Chalk another game off my backlog, I just completed Ultima Underworld and I must say it was much more than the game I was expecting. Sometimes when the nostalgia bug bites, you head back to an older game or two, and they just don’t hold up. It’s not as good as you remember it being, the graphics are just too dated to enjoy it, or times have changed so much that the flow of the game is totally opposed to today’s standards. Ultima Underworld, though, was more of a look into the future from the past.
Did I forget to mention that you could also play musical instruments in Underworld? Yup, you totally could. Not only that, but at one point it became integral to the main quest. Fishing, too. The amount of features stuffed into this one game, a game who this month is turning 23 years old, is absolutely staggering. Not only did the game hold up well over time, it held up well enough for me to play a complete runthrough of the game without even wanting to divert my attention elsewhere.
I should… call Origin to receive a personal congratulations?! I wonder if any one of the old Origin employees or anyone at EA would honor this.
The best feature of Underworld, hands down, is it really nailed that feeling of exploration. The storyline was bare at best, and revolved around saving a maiden and finding a handful of particular items, using clues given by the NPCs you met. Finding them is what drove you forward, and every item you needed was just down one more level tucked into a far corner somewhere or held by some unsuspecting NPC, and all you had to do was find it. Around any corner could be a monster that would slap you around, a friendly face, a pile of treasure, a piece of lore, a freaking game of Pac-Man, a talking door, a developer homage, lava and waterfalls, a platform puzzle, etc. In other words, Ultima Underworld rewarded handsomely the person who explored every nook and cranny.
So I’m to collect these blue orbs as I run around this maze that’s filled with different colored ghosts. Sure, that sounds perfectly reasonable.
And not a single drop of procedural generation was used. The only randomness seemed to come from periodic monster spawns. After clearing a level occasionally you would meet a random monster, and these either didn’t happen often, or happened and they mixed in so well that they weren’t that noticeable. They didn’t use random encounters as an experience crutch, though, as is commonly found in a metric ton of other games. Everything was on purpose. But even with those rails, it felt like the rails didn’t exist.
Werit, another Star Trek Online player, makes a couple great points about the topic of exploration. If “exploration” is made procedurally generated, it doesn’t “feel” like you’re really exploring. It instead feels like you’re traveling down the highway and seeing yet another rest stop. A few restaurants, maybe a quirky gift shop, bathrooms, and that’s about it. If all you have to look forward to with more exploration is yet another rest stop, it doesn’t feel that fulfilling. And yet, Star Trek Online players, like many other players, are clamoring for more exploration!
Ultima Underworld really nailed what games today are still having problems trying to emulate. The Elder Scrolls series, I think, has come the closest to that feeling of rewarding exploration, where you could pick any direction and find rewarding adventure. That’s the reason why Skyrim has sold an almost mind-boggling amount of units. Rewarding exploration is what players really want. It is also why The Elder Scrolls Online didn’t fare so hot on release, their rails were showing too much.
A spectre named Warren, a not-so-subtle nod to Warren Spector. Wonder why he’s upset, though? Maybe the whole ‘ghost’ thing has something to do with it.
Not many younger players these days can stomach a game that has such dated graphics, no matter how good it is. Ultima Underworld, though, felt like listening to good classic rock. Different from today’s music, both in structure and style, but the soul never changes.
Playing Ultima Underworld evoked feelings like listening to Pink Floyd’s ‘The Wall’. You know that what you’re experiencing is from a different time period, but that does nothing to diminish the genius that went into producing it.
P.S. – By the way, mark it down. On March 2nd, 2015 the Internet was won by Ocho.
P.S. – Supporting the Underworld Ascendant Kickstarter for me was a no brainer. It’s being produced by the same designer, Paul Neurath, someone who obviously knows what’s up. Their biggest hurdle, I believe, will be in topping what was an industry-changing game. No small feat.
P.P.S.- Here are links to my other two writeups on Underworld: My initial writeup, My mid-game writeup.
The whole Pink Floyd analogy was a little more apt, too. The run after the final encounter is a little… trippy.
