Champions Online Free Weekend Clusterfudge
I've been wanting to play Champions Online so I can relive some of my more glorious pre-teen fantasies fighting evil as a costumed hero. But while the game looks pretty and all, all the complaints have largely kept me away.
I don't really follow the game, so it came as a pleasant surprise the past Thor's day when I noticed CO on my Steam games list with the note: Free Weekend. Hot damn, I thought to myself, but considering it is Halloween and I have family obligations and a thousand other distractions I decided to wait and see if I could scratch up a few extra hours on Sunday.
Well, coming back now to see how things are going looks like I dodged a massive frustration bullet - apparently few people are able to actually download the patch to experience the trial.
So what is the deal with Cryptic? It seems like a ball got dropped somewhere in the relatively short life of CO and nobody is willing to deal with it. I have no idea, but if I had to guess I would say it looks like they are throwing CO under the bus to focus on Star Trek Online. Of course, if CO is how they run a game why in the world would I bother with STO?
Torchlight Commence

Well, I went and did it. I pre-ordered Torchlight on Steam.
While I'm sure it's going to be a great game, I'm a little concerned the Diablo-style ARPG gameplay won't hold my attention. Then again, at only $18, it's not that big a deal.
I'm playing DDO more lately, though two weeks ago I was uninstalling it and cursing Turbine. What can I say? So their customer service sucks, the game is pretty good. I just wish I didn't feel like such a sheep, but then again what happens if you have an argument with your DM? Drop out of the group for good or kiss, makeup and keep the adventure alive?
At the moment I am playing with a Drow skill-heavy adaptation of the Exploiter Ranger (18 Ranger / 1 Rogue / 1 Monk). Skill heavy in the sense I plan on investing the extra skill points in Lock-picking and Disable Traps and as a Drow also I will be focusing on rapiers and/or short swords rather than khopesh.
So far I am enjoying this build. I started as a Rogue and will take four levels or so of Ranger before taking the level in Monk. I think after I have my way with this build I am going to start a Divine Archer (Elven/Drow Favored Soul-Ranger).
I am still logging into and playing Fallen Earth a bit, but I am thinking more strongly about canceling. I don't know if it is just me or I am being influenced by other people's opinions, but it seems like FE does have more of a themepark feel the farther you advance. Maybe it is a side-effect from the heavy design reliance on questing. Maybe I have not advanced enough. (After all I am still only level 10.) Still, this game has real potential, so even if I do cancel now I can see myself picking it back up down the road.
I am still experiencing angst over LOTRO. I don't have the time to play it, even if I was so inclined, but geez I miss Middle Earth - even a crude video game rendering of it. I should have become a lifer last year when I had the opportunity, it's just $200 all at once seems so exhorbitant a price. But I have spent at least that much on my sub even at $10/month since then, so looks like I missed out.
I am really jonesing for some Tropico 3 action, but I just can't justify it as an expenditure. I'll wait until its on sale.
I haven't talked much at all about Cities XL. That's because I don't think I'll be buying that one at all - from what I've been reading the single-player seems milque-toast and the multi-player not worth the money. That could all be wrong, but I have more than enough to hold my attention with the various historic city builders I've been into lately. Maybe someday down the road I'll give it a shot. Or maybe someday my not-so-favorite Republican Will Wright will finally make Sim City 5 and make it non-sucky. And seriously, how does one have the insight and intelligence to create Sim City and the Sims yet be duped by the mouth-breathers that would make an utter lackwit like Sarah Palin Vice President? How does that happen?
Anyway, now I'm getting all political so I will end this here. Except to mention that I have delved deep into the world of Regular Expression for my work on project WOTAN, and I have been chilled to the bone by the horror of it all. Oh well, it is my destiny to either become a regex ninja or die trying.
I am hellbent on mastering regex because aside from the fact that it is extremely useful to know in general (technical) situations, I am writing my own form of BBCode to supplement my wiki markdown so I can start adding html elements (mainly forms) directly into the wiki pages. Currently I have things like the character stats and inventory displaying directly through echo in their respective class methods, which works great and all - I am actually debating a bit with myself whether I should leave it as-is because it is more secure but unfortunately far more unwieldy and pasta-like.
GAMING ROOOOUNDUPPPP!!!
The older I get, the more and more amazed I am at how time flies. Combined with my penchant for history it is easy to see what people mean when they say tempus fugit.
In the past two weeks I have been doing naught more than usual, with one exception - I decided to give Fallen Earth a shot. Sorry Ryzom, I'm sure I'll return someday (because you are a genuinely good game) but there is just too much going on right now. On top of Fallen Earth, Torchlight is coming out in 10 days and Dragon Age not long after that. And of course, most of my free time is being spent working on my own RPG project, WOTAN.
Fallen Earth
What can I say? If I was going to spend $50 on an MMO I should have got Darkfall. Seriously, though, Fallen Earth is a great game so far despite its warts. I am currently level 9 and doing my obsessive compulsive rounds of all the starter towns looking for the bonus AP missions. If you are not familiar with FE, that is I am trying to complete all the missions (quests) that award bonus skill points which are used to raise my character's skills.
FE has no classes, only skills, and so far that is my favorite aspect of the game. It is a marvelous antidote to the cookie-cutter EQ/WoW/etc. model where customization is done secondarily through "talents" or "traits" or whatever semi-arbitrary label they are assigned. I am focusing predominantly on crafting, which basically means I am by default a melee character, as melee and crafting have stats that overlap the best.
