Landmark: What’s the Point?

I have been following certain threads with interesting titles in the Landmark forums (“Ummm.. so what’s the point of this game?“,  “Progression is frustrating and not very fun“, “Very Unrewarding” ) in the search for various perspectives, while pondering the point of Landmark.

Oh, don’t get me wrong.

I play GW2, a game of lateral progression, and we encounter a great many people who find it difficult to understand the point of GW2, especially after being trained by WoW or other traditional MMOs.

I willingly played A Tale in the Desert, a literal crafting sandbox of -significant- grind which had progression on a mandatory to optional spectrum via a levels unlocking skills system. It appealed to a very niche audience only because other folk couldn’t figure out what to do with themselves in a game with no combat, and which took forever to walk anywhere.

I fully expect there to be a subset of people who will walk into a creative building game, be it Landmark or Minecraft, and go, um… where’s the game? What’s the point? What do I do?!

Some of them will get it if it’s explained to them. A few of them might try it and like it. Still many others will fade away from the game, having decided it’s just not their cup of tea.

I understand that Landmark is more of a “software toy” – if anyone is ancient enough to remember Will Wright and the original Sim family of games and the term as used then. You played with the software as it was, tinkered with whatever parameters you wanted, created your own goals and “what ifs” and then when you were done, you put it down and forgot about it until you got the urge to mess with it again.

Thing is, putting it down and forgetting about it is not a concept that sits very well with MMOs and the desire of its developers to be paid (though other free to play games like League of Legends, TF2 and Dota 2 seem to be doing just fine with a broad base of folks who do that, perhaps since they have a very hardcore cohort who play ’em daily and pay enough to keep development going.)

And that sort of unsettles me and makes me want to lay a finger on what specifically makes me feel that way.

I think I am less worrying about what the exact point of Landmark is (since it can be many things to different people – a place to build, socialize, craft, gather, roleplay, tell a story, design for other players or for future Everquest Next, be creative, indulge in artistic expression, make a virtual home, play with a virtual dollhouse, have an adventure, explore, learn, etc.)…

…but more trying to answer a burning question with incomplete information and stuff that is yet unknown, undecided and/or undetermined.

And that question is: Should I be investing my time or money into this game?

Of course, that answer is different for different people.

Some people have even willingly spent $100 on its Alpha stage. They were happy to pay for the privilege of being involved in the game’s development from the ground up, have a voice (such as it is) in where the game is going, to playtest with unpolished tools and systems and be the first guinea pigs (or *ahem* first to get to play around with the game or have a headstart), to create and design and maybe, just maybe, have it included in Everquest Next. They’re dedicated fans of the franchise and the studio.

I mean, if you asked me if I would do the same for ArenaNet and Guild Wars, I’d -seriously- give it some thought. (Though the initial payment would put me off.)

But here’s the thing, I’m not them. And since this is my blog, we’ll dig into my perspective today while I try to get it sorted out in my own head.

I didn’t pay for Alpha. I didn’t pay for Beta. What kind of game would I pay or not pay for?

WoW’s design is primarily a raid endgame centred around vertical progression of gear. Eve Online encourages very dubious player behavior and morality in its design. For me, the answer to both is no. Because I don’t want to support games whose design I’m not in favor of.

Other people play them, and pay for them, and keep both games going just fine. To each their own.

I paid and played games like City of Heroes, Guild Wars 1 & 2, A Tale in the Desert, Minecraft, but not games like Wurm Online or Darkfall or Fallen Earth.

I generally support games that foster friendly and cooperative groups and social experiences in their design, but also give leeway to solo at one’s choosing. I’m drawn like a moth flies toward light to games that show off innovative design and interesting novel systems to play with and learn, but I’m turned off by games that have room for nonconsensual PvP, take forever to progress or get anywhere (aka too much time grind) or are sluggish and buggy.

My fascination for grokking systems may see me knowingly put up with some annoying game design choices. at least for a short while.

Mob Wars: La Cosa Nostra is one example. I played it religiously for a month, logging in every day, doing all the stuff, incrementing numerically for the sake of incrementing numerically, but one day I just decided to skip a day. It stretched to two. Three. Then I didn’t bother logging in anymore. The addiction/compulsion was gone. Gimmick design works for a while, and then it loses its hold, especially when you break the habitual pattern formed and find other more prioritized things to do.

I put up with quite a bit of crap in A Tale in the Desert. The endless running across large tracts of land, for one. I avoided doing that as much as possible, and credit to the game, it wasn’t excessively forced. Mostly because the multiple systems and minigames in ATITD just kept blowing my mind. Each required days to learn and probably months or more to master. Observing the social interactions and conflict between cooperation and competition was so fascinating that I was willing to put up with a few not-so-comfortable things, since there was nowhere else to get the same experience in more convenient form. And there were always many lateral progression options and ways to get regular feelings of accomplishing something too.

As for Landmark, well, I can’t quite get a proper grip on what kind of a game it is and where it intends to be going, leaving the existing Closed Beta experience sitting smack dab in the middle of the Play-Don’t Play spectrum.