Bica, yeshor’click! Remember in my previous post how I mentioned that Ultima Underworld really holds up, despite the fact the game is over 20+ years old? I really wasn’t kidding, it holds up really well. I’ve been playing for about a week now, and I’m pretty hooked. The more I play, the more I think this game was truly ahead of it’s time.
Since I’ve been playing for a while, I have a greater grasp on the whole experience. Previously I mentioned features such as: lighting, food and hunger mechanics, platform jumping, swimming, melee and ranged combat, magic, hiding, faction-based NPCs, thieving, trading and reputation, armor and weapon degradation, sandbox style gameplay, and an in-game map with the ability to add player-created notes. All of this definitely exists. But then throw into it even more features like Minecraft style crafting (use an ear of corn over a fire, and you get popcorn; use a rock hammer on rocks to create sling stones; etc.), simple but interesting quests, and multiple large and diverse levels to explore, and I can easily see why this game took the industry by storm. 1992!
I’m not being that greatly challenged, though. I remember when I was younger Ultima Underworld being downright daunting, but once I followed the User’s Guide and found stuff like a resurrection mechanic, and learned the magic and advancement system a little better (the Light and Create Food spell are downright necessities), the real challenge of the game comes down to simple inventory management, as the amount you can carry around with you is very small. But then I found that items don’t disappear. If I find a random corner of a level and drop a few pieces of armor I’ve been lugging around, I can come back days later and it will still be there. So even then, inventory management isn’t the end of the world.
Die ghost! Wait… how does that work? Die… again?
Let me give you an example of one of the interesting quests, though. Now remember, this is Ultima, so there is no such thing as a quest log. All quests are dialogue driven, and nothing will point you where you need to go. On the 3rd level, I came across a race of lizardmen. Communicating with them, though, was a little… tricky. The lizardmen have their own separate language, you see. So, when talking to them, I mostly just apologized to them that I had no idea what they were saying. If this were any newer game, I would either believe I wasn’t supposed to know what they were saying, or that I would learn some ability and magically be able to understand them. ‘Click, not here.
I came across a human prisoner behind a set of bars in the lizardmen holdings and thought “Awesome. Here is where I learn the ability to talk to these guys.” The prisoner was mute. So on one side we have a prisoner who can’t speak, and the other a language we don’t understand. However, through descriptive charades, the prisoner let us know that, indeed, he knew the lizardmen language and would teach it to me if I agreed to help release him. I had to bring the words to him, though. The process was to talk to a lizardman, and write down a whole bunch of words, then take them back to the prisoner to play charades with him and continue like that until I had a firm grasp of the language. Once I did so, I was then able to communicate with all the other lizardmen! It came out that the prisoner had stolen food and attacked one of the lizardmen, and was sentenced to be executed. He would be pardoned, though, if I gave the lizardmen a whole bunch of food. It’s left up to the character, really. I decided to free him, but I still don’t feel great about that decision. I did keep my end of the bargain, though.
I can fully understand this now. Think I can add Thepa to my CV?
Overall, the main quest revolves around finding the kidnapped daughter of the local Baron. However, once entering the Abyss, it’s found to be more complex than that (thankfully). Through dream communication, you learn that she was kidnapped for a more malicious purpose, and the whole of Britannia is in peril. Of course it is. From what exactly, I’m not sure yet. Sseth, you need to find the Baron’s daughter, but you also need to collect eight different artifacts strewn throughout the Abyss. Again, the why isn’t quite clear yet, but as per the Ultima ethos, these artifacts are representations of the eight Britannian virtues and they can be anywhere and be anything. It’s even quite possible I’ve stumbled on a few already and I’m hoping I didn’t discard any of them in a random corner somewhere.
I have so far collected three artifacts, though, and have completed my exploration of the 4th level. I also feel pretty powerful at this point, and not a lot can stand under the onslaught of my mace. Come at me, Abyss!
P.S. – It looks like Ultima Ascendant has made their Kickstarter goal! Sweet. Can’t wait to give that a shot, too. But I have to say, to top the original 20+ year old game might take a little more effort than one would think.
