Putting Risk Back Into the Themepark — Drop Chance

February 17, 2010 by admin · Comment
Filed under: MMORPG 

1a6e5_spark-300x225 Putting Risk Back Into the Themepark — Drop ChanceLast month, I posted a bit about the concept of risk in MMOs and the conclusion I came up with is that most modern themepark MMOs have sanitized their gameplay such that risk is no longer a factor. I feel that risk is an intriguing design element and that without it, our MMOs are less than they could be. In this article, I am going to talk about a traditional MMO death penalty that has been abandoned in most modern games, Losing Your Cool Stuff.

Of course, the most extreme example of this penalty is the Full Loot/Corpse Run — you die and everything you own is left on your corpse. You might have a window where only you can loot your corpse, or if the game is “full loot”, then your corpse is fair game. This is the death penalty of old-school, “hardcore” games like Ultima Online, Everquest and more recently, Vanguard and Darkfall. I understand why people don’t like corpse runs. You play through dozens of quests and instances to get great gear, only to die in the middle of a lava pit and have to sit naked and forlorn, staring at your unreachable corpse as the timer runs down and your precious items vanish. Full loot is even worse because almost every death brings with it the loss of your good stuff — and most players hate losing their stuff.

The Drop Chance System

This is a simple tweak to the full loot idea. When you die, instead of dropping all of your items on your corpse, each item has a small percentage chance that it drops — say between 2 and 5 percent. When an item drops, it will either stay on your corpse, to be possibly looted by players, or it will appear in the inventory of the monster that killed you. Most of the time, players will be able to shrug off death, having lost nothing, or only trivial items. However, every so often, death will mean the loss of a powerful weapon or armor and the player will have to decide whether it is worth the effort to get it back.

One of the problems you see in full-loot games is that items lose a lot of their value. You might own a powerful sword, but because the chance of losing it is so high, you never take it out of the bank. At this point, though the sword might be worth quite a bit of in-game currency, it isn’t in play and thus becomes pointless. If you want a game with lots of important, powerful gear, full-loot probably isn’t the way to go. Darkfall is a good example of this. Gear is important in the sense that it makes a difference in combat, but it is all expendable (and consumable) and so no specific piece of gear is interesting.

By making item loss possible, we add an element of risk. By making item loss rare, we increase the expected return of a player equipping his best gear. If there is only a 2% chance of losing the Greatsword of Doom and it increases your combat abilities by 20%, that is a pretty good bet that most players will be willing to make. We get our element of risk, but still get more gear, and more interesting gear, into the game.

Let’s take a look at some other ramifications and possibilities of this system.

a168c_magicsword-225x300 Putting Risk Back Into the Themepark — Drop ChanceSpicing Up Loot Tables: If you die to a mob, any items lost will be found on the inventory of that creature when you kill it. This gives players a chance to get their gear back, if they are so inclined, but also means that any mob kill has a chance to turn up some unexpected gear dropped by another hapless player. I like the idea of killing a wandering goblin and finding he just killed an unfortunate adventurer to the tune of a couple hundred gold and a nice sword.

Spicing Up the Monsters: Take that one step further and actually give the creature the benefits of any items he takes from players. I would mark these creatures in some way (ideally by putting the armor/weapon model on them) to show players these creatures are enhanced, but carry more loot than usual. You would have to limit this to humanoids, or just accept that this is a little goofy — how would a raging boar wield a sword? Still, imagine coming across a goblin in the wilderness and jumping him, only to find that he is wielding a wand of fire, or going up against a giant ogre boss when you know he just wiped the previous group and snatched a particularly powerful mace… but man do you want that mace!

Unique Items: One possibility I find very intriguing is that this system would allow the inclusion of powerful unique items in the game. These artifacts would be more powerful than similar items of their level, or have unique effects, but would have much larger drop chances. They are worth seeking out and owning, but you know that you won’t keep them for very long. Sooner or later, you will die and the item will pass on to the next owner.

Spicing Up the Economy: Part of the game’s economy could be focused around drop chance. Because the drop chance is low, I think people will be more willing to use (and lose) cooler stuff. However, because the chance to lose your good gear is there, most people will have backup sets. These sets will have to be looted, bought or crafted and I think a viable economy would exist for “second-tier” items. Crafted “second-tier” items would be even more in demand if you made the drop chance for crafted gear lower than that of looted gear.

A possible variation of this system is that drop chances could start low, but then increase as the player died. Certain classes or crafters could have access to enchants or buffs that lowered the drop chance. An economy would certainly spring up around these enchants as people tried to protect their best pieces of equipment.

Tying Risk to Reward: You could make certain areas of the game increase the base drop chance of the items of anyone who dies there. Increasing the drop chance increases the risk, because players who die have a higher chance of losing items. However, the rewards in that reason would be increased, either because the designers put the best stuff there, or just because all the monsters you are facing are likely to be carrying player gear. Dungeons could have the absolute best rewards, but only if you were willing to brave a greatly increased chance of dropping your best items.

So that’s the idea… If I were to be creating an MMO, I would consider a drop chance system as a compromise between a hardcore risk system like full loot and a no risk system like durability loss. Still, there are other ways to inject risk into a traditional themepark game and we will explore another one of those next post. Until then, I hope you have some questions, comments or ideas of your own. I would love to hear them.

Putting Risk Back Into the Themepark — Drop Chance

February 17, 2010 by admin · Comment
Filed under: MMORPG 

97a62_spark-300x225 Putting Risk Back Into the Themepark — Drop ChanceLast month, I posted a bit about the concept of risk in MMOs and the conclusion I came up with is that most modern themepark MMOs have sanitized their gameplay such that risk is no longer a factor. I feel that risk is an intriguing design element and that without it, our MMOs are less than they could be. In this article, I am going to talk about a traditional MMO death penalty that has been abandoned in most modern games, Losing Your Cool Stuff.

Of course, the most extreme example of this penalty is the Full Loot/Corpse Run — you die and everything you own is left on your corpse. You might have a window where only you can loot your corpse, or if the game is “full loot”, then your corpse is fair game. This is the death penalty of old-school, “hardcore” games like Ultima Online, Everquest and more recently, Vanguard and Darkfall. I understand why people don’t like corpse runs. You play through dozens of quests and instances to get great gear, only to die in the middle of a lava pit and have to sit naked and forlorn, staring at your unreachable corpse as the timer runs down and your precious items vanish. Full loot is even worse because almost every death brings with it the loss of your good stuff — and most players hate losing their stuff.

The Drop Chance System

This is a simple tweak to the full loot idea. When you die, instead of dropping all of your items on your corpse, each item has a small percentage chance that it drops — say between 2 and 5 percent. When an item drops, it will either stay on your corpse, to be possibly looted by players, or it will appear in the inventory of the monster that killed you. Most of the time, players will be able to shrug off death, having lost nothing, or only trivial items. However, every so often, death will mean the loss of a powerful weapon or armor and the player will have to decide whether it is worth the effort to get it back.

