FFXIV: Fishing finally

Instead of fumbling around trying to find my way from Ul’dah to Limsa Lominsa, I rolled up a new Marauder to simultaneously try a new city and a new Class, and be ready to fish the moment it was available.

Ideal armour for Maraudering


Turns out that was probably quite a lot slower than researching how to fly or sail from Ul’dah, but it was also much more informative. The Marauder is another Tank Class, which was a bit unfortunate but it was the only melee choice for Limsa Lominsa. I had wanted to try a Rogue, but strangely you can’t choose that Class until you’ve already levelled to 10 in another - it seems to be the only base Class with that kind of restriction. Maybe it was added slightly later?


Still, it was interesting comparing the Gladiator and Marauder. The latter wields a big axe, and seems to be more about punishment and fury than the more classical stance of the Gladiator. In many ways they are very similar though, and the action unlock sequence was the same - combo skills, AOE skill, defence buff. One small difference was a guaranteed crit buff which was fun to use despite a appropriately short uptime.


Limsa Lominsa itself was much more alive than Ul’dah, though it was more confusing to navigate with multiple levels and layers - if Ul’dah was Ironforge, this is more like Undercity.


There was dozens of incredibly dressed PCs standing around the main Aether teleporter, mostly just posing and looking cool. I get the feeling it’s a bit of a runway for showing off your new outfits, and I spent quite a long time just standing around there and taking screenshots.


Eventually I drew myself away and went about the business of levelling. The story was better than the Ul’dah mire of politics, with pirates and an identified ‘bad’ guy in someone called Sevrin. There was still an awful lot of courier and delivery quests though, so it still wasn’t particularly compelling. From Kaylriene’s comments it appears that it is well understood that the original ‘Realm Reborn’ questing leaves something to be desired:

For those who haven’t had the…”pleasure”…of playing the base 2.0 and 2.x quests of FFXIV, let me paint a word picture. The game is fun and charming, and has a clear sense of Final Fantasy about it, but questing in FFXIV is not really a gameplay exercise as much as it is a story one. Quests are often simply relaying a message from NPC A to NPC B, or killing no more than 4 enemies, or going to a spot in the world, clicking the interact-able spot, and watching the cutscene that unfolds. That’s not to say they are bad – I like FFXIV’s storytelling overall – but it is definitely not the gameplay-driven questing you might be used to from WoW and the like, where the game simply uses quests as connective tissue to make the gameplay have some degree of reason to it.

As a result apparently the devs are considering a reboot of the early game questing, though hopefully it’s not as world-changing as the Cataclysm event was in Warcraft, which steamlined everything but also permanently changed the environment of a lot of the earlier zones for the worse (Thousand Needles comes to mind).

Until then, I think Bhagpuss’s approach makes the most sense: ignore the MSQ and just enjoy the world, which is pretty spectacular.

So I churned through the MSQ chores in pretty good time, skim reading the text this time (having realised just how trivial most of it is from the Gladiator run) and taking advantage of the Aethernet teleports whenever they were on offer (something I avoided on the Gladiator in order to experience the world better). And finally at level 12 I was finished with the Marauder initiation questline and permitted to choose new Classes.

The Fishing Guild - home!


I made a beeline for the Fishing Guild, and before long was the proud owner of a primitive rod and a can of smelly bait. The Lalafell seem to run the Fishing Guild by trying to out-pun each other, which doesn’t have the same appeal as the inimitable Nat Pagle, but at least they do take their fishing seriously.


My first job was to fish up some anchovies to learn the ropes. It’s a much more sophisticated system than Warcraft, like the other crafting and gathering I’d seen in FFXIV. You equip bait, then cast, then wait for the telltale bend of the rod to reel in your catch. You don’t seem to be able to see the bobber in the water, which is a nice touch in Warcraft, but the animation on the whole is much more fishing.


Once you start catching, you start revealing entries in your Fishing Log (I love the Log system in FFXIV, nothing quite beats an endless checklist). Again it’s far more detailed than Warcraft, and more compelling as a result. There are day/night cycles, weather, different baits for different fish, advice not to just stand in one place and fish as they’ll stop biting, etc.


There’s also a wealth of skills to be learnt over time - including ‘stealth’ that allows you to sneak past enemy mobs when you just want to Fish. And you can upgrade not only your rod, but a full set of fishing gear too which has bonuses to gathering and looks entirely the part - it’s fishing gear not just gathering gear, and that attention to detail is lovely.


If FFXIV were my main MMO, crafting would get a lot of attention, with fishing top of the list. For now, with my subscription about to expire, I’m going to enjoy pottering about and filling my bags with fish.


