For the game formerly known as Everquest Next: Landmark, and now merely known as Landmark… I have a new name suggestion.

Okay, okay, I’m being unfair.
I know it’s Beta, and I know caves are coming.
Soon, there won’t be these nicely convenient ore veins just glimmering on the surface, ready to be attacked… and we’ll all want to slit our wrists hunting for ore, just as in Vanilla Minecraft.

But in the meantime, since it’s there, and gravitating to the path of least resistance like the stereotypical gamer , one hammers away at the soil, creating ugly little scars of devastation that presumably heal at some future point when one is not looking.
—
When it’s working, Landmark really is quite pretty.
Even on my toaster, though its Core 2 Duo processor comes in under the minimum specs for CPU, and my ATI 4870 GPU apparently just didn’t make the cut either.
My screenshots are nowhere near as pretty as those of you with more modern machines, but they’re not bad, and to be honest, I’m pleasantly surprised that the game’s working at all.
The performance of the Landmark Beta client has apparently taken a sharp drop downward from Alpha, which I suspect is due to the increased number of entities since they introduced flora and the sickles to harvest them, plus the player load of all us freeloaders jumping in via the 4x Founder guest invites, and thousands of other keys being given away by various websites.
This has led to the initial uncomfortable experience of loading into a crowded Player Spire and freezing at 0-1 FPS, risking a crash or viewing most of the world as a slide show. My mistake was jumping into the Medium loaded Serenity server, whose 7+ player names in view completely hung up my system.
Well, that’s one way to encourage players to spread out.
—
I chucked my GW2-bred zerging tendencies out the window, put on my hermit hat, and tried to guess the least popular server name ever.
I settled on Confidence, mainly to shore up my lack of it.
The 1-2 player names on the island I randomly ended up on slowed me down, but I waded through molasses sufficiently far to get to a more quiet locale where I could actually experience the game a little closer to what is intended.
Moving also seemed to worsen the effect, causing framerate drops to 0 for a couple seconds before it bounced back up to whatever was presumably normal. My CPU and GPU took turns being the bottleneck, as indicated on the helpful display on the top left of one’s screen.
This led me to suspect that both were being slowed down when rendering new areas beyond the visible map, similar to how my Minecraft occasionally lags when procedurally creating a new chunk.
When I had the time later, I quit out of the game and edited the UserOptions.ini in the Landmark folder, and altered the RenderDistance from a very optimistic 999999.000000 to 1000.000000 – which sounded a lot more like what my toaster could handle.
(Basically, I followed a number of the settings tips from this website, also tweaking down Lighting Quality and Texture Quality to even more minimal than recommended, and turning off Shadows altogether.)
It didn’t completely get rid of the issue, but it did mitigate it significantly enough to be felt.
I now hovered around 35-40 FPS when stationary, instead of 20-30, and the framerate would only plunge to 0 for a split second when moving, or worse case scenario, pause for a few seconds when rendering the next part of the map.
Going near other players or their creations was still a little luck of the draw though, along with going near the Portal Spires to swap islands and entering the loading screen.
(Caveat: Altering Render Distance to such a short distance will make the map brought up by the ‘M’ key look fairly ugly, as it doesn’t render the landscape in its entirety. But you know, when you’re a desperate player with a low-end machine, you get used to such tradeoffs.)
There was also very regular falling out of the map for a couple seconds, before the game bounced me back up to solid ground.
I’m curious to know if those of you located in the US also experience this, meaning it’s the Beta client’s unoptimized nature at work, or if it’s due to my 220-240ms latency from being on the other side of the planet disagreeing with the server on just where my avatar is. (Fair warning for those of us in Europe, Asia, Australia or the other continents anyway.)
—
I’m probably an atypical Landmark player.
Maybe it comes of having prior construction sandbox experiences in A Tale in the Desert.
Maybe it’s just that the GW2 WvW league is starting in a day or two, and thus I’m keenly aware that I only have a limited amount of time to play in the Landmark sandbox before my gaming priorities call me elsewhere.
Setting down a claim flag and hogging some land for myself was not the first thing on my mind.
Exploring was.
The biomes, by the way, are pretty nifty in how different they all look.
I’m exceedingly partial to the desert one, which is great because barely anyone else seems interested in claiming land on that biome (the crowd seems to have gravitated to the forests.)