One of the problems you see in full-loot games is that items lose a lot of their value. You might own a powerful sword, but because the chance of losing it is so high, you never take it out of the bank. At this point, though the sword might be worth quite a bit of in-game currency, it isn’t in play and thus becomes pointless. If you want a game with lots of important, powerful gear, full-loot probably isn’t the way to go. Darkfall is a good example of this. Gear is important in the sense that it makes a difference in combat, but it is all expendable (and consumable) and so no specific piece of gear is interesting.

By making item loss possible, we add an element of risk. By making item loss rare, we increase the expected return of a player equipping his best gear. If there is only a 2% chance of losing the Greatsword of Doom and it increases your combat abilities by 20%, that is a pretty good bet that most players will be willing to make. We get our element of risk, but still get more gear, and more interesting gear, into the game.

Let’s take a look at some other ramifications and possibilities of this system.

bdc21_magicsword-225x300 Putting Risk Back Into the Themepark — Drop ChanceSpicing Up Loot Tables: If you die to a mob, any items lost will be found on the inventory of that creature when you kill it. This gives players a chance to get their gear back, if they are so inclined, but also means that any mob kill has a chance to turn up some unexpected gear dropped by another hapless player. I like the idea of killing a wandering goblin and finding he just killed an unfortunate adventurer to the tune of a couple hundred gold and a nice sword.

Spicing Up the Monsters: Take that one step further and actually give the creature the benefits of any items he takes from players. I would mark these creatures in some way (ideally by putting the armor/weapon model on them) to show players these creatures are enhanced, but carry more loot than usual. You would have to limit this to humanoids, or just accept that this is a little goofy — how would a raging boar wield a sword? Still, imagine coming across a goblin in the wilderness and jumping him, only to find that he is wielding a wand of fire, or going up against a giant ogre boss when you know he just wiped the previous group and snatched a particularly powerful mace… but man do you want that mace!

Unique Items: One possibility I find very intriguing is that this system would allow the inclusion of powerful unique items in the game. These artifacts would be more powerful than similar items of their level, or have unique effects, but would have much larger drop chances. They are worth seeking out and owning, but you know that you won’t keep them for very long. Sooner or later, you will die and the item will pass on to the next owner.

Spicing Up the Economy: Part of the game’s economy could be focused around drop chance. Because the drop chance is low, I think people will be more willing to use (and lose) cooler stuff. However, because the chance to lose your good gear is there, most people will have backup sets. These sets will have to be looted, bought or crafted and I think a viable economy would exist for “second-tier” items. Crafted “second-tier” items would be even more in demand if you made the drop chance for crafted gear lower than that of looted gear.

A possible variation of this system is that drop chances could start low, but then increase as the player died. Certain classes or crafters could have access to enchants or buffs that lowered the drop chance. An economy would certainly spring up around these enchants as people tried to protect their best pieces of equipment.

Tying Risk to Reward: You could make certain areas of the game increase the base drop chance of the items of anyone who dies there. Increasing the drop chance increases the risk, because players who die have a higher chance of losing items. However, the rewards in that reason would be increased, either because the designers put the best stuff there, or just because all the monsters you are facing are likely to be carrying player gear. Dungeons could have the absolute best rewards, but only if you were willing to brave a greatly increased chance of dropping your best items.

So that’s the idea… If I were to be creating an MMO, I would consider a drop chance system as a compromise between a hardcore risk system like full loot and a no risk system like durability loss. Still, there are other ways to inject risk into a traditional themepark game and we will explore another one of those next post. Until then, I hope you have some questions, comments or ideas of your own. I would love to hear them.

A Most Unfortunate Encounter

January 25, 2010 by admin · Comment
Filed under: MMORPG 

05b2c_darkfall-300x125 A Most Unfortunate EncounterI’ve had these Selentine Keys in my bank for quite a while now and have never seen a Selentine Chest (the lowest level “cool” chest) in which to use them. Recently, I found a nice spot, with an easily accessible chest and nothing more than Dire Zombies guarding it. Dire Zombies can still give me headaches, but if I play smart, I can handle three at a time without too much trouble. So, early one morning, I grabbed three keys and headed to the chest, hoping for my first taste of phat Darkfall loot.

The fighting at the chest location went pretty well. I killed the first wave of zombies and cleared the area as new ones spawned. The danger in a situation like this isn’t the mobs, it is the fact that lots of other players know a chest is out here too and thus you are very likely to be ambushed by a player-killer. Every 6-8 minutes, I would check the chest to see if it had refilled, fight a couple zombies, hide, heal, scan the horizon. About a half-hour of this and I had about 1000 gold in my backpack, an enchanted leather chest piece and two enchanted scale chest pieces.

This is good stuff… not great, but good (I have never owned scale armor, let alone enchanted scale), and the money alone was about 1/3 of my current bank balance. I decided to back off and recall to home, which was the nearby hamlet of Skarnibben. Unfortunately, as I sat there helpless, waiting for the recall spell to complete, a zombie wandered back to my hiding place and zapped me, cancelling the recall. I killed the zombie, but the damage was done. I would either have to wait for recall to become available again, or walk back to the town.

I am impatient, so I start the run back to Skarnibben. About 1/2 way there, clan chat lights up. There are reds at Skar killing the various harvesters there. I come over the hill and in the distance, I can see a blooming ball of fire and some other glows that indicate magic is being tossed around. I could charge in and fight… and most likely die and lose my precious new scale armor pieces. I could charge in and try to get to the bank, but I would likely be killed before getting everything banked. Ugh.

I decided to turn east and head for the nearest NPC town. Hopefully, I could get there without running into anyone. So, I sprint and keep to the mountains, rushing to get back to the safety of a guard tower. About 2/3 of the way back, I clamor down a mountainside and fall a bit, taking some damage. I pull my staff and fire a heal as a reflex, but as I look around, I sure wish I hadn’t, because there, no more than 25 yards from me, are the two gankers who were wiping people in Skar. One is on a drake and the other is off, heading for a nearby chaos chest. I hesitate and start to back away, hoping they hadn’t seen me…

But they heard the heal and I don’t get out of sight quickly enough. I run, but there is no chance and I am bitten to death by the drake. Very disappointing.

Mistakes & Lessons Learned

There was no excuse for my recall being interrupted by a zombie– This was my first mistake. If I am going to “back off an recall to home”, then I should have backed off. I just ducked around a corner and thought I was safe to recall, but I could easily have backed off an additional 50 yards and ensured the completion of the spell. Had I recalled, I would have been involved in the fight at Skarnibben, but I would have had ample time to bank all of the goods I wanted to keep.