#Blaugust25



Warcraft Classic: Money on the table

As Classic approaches I’ve found it interesting how Blizzard don’t seem to be trying very hard to turn the huge enthusiasm into cold hard cash.

The servers are full to the extent Blizzard are spooling up new ones every day, and the general atmosphere (at least from those not swearing off it entirely) is exactly as Wilhelm put it: all I want to do right now is play Warcraft Classic.

With all this energy, and given Classic is somewhat generously included in an existing Warcraft subscription, you would think that a company as efficient at making money as Blizzard would be doing everything they could to sell stuff. And yet all I can see that is definitively tied to Classic is the retro t-shirts on the Blizzard merch store. Soft of nice shirts, but there’s only a few.

There was also the 15th Anniversary Collectors Edition, which isn’t strictly Classic but comes pretty close, but it sold out instantly and has never been restocked. Which is annoying for collectors as it was never tagged as ‘Limited’ as far as I know.

The most obvious thing to sell would be a new Classic box which, given the popularity of the 15th box, would be a hit - especially if they ‘threw in’ a mount for the Live game. Warcraft streamers Taliesin & Evitel posted the press kit they received, and it’s exactly the kind of thing Collectors would love:



But while something like a box would have sold like hotcakes before the launch, it’s unlikely to sell after. Perhaps there is a merch onslaught still to come, or maybe they are hedging in case Classic falls flat on its face after the first month (which seems unlikely at the moment).

Obviously Blizzard are counting on new subscriber money, and there’s no doubt there will be a sub spike and potentially some conversion to the live game (we need a better word for that - Blizzard call it ‘Retail’ but that’s too mercenary).

But look at that press kit! Let us buy it Blizzard, pretty please? One good thing about Blizzard ignoring their potential cash cow is that we can reward independent creators like Frenone and Naariel with our patronage instead.

#Blaugust24



FFXIV: Tank training

FFXIV continues to impress with it’s in-game help and training systems. I’ve reached a level where I can queue for Duties (aka Dungeons/Instances) as a Gladiator tank, and I was tempted to do one, even getting as far as queuing before quickly bailing and saving the poor Duty Finder group from a rookie tank. It seemed a bit soon, and for a new player it would probably be a tough ask having never tanked before.

Requirements: 1 tank, 1 healer, 2 DPS. 1 very strange huge boss. Familiar


I was surprised the game was willing to throw me into it, given its propensity to introduce concepts first. However I think I’m slightly ahead of the level queue due to completing all the Hunting Log quests, side quests, training professions, etc. For that reason I hadn’t returned to Ul’dah recently, and when I did I found there was an excellent solo training function available.

By talking to a trainer, I was queued into some solo Duties which introduce you to the concept of tanking step by step. The first was about avoiding enemy tells (the orange warnings on the ground), the next was using combos to draw enmity/threat, then how to draw multiple mobs attention, etc.


I’d already worked most of this out just by running around, but then I am well versed in the MMO combat style and tanking as a concept. If you weren’t this kind of systematic training is a terrific way to help people learn a Class and that Class’s in-game role. The training was tailored for Gladiators, naming specific abilities and how to use them. Which is very impressive as it means there is no doubt the same kind of thing for every other Class too.

It’s a lot of work to put in for the developers, but I think worth it as a way to show a new (or old!) player how tanking, healing, and DPS works. This is something other games could really learn from - Warcraft provides precisely zero help for learning how to tank or heal, or even the basic DPS rotation.

Crossed arms at 50 paces


During all this I’ve been following the M(ain) S(tory) Q(uest) - I’ve even learnt some of the acronyms now - which I’m finding rather uninspiring. It seems to be a story of political intrigue, with various named factions and figures all trying to gain power in Ul’dah. The problem with it is that as players we have no investment in any of the people being talked about, and it does seem like a political game rather than something of world shaking importance which a hero like us (ahem) would be needed for.


I have also failed in my quest to get to Limsa Lominsa to learn fishing. I was pleased when I stumbled on a map reference that seemed to show I could catch a boat there from a nearby town, but when I arrived there the harbour-master told me the way was temporarily closed. I suspect it’s because I haven’t completed some pre-requisite, but it was very disappointing.

Both the political nature of the MSQ and the Fishing failure are making me ponder rolling a second character who starts in Limsa Lominsa, just to see how different it is. I have five days left on my 30 day account, so that might be a good way to spend it.


#Blaugust23



Warcraft: Blackrocked

Tonight our Alliance guild finished off Blackrock Depths, the penultimate Vanilla/Classic dungeon, having finished the ‘Detention Block’ last week.

