Firefall’s Daily Drag

Dear mmo developer, for today’s lesson we will be looking at how not to do end game dailies with the wonderful hosts Red 5 and their game Firefall. First we have a large zone focusing on completing events as a group being the strength of the game but instead of using that effectively lets create some constricted types of events that focus on singular actions.

The first type of daily I’d like to highlight are the collect kind. These are boring at the best of times but the worst kind is here. The kind where you have a set area to collect in where certain items spawn periodically over the entire area. Let’s make it dangerous too and also have everyone competing over the same resource nodes. The Coupe de gras though is having it being quite a large collection quest with 100 items needed so you are there waaaaayyy to long.

Firefall

But no, lets kick that up a notch more and have you kill a huge number of Elite mobs that don’t spawn very often at all, and mainly in the same space and once again make it a giant competition for completion by only having the killing blow on these elite mobs count. And screw those support classes in this case who will never be able to actually get that killing blow.

And finally, out of all the events that go on lets also make one of the rarer ones that doesn’t happen very often on the server. Like the 3 hours i was playing one of the events that’s needed for one of the dailies too.

Fun Event, but not the right even

Fun Event, but not the right even

Of course these dailies are on of the ways to get some end game components for your frame, and you need rather a large amount to complete in order to get enough reputation but, at the rate of actually being able to complete them it seems rather restrictive. Now there are other dailies to do that you can complete rather easily with some time that are in line with general gameplay but they are far in the minority here.

I’ve come to terms with dailies even if I don’t really like them but when you make them so restrictive, time consuming and so frustrating then they fail to serve their purpose. When you make them so certain classes have an advantage (killing blow, dps classes) or requiring a style of play that is vastly different than usual. If you make some of them so that during the course of play they won’t be completed than it is an issue. Dailies are something that should be manageable in a small daily allotted time people have, not all time consuming. They are the quick reward to gain from daily play before you go on to other activity, and not the entirety of play because when you do that you start changing play behaviours away from what people want to do, what is actually fun and enjoyable.

Advertisements

Amazonian Antics in Firefall

BIg changes ahead for Firefall.. AGAIN you say! They are still working on a new crafting system to once again make that aspect more import as well as bring back the usefulness of crafting but they’ve also been working on a lot more it seems. And that is Update 1.3, War in the Amazon.

The biggest part of this update is a vast new land to explore that you can get to using the usual arcporters. It seems just as big as the other maps and also focuses on the Chosen warfront once more with a map aim approaching that of the earlier (like beta) battles for land in New Eden. There is a lot happening on this map at all times with a level of constant conflict that makes the map feel incredible active and gives a constant activities to try for.

Firefall amazon map

So far I’ve actually been enjoying it quite a bit. I forgotten how much I missed this more aimlessly style of play but a lot of defined actions and activities to choose from. For those actions to even feel a little more important and community driven as you are constantly defending and capturing many of the map points as a group. You are building up the strength of the watchtowers through other events and just constantly fighting around the map. There is also a bit to do for the solo or small group player as well which makes for a lot of options.

This area is tough at times. Enemies take more of a beating and I think have had a few upgrades to their ai and movement abilities. A huge amount of them will also spawn for the outpost captures and defence phases as well which is just another way to get players involved as a group. The muti-stage nature of these also seems to make them more enjoyable as well; more to fight, more team work required and it’s just fun slaughtering hordes of chosen.

Social Shooting

Social Shooting

The area is rather nicely designed too, far better than devils tusk. It feels more open with easy paths for traversing the zone, or at least the main parts of it. There is a lot of difference in the height and verticality of the zone but as usual they’ve played around with the style and design of the rocks, walls and ledges to make the best use of the jetpacks and gliders. I kind of like the aesthetic this time as well, not as nice as the Sargosa Sea style murky forests but the large trees, swamps and general greenery is just nice after the desolate wasteland that was Devil’s Tusk.

Firefall amazon

Overall It seems to be once again getting back to the strengths of what made Firefall fun was and the style of gameplay I’ve been waiting for. Large, open and well designed map with a focus on events and group goals.

The other big change with this update was removing a lot of the separate tower currencies and making it a flat reputation style mechanic. This is a good thing. Before it was just grinding out a lot of the job board quests, for a single item. This way you get reputation from an area by also doing nearby events, and once you have the reputation gear is bought with crystite. This might help with alternate frames too as you’ll have the reputation already built up.

