Author Archives: Carla Harker

Wurm Online

I’ve mentioned this game a couple times, but since I’ve been playing it for a few weeks now, I figure I could give a more complete rundown of what it’s like. Wurm is a sandbox MMO made by a tiny development house in Sweden. Minecraft creator, Notch, once helped build the game before moving on to form Mojang, and you can see where he got some of his ideas when he started making Minecraft. Where Wurm and Minecraft differ, though, is in complexity. Wurm is unbelievably complex. As an example, in order to put up a house wall, you have to use both planks and nails. Planks are crafted by cutting down a tree, chopping it into logs, and then turning those logs into planks. Nails are crafted by first finding iron ore, smelting it to make iron lumps, turning those heated lumps into a small anvil, then using additional heated lumps on the anvil to make nails. All that, and you still need 20 planks + 1 handful of nails just for a single section of wall. The game isn’t for everyone. A lot of people would find it boring or tedious and rewards come slowly and after great effort. But when you get something made, you feel like you did something.

The level of depth is hard to even articulate. Every day the game manages to amaze me with something new. Just yesterday I learned if you have a high enough digging skill, you don’t have to use the Examine option on a section of land to figure out how to properly level it. May seem like a small thing, but it’s a lot of help for someone who is trying to level a large plot of land. And yes, you can terraform the land around you.

When you’re injured, it’s not just a simple hit point damage that heals over time. You can have multiple injuries, from a very light bruise on your right arm that will heal on its own to a severe wound on your chest that will kill you if you don’t get it properly treated. You could even have a dozen light injuries that make it look like you were beat with a sack of potatoes.

Other little things: Wind direction affects sailing speed. Dropping meat on the ground will attract predators. You can breed your domesticated animals (saw someone in chat offering to rent out his stud horse to another player to impregnate his mare). Pregnant mares have a chance of miscarriage if they’re injured. The seasons change visibly. You can only harvest during certain times of the game year (which lasts six real-life weeks). All that is just the tip of the iceberg.

Now for the bad stuff: graphics and animations and a lack of polish. Terrain graphics look fine. They aren’t top-of-the-line or anything, but as you can see by the screenshot above, they are far from horrible. It’s the characters and mobs that suffer. There are exactly two player models in the game: one male, one female. That’s it. They look identical to every other male and female model. You can’t even see armor on them. Creature graphics are similarly plain, with the exception of the few that have been upgraded (more on that later). Even worse than the graphical look of the models is the animations. Creatures (player and mob alike) have very minimal animations. Most creatures move by scissoring their legs and gliding across the ground. Characters don’t really look like they’re sawing boards or swinging their swords or anything else. Even more obvious, players stand on their horses, wagons, and boats.

This extends to combat. The only way you can tell you’re in combat is for your combat box to become active and the combat log to start flashing. Otherwise, characters stay perfectly still, like they’re having a staring contest, except in the end, one of them dies. The result of this is that combat isn’t very engaging.

The lack of polish shows in other areas, like the fact that there’s not a proper patcher/installer for the game. Instead you have to download a .jnlp file and run it (Java file). The tutorial could also use some refinement. It does a good job of showing you a lot of what you can do, but it throws a lot of information at you at once, not all of which is necessary, and it makes a few mistakes like allowing you to fail in crafting. (Which is realistic, because you’ll fail in the game until your skills are high, but may cause a lot of people to give up without ever getting out of the tutorial).

Even with the poor animations, Wurm is simply the most sandbox-y MMO I have yet to find. And it’s constantly updated. There’s an animator working to improve animations. You can see them in a few of the creatures already if you use the unstable client build. The new bison, for example. I watched one for a while and saw it twist and bend its head and noticed its chest moved as it breathed. Small things, but stuff that really makes a difference. In the short time since I’ve been in the game, they’ve added the ability to create interior walls to houses and added the materials to make papyrus to allow you to write notes and leave messages. I believe the next big addition is multistory housing. There was even talk about the ability to rent out rooms, so players can make apartments and inns.

A subscription is ten euros for two months (approx. $13), or five euros for one month + five euros to get five silver coins (the in-game currency). There are other subscriptions available, but ten euros is the smallest amount you can spend. First time subscribers get two free silvers and a /refer code they can give or sell to another subscriber. The only currency inside the world comes from the Wurm store, which completely eliminates gold-farming. You can also spend ten silver to buy a village deed and another ten silver if you want an NPC trade merchant. Neither of these are required. You can build anywhere outside of deeded land without needing someone else’s permission, and there’s plenty of places that are undeeded, especially on the less populated servers. (Keep in mind, there are something like eight servers and the most I’ve seen online in the entire game is about 800, so there’s plenty of room to go around).

There’s a generous trial if the game sounds interesting to you. Skills are capped at 20, and you can’t do a few things like found a village, but what is available is more than sufficient to get a feel for the game. I would love to see the population grow so the economy can really take off, so I hope this convinces some people to give the game a try.


