Tuesday, August 5, 2014

Deeeeeeeeead

This place is dead.
Oh so dead.
So completely dead.
Dead.



As for the blog aspect; what I've currently been up to:

Playing tanks
Being driven positively insane by someone.
Waiting for c86.
Not playing AK(because the game has no updates and so many internal problems I can't even fathom it).

Music:

Sunday, December 15, 2013

Aura Kingdom Founders Beta starts tomorrow

Oh boy.
Oh man.
Oh geeze.

Actually I'm not that excited since I actually played the TW version a good bit, and this is just the opening CB phase which really isn't that big of a deal.

But the plus side is that it's actually progressing and starting somewhere.

Down side is that I still have no idea what I'm doing in terms of guild/gameplan of actually playing the game.
The other down side is that Aeria is still trying to force Ignite and packaging all of their downloaders with Akamai, which is a dumb and incredibly bad thing to do(seriously, bandwidth is cheap, all akamai does is piss people off).
Also that it's a paid beta for an f2p game, which I have extremely staunch grounds against and believe will have a strong negative impact on the game, but I can't even talk since I paid to get in(even if only indirectly from GS AP pay from back in the day).

But whatever. It's starting finally. And only 4 months since it was announced. Take that, Lime Odyssey.

Anyway, time for music.



If you like the song, you can download the album here. Fair warning though, the album itself is incredibly ranged and diverse in sounds, so don't download it expecting vocaloid, most of it's just solid EDM/trance/house.

Sunday, August 11, 2013

Aeria announces Aura Kingdom

aka Fantasy Frontier.

95% chance I'm going to end up playing this game. Or something along those lines.

You can sign up for the beta here.

Anyway, time for some music.





If you enjoyed that song, you can either buy the album(or download for free) here.

Saturday, August 10, 2013

I'm out of Grand Fantasia

Pretty sure people have noticed by now, but I stepped down from tags on Grand Fantasia.

There's a few pretty simple reasons for this.

First, I had tags for over a year and a half and the past 2-3 months have been, by far, my most inactive period. So I just decided to take a break. Because you know, not having any form of obligation is nice.

Second, Mokona got moved. Okay this is actually a really minor reason, I'm just putting it up here because reasons.

Third, Grand Fantasia got AVA'd. And this is really the most important/largest reason for my departure.
Basically, Aeria NA no longer handles GF EN. Sure, they host the servers and they have two GM on staff for it, but the promotions and update schedule/etc. are all handled by Aeria EU offices. That means there's no formal PM, there will be much less transparency between staff and players, and overall it's a huge change that most people probably won't really understand.
But the biggest reason among those for my leaving is how EU handles the CS. They do both very good, and very, very bad things with it. They're actually aggressive with their CS which I completely approve of - what I don't approve of though, is how far they take it. As of now, the GM enchants/tiered spenders are pretty much a thing of the past. Instead of cashing in on those, they're focusing entirely on putting out as many GM wishes in as many high tiered spenders as possible.
And this ruins the game. In many, many more ways than one.

I'm sure anyone who's reading this and playing knows how much the economy has been  fucked over in the past month, month and a half or so. Where everything is climbing sky-high in price and all of that. Well, guess what. GM wishes did that.
No, it didn't do it directly. It's through  indirect market manipulation. I'm sure others have also noticed the gigantic spike in how much AP pins are selling for. The major buyers that are causing the price to increase so much are inflating the price in an attempt to get someone to sell to them over another major buyer. Why? Because they want to spam GM wishes.

But back to the point, because of all of this, AP pin sellers are getting a stupidly huge amount of gold out of nowhere in comparison to before. That gives them a larger buying power. So the basic consumables that aren't flooded into the economy get a massive spike in worth. Not just because there are players that want them, but because the players who can  buy them don't value their gold as much as  they used to.

So yeah. GF's economy is fucked. And fucked beyond all form of repair.

But uh. Yeah. I'm out of GF. And there's plenty of good reasons behind it. But I'll be back? Probably? Well, not for GF. But some other game down the road I'm sure.

In the meanwhile, have some music.





Oh right, and I changed the address for the blog since, obviously, it's no longer about GF or the economics therein.

