Tags: instances, learning a new MMO, rift
No, not much posting this week. I blame, in no particular order:
- A busy social life. Being sociable is a good thing, so I don’t complain about things like that.
- A busy working week. Which means I am tired when I get home, so less likely to want to put my strange rambling on the internets.
- A slacker. That would be me.
- A lot of Rift. Well, not compared to most, but I have been using most of my available Geek Time to play.
Yes, I’m really enjoying it. I love the varied game-play; the appearance of an invasion or a rift changes my gaming priority, and I like that. I like that I rarely have the opportunity to get bored, and despite the fact that questing is pretty much the same as most other games, and that PvP is still a case of me heading off to get dedded repeatedly, and that leveling is still just leveling, I’m having a ball.
I think it’s safe to say that I have thrown myself into the game, to the exclusion of others. I’m not even chasing down levels that fast; Cleric Hawley is only level 24, and I have much lower level alts as well, but that’s good. I’ve not been racing through the game with that level 50 goal in mind (to be perfectly honest, I didn’t even bother finding out what maximum level actually was. I’ve sort of picked that number up by osmosis, I think), and it will probably be a good month before Cleric Hawley has run out of levels.
Instancing is also fun. It’s nice to see that of the two levelling instances I’ve been in (Iron Tomb, and an unfortunate lag-hurty visit to Deepstrike Mine that had to be abandoned because of said lag) progression and survival seems to be more about co-operation and forethought, rather than one person messing up *their job* and the group wiping as a result.
Trash mobs are a challenge, bosses are good fights rather than grinding to a formula, and the rewards good. It’s worth doing the instances for the xp and trez alone; the fact that they’re also fun is pure gravy.
It’s strange, because I wasn’t expecting to get into Rift this much or this quickly. Right now I’m glad I got the 6 month subscription, especially since it is (with the founder’s pricing) so cheap. I haven’t even accidentally blown up the guild yet. Bonus!
Tags: fallen earth, Guilds, learning a new MMO
Ysharros is now the boss of me.
Well, in Fallen Earth she’s the clan boss of me, if just to clarify matters.
This is a new development, as I had previously been a member of T.E.M.P.S. I’ll now start just calling them TEMPS, seeing as putting in all those full stops is really annoying, and I’ll be talking about TEMPS a bit in this post. See? Did it again. TEMPS!
Silliness aside, I was a member of TEMPS for a good few weeks. I’d been recruited as a part of a mass blind invite, and I would ordinarily have declined on principle, but one of the things I’d wanted to do as part of the Wol Project was to experience things I wouldn’t ordinarily do, and clicking “Join” would be something I wouldn’t ordinarily do.
TEMPS is a great initiative. They’re a clan that is designed to help new players over that steep learning curve that Fallen Earth has; their clan name is short for To Ensure More Players Stay. And good luck to them; it’s a worthy cause, and one that is good for both the community and the game.
If you’re trying out the game, give them a look. It can really help.
But now I’m in the South Burb Trading Co, and Ysharros is the boss. Which means that the buck stops with her, she gets to make all the decisions, and that I’ve devolved all responsibility to her.
That’s a good thing, she tells me…
Tags: choice, fallen earth, learning a new MMO
Tuesday is for Fallen Earth, so last night saw me logging on for a session of post-apocalyptic living.
Now, the last couple of weeks have seen me struggle a little in Fallen Earth, and that’s largely due to Hawley being stuck in the doldrums. With Hawley, I’ve been playing in the manner of a young, sugar-obsessed child in an All-You-Can-Eat sweetshop, with all the hyper-active running about and attempting to do everything at once that implies.
Hawley’s been crafting everything he could, been off gathering anything not nailed down (as well as farming the things that weren’t; pesky critters) and running through quests and quest areas that seemed like a giggle at the time.
Fallen Earth is great for that.