Use all the information the game has for you – At some point, I should have known the bad guys were headed out of Skarnibben, because the ClanKills tab went quiet. If the bad guys are killing and re-killing everyone at the bindstone, a steady stream of kill messages will appear on that tab and when that stopped, I should have known that Skarnibben was safe. Had I turned around and walked to Skar, or recalled again, I would have been counting my noob loot at the bank.

Stop rushing every so often — Had I not been in such a hurry to get to town, I might not have sprinted down the hill and I might have been able to see the reds before they saw me. Instead of sprinting down the hillside, perhaps a few moments of crouch walking was in order. Slowing down and being aware of my surroundings would have allowed me to avoid the reds.

When in doubt, be aggressive — Finally, when I saw that I had landed on top of these two player-killers, I should not have hesitated. I was not going to outrun them, and the chance of them not spotting me was small. I played scared and thus had no chance of surviving. Had I been a little more on the ball, I should have charged. One of the reds was off his mount heading for a chaos chest. Had I charged past him, I might have stolen his mount which would have given me a much better chance to escape to the safety of the watchtowers… and would have made for a much better story.

A Most Unfortunate Encounter

January 25, 2010 by admin · Comment
Filed under: MMORPG 

fe42a_darkfall-300x125 A Most Unfortunate EncounterI’ve had these Selentine Keys in my bank for quite a while now and have never seen a Selentine Chest (the lowest level “cool” chest) in which to use them. Recently, I found a nice spot, with an easily accessible chest and nothing more than Dire Zombies guarding it. Dire Zombies can still give me headaches, but if I play smart, I can handle three at a time without too much trouble. So, early one morning, I grabbed three keys and headed to the chest, hoping for my first taste of phat Darkfall loot.

The fighting at the chest location went pretty well. I killed the first wave of zombies and cleared the area as new ones spawned. The danger in a situation like this isn’t the mobs, it is the fact that lots of other players know a chest is out here too and thus you are very likely to be ambushed by a player-killer. Every 6-8 minutes, I would check the chest to see if it had refilled, fight a couple zombies, hide, heal, scan the horizon. About a half-hour of this and I had about 1000 gold in my backpack, an enchanted leather chest piece and two enchanted scale chest pieces.

This is good stuff… not great, but good (I have never owned scale armor, let alone enchanted scale), and the money alone was about 1/3 of my current bank balance. I decided to back off and recall to home, which was the nearby hamlet of Skarnibben. Unfortunately, as I sat there helpless, waiting for the recall spell to complete, a zombie wandered back to my hiding place and zapped me, cancelling the recall. I killed the zombie, but the damage was done. I would either have to wait for recall to become available again, or walk back to the town.

I am impatient, so I start the run back to Skarnibben. About 1/2 way there, clan chat lights up. There are reds at Skar killing the various harvesters there. I come over the hill and in the distance, I can see a blooming ball of fire and some other glows that indicate magic is being tossed around. I could charge in and fight… and most likely die and lose my precious new scale armor pieces. I could charge in and try to get to the bank, but I would likely be killed before getting everything banked. Ugh.

I decided to turn east and head for the nearest NPC town. Hopefully, I could get there without running into anyone. So, I sprint and keep to the mountains, rushing to get back to the safety of a guard tower. About 2/3 of the way back, I clamor down a mountainside and fall a bit, taking some damage. I pull my staff and fire a heal as a reflex, but as I look around, I sure wish I hadn’t, because there, no more than 25 yards from me, are the two gankers who were wiping people in Skar. One is on a drake and the other is off, heading for a nearby chaos chest. I hesitate and start to back away, hoping they hadn’t seen me…

But they heard the heal and I don’t get out of sight quickly enough. I run, but there is no chance and I am bitten to death by the drake. Very disappointing.

Mistakes & Lessons Learned

There was no excuse for my recall being interrupted by a zombie– This was my first mistake. If I am going to “back off an recall to home”, then I should have backed off. I just ducked around a corner and thought I was safe to recall, but I could easily have backed off an additional 50 yards and ensured the completion of the spell. Had I recalled, I would have been involved in the fight at Skarnibben, but I would have had ample time to bank all of the goods I wanted to keep.

Use all the information the game has for you – At some point, I should have known the bad guys were headed out of Skarnibben, because the ClanKills tab went quiet. If the bad guys are killing and re-killing everyone at the bindstone, a steady stream of kill messages will appear on that tab and when that stopped, I should have known that Skarnibben was safe. Had I turned around and walked to Skar, or recalled again, I would have been counting my noob loot at the bank.

Stop rushing every so often — Had I not been in such a hurry to get to town, I might not have sprinted down the hill and I might have been able to see the reds before they saw me. Instead of sprinting down the hillside, perhaps a few moments of crouch walking was in order. Slowing down and being aware of my surroundings would have allowed me to avoid the reds.

When in doubt, be aggressive — Finally, when I saw that I had landed on top of these two player-killers, I should not have hesitated. I was not going to outrun them, and the chance of them not spotting me was small. I played scared and thus had no chance of surviving. Had I been a little more on the ball, I should have charged. One of the reds was off his mount heading for a chaos chest. Had I charged past him, I might have stolen his mount which would have given me a much better chance to escape to the safety of the watchtowers… and would have made for a much better story.

You Load 16 Tons and What Do You Get? (One Month in Darkfall)

January 21, 2010 by admin · Comment
Filed under: MMORPG 

de248_darkfall-300x125 You Load 16 Tons and What Do You Get? (One Month in Darkfall)

After roaming the world of Agon for a bit and having a lot of fun doing it, I thought it would be a good idea to answer the question: How far can a noob get in a month? So, here is an overview of my Darkfall character after four weeks for play.

Play Time

In terms of video gaming, I never know what to call myself anymore. I think the disturbingly large array of jewel cases and dusty game boxes will attest to the fact that I am not a casual gamer. On the other hand, I don’t fit the hardcore PvP or raider mode either. I play between 2-4 nights a week, 3-4 hours a night.

Activities

I spend a lot of time teamed with one or two people hunting relatively easy spawns — trolls, hags and mercians. I rarely harvest during my prime-time, but on the weekends, or if I am home during the day (rarely), I try to get some semi-afk mining in. I don’t PvP much, as my chances 1v1 are slim. However, I do try to help my clan during city defenses and on the one siege in which they have been involved since I joined. As a rule, I don’t macro skills, or use a bloodwall. I certainly want my skills to increase, but I want to do so by experiencing the game.

4c3c1_skills-300x187 You Load 16 Tons and What Do You Get? (One Month in Darkfall)Skills and Stats

I have tried to focus on raising my magic skills as quickly as possible. I have had mixed success. At the beginning of your career, your magic is pathetically weak and you can blast a full bar of mana at a goblin and not kill him. This is great for skilling up, but bad for winning the combat. As your skill increases, you get access to better magic, but that magic starts to require reagents. Reagents are pretty costly and are one of the first things taken from your corpse when you are killed, so you never seem to have enough.