The Kickstarter for Crowfall, an MMO in development, just started yesterday. Taking a look at the Kickstarter advertising for the game, though, has left me more confused about what this game is trying to be. From news articles like those found on the new MassivelyOP.net, voxels, destructive environments, and strategy will be the general focus of the game, but the fundraising pitch makes it sound like it’s including a lot more than that. “It’s like Game of Thrones meets Eve Online” reads a tagline on the fundraising page. I’m reminded, though, of a lot of other games when you start going through the feature list.
One of the game’s shining mechanics seems to be that game locations will periodically reset. It appears that there will be two main areas for players to run around in, the “Eternal Kingdoms” and the “Campaign Worlds”. The “Eternal Kingdoms” seems to be where players will set up their main bases of permanent operation. Guilds will presumably be able to build castles and fortresses, and these estates will be around indefinitely. I’m thinking similar to Landmark here. Landmark with possible PvP focus, too, not just a building simulator.
The “Campaign Worlds”, on the other hand, will be the real battlegrounds of the game and will only be around for limited periods of time, until the resources are gathered and your side comes out victorious or not, at which point you return back to the Eternal Kingdoms. So these are like matches then, matches that take a while to complete but that do have a set “win” condition. Win conditions like A Tale in the Desert but more violence? You would be able to collect your spoils and bring them back to the Eternal Kingdoms to improve your character and holdings, though, so maybe not like ATiTD. Kind of feeling like it’s approaching Guild Wars 2 style World vs World a bit, but with actual win conditions instead of just time. In fact, the action combat appears to be very GW2-esque as well.
So maybe the tagline should be “Guild Wars 2’s WvW meets A Tale in the Desert meets Landmark”? I mean, that’s not as badass sounding as “Game of Thrones meets Eve Online” (both very “hardcore” IPs), but it does help me visualize it better. But then they throw this in there…
“The beginning of each Campaign is like the first round of Civilization: players are dropped into a harsh environment, surrounded by Fog-of-War. The Worlds are filled with deadly monsters, haunted ruins, abandoned quarries… and the most dangerous predator of all, other players.
Craft weapons, scavenge armor, secure a stronghold, forge alliances and conquer the World.”
So… like H1Z1? Are the Campaign Worlds more survival-focused, maybe? This makes it sound like they’ll have a scavenger, band of survivors feel to them, where you battle not just the environment, but also other players to achieve the win conditions. No zombies, though. Well, maybe. These Campaign Worlds are slowly falling, entropy having it’s way with them, and the “Hunger” seems to be a driving factor in that. The Hunger seems to be the game’s main antagonist, a relentless, singularly focused enemy without remorse or empathy. Like the Borg, or… zombies. A rose by any other name.
But then they say they’re throwing in a heavy focus of strategy as well when they say “A seamless blend of an MMO with a large-scale Strategy game!” When mixed with PvP, “strategy” gaming is very reminiscent of MOBAs. Seeing as how MOBAs are wildly successful at the moment, I could see where they would also attempt this avenue for development as well.
So, then “Guild Wars 2 WvW meets A Tale in the Desert meets Landmark meets MOBAs meets H1Z1!” It certainly doesn’t roll off the tongue, does it? This is why I don’t work in advertising.
At it’s base, though, it sounds like the most important aspects will be Guilds, Territory, Crafting, and PvP. Doesn’t sound like it’d be up my alley, only because my jump-in-jump-out playstyle doesn’t mesh well with territory holdings and PvP focus, which is the realm of more dedicated players.
So although maybe it’s right now not sounding like it’d be for me, it does sound like it’s something fresh and really pushing the boundaries. So I give it a lot of respect, it’s trying new avenues of gameplay with systems that are relatively familiar, and combining them to create this new species of MMO. That is awesome.
Tons of time left to go, and it looks like hitting their $800,000 goal really won’t be a problem. So if Crowfall sounds like it would be a nice addition to the stable of games you’re already playing, go check it out.
