class doesn't feel terribly useful for a priest. But! When I'm in town, I can switch it around to become a knight with priest as my secondary class. In this fashion, characters have two distinct choices to switch between, much like WoW's dual talent specs. So I can be a priest/knight, and heal, or I can be a knight/priest, and be a tank with some healing abilities. This seems like a particularly powerful combination, having priest as a secondary grants my knight several healing spells, including a fairly powerful instacast heal over time, which combined with the knight's ability to regain mana using a melee move makes me feel almost immortal.

I'm not sure how many combinations are possible (it's not the full 8 x 7 = 56 since some classes are human-only or elf-only), but it's quite a few - certainly more than the number of classes offered by any single-class game, even WAR with it's 24 classes.

Item upgrading

We're all accustomed to the search for better and better gear being a huge part of any fantasy MMO. What really caught my interest about RoM is that customizing and upgrading your gear is at least as big a part of the game as obtaining it in the first place.

In WoW, for instance, weapons and most types of armour can be enchanted, with there being generally a handful of endgame-quality enchants to choose between. And some items have sockets that you can put a gem of your choice into, to enhance a particular stat. RoM, on the other hand, has no less than four different ways in which you can customize and upgrade items.

It can all get as complicated as hell, here's a thread on the RoM forums covering the various processes, but basically you're looking at stripping stats from unwanted items to put them onto your gear, breaking down other unwanted items and using the results to increase the "tier" of your gear, using refining jewels to add "pluses" to your gear, and finally drilling sockets in your gear in order to fit runes. It seems like an absolute mini-maxer or theorycrafter's delight.

And it really appeals to my opinion that crafting in MMOs should be all about customization, not just about making your own items but about making them exactly the way you want them. RoM's actual crafting system is nothing special - a pretty standard fixed-recipe system, not much different from a bunch of other games - but the item upgrading really forms a crafting metagame.

The downside is, to do a lot of this fun stuff, you need to spend money at the item store. Perhaps a lot of money. Using components purchased in game, you can put three or maybe four desirable stats onto your item - using purified fusion stones from the cash shop, you can get six. Using refining jewels purchased in game, you can realistically upgrade an item to +1 or +2 - using refining jewels from the cash shop, you can get +6. And as for rune sockets, if your item doesn't have any to start with, drillers from the cash shop are the only way to add them.

Needless to say, this flies in the face of the "play for free, pay for convenience" model of f2p MMOs, and will form a big part of my "what I didn't like" post.

Next post in this series: Runes of Magic: what I didn't like

Saturday, October 24, 2009

Enter the strange world of F2P: Runes of Magic

There's been plenty of talk around the internets this last year or so about the wave of "free to play" MMORPGs which is apparently poised to swoop in from Asia and become the next big thing in the West. It's a simple enough concept as an alternative to the traditional Western monthly subscription feee: let people play the game for free, and sell "stuff" through an online store. Make it attractive enough that the people who enjoy the game spend cash.

The closest I'd gotten to the concept was checking out Dungeons & Dragons Online, formerly subscription-based game that went free-to-play as something of a last-gasp attempt to save a game with poor subscriber numbers. Their model is based not so much around an item store as a content store: basically, if you play for free, there are only a handful of dungeons you can access, so you'll need to grind them repeatedly. But for a few bucks each, you can buy access to others, giving a much less repetitive experience.

But recently I decided to check out Runes of Magic, a Taiwanese game, translated and managed in the West by a German company, and apparently a very representative example of the free-to-play plus item store model. They have recently released their first expansion, The Elven Prophecy, have boasted more than two million players (although I take this to mean more than two million accounts created, who knows how many stuck around), and generally seem to be going pretty well. And hey, it's free! Let's see what it's like!!

The first first impression was not great. After installing and firing up the game, it naturally wanted to download a patch. The patching process failed due to lack of disk space - OK, my fault. But the error message had two spelling mistakes in it, and after I had cleared up some disk space, the loader still insisted on re-downloading the entire patch (couple of hundred megabytes) before trying again.

Anyway, that out of the way, once I was in-game the first impression was much more positive. Very familiar in style, with the usual MMORPG second person perspective, unit frames top left, minimap top right, action bars at the bottom, etc. One ultra-brief tutorial later, I was given a goodie bag and a temporary horse and sent on my merry way.

The world is colourful and the sound effects are very gamey rather than realistic - I'm assuming this is the Asian aesthetic showing, as the atmosphere was more like a console platformer than medieval Europe.

Following posts in this series: Runes of Magic: what I liked, Runes of Magic: what I didn't like

So much gaming going on

So many MMORPGs, so few hours in the day.

My Lord of the Rings Online welcome back week ran out - I haven't taken up the $9.99 Mines of Moria + a month's play offer yet and don't plan to in the immediate future. It may still happen though.

I have been beta-testing Alganon and working on a long blog piece about it, which I need to finish up ready for when the NDA drops on October 26th.

I have also been playing some Runes of Magic these last few weeks and working on a blog piece about that. It's not nearly finished but I probably should drop it out there as part one, and write a second part at a later date.

And Massively just gave me a key good for a 15-day free trial of Fallen Earth. I beta-tested that one a few months back and thought it had real quality issues and some serious design flaws, so I never even considered buying it, but since launching it has attracted a fair bit of praise from bloggers whose opinions I quite respect, so I'll take another look - if only I can find the time!

Because on top of all that, a bunch of guys from my World of Warcraft guild (which scattered so completely a few months ago) have reassembled on Frostmourne, an Oceanic server. They have formed a new guild with an eye to getting 10-man raiding back in action and maybe recruiting back up to 25's. So I transferred one of my characters (my main, a dwarf priest) over there to see how things go. I would really like to see Icecrown Citadel when patch 3.3 lands, and see it with my friends, not trying to pug it months after it's old news.

Unfortunately, in a moment of Friday beers induced foolishness, I completely forgot to stack my character with money before transferring him. I intended to take the maximum, 20,000 gold, with me, since I'd be on a strange server without all my tradeskill alts and supporting infrastructure, but no. As soon as I arrived I realized I only had what I'd been carrying, just over 2,000 gold.

Well, it will have to do!