Nonetheless, I am pretty happy with where my skills are at this stage in the game. I feel I am making steady progress and starting to turn the corner to where I can be useful in a fight. My main goal is to get Fire Magic up as quickly as possible. Once I got Greater Magic to 25, I took a quick detour into Witchcraft, but decided that Witches’ Brew could wait because I needed to melt someone. Once I got GM 45 or so… my progress seemed to slow to a crawl, mostly because I could not go anywhere with reagents in my backpack without getting killed. Anyways, here are my notable magic skills.

  • Lesser Magic: 85 (Mana Missile: 54, Heal Self: 49)
  • Greater Magic: 51
  • Fire Magic: 25 (Firebolt: 25)
  • Witchcraft: 28 (Needles: 34)

I also do a fair bit of melee focused (as it seems almost everyone is) on Greatswords.

  • Greatswords 54 (Power Attack 35)
  • Rigor 30
  • Parry 6
  • Gank 1 (As you can see, I’ve never had the chance)

3051e_stats-300x187 You Load 16 Tons and What Do You Get? (One Month in Darkfall)I also gather, but it is not a main focus for me most nights. Most of my gathering is done on the weekends, or on a weekday when I am off work. I then do some semi-afk gathering while dealing with the kiddies, or some chores. I am mostly crafting swords with weaponsmith, and I just bought alchemy to make staffs.

  • Mining 70
  • Logging 49
  • Skinning 45
  • Weaponsmith 25
  • Alchemy 3

As far as stats go, most of my stats are 25-27 except for Dexterity… which is a disappointing 21 after one month. I assume that archery is the best way to increase Dex because nothing else seems to do so. Unfortunately, my archery has suffered due to my focus on skilling up magic. My hit points also seem a bit slow to move. I have a whopping 212 hit points.

Gear

I still use crap gear most of the time. I wear a mix of studded and banded on most sorties and carry r10 swords and r0 staffs. Not very impressive, I know. I am slowly working up some crafting skills to make better swords and staffs, but my progression has slowed somewhat because I have limited time to gather materials. I am loathe to ask my guild for help because frankly, I am not that useful a guild member at the moment, and it is likely that any items I get will get stolen in a day or two. For the most part, I will continue with whatever I can salvage or create and things will slowly get better.

PvP

My PvP record is a blazing 1 win and 50 losses. Oddly enough, I think I am doing pretty well because I know others who started about the same time I did with double the number of deaths. I am still at the stage where most small-scale PvP encounters end in my demise (and the loss of all my reagents). Still, in my last 1v1, I got my assailant down to about 1/3 of his health before dying and the last duel I was in both of us stopped when we were at 25% hits. I feel that my skill is increasing and I am getting better at surviving in the frantic dance that is 1v1 PvP.

In group PvP I fare a little better. I have fought through one siege and several smaller town defenses. I fare ok in these combats, mostly because there is lots of room to hide and I tend to stay back and either play support, or follow my betters into combat. As I stated earlier, I am hoping that as my Fire Magic increases, my value in these situations will increase.

Overview

After one month, I consider myself reasonably successful for the time I have put into the game. I could stand to practice my sword fighting a little more, both from a character and player skill perspective, because I am still not competitive in a small PvP situation. I am happy with my magic progression though. Even with the cost (and infinite steal-ability) of reagents, I am closing in on the bigger hitting fire AoEs.

As far as PvE, I still find hunting monster spawns fun and have finally reached a point where easy spawns are actually easy for me to solo. I would love to have more time to gather and craft because that would help my overall gear situation… but smacking monsters is way more fun.

You Load 16 Tons and What Do You Get? (One Month in Darkfall)

January 21, 2010 by admin · Comment
Filed under: MMORPG 

1bc51_darkfall-300x125 You Load 16 Tons and What Do You Get? (One Month in Darkfall)

After roaming the world of Agon for a bit and having a lot of fun doing it, I thought it would be a good idea to answer the question: How far can a noob get in a month? So, here is an overview of my Darkfall character after four weeks for play.

Play Time

In terms of video gaming, I never know what to call myself anymore. I think the disturbingly large array of jewel cases and dusty game boxes will attest to the fact that I am not a casual gamer. On the other hand, I don’t fit the hardcore PvP or raider mode either. I play between 2-4 nights a week, 3-4 hours a night.

Activities

I spend a lot of time teamed with one or two people hunting relatively easy spawns — trolls, hags and mercians. I rarely harvest during my prime-time, but on the weekends, or if I am home during the day (rarely), I try to get some semi-afk mining in. I don’t PvP much, as my chances 1v1 are slim. However, I do try to help my clan during city defenses and on the one siege in which they have been involved since I joined. As a rule, I don’t macro skills, or use a bloodwall. I certainly want my skills to increase, but I want to do so by experiencing the game.

ed587_skills-300x187 You Load 16 Tons and What Do You Get? (One Month in Darkfall)Skills and Stats

I have tried to focus on raising my magic skills as quickly as possible. I have had mixed success. At the beginning of your career, your magic is pathetically weak and you can blast a full bar of mana at a goblin and not kill him. This is great for skilling up, but bad for winning the combat. As your skill increases, you get access to better magic, but that magic starts to require reagents. Reagents are pretty costly and are one of the first things taken from your corpse when you are killed, so you never seem to have enough.

Nonetheless, I am pretty happy with where my skills are at this stage in the game. I feel I am making steady progress and starting to turn the corner to where I can be useful in a fight. My main goal is to get Fire Magic up as quickly as possible. Once I got Greater Magic to 25, I took a quick detour into Witchcraft, but decided that Witches’ Brew could wait because I needed to melt someone. Once I got GM 45 or so… my progress seemed to slow to a crawl, mostly because I could not go anywhere with reagents in my backpack without getting killed. Anyways, here are my notable magic skills.

  • Lesser Magic: 85 (Mana Missile: 54, Heal Self: 49)
  • Greater Magic: 51
  • Fire Magic: 25 (Firebolt: 25)
  • Witchcraft: 28 (Needles: 34)

I also do a fair bit of melee focused (as it seems almost everyone is) on Greatswords.

  • Greatswords 54 (Power Attack 35)
  • Rigor 30
  • Parry 6
  • Gank 1 (As you can see, I’ve never had the chance)

f42db_stats-300x187 You Load 16 Tons and What Do You Get? (One Month in Darkfall)I also gather, but it is not a main focus for me most nights. Most of my gathering is done on the weekends, or on a weekday when I am off work. I then do some semi-afk gathering while dealing with the kiddies, or some chores. I am mostly crafting swords with weaponsmith, and I just bought alchemy to make staffs.