MMO Sandbox Rundown

As of this weekend, I have tried virtually every sandbox MMO on the market, so I figured I’d post a brief rundown of each one.

A Tale of the Desert

Non-combat building and crafting game set in ancient Egypt. 3rd-person POV. I’ll admit, I barely gave this one any time. I think it could be fun for some people, but the lack of any kind of combat is a turnoff to me. It doesn’t even have mobs from what I could tell. Graphically okay, but the controls are weird. Didn’t check sub prices, but it’s F2P to try.

Darkfall

Fantasy setting. Open world, non-consensual PvP with full loot. 1st-person POV. The towns are safer than outside the towns, but it’s not 100% guaranteed. Biggest reason to be wary of this one is they’re completely revamping the game, and they’re not doing anything to the current version except bug fixes. No central market system at the moment, which means buying and selling goods is almost impossible. Has housing, but space is very limited. Bad UI and beginner experience. Wait for the revamp and then see if the game is worth playing. Trial but $15/month sub.

EVE Online

Sci-fi spaceship game. The biggest one of them all. Hardcore, not for the faint of heart. 3rd-person POV. Non-consensual PvP and full loot. Even high security space isn’t completely safe. The only time you’re completely safe is when you’re docked in a station. Steep learning curve and a lot of information, but if you’re willing to learn, it’s not impossible. The more you put into this game, the more you’ll get out of it. Lots of work has gone into refining the UI. Trials available but $15/month sub.

Face of Mankind

Sci-fi setting. Graphically dated but acceptable. PvP game. 1st- or 3rd-person POV. I don’t know if PvP is full loot or not, because we got out of this game as soon as we realized there wasn’t a damn thing to do after the tutorial. Empty hallways. Empty rooms. Not even NPCs around for flavor. It’s a sandbox game with no toys. The game completely went splat after the tutorial. Limited free accounts or subscription.

Fallen Earth

Post-apocalypse setting. Consensual PvP only (you can flag or go into PvP zones). 3rd-person POV. I would really call this more of a sandpark than a straight sandbox game. No housing, but you can be a focused crafter or PvPer if you want. F2P with no limitations on content or bag/bank slots, so free players aren’t as hindered as they are in other games. It’s mostly in the number of things they can craft at once and a slower harvesting time. Graphically okay. It can look good at times, but the UI needs an overhaul. Various subscriptions available.

Mortal Online

Fantasy setting. Open world, non-consensual full-loot PvP. 1st-person POV. This one is much like Darkfall in lot of ways. Bad UI and no centralized trading tools. The community is a lot like EVE’s. Towns are safer than outside if you can call the guards on an attacking player fast enough. The Awakening expansion due soon (as in a handful of weeks) will overhaul the UI, the mob AI, and add centralized traders. The game has housing, the ability to declare war on guilds, and the ability to control territories. Very deep crafting system. Combat is pretty good, though it could be better. Of all the fantasy, combat-focused sandboxes out there, this one is best. Like EVE, the more you put into it, the more you’ll get out of it. This is probably the closest there is to a Skyrim Online in terms of setting and depth. Still lacks a few toys, but the next expansion should be adding a lot. Trial available, or box price + $15/month subscription.

Perpetuum

Sci-fi setting. Alpha islands are safe from PvP, but beyond that is open-world, non-consensual, full-loot PvP. 3rd-person POV. Bears a lot of similarities to EVE, and in fact a lot of the community comes from there. Instead of spaceships you’re building and controlling robots. Learning curve is similar to EVE. EVE players usually find the game easy to pick up. Has player-build settlements and terraforming. Decent UI and graphics. Repeatable missions are rather dull, but it has quite a few toys to play with. Trial available. Sub game.

Runescape

Fantasy setting. A lot of people consider this a sandbox, but from my experience it was mostly quest-based. I didn’t play long, though. 3D isometric POV. Graphically dated and browser-based. Lots of content. I saw several quests that were real puzzles. I suspect this one is fantastic, but the graphics have a hard time holding my interest. UI isn’t all that great. Free-to-play or subscription.

WURM Online

Fantasy setting. There are both open world, non-consensual, full-loot PvP servers and PvE only servers. Graphically dated. Almost no animations, and zero combat animations. 1st-person POV. This is a game about exploring, building, and making your own goals. It’s incredibly complex. Possibly the most complex and detailed crafting system there is, and almost everything you do makes sense from a reality standpoint, even with the presence of magic and demons. The community is very small, so there’s not much in the way of an economy. The game has housing, and you can build your house in whatever shape you want and in virtually whatever place you want. Game has terraforming, too. The development team makes constant small updates, adding new content all the time. Very community-focused team. A lot of their development decisions are based on what the players vote for. Great game if you’re a fan of complex crafting and struggling to succeed. Free-to-play or subscription at 5 euros a month.