And that is fine with me as future wasteland ninja. Or, well, maybe. I am already fidgeting around with the cancel subscription button. But it is not because of any problem I have with the game, though the game does need some work - in my opinion it should have a more advanced economy, free-for-all zones like EVE's 0.0 space and there are lots of glitchy little bugs that need to be squashed.
But I, perhaps oddly, am not worried about any of those things. So far Icarus has been one of the more communicative studios I have seen, even going so far as to have a GM active on their global help chat channel all hours of the day. Wouldn't it be nice to live in a world where that was considered normal? I also like that at least one more game has come out that isn't a generic class-based themepark grinder.
This is going to likely be the only time you ever see me mention the game Aion on this site. I don't bear it any animosity, but I also have absolutely zero interest in that game. It is practically by definition a themepark grinder. I have no desire to even participate in a free trial of that game, were it available.
This is maybe why even though I am not sure FE will hold my fickle and buffeted-from-all-sides attention, I have no regret at least giving it a shot. If the Aion bug had crawled up my butt, I think I would be singing a different tune, however.
Torchlight
I am not a huge ARPG fan, but when the 'ol repetitive-stress-injury isn't agonizingly inflamed I enjoy a little Diablo/Titan Quest action. Of course my tendons are soon fire within minutes reminding me why I play those games only very rarely.
Tennis elbow aside, I was really, really, really looking forward to Mythos. So much so I was practically on an Internet candle-light vigil trying to get into the beta. Of course, that game was canceled around the same time flagshipped became a verb. So it wasn't meant to be.
Now imagine my joy at hearing about Torchlight, which is essentially Mythos reborn. And it's a single-player game priced under $20? I am so on this it isn't even funny, to use a favored turn-of-phrase of an adolescent Fortuente. If you read the link, apparently the Torchlight single-player will also be released with full modding tools intact.
Dragon Age
I have considered this a must-buy for quite some time now. Like since 2003. That said, the more I have been thinking about it, the stronger I feel that I am actually going to take a pass on this one for now.
WHAT?!? YOU ARE GOING TO MISS OUT ON THE BIGGEST FANTASY RPG GANGBANG SINCE BALDUR'S GATE 2????
Yes, I actually am. I have my reasons, and they all revolve around perception.
Perception 1: Money. It's expensive. Is it going to break my bank? No, but is $60 still a sizeable chunk when I am already throwing around $20 here and $30 there and even that $50 on Fallen Earth? Yes. It is going to be Christmas soon, after all and I have a child as well as utility bills.
Perception 2: Electronic Arts. Do I really need to elaborate on this? Bioware may be good 'ol same as always (which is doubtful regardless as both they and the industry have grown a lot in the past 12-odd years), but it's a simple fact that they are now an EA brand. And EA is on a weekend bender of a downloadable-content binge the likes of which might make Charles Bukowski proud.
Which means probably having to deal with some sort of asinine EA download manager or even having to use the wretched EA online store. No thanks.
So I am adopting a wait-and-see approach, perhaps even a wait-and-yarrr approach if I have the extra time. If I yo-ho-ho and the game turns out to be a genuine work of genius, I would probably feel compelled to fork over the cash out of respect, even if I continued to use the swashbuckled edition. More than likely, I will probably just pass until it has been out a few months or so.
DDO
OK. I had some issues with DDO. Namely, the Turbine customer service department could not service their way out of a wet paper bag. Or something like that. Whatever the reason, be it drastic overwork, incompetent management, utter lack of morale, plain laziness or all those things (can you tell I have worked in customer service in the past?), they are not getting the job done.
Basically I had a ticket on hold for about a month. All I wanted was for the points I purchased during the summer beta to be applied to my original account. I mean, really. No response for a month. If it wasn't for my increasingly incessant bitching, I can guarantee you I would still be waiting.
In true comedic fashion, the first time they "resolved" this issue also, I was not awarded the points I paid for but rather a large number of points - for being a founder account or somesuch reason - which I had no idea I was entitled to. Alas, in my hasty reply was elicited the mighty F-bomb. However I am confident the reason my actual purchased store points were alotted to my account was due to my having the original transaction IDs. PayPal +1.
All of that being said, it is partly DDO's fault I am considering leaving Fallen Earth. Damn Dungeons and Dragons with your complex, gamist character system, marvelously atmospheric dungeons and interesting, semi-twitch combat.
Wait, Fallen Earth has all of that too (after some fashion)! Oh the conflicting emotions! Wait, no. Fallen Earth has a $15/month subscription and DDO no longer does. I guess we have found out together the mystery of why I'm willing to cast Fallen Earth to the side though I basically enjoy it.
Grand Ages Rome
Ah, City Builders, my true (and truly nerdy) love.
Grand Ages Rome continues to prove itself to me as an interesting side-track from the traditional city-builder formula while still keeping a lot of that formula intact. The thing I enjoy the most by far is the horde-less resource system. What I mean is that the lack of warehouse or stockpile which is in virtually every historic city builder, at least every one I can name off the top of my head.
Managing resources as a streaming figure changes the game up in a refreshing way, though it's not necessarily something I would studios other than Haemimont try to copy. Because I do find myself missing the need to manage roads and resource transportation. But it's OK.
I never mentioned it before, but I play the game at the highest graphic settings and the textures they use are friggin' exquisite. I sat with my three year-old today for a while zoomed in on the city I was working on (Cyrene free-build). I invented dialogue and little stories to go with the various citizens going about their virtual lives and he ate it up.