  • Mining 70
  • Logging 49
  • Skinning 45
  • Weaponsmith 25
  • Alchemy 3

As far as stats go, most of my stats are 25-27 except for Dexterity… which is a disappointing 21 after one month. I assume that archery is the best way to increase Dex because nothing else seems to do so. Unfortunately, my archery has suffered due to my focus on skilling up magic. My hit points also seem a bit slow to move. I have a whopping 212 hit points.

Gear

I still use crap gear most of the time. I wear a mix of studded and banded on most sorties and carry r10 swords and r0 staffs. Not very impressive, I know. I am slowly working up some crafting skills to make better swords and staffs, but my progression has slowed somewhat because I have limited time to gather materials. I am loathe to ask my guild for help because frankly, I am not that useful a guild member at the moment, and it is likely that any items I get will get stolen in a day or two. For the most part, I will continue with whatever I can salvage or create and things will slowly get better.

PvP

My PvP record is a blazing 1 win and 50 losses. Oddly enough, I think I am doing pretty well because I know others who started about the same time I did with double the number of deaths. I am still at the stage where most small-scale PvP encounters end in my demise (and the loss of all my reagents). Still, in my last 1v1, I got my assailant down to about 1/3 of his health before dying and the last duel I was in both of us stopped when we were at 25% hits. I feel that my skill is increasing and I am getting better at surviving in the frantic dance that is 1v1 PvP.

In group PvP I fare a little better. I have fought through one siege and several smaller town defenses. I fare ok in these combats, mostly because there is lots of room to hide and I tend to stay back and either play support, or follow my betters into combat. As I stated earlier, I am hoping that as my Fire Magic increases, my value in these situations will increase.

Overview

After one month, I consider myself reasonably successful for the time I have put into the game. I could stand to practice my sword fighting a little more, both from a character and player skill perspective, because I am still not competitive in a small PvP situation. I am happy with my magic progression though. Even with the cost (and infinite steal-ability) of reagents, I am closing in on the bigger hitting fire AoEs.

As far as PvE, I still find hunting monster spawns fun and have finally reached a point where easy spawns are actually easy for me to solo. I would love to have more time to gather and craft because that would help my overall gear situation… but smacking monsters is way more fun.

Risk of What Exactly? (or how WoW is like penny poker)

January 14, 2010 by admin · Comment
Filed under: MMORPG 

41e1d_gobl0 Risk of What Exactly? (or how WoW is like penny poker)If you are an MMO player and bother to follow MMOs enough, then you likely have heard the term “Risk versus Reward” thrown around. For those of you who thought you were going to the home page of an investment firm or Hasbro, Risk versus Reward is a term MMO developers use to describe the concept that as you deal with more dangerous situations in the game (usually that means fighting more and bigger monsters), you should be rewarded with better stuff — more money and cooler more powerful items.

So, if I kill a lone level 1 goblin, I might find he carries 3 gold and a piece of lightly used chewing gum. If however, I manage to down a level 900 Swack Iron Dragon, I might be the new owner of a brand new piece of +10 Holy Avenger Chewing Gum of Slaying and seven gazillion gold pieces. It sounds straightforward and every game has some aspect of Risk v. Reward inherent in its design.

Yet somehow, it seems that the vast majority of MMOs get it wrong.

The inspiration for this post was a blurb in my last post in which I fawned over Darkfall’s PvE. I found myself asking why my high level WoW warlock and my max level CoX characters sat idle and why I can’t even be bothered to put in the night or two it would take to max out my Champions Online character. Certainly, all of these characters are on the top end of that risk/reward curve and in theory, should be very exciting to play — offering top tier payoffs for my exploits. So why are all of these characters trumped by my three-week old Darkfall noob who can barely take on two trolls at once and for whom a PvP encounter means almost certain ganking?

Some of it is novelty, of course. A new game is new and shiny and the old ones… not so much. I get that and admit that some of my excitement about Darkfall comes from its newness. However, by that respect, Champions Online is a relatively new game as well. It has a lot of shiny parts that I have not yet experienced and still, the excitement is not there — even with the promise of epic, superpowered battles and high-end gear.

Where do these games, and in fact, most other themepark games, go wrong?

e6993_questgiver-131x300 Risk of What Exactly? (or how WoW is like penny poker)One of the big problems is that most themepark games are linear in their progression. You start with a level 1 character in Noob Village, do the obligatory starter/tutorial quests which will take you to level 6 by doing such scintillating tasks such as “Open Your Backpack”, “Bring a Pie to the Weapon Vendor”, and finally “Kill 10 Randy Badgers”. Killing the badgers is the big risk, which isn’t really a risk because by design, the badgers are easy to kill at your level.

Once you hit level 6, you get a quest that takes you to a new area, where you are asked to kill 10 Feral Wolves. Now the wolves are tougher… more risk right? Well, not really. See, like the badgers you fought in Noob Village, these wolves are designed for you to kill easily at your new level. The wolves have powered up, but so have you and so while the wolves are objectively tougher, relative to your new power level, they are the same as the badgers. Risk is relative.

This trend continues as you progress to max level. Each new area you enter brings you new “challenges”, but each challenge is specifically designed for characters of your power level. What this means is that while you do fight different creatures as you progress, their level of difficulty stays the same. You are essentially funneled by the game designers into encounters with low-risk.

The situation gets even worse when you realize that as you progress through the game, the rewards you obtain are carefully measured to be appropriate for a character of your level. Sure you are getting more experience per kill, but the experience you need to level has increased as well. You are getting more gold, but the costs to upkeep your gear, buys skills and crafting materials has gone up as well. You are getting cooler gear, but it is the same gear that all the other level 10 characters have — having it is no big deal, but not having it puts you behind your peers. Rewards are relative.

Ok, but what if you decide to game the system and instead of doing quests designed for your level, you do quests that are a few levels above yours? If you are a level 10 character and manage to complete a level 15 quest, it is very likely that your character exposed himself to a fair bit of risk and would expect a high reward. You might certainly get such a reward in the form of a level 15 item. This is exciting until you realize the item has a hard level requirement and so you can’t use it.

Of course, you can wait for your level 15 item, but then you are wasting time and inventory slots that you should be using to acquire items you could actually use. And by the time you reach level 15 and are able to use your spiffy item, it isn’t that great anymore relative to the other items you have access to and you are powerful enough to have gotten it easily. You’ve wasted time and inventory slots on an item that is, by the time you can use it, the same as everyone else’s — the return on your extra risk investment is negative.

Now this isn’t the whole story. Many themepark games have implemented mechanics that deal with some of the problems listed above. I would argue that instances such as WoW’s dungeons help counter the linearity of the quest lines as they offer an optional “high-risk” way to get some of the best rewards in the game. You don’t have to do them, but if you do, you will get cool stuff. The Champions Online developers understood that people were routinely doing quests above their level and so they removed the level requirements on quest rewards to encourage the practice. City of Heroes has difficulty sliders on its instanced missions with better experience and influence for taking on the higher levels.