Xsyon

Post-apocalypse setting. 3rd-person POV. Supposedly it’s open-world PvP, but very few people even play. Graphically dated. Good animations and combat (compared to WURM; not compared to Guild Wars 2). Like WURM, this is about exploring, building, and making your own goals. Crafting is almost as complex as in WURM. The community is very tiny. Mobs are currently only animals, though revenants are supposed to be coming in a couple of weeks, and there are far too few mobs at all, making the world empty. Again, the tiny community means no economy. Game has terraforming. No trial, and cost is $40 for the box then $15/month for subs after the first month. The lack of a trial is seriously hurting the game. I would recommend staying away from this one until it has a larger community and a free trial.

 


Belize: Days 7 & 8

The final days of our trip.

Day 7

Day 7 saw us up early again for the trip to the Actun Tunichil Muknal cave, also known as the ATM cave. I should have suspected something was going to be off for the day when our guide wasn’t satisfied with simply saying, “Anyone forget anything?” Instead he went through a checklist. “Did you get your sunscreen? Your bug spray? Your water bottles? Your socks?” “Yes.” “Did you get any medicine you might need?” No response, because no one had any medicine. “Any medicine? Any medicine?” Finally I told him yes to shut him up.

That turned out to be the start of the most awful guide experience of the whole trip. After a long bumpy ride to the parking area, he then told us shortly before our 1 1/2 mile hike to the cave, “We want to get in before the other groups arrive, so we’re not going to stop to look at anything.”

At this point Joe and I started making sarcastic remarks to each other. “No time to enjoy the sights, folks! What do you think this is, a vacation?” The guide started hauling ass until he realized about half of us weren’t keeping up. Not because we couldn’t; it was a nice, level path. Mostly because he wasn’t going to make us to race through our trip. So he was forced to slow down.

ATM cave entrance

The start of  our caving adventure required a short swim through a pool of water. You can see it in the picture above. In fact, the majority of your time in the cave is spent in water. Most of it wading, but that wasn’t the last swim. I wasn’t able to get many pictures during this time because we were moving in a single file line, and I didn’t want to block the people behind me.

I’ve been in only a handful of caves in my life, but this was the toughest of them all. It was also the most fun (guide excepted). There was bouldering, swimming, maneuvering between narrow crevices, climbing up and down, and almost all of it done in water.

Our guide started getting very irritated and bossy around this point. I mentioned earlier a family of four that was on the same tour of us and how they had a couple of boys, ages 10 and 13. Well, boys that age can be curious and at times a little out of control. They were good boys, and they didn’t do anything wrong, but they were kids. And our guide was a complete control freak. His instructions started to get more demanding. When people didn’t do exactly what he said, and I mean exactly, as in, “Put your foot here. No, I said here,” he got angrier and angrier. Somehow it never dawned on him that we were able to get ourselves into another country without completing flubbing it. Heck, two of our group even managed to produce children and keep them alive! The way he acted, you’d think we were lucky to be able to tie our shoes without impaling ourselves on our shoe strings. I don’t like bullies, and I don’t like people who treat me like an idiot. He was both of those.

Anyway, at the end of the trail, you climb a boulder to another level, where we removed our shoes (socks only; very important) and were taken through the archaeology portion of the trip. This is where the Mayans held their ceremonies and ritual sacrifices. It’s a live archaeology site, so watching your footing was very important.

It’s hard to see from this angle, but the forehead is flat. The Maya tied a board to their infants’ foreheads to flatten the forehead. It was a sign of beauty.

This was the least interesting part of the caving tour for me, simply because it was more “looking at things.” Except for one ladder climb (modern aluminum, not ancient Mayan), the path was nice and level and safe. If Joe and I ever did it again (hopefully with a different guide, because I’m pretty sure I would snap if I had to deal with him again), and we were alone, we would tell the guide we just wanted to turn around at the boulder. Once you’ve seen a few skeletons and broken pottery, you’ve seen them all.

A pile of skeletons

The tour ends (at least for tourists) before a virtually intact skeleton called the Crystal Maiden. That link also tells about some of the other skeletons found in the cave, including those of several infants and children. The picture below makes it look as if we’re right next to the skeleton, but there’s actually a wire fence blocking access.

The Crystal Maiden.

All together, we spent about four hours in the cave. It’s a testament to how awesome the cave actually is that despite mentally directing every expletive in both English and Spanish I know toward our guide, it was second only to the Black Hole Drop in my enjoyment. (If you’re wondering, when I filled out the survey from the travel agency, I specifically mentioned this guide. They called to follow up and said they’d look into it to see if he was just having a bad day or if that was an ongoing problem).

Day 8

It’s time to go home! Our vacation was fantastic, but I missed home. Since our flight wasn’t until the afternoon, our final trip was to the Belize Zoo. Unlike a lot of zoos, the Belize zoo focuses only on animals native to Belize. Sorry, I didn’t take pictures. It was very hot that day, and I was tired. A lot of the animals were hidden beneath their foliage because of the heat, so it was hard to even see them.