But because of that, Hawley is in a bit of a pickle. He needs about a week of tidying up, sorting out his quests and quest locations, sorting out bank and bag slots, sorting out training and all sorts of sundry little things that, quite frankly, I’m too lazy to do right now. Too much sorting.
Hence, The Wol Project.
Wol is an alt I had previously created, and had previously taken through The Dam tutorial. Yes, I am so alt-tastic that I even feel the need to create alts in a game which has no character classes, and no particular need for a defined role in which to prosper. I am bad, I know.
Last night I went through a large chunk of the extended tutorial. I didn’t get to go through all of it for a number of reasons (some of which are old ones where Fallen Earth is concerned);
Time was short due to some unforeseen real-world intrusions. Such is life.
I kept getting side-tracked with exploring. And it’s one of the reasons I love Fallen Earth; I’m running from one tutorial quest-giver to another, or running off to go and beat up prairie chickens (big, evil mutant prairie chickens WITH HANDS!) when something will catch my eye, and I’ll deviate from the shortest path to go and investigate. It takes time looking at post-apocalyptic points of interest, you know.
Then there’s that well-documented method of travel in Fallen Earth; from resource node to resource node, gathering as we go. Well, it’s how I travel in Fallen Earth. I really find it hard to leave something I can lever up in any online game, so the fact that Fallen Earth really, really wants me to grab all the resources my grubby little mitts can get to is great. But all that hoovering slows me down when travelling. I might have to get blinkers for when I have to travel *in a rush*.
I kept reading the quest text. Yes, Hawly Quest-Reader. If anything, the quality of Fallen Earth’s quest texts have meant that I’ve started to read more than just the bullet points in other games. I care a little more about the story reasons for going to do something, rather than just the cash and xp benefits.
But the Wol Project has started, and shall continue.
Does the Wol Project have a purpose, you ask? Go on, ask. I have an answer prepared, you see, and the the next bit would seem a bit pushy if I just volunteered it at you.
Ta muchly, I’d love to answer your question:
I’m going to play Wol for a bit because I like to think I now know enough about Fallen Earth to be a lot less random about playing it.
I’m going to see about having a little structure in my post-apocalyptic gaming. I now have a much better idea about how to play, and what avenues I can pursue to attain gaming nirvana.
I’m also going to try a few things in depth, that I only vaguely looked at with Hawley:
Combat. I did enough combat to survive, or get just what I needed. With Wol, I’ll see about getting a bit more fighty, and see about getting combat skills rather than just flailing wildly.
Questing. I’ll see about organising my questing a little more, completing the bulk of quests in one town before moving to the next. Hopefully, it will mean less random wandering between towns, and therefore less time travelling.
Skills. Hawley is more than just a tad crafting-focused, so I’m going to see about getting more than just crafting done with Wol. I might even find some time for those strange Social skill things. It might be nice to pay less at vendors.
Of course, there’s a high likelihood that I’ll get past the extended tutorial and then just go and be just as random as I am with Hawley, but that’s why this is a project.
It’ll be fun.
Tags: eve online, healing, learning a new MMO
Finally, I got a taste of what it is like to be a logistics capsuleer in Eve Online.
I had scuttled… Hmm. Maybe “scuttle” is the wrong term to use when talking about capital ships, but it’s the best way to describe my frenzied movement from gate to gate… Scuttle it is.
I had scuttled from jump gate to jump gate with an Osprey and a hold full of expensive junk, from where the Osprey had been parked in HiSec all the way into NullSec. The fear of losing the ship, and the huge amount of cash sunk into it (well, for me it was a huge amount of cash) is a surprisingly effective death penalty, so even though I didn’t see a single aggressive soul on my way through 31 jumps, it was with a sigh of relief that I finally docked at my destination in Nullsec.
From there, I set about trying to fit the good ship Urine Sample with the equipment necessary to turn it into something approximating a fleet support vessel. As this was a first experiment, I had based it heavily on a basilisk fit that used lots of Tech 2 gear.