You see, for MMOs, I want to know that the game is still going to be around for a bit and popular enough to have some people playing it, for me to want to invest time, money and energy into playing it. How is Landmark going to work, exactly?

I’ve kind of read the Blueprint. But it still leaves me with questions as to what exactly the game is going to entail.

Harsh death penalty and PvP are big twitching red flags for me, for example. Waste too much of my time, threaten me with resource loss, and your game goes right into the Eve Online pile. It may be a great simulationist sandbox in the vein of all those others, but Trammel killed Ultima Online for a reason. If you can still find your niche to play and pay, all power to you. I’ll just not be there.

(The Everquest brand is not particularly promising on this front. Time-wasters and harsh penalties aplenty. And Landmark is already actively showing signs of time-wasting.)

How is the payment model of the game going to work? What kind of economy is going to drive this game? What types of playstyles and gameplay niches are we expecting to see?

The Bartle model may not be the most ideal one to use, for this sort of game. This is pretty much unexplored territory for triple A MMOs – it’s more the purview of games (*ahem* “virtual worlds”) like Second Life and Neverwinter Nights (the old one, with the Aurora toolset that players created content with) and maybe multiplayer Minecraft.

Here’s my best guess on what playstyles we might see in Landmark:

  • Adventurer – resource collectors, explorers, seeking thrills, adventure, exciting experiences
  • Builders/Designers – artist builders, artisan builders, home builders
  • Roleplayers/Storytellers – using the world to create and tell stories of their own choosing
  • Crafter?

I am a so-called Adventurer. In truth, I’m probably a harvester-gatherer. I collect resources and enable the larger game to function. I may have to put up with some grindy aspects via number accumulation and vertical progression tiers. I ought to be able to walk in and play for free in Landmark because I pay in time. (Caveat: I am not SOE, I do not come up with their payment models.) I exist as content for the other more dedicated players because I bulk up the game with more player population to socialize with, to admire their constructions and perhaps run their scripted dungeons/adventures/experience the stories they want to tell (assuming those systems come in.)

My payoffs? I should be able to sell or trade resources to the other players who need them… but in exchange for… what? I need an in-game marketplace or auction house or trading exchange. Perhaps I can trade for some amount of currency or Station Cash that enables me to keep a small-sized claim and cross over to the other playstyles. I should be getting in return the thrill of adventure, the fun of exploration, some sense of accomplishment, the excitement and novelty of seeing what’s over the next hill and around the next corner, etc.

Builders are a pretty broad category, since this is, after all, a building game:

I am an artist builder. I want to make large towering works of art out of voxels. I need large-sized or multiple claims. I need lots of resources. I have the option of buying templates from the Player Studio like windows, railings, decorations and more to copy-paste stamp them into larger pieces. My payoffs? I get to express myself artistically and show off works of great beauty. I develop a name and reputation for myself.  I perhaps contribute to parts of scenery in Everquest Next (assuming that’s a plus in your perspective, having paid $$ for the privilege.)

Seabiscuit's Blackheart Castle is an example. (Image taken from screenshot on forums thread linked.)
Seabiscuit’s Blackheart Castle is an example. (Image taken from screenshot on forums thread linked above.)

Big question is: Am I going to have to pay real life money out the nose for these things? If so, why should I be choosing this game to build in? Minecraft is looming as the equivalent of WoW in the creative building genre, and it’s buy to play. More such games are on the way as competitors.

I am an artisan builder, I make works of art that can serve as templates to be used in larger pieces. Besides all the regular perks of the artist builder – name and rep, EQN contribution, creative expression, etc., my payoff is potentially selling them in the Player Studio (assuming you live in the correct country for it), or the satisfaction of giving them freely away to others to see them used in larger works of art.

Image from forum poster Gizeh - Alpha Thread on Template Swap meets.
Image from forum poster Gizeh – Alpha Thread on Template Swap meets.

(There can be, of course, plenty of overlap between artisan and artist builder playstyles in the same person. Or the other playstyles, for that matter. The more playstyles one enjoys, the closer match Landmark is going to be for one – though I don’t know how much more money you’re going to end up paying. But we’re separating them here for clarity.)

homebuilder

I am a home builder. I have a vision of something I want to build – likely a house or a castle or something cool for me to stay in. I likely value environmental immersion of some kind. I may not be that great artistically. I might be able to supplement my not-so-great artistic skills with a few choice templates bought off the Player Studio, or trading in-game resources with artisans and artists, or even getting them free off social interaction (providing value by being there as a player.) I will probably be willing to foot a small upkeep for a small to medium claim, though having the option to pay in in-game resources might be better for a subset of these players.

What happens though when I am “done?” When I have created the house I want? What do I do next? Stop playing? Move to another playstyle, assuming I can find one that matches?

I am a roleplayer/storyteller. I tell stories and make them up using the game’s voxels and props. I interact with other players in some fashion, be it via chat or posting on the forums. (See a great example in progress here with a builder/immersive roleplayer combined in one person, creating some very natural constructions to tell a story in time.) My payoff is the stories I create and the people that see/view/experience them.

