Landmark: First Thoughts

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

Landmark: Pothole Simulator
Landmark: Pothole Simulator

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.

Minecraft: Mineshaft Simulator
Minecraft: Mineshaft Simulator

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.

tropical

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.

falling

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.

desert

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.)

Admittedly, the Old Forest biome looks pretty darned good too.
Admittedly, the Old Forest biome looks pretty darned good too, if you catch the lighting at the right angle. It’s downright gloomy at other times though.

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.

craftingstations

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.

DKonen's claim - Confidence Server - Channel (Tier 1)
Public Use Crafting Stations – Dkonen’s claim – Confidence Server – Channel (Tier 1)

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.)

These, by the way, are the trees you need for the Thistle Seeds for Sundrop Heartwood.
These, by the way, are the trees you need for the Thistle Seeds for Sundrop Heartwood. Ran around for ages looking for them, suspecting I was following in the footsteps of someone(s) who had already chopped them all down. Finally got far out enough to find plenty.

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.

Walking around to see something like this totally doesn't help the ego either.
Walking around to see something like this totally doesn’t help the ego either.

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.

GW: Of Nostalgia and Shared Reverie

ArenaNet has to be the cleverest game company there is. In the wake of the ever-so-successful Hall of Monuments (the best tribute to lateral progression and over-achievement there ever was) and the build up to Guild Wars 2, what do they do but give Guild Wars 1 its last hurrah, so to speak?

Or rather, one final celebratory encore (since GW1 is not going away, even as the great beast of GW2 at last slouches around the corner,) inviting all of its players to revisit and pay its beauty a respectful toast?

To absent friends, lost loves, old gods, and the season of mists…

Moreover, they are so clever, that they’re making it a shared experience with the excuse of the festival/event of the Wayfarer’s Reverie. Without it, surely some of us would still have made our way in trickles to say farewell (for now), but by making a quest out of visiting some memorable scenic sights, what better way to make sure that more people are able to follow the structure and see what they might have missed (having not seen it for years, or perhaps even, not seen at all.)

As usual, the difficulty level of the quests in Guild Wars has an interesting structure. The more you’ve played, the more you’ve explored, the more places on the map you’ve unlocked with a character, the easier the quest is to get to, generally speaking. Newer players (or a not-so-much played character) tend to find cross country quests more intimidating, as there are so many towns and outposts that aren’t unlocked that one could shortcut from. So it ends up a quest to get TO the outpost (fighting through however many necessary zones or story missions), before the actual quest.

Then there’s the additional layer of player set difficulty. For ultimate face roll, go on normal mode, dump in as many heroes as you can, and presumably all your characters have uber PvXwiki builds like Discordway necros, SoS rits, panic mesmers and what not. Or wander around solo if your build is strong enough. Hard mode generally ramps up the time taken and challenge factor. If you want to min max on time, it’s probably possible to equip a running build and just runrunrun like hell to the quest spots.

I popped in to work on the Wayfarer’s Reverie: Tyria quest. I’m not in a blinding hurry to rush through quest completion, I hit 30/50 some time ago and pretty much decided I’d scraped the ceiling of what I could do without insane grinding, so I experimented with a number of those difficulty levels as my mood took me. A Tormented weapon would be nice if I manage to make it to the end of all four quests by the 25th or 30th, but it’ll only give me 1 more point, fairly meaningless in the larger scheme of things. The true goal was nostalgia.

My wannabe Imbagon paragon was the main of choice, though I was still halfway through getting all the Old Ascalon areas unlocked and accessible for him. My original Prophecies character, a ranger, has been sadly shelved for a long time. I just couldn’t get my head around how to play at long range and he just seemed weaker than the paragon at keeping the whole pack of heroes alive.

I don’t recall how much of Factions I’ve unlocked on him, I may use the Factions warrior when the time comes. Ditto for Eye of the North, which was both attempted on the ranger and the paragon. (Oh, what utter confusion it is to try to have a native character per campaign. In hindsight, should have stuck with one, but how was an altholic supposed to know and resist?)

The paragon didn’t have Serenity Temple unlocked, so I ended up tromping my way through Pockmark Flats and hit the crystal first, before making my way to the temple. I did this one solo, on normal mode, and got pretty good drops of the Wayfarer’s Reverie token while 2-3 shotting every teeny lowbie mob that crossed my path.

The Searing Crystal – 2012

I also found some really old screenshots while preparing this post, so old, they were saved in .bmp format, which was an extra nostalgia hit. They were taken in January of 2005. Which presumably means taken during the beta preview weekends, since Guild Wars launched in April 2005. I’ve only edited out my character’s names, since I wasn’t smart enough to remove UI then. Everything else is as it was, lower monitor resolution and graphical setting, no henchman names or levels in the party UI, etc.

The Searing Crystal – 2005
Shrine of Melandru in Serenity Temple

I get huge hits of emotional resonance whenever I look upon a Shrine of Melandru. I figure this has to do with my first character being a ranger, and the pre-Searing ranger quest which has you go up to a Shrine and tame one of Melandru’s stalkers as your first ever pet.