Suffice to say, I have neither the skills nor the ISK to be able to be playing around with Basilisks and Tech 2 gear. So it was much stripped down, into what I could both use and afford.
The business end was two shield transporters, and two remote armour repairers. Supporting those were four capacitor rechargers. And a very short time after announcing to the world that I finally had a ship ready, I was invited into a fleet.
The fleet was a corp carebear fleet that was taking out havens for fun and profit. It was an ideal opportunity to check out my ship, it’s loadout, and to learn the very basics of logistics, as to be perfectly honest I was surplus to requirements. I was flying with the big boys, and the big boys were probably capable of surviving by themselves.
However, I was able to learn the following:
It’s healing, Jim, but not as we know it. Well, as I know it. Rather than flinging a spell which has a casting time and then an effect, it’s a cyclic-tick trigger. Thingy. I switch it on and off, and it keeps healing until out of capacitor power, or I switch it off. It’s a quite important distinction, and feels a lot more like a Heal Over Time than a direct heal spell.
Suddenly my Cap is my Mana. When did that happen? I’m mainly used to my Cap just… being there. It sits there, runs out very occasionally, and is a pretty yellowy-orangey thing on my User Interface. But now, it’s everything. I can eat through it in a few seconds if I fire up everything, or most of a minute if I just fire some of it up. Either way, sometimes I’m just sat there doing nothing, letting it build up again.
Pimping my ride could become an obsession. And I’m not talking about painting it metallic purple, and putting 38 speakers and a dvd player in it. I am, unfortunately, talking about tweaking and upgrading until I’ve got a ship that can do the job I want and need it to do, but also is affordable enough to lose in PvP.
It’s different, it’s fresh, and it’s new. It’s a different environment and a new role in a game I had realised I didn’t know that well, but at least felt comfortable in. But that doesn’t mean there’s no fun.
I’m very much looking forward to my next session in Eve Online.
Tags: eve online, learning a new MMO, scary PvP
For the last couple of Wednesdays, I have been dipping my toe into the waters of Nullsec.
I’ve not managed to get caught up in any *actual* pvp yet, but one thing that has really, really been hammered home is how much I *didn’t* know about life in New Eden.
It’s as if I’ve been forced to throw everything I thought I knew away, and start again from scratch. The only thing I’ve been able to keep is the basics of how the User Interface works. Yes, I can just about fly the big spaceship in a straight line, still. Just.
So when I say; “waters of Nullsec”, I should really be using the terms “inky black”, “infested”, “terrifying”, “shark!” and “doom-laden” alongside it. And when I say; “dipping my toe”, I should actually be saying; “smearing lovely meat paste all over myself, and then jumping into”.
At least, that’s the way I feel.
The daft thing is that I’m not even a stranger to PvP.
Now, quite rightly Eve Online has been accused of having a steep learning curve. At times I’ve thought of it like being a spider, and looking at the side of the bath. Slippery, steep, and probably going to be flooded very, very soon.
And just like the spider, it really helps if there’s a friendly person willing to scoop you up and put you out the back door, rather than turn on the taps and cackle maniacally.
I would love to be able to stand here and say that it’s not that scary, but right now it is. Most of it is paranoia; I’m sure there’s a fleet behind every planet, every station, every asteroid that just wants to gank me. In my face.
But having said all that, I suppose it’s like anytime we go into a new place; what is strange brings terror, and once we know what the rules of conduct (spoken and unspoken) are in any given place, much of the fear is gone. Sometimes it’s replaced with a wary readiness, but that’s still not the frenzied scuttling that marks my initial forays around Nullsec, as I try and put a ship together.
It’s a fun (if scary) learning process. Next goal; actually get out there and be involved in the shooting of something.