There are a few other things to check out with the patch. New rare mob style bounty hunts to complete in each area that look fun. New battleframe items that have specific abilities and can change how things work.

Being Firefall there is a few bugs though. One major one seems to be the endless spawning of a lot of chosen from a certain part of the melding which has basically turned into a large scale area for target practice.

and that was just a fraction

and that was just a fraction

There were a lot of people there and you were killing 100’s of chosen but it seems there is no reward but experience. It still runs like donkey balls for me too, pretty sure it’s the way the client sends and receives data as it’s using a lot of my bandwidth at a time, which isn’t much but adequate for ever other online game.

Pretty Impressed though so it seems I’m going back to shooting stuff again.

Some Excellent Elements of ArcheAge

After my little “I quite,  and no you can’t have my stuffz” post I was still doing a little thinking afterwards. The failures of ArcheAge are well documented by now, here and elsewhere and are too numerous to go into detail. I think most that have followed the title for a time know about them. I don’t want to dwell on that too much any more as I’ve moved on and have more been reflecting on the elements I enjoyed instead.
Continue reading

Archeage and Areas of Balance

There is a huge amount of content within Archeage to do and like I’ve said before a lot of it is, and can be entirely PvE centric. There is a wealth out there to do to, Activities that if you are careful can be completely free from unfriendly intentions. A quick list of stuff goes something like:

  • Questing – can all be done in peace modes
  • Dungeons
  • Farming
  • Housing
  • Crafting – far deeper than most mmo’s
  • Economy
  • Trading
  • Exploration – for tree farms and pretty sights
  • Fishing
  • Treasure hunting
  • World Bosses

All available to play with if, but not exactly when you please without recourse. Waiting for Peace times is a good idea of course and half their are many spaces that are entirely safe. It’s a huge feature list really.

Continue reading

Progress Report: Archeage Gear Grinds

YAY for more gaming this week and I’m pleased to report that not all of it was spent in Archeage… most of it was just not all of it.

I’ve been making a lot of progress in Archeage over the week and completing some of my first big goals. That march towards level 50 is still ongoing but I’m up to 46 now. I’m not completely wrapped up in levelling or anything and I’m high enough now with enough experience that i can defend myself or at least cc the main threats enough that i can get away. The main things I’m doing and are interested in don’t even really need you to be level 50. For the PvP it certainly happens but our guild group tends to make up enough for that.

Continue reading

ArcheAge: Working and Wandering

I still can’t believe how much I’m still playing ArcheAge. I’m getting on in the afternoon just about daily and even in the morning with my tea for the sole purpose of tending my family spaces. I don’t exactly why it has resonated so well with me when so many recent titles haven’t. By now I’m usually winding out of my release time insanity and searching out new games and experiences but I’m still solely playing AA.

Continue reading

Life and Times of Crime

Its been a rather busy week for me in Archeage, I haven’t really achieved anything massive just yet but am making progress towards most of my goals. My house is getting built (NOW FINISHED), i getting a nice stack of gold for my own farm cart and am slowing doing dailies for guilda to buy pretty things. The most interesting thing was my first appearance in court, on the side of the person getting sentenced and that was amusing to say the least. I actually got a little nervous during it and I think might have been able to state my case without getting the guilty verdict…an 89 minute guilty verdict which is the largest I’ve ever seen. For most it’s 10 maybe 20 minutes, a few higher than that but an hour and a half of prison time is just crazy.

Continue reading

PvP and Peace Times in Archeage

The PvP was a big part of my interest when getting I to archeage but it’s bad to say that I really haven’t been involved too much with it so far. The most I seemed to have had is being ganked (quite a few times) on, near or going to my housing plot down in the Hellswamp by higher level players and that’s not really pvp more… quick travel.

Continue reading

Group Goals and Personal Progress

I might have come across a bit negative in my last post when the reality is that I’m quite happy with Archeage at the moment. When you’re just talking about all those launch week issues, and there are a lot, it tends to be overly negative but when looking at the picture as a whole I’m really enjoying it so far. I’m enjoying it enough to put up with all the issues quite happily which says a lot about the experience.
Continue reading

Archeage Adventures

The Open Beta for Archeage has absolutely consumed me over this weekend. I went into the beta a little cautious about the game as it wasn’t exactly the sandbox I was looking for. It didn’t have many of the modern Bells and Whistles I’ve become kind of used to over the years either or that flashy and constantly demanding style of play that keeps you bouncing around the screen. It’s vastly different than that and it was a bit of a shock because of it.

Continue reading