Eventually, assuming scripting and NPCs make it into Landmark, we’ll have crossover designer/builder/storytellers that will be similar to GameMasters of tabletop roleplaying games, designing adventures for others to experience – probably similar to how existing player-created content in other MMOs like Neverwinter Foundry or adventure mods in Minecraft work.

Crafting is the part that still puzzles me at this point. It seems to exist for the sake of existing and time-wasting. Here’s a bunch of technology trees. Go get the required number of resources and then come back and click a button to make it. You need to do it to unlock other things, like the tools you want for other playstyles.

Maybe, just maybe, one might have a dedicated crafter niche who pretty much goes out to collect resources and bring them back to craft, and then trades the finished, desirable products to others? Like those elusive Legendary picks and axes?

I dunno though. There is one danger of trying to add such niches though, taking lessons from A Tale in the Desert, there is the possibility that time-plentiful veterans will learn how to do it all, and do it much more quickly than newbies. This leaves newbies with nothing of value to offer veteran players.

How does the food chain function here?

Are there going to be enough players willing to pay for convenience and shortcuts to make up for playstyles that they don’t want to crossover to?

Are the rich folks on the very top willing to pay lots of money for what? Vanity? Prestige?

On one hand, lots of cosmetic options in other games say yes, there might be sufficient people willing to pay for pretty dresses. On the other hand, Glitch did die from lack of participation in the clothing shop and insufficient thought about a viable payment model…

I guess what I’m wondering at this point is… what’s the Landmark demographic going to be like? How much of each playstyle is there? Is there going to be a viable monetization strategy, and how acceptable is that strategy going to be for the various playstyles? And is it going to be enough to keep Landmark afloat and/or making oodles of cash?

And even, -does- Landmark need to stay afloat or make oodles of cash, or will it be shielded by SOE as the parent company, bundling the game along with its All Access Pass and/or profiting from whatever is designed in Landmark going into EQ Next?

Back to me. I’m not much of an artist builder, I can tell you that.

Nor am I much of a home builder. I can’t seem to understand the compulsion to build a pretty virtual house to stay in.

Seriously, everywhere I go, the early beginnings of a house of some kind.
Seriously, everywhere I go, the early beginnings of a house of some kind.

Further thought reveals that I am more of a -functional- builder. I build stuff to fulfill some kind of in-game need.

Zombies going to eat my face at night in Minecraft? Well, I better hack a hole into a cliff and hide in it. Or build walls to surround myself. And I may as well put a door in it so I can get in and out more easily.

frontdoor

Eri can tell you that in Terraria, my hobbit hole is good enough for me. Design and decorate a castle? Umm… no.

Landmark may not fit that building playstyle as well. Perhaps only mining for ores and designing those temporary tunnels into cave systems might fit.

Yeah, caving for mines has some promise. Though a) desert underground gets weirdly colored - bug? and b) if it's going to take forever to find enough ores for stuff, then that's not fun either.
Yeah, mining tunnels for ore, in conjunction with upcoming caves, has some promise. Though a) desert underground gets weirdly colored – bug? and b) if it’s going to take forever to find enough ores for stuff, then that’s not fun either.

Or for example, hacking a hole into the ground because I want more studio space but don’t want weird geometric creations floating in the air ruining my nice wilderness desert landscape immersion.

Not so secret hidey-hole. I made some steps for the unwary, in case they fall in.
Not so secret hidey-hole. I made some basic steps for the unwary, in case they fall in.

I suppose I -could- learn to be a bit of an artisan builder. Experimenting with microvoxels and seeing what kinds of odd geometric shapes get produced is pretty much the only thing keeping me hooked to Landmark at present.

Other people build houses. I build... um...phallic structures. They're wannabe obelisks, I swear!
Other people build houses. I build… um…phallic structures. They’re wannabe obelisks, I swear!

I probably couldn’t produce anything worth selling – far more skilled players could probably recreate them in no time flat – and besides, I bet Player Studio will never quite open for my country, with all those legalese concerns.

Problem is, the tools and various controls as they exist in Beta are somewhat awkward and not very smooth or intuitive to use.

One example and big culprit here is Shift-Tab to switch between translate, rotate and scaling, plus Tab for the directions. Having twisted my wrist far too often to the left to reach Shift+Tab one too many times, I gave up and wrote an AutoHotkey macro to keybind them elsewhere.

If you’re interested in it, it’s here:

r::Tab

q::
SendInput {LShift down}{Tab down}
SendInput {LShift up}{Tab up}
return

You can replace R and Q with whatever keys you want.

I have an entire profile on my mouse dedicated to Landmark, just to give myself two buttons for left-click (Button 5 uses the thumb and spares my index finger when it starts to scream), and to bind Numlock (Autorun? Who puts that -there?- Obviously I don’t play Everquest!) to the middle mouse button and button 4, which I use in GW2 and has become natural.

Proper keybinding cannot come soon enough in Landmark. No idea how Alpha players put up without it.

Said building tools have quirks that some dedicated builders are learning and sharing. Apparently all I had to do to fix my misshapen arch which was bumpy on one side, was to just copy the good side and mirror it. But how did I get a misshapen arch in the first place? The circle used to cut the arch and the smoothing tool used to round out the arch wasn’t consistent on either side.

