Tuesday, 26 June 2012

Murdercraft: Hunger Games in Minecraft

It had all started with an eery countdown near the chests at the centre of the map. As my pal and I ran off into the distance, we could hear the lightning; the in-built pathetic fallacy signifying player death. We searched the nearby islands for supplies...
  • A bow
  • A single arrow
  • A fishing rod
20 tributes remain.
We could keep ourselves fed, but this wasn't going to be enough when it came down to dealing with the brutes who won access to the chests of swords in the centre. We needed an edge, one that was preferaby not metaphorical. We found a ruined house. No luck, but we did find a crafting table. After finding a bunch of iron ingots, we later returned to this table and crafted some swords, and some leather armour.
10 tributes remain.
Unfortunately, it was at this point that my friend's ISP decided to give up on him, and he didn't even have the courtesy to drop his loot. Typical. I was on my own; waiting out the night in a tree, surrounded by spiders, skeletal archers... and creepers. Always the creepers. When the new day dawned, and I recieved a message about the chests being re-filled, I decided to re-trace my steps and visit all of the chests again
3 tributes remain.
 I see someone. Leather trousers. Gold helm. Under-equipped. I charge, throwing caution to the wind. He spots me, and flees. I chase  him to a set of vines going up the cliff face, and take aim with my bow. He sees this and dives off the vines to avoid my arrows. Over my shoulder, my brother cries 'EAT HIS HEART!'
The episode is concluded in a glorious display of gratuitous, pixellated violence.
2 tributes remain. A fight to the death will begin soon.
Unfortunately for me, the guy waiting for me in the centre ring was fully clad in iron armour and he had a diamond sword. The fight was over faster than I could say 'Didn't I read this in a book once?', but at least I came a close second.


It's the mods and the communities that make Minecraft great. This mod, however, is something that stands out. It's a lot of fun, and you'd be mad not to give it a go:

http://minecraftpvp.com/hunger-games/

Friday, 15 June 2012

Guild Wars 2: BWE#2

It didn't seem like three days, it seemed like a few hours packed between necessary sustenance breaks, and sleep, but that didn't seem so important at the time.

(This is the important stuff)
I played a number of classes which I hadn't tried, including the Thief, Mesmer, and the Necromancer. I was impressed with the Thief's impressive ability to avoid damage, with shadowsteps (glorified teleports) and crowd control, while dishing out plenty of his own. I didn't get far with the Mesmer, but the weapon skills felt unique compared to other classes. I was a little bit disappointed by the illusions mechanic though, and the random-condition element of the staff didn't impress me all that much. Most of my time was spent with my brother, in the Charr starting zone. He played Mesmer, and I played the Necromancer. Though the Necromancer is less visceral than the Warrior, their capability is incredible. With their life-steals, pet summoning and damage absorption, they have all of the tools to dominate large groups of opponents.

The crafting and economy is well thought out and executed. If there're no sellers for the item(s) you wish to purchase, you can place an order to be fulfilled by other gatherers on the server. This creates a clear demand to be fulfilled at a moment's notice. Not only does this mean that you always end up getting what you want to buy, but the sellers can get their money instantly. Win-Win. It's not only how the trading post is operated, but also how its income scales with the rest of the game. The trading post, with its enthusiastic craftsmen and gatherers, is by far the best way of making money in the game. This is how it should be. For the longest time, MMO cash-acquisition was best achieved through hours of grinding the same thing for daily quests and doing the same dungeon over and over. Hopefully, this income-balancing will remain constant. I'd hate for the end-game to become another grind session.

(ArenaNet's notion of sheep and mine differ greatly.)
As expected, the WvWvW content continued to impress. However, this time I opted to switch my build to be a support Warrior. Using a sword, a warhorn and a shield, I'd speed up my team whilst soaking up damage and chasing down fleeing targets. I chose to have Endure Pain (a brief invulnerability), Banner of Tactics (a heal-increasing flag), and Banner of Defence (which increases toughness and vitality). My elite skill was yet another banner, which revived all targets in an area. While holding a banner, I had a different set of weapon skills. A meagre attack, a sprint, a team speed buff and a skill to plant the flag in a new position. I would switch between the warhorn and the banner to give my team mates a massive speed advantage, but usually just seeing a huge Norn charging with a flag was enough to send enemies running, wishing they had brought more troops. Arenanet introduced skill-points and jumping puzzles to the WvWvW map this beta. I'm curious to see how this turns out. The skill points are ok, and seem to be placed in locations that are tactically useful (think of them as a carrot on a stick), but having a jumping puzzle occupy players that would otherwise have been intercepting dolyaks or taking keeps seems a bit counter-intuitive. Still, it's good to see some extra variety added to the map which will likely be the focus of the endgame besides structured PvP.