Tags: eve online, fake tag here, game design, instances, learning a new MMO
I’ve had a couple of ponders over the last couple of days, regarding the nature of MMO gaming, and whilst there is absolutely no common thread to this post, it’s currently the way my brain is working… Enjoy the ramble for what it is…
A friend pointed me in the direction of Evemon the other night, and I am slowly trying to get my head around it. It seems an invaluable aid to figuring out what you need to do in order to do the thing you want, with a minimum of pain and hassle.
It made me wonder, because it was the first step towards meta-gaming in Eve Online. I don’t mean meta-gaming in its rather perjorative “lie blatantly to everyone, especially your mates” way, but using outside resources to help me in game. And whilst I’ve done that in the past with things such as Carbonite Quest and hunting through WowHead whilst playing World of Warcraft, this feels like a real step up.
For a start, using a quest helper and a website to find easy and quick ways of completing a quest is one thing; this is recommending a route through character advancement to a specific end. It feels like the difference between getting a self-help book out of the library, and hiring a lifestyle guru.
I’m not knocking it; it’s a sizeable and impressive piece of work, and it shines a powerful light into the impenetrable-seeming skill and equipment tangle that is one of Eve Online’s wonderful and glorious strengths. Once you can learn to find your way through it, that is.
I’ve also been playing some Left 4 Dead 2. Now it’s not an MMO, so I don’t want to talk about it overmuch, but it does make me wonder about what it does, when compared to MMO gaming.
Left 4 Dead 2 (or L4D2, as all the cool kids are calling it) has a movie-styled storyline, through various campaigns that are themed by their environs. Each campaign is made up of shorter journeys, from one safe house to another. Studded around these journeys are specific set-piece events, which make the game more than just killing zombies to while away the journey from Safe-House A to Safe-House B.
I’m pretty sure that you’ve seen the connection between Left 4 Dead 2 and MMO gaming. Yes, it’s instanced dungeons, on the simplest scale.
There’s no gating, no equipment requirements, and the gameplay doesn’t require anyone to dance the hokey-cokey, or similar arcane shenanigans in order to succeed.
It even does away with classes. It appears that in the world of the apocalypse, all toons are equal.
It has distilled grouped instancing to the core elements; a lobby area to assemble, a method of selecting the instance of choice, and then off you go, managing your resources as you strive to overcome the challenges in the instance.
There may not be the standard boss fight, but there are enough set pieces and special zombie types to make a definate climax to sequences of action, and especially to the end of a compaign.
Is this one way that MMOs might develop? If the persistent world gets in the way of casual play, then get rid of it… The lobby/action style of play allows us to play whatever we want, without having to worry about any sort of time delay. And the episodic nature means we can drop in and out, where we want to or need to. The choice to not have “bound” equipment or character classes allows entry to any of the instances, with neither gear snobbery nor gating. And you’ll never have to wait for the healer…
It’s extreme, and it won’t be to everyone’s taste, but could games go there? DnD Online went some of the way, and I don’t know enough about Guild Wars but I believe that it too has some similar system. And yes, Left 4 Dead 2 is a first person shooter, but it would be easy enough to have some non-level-based system of combat skills to replace the first persons shootiness.
And from instances, to raids..?
Tags: choice, exploring, fallen earth, learning a new MMO
Syp posted some really useful advice for starting Fallen Earthers, and seeing as I’m such a slacker, I thought I’d copy him and throw my own advice out. It’s ok, he’s my Fallen Earth Ennabler…
Rather than come up with hard and fast numbers and suchlike (because places such as GlobalTech Atlas have already come up with far better crunchy advice than I’ll ever be able to) I thought I’d go for more of an approach style of advice.
First and foremost: Take your time.
As MMOs get older, they seem to create an aura, a belief, that “The Game Only Starts At 60”. I say 60, because that’s what the oft repeated phrase was in Everquest when I started playing. And of course, it became the phrase in World of Warcraft before The Burning Crusade, when suddenly “”The Game Only Starts At 70”. Every game has that accusation levelled at it, and every game will.
I’m sure there are many reasons for it, but it seems that more and more, levelling is seen as something to race through to get to the much vaunted “End Game”.
