Thursday, April 9, 2009

Atlantica Online - Increasing Benevolence in MMO's

I don't know if I'm the only blogger that keeps a mental list of topics in their heads that they absolutely must cover in their blogs but just don't seem to get around to it. Usually it's something they want to disseminate in order to inform or hopefully spur discussion but also can't be neatly en-capsulized with just a few minutes worth of work. Nay, doing the topic full justice requires going above the call of duty and maybe require screenshots or even...gasp...charts.

So it can be a relief when someone pre-empts you by writing the piece you wanted to write; but doing a much better job at it than you possibly would have. All you have to do now is just link to the article here and your job is done. Let the information dissemination and discussion begin.

I will update the link to point to the blog article when I get the information.

Monday, April 6, 2009

Third Time the Charm

We finally completed the Guild Dungeon, Marksburg Castle, on our third attempt. Our first attempt was a scouting run when I was in my early 70's. It showed we weren't ready to take on such a challenge so early in our guild's life just yet. We knew it but wanted to see what it would be like. I opted to pass on the opportunity as I didn't think I'd be able to contribute that much at my level.

The second try came last week and though we failed, we came awfully close to completing it. Ultimately our lack of planning and execution led to delays which saw the time run out on us just as we were clearing our way to the last level. I was able to contribute more to the effort this time around as a fresh 90 but it still led to some deaths and running back on my part.

This weekend was our third try and this one proved to be the charm. The combination of familiarity as well as the added levels we all had proved to be the deciding factors. Coming in as a 95 really upped my survivability against the mobs that ranged from levels 91-105. I went through the whole run without a single death although the lower level guildies weren't so fortunate.

The dungeon had a gothic/medieval/alice in wonderland feel as we fought our way against a variety of court jesters, palace guards, knights, wizards, and...grandfather clocks??? We actually had around 30 minutes to spare so the run took about an hour and a half. Not a bad way to spend some quality time with your guildies as well as getting some decent loot. Since this Guild Dungeon features prominently in the Dark Archer recruitment questline, I have a feeling I'll be spending more time in here once I turn 100 and become eligible for the quest.

Friday, April 3, 2009

Future Atlantica Content Revealed at GDC09

This year's annual Game Developers Conference was held in San Francisco, CA during the week of March 23-27. The developers of Atlantica Online were on hand to reveal details of future content at a press conference. Initial word came from translations of the Korean website as well as gaming news sources. But information was finally released on the nDoors website yesterday and can be found here.

There's also a flash site that has an introductory video. While the video doesn't show any new content, it does have some pretty nice Atlantica eye candy set to exhilarating music.



Pretty excited about the 100vs100 tactical battle system. If they can make it work, it should make for a pretty unique gaming experience.

Thursday, April 2, 2009

Gutting the Ghost Ship

While the handful of level 90+ players we have in our guild is not enough to successfully run a high-level Guild Dungeon yet, it did make us an attractive commodity to burgeoning Nations. We kept getting offers to join from a number of them. Our first priority on finding a suitable Nation to join was their ability to run and successfully complete Nation Dungeons. While they would all promise the ability to do so, very few Nations on our server possessed the organization and manpower to actually complete ND's. A secondary consideration was the willingness of the Nation to help us out in completing our Guild Dungeons with the temporary loan of some high-level players.

With this in mind, we decided to join a relatively new Nation. New as in date of creation, but they had plenty of guilds and players that had been around for a while. Most importantly, the leading guild in the Nation had previous experience in successfuly tackling ND's. They were also willing to help us out in the matter of Guild Dungeons. Our guild leader took a vote and the overwhelming majority agreed to join this nation; innocuously named Peaceful.

We barely had time to greet our new Nation-mates in chat before plans got underway to run the Nation Dungeon, Ghost Ship of the Carribean. This was no coincidence as we had been invited to come along on this run beforehand to see exactly what it was we were getting into. Ghost Ship is the first and easiest of the series of Nation Dungeons and it is in here that access to the much-coveted Pirate mercenary is determined. Instructions from the Nation leader flowed as groups were assembled and reported in. I have to admit most of it went right over my head and I just focused on the immediate role of my group and what we had to do. I later found an excellent guide to this dungeon here that explained much of what our organizer had to say. Even with my extensive raiding background in WoW, I was impressed at the level of organization needed to succesfully conquer even this most basic of Nation Dungeons.

My guildmates advised me to stock up on Ambrosia and a Blessing Potion but I balked at their high market prices and determined to gut it out on regular food and the buffs provided by my various titles. I did spend some gold completing my level 90 armor set so I didn't look so mismatched. Finally the preparations were done, we were able to zone in, and I got my first look at the zone. I wish I would've taken some screenshots but I was so focused on making this a successful run that I didn't dare take the time to sightsee. Maybe next time. It was very much Pirates of the Carribean themed with mobs ranging from octopuses to crusty crustaceans to pirate ghosts. The end boss was none other than Davy Jones himself. We traveled from the ghost town to its docks where we boarded the famed Ghost Ship itself and scoured it decks clean of all the mobs.