Monday, July 1, 2013

Holy shit a new post

So, I'm alive.
And sort of around.

Stuff that's going on:
Still playing tanks.
Grand Fantasia's economy is in a massive inflation period. Like, holy shit. And I am making so much gold off of it.
Taaaaaaaaaanks.
TW GF just got an absolutely huge patch, which I'm sure most people already know about.
My birthday was sometime last week, apparently.
etc.

Oh right. Speaking of tanks.
The tourney team I'm on has recently secured, at minimum, 3rd place in an nVidia cash tourney, which is neat. Which means I'll be getting at minimum around $200~ and a 660TI GPU. For free.
Whether I get better than that or not won't be decided for another 2 weeks or so since we need to wait for the losers bracket to catch up.


Here's some music:

Other than that... I've just been chilling, doing non-game things and playing Persona 3 finally.

Saturday, March 2, 2013

This is a blog supposedly

So yeah.
This is technically a blog. About what, I'm not entirely sure anymore.
And I don't even do anything.

But whatever.

What I've been up to:
TANKS
TANKS AND TANKS AND MORE TANKS
Also tanks.

As far as Grand Fantasia is concerned, don't worry - I still do stuff there, too. I just can't talk about it.
Because that's how I roll.

Also there has been music. Oh god, so much music.
You just. You don't understand, just how much music.
Seriously.
You just don't.
I'll just leave this here in that regard:

Oh, right.
Also, since I can't really post or make a real mention of it anywhere else;
Friendly reminder that Grand Fantasia's community is terrible and its overall toxic nature will inevitably be its downfall.

Wait.
I forgot something.
Why does this matter? Well.
The company that's making them is named Cyberdyne. And do you know what they named the suit? They named it "The Hybrid Assistive Limb" or, HAL for short.
There's also other implications, if you happen to be watching Robotics;Notes. But I won't go into those.



Sunday, September 9, 2012

If I were to design an MMO... Part II

Part deux go. (No I didn't expect to write this today but I've got time so whatever)

Ok so, so far my imaginary MMO I'd design so far is f2p, has a hybrid of EE's and DoMO's multiclass system, a level cap of 30 and is built on the backbone of micromanaging goals to carrot on a stick people into going further and further, thus making themselves more attached to the game and likely to spend into the game and to remain there.

I could decide to go on about classes, but those aren't really that important - they'll mostly be cliche, honestly. The one exception is that there will be a musician/bard class, that's the only class that matters as far as I care. So instead, let's talk about combat, combat dynamic and the planned "grinding" scheme.

First, from experience in TERA, "action oriented combat" seems to be the new thing now and for a good reason - it's a lot more immersive, you feel like you're actually doing things. It's also not very hard to design around, at the end you're really just making every skill a limited range self-centerpoint AOE and setting in a limiter on how many targets it hits(and its preference in proximity or via cursor tracking), the only con with this system is you lose out on targeted area AOE's unless you turn them into an enemy centric targeted AOE or you have it fire a set distance in the direction you're aiming. Well, actually, I suppose it's possible to have it run on seeing through everything and landing exactly where you aim at the floor(think of it like how a rocket launcher functions in an FPS), so I guess that works.
So with that, we now have that this will be an action oriented MMO. Neat. But let's move on to that whole grinding dynamic. DoMO did one thing amazingly well - it was an entirely party centric grind for a very long period of time, and it made the game so much more than it was originally for that. For those not versed in how it worked, your party would be made up of 4 different types of roles within 6 party slots. There'd be the tank, there'd be the support, there'd be the AOE  classes and then there'd be the puller - of course, pending skill level some players functioned in more than one role. Mobs in the game had no set run distance, if you pulled aggro on them you'd have aggro the entire way until you either changed map, "trapped" its tracking into running into a wall where it couldn't follow you further, killed it or died yourself. This system made the party dynamic that much more since you could actually have some gigantic mob pulls, which meant more XP by the end of it. Now, clearly, I'm enamored with how this worked, so I'd definitely run it similarly. Only real difference is unlike DoMO, there'd be more than a single channel for areas if it weren't entirely instanced.