Games don’t *have* to be like that, and Fallen Earth is proof.
There’s a lot to learn, and if you’re willing to put that time in, then you’ll have a ball.
I’m going to compare with World of Warcraft here. Not because I think World of Warcraft is Bad And Wrong™, but because it’s a frame of reference that is common to most MMO players.
In World of Warcraft, fabulously established as it is, there are plenty of systems designed to help a player level as fast as possible. Savagely carving up the xp requirement, the weird and arcane thing of gifting levels to a mate, to things like the random dungeon match-maker allow players to level up really, really fast.
This isn’t a bad thing; Blizzard want to allow players to get involved in “The Fun”, and that usually means “The Latest Expansion”. Plus, no-one wants to spend time gaming by themselves in a ghost zone. It’s also good for alt players like me, so I’m not complaining.
In Fallen Earth you get a fancy, polished, instance-tutorial where you get to find out a little of what’s going on, and you get to start your characters story. Then you get out of your own little instance and into the world, where there’s a less polished, less action-movie oriented tutorial, where you get more of an idea of what it will be like to play the game.
Then, you’re on your own. And it’s a pretty steep learning curve, if you decide to have a go at everything. What got me through is a lot of experimentation, sitting and reading tool-tips, and keeping one eye on the Help channel. And I feel better for it; I’m still no expert, but it was so rewarding. And I’ve not powered my way through levels; if anything, they’ve popped up when I’ve least expected them, and I feel like I’m being awarded levels for learning stuff.
Sector 1 isn’t a ghost zone yet, so there’s plenty of company, and plenty to do. And plenty of time before everyone else is level 45 and laughing at me for being such a slow leveller.
Have a go at everything.
Go on, have a go at everything. There’s crafting of so many different types, shooting, beating stuff up, missions, gambling, resource gathering, and so much wonderful exploration that to limit yourself to just one thing seems crazy. So have a go at it all, see what you enjoy, and keep doing it. If you don’t like something, don’t do it. You’ll find that someone else does, and you can play swapsies for what you need.
It’s part of taking your time, but I felt it deserved it’s own bit. So far, I’ve been levelling all my crafting skills, picking up 90% of what I walk near (and sometimes divert to) and running missions for cash and giggles. I’ve been using pistols and melee weapons, raising my armour skills (as much for fashion reasons as anything else) and moving through the world.
Guns for show, knives for a pro.
Yay, one of the classic quotes there. I use pistols, because I am most certainly not a pro. Combat is something that most MMO players aren’t used to, which is an FPS interface where the game works out, by rolling it’s little electronic dice, whether you’ve hit what your targeting reticle is over, and how much damage you’ve done. It’s not my favourite style of combat, and I wasn’t a huge fan of it in Deus Ex (which is what it reminds me of most) but hey, it could be worse. A lot worse.
Melee weapons are great for saving cash, but also for saving your butt when you’re out in the wilds, and you hear that “dead man’s click” signalling the end of your ammo. They’re also kind of fun and funky to carry around; carrying a not-Stanley knife around really made me giggle in the worst sort of way… Right now I have a meat hook and a crowbar…
Find out what you want to concentrate on by using all the starter weapons you get provided with. Not only have Icarus been generous in the supply, but they’re generous with the ammunition too. Try them all, find out what you like.
Don’t be afraid to spend Action Points.
I think I was level 3 when I finally realised that there was no point in hoarding my Action Points, and that thoughts of a Min-Max character were pretty silly. I don’t know the game well enough to Min-Max the points, but the fact that there are no respecs doesn’t necessarily mean that I’ll spend them all wrong.
I have a vision of what I want my character to do. So I’ll spend points that help that vision, and also allow me to do anything cool that I like. And rather than spend my playing time constantly fretting that I’ve spent points in the wrong places, I shall spend them and have fun with the skills and abilities I do have.