These are all good ideas and they help the situation a little bit. Still, the whole concept of Risk versus Reward is predicated on the idea that the player is risking something in the hopes of gaining something more in return. Ultimately, this is the biggest flaw in today’s themepark MMOs: Nothing is ever risked!

When you die in WoW, you take a hit to the durability of your gear, but even if a piece of gear breaks it is easily repaired with some gold. CoX gives you experience debt when you die, but the amount of that debt has been reduced over time to the point where you can often be out of debt by just letting your teammates finish off the spawn that killed you. The only penalty for dying in Champions is having to fly back to the battle. So… all this talk about risk and reward and we end up realizing the sad fact that The Risk Is A Lie. (And don’t even ask me about the cake.)

29c6d_aces-300x225 Risk of What Exactly? (or how WoW is like penny poker)But if the risk is a lie, then the reward is a lie as well, isn’t it? If we are playing a linear game with no penalty for failure and no setbacks, aren’t we just playing a slightly more interactive version of ProgressQuest? Yeah, I know… 1300 words later and you ended up with a curmudgeon post… “blah, blah, blah, kids nowadays and their dumbed-down MMOs. When I played, pre-Trammel Asheron’s Call before the NGE…”

That’s not exactly where I am going with this. See, I like many of the MMOs in question. I enjoy WoW. I played CoX for years and Champs Online, while sporting some ugly flaws, is still a fun game. But I do think we need to consider the fact that something is lost when game designers completely remove risk from the equation.

Consider the game of poker. Theoretically, playing a friendly game with your kids “just for chips”, penny poker with your family, dollar poker with your buddies and no-limit poker at a casino are all the same. The value of the hands are the same, the mechanics of the game are the same… and yet, the games are vastly different. Bluffing in penny poker is often silly, because the cost to call you is trivial. I’ll glady pay 50 cents to watch you lay down a king-high against my pair of threes. Now, let’s make the same call when the bet is $1000, or $10000. *gulp*

Now I have something to lose and whether I call or not is going to depend on the game situation, how much I stand to win (if I win), what I know about you, the strength of my hand, what I know about the possible strength of your hand, and how you’ve bet previously. Turns out, poker has just a tiny bit to do with mechanics and a whole heck of a lot to do with betting and if you aren’t playing with risk, then you are essentially playing a different game, and in fact, an inferior game. (Or at least a much less complex game.)

Do MMOs have a lot to do with betting? I think Darkfall does. Every time I leave my bank, I am making a bet as to the success or failure of my mission. If I bring a lot of magical reagents, or high rank equipment with me, I can now take on bigger challenges and thus, make my trip more lucrative. However, I am taking the risk that if I die, I will lose the costly materials. WoW, CoX and CO don’t have this element of risk and reward.

Imagine a game mechanically identical to World of Warcraft in every way except that the death penalty included the real risk of item loss. Suddenly, the game dynamics change. Who you party with matters… especially if they can loot your corpse. How you get to a quest location is now important because you won’t want to chance running through high-level spawns, or to places where you could be ganked by the enemy. Choosing what equipment to wear into a dungeon would invole trying to be as effective as possible while still mitigating the risk of death. Dungeon tactics would have to be more meticulous and better executed as a party wipe could truly be disastrous. Rare items would indeed be rare because they would only be attained by people who were willing to make a that high-stakes bet.

Would that be a better game? Well, I am pretty sure I am on the wrong side of history here, but I am going to say that yes, World of DeathpenaltyCraft would be a better game. But my guess is that it would be a less popular game. Humans are risk-averse and a lot more people play penny poker than high-stakes poker (myself included). Appealing to a mass-market (a good thing) means taking the risk out of the game (a bad thing).

To me, the next interesting question is this: Is there a way to add elements of risk into themepark games without ruining their mass appeal? Free-for-all PvP with full loot is probably not the way to go, but are there other things we can do to add that exciting element of risk back into our designs? I’ll tackle that in a post or two. For now, happy hunting!

Risk of What Exactly? (or how WoW is like penny poker)

January 14, 2010 by admin · Comment
Filed under: MMORPG 

d0891_gobl0 Risk of What Exactly? (or how WoW is like penny poker)If you are an MMO player and bother to follow MMOs enough, then you likely have heard the term “Risk versus Reward” thrown around. For those of you who thought you were going to the home page of an investment firm or Hasbro, Risk versus Reward is a term MMO developers use to describe the concept that as you deal with more dangerous situations in the game (usually that means fighting more and bigger monsters), you should be rewarded with better stuff — more money and cooler more powerful items.

So, if I kill a lone level 1 goblin, I might find he carries 3 gold and a piece of lightly used chewing gum. If however, I manage to down a level 900 Swack Iron Dragon, I might be the new owner of a brand new piece of +10 Holy Avenger Chewing Gum of Slaying and seven gazillion gold pieces. It sounds straightforward and every game has some aspect of Risk v. Reward inherent in its design.

Yet somehow, it seems that the vast majority of MMOs get it wrong.

The inspiration for this post was a blurb in my last post in which I fawned over Darkfall’s PvE. I found myself asking why my high level WoW warlock and my max level CoX characters sat idle and why I can’t even be bothered to put in the night or two it would take to max out my Champions Online character. Certainly, all of these characters are on the top end of that risk/reward curve and in theory, should be very exciting to play — offering top tier payoffs for my exploits. So why are all of these characters trumped by my three-week old Darkfall noob who can barely take on two trolls at once and for whom a PvP encounter means almost certain ganking?

Some of it is novelty, of course. A new game is new and shiny and the old ones… not so much. I get that and admit that some of my excitement about Darkfall comes from its newness. However, by that respect, Champions Online is a relatively new game as well. It has a lot of shiny parts that I have not yet experienced and still, the excitement is not there — even with the promise of epic, superpowered battles and high-end gear.

Where do these games, and in fact, most other themepark games, go wrong?

0516a_questgiver-131x300 Risk of What Exactly? (or how WoW is like penny poker)One of the big problems is that most themepark games are linear in their progression. You start with a level 1 character in Noob Village, do the obligatory starter/tutorial quests which will take you to level 6 by doing such scintillating tasks such as “Open Your Backpack”, “Bring a Pie to the Weapon Vendor”, and finally “Kill 10 Randy Badgers”. Killing the badgers is the big risk, which isn’t really a risk because by design, the badgers are easy to kill at your level.

Once you hit level 6, you get a quest that takes you to a new area, where you are asked to kill 10 Feral Wolves. Now the wolves are tougher… more risk right? Well, not really. See, like the badgers you fought in Noob Village, these wolves are designed for you to kill easily at your new level. The wolves have powered up, but so have you and so while the wolves are objectively tougher, relative to your new power level, they are the same as the badgers. Risk is relative.

This trend continues as you progress to max level. Each new area you enter brings you new “challenges”, but each challenge is specifically designed for characters of your power level. What this means is that while you do fight different creatures as you progress, their level of difficulty stays the same. You are essentially funneled by the game designers into encounters with low-risk.