That said, mad props and huge respect to Guild Wars for creating such a believable pantheon and putting those graphical touches EVERYWHERE in the game. One look, and you know which altar belongs to Grenth (the Death dude), Balthazar (warrior, sword, fire), Dwayna (blue, angel wings, air), Lyssa (twins) and so on. The lore seeps into you, whether you’re aware of it or not.

Shrine of Dwayna opposite Melandru’s

And I’ve always thought it such an awesome touch that you can /kneel before the altars and to reward that tiny bit of roleplaying, an avatar of the said god will actually pop up. In some special instances, they’ll offer buffs (but they’re not adverse to you paying them first!) or transport you to really special places, and so on.

I had a fair bit of trouble getting to Flame Temple Corridor for the next landmark on the sightseeing trip, mostly because everything was a big patch of fog in that area. A long time ago, I’d started the paragon on the Great Northern Wall mission, intending to work on the Young Heroes of Tyria book in hard mode, stopped at Fort Ranik and happily dropped everything the moment I hit 30/50 on the Hall of Monuments.

So I made myself cleave slow and steadily through Fort Ranik and Ruins of Surmia missions on hard mode – not that they’re hard, mind you, but they’re time consumingly tedious to roll through – a million and one ‘trash mob’ fights, back and forth to finish the bonus and to wind one’s way around paths one cannot jump down and purposefully placed to make one loop around in circles wondering when one’ll ever get to the end, each eats about an hour just jogging from fight to fight.

It was surprisingly nostalgic to go through them though. At the time, it all looked brown and barren and depressing and filled with endless charr and scorpions and neverending. Now, it still looks like all of the above, but with a little extra spice to the grim bleakness.

The Great Northern Wall – shattered by Charr invaders

Hey, look, it’s the Wall. The one you spend so much bloody time climbing and jumping and clambering over in Guild Wars 2 to get a skill point! Likely not the exact same section of it, but there’s that link, that connection.

And then there are the Flame Effigies. These don’t move, but the family resemblance is there. And it’s amazing how Guild Wars 1 manages to light and make these things look like they’re burning away in such an old game.

Siegemaster Lomar and Catapult – 2012
Same catapult – 2005

I was quite amazed to realize I’d taken a screenshot of the same thing 7 years apart, without prior reference back to the old one. I guess I really like shooting siege machines and wanted to remember it.

Prince Rurik in the Ruins of Surmia. Ah, the horrifying thrill of escort NPC quests as you chase them down screaming, OMG DON’T DIE DON’T DIE, WAIT FOR TEH HEALZ. His redeeming quality, that beautiful flaming dragon sword everyone covets. Wish we could have let him die and then picked up the sword.

Despite better behaved AI, having his hp bar in the party UI, three discordway necros – two sporting rit heals and one with prot monk aegis and stuff – and my paragon’s “there’s nothing to fear,” he almost contrived a successful suicide when I had gotten too comfortable with him behaving and following my party and took a right turn to begin working on the bonus. Then I suddenly realized he’d taken the left turn, towards a closed drawbridge with two Charr and no one else following him except maybe another NPC. Mind you, hard mode, so I couldn’t trust his level 20 self to finish them both at lvl 23 without a scratch. I credit my heroes being able to cast spells through the cliff wall for saving his bacon as I raced back around and up to pull his arse out of the fire.

Ruins of Surmia bonus – Follow Ember Bearers to Flame Temple

Now this really brings back memories. The confusion of trying to find “Flame Keepers” to follow, while the Ember Bearers troop down the hill behind you. The ignorance and impatience of youth freely aggro’ing them on purpose and by accident (aggro radius, aggro circle, what the heck are those? See red dot means KILL!) before they can even get to the gate they’re supposed to unlock. Finally, slowly working out that you can indeed let mobs remain alive for 15 or so seconds longer, long enough for them to pull open the gate before you charge.

But now, of course, piece of cake. And all the previous pain of Charr fire elementalists throwing around meteor shower, gone, the only real uncertainty is whether you’ll kill them normally through a steady spear barrage while your heroes discord them, or whether pain inverter will recharge fast enough to watch them blow themselves up by meteor showering the minions swarming them.

I eventually got to Nolani Academy, and then sidetreked off to find the Flame Temple corridor. Now this one I don’t really have memories of. I didn’t even know the place existed until it came time to do the Titan quests, which was only a few years ago, fairly recent. I suspect I must have just gotten pasted by the massive packs of Charr, and hurried away, unwilling to explore a bonus zone without any quests pointing me that way. Or maybe I got there but pushed into Dragon’s Gullet without ever looking backward because it was just a halfway zone.

Not bad looking, but no nostalgia value for me. I poked my head into Dragon’s Gullet long enough to get a screenshot of a rock painting that held distinctly more nostalgia value and remembrance. It’s probably meant to depict Balthazar.

Up next, looking back on the absolute ultimate nostalgia quest of Prophecies – the Villainy of Galrath.