– So what do you think? Does it remind you of any other games as well? Is this the pattern we should expect for the evolution of the MMO genre, combining traits of games already played to make something new? Do you think I’m wrong and “Shut up, Ocho, it’s Eve Online meets Game of Thrones like they said! Jeez! It’s not that confusing, ya noob!”
– All images used in this post are linked from the Crowfall Kickstarter page and are not my own screenshots.
My last few posts have been a little… heavy handed. I go through waves, I’ve found. A few posts of pointing out gaming’s psychological tactics and obscure cultural norms here and there, trying to get those who may be imbibing the kool-aid a little too deep to at least notice what flavor it is. But this here corner of the internet is about gaming and the celebration of the artform! To that end, I can’t make *every* post thought provoking, there has to be a wave of fluff, too. So, let me tell you about my latest gaming habits!
I’ve found myself lately pulled back into the comforting arms of nostalgia, a gaming haven I head to periodically which I love. Using a new system I’ve devised to make headway into my backlog, which has been working nicely, the RNG gods have decided the game I am to play is Ultima Underworld. I couldn’t be more thrilled.
Goldthirst, huh? I wonder what motivates this dude…
This comes at an great time. We are currently going through a wave of resurgence of all things Ultima. Broadsword picked up the license of Ultima Online and has been running with the 17 year old game, Shroud of the Avatar is coming along nicely picking up a dedicated community as it keeps moving in development, and still in the funding stage of it’s Kickstarter, Underworld Ascendant, a rework of Underworld, is ~ 80% funded with 2 weeks yet to go.
Ultima Underworld itself, though, is one of the cornerstones of gaming as we know it. Almost 23 years old, Releasing in 1992, it is noted to be the first role-playing game to feature first-person action in a 3D environment. One of the real OGs of gaming here. Paul Neurath, Underworld’s designer, when asked in an interview said “I brought an early Underworld demo to the West Coast to show some folks, including developer friends. I recall how their jaws dropped wide as they watched the demo. You could see in their eyes that the gaming world had shifted.“ It even released before Wolfenstein 3D, and many shooters and RPGs to follow credited Underworld as an influence: Bioshock, Gears of War, The Elder Scrolls, Deus Ex, Half-Life, Tomb Raider, System Shock, and pretty much any game that lets your character move around in a 3D environment.
For 1992 the addition of a player-annotated in-game map is mind blowing.
So how does it hold up? After a few hours, pretty dang well. Lighting, food and hunger mechanics, platform jumping, swimming, melee and ranged combat, magic, hiding, faction-based NPCs, thieving, trading and reputation, armor and weapon degradation, sandbox style gameplay, and an in-game map with the ability to add player-created notes. The only parts that don’t really hold up are the music, with a midi track that Dosbox has a hard time translating, and the main plot, so far relying on the outdated trope of “rescue the princess”. These can be forgiven, though. The game is old enough to buy itself a drink and times have certainly changed. Remember Troll dolls? They were at their height of popularity in 1992! That voice acting, though.
Apparently everyone saw this girl but nobody decided to do anything. Well, it’s not like they throw the *nice* people into the Abyss.
We’ll see how far I get. These jawns weren’t known to be the quick jaunts of today. Taking weeks to complete was a serious badge of honor back then. However, I’ve already made it past any previous attempt, and I’ve already learned a whole bunch of new things (there’s a resurrection mechanic! I never knew that!).
Onwards, my friends, into the Stygian Abyss!
So what are *you* playing? Anything interesting?
We are gamers. As gamers, overcoming challenges is kind of our primary thing. Any challenge, especially in the digital space, will be conquered. Speed runs through games where the developers want us to take our time? It’ll be done. Collect every single little collectible? Oh, definitely. Playing every single race/character combination? Of course. Replaying a game multiple time just to see every single possible ending? Par for the course. So if you dangle a carrot in front of us, and then tell us that, oh hey, there’s a way to acquire this carrot just by playing the game? Well bring it on.