Plenty of opportunities for a deadly lava bath


Now split in two Dungeon Finder halves, the second ‘Upper City’ section has four bosses you have to kill for the Achievement, but 13 total. Oddly enough, the Dungeon Finder split has made it very difficult to navigate - it more or less leads you to the four achievement bosses while ignoring all the rest. As a result we ‘finished’ in 45 minutes, then spent another 90 minutes unravelling the puzzle of finding the remaining bosses.

Only room for one Empress


Navigation is also not helped by the map changing between floors somewhat arbitrarily, making it particularly hard to work out the path to the bosses. You used to start at the start and work your way through the entire dungeon, which mostly made sense. Now it’s confusing as you appear mid dungeon, have to back track, and use mole machines to get around impenetrable doors.


None the less, it’s a a wonderfully complex and diverse dungeon, a living breathing Dark Iron city, full of everything a city would have: kings, queens, jailers, crafters, gods, and monsters. There’s a huge number of schematics and plans that drop, befitting a Dwarven empire, and rep hand-ins that require you to return things you create in Molten Core.


The Grim Guzzler is as crazy as ever, a bar full of hammered patrons all of who eventually turn on you once you start spilling their beer and spiking their kegs. With predictable results.

Being hammered won’t help


One amazing - and crazy - piece of design in the Relic Room, which has about 15 locked safes. You pick up Relic keys as you venture through the dungeon, which allow you to unlock the vaults for a random loot chest - Blizzard were well ahead of the loot box game here. In one run you won’t get enough keys to unlock all the safes, but there’s a quest boss that only appears if you do - so you have to hang on to the keys and co-ordinate to open the room together later. Not something to do via Dungeon Finder obviously.

That mechanic - and many others in BRD - are another reminder of how co-ordination and teamwork were highly valued and required in the original release, even for dungeons.

So many vaults, so few keys


We now only have Blackrock Spire to do, before we can unlock XP and start on the Burning Crusade dungeons. In a fortuitous piece of timing, we’ll run Spire just as Classic launches - finishing up right as we’re starting all over again. #Blaugust22



Warcraft: Classic appeal

I’ve been trying to work out exactly why Classic has become so appealing. There’s the obvious things like revisiting the very first outing for a game I’ve devoted long hours to. I wasn’t there at the beginning, so while many of the features are familiar from Burning Crusade, this will allow us to experience where it all started.

Then there’s the somewhat masochistic appeal of having to struggle instead of cruise. As has been well documented, unless you’re raiding ‘ahead of the curve’ the retail version of Warcraft has become a walk in the park when compared to ye olde days. I can’t remember the last time I felt any sense of danger or need to be careful in game, and purple loot is no longer a thrill, it’s an expectation. Which is not to say the live game isn’t entertaining. There is entertainment aplenty, great storylines, beautiful design, and it still has the capacity to surprise even 15 years later. It’s just that it is now a different game to what it was - again, if you’re not raiding. Raiding has become the sole place where you still have to work hard and have a team.

I started thinking that concept of needing to work with other players gets to the core of why Classic might work, and Belghast’s terrific post musing on MMO communication drove that thought home:

The first MMOs worked and created the lasting relationships that they did in part because we had a serious need for other people. What I mean by that is that in order for us to have a fun night, we needed a bunch of other people to be similarly interested in doing the same thing. This meant that without really meaning it… you yourself were open to doing things that were maybe less than optimal for your evening because it would mean that in turn the other player would be willing to assisting you at a later date.

My fondest memories of Warcraft are raiding Karazhan with one or two close friends and a whole bunch of people I’d never met. We spent hours and hours working together through that epic Raid, slowly improving and progressing, helping each other gear up and talking tactics offline while we waited for the next scheduled run. It was epic, exciting, and the thrill of defeating each boss to allow us to move on was unbeatable.

Taking a team of friends into WoTLK raiding was similarly exciting, and although we only made it into the first wing of Naxxramas before real life struck, that first wing was incredible. We were doing something together through hard work and perseverance, marvelling when our strategy and preparation came together into a well oiled machine. Which didn’t happen often, but when it did it too was an unbeatable thrill.

Of course the same thing could be said to apply to raiding now, but the temptation to just do it in LFR or press a button, as Belghast put it, is often too great. Plus we’re all ten years older, so attention and time is far more thinly spread. Classic feels like a chance to travel back to a time when teamwork and strong server-based bonds were requirements for success.

It’s almost certainly a pipe dream to imagine being able to raid - those ten years aren’t nothing - but even running dungeons and epic quests like Rhok’delar will mean community and communication become paramount, and that might be something special. #Blaugust21