A few hours before the Beta ended, my friend and I managed to piece together a group for the Ascalonian Catacombs dungeon. The dungeon was a real challenge, and was a nice change from the fifteen-minute 'Heroic' runs in World of Warcraft's expansions. A system is in place that allows you, as the party leader, to call out a target to your party. <Ctrl-T> paints a target with a cross hair, and when the party members hit <T> the target is selected. Sure, there's merit in group members being able to pick their own targets, but it allows for a less bothersome focussing system that makes communication simpler. To our amazement, we managed to down the dungeon's hardest encounter, the famed 'Lovers' boss, first try. The success rate for the dungeon was around 30%, as we later found out from statistics. This does mean that the dungeon content will be challenging for a large proportion of the player base, but that's no bad thing. Still, the players that want to keep the challenge after the story mode can enter the explorable version, so it doesn't matter as much if they continue to reduce the difficulty of the initial run.

There have also been some U.I improvements made to the endurance bar (Dodge-rolling stamina stuff) and the feedback on skill combos. Previously, you would be notified when you made a combo, but you didn't necessarily know what it was. Now, a heart icon pops up and tells you the exact condition you inflicted as a result of this combo. This makes it much more convenient to test out combos and get some synergy with your party.

Guild Wars 2 is continuing to shape up nicely, bring on BWE#3.

Wednesday, 6 June 2012

Tribes Ascend: [VGW] Woohoo!

Most modern shooters always end up with the same problem. Since the decline in the Quake style shooter, there's been element missing from this most beloved genre. Speed. Freedom of movement. Players wonder: 'There's a roof on that building, why can't I get there?' Hi-Rez has always done a great job with the Tribes series, which do away completely with the limitations of narrow corridors and set movement paths, by having you soar over vast horizons trying to land projectile weapons. These are the only games in which a player moving at 120 kilometres per hour is considered slow. It gets better, as Tribes: Ascend is free-to-play.

I realise that the game came out a while ago, but I was never really interested until my friends and I started playing together. It makes the game's learning curve so much less daunting, and feeding position information to your pathfinders (the super-quick class) is invaluable in a pinch. We bought the cheapest real-money bundle once we were sure we liked the title enough. For £7, you get a permanent +50% experience boost, and enough gold (the game's real money currency) to get you started with a few extra weapons or perks for your favourite class.

It's weird how, in a number of cases, acquiring vehicles gives you less manoeuvrability.
There are nine classes; each with their own specific niche:

  • Pathfinder: (Light) A super-fast flag chaser and capper. Their grenades force the enemy to drop the flag
  • Sentinel: (Light) The sniper class, equipped with claymores  That's the explosives, not a sword. I'd advise against playing this as your first class
  • Infiltrator: (Light) The Thief stealth class. His job is to be annoying destroy the generator and generally cause havoc.
  • Soldier: (Medium) The balanced, versatile class. Standard loadout is an assault rifle, grenade launcher and frag grenades.
  • Raider: (Medium) Complete with a shield-pack, which causes your energy pool to deplete instead of health, the Raider's job is to attack the base and generator, while excelling in close-quarters.
  • Technician: (Medium) The turret guy. He fixes things and places turrets. A very important class for defending.
  • Juggernaut: (Heavy) Often used as an offensive bombardment tool. His fusion mortar does massive damage to structures and one-shots light and medium classes.
  • Doombringer: (Heavy) The ultimate flag defence class. He places forcefields, which are like portable windscreens... if the Pathfinders are road kill. He can also use saber-missiles on vehicles and fliers.
  • Brute: (Heavy) He is as he sounds. Tough to kill, chunky weapons. He's useful for securing the generator room and dealing with those pesky gener-haters.

To start, you're given access to only three of them. The Pathfinder, the Soldier and the Juggernaut. These are good to get you started, but you'll soon find yourself in want of more variety. The classes take a long while to accumulate on a free to play account, which is a real pain. You can unlock all of the classes with experience long before you could unlock a weapon for a class, which is something I don't like about the system. Sure, the game is free to play, but without paying £7, your options are severely limited. Saying that, £7 is not going to leave a hole in your wallet, and if we're talking about pounds per hour, it's a great deal for saving you time.

All classes have jetpacks and a frictionless gliding system which allows them to 'ski' across the map. Picking up the flag at a less-than-neckbreaking speed will leave you as easy pickings for skilled defenders.

The competitive scene for this game is hard core. It takes a tremendous amount of skill to play this game at a high-level, but there are embedded live-streams and advanced training videos in the game's main menu. You'll have to disable the game's sound before watching them though, or you simply won't hear the speech. The only competitive game mode is capture the flag, so if you're not a fan of that game mechanic, it probably won't suit you. However, between the chasing, capping, defending and E-grabs, I'm hooked on it. I've played the other game modes, but they don't really impress me. Capture and Hold is sub-par, Team Deathmatch is, well, Team Deathmatch and Arena is done better by Unreal Tournament and Quake Live.


If you're looking for an example of hardcore Tribes: Ascend play, look no further than this montage:


http://www.youtube.com/watch?v=dL7lXydozU8

The game is incredibly solid, exhilarating and skill-based. There's a great variety of weapons, classes and tactics, but it's only really made for 'Capture the Flag' multiplayer. It may be free to play, but the system punishes the players who don't pay up. However, the low-end pricing is reasonable and highly rewarding. It's definitely worth a look.

https://account.hirezstudios.com/tribesascend/