The line tool acts funny. Hours are spent by players trying to work around it – avoiding holes in conical roofs, while some other player shows off how they got a straight one-voxel diagonal line from manipulating and cut-and-pasting microvoxels…

It all begs the question: Should I invest my time learning to build here, with its unique idiosyncrasies, or spend my time learning how to use a free alternative like Sketchup or Blender instead (which admittedly uses polygonal modeling, not voxels) or locating voxel modeling software or just build for fun in creative mode Minecraft when I can spawn all the blocks I desire without paying real money or grinding hours for it?

How about the other playstyles?

I confess to being weird and not minding mining or chopping wood. I find it oddly meditative.

But I don’t like feeling forced to go get them in order to get the next tier and the next tier of stuff – that just feels like busywork. I’m not really fond of game design that just exists to waste one’s time – it’s a carryover from subscription-based MMOs that shouldn’t exist in free-to-play ones.

Also, my system is truly on the low-end of the spec pool when it comes to Landmark, and starting and stopping with crashing framerates, falling through the floor and just plain crashing, or getting stuck on loadscreens and having to force the client to re-draw by hitting ctrl+alt+delete and canceling makes me think that I simply can’t participate in an Adventurer playstyle until I have the funds to upgrade to a better computer.

(Pushing the envelope is all very well, but that does restrict the playerbase some. EQ2 was reportedly less popular due to the need for high graphics capability at the time, whereas WoW’s popularity took off into a cult phenomenon – one of the foundational reasons being that people with low end computers still could play and enjoy it.)

I still have big unanswered questions about PvP, griefing and how other players are going to be able to affect you. Big questions about death penalties and potential resource loss, microtransactions and planned payment model. Other questions like:

Will my favored playstyle(s) be available for free, or low to reasonable cost?

Otherwise, why should I start now and invest the time to learn this game?

Well, don’t start now then, some people will reply.

Fair enough, I could just pack up everything, let whatever’s on my claim save into a template (assuming it does, apparently anti-voxels and negative space don’t?) and let the upkeep expire to make room for others. Log out and wait to log in later.

But fundamentally, I’m a little antsy about what the answers to the following questions are going to be:

Why should I spend a good amount of time on this game?

Unnecessary timesinks. Is that valuing my time? (I want to build creative designs unhindered by said timesinks, would be a better answer.)

Why should I keep playing?

Upkeep. In order not to lose stuff in 5 days?  (Or, because there are fun things to do that cater to multiple playstyles in-game?)

If SOE swings one way, Landmark would be dropped like a hot potato. By me, at any rate.

The other way has more promise.

But it’s all a big uncertain gamble right now, isn’t it?

Landmark: The Next Step

That mithril pick and rubicite axe arrived sooner than I’d expected.

Landmark is called a “social building game,” and at this stage of closed Beta, where the floodgates haven’t -quite- opened their way to allowing in bored griefers, many people are still in a civil and cooperative communal mindset.

(Though I hear some people are trying – digging holes around people with excavators, kind of pointless when the “victim” can grappling hook out or evac to safety or even log out and switch servers as a last resort or following people mining all the ore before the other can get to it, a shared node system wouldn’t work here, I guess, so I’d jump servers as a solution, methinks.)

Being in a nomadic frame of mind and needing heartwood to build the stations on my claim before I could settle in, I thought to pop by and surprise visit an MMO blogger and chop trees along the way.

The easiest one to track down was Syl (#totallynotstalking), mostly because she helpfully included a picture of her claim location on her blog , with nearby Portal Spire as easy point of reference – and provided server and island in there too.

Besides, her Twitter said she needed dirt, and I had tons of it from OCD mining.

Trouble is, I hit 360ms ping on EU servers.

The pause time between actions is noticeable. Not completely unplayable, but not that great either.

It’s fine to visit with, or engage in very solitary and slow wood-chopping or mining, but it does feel more molasses-like than usual. (And I hit 220ms on US servers, so lesser of two evils, really. I’m not sure if I can still play Landmark once hostile monsters and/or PvP is introduced, if optimization doesn’t happen.)

After randomly visiting a bunch of claims near the Portal Spire in slow motion fashion. and grumbling to oneself about how lucky Syl is to have a public works guy right on her doorstep (no loadscreens required,) I finally tracked the place in the screenshot down. (Fun self-created explorer minigame, though.)

Syl wasn’t home.

Bah.

From prior WvW experience, EU prime time happens right after SEA prime time, so I figured it’ll only be a matter of time. MMO bloggers being all excitable about Beta launches and all that.

I didn’t quite want to wait around in a 360ms world though, so I popped out and switched to a US server. Confidence, since it was turning out to be home. It was kind of fun to walk around the same area and see how different the same map was, due to the presence of different players.

Syl’s mountaintop was unclaimed in Confidence, but stumbling down a steep mountain into a valley, I came across a moss-covered fort.

mossfort

The owner was home.

As I walked up to check out the place, he came right up, said hi, and offered a Mithril Pick and Rubicite Axe completely unasked for.