By all means, use the character creator on GlobalTech Atlas, I highly recommend it. But don’t worry that you’ll have a naff character, as I’m pretty sure they’ll ALL be valid. It seems to be that sort of game.
Plus, my character is growing organically as he’s moving around the world and discovering more and more of it, and that is just so cool! Rather than follow a pre-determined path, he’s following his own, and that’s just one of Fallen Earth’s many attractions.
This is a game that rewards the inquisitive, the curious and the patient, and that’s such a breath of fresh air after games that just want us to rush through content to get to “the end”.
Tags: fallen earth, game design, learning a new MMO, memories, MMOs
I remember reading an interview with some of the developers of Call of Duty: Modern Warfare (that’s the first one, not the sequel that’s just been released) shortly after it was released.
From a game design theory stand-point it was really interesting. Yes, I do find that sort of thing interesting, special geek that I am. What was most revealing was their design philosophy as to player “rewards” during the single-player campaign. They stated that rather than give a big payoff at the end of a level (most usually done by virtue of the end-of-level boss fight and a cut scene), their aim was to give out a “That was cool!” moment, every thirty seconds of gameplay.
With a constant drip-feed of reward, there are no “dead” parts to the game; parts that you endure, in order to get to the good stuff.
It worked for me; I was hooked, and that game remains one of my favourite gaming experiences.
MMOs are usually all about the big payoff. Get a new level, and BANG! New Stuff! Then there’s instancing and raiding; it’s all about the boss fight, to the extent that anything else in the instance is automatically termed “Trash”. I suppose that’s how much we care about the bits between boss-fight payoffs. The trash is there to be endured…
I’ve finally realised what the underlying reason for my enjoying Fallen Earth so much is.
The post-apocalyptic setting, the humour (that just clicks with me in exactly the way that Blizzard’s doesn’t), the crafting, all of these are things that add to the enjoyment, but aren’t the main reason.
I’ve finally figured out that the reason that I really, really like Fallen Earth is that I get rewarded so often, and sometimes it’s over the smallest things.
I don’t need to get to the next level to gain a reward; every time I do something new, or craft something new, or gather from a new node, I get a reward. Every time I peel back another layer in the fabulous crafting system, I get a reward. And the best thing is that I feel like I’ve earned it, because Icarus have chosen not to make it easy for me.
I’m being rewarded constantly, and that gives me such a warm feeling in my tummy.
Tags: choice, fallen earth, hawley loves crafting, learning a new MMO
Life continues apace in Fallen Earth. There’s a part of me that wonders if my slacking has lowered itself to new depths; I can’t remember a single game where it’s taken me about a month to get to level 6.
Of course, the gag is that I’m really enjoying my time in game.
Part of it is me taking my time. Because there are a variety of things I can do when playing, the levelling is suffering.
Nodes are plentiful, and respawn quickly. It’s as if the game developers actually *want* me to partake in their delightful crafting system, and have done their best to make resource gathering a job in its own right, rather than having resource nodes so infrequent that it’s something to do when the opportunity appears whilst questing. In fact, I’m so used to navigating from A to B via resource nodes that I find any simple journey takes four times longer than it should, and results in full (and heavy) bags by the time I get there.
All the advice I’ve seen says to spend points on skills before raising stats, but I’m having too much fun crafting and resource gathering, so I’ve been raising my intelligence and perception higher than I probably should. My crafting skills aren’t as high as I’d want them; so many recipes look so cool, and I can’t wait to make them!
The important thing is that I’ve got past my analysis paralysis when it came to spending Action Points. Not having the safety net of a respec is still a little daunting, but my attitude is that if I don’t spend them, I may as well stop playing.
I’m definitely living on the bread line. It’s all my own fault: every time I get some cash, I blow it all on crafting books, or pens and paper, or some ingredients I’ve just not got enough of. I’m not worrying so much, because a lot of what I’m making vendors well, and I’ll be looking at how the auction house equivalent works in the next few days.