The problem is, though, that we are in the Age of Free to Play. On one side you have the staunch Old Guard, banging on their drum of subscription, singing that one monthly fee gives them every single thing in the game and that the only advantage comes from your own drive, the challenges are badges of pride. On the other, you have the New Blood, those born into microtransactions, those that will flit from game to game wherever the crowd of public opinion takes them. “Everyone is playing this latest indie craze?! Then I have to play it, too!” To them, a subscription just doesn’t make sense. Why pay monthly for a game that they’ll be done with in a week? The market is changing to new demands, and so tries to cater to both. But both sides have heavy influence. The Old Guard brings with it disposable income. The New Blood, their ample numbers and time. Their mixture brought about Free To Play.
Dragons, dragons everywhere!
Though personally I will wander from game to game and I do not find value in time-based subscriptions, my playstyle is steadfast that of the Old Guard. As such, I find myself torn whenever these MMOs offer ways of attaining store items through in-game methods. Neverwinter, Guild Wars 2, and Star Trek Online, for example, have ways of exchanging in-game acquired currency for store points. Wildstar and EvE Online have methods of exchanging in-game currency for subscription time. Lord of the Rings Online gives you store currency for performing achievements, and many other examples.
If you give me a method of playing your game for free, well then buy-gum I’m going to do so, not because I’m cheap, but just because the challenge was thrown down. For example, over the past two months, Star Trek Online has given away two Tier 6 ships, the Breen Sarr Theln Carrier and the Kobali Samsar Cruiser, with just quick daily mission requirements to get each, though you could use Lobi, the consolation lockbox credit, to buy them as well. For the Carrier, it was 25 days of the winter event foot race; for the cruiser, the anniversary mission and 15 days of Omega fragment hunting. I have prevailed and have both of the ships in my inventory! Challenge completed! But man, that much logging in, for those quick little events? The fun wore off quickly. So I have the ships, still in their boxes, and no desire to open them. The events burned me out.
If not for STO’s Lifetime subscription, I honestly probably wouldn’t even be playing. I would want to get everything for free by grinding for it, exchanging dilithium for store credits, just because the option is there. But that option is such a long grind that it numbs me to the game itself. It numbs me even with my lifetime!
This is why I haven’t put that much time in Neverwinter. Get a fantastic steed by just exchanging gems for store points, and grind ages for the gems, a never ending grind. Same with Lord of the Rings Online. I found myself in the early levels waiting and fighting other players for mosquito spawns just to complete a slayer challenge for store points. It’s not fun, but give me the option and playing any other way feels like cheating, and I pride myself on not cheating.
Come at me, cube!
This is where being caught in the middle of the Old Guard and New Blood really sucks. The Old Guard would just stick with one game, pay their sub and be happy. Grinds don’t bother them so much as it’s like other games don’t even exist, and their sub covers a lot of ground. The New Blood is cool with the little cheats. They get really upset at nerfs, they’re cool with the exploits that allow them to grind experience much faster than they should, the easy build guides, the experience boosters, all because they’re just moving on to another game soon anyway.
It’s a harsh realization when the games you enjoy playing have stopped catering to your specific playstyle. You feel like it’s passing you by. But then they offer another challenge, with a mighty fine carrot dangling on the end of the string again…
They know us so well.
I find myself jumping back into Star Trek Online a lot lately, but it hasn’t entirely been for fun. Maintenance gaming, I guess is the best description I can come up with with how I’ve been playing. Gaming for the future, maybe? Chasing carrots, definitely, but the carrots aren’t really leading to meals.
I love STO. Picked it up at release and have played off and on for the full 5 years it’s been out. When the decision came through that they were going to start making “Featured Episodes” and coming out with episodes on a regular basis, this solidified the game for me. As a Star Trek fan, this was about as close as I’d come to seeing new Trek. That day, about a month before my wedding day, I signed up for the lifetime sub (and if my future wife complained, well… it was before the wedding so it didn’t count. She said yes, she knew what she was getting herself into!).
Over the years, I’ve stuck to one character and only a handful of ships. Only with recent changes to the game have they made switching ships a much less painful task, so I only stuck to the Long Range Science Vessel Retrofit, the Solanae Dyson Science Destroyer, and just recently the Pathfinder Long Range Science Vessel. Remember Voyager? Essentially that. What can I say, the Intrepid-based designs are just really sleek, streamlined, and sexy. So sue me.