LOTRO
I basically unsubscribed in a fit of pique relating to the DDO debacle related above. I thought I had uninstalled it as well, but it was still on my computer. Strange, as I am certain I didn't imagine that. Perhaps Gandalf snuck into my interwebs.
I am not sure what my future with LOTRO holds. On one hand I am not excited with the themepark structure of the game - and increasingly so - and I am just not of the mind with all this subscription stuff. In addition, I am yet more fearful of the potential introduction of a "LOTRO Store." While I think the RMT business model naturally works out well in DDO, I really do not think it would work in LOTRO (or many other games like LOTRO).
I'm also not terribly taken with the idea of the Adventurer's Pack. It bears the hallmark of crappy marketing. Plus the Mirkwood "expansion" sounds thoroughly underwhelming. But that is all my opinion. More objectively speaking, they are doing what they have always done which is to make WoW for a different crowd. They did it well and I have no doubt Mirkwood will continue that trend.
I myself am just past that style of game for the most part. Of course this saddens me a bit, because I have a really big boner for J.R.R. Tolkien just like any other fantasy nerd with plastic pointy ears. More internal conflict ... all these emotions over ridiculously abstract things like online video games. Well, no matter. My subscription runs out on December 18th, so we shall have to see what the next two months hold in store for yours truly.
That sounded ominous for some reason.
Grand Ages: Rome
Oh, I am very, very bad. Why am I very bad? I broke down and bought both Left4Dead and Grand Ages: Rome yesterday. Both were on sale and combined were still less than a single new release.
I don't really plan on playing L4D much in the near future, but at $15 I couldn't pass up the deal. I'll probably do the same thing with L4D2 as well, I'm just like that. I played it a bit, and honestly, while it is a good game and all, I was hoping for a bit more of the classic Romero zombie (or at least the 28 Days Later-style fast zombie) rather than the super-hero 12-feet tall, giant fangs, semi-intelligent monster pseudo-zombie. No Valve designers, I do not need Brawndo to mutilate my thirst, I come from a far-off land called Subtlety.
I put some decent time into Grand Ages: Rome, and have to say I felt challenged on the very first level of the campaign. The basic of goal, which is to build 15 insulae and achieve a food satisfaction rate of 50% is not hard at all. But I had a rather devilish time achieving the supplementary 20% entertainment rate. Kudos to Haemimont Games on that one.
Although I also have to say I had a hard time with it initially owing to the fact Grand Ages is much, much different game from Imperium Romanum. Resource allocation, population, supply distribution ... all much different. Though the game still has a feel to it that makes it seem very much like an Imperium Romanum 2. Looked at in that way, I also appreciate how Haemimont seems to be hitting a stride, as its differences make it both like and unlike its predecessor in ways one can still appreciate both.
One thing that is still "missing" is a supply-route mechanic. Meaning you do not need to build roads at all. In IR the lack made the game feel a little shallow, but it actually works quite well in GAR. It no longer feels like a core mechanic was left out.
Both a character system and technological research system have been added, which adds welcome layers of strategy to the mix. Very briefly:
- You character has talents which will add various bonuses (bonii, lol?) to your cities. Talents are unlocked by spending points you receive upon completing scenarios.
- You also receive money a.k.a. denarii ("personal wealth") which you can spend on estates which function similar to talents, except they add material supplies to your cities. These can be both purchased and sold, as you are given a limited number of estate slots to use.
The difference that was causing me so much trouble in the beginning is that of supplies and their creation and distribution. IR is much like any other classic city-builder - you set up a wood shop and your warehouse fills up. Then you use what is in the warehouse for new buildings and maintenance. In GAR the warehouse is done away with and you are forced to balance your production levels directly with your needs with no intermediary.
I found building position becomes much more important with this as a factor and over-building (something I usually guilty of, lol) is heavily punished. So far I have found this to be a really interesting system, and not the less for it's tripping me up all last night as I was thinking I was still playing IR.
So far I have two main criticisms of the game, both aesthetic but both heavily affect the game.
- The weather. I'm sure Haemimont spent a lot of time and put a lot of love into making the weather look as nice as it does. But I personally can't stand it, it just makes everything too hard to see. In IR you can turn it off through a shrine, but I haven't got that point in GAR yet. My point is that it should be able to be turned off from the options, not from an in-game building. So someone like me can just be done with it completely.
- GAR's left-click build menu is not as good as IR's menu. I like both much more than many other city-builder menus, but GAR's menu is unnecessarily hard on system resources, it is too big and because sub-menus open up on-hover (as opposed to on-click) it is cumbersome to use. The menu in IR was essentially the same, but did not suffer the defects I just listed.
One last, very minor, criticism: I don't like the illustrative artwork in GAR as much as IR. This is pretty minor, but the general skill in representing human proportions is not as good. I also think the painterly style of both IR's and GAR's illustrations was better represented by the IR artist(s) than the GAR artist(s). If it happens to be the same artist, then dude you are slipping.
But that is just my opinion, all in all I'd say GAR is shaping up to be a quality title that I am enjoying quite a bit.
Of Dice and Men
In my last post I talked about my first steps into Ryzom's world of Atys. Sadly I have not logged into Ryzom since last I wrote so I don't have the follow-up I said I would write. Instead I spent the weekend and Monday working and researching on project WOTAN. To blow off steam I played myself a rare game of Civilization 4 on a huge ring map on Prince difficulty ... and got stomped. I never was all that good at Civ, but oh well I still love that game.
What I want to talk about in this post is the dice system I have finalized for project WOTAN. While putting the finishing touches on the character system, I became highly unsatisfied with how the DnD/GURPS hybrid I was creating was turning out in regard to stat progression and potential inflation. I am also now free to more finely develop the roll system for the dice.