Ok so, we have action oriented combat and extremely party intensive grind. What about mobs? Well, I think I'd honestly take the non-lazy approach and have unique values for every mob type. In terms of HP, stats, XP payout, etc. DoMO did this and when it worked well it worked amazingly, but had a flaw in area design. Primarily, while regardless of whether you copy/paste values between mobs of each level or make them unique per mob type, there'll always be a "best" place to grind. There's a way to counteract this with proper design - if there's a mob type with a lower XP value, there should be tons of them in a clustered area and a slightly increased respawn rate, while larger XP value mobs would be slightly more spaced with a slightly slower respawn. If nothing else, it would create the dilemma to players to figure out which is faster, which is fantastic for community cooperation.

And with that, part two is done. Part three whenever I'm bored enough.

If I were to design an MMO... Part 1?

I said I was going to maybe think about posting more on here, so hey, two posts in a row works I guess.

Oh, right, warning, this is going to be really fucking long probably.

Anyway, I've been thinking. People love to bitch and complain that an MMO's direction isn't going the way they'd like, but... I've got a pretty good feeling that if they were in the designer/developer view they'd be completely hopeless. They'd do stupid things and likely fuck things up more than what they were even complaining about due to not taking all situations into account. But this is to be expected, it takes a pretty specific mentality to be able to do that efficiently and in an appropriate manner. Shit is hard, man.

But I digress, all that thinking turned to "well, what the hell would I even do," and eventually then progressed to being pretty unsatisfied with almost every MMO's system in some way or another. Some games get them completely right in some areas but fuck everything else up. Others get them half right while not fucking everything else up quite that badly. And some are just plain bad with what they do.

Now, I'm going to preface this thought with stating I actually don't have that much MMO experience. I've never been much of an avid MMO player, despite that it may seem to the contrary. I can actually name all the MMORPG's I've played legitimately relatively easily; Dream of Mirror Online, Grand Fantasia, Eden Eternal and TERA. Yeah. I've only "really" played 4 MMO's to any real extent that I can claim I know how it goes. I've "tried" a few others, sure, but I don't count that as really playing.

Carrying on, the most important thing is to actually run the game on an f2p platform. Yeah, it makes running and marketing it a lot harder, but it also allows the largest possible audience, which is key. If you don't have a large playerbase, no one is going to play to begin with. Beyond that, it would follow one very simple philosophy, and really, I have no remorse for saying this; The entire game would be designed around pushing the player to want to do more than they wanted to begin with. Yes. I just said the entire point of the game would to make the player an addict and shovel money in for virtual items. And I'll repeat, I have no remorse. Why? Because ultimately, not only is that the most successful way to build an MMO, it's also satisfying for the player, even though it doesn't sound like it is. But that's the basic concept, I  could go way more into it but I won't - it'll just take way too much time and effort.

So, basic and completely vague design principle out of the way, next comes the primary structure and planned update pattern. This is quite possibly the most important part of the entire design process. Fuck this up at any stage and your game dies. I'm not joking. It just dies. You'll bleed players and only bring in one new for every 2-5 you lose, which is extremely bad math.
I may not have played WoW, but from what I understand it did do something slightly right. It casualized the grind over time with every new release. Which I'll be blunt in saying this is so important now it's unbelievable. So unbelievable I can't believe that a lot of people seem to be missing it. I mean, really. This is something you cannot not do anymore. So how would I do it? In a pretty simple way, actually.

First, the initial level cap would be extremely low - but it would be a deceiving number. EE started with a level cap of 50(on Aeria, that is) and did extremely well at the start; and for good reason. It was easy to hit cap. True, it took a chunk of time to get their initially, but it was easy.
My plan? Level cap initially of 30. Level 1-20 would take, in total, maybe 5 hours. This is important, because no one wants to be stuck in the lower levels. It's not fun, you're locked to having very little variety. Once you reach  20, however, things jump drastically. It'll start off slow, 20-21 would take half an hour to 45 minutes, 21-22 would jump to 45-60 minutes, 22-26 would be around the same as 21-22, once you hit 27, though, it'll jump again. The planned time for the last 3 levels of cap would take 2 hours, 3 hours and 4 hours.
By the point they reach 27, they'd be involved enough into the game that it would be safe to say they're enjoying it - so they'll want to keep going regardless. And to a lot of people, those times actually aren't that long. You could legitimately hit cap from level 1 in a weekend if you're dedicated. Though, then there comes up with a problem - what do people do after that? The answer?