I love those generous-minded sandbox veterans.

I was a bit puzzled at how he was willing to give away the top tier pick and axe, but as it turns out, after more closely reading the forums, these items have a random quality assigned to them when first crafted. And it’s a pretty wide quality range. Truly obsessive individuals end up randomly rolling more than a few times for the really good stuff, I suspect, and end up with a surplus of didn’t-quite-make-the-cuts.

And since it’s not (yet) possible to salvage the items for any return of materials, the only options left are hoard ’em, trash ’em, or give ’em away. Which makes newbies pretty lucky if they socialize with an older player.

I do enjoy observing veterans at work in these crafting sandboxes. You learn so much from what they are doing.

In A Tale in the Desert, I picked up by osmosis (just hanging out around more experienced players) things like scaling up the number of machines operating at one time in order to give higher returns, where to put various buildings for more synergy and efficiency without having to run around, and so on.

theboard

This fellow had a most intriguing board.

My goodness, it was like he had a premade set of voxel paintbrushes to work with.

“You mean it’s possible to get shapes like -that-?” was the thought that ran through my mind. “I gotta look into this building thing more. I need those frickin’ building tools.”

So that was next on the agenda after the Syl visit was complete.

Run around, mine tons of tungsten, finish the set of building tools. Good thing I set a claim in a Tier 3 desert, so I did that while at home, so to speak.

Conclusion: This voxel building thing has promise.

Lots of it.

And as of right now, Landmark is the only place you can do in it.

Obligatory home claim screenshot. Feel free to friend me (Jeromai) or stop by to visit (Confidence - Tor)
Obligatory home claim screenshot. Feel free to friend me (Jeromai) or stop by to visit @Confidence – Tor.

It’s an ugly misshapen sort-of arch.

But it was made with no prior reading or watching of any guides or tutorials, just trial-and-error learning with all the building tools available.

workinprogress

I hit a self-learning limit with this guy’s (lack of) beady black eyes, so next sandbox goal, watch and read all the available building tutorials on the Landmark Wikia.

I won’t spoil it for any of you here, but I do suggest watching at least the basic ones once you’ve got experimentation out of your system.

There are some fairly unintuitive keyboard commands that I would -not- have known about, without watching them.

I think I hit one of them accidentally, yielding a fairly awkward voxel size range, and could have used the other when trying to make the pathetic little arch.

Ah well, so it goes. It’s a learning process.

And the fun of these sandbox crafting games (at least for me) is the stuff that’s unique to the game in question, that learning curve of devouring information and applying it, until one groks all the systems in play.

And so it begins:
And so it begins: learning about voxel sizes.

The only thing that I can’t quite shake off though: I feel like I’m learning how to be a 3D graphics artist for SOE, working free-of-charge. On my leisure time.

(Though granted, they’re probably eyeing other folks’ creations that are much less amateur-ish than mine.)

What am I getting in return here? Bragging rights? Showing off pretty screenshots to my friends? Maybe possibly a trickle of Station Cash if another player decides they like the stuff I make – and presumably only a very small percentage of real artisans will achieve that level of demand?

I don’t quite feel that way in Minecraft, where all block creations are exchanging about freely and exist on maps that one can save, whereas I just keep feeling a big corporate specter of “we own everything you’re making here” looming over me in Landmark.

User-generated content may be a bit of a double-edged sword. Players entertaining other players, selling and trading with them, while big brother takes a cut because one chose to do it with the tools that big brother made.

Grouping and Soloing in Terraria Hardmode

Cowabunga!

Over on the Terraria end, hard-mode has been my drug of choice.

I find that I enjoy the challenge of facing something difficult and initially pwns your face off, but then steadily working out how to defeat it via better and creative tactics (and possibly incrementally better gear.)

The big BUT is that I can accept this quite easily in a singleplayer or small multiplayer game, but somehow the flow seeking for optimal challenge seems to break down in a big MMO.

One major difference that I can think of is that Terraria allows creativity of block placement and the ability to alter your scenery. You get to dig trap pits, walls and barriers to shield yourself, plot and plan and set up regeneration stations (<3 my honey pits) and the eventual reward of this industry is the capacity for “easy fun” when the mob progresses to the “on farm” phase, where you stand around, hold down a mouse button and cackle as things die and loot drops.

In a big MMO, progress is more measured by how good your gear gets, and how well your group/raid members play.

In Terraria, there is incrementally better gear as well, but progress on that front is generally a lot faster.

RNG chances of 0.5% – 1% are a LOT more palatable when you can go through one mob in under a few seconds and can generate hundreds of them in under an hour.

Contrast this with an MMO raid where you only get to test the favor of the RNG gods once a night for maybe twice a week at best and things start to get annoying very quickly.

Mobs in Terraria can be soloed. I’m not at the mercy of waiting for others to match my timings and praying they or their gear is up to the fight.

They’re also easier in a group, so there is still incentive to come together when everyone is online.