Rolls and Skills
First, if you haven't read my previous posts on WOTAN or I wasn't clear (happens a lot), let me talk about the original system. It was based heavily on a GURPS-like 3d6 roll-under mechanic for use with a character system that ... I'm not sure that it is based on anything, the character sheet is sort of growing on its own accord, ameoba-like ... is based around unlimited skills and roughly 14 stats which are also determined with a 3d6.
So, for instance, your character (we'll call him Fang) has Strength of 15 and needs to move a large boulder. The boulder is pretty big but nothing amazing, so we'll set the difficulty at -3. This means to move the boulder Fang must roll at or below a 12 (15-3) on 3d6.
This is fine and all, and I could work controls into the character system to make sure point distribution is not abused (i.e. trying to roll initial 18s on as many stats as possible), but somehow for me it feels inelegant. And that might not be the best way to put it, but in trying to come up with proper skills in my system I was running into a brick wall.
Do I make a skill a modifier to a stat roll? Example: If Fang has a weightlifting skill of 2, then in the previous example he would need to roll 14 (15+2-3) 0r under. That would be the common-sense way to handle it. But then what about skill skills? If Fang also has a Dexterity of 17 but no sleight-of-hand skill (i.e. +0), could he still pull off a pick-pocket?
It doesn't seem logical as tricks, lock-picking or pick-pocketing are all greatly benefited from high Dexterity but require practice and instruction. Anyone can still basically move a big rock with no training if their physical muscle allows it, but can't necessarily pick a lock just because they have good hand-eye coordination.
I am at a loss somewhat because one thing I am very much set against is using modifiers based on stat levels. The old "12-13 +1, 14-15 +2, 16-17 +3, 18 -19 +4," et cetera. When I act uptight about using modifiers, this is what is causing it - I basically just dislike those for reasons which largely come down to personal preference and opinion.

image from Wikipedia
There are also some technical reasons for my not wanting to use this. For one I want to shy away from the use of signed operators (the + and -) in the code just because that is me. It's not a big deal and there will be some, I would prefer to not have to scale difficulty with ever-expanding negative-levels.
Also, and more importantly, I would like to avoid having to add in a special logical check to see if Fang has the skill needed to perform an action in the first place. This is not a huge deal, but it seems like there could be a more elegant way of handling it. But maybe not, this is something I am not confident I can avoid.
Probability Curves
While the six-sided die is the most common and can be found everywhere and the math of a 3d6 system is not that hard, at higher levels I think it becomes less easily-intuitive. For a computer this is not a problem, but sadly I suck at math and I am the one who is going to have to figure it out for the computer to run it in the first place.
The aspect of the 3d6 dice system that I want to preserve is the basic distribution of results -- a bell curve. Here you can see it plotted out on the AnyDice Calculator. Why is this important? You should read this article on dice systems - it helped me really refine my ideas and come up with the new system. You will see on that page that the outcomes for a dice roll on a linear system like a d20 will be more evenly distributed. In other words you have a much better chance of rolling a 20 on a d20 than you do of rolling an 18 on 3d6.
To me, at least, this makes the job of implementing both criticals and rare loot and random occurrences easier. If you want an item or occurrance or outcome to be "common" then assign the difficulty to the middle range, if "rare" then assign it to the fringes. The basic dice probability of the bell curve takes care of the rest.
Jumping in the Dice Pool
So I am basically satisfied with the 3d6 system as it stands except for two considerations:
- I do not like how character stats are initially determined.
- Character skills become more complex to implement.
- I do not like the basic difficulty qualifier system as it stands.
What I have done is tweak the system more to my liking, and in the process changed to dice system, which I will call Xd10. The X is an integral part of my tweaking both afore-mentioned issues of mine, it stands for the fact I am now using a Dice Pool system. And if you didn't read the Darkshire link above or are not already familiar with dice mechanics, that means the number of dice rolled is a variable. A situation might require a d10 roll or even a 8d10 roll.
The reason I chose the d10 (it could have been Xd6 after all) is mainly out of mental laziness on my part - honestly, a decimal system is just far more intuitive to me than base-6. It is also has a higher granularity of outcomes - a 3d6 has 16 outcomes with 216 combinations while a 3d10 has 28 outcomes with 1,000 combinations.
The reason I have decided upon a dice pool system is primarily due to its easy and elegant ability to scale a character to a situation. The difficulty of an action is determined by number of dice in the pool. And therefore it also allows me to start every stat and skill at ZERO.
This also allows me to keep to one of my initial design principles which was to use as few modifiers as possible. A skill can be looked at as a specialized stat, in that while it might have a modifier it does not itself modify anything. This is a concept I want but am not wedded to.
What the dice pool difficulty scaling means for the character is that his stats and skills will grow organically over his or her life and I will be able to refine the leveling process to a fine degree. It will make it easier to make (i.e.) d10-level mobs and loot or 8d10-level versions of the same. I will likely address from the character's standpoint by dividing levels into tiers, where the tier level is the same as the number of dice the character will mainly encounter.
For progression, what I am planning at the moment (very basically) is that every character will start off with X stat points and X skill points, to be assigned as they wish - stats will begin at one and skills begin at zero. Lets say we give fang 20 stat points and 10 skill points, he now distributes his 20 stat points between 10 stats and if he is wise he will now have all stats in the range of 1-10 with a few key stats close to 10, a few non-essential ones near 1 and others somewhere in the middle - remember, he has 30 stat points total as all stats start at one. When he gains a level he will be presented with X new stat points (depending on whether I want lots of high levels or low levels) to distribute as he sees fit.