Multiclassing - I cannot stress how great multiclassing is. It artificially increases grind time, creates further  player dedication to the game and their characters and combats the artificial population problem of multiple characters per player. And so far, I've played two multiclassing games - DoMO and EE, neither of which really nailed the system "just right." EE's problem was that it wasn't true multiclassing, you just had access to all classes on one character - DoMO's problem was that it was proper multiclassing but it limited what you could do via skill points, which limited player interaction. My version would combine the "global" character level with class level idea that EE had; with the base class+two sub-classes that DoMO used. As for why, I'd have it set to allow XP calculation on whichever level is the closest to mob level - this means that you could have a level 30 "base character" level, use a level 12 base class and kill level 12 mobs and not receive nerfed XP; or you could kill level 30 mobs in the same setup and neither receive buffed nor nerfed XP(however, class levels would be designed in such a way to prevent abuse in this function).

Ok I'm done typing this  for now.  Stay tuned for a part II to come up... Whenever it comes up. There's a ton more to design, though - this isn't even half the basic systems it would involve. I told you this shit would be really long.

Current state of Grand Fantasia

Man, I've totally more or less abandoned this blog. Maybe I'll start posting on it more, with non economics related things(because seriously I'm kind of stopped caring, everything is deflating with the exception of a few  niche items that demand surged for - and even those aren't very high).

Anyway, recent there's been a specific patch. The biggest concern that players seem to have is, obviously, involving +18. I personally think it's absolutely stupid to bitch about, since it ultimately is a "virtual" increase in content for the end game players, which is what everyone and their mother bitched about not existing before. And yes, I realize I'm being slightly hypocritical on this statement - I fought against +15 existing quite hard, but my views have changed a decent bit since then as well as realize that there'd be no hope in fighting for the removal of +18 anyway.
I also find it absolutely hilarious that everyone vocal enough to shout "I QUIT!" will inevitably return anyway. Well, 95% of them at least. As for why, if someone is attached enough to a free MMO to regularly use its forum and complain about things, they're not going to just quit and never return. It just doesn't work that way. The only people who are really quitting are the ones who don't say a word about it, they don't care enough to say "I'm out" or complain otherwise - which clearly means they aren't attached much to the game itself.

Now, if I had my way, I do admit it would have been done differently. S Scrolls would have a req equipment level of 80+ and... Actually that pretty much solves everything. With that in place I would actually be 100% ok with fortification items for them flooding the game. Not only does it entirely niche the audience size, it also prevents the degradation of lower brackets. The only real drawback is that it would be that GVG weapons wouldn't be able to be fortified +18, but there wouldn't be a real feasible way to fix it. Requiring a player level to use S scrolls wouldn't work; you'd have to autobind the equipment to prevent the resale, but even that doesn't work due to the archive - they can just +18 a piece of equipment, archive it over to another character on the account and then proceed to curbstomp a lower bracket. But hey, that's just my take on it.

As for everything else, the update actually did some tremendous things to help the players "just starting." Crafting rates on gear 66 and below was increased dramatically. Like, brute forcing 60 yellows isn't that unfeasible anymore dramatically. It also added a quick teleport system as well as removed death penalties from all maps below level 36~ish(I think black swamp is the highest levelled map it was removed from).

Ultimately, this was a pretty great patch. It has some things that need ironed out in the form of bugs, but that's to be expected.

As far as the future of the game goes, I'm supposedly working on events, or something. I also hear that there's going to be some neat changes coming down the line that I can't really mention, but I'm sure everyone will get to find out about that soon enough.
Oh, right, also there's some arena things that might be happening, but hey, you didn't hear that from me.

Tuesday, April 24, 2012

What I've been doing, etc.