There’s really not much to say about this trip. It was a zoo. Our guide was nice and friendly and a little shy. He took us to a wonderful local restaurant, where I had some fantastic BBQ chicken, and then he hauled us to the airport. The airport experience was, well, an airport. Wait on planes. Go through security. Go through customs. Etc. Nothing fun.

And that was it! Eight fantastic days of fun and sun and action. This was my favorite vacation. The country is beautiful. The people were on the whole nice and friendly. It’s a very safe, very clean, but very poor country.  I’d love to go back someday, once the pain of dealing with airports and customs has faded from memory a bit. If you’re looking for an exciting vacation, consider doing the Belize Adventure from Adventure Life.

All the photos in this blog series, plus additional pictures, are available on in my Photobucket album.


Guild Wars 2 beta weekend review

The week got away from me. I meant to write this earlier.

I spent most of last weekend in the Guild Wars 2 beta, available for anyone who pre-purchased the game. I hadn’t intended to pre-purchase. As a rule, I don’t. But I’d been hearing so many positive things about the game I decided to throw caution to the wind and do so. I figured based on the videos I saw, it wouldn’t be so horrible that I couldn’t enjoy it for at least a month, and since there’s no subscription, I could always pick it up and put it down whenever.

I started off with a Charr mesmer. The Charr are a race of horned feline humanoid. The mesmer is an illusionist class, lightly armored. Since I was Charr, I had actual clothes on my female character, something the lightly-armored Norn and human females didn’t get the benefit of. They were outfitted in Sailor Moon clothes and lingerie. Fortunately, my Norn thief and human warrior had proper clothes in combat.

My Charr mesmer hanging out in Lion’s Arch. The city is an explorer’s paradise.

 

Rather than repeat information on the way the tutorial is structured, I’d rather point you to an excellent video on Gamebreaker.tv. This is the tutorial for the humans, but the format is the same for all races.

One of the biggest changes in GW2 from the normal theme park format is the dynamic events system. Events can start anywhere at any time, and they’re always public. There are no traditional quests or quest-givers. If you check your map, you’ll see “heart activities,” where an NPC will give you information on an event that may be going on nearby. You don’t have to talk to them, though. If you step into the area, the event will show up in the top-right of your screen anyway. Besides the heart activities, other dynamic events will also pop up, either because the players succeeded or failed in a nearby event, or because of some other reason (like the time of day, or a player opening a chest or talking to a certain NPC).

Almost every event has multiple ways to complete the objective (such as killing mobs, collecting something, or doing something like watering crops or fixing broken pipes). Every player shares in the objective, and everyone who helps gets rewarded. The same goes for combat. There is no kill-stealing, no tagging mobs, no way to shortchange another player. Everyone who participates gets credit. You never have to dread seeing another player in an area. You don’t have to wait your turn to take on a boss. Just hop in there and start whacking away.

Side note: The other day I was playing Fallen Earth. I walked into an area where a small group was waiting on a boss mob to spawn. I wasn’t there for the boss; I needed something else. But the group hurriedly grouped with me so I wouldn’t kill-steal their mob. It’s sad when you look at other players in an MMO as something to dread. It took a little while to get over that mindset in GW2, but once I did, I not only didn’t hate seeing other players, I actively looked for them.

Combat is much more action-packed than most MMOs. You don’t have to actively target an enemy. When you start to attack, the game will auto-find the nearest enemy. And you must learn how to dodge effectively to avoid enemy attacks. The mobs scale in toughness the more players there are around, and some of those things can hit hard. You also have to learn to use your abilities to best effect. I’m not joking. This is probably the hardest theme park MMO I’ve ever played. You’ll probably die as early as level 2 until you have a bit of practice under your belt. You’ll have to throw out a lot of what you know about the traditional MMO if you want to learn to fight effectively.

Combat is truly exciting, though I honestly think they need to tone down the effects. When fifty people are taking on a huge boss, it’s impossible to see what’s going on through all the flashiness.

Night time in the hub city of Lion’s Arch, one of the most highly detailed game cities you’ll ever see.

And another nice touch: any player can revive another player. It was awesome to see people going around on the battlefield helping other players to their feet. There was a real sense of camaraderie, as if we’re all heroes in this together. The griefers in this game will be the ones who deliberately ignore downed players. Fortunately, outside of the newest of newbie events, where everyone was still trying to figure out what to do, those people were rare.

I haven’t even touched on the gem store (cash shop), crafting, or the personal storyline.

This is a game that rewards exploration, that is filled with so much detail that people have spent hours just exploring every nook and cranny, that shows a level of polish — in a beta no less — that is often missing from even released titles.

Needless to say, I absolutely loved this game. It was the most fun, intense, and exciting time I’ve had in a theme park game since the first time I played World of Warcraft. A part of me wants to avoid future beta events in order to save the game for release, but another part of me craves to play at every opportunity.