When designing obstacles for Fang, I will now keep in mind that a level 1 character is going to have 30 stat points, so I will design most of them as d10 difficulty with a few really hard ones at 2d10. This means that most of his stats are going to be between 1-10 and most rolls are going to need between 1-10 or less. A few will require between 2-100 or less, making the roll improbable but not impossible. And help Fang out a bit if he put all his points in one stat and has been having an extremely hard go at everything else not related to that one super stat.
Skills work in a similar way, except that they start at zero and you choose them for the character, where the stats are pre-determined standards for all. This also allows for easier customization on the GM end. It's just as easy to have either an archery skill, a laser rifle skill or both at the same time. Stat modifiers influence skills through the use of two skill levels:actual and virtual. A skill's v-level is equal to the average of its actual level (the points you have put into it) and a governing stat. So if you are Archery level 5 and Dexterity level 15, your Archery v-level is 10. Likewise at later levels, if you are Archery level 50 but you neglected to build Dexterity and it is only level 10, your Archery v-level will only be 30. For almost all instances of skill rolling, the v-level will be what you are rolling on, so it will be important to define the key stats for your character and stick with them as he/she progresses.
A drawback of the system at this point is that a master archer could not shoot a rifle at all if he had never bothered to take an initial point in the skill. This arbitrariness and the skill/stat interaction are the current weak links in the system, but I'll be revisiting them when I am at the stage really fleshing out the various roll types. I am afraid I still may have to end up using a logical check for every single obstacle. Maybe that's not such a big deal and I'm just being anal.
To overcome the skill-exists logic check, I may have to define characters as already having every skill in game, but starting at level 0, which would effectively nullify "knowing" them all. So to specialize your character, rather than selecting skills to learn then upgrading them through points, you merely upgrade skills on a universal skill list. The end result would be mechanically identical but it would alter the player experience a bit. And if a game utilizes 100 or more skills, that could get too unwieldy.
Anyway, it's a cold rainy day here. Perhaps when I get a spare free hour I will revisit Ryzom. However, if I am going to make my January deadline, I suppose I should get in every minute of work I can.
Ryzom, Part 1
I was going to post this yesterday but life has a way of taking over sometimes. For the same reason I didn't log into Ryzom (let alone anything else, work included) yesterday. Oh well, hopefully I will be able to catch up on both some work and some Atys exploration tonight.
Below are some features I noticed about that game being a total nub. Not really a review and certainly not comprehensive or a guide to playing the game, but I hope it is useful to anyone thinking about trying the game.
First day in Atys: Silan
After creating a character, you arrive in the newb area - Silan. After playing a few hours in this area and getting a few skills up to the mid-teens in level, I got a hang of the basic game mechanics but still had a pretty vague idea about the game's story.
What I mean by that is that while the background and premise of the story is fairly well presented along with the details of your race's background and character, I'm still not entirely sure why little Fortuente my Trickster-King-Monkey-looking Tryker is in Silan in the first place and why he is supposed to be here.
Also, races in Ryzom are called Homins. So far it seems like they almost function the way a class might in a class-based MMORPG, but not really. They are the only way to really differentiate your character (aside from typical hair, face, etc.) as any homin can learn any skill, but as far as I can see so far this mainly comes down to the starting area after leaving Silan.

My first time dieing in Ryzom ... from harvesting.
Skills
Ryzom is a skill-based system - there are four main trees: Combat, Magic, Crafting and Harvesting. There are "levels" in each skill but the levels only exist to unlock training points - you get 10 for each level. You then use the training points to buy new Actions (things you can do related to the skill) or Upgrades (upgrades to Actions or stats like Strength).
I'm still sorting the system out for myself, but I would say that is it in a nutshell. I'm enjoying their modular action system. Every action in the game, whether it is attacking, crafting, etc. is a actually a set of commands (called a Stanza) that can be customized - this is where buying Actions and Upgrades comes into play as they form the building blocks. If you are familiar with Vanguard, it is almost identical to the system used to create custom Bard songs. But applied to everything. Pretty awesome.
And those four main skill sets I mentioned are completely equal to each other, in terms of gameplay. Or at least that is how it seems so far. While I am not sure as a level 100 Harvest / level 20 Combat I will be able to take on the same foes a level 100 Combat person could, I have the feeling I would not have too difficult a time still making my way through a part of the world with them in it. This might be a misconception of mine, we'll see.
At any rate, the system appears to be set up so that while each skill set has it's differences they are at the end of the day make for at least more or less equal characters. I feel like I am wrong about this, also, but it also appears so far as their might be nothing but time holding one back from attaining high levels in all the skills. I'm still not sure how that works, though.
of Harvesting and Dieing
So if you read the caption above, you'll see that Fortuente the Tryker is suffering from res sickness after dieing and I mention it was to - harvesting? If you are wondering, no I did not get aggro or ganked while I was harvesting a resource - I died from harvesting the resource.
Harvesting in Ryzom is a whole different ball of wax than any other MMO I have yet to experience. It is treated basically the same as hunting mobs. You can either find nodes that randomly pop up and before fading away around the landscape or use the Prospecting skill to look bring them out of the ground manually.
When harvesting a node, it has a range of stats (which I still haven't completely figured out yet) that all interact with your Harvesting Action (i.e. the skills and modifiers within the stanza you created). One of these is the health of a node, which determines how much you can extract from it, another is - I'm not sure what it is called - but it measures the volatility of a node. If you are harvesting and this stat reaches zero the node will erupt, spewing toxic gas or somesuch stuff that will deplete the health your character over time.