Economy sheet is stalled. Over the past 2~ weeks I've been progressively being a bit busier irl(which makes consistently logging to check things pretty much impossible), so suffice to say just haven't been keeping up with it.
Anyway, apparently I might play TERA a bit(having irl friends wanting me to play with them), so that'll likely also bite into whatever I planned to work on.
Other stuff... idk. There's actually not much to do/work on in the game at this point. Waiting on 90 cap and a bunch of other medium-sized patches still. And while the arena revamp patch was "huge," it didn't actually change that much. Overall, the devs are slow as hell and we keep going from lull to lull over extended periods of time between patches that when implemented in TW were on a week to week basis, while we receive a month to month basis.
At least 90 cap SEEMS like it'll be here "soon™," so that's something to look forward to I guess.

Anyway, speaking of TERA, the game is sort of hit/miss. The UI is terrible. And I mean, it's EE levels of terrible, possibly more-so in terms of usability, which is a major accomplishment... Of sorts. The game itself, however, is kind of "ok." Combat isn't exactly as "free flowing" as the claim appears to be, it's just set so that every skill is a straight-line directional or center-point AOE with a limited cap on how many mobs it can hit. It's not bad, but it's not great, either. It has the advantage(and drawback) of being more engaging than a number of other MMO's combat systems.
The grind is also pretty bearable/easy. It's a lot longer than most western MMO's but on the lower end for asian MMO's, so that's nice(though, then again, my definition is probably a lot more forgiving on the "hardcore" scale, considering I was the first to nolife to 80 on GF and was the first 55/60 on EE).
The game also feels like a hybrid of several f2p MMO's that uses a graphics engine that doesn't suck. It plays extremely and eerily similar to an f2p MMO, it even has a ton of very noticeable outlets where an f2p model could be built into. I honestly wouldn't be surprised if it wasn't designed this way on purpose to generate more money and ease dev time that would be required to remodel the game from a p2p environment to an f2p one when it (inevitably) changes from being subscription based(this isn't even a question of "will it," it's a question of "when will it").
One thing I'm very interested/intrigued with in the game, though is the whole chrono scroll system. For those unaware, it's basically a 30 day subscription turned into an in-game consumable that's tradable. Meaning there will be players who buy them specifically to sell for in-game gold, making it possible to get the game initially, exploit the early game market and then continue to play for free off of your earnings.

Anyway, if anyone's interested, my IGN is/will be Chiru if I decide to actually pick it up and play legitimately. And, obviously, I'm playing a loli bunny girl ranger, because you can't play a game like this and hardcore it without being a loli bunny girl. Not listing server because fuck stalkers.

/endblogpost

Saturday, April 7, 2012

Weekly Economy Sheet

Spreadsheet can be found here.
Weekend spender can be found here.
April loyalty rewards can be found here.

Monday, April 2, 2012

4/3/12 Patch Notes

Official patch notes here.

Content:

  • Lowered dungeon MO count for gold payout to 5, implemented infinite secondary MO system(with no gold payout), limited to 15.
  • Easter event, info can be found here.
  • Character lock system temporarily removed due to complications.
  • Minor bug fixes.


Otherwise, channels still fucked up and... Who knows what else.

Oh, also, 85 ARENA SET AND 80 GVG SET IS IN. Fucking A', man. But seriously, it's about time.

Also also; followed up with an emergency maint due to a faulty captcha debuff glitch.

Thursday, March 29, 2012

Weekly Economy Sheet

Average price week 3/27-4/2
Crystal Chisel - 3100g       Present: 8/12
Blessed Fortification Clover -5862g      Present: 9/12
Blessed Alchemy Clover - 2233g      Present: 9/12
MFI 3 -  4900g      Present: 10/12
MFI 2 - 3213g      Present: 11/12
Sage Stone 2 - 207g      Present: 11/12
Sage Stone 3 - 356g      Present: 11/12
Magic Alchemy Clay - 604g      Present: 12/12
Greater Blacksmith's Mallet - 395g      Present: 11/12
Infinite Sprite King's Blessing - 28333g      Present: 3/12
Sprite King's Blessing 5 - 15430g      Present: 10/12
Sprite King's Blessing 4 - 14580g      Present: 10/12
Sprite King's Blessing 3 - 7562g      Present: 8/12



Spreadsheet can be found here.
No weekly tiered spender.
Expiration of the March loyalty rewards.
Introduction of the April loyalty rewards.