Another side note: several people on Massively kept calling GW2 a reskinned Warhammer Online. I decided to find out for myself if that was true. First quest in WAR? Go kill 3 somethings. Second quest? Go kill 5 somethings. Third quest? Yeah, starting to see a pattern here? Oh, but wait, here’s a public quest. Huh, looks like mobs are tagged to the first player or group to hit them. No shared XPs or loot for sharing the kill. It took less than one hour to see the similarities between the two are so superficial you’d need a microscope to find them. People, having both guns and magic in a world doesn’t make them a ripoff. Magical steampunk and Magitech have been around for a long time. And public quests aren’t exclusive to WAR either.

The Black Citadel, the Charr’s main home city. It has a very industrial theme.


Belize: Days 5 & 6

The Guild Wars 2 open beta weekend starts tomorrow, so I figured I’d better get this done today. Expect a blog post in a few days talking about my experiences in the game.

Day 5

Day 5 in Belize marks our first full day in the jungle. We wake up early and meet our guide, Francisco, for ziplining and cave tubing. Both were located at the same place, a rather tourist-y park with plenty of ways to try to part you from your money.

The zipline didn’t last as long as I’d hoped. There are seven lines of varying lengths and heights. I thought for sure I would be terrified, considering my fear of heights. I was at first. The very first line, just after he snapped me onto the cable, it dawned on me that I was about to trust my life to a carabiner and two cables tied to trees. And then I was gone … and I had a blast!

It’s almost impossible to get a perspective on how high Joe is in that shot, but needless to say, it’s high. After running through the ziplines, Francisco took us on a short walk to the river put-in, where we would be cave tubing through a series of long, low caves. After the sweaty walk, the cool water felt great, but overall, I’d have to give cave tubing a “meh.” The water doesn’t move fast enough to make it exciting, and other than a tiny colony of bats and a bunch of minnows that kept nibbling at our feet, there isn’t really much to see or do.

After the tubing and lunch, it was back to the resort.

Day 6

Ah, this is it. The one event that makes people either say, “Are you crazy?” or “Wow, that sounds so cool.” We’re rappelling the 300′ deep Black Hole Drop. We wake up, pile into the van, and take the short drive to the lodge where we’ll meet our guides and pick up a few other tourists. After signing a liability waiver with bolded words like DEATH and GROSS NEGLIGENCE and NOT RESPONSIBLE, we piled into another bus that took us to the base of the sinkhole. The hike to the top of the sinkhole is an intense jungle trek almost straight up. I was very, very grateful for all the time I spent on the Stairmaster. If you want to know what the hike is like, spend 90 minutes on a Stairmaster in a steam room and make sure you skip every other step about half the time. All that conditioning really paid off, though, because we were able to keep up with the guides without any problems.

Besides us, there was the family of four that had been with us since we left Dangriga. They had two boys, 10 and 13. There was a man and his teenage son (he was 16 or 17), and another family of four with a boy and girl of around 7 and 9. Our turn came about in the middle, just before the family with the younger kids. It was interesting to watch everyone else go over. The older teenage boy was probably the most visibly terrified. The guides had the hardest time convincing him he had to lean back.

Then it was our turn. Now, I’d been rappelling once before, so I at least understood that you had to trust the equipment and you had to lean back. That much I got. I had trouble figuring out where to put my hands on the rope, though, so I struggled at first, since the rope is also kind of heavy. Once I had that squared away, I was over the edge.

See all those ropes and knots and stuff? It’s all very safe. We were probably safer leaning over the edge of that cliff than we were on the drive over. Doesn’t mean I wasn’t nervous, because I was, but I would do it again in a heartbeat. I still had a death grip on the rope, though. That’s why I was glad to hand my camera over to the guide. No way was I going to be able to take even one hand off the rope long enough to take a picture.

The way this system worked, guides on the top and bottom held onto the safety rope. If anything happened, like you started to descend too quickly (hard with the number of brakes we had) they could stop you instantly. They also said you could call up to them, and they could stop if you wanted to look around. Joe did so. Which, admittedly, did make me nervous hanging in the air like that. When we can figure out where the SD card is with the pictures on it, I’ll upload it to my Photobucket account.

At the bottom we had lunch, the guides told us a little about the Maya who used the caves at the bottom of the sinkhole for their ceremonies, and then it was time to return. Returning meant climbing a 30′ aluminum house ladder. It was anchored to the wall, though, and they hook your harness up to a safety rope, so it’s not particularly dangerous. What was actually the most dangerous part of the whole thing was that final bit of climb to the resting spot, because it had started to rain, and the rain had made the rocks and roots slippery. I was almost done when it started to get slippery, so I only had a taste, but Joe, who was several minutes behind, said it was probably the scariest part of the whole trip.

And then it was hiking down. The rain made the trek slow going to keep from falling.

Thus ended day 6.

Next week: the ATM cave, the Belize zoo, and finally, home.

Additional pictures here.