And it is damage over time, as your character continues to harvest after the eruption until the node's timer runs out. I experienced my first death because I wasn't paying attention and let my health go to zero. Oops!
There is penalty for dieing, and out of all the death penalties I've run across it is the one I am personally most comfortable with - the xp deficit system. That is, if you die you do not lose experience but rather have a certain amount that you must earn before you are able to advance in levels again.

Basic Crafting in Ryzom
One last thing before I end this post with a "Too Be Continued:" Crafting. So far it appears almost identical to crafting in Star Wars Galaxies. I'm sure they have their differences, but the similarities were such that at a basic level I found them almost identical.
A big difference, of course, is that crafting is also subject to the modular action system, so you can customize your items generally from that stage. But there is also a stage where you are able to craft your items with whatever appropriate material you have on-hand, which in turn creates items with varying strengths and weaknesses. Crafting in Ryzom is looking very promising indeed.
I'm going to end it there. Like I said, hopefully tonight I will be able to get in some time in the game and assuming I do I'll pick up in another post where I left off.
A New(ish) MMORPG
So the past week or two I have begun casting about for a new MMORPG to waste my time with. Currently I only play Lord of the Rings Online, and my opportunities to log into that have been few and far between so I am not sure why I am bothering.
I have a lot to do in "real life" (I'm a parent) so I really have little time to play any MMO grind-game. But still I am called back, mostly because of my love of virtual worlds (at least those where you can actually do something) and my desire to defeat the forces of virtual evil (has to be virtual evil since Dick Cheney's security detail would crush me in a second making any thrown pies or rotten fruit a semi-worthless gesture).
So I have been strongly considering Darkfall, partly out of pre-existing curiosity but largely due to Syncaine's writing about it. I have also been on-again/off-again following the development of Fallen Earth, which was just relased yesterday. However, the $50+subscription price tag for both of those games has really put me off.
I'm pretty cheap like that, but more than just cheapness is guiding these feelings. Mainly, I think, it is because of the Warhammer release. Yes, I shelled out almost $60 for that steaming pile. Yes, by the end of open beta I was sick of it and played for maybe a week after only to never pick it up again. That's near-$60 wasted. Completely. To me we are now in fool-me-once territory, considering the disaster that was Age of Conan (which I fortunately missed) and the generally crappy reputation MMORPG as an industry has for technical issues.
Combine this with cookie-cutter gameplay, shallow, story-lite immersion and the fact MMOs have overtaken competitive FPSs as asshat-sinks (who would have thought in 2004 that WoW would become the new CounterStrike?) and I am largely over MMOs in general. Yet still I keep getting called back ...
So at this point I basically won't try anything without a trial, and even then I can be pretty unforgiving. So while I have been looking pretty strongly at Fallen Earth (I still might have to plunk down those 50 bones), I have looked beyond for greener pastures and have come up with ... Saga of Ryzom?
I had wanted to try out Ryzom quite a while ago, but the seemingly-perpetual business problems surrounding it sadly left it a game in limbo for longer than my attention span would allow me to follow it. While it looked like a really good game, it also seemed destined for nothing more than the dustbin of MMORPG history.
Imagine my surprise then hearing people recommending it on forums as an alternative to Fallen Earth. And here I thought it was dead and gone ... but no! As of late May of this year the game has come back under the ownership of Winch Gate Property from that magical island Cyprus.
It is still too early to tell, as I have only one night in, but I have decided to stick with it at least for the next two weeks. Everyone starts with a three-week trial then if you continue you are charged a little more than $10 a month with no buy-in fee. It's a subscription, but not too bad a price overall.
So far the main thing I have noticed is that there is no jumping, whether off cliffs or merely a foot off the ground. This actually bothers me a lot and might normally be a deal-breaker (I know I'm a little crazy like that), but I'll stick through it to see the rest of the game. I've heard it has some of the better crafting in the genre and ... drumroll ... you can actually create your own instances of the game world! I have yet to explore it so I do not yet know the particulars but I logged into the builder for a second, and yes it allows you to place mobs and terrain very reminiscent to the Neverwinter Nights module builder. Pretty damn exciting stuff if you're like me.
The character I am playing is an eponymously-named Tryker Gatherer. Hopefully by the end of today I will have a firm grasp on character progression and the basics of the game. I do know that while I picked the Gatherer package when creating little Fortuente, the sytem allows you to progress in any direction you desire. I have no firm goals at this point, as I do not know the system well enough, but my general plan is to make a gathering-crafter.
So where does that leave LOTRO? Well, I still like it even if I am a bit disenchanted with Turbine (arising from having to deal with their horrendous customer service because of DDO which has about caused me to swear off that game entirely even though it is "free"). I don't know, I recently paid up for my three months in LOTRO so I won't be actually quitting that game soon even if I don't manage to log in overmuch. But if Ryzom is a success with me then LOTRO has to deal with that, Team Fortress 2 and my city-builder addiction. But then, if I wasn't such a die-hard Tolkien fan and Turbine had gone in the phat-lewt direction with the game, I would probably have cut off LOTRO quite a while ago.
The Warlock of Firetop Mountain
If the title of this post means anything to you, then you and I would probably get along.
I can't believe it, but I may actually have to go out and buy myself a Nintendo DS. The operative response here falls something along the line of "OMGWTFHAX" or "Is there a dog with a human head behind you?"