And of course, the most fun in Terraria arises from the creative collaboration. Taking the ideas of one person and then running with it, being inspired by and improving on it.

arena

The old new arena, you may recall, was a clean glitzy place marred only by the record of our untimely demise at the hands of Skeletron when we summoned him on a whim a little -too- close to the dawn.

Post-hardmode, one thing has pretty much led to another.

Our group ‘boss’ project has been the Pumpkin Moon event, a series of 15 waves to be fought during the space of night. Logically and rightfully, it’s a lot easier to push the waves when there’s more of us around than attempting to solo. (But you could always summon it solo and still try it out, so there’s no nasty restriction there.)

Eri and I once attempted the event as a duo, and got to something like Wave… 4? Memory fails. From there, we noticed the tendency of mobs to start falling into certain locations, like a lake bed, and the idea was born to start playing mechanic and wiring up traps to defeat the smaller mobs more easily. (Also conveniently getting all of us familiar with the new stuff to boot.)

Each person has built upon the ideas of the other, and our new arena is pretty danged lethal. (Note: Keep hands and feet and body away from machinery when spiky balls are in operation!)

newnewarena

The assorted junk at the center of the arena was also a collaborative effort. I stuck a honey pit and campfire (and later a heart crystal) there cos I loves me some stacked regen. I put a clock there too cos I hate shuffling around my accessories trying to check when night was coming via a GPS.

Eri set up teleporters for kiting bosses, and a bed spawn point, and a chest and other conveniences have popped on in.

I wanted to play with asphalt.

I had 999 pieces of gel to use up, and the thought of running places at double the speed was very appealing to my lazy soul. Especially for getting to the dungeon quickly to farm all the goodies inside.

What better to use it on than Eri’s already set-up highway?

Followin' the black brick road...
Followin’ the black brick road…

Of course, sometimes collaboration has a cost. It involves compromises.

The new and improved lethal trap corridor below our arena necessitated the removal of a scenic lake. Someone’s *cough* lazy draining methods have turned it into a somewhat boring rectangular underwater reservoir.

reservoirdeath
I see it also claimed the life of its builder. Hooray for turtles and their were-merfolk ability!

Of course, all this means is the ability to re-collaborate and re-improve on the design.

I’m still pondering what to do with the stored water. I recently worked out how to pump liquids with pumps and wires and am somewhat eager to play with it. Just need a good idea.

I installed a bit better lighting because turtles are still blind as a bat (need to farm my nice white light off dungeon mobs at some point), took the opportunity to redecorate my tunnel in the gaudy fashion of someone who really likes those crystal shards but has no real sense of what’s appropriate, and stuck in a new door for one more minor mob speedbump before they pop in to plague me in the midst of crafting stuff.

Oh, and I also repaved the new way up (the one that doesn’t involve flying head on into a hundred spiky balls) with asphalt, just because.

It makes a hilarious fun slide into the other pond on returning from the castle.

And the cost of the speedy new west highway?

pumpkintunnel

Someone’s pumpkin has a hole in it. A very straight worm drilled through it. That’s what a little bird told me. Yes.

Halloween’s over. Pumpkins rot, y’know?! (At least, partially.)

My creations tend to be more on the ugly but functional side of things. Especially for speeding up farming of items I want, but am too impatient to spend hours waiting for.

Terraria has been kind enough to allow increasing mob spawn rates by standing by a water candle and drinking a battle potion, so farming seems to be very much a part of the game.

I want the ability to summon Pirate Invasions, because they’re fun, and that requires a pirate map consumable that is used up per summon. You get a pirate map off a rare chance killing mobs in the Ocean biome. That involves walking to the edge of the map and lots of swimming, and I’ve already killed so many sharks in a prior search for a diving helmet that I could make shark’s fin soup if such an item existed in Terraria.

Solution? Enter the meteor farm. Placing 50 pieces of meteorite anywhere turns it into an artificial meteor biome, and in near end-game armor, a helpful leaf crystal acts like an autoturret that can one-shot the meteor heads that spawn to accompany the biome.

sunsandandmeteors

Ugly, but functional. And the wooden platform below catches most of the drops.

It also allows for more active participation when desired, because I can only AFK so long before getting trigger happy.

The other thing that I regularly amuse myself with is the artificial biome project.

I guess I just enjoy taming the wilderness by encasing it in easily accessible little bubbles that preserve its habitat for posterity. I don’t even mind the mobs that keep spawning from them, they make life fairly entertaining (though I do have a certain hatred for a giant fungi bulb that insists on throwing nasty spores in the air that whack an unaware person for 56 damage per spore.)

Home sweet artificial biomes. All trees finally growing.
Home sweet artificial biomes. All trees finally growing.

All attempts at preserving natural antlion populations are failing miserably. I think I need a longer desert.

All attempts at preserving the natural antlion populations are failing miserably. I think I need a longer desert.
Work has begun on an underground jungle, though so far, it's more of an underground fish farm.
Work has begun on an underground jungle, though so far, it’s more of an underground fish farm.

CoH: In-Depth Look at Casino Heist

Casino Heist is like a four-man version of Ocean’s Eleven.

The aim: To rob the Tyrant’s Palace Casino for all it’s worth.