MMO Weekend

I spent this weekend playing several different MMOs, plus a couple other games, so I figured I’d give brief rundowns of them. I haven’t forgotten about my Belize vacation. I’ll get to it this week.

TERA

You might have seen a lot of talk about this Korean import lately, because its release date in NA and EU is coming up in a few weeks. This weekend was an open beta, so I figured I’d finally see what all the fuss was about. Since people were saying this would be the MMO to end all MMOs, that it would blow Guild Wars 2 out of the water, that “OMG can you believe it I don’t have to tab-target enemies and the game is so pretty,” I figured I’d find out for myself.

First, I never had any intention of buying this game, for the simple reason that the female armors — ALL the female armors — are so hypersexualized it’s insulting and degrading. Not one single female character exists for any other reason than the pleasure of the straight male gaze. Don’t get me wrong. Many of the armors are actually beautiful. If I saw some celebrity wearing them on the red carpet, I’d think she looked fantastic. But these are action heroes. They’re doing things besides walking down a flat sidewalk. We should have the option of not dressing solely so men can go, “Can you please stop rolling females? It’s distracting. LOL.” (Real quote heard in the starter zone, though I cleaned up the grammar).

But I decided to push that aside and see for myself. For the record, I reached level 12 with my sorcerer (play time was Friday evening, about half of Saturday). I can honestly say this: TERA may be the single most beautifully designed MMO I’ve ever played. It’s simply gorgeous. Taking the pegasus for the first time presented me with vistas I’d never seen before in an MMO. But as you’ll see later in this post, graphics can’t sell me on a game.

Questing: typical EQ/WoW/LOTRO clone. Find the quest giver. Read quest to kill [x], collect [x], or talk to/deliver [x]. The quests were almost as uninteresting as those in LOTRO (seriously, LOTRO quests are dull). When you’re done, return to claim your reward, which is probably money, potions, or bind on pickup gear.  The quest titles are humorous, much like WoW. My favorite was, “It was a Rock … Crawler,” because I play “Rock Lobster” from the B-52s on Rock Band 3 a lot.

Combat: No tab-targeting means to a certain extent player skill actually makes a difference. Your ability to time dodges and attacks effectively means you could take on tougher encounters than in other MMOs where dodge and block attacks are dependent on percentages. Combat is as gorgeous to watch as it is fun to do, too. This is probably the biggest change from other theme park MMOs.

Crafting: harvest goods, find a crafting station, buy recipes, etc. You know the drill by now. Again, nothing that really stands out. You don’t appear to be limited in crafting or harvesting professions, and harvesting will sometimes give you things like potions and buffs, but it’s otherwise nothing special.

I’m trying to come up with anything that makes it something other than a prettier WoW, but to be honest, other than combat, that’s about it. Even if their view of women wasn’t horrible, the game still doesn’t offer anything that a hundred other MMOs aren’t already offering.

If you’re not already tired of the current model of theme park MMOs, and you aren’t bothered by their view of women, TERA is a polished, gorgeous game that you’d probably enjoy. It’s due out in early May.

Next up …

Mortal Online

Mortal Online is an indie sandbox fantasy title. It’s an open-world, full-loot PvP game with a detailed crafting system, housing, guild warfare, and even full-frontal nudity (that manages to be far less offensive than TERA’s idea of female “armor.”) Graphics are good enough, though I wouldn’t call them amazing.

I’m a week in to my trial. This is a game that offers no quests and very little direction. I’ve been thoroughly enjoying my time, but I’m not going to subscribe until after their next expansion, Awakening, There’s no firm release date, but I would guess it’ll be out in about six weeks. Their biggest problem is that it’s a sandbox title that still lacks enough toys. They’re working on it, though.

Mostly this is a game about deciding for yourself what you want to be and what you want to do. For example, you could be a brigand, waylaying passing players on the roads. A pickpocket, slipping your dextrous fingers into pockets that aren’t your own. You could be an alchemist, researching secret recipes. A hunter. A tamer. A merc for hire, protecting traders as they travel from one town to the next. You could become your guild’s go-to chef. A master archer. A healer. And so on. And when Awakening comes out, there will be even more possibilities.

It’s not a game for everyone. You have to be comfortable with the idea that you could lose everything you’re carrying and the horse that carried you at any moment. The basic tenet of EVE Online is “don’t fly what you can’t afford to lose.” You have to follow the same rule. Bank often. Watch your back. And be at least a little wary of anyone you meet.

I think this game will be the fantasy indie sandbox title everyone’s looking for. (By everyone, I mean everyone who is into this kind of game).

And finally …

WURM Online

All right, I’m just gonna say it: this game is ugly. The world graphics are at best okay. They’re acceptable at least, and they do have some things like bump-mapping and anti-aliasing. But characters? Holy cow are they hideous. And they’re identical. Every single character looks the same. And they move in this strange, gliding way with legs that scissor open and close like LEGO Minifigs (or like Minecraft’s characters). I guess it makes sense. WURM is a game Notch (of Minecraft fame) helped develop. But these aren’t adorably stubby cartoon characters. These are supposed to look real. Oh, and there are apparently almost no animations either. Characters don’t even sit on horses. They stand on them. It’s ridiculous. If I were guessing, I’d say it’s probably the absolute #1 reason people don’t play this game.