The situation gets even worse when you realize that as you progress through the game, the rewards you obtain are carefully measured to be appropriate for a character of your level. Sure you are getting more experience per kill, but the experience you need to level has increased as well. You are getting more gold, but the costs to upkeep your gear, buys skills and crafting materials has gone up as well. You are getting cooler gear, but it is the same gear that all the other level 10 characters have — having it is no big deal, but not having it puts you behind your peers. Rewards are relative.

Ok, but what if you decide to game the system and instead of doing quests designed for your level, you do quests that are a few levels above yours? If you are a level 10 character and manage to complete a level 15 quest, it is very likely that your character exposed himself to a fair bit of risk and would expect a high reward. You might certainly get such a reward in the form of a level 15 item. This is exciting until you realize the item has a hard level requirement and so you can’t use it.

Of course, you can wait for your level 15 item, but then you are wasting time and inventory slots that you should be using to acquire items you could actually use. And by the time you reach level 15 and are able to use your spiffy item, it isn’t that great anymore relative to the other items you have access to and you are powerful enough to have gotten it easily. You’ve wasted time and inventory slots on an item that is, by the time you can use it, the same as everyone else’s — the return on your extra risk investment is negative.

Now this isn’t the whole story. Many themepark games have implemented mechanics that deal with some of the problems listed above. I would argue that instances such as WoW’s dungeons help counter the linearity of the quest lines as they offer an optional “high-risk” way to get some of the best rewards in the game. You don’t have to do them, but if you do, you will get cool stuff. The Champions Online developers understood that people were routinely doing quests above their level and so they removed the level requirements on quest rewards to encourage the practice. City of Heroes has difficulty sliders on its instanced missions with better experience and influence for taking on the higher levels.

These are all good ideas and they help the situation a little bit. Still, the whole concept of Risk versus Reward is predicated on the idea that the player is risking something in the hopes of gaining something more in return. Ultimately, this is the biggest flaw in today’s themepark MMOs: Nothing is ever risked!

When you die in WoW, you take a hit to the durability of your gear, but even if a piece of gear breaks it is easily repaired with some gold. CoX gives you experience debt when you die, but the amount of that debt has been reduced over time to the point where you can often be out of debt by just letting your teammates finish off the spawn that killed you. The only penalty for dying in Champions is having to fly back to the battle. So… all this talk about risk and reward and we end up realizing the sad fact that The Risk Is A Lie. (And don’t even ask me about the cake.)

b4a6e_aces-300x225 Risk of What Exactly? (or how WoW is like penny poker)But if the risk is a lie, then the reward is a lie as well, isn’t it? If we are playing a linear game with no penalty for failure and no setbacks, aren’t we just playing a slightly more interactive version of ProgressQuest? Yeah, I know… 1300 words later and you ended up with a curmudgeon post… “blah, blah, blah, kids nowadays and their dumbed-down MMOs. When I played, pre-Trammel Asheron’s Call before the NGE…”

That’s not exactly where I am going with this. See, I like many of the MMOs in question. I enjoy WoW. I played CoX for years and Champs Online, while sporting some ugly flaws, is still a fun game. But I do think we need to consider the fact that something is lost when game designers completely remove risk from the equation.

Consider the game of poker. Theoretically, playing a friendly game with your kids “just for chips”, penny poker with your family, dollar poker with your buddies and no-limit poker at a casino are all the same. The value of the hands are the same, the mechanics of the game are the same… and yet, the games are vastly different. Bluffing in penny poker is often silly, because the cost to call you is trivial. I’ll glady pay 50 cents to watch you lay down a king-high against my pair of threes. Now, let’s make the same call when the bet is $1000, or $10000. *gulp*

Now I have something to lose and whether I call or not is going to depend on the game situation, how much I stand to win (if I win), what I know about you, the strength of my hand, what I know about the possible strength of your hand, and how you’ve bet previously. Turns out, poker has just a tiny bit to do with mechanics and a whole heck of a lot to do with betting and if you aren’t playing with risk, then you are essentially playing a different game, and in fact, an inferior game. (Or at least a much less complex game.)

Do MMOs have a lot to do with betting? I think Darkfall does. Every time I leave my bank, I am making a bet as to the success or failure of my mission. If I bring a lot of magical reagents, or high rank equipment with me, I can now take on bigger challenges and thus, make my trip more lucrative. However, I am taking the risk that if I die, I will lose the costly materials. WoW, CoX and CO don’t have this element of risk and reward.

Imagine a game mechanically identical to World of Warcraft in every way except that the death penalty included the real risk of item loss. Suddenly, the game dynamics change. Who you party with matters… especially if they can loot your corpse. How you get to a quest location is now important because you won’t want to chance running through high-level spawns, or to places where you could be ganked by the enemy. Choosing what equipment to wear into a dungeon would invole trying to be as effective as possible while still mitigating the risk of death. Dungeon tactics would have to be more meticulous and better executed as a party wipe could truly be disastrous. Rare items would indeed be rare because they would only be attained by people who were willing to make a that high-stakes bet.

Would that be a better game? Well, I am pretty sure I am on the wrong side of history here, but I am going to say that yes, World of DeathpenaltyCraft would be a better game. But my guess is that it would be a less popular game. Humans are risk-averse and a lot more people play penny poker than high-stakes poker (myself included). Appealing to a mass-market (a good thing) means taking the risk out of the game (a bad thing).

To me, the next interesting question is this: Is there a way to add elements of risk into themepark games without ruining their mass appeal? Free-for-all PvP with full loot is probably not the way to go, but are there other things we can do to add that exciting element of risk back into our designs? I’ll tackle that in a post or two. For now, happy hunting!

Fear and Loathing in Agon

December 18, 2009 by admin · Comment
Filed under: MMORPG 

d8475_darkfall-300x125 Fear and Loathing in AgonSo let’s get this out of the way first thing: I promised screenshots, but can’t deliver. I obviously screwed something up with the configuration of my screenshot program and it is no longer behaving. Obviously, I will have to take some time out to fix that problem before getting too far along because I would really like to accompany some of these stories with a picture or two.

Last night was my second night with Vedis, trolling about the starter human lands. This time, my friend Steve, who decided to resub his account to team up with me, joined me and provided me with some armor he crafted. Add to that a quest reward or two and I am the owner of a sparkling new set of chain mail and a wicked looking rank 10 glaive. Time to stick me some goblins!!

And there in fact, were a lot of goblins killed last night… and some fish caught and cooked… and a package delivered. I am taking the advice of many Darkfall forum-goers and getting my basic quests done before heading out into the world, and it seems to be working for me. However, you’ve already heard about my adventures with goblins and I can’t stand to fish in real life, so I can’t imagine someone telling you about their fake fishing in an action game makes for a good read.