No, although I have had a distinct feeling the past several years the body snatchers are among us. Rather its because good 'ol The Warlock of Firetop Mountain, fixture of my childhood, legendary scion in the annals of my insipid dorkery has been used as the basis for a DS (and Iphone) game coming out this winter. No, I am not getting an Iphone (yes I know it is spelled iPhone), iRefuse flatly, though that version looks far more compelling to me .
It appears also that FightingFantasy.com has got itself a face-lift and is offering a new line adventure books. Oh, the joy! .... Wait, they are NOT AVAILABLE IN THE US?! WTF? So I still have to get my Fighting Fantasy fix via Ebay? Oh well.
Welcome to the Wiki World
while ($brain = smoke($weed)) $_SESSION['progress'] = $brain['obsessive_workaholic'];
That is how I have been feeling the past week. The downside is I do not get enough sleep and that makes me cranky. The upside is that I can power through any workload (for so long).
The beneficiary in this case was, once again, my pet obsession Project WOTAN. I have begun a new iteration, which I'm calling GUNGNIR (after Odin's fabled spear). This time, I have focused on getting the wiki system up and running alongside the user system before anything else. I am happy to say it has been a great success.
I abandoned the idea to integrate the wiki system Wikepage in favor of its own foundation, Tipiwiki, which is about as basic and stripped-down php wiki you can get. Perfect for my needs and as the past week has proven, easily modified.
I have already completely converted it from using a flat-file storage system to a MySQL database. On top of that, I converted the function list to a class ... which is the key to my ultimate plan for designing special game wiki elements. For example the showPage() function which is called when I want to output an individual wiki page to the web page.
The first two examples of what I am talking about come from the User Control Panel and Character Sheet and Sidebar pages. I created a class extend from the wiki class for both a user wiki and a character wiki object. So I have little mini-devices now which have their own special showPage() method to display information from and interact with the database.
Meaning by making a wiki page called [charactersheet] and putting <charactersheet> in it, I can now display that with the php command:
$object->showCharacterSheet('charactersheet', 'last');
So now the URL ending with /index.php?wiki=charactersheet now displays the actual character sheet with all the dynamic data along with anything else added to the wikipage. (The 'last' value refers to the page version.)
I did the same with the sidebar, which is merely a stripped-down version of the Character Sheet. I control it on the web page with a conditional (i.e. "if user is not logged in, do not show character sidebar" etc etc) and it runs through the same class object as showCharacterSheet(), except it is:
$object->showCharacterSidebar('sidebar', 'last');
This tells it to display the Character Sidebar (kinda like a WordPress widget) on the wiki page "sidebar."
The power is that I can now quite easily make as many of these little widgets as I need for a wide variety of purposes. Considering I build the overall webpage block-like out of individual wiki pages through php includes and conditionals, I am only limited by my imagination ... and VPS resource caps.
So at any rate, the display pages I have created and am working on are only the first step. While I hold to my original assertion that what I am making is of and for interactive fiction, I have refined my original vision of late. It came when I both realized my original desire was to make something of a web-based MUD and when I started to really understand the power of the wiki. That is, ultimately I see WOTAN as a Wiki Virtual World.
At least that is what I aim to bring about. For the time being I am focused on a more single-player environment in order to make the basic system a reality and work out any major security or performance issues.
But ultimately I want to be able to make a wiki-based "virtual world" where players can build their own structures and even vie against each other for territory. Wouldn't that be funny? To go to war over what is essentially a wiki category?
Another example: I have already worked out movement and areas within the game world. Each character will have X movement points (based on race, stats, etc.). These will allow you to move through the game world, i.e. wiki pages. Because each wiki page could be a closet or an entire galaxy depending on the description, each page will be assigned a movement-point value that will subtract from the character's total. (When the total reaches zero they must rest.)
This will give some actual "physical space" to an environment that otherwise be identical to all others like it. Building houses also becomes both viable and strategic - an "area" would have a limit of how many "structures" it can hold. Each "structure" itself can then hold so many smaller "rooms."
Smaller, specialized object methods like showCharacterSheet() can be used to create pre-defined structures and rooms (not to mention items like furniture, etc) while still allowing the player to customize it at will by adding a signature or more detailed description.
You can probably see by now also why site security is going to be a big issue. I'm sure there will be more than one house full of ASCII penises, but I would rather not have entire continents emblazoned with them.
So I am sticking to my near-term goal of producing a single-player RPG site, I'll just be keeping the multi-player experience in my mind as I design it. Oh, it could be truly glorious.
Anyway, I know I disappear for months at a time. I'm a rebel like that. But suffice to say, when I have not been playing 1701 AD, Imperium Romanum or LOTRO I have been working away. OK, who am I kidding? Wasting away is more like it.
I had to take a break from it tonight, though. I am using the old Baldur's Gate 2 portraits as test avatars and I swear Cernd's eyes are moving on their own now. That's funny, I should make an animated gif of it and use that.
Progress Report – W O T A N
It's me checking in again to write out what I have been working on with my web-based solo RPG project W O T A N.
Well I continue to shape and modify the game and have had two new breakthroughs. First I want to list my project milestones publicly. I have to admit, while I am great about planning and conceptualizing projects, I am pretty abyssmal about actually keeping it all written down. So these posts I make actually serve me as well as anyone else who happens to be curious.