And yet, WURM Online may well be the best game I played all weekend.

After going through a good tutorial that explained basics like movement and camera angles, along with details like how slope and ground type affect movement speed, and even more information the UI and so on, you get to choose your game server. WURM offers both PvE only and PvP servers. I chose a PvP server.

Then it drops you into the world. And … well, after that it’s up to you. You’re given some starter gear, mostly tools and a basic sword and shield, and it’s up to you to decide what you want to do. You could be an explorer, looking for decaying old houses and villages and salvaging anything of value. You could start building your own house. Become a master burglar. Try to become mayor of a village or king of the realm. Trader. Farmer. Murderer. Miner. You can terraform the land, craft furniture or toys for sale. And so on.

The crafting system is very detailed, but there’s great wiki information on just about everything you might need to know. If you right-click on anything and select “What’s This?” it’ll bring up the wiki. An example of making just one thing: I wanted to start building my house, and I found out I needed to make large nails. To make large nails, you first need to find an iron vein and mine iron. When you have some iron, then you need to heat the iron in a campfire or other heat source until you get lumps of iron. While those lumps of iron are still hot, you need to combine them until you have a big enough lump to craft them together to make an anvil. Oh, but wait, before you can craft the anvil, you need a wooden mallet to put it together. This involves cutting down a tree, then chopping it into logs, then making the parts of the mallet, then putting the mallet together. One you have the mallet, use it on the still hot iron to create an anvil. With the anvil, you can use more heated pieces of iron to craft nails. (I’m writing this from memory, so I might not be exactly right, but the process is fairly close).

And now that you have nails, you can use them to start the process of building your house. You can see the influence this game had on Notch when he was making Minecraft, even though Minecraft’s building system is very simple (in a good way).

The complexity of WURM will keep it a niche game, but it’s also what I’m loving about it. I haven’t yet decided whether I’m going to subscribe. It could be the lack of polish just turns me away in the end. For now, though, I’m having a blast, and this is the one I find myself most eager to get back to at the moment.

And that’s all for now. Busy weekend.


Belize: Days 3 and 4

I wanted to get back to this sooner, but editing my current WIP got in the way.

Day 3

Anyway, day 3 in Belize was our first (and only) full day on the atoll. Today was a full day of kayaking, snorkeling, and sail kayaking. Today also happened to be our 18th anniversary! (Ignore the date on the camera; it was actually the 26th).

The first part was a 3-mile, 90-minute kayak out to another caye. About halfway there we stopped on a sandbar for snacks and pics.

If you ever decide to go ocean kayaking for 90 minutes, I highly recommend lots of arm and shoulder exercises. Even with all the exercise we do, I still reached muscle failure at one point and had to let my arms rest for a bit.

Once we arrived on the caye, we were told we would be snorkeling for about 90 minutes, which would then be followed by lunch, a short walk (which ended up being cut short for some reason), then we would sail back.

During this particular outing, our guide, Mike, took along a speargun to kill lionfish. He explained that this is a particularly invasive species of fish that was introduced into this ocean a few years ago. He managed to kill three or four while we were there.

That’s not a lionfish. I have no idea what it is, but it looks pretty dumb.

After a yummy lunch–as all the meals were–it was time to throw a sail on those kayaks and sail back. As I was the navigator, that meant I got the awesome job of controlling the sail. Along the way we saw some manta rays and reef sharks. At least I think they were reef sharks. Hard to tell for sure.

We returned home, cleaned up and relaxed before dinner.

Day 4

Our final day on the atoll. There was one final snorkeling trip, but I didn’t go on it because I wasn’t feeling well. Instead I enjoyed a relaxing morning on the beach finishing the book I’d brought along.

After that, we took a boat ride back to the mainland, then caught a van to our next destination, Pook’s Hill Lodge. Along the way, we got our first bit of unexpected adventure. The tire blew, and the driver didn’t have a spare. As luck would have it, his brother happened to be coming from the other direction, so we didn’t have to wait for a Good Samaritan, but it meant the rest of us were left stranded on the side of the road–in the middle of nowhere in a foreign country–while he went to Belmopan for another tire.

But finally we arrived at the lodge.

This place was fantastic. Electricity! Flush toilets! It was like heaven after two nights in safari tents. Our huts were gorgeous, and the grounds were so beautiful.

The managers, Kat and Dave, were fantastic about telling you exactly what you needed to do, what time you needed to get up the next day, and where you’d be. In the evenings before dinner, they had a little get-together with chips and salsa, to let people mingle and enjoy drinks.

Oh, and at night, you can hear the howler monkeys in the jungle. They sound like Darth Vaders.

(This isn’t my video; I just found it on Youtube).