So instead, let’s talk about killing folks… well that and getting killed by folks.

My encounter occurred before my friend joined me. Having mastered goblins for the most part, I was hunting in the thick of a goblin spawn. Scouts and fighters were falling to my spells and blade (the spiffy 2-h sword I bought). Shamans were still rough, but I could take them. As I was finishing my latest kill, I noticed another player up on the nearby hill, fighting his own beasties. I recognized the name — on one of my runs to/from the town, I saw this guy die in combat to another player. I was wary, but figured that this guy was far enough away, injured and fighting his own goblins, so he was likely not a threat.

Yes, in retrospect, I know how dumb that sounds.

In the meantime, my goblin hunting was going well, but I found myself in a bit of a pickle. I had gotten surrounded by a fighter and a scout and though I killed them easily enough, I was down some hit points and some stamina. By itself, this was nothing to worry about, but I thought I probably ought to check on my nearby PvPer. Before I could spot him, there was a flash and damage. A shaman had spotted me, zapped me once and was casting again. I rushed him and started battling, dancing back and forth in an attempt to dodge his spells. I got the combat under control, but realized that I was horribly exposed, with only a fraction of my hit points.

My would-be PKer did not disappoint me. He charged down the hillside and started swiping at me. He was injured (though less so than I was) and had no equipment but his sword. I was not going to let this guy take me down. I took a swing and then moved past him, quickly switched to my staff and fired off a heal. Then it was back to the blade. A few hurried swings later and my assailant was down. Unfortunately, that left me with a handful of health and a shaman who was more than happy to finish me off. I tried to get another heal off and run, but it was no use. I killed my attacker, but he ultimately “killed” me as well.

Which left me in a rough position. My foe had almost nothing on him, but I had a weapon, some armor, a staff, and lots and lots of crappy goblin loot. Both of us died, but he died just a tiny bit ahead of me. If he were to respawn first, he could run back to the site of the battle and loot my corpse, “winning” even though he had lost the fight. I banged on my space bar thinking, “Why won’t I freakin’ DIE ALREADY?!?”  Finally, I respawned and instead of heading to the bank to get gear, I equipped my newbie staff and started immediately to the goblin spawn, zapping my self heal as I ran.

Fortunately, when I made it to the site of the carnage, my tombstone was still there and there were no goblins in sight. I quickly looted my corpse, rushing to drag everything into my pack before anyone else arrived on the scene. Then, without bothering to search for my assailant’s body, I turned back to town. There he was, no more than 100 yards away. He obviously had come to the same conclusion that I did and had charged straight back from town. For a moment, I thought he might engage me in battle again, but he didn’t… his hit points were only about 1/3 recovered whereas my spamming of self heal had given me close to 3/4 of my health back. He exercised the better part of valor and steered well clear of me as I headed back to town.

As I passed him and gave him a “Nice fight” in chat… the “because I pwnd you, Jackass” was implied )

Fear and Loathing in Agon

December 18, 2009 by admin · Comment
Filed under: MMORPG 

11174_darkfall-300x125 Fear and Loathing in AgonSo let’s get this out of the way first thing: I promised screenshots, but can’t deliver. I obviously screwed something up with the configuration of my screenshot program and it is no longer behaving. Obviously, I will have to take some time out to fix that problem before getting too far along because I would really like to accompany some of these stories with a picture or two.

Last night was my second night with Vedis, trolling about the starter human lands. This time, my friend Steve, who decided to resub his account to team up with me, joined me and provided me with some armor he crafted. Add to that a quest reward or two and I am the owner of a sparkling new set of chain mail and a wicked looking rank 10 glaive. Time to stick me some goblins!!

And there in fact, were a lot of goblins killed last night… and some fish caught and cooked… and a package delivered. I am taking the advice of many Darkfall forum-goers and getting my basic quests done before heading out into the world, and it seems to be working for me. However, you’ve already heard about my adventures with goblins and I can’t stand to fish in real life, so I can’t imagine someone telling you about their fake fishing in an action game makes for a good read.

So instead, let’s talk about killing folks… well that and getting killed by folks.

My encounter occurred before my friend joined me. Having mastered goblins for the most part, I was hunting in the thick of a goblin spawn. Scouts and fighters were falling to my spells and blade (the spiffy 2-h sword I bought). Shamans were still rough, but I could take them. As I was finishing my latest kill, I noticed another player up on the nearby hill, fighting his own beasties. I recognized the name — on one of my runs to/from the town, I saw this guy die in combat to another player. I was wary, but figured that this guy was far enough away, injured and fighting his own goblins, so he was likely not a threat.

Yes, in retrospect, I know how dumb that sounds.

In the meantime, my goblin hunting was going well, but I found myself in a bit of a pickle. I had gotten surrounded by a fighter and a scout and though I killed them easily enough, I was down some hit points and some stamina. By itself, this was nothing to worry about, but I thought I probably ought to check on my nearby PvPer. Before I could spot him, there was a flash and damage. A shaman had spotted me, zapped me once and was casting again. I rushed him and started battling, dancing back and forth in an attempt to dodge his spells. I got the combat under control, but realized that I was horribly exposed, with only a fraction of my hit points.

My would-be PKer did not disappoint me. He charged down the hillside and started swiping at me. He was injured (though less so than I was) and had no equipment but his sword. I was not going to let this guy take me down. I took a swing and then moved past him, quickly switched to my staff and fired off a heal. Then it was back to the blade. A few hurried swings later and my assailant was down. Unfortunately, that left me with a handful of health and a shaman who was more than happy to finish me off. I tried to get another heal off and run, but it was no use. I killed my attacker, but he ultimately “killed” me as well.

Which left me in a rough position. My foe had almost nothing on him, but I had a weapon, some armor, a staff, and lots and lots of crappy goblin loot. Both of us died, but he died just a tiny bit ahead of me. If he were to respawn first, he could run back to the site of the battle and loot my corpse, “winning” even though he had lost the fight. I banged on my space bar thinking, “Why won’t I freakin’ DIE ALREADY?!?”  Finally, I respawned and instead of heading to the bank to get gear, I equipped my newbie staff and started immediately to the goblin spawn, zapping my self heal as I ran.

Fortunately, when I made it to the site of the carnage, my tombstone was still there and there were no goblins in sight. I quickly looted my corpse, rushing to drag everything into my pack before anyone else arrived on the scene. Then, without bothering to search for my assailant’s body, I turned back to town. There he was, no more than 100 yards away. He obviously had come to the same conclusion that I did and had charged straight back from town. For a moment, I thought he might engage me in battle again, but he didn’t… his hit points were only about 1/3 recovered whereas my spamming of self heal had given me close to 3/4 of my health back. He exercised the better part of valor and steered well clear of me as I headed back to town.

As I passed him and gave him a “Nice fight” in chat… the “because I pwnd you, Jackass” was implied )

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