The Dyson Science Destroyer, looking rather epic.
The Retrofit and Dyson are considered Tier 5 and are the ships I spent the most time in. The Retrofit was free for me, but after the Free-To-Play conversion it was considered a pay ship. It was an Endgame ship, though, and held it’s own as more and more Tier 5 ships were released, every new ship bearing a pricetag ranging from $10-$30.
This is how Star Trek Online makes it’s money: ship sales. You want to play the endgame content, buy a ship. Or you could grind for it, but really you’re paying to keep your sanity in this case. Ships, then, differed in your preferred playstyle. Science/DPS/Tank and all the mixtures, Tanky DPS, Sciency DPS, Sciency Tank. Each ship also had some hook that differentiated it. For the Retrofit, it was an Ablative Generator, the future-plating seen during the final episode of Voyager. Tier 5 ships are Admiral Tier, and hundreds of thousands of players supported the game in this way. All Tier 5 ships also are relatively equally balanced. This way worked well, from July of 2010 through October 2014, the release of Delta Rising, when it was announced they would be moving forward to Tier 6.
Tier 6 ships bring along with them a host of fun things. More power, more abilities, more customization, more hit points, leveling up your ship, special earned passives, etc. Fantastic. I went ahead and used my stipend points and bought the first ship I’ve ever used zen to purchase, the Pathfinder. All the fun new stuff, along with an upgraded Intrepid? I can dig it.
The equivalence of walking away from a large explosion.
But this is an MMO.
In MMOs, there is the unspoken rule that any improvements below when the improvements start becoming harder and harder to acquire is not important. Leveling gear is only meant to be held onto until you pick up an upgrade 20 minutes later. The new Tier 6 ships are easy to acquire, all you have to do is bust out the credit card or run one of the latest events. The Tier 6 upgrade, though, effectively makes all the Tier 5 ships, all the ships paid for by players, just another piece of leveling gear.
‘Tier 5 ships are just fine!‘ they told us. All the story content in Delta Rising can be completed with a Tier 5 (which it can), and you don’t *have* to upgrade to continue enjoying the game. Well, no, of course we don’t *have* to. But this is an MMO! Acquiring the best gear is a huge part of why we all play! They know this, though. They know the psychology of MMO players just as much as we obey it. If there is a huge upgrade to a key piece of gear, and it is within our reach, we will go after it.
Even throwing on the band-aid of a store token that can upgrade all Tier 5 ships to a Tier 5-Upgraded level is just a cover. The Tier 5U ships do not have the ability to add specializations, they do not offer extra passives, all they offer is just a buff to your ship’s hit points for $10. The token just gives your Tier 5 ships the ability to hold you over until you can get the Tier 6 you want.
All of this obviously did not sit well with a lot of players. Expansions in plenty of other games usually turns all your hard-earned gear into leveling gear again, which is fine, but not when you paid $20 for that gear. And then we were supposed to be fine with a $10 band-aid that still did not put us on par with Tier 6?
The Delta Flyer, flying in a timed race. Original, right?
I’m not going to say that Cryptic dropped the ball on this one, this was obviously a very calculated move for the future of the game. If anything, they’re holding onto the ball real tight. This whole ship upgrade thing, though, put a bad taste in a lot of players mouths. Will Cryptic do this again for the next expansion? If I buy Tier 6, are they just going to make Tier 7 and invalidate another purchase? Hate to say, but I think a lot of trust from a lot of players was lost on this one. Which is a serious shame because the story in Delta Rising is easily some of the best the writers have written yet, a real fine display of Star Trek’s iconic grey storytelling.
Personally, with my lifetime sub, I wasn’t affected much. I just bought the Pathfinder using stipend points. My two longest running ships, though, the T5 Retrofit and the T5-U Dyson, unless they come up with other uses for old ships they can effectively be mothballed. Using them when I have a Tier 6 is kind of pointless.
Because really, what MMO player is fine with just using leveling gear?