Players get to choose from four roles in the Theatre Lobby: The Grifter, The Hitter, The Hacker and The Thief by clicking on a movie poster glowie.

This awards a temporary power that describe the role in detail, so that new players have an introduction to what they’re supposed to be doing when they get inside the mission proper, before the time starts counting down.

When people were new to the event, players took a bit more time here to explain and describe what to do. By now, most people in PUGs automatically just look at where people are standing and take the roles that aren’t already taken. Clicking on a movie poster will indicate whether the role is available or is already in use.

Once everyone enters through door 1, signaling their readiness, a cutscene begins. This serves as both a short introductory narrative of the movie as well as more explanatory exposition to elaborate on what each player needs to do.

The Hitter – Part 1

First, the Hitter came to this room to knock out these generators so the Thief would be able to more easily access the vault.

What it doesn’t tell you is that Hitters are able to help the Hacker as well by taking on the patrol that walks around the hacker’s target room. Paragon Wiki suggests it, and I concur.

As long as I’m on a character that can do quick heavy hits, I like to take a left into the hacker’s room before the hacker even knows it and stomp on the two casino security patrols. This saves the hacker from needing to wait on the third computer, which is where the patrol usually ends up pathing around.

Then as the hacker is clicking on the first computer, I’m out of there and headed right into the power generator room to click the four power generators.

The Hacker – Part 1

Meanwhile, the hacker went to this room to install an outdated OS to these servers.

The Hacker is the one role that is given an extra temp power of Stealth. His objective: click three computer glowies without killing the patrol in the room.

As mentioned, his job is made much easier if the Hitter bothered to care. If not, the patrol starts on the left side of the room and it’s a matter of giving the patrol a little time to walk away from the leftmost computer to click on it.

(Come to think of it, one might be able to click on the rightmost computer first, then go left, but I haven’t tested this. I tend to like to start from the left, then middle, then wait for the patrol to walk away before clicking the last computer on the right.)

Worse come to the worse, if the patrols start shooting because you’re clumsy (and I am clumsy), there’s always just eating a purple for enough defence to click the computer without being interrupted. Then run out of the room and the poor AI is dumbfounded by this.

I’m sure it’s a limitation of the mission system that no major alarm or cascade failure is set off by this, but I think it works out well for the casual PUG nature of it.

I don’t know if a control character is able to just hold the patrols and get on with it, or if any attack on the patrols is allowable, but it might be interesting to try one day to test the flexibility of the limits. The only issue is the group dynamic nature of the event, which makes one feel obliged to do it perfectly in the way that is learnt/taught/explained and not inclined to experiment, in case other people get upset they don’t get their badge or something.

The Grifter – Part 1

The Grifter intercepted Sylvia Rexson here in order to distract her and keep her out of Ted Dubois’ office…

Lots of people try to snatch the Grifter’s role. It’s all simple clicky “talking.” No sneaking required, no heavy navigating.

The one thing I’m not so fond of is that I think there is one set ‘good’ solution to the Grifter’s role in Part 1.

At least, I haven’t experimented yet, but the option everyone is told in order to get the Perfect Grifter badge is to first “flirt” with her, and then “say something crass.” Wait a few moments, and then “say something even more crass.”

This becomes an exercise in meme-spreading and memory work. Everyone do it this way. End-of-story.

It’ll be nice if it turns out that the other options are also possible and work to get the badge. But it doesn’t appear that way.

The Thief – Part 1

While the Thief was upstairs in that very same office stealing vital items from Ted Dubois.

No one seems to like being the Thief. Or at least, I end up playing the role 60% of the time when I wait for everyone else to choose first. Not sure why.

It was the first role I learnt and it’s not really that hard. It’s just a number of varied tasks.

In the first part, you’re alone upstairs in the office, and there are nine desk glowies. Three of them can be clicked simultaneously by walking up to the desks and clicking on each in turn, as long as you don’t move or twitch or somehow interrupt your own clicking action.

Somewhat randomly, each glowie may yield a desired item that increments the progress bar for the Thief forward until you find all three necessary items. Just keep clicking until done.

Battle Phase – Part 1

Once everyone has executed their roles perfectly (or not, as the case may be, and the timer runs out), everyone gets teleported back to a warehouse where there is a standard minion/goon fight as a warmup, and then Sylvia Rexson as the AV boss battle.

I’d assure you that we were fighting one of the AVs here, but I frankly don’t know which one. I’ll blame it on the dark defender’s power effects, which I can, since it’s my character. Maybe it’s Sylvia.

The AVs in Casino Heist are not really that hard, which I do like, for appropriate immersion purposes. They’re humans. A little tougher to beat on, but they don’t really have flashy OMG Ultimate Power gimmicks as opposed to either the Incarnate Trial bosses or even the Time Gladiator bosses. They reflect a believable power level.

The only thing is Sylvia has some phenomenal regeneration going on (may be her powerset) so someone with some -regen is helpful, or one will have to lay on the damage with a thick knife. She defeated my poor stalker’s attempt at soloing naturally without inspirational aid, but a stalker and scrapper duo worked fine.

On her defeat, we enter into Part 2.