Tuesday, March 27, 2012

3/26/12 Patch Notes

Official patch notes here.

Nothing substantial. GVG reg appears to finally be fixed properly, ch1 is back down again, etc. Normal backup as usual.

Tuesday, March 20, 2012

Weekly Economy Sheet

Average price week 3/20-3/26
Crystal Chisel - 2894g       Present: 12/13
Blessed Fortification Clover - 5759g      Present: 11/13
Blessed Alchemy Clover - 1834g      Present: 10/13
MFI 3 -  4838g      Present: 13/13
MFI 2 - 3349g      Present: 11/13
Sage Stone 2 - 197g      Present: 12/13
Sage Stone 3 - 328g      Present: 12/13
Magic Alchemy Clay - 605g      Present: 13/13
Greater Blacksmith's Mallet - 394g      Present: 13/13
Infinite Sprite King's Blessing - 28750g      Present: 4/13
Sprite King's Blessing 5 - 17800g      Present: 6/13
Sprite King's Blessing 4 - 15930g      Present: 19/13
Sprite King's Blessing 3 - 8400g      Present: 11/13



Spreadsheet can be found here.
Weekend tiered spender can be found here.
Monthly tiered spender  here

3/19/12 Maintenance

Official patch notes here.
Nothing really changed other than listed notes(that I know of), only issue so far is that GVG reg is still fucked up.

Tuesday, March 13, 2012

Weekly Economy Sheet

I'll be updating this every night(hopefully). What I'll be doing, is just going through the AH and putting the lowest price here and label it on a per day basis. At this point, I'm focusing only on higher-end consumables.

Average price week 3/13-3/19

Crystal Chisel - 3.8k                     Present: 8/9
Blessed Fortification Clover - 6k   Present: 9/9
Blessed Alchemy Clover - 16.2k   Present: 9/9
MFI 3 - 5.6k                                Present: 4/9
MFI 2 - 3.6k                                Present: 5/9
Sage Stone 2 - 212g                     Present: 8/9
Sage Stone 3 - 335g                     Present: 9/9
Magic Alchemy Clay - 624g         Present: 9/9
Greater Blacksmith's Mallet - 366 Present: 9/9
ISKB - 25k                                  Present: 3/9
Sprite King's Blessing 5 - 23.5k    Present: 5/9
Sprite King's Blessing 4 - 16166   Present: 6/9
Sprite King's Blessing 3 - 7285     Present: 7/9

Spreadsheet can be found here.
Weekend tiered spender can be found here.
Monthly tiered spender can be found here.

3/13/12 Maintenance

Official patch notes here. What was added that was not included in the notes:

  • Sprite King's added and abilities changed, detailed list can be found here(no more ronto stunlocking, fuck yeah). New sprite king's do not have their abilities localized at all, old sprite kings may have one or two skills localized and either be missing text on the third or have it localized to Chinese.
  • Title ability system added, detailed localized list incoming(?), nonlocalized and less detailed list can be found here.
  • GF EN now (again) forces client version in order to log in.
  • ???, we'll find out if there's anything else added.
Title system is neat/cool(fuck yeah Roaring Maw title, you are the best title ever), however also slightly annoying since it makes you think everyone is either in your guild or your party.

Also in this patch, GVG schedule is severely fucked up, likely due to the DST switch. Allies carried over from last week by default, Bodor's schedule doesn't make a lick of sense but whatever, etc. More or less, fun all around, week-long effects are yet to be seen. Might not matter, might also prevent allying other guilds or guilds that were registered the week prior.

Oh right, and that NPC(well, NPC's, there's two of them) that supposedly sell titles or whatever? Completely not localized and no idea what the hell you're supposed to do with those at all. Will investigate on that.
Write-up about the title NPC's can be found here.

Preface

What I'll be doing:

  • Making a rough attempt at making small tracks of the economy while also providing data of what's going on in relevance
  • Posting about updates to NA Grand Fantasia(I'll leave anything from the other versions to Kai)
  • Using this as my personal blog to bitch about shit without it entirely being connected to me
  • Who the fuck knows what else


And there you have it.