Today Joel Bylos, game director for The Secret World, released the February 2015 Game Director’s Letter and in it details the road forward for the completion of the Tokyo storyline. I haven’t discussed The Secret World in a while, but it is still one of the games I consider myself an avid player of. I even went so far as to purchase a Lifetime sub, figuring why pay every time for every little content update, when a solid one-time payment will net the points I need to continue playing for a long, long time.
My character, a pistol and elemental magic wielding Illuminati darling, is currently parked in Tokyo awaiting the next update, having finished the latest fantastic installment. A long term goal is to seriously update the QL level of my Tokyo gear, but the amount of grind needed to get there is significant and would involve running the same stories over and over, with the only new amusement of attempting to conquer some of the more ludicrous achievements. Not that bad, but playing other or new games for the first time is way better than grinding, and so he sits waiting.
Nothing says The Secret World like a chain smoking detective wearing a rabbit suit.
From hearing players reactions to The Secret World overall, there seem to be two patterns that emerge. 1) Not a lot of players tend to make it past the area of Blue Mountain before quitting, and 2) the amount of time it takes to kill one mob anywhere is exceptionally high. These are linked, though, as the difficulty curve really ramps up in those first couple of zones. Higher difficulty, AND a significant uptick in kill time? Even I didn’t get through it unscathed the first time I played, I remember taking a break around that time, too.
However, it wasn’t until I hit the end of the Beaumont story in Blue Mountain that the game finally clicked for me. That’s when it dawned on me that this wasn’t just another zombie story. That TSW really was much deeper than it was letting on. But I had to get to that point first! Thankfully, improvements are coming.
Let’s take a look at that letter, shall we? Here is a rundown of the impending fixes.
- Reduction in the amount of time it takes to bring down monsters pre-Tokyo. – Hugely necessary. As I said above, this is a large issue for many players.
- Reduction in the mob density in the higher packed areas. – Not as necessary as 1, but welcome. It was very easy to trigger a string of never ending fights, and is one of the main reasons I started using a more AoE-centric build, as did others.
- Loot buff for rare mobs. – Sure, why not? A little extra blue gear, being the step between uncommon green and epic purple, never hurts.
- Overall mission reward restructure. – Nice. This will definitely help new players, as it was possible to hurt yourself in the early game. Understanding how gear works in TSW goes a long way.
- Story mission reward restructure. – Also nice. Leveling gear is leveling gear, though. It could be handed out like candy, it doesn’t matter a whole bunch. Like any other MMO, your gear only really starts to matter when it starts becoming farther and fewer between to acquire.
- Transylvanian story rewards an epic weapon. – Nice, but wait… Will we be able to go back and get this? A piece of epic gear has been awarded for the completion of every mission pack so far on offer. If they’re throwing this in there, will it be a retroactive reward for all? Epics aren’t that common to come by, after all.
- Upgraded tutorials. – Nice, but this may not be as helpful as they think. You can put up signs right in front of peoples faces sometimes, and they still won’t read them.
- Map improvements. – Doesn’t say specifically, but I’m thinking map icons. Can’t hurt.
- More achievements. – Always good for those that want them.
- Fast travel system improvements. – It’s about time. Not that there wasn’t a perfectly good workaround for it the entire time in game. Our characters are very hard to permanently kill as lore, so the fast travel amounted to killing ourselves, and then using the spirit world to choose where to resurrect. Badass, but way too much suicide involved. Now it’ll just be a point-and-click system. Not as badass, but more intuitive. I’m cool with it.
TSW has that way of making you come back for more.
The letter also went on to detail how when we finally enter the Tokyo Orochi tower that we’ll be met with an ever shifting dungeon. One of the downsides of grinding the TSW missions is that the missions are the same every single time, so the entertainment level drops after the first couple of times. So, at the very least, redoing the tower over and over again, at least it’ll be moderately different each time and up its replay value.
Overall, sounds like good stuff. Nothing monumental, but not every update needs to be on par with Beowulf. This will hopefully help bolster community numbers as players aren’t as fatigued when they reach Blue Mountain, and so might improve the overall population. TSW has one of the best communities in any game running, and more players will only make it better.