With their operation half-over, the team swung into high gear.

The Hacker – Part 2

The hacker came to this room to manually disable security cameras that might capture their identities.

Same as before, just without the Hitter’s potential help. Avoid patrol, click on computers, done.

The Thief – Part 2

While the Thief entered this vent, bypassed the security on the other side and accessed the vault…

So here’s where I confess to roleplaying. I habitually dismiss pets if I’m playing a class with them, and turn off any flashy toggles before I click on the vent.

I don’t think the game actually cares, but it just doesn’t make immersive sense for my character to fit into that vent with 5 clanking robots of various sizes trailing after him. (I guess it’ll make a great comedy movie.)

It also helps (my peace of mind, at any rate) when I navigate this series of laser alarm-like things which come after the vent.

There are three sets of them, and a fixed safe path through. I’ve never tried tripping them on purpose, so I don’t know what happens. I suspect you simply don’t get the Perfect Thief badge.

Those safe paths only exist, by the way, if the power generators are down. One of the notable differences/consequences that the mission’s scripting was able to generate – as I found out when we attempted with three after one player crashed and we decided the least necessary might be the role of the Hitter.

Houston, we may have a problem.

The movement inhibition power also slows you down to a terrible crawl.

I discovered a little late that it may, just may, be possible to sneak past via the absolute sides of the corridor, but i didn’t make it very far because I was too slowed and paused for far too long to stare agawk at the laser display.

And lastly, once into the vault, one simply waits for the grifter to obtain the passphrase and the keypad glowie to light up, before clicking on it to ostensibly key it in and make off with the loot.

The Grifter – Part 2

Which brings us to…

That required the Grifter to meet Ted Dubois in his own office in order to record each segment of the Verbal Pass Code so that the Thief could actually open the vault.

This is the segment I like from the Grifter. It’s a conversation segment with choices, and you pretend that you’re a reporter from some magazine or other.

All the options work. You can pick any one of them, and Ted will eventually say all the words that get the Thief into the vault. So there are two benefits: one, you can actually roleplay a little and express the most suitable line your character would say, and two, you can experiment safely (without fear that people will curse you behind your back) to find the most efficient option.

What I find most amusing is that most people are scared to experiment. They have been taught by example to pick the most “officious” response and they follow it slavishly because hey, it works. Don’t break what’s working, right?

It turns out that that second option, the officious, “pieces on high-profile security experts” one is actually the slow route. It takes Ted the better part of three conversation dialogues for him to say the final word to the passphrase.

By gutsy experimentation earlier on, I found out that the very first option, the “casino-focused interior decorating” magazine,  the first question will get him to say the phrase much faster, without having to ask him a second or third question.

I’ve been using that option since, because I feel obliged to be a speed freak when someone is waiting on me in order to click their glowie. Some day, I’m going to have to experiment with the last magazine option, I really want to want to see the NPC’s conversation as well as find out if it’s faster or slower.

The Hitter – Part 2

Finally, the Hitter came here to the Game Room to teach one of these three patrons how to count cards. Their attempt to cheat the house would trigger the recognition software and buy the team time.

Now this one, I don’t like. It is clued into the subsequent prompt captions that show up for the Hitter that one of these options may work better than the other two.

It’s the spectre of the “only one good solution” again. This one, I was watching when others chose differently, and I can confirm you don’t get the Perfect Hitter badge if the Hitter makes the wrong choice and picks, for example, the High Roller.

You MUST choose the disheveled drifter and teach him to count cards if you want the shiny badge award to be enabled for all.

So yeah, follow the walkthrough, kthxbai. Else you screwed some poor alt out of their badge and the player might grumble a bit behind your back (if he’s polite enough to keep it to himself) and wait the next day for “a better team who knows what they’re doing and plays the way they’re supposed to” to go get the badge. (Lucky it’s just a badge. If it was mission success contingency and the shiny reward awarded or not, I can just picture the bad-tempered screaming at each other now.)

Then what was the point of the poor mission writer putting in all that conversation content for the other two options? For the first people to trial-and-error it by penalty and for all subsequent people to ignore, inflicting on themselves less variety to a mission they’re going to repeat for the shiny regardless?

Battle Phase – Part 2

When done, the second part of the fight begins. Again a standard goon/minion fight, followed by two AVs, one of them Ted Dubois.

Once defeated, everyone is teleported back to the Theatre Lobby where each person’s performance in the role is tallied up and the Perfect (Insert Role Here) badge awarded for everyone as long as the person in the role did it “right” by the mysterious badge rules.

Once you pick up all four badges (it can be through multiple event runs), the “Roleplayer” badge is awarded as a bonus.

Which ultimately is what the mission is trying to achieve, I think. Sorta kinda.

It’s a bit awkward in that roleplaying is hard to do on a time limit, with one  ‘correct’ solution in places, and lack of room for self-expression, what with folks relying on you to perform cooperatively and speed them through. But it’s got the willing suspension of disbelief and giving you a role to play at immersing in portion.

Still, it’s a very creative new use of the new conversation choices, mission and trial mechanics, and I’d like to see more come out of it.