I’m enjoying the quests. Between Fallen Earth and Siege of Mirkwood, I’m reading quest texts again. This surprises me, as much as anything, because my attitude to quests has been “Just give me the list” for so long that I’ve forgotten that good quest writing can exist.
In point of fact, I even refused a quest because it involved a spot of light leg-breaking for a loan shark. It was tantamount to role-playing, and I felt a bit strange and light-headed for a bit, but that cleared up after I had a lovely cup of tea and a rest.
Ah, the bestest bit. I love it. I’ve just started the ATV quests, but to be honest I’m not following any particular plan at the moment. I’ve got my goals of a couple of good pistols and an Interceptor, but I’ve been working on all the crafting skills at the same time, and raising them up. It’s costly in terms of resources and cash, but I’m enjoying myself. At some point I’ll start to specialise, but right now it doesn’t matter to me what I’m crafting; it’s scratching an itch that’s been there since I gave up on Star Wars Galaxies.
Still looking for a clan.
I’ve spent some time checking the intarnet, but it’s hard to find a website for any group that isn’t some sort of paramilitary-based group, and that’s not really my bag. My search continues.
That’s life in my Fallen Earth. I hope yours is as much fun!
Tags: exploring, fallen earth, hawley the fashion victim, learning a new MMO, sandbox
Life in the GC is fun. See what I did there? I acronymed! I blame it on watching Tin Man recently.
But what I need is A Plan. Preferably with multiple bullet-pointed objectives, and done in different colours. After all, sandbox gaming means I can make my Plans look how I want them to, without needing to follow some developer’s decision on how A Plan should look.
So, in the best tradition of Sticking It To The Man, here are my plans for Fallen Earth:
- Get some guns
- Get some fancy footwear
- Get an interceptor
- Find a clan
- Learn a bit more about mutant abilities and suchlike
I can be so acquisitionist! Look, the first three are all about getting things. You may be wondering about the footwear, though. I’ve made some basic armour, but it doesn’t really go with blue not-Converse All-Stars, so I could do with learning how to make some other footwear. Even if I do love my not-Converse All-Stars.
And I want an interceptor, so I can adopt my awful attempt at an Australian accent whilst saying: “It’s the last of the V8 interceptors” whenever someone looks at it. And then park it next to all the other Last of the V8 Interceptors. Yeah, I know they’ll be popular. But whilst I’ve used attaining a mount as a goal to get me through the level grind in a number of games, to be perfectly honest this is the first time I’ve seen a ground vehicle in an MMO and decided I had to have one. It looks amazing, and it will let me scratch that Mad Max itch. Mmmm… White line fever…
Learning more about mutant abilities and suchlike is part of learning the game, really. Yes, I’ve taken a few weeks to get to level 5, and I still haven’t learned all of the game. In my defence, I’ve been learning everything else, and purposely chose to ignore that part of the game until I was more comfortable with everything else. Now I reckon it’s time to start bumbling around with the mutant abilities, and make more use of them.
Finding a clan is the hardest part, I think. Everything else is just a matter of time, but finding a clan where I’ll fit in will be a challenge, I feel. We shall see. I’m open to recommendations.
See you all in the GC!
p.s. I noticed late last night (well, late for me. For anyone else it was probably raid start time) that Steam had Pirates of the Burning Sea for two whole and entire Earth Pounds of Stirling.
It made me sigh. I remember getting quite excited before Pirates’ launch, as it really looked like Eve-Light, but with pirates (Yarr!) and the ability to get off the boat.
I was really, really close to pre-ordering. Only to discover that SOE had taken over publishing duties. Cue one rapid back-pedalling, and when I did get to check it out shortly after launch it just seemed that all that promise hadn’t been realised.
I only comment because I look at Pirates of the Burning Sea, and wonder what could have been; the buzz about it was good, their ideas were fantastic, their setting was wonderful. Hmm.
It made me sad inside.