Milestone 1: Creating the User, Character and various Actions
Milestone 2: Creating the World interface
Milestone 3: Creating a World
Now, these obviously aren't all happening in a nice, orderly fashion as I get a hankering to work between them depending on how the mood strikes me and a very large overlap occurs between MS1 and MS2 where the Actions and World Interface are heavily reliant on each other and therefore need to be created somewhat in tandem.
I am fairly far along the path of MS1. While I am still adding, subtracting and heavily modifying the existing parts, I have the User system in place and (mostly) functioning and I am nearing completion of the Character system. This past week I heavily rewrote my initial code to be more streamlined and reduced the lines of code in place. The User and Character objects are fully in place and only have tweaking left to do.
Some things I still have to write for User: a method to ban problem users, e-mail activation, player age restrictions and some admin features such as the ability to delete unused accounts. More issues may came up, but I am at the point where adding them is rather painless. I do have the ability register new accounts, log in and out and differentiate between levels of users (for admin purposes) among other things. I have gone through more than one large change already as I am defining more and more the role of the user, mostly I have actually been deleting unnecessary data fields and opting for a simpler user interface.
I have already detailed in previous posts how the basic character is shaping up. I may have overstated how similar to GURPS my system will be, but no doubt there are still valid comparisons. One of the interesting concepts I came up with recently are what I am currently calling "Action Stats."
Every action within the game is basically going to come down to a success roll (or saving throw if you will). An Action Stat is determined as the average of three existing stats and is used for more specialized success rolls. For instance, the Combat stat is derived from the average of Strength, Agility and Luck. As of right now all Action stats are actually derived from two master stats and the Luck stat.
Speaking of stats, they are shaping up to be 90% of the character. I have added more stats since I made my last post, and along with Action stats, now number 14 ... 12 Prime stats and four Action stats. And there may end up being more, though I have a good feeling we are now at a stable working point. Currently:
Prime Attributes:
- Strength: raw muscle power
- Dexterity: hand-eye coordination
- Agility: body coordination and flexibility
- Stamina: physical endurance
- Intelligence: ability to reason and remember
- Luck: the grace of the gods!
- Spirit: affinity for magic and the paranormal
- Willpower: ability to exert oneself on one's environment
- Perception: sense and wisdom
- Charisma: ability exert oneself on other beings
Action Attributes (+ luck):
- Combat: strength + agility / used for fighting skill
- Influence: charisma + perception / used for npc interaction
- Magic: spirit + willpower / used for making magic
- Handiwork: dexterity + intelligence / used for thievery/crafting
Interestingly, I have come to the conclusion that I will not be using stat bonuses at all in the game (i.e. a Strength of 18 gets you a +4 bonus). At this point I only plan on using the raw stats for the game.
Things I still need to do for Character are: refine the actual creation process, add character options to the admin interface, refine the sheet (stats, attributes, etc.) and finalize its components, create a portrait and/or paper doll system ... and that is about it - the basic foundations have been laid with two very prominent exceptions.
Those would be items and skills. I have not only not created database tables or coded any logic yet, but I am still stalling at the conceptual stage. The vision is slowly taking hold in my mind, however, so I am not overly worried about hitting a wall here. But I am a little worried I might stall here. But I have a vague though fundamental concept so I am not entirely in the dark. I think I am procrastinating these more than anything.
To make the character height and weight I have already begun on W O T A N's basic (crude will be more a propos) physics engine. As this is 100% text and not even text in the sense of being a MUD, but rather interactive fiction, physics will not play a large part in the game.
The next and final phase of Milestone 1 I will be starting soon and that is the creation of the Action class. This will hold the base Success Roll (I decided to just use the GURPS term from now on) and any variants. But it's basic logic and organization are heavily determined by the World Interface, and I am happy to say I actually made the first tentative steps toward realizing that aspect this weekend!
I already decided to use a wiki system for the World - for a few reasons but basically and largely because it will greatly simplify making adventures - creating the World in other words. So rather than attempt to re-invite the wheel I would prefer to find a very small and simple wiki script to adapt to this system.
And I believe I found it in the Wikepage project. I have already stripped out the XML/RSS and have begun work on sifting through the code and commenting it. At this point, I have decided that come what may this is likely what I will be using to create and run the adventures on any given W O T A N site. Things to do: convert from using a flat-file storage scheme to using the MySQL database and then the basic user integration into W O T A N, and add in Action methods as I create them to the wiki markup parser.
My other breakthrough this past weekend came with my inspiration for a solid plot for the originating W O T A N site. It is still too early to really go into, but essentially I am conceiving your character must collect four sacred object for some wizard or other powerful guy. The quest for each object will be rather involved and each story arch will be released separately - that is, at this point I only plan on having the quest for the first object completed when I launch the site. Of course this could all change radically between now and release. Which I am hoping for sometime either Winter 2009 or Spring 2010, there I said it. Oh god, now I have pressure! Where's the bong, I need my nerve medicine.
But in all seriousness, once MS1 is complete and MS2 is mostly complete (and therefore one would assume MS3 well underway), I plan on taking the project to Alpha stage and will be setting it up on a (semi)public server. Considering the work I put into the game before Alpha stage, I assume the transition to Beta will be rather smooth and hopefully much more swift.
A lot of that will depend on the player testers I am able to recruit. If you feel the least bit interested, make sure to bookmark this site and come back every week or two for the next few months - once I feel comfortable the game is near-Alpha-worthy, I will be taking simple requests here on a post for those who would like to help me test the game.
I'll also probably be marketing the heck out of the game on various forums and whatnot, but as of right now, this blog is the main source for the project. I already have a domain for the main game, however, and once the Alpha is live that is where the project will probably live indefinitely.