In close-up, there’s quite a bit of variance to the objects that make up the biome – though after wading through the same terrain for ten long minutes, thanks to the stuttering framerate, it begins to wear on you.
I suspect this is merely an early Beta thing. It doesn’t make sense to have islands of one concentrated terrain or another, so it’s likely that these biomes will get spread out in more natural fashion across the continent at a later date. (That’s probably going to make it a lot harder to collect resources though.)
There were a number of pragmatic reasons for why I decided to be a nomad and explore first.
For one thing, I was coming in completely cold, having not followed any forums or watched any videos. I had no idea what to expect, what kinds of resources there were, or what would be considered a “good” location to claim or no.
To me, this sort of thing is the privilege of veterans. It’s similar to A Tale in the Desert, where my first Telling ended me up in a somewhat out-of-the-way locale, making it slightly awkward to get anywhere and being a little short on nearby resources (luckily I got adopted fairly quick by a friendly and welcoming guild and moved in with them to use their stuff.)
That learning experience helped me out in subsequent Tellings to land grab locations with desirable resources, and still have sufficient space to expand. One has to see the crowd tendencies at least once to know where the newbies go and where the vets hang out.
For instance, it was very likely that the central hub from which you could portal anywhere would form into a crowded little village / ghetto of a few oldbies seeking convenience, not minding the crowd or wanting to be very social, plus newbies crowding in next to each other without sufficient room to expand.
Landmark does seem to safeguard against this somewhat by reserving some space around the claim for you, so the danger of random players building unsightly stuff too near you is probably a little less.
I personally don’t like those kinds of crowds, and I’m okay with walking a bit to get to the Central portal, so felt very little urgency to plonk a claim down. Worse case scenario, I’d wander out to a map edge or something.
(After you’ve played ATITD, which can take upwards of 2-3 hours or more to walk from one side of the bloody map to another – plus a near-mandatory cross-region run for seed from various Universities if you start the game before chariot stops are up – I was pretty sure that walking a ways in Landmark wouldn’t take as long. Though I didn’t quite account for the framerate lag.)
For another thing, once you’ve played some of these crafting sandbox games, you learn about community technology bottlenecks and certain resources being gating mechanisms, where players coming in late get the privilege of skipping past some of the early grind through the altruism of community-minded veteran players.
It never fails to amaze me how these public works are bound to spring up.
Have a crafting station or piece of equipment that isn’t destroyed when other players use it, that takes a lot of resources to construct? Only going to use it irregularly yourself?
Well, why should every player waste resources reinventing the wheel, then?
Enter the communal-shared resource. Public goods, public works, call it what you will in different games, the concept is the same.
I got lucky.
The random island I started on when I selected my server had one such industrious individual benevolently building away right next to the Portal Spire.
Seeing him WAY further along the tech tree than I was, I immediately dumped all plans of trying to follow the miserable little crafting chain from the basic work station at the Spire, and tried out all of his crafting stations instead, staring at the recipes to make plans for what I wanted to collect and trying not to drool onto his floor.
In return, he got my verbal thanks, and a Feedback thumbs-up. Not much, but I guess those warm fuzzy feelings make up for it?
Oh, and publicity here, I suppose.

Try not to crowd there so much that it freezes my CPU from too many adjacent players when I visit. That would make me sad.
But visit Dkonen anyway, because there’s a lot of cool crafting stations generously made available for the public to use, and he ought to be one of the first to get a flaming thumbs-up indicator of awesome coolness for his claim.
—
Since I now had a public works to fall back on for crafting stations, I decided that the nomadic plan would be viable for a while yet, and that I ought to work on the danged vertical progression for personal tools instead.
That’s still a heck of a lot of work, I might add.
It turned out to be a fairly considerable amount of mining and tree-chopping involved, along with having to cross-island hop from biome to biome, slowly raising Tiers as my tools got better and needed the next Tier’s resource to build the next better tool.
(Still not a fan of vertical progression, but I suppose the game needs stuff like this to give players some goals and the temptation to shortcut it via the cash shop later on.)

I started to wonder what the point of claims was, since there was no way you were going to be able to find a good geographic locale with all the necessary resources nearby, when all the necessary resources were separated so widely.
It was beginning to seem as if all a claim needed to be, was a patch of empty land on which you get some space to build whatever pretty object you wanted, having already spent the time (or $$$) to obtain the necessary resources elsewhere.
It took many hours, but I did get to the Cobalt Pick and Gold Axe before getting bored of the grind and deciding the last tier or so could wait and be spaced out a little less urgently.
Good tools -really- make a difference.
The Cobalt Pick is significantly more enjoyable to mine with than the earlier picks, in my opinion. It can even almost completely mine an ore vein in a few artfully chosen single-clicks, rather than having to toggle on clicking and waiting for an endless amount of time, adjusting the cursor every now and then.
Speaking of which, Landmark REALLY needs a auto-attack toggle for their picks and axes.
I got through one vein and one tree holding down the mouse button before my finger started cramping, and I started hunting for other options… including keyboard/mouse hardware macros or writing something in AutoHotkey and braving whatever reception third-party software users got.
I eventually settled for the forums-suggested solution of turning on Windows 7’s Click-Lock, via Control Panel => Mouse. Holding down the mouse button for an adjustable amount of time then locks it on, allowing one to auto-mine or auto-chop without risking RSI or carpal tunnel. Click again to stop.
Along the not-obvious line of things one might be interested to know, shift+mouse wheel zooms in and out, alt-F10 removes the interface, and ctrl+F12 takes screenshots. Who thought these up?
If anyone figures out how to strafe, please tell me. Keyboard turning is weird as hell for many MMO gamers.
Anyway, I’ll be grinding out the rest of the resource-locked tools before seriously experimenting with building. I plunked an experimental claim down and tried some of the basics, but made a pretty lousy job out of it. Maybe I’m just not cut out artistically for voxels.

Still, I could see myself in a nice gathering and exploring niche in the future, selling stuff to the dedicated builders – assuming the rest of the game develops well enough to do that in an entertaining and non-boring fashion.