And that’s it for day 4. Days 5 and 6 include zip lines, cave tubing, and rappelling!

More photos here in my Photobucket album.


A couple of links

I’ll get back to my Belize posts this week, but I wanted to post a couple links first.

I’m a finalist in the “Liz Norris ‘Pay It Forward’ Writing Contest” hosted by agent Janet Reid. Check out my introduction. She’ll be posting one finalist a day until the winner is announced on the 24th.

And I have a guest post on BookLifeNow, about how to leave your agent.


Belize: Days 1 and 2

I meant to start this blog post earlier, but first Joe got sick, then I did. I’ve also been on a Skyrim kick lately. I think my Minecraft love is finally waning. I can go actual days without playing.

So we returned from Belize a couple weeks ago. By far, it’s my favorite country of the ones I’ve visited. Which isn’t many, admittedly, but it’s still my favorite.

Day 1

Day 1 was all about travel and logistics. After getting the cats to the vet for boarding, then racing to DFW, then being the last on the plane (we were perilously close to missing our flight), we were off. Two-and-a-half hours later, we set down at Belize’s international airport. Or maybe “international” airport would be more accurate. It’s a very tiny airport in a very tiny, very poor country.

From there, we took a charter flight on a Tropic Air Cessna Caravan to Dangriga, a coastal town, where we stayed at the Pelican Beach hotel for the night. It was a nice way to wind down after the hustle and bustle of dealing with airlines and security and customs.

Day 2

Day 2 started off with a nice, if hurried, breakfast by the beach.

 

From there, it was a bus to the docks, where we took a boat to Southwest Caye on the Glover’s Reef Atoll. This would be our home for the next two nights. The safari tents we stayed in were okay, but I have to admit, I could really do without compost toilets. I think I like my accommodations a wee bit more upscale.

After getting situated, it was time to hit the water! The first thing they wanted to do was train us in kayaking. It took a little too long, admittedly. We were there for snorkeling, after all, and making us wait while they showed us how to flip a kayak, how to steer, how to paddle, etc. was a little annoying. One of my first impressions of Belize was that they’re a very safety-conscious country. But I enjoyed the kayaking, so it wasn’t all bad.

Finally, it was on to our first snorkeling. This was a guided “tour” of a nearby reef, where we saw a lot of beautiful wildlife. Here’s the part where I make people doubt my sanity. I found snorkeling merely okay. It was neat. I saw some awesome underwater life. But in the end, it was sticking your face in an aquarium. It was looking at things. I don’t hate it, and I’m not saying I wouldn’t do it again. I just simply didn’t think it was the mind-altering event everyone else seemed to think it was. I enjoyed the kayaking much more.

So ends day 2. We returned to the beach to clean up and rest until dinner. The food on the atoll was exquisite. I’m not exaggerating when I say I’ve never had food that good every single meal. Even stuff I normally might not care for was absolutely delicious.

Next week, days 3 and 4. Day 3 is another day on the atoll, day 4 takes us back to the mainland and into the jungle.

For many more photos, click here to see my Photobucket album.


Belize

I mentioned in a previous blog post that we’re going to be vacationing in Belize, and since I don’t have any games to talk about (really, all I do is play Minecraft and I TOTALLY HATE YOU GUYS FOR GETTING ME ADDICTED TO THIS AWESOME GAME).

What was I talking about?

Oh, right, since I don’t have any games to talk about, a friend suggested I talk about our trip. This is the trip we’re taking, and I can say this: if we die there, it better not be in a car wreck!

The first couple of days we’ll be on an atoll in the middle of a marine preserve. I’ve never been snorkeling, and I have a fear of being eaten by giant animals with huge teeth, but I’m going to go gamely into water in which things with dead eyes can swim up from underneath me and oh god maybe I’ll just stay on the beach and drink mai tais.

Assuming we survive that, then it’s on to Pook’s Hill Lodge and ziplining and cave tubing. Did I mention I am also acrophobic? (You’re going to sense a pattern to my phobias and this vacation). Seriously, I once couldn’t step off a ladder onto the roof of my house; I was too paralyzed to will my limbs to move. And yet, I’m going to strap myself to a harness attached to a cable in a third-world country and go hurtling through the oh god maybe I’ll just stay at the lodge and drink mai tais.

Cave tubing will be fun, though.

Next up is what I consider the apex of the trip: the Black Hole Drop. Just thinking about this can give me an adrenaline rush. What is it? It’s a 300-foot rappel into a sinkhole in the middle of the jungle. Yeah, I’m that insane acrophobic who can’t step off a ladder, and I’m going to strap myself in a harness and step off the side of a 300-foot oh god I’m definitely staying at the lodge drinking mai tais.

The last adventure is a hike into Actun Tunichil Muknal, a cave that once served as a Mayan sacrificial chamber. I have absolutely no claustrophobia, however, so that’s good.

I have a new waterproof digital camera, so I should have a billion pictures when we return. If we return.


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