One of the features I love about raiding in Atlantica Online is that they are timed events. You have 2 hours after starting the Dungeon to finish it. No more banging your head learning an encounter for 8+ hours only to find you still don't have what it takes to beat it. Even after you have a Dungeon on farm status, the times are saved so beating a previous record can be motivation for some guilds. My group quickly fell into a groove as we fought the mobs we were tasked with clearing. There were a couple of tricky pulls as sometimes we bit off more than we could chew but my groupmates were able to cover for my underpowered self. My thanks go out to my guildmates, fateii and Clematis, who were in my group for this inaugural ND run.

Looking at our progress compared to the timer counting down, it became obvious that we were going to successfully complete the ND unless something went horribly wrong. I probably stayed up for the event longer than I wanted to but there was no way I was missing out on the successful conclusion. When the success banner and music flashed on the screen, a collective cheer went up in Nation chat.

What a great way to lure prospective guilds to your Nation. Treat them to a great ND run and the phat lootz from same. Now, you're never going to get rid of us.

Tuesday, March 31, 2009

Nations in Atlantica Online

Having a 50 player cap for guilds can be problematic when it comes to getting the numbers to run endgame content. Except for the most hardcore of guilds, you will usually have a wide range of levels and playing times. Getting enough high-levels together at a certain time for a Guild Dungeon might not happen right away.

This is where Nations and Nation Dungeons come in. Nations are alliances of up to 10 guilds and the Nation Dungeons are endgame challenges which scale in difficulty. If Guild Dungeons can be run with a maximum of 50 players, Nation Dungeons can be run with a theoretical max of 500 players. Access to the B grade mercenaries (currently the highest grade in the game) relies on drops that can sometimes only be found in Nation Dungeons. So if you want a Spartan, Pirate, or Elementalist in your formation, you would be wise to seek out a Nation that has access to and can successfully run Nation Dungeons. Once you join a Nation, you gain access to Nation chat and can share info with Nation members as easily as with guild members.

The leader of a level 30 guild can go to the Caesar NPC in Rome and start his own nation for a fee based on the number of starting guilds. The roster of 10 allowable guilds allows for a wide variety of member guilds and the Nation leader has to seek out like-minded guilds with a decent amount of high-level players in order to grow his Nation. There's a considerable amount of diplomacy involved and the reputations of players and guilds go a long way towards convincing others to join your fledgeling empire.

Friday, March 27, 2009

Guilds in Atlantica Online

It shouldn't come as a shock to most readers of this blog that being in a good guild can lead to more positive experiences in a MMORPG. We all have our different ideas of what makes a perfect guild and also what the ideal guild activities would be. Guilds come in different shapes, sizes, and compositions but I daresay most of us feel more comfortable with a smallish but close group of people rather than being an anonymous cog in a giant-size superguild. On the other hand, smaller guilds rarely get the chance to engage in end-game activities which usually require a goodly number of players to complete.

At level 20, any player can go to a guild office in any town to create their own guild for a fee of 20,000 gold. Like WAR and EQ2, there is a guild level system that determines the maximum size, number of officers, permanent guild buffs, and susceptibility to deletion by inactivity. Guilds are eventually capped at 50 members. This is the reason why you see so many guilds listed when you use the Guild Ads feature. Anyone who has ever been in a guild before will know this number will not take long to reach especially with multiple alts per guild member. This cap on guild size, rather than being onerous, leads to a more intimate atmosphere in my opinion.

Guild levels are gained through regular player XP and activities. But guilds also generate guild points which can fuel a large number of guild activities. Guild points are generated by many means: individual players completing guild or town quests, Training Center, Guild Dungeons, guild crafting, and player attendance. These guild points can be spent by the guild leader at the Pointry NPC in Rome for Guild Dungeon keys or rare crafting supplies. They can be converted at a loss into Guild Operation books which can be used to add guild points. These books are usually sold on the market to beef up the selling guild's coffers and the buying guild's stock of guild points. Lastly, guild points are used to bid on and retain control of the towns in Atlantica Online.

For the guild leader, having control of a town leads to a SimCity-like minigame. You can set the fees that town agencies charge the players that make use of them in your town. Different towns charge different rates for using services like the Market, Bank, or Travel Agency. If you find the town you are in is charging you a rate you would rather not pay, your best bet is to port to Rome where the minimum is always the going rate. You can also build and place buildings to attract and keep satisfied the NPC population that dwells in it. Funds generated from service fees and taxes on the NPC population go directly into the guild funds so owning a town can be quite lucrative for a guild. Some towns even allow access to exclusive Guild or Nation dungeons for the guild that controls it. As you can imagine, there can be a lot of competition for the finite amount of towns amongst the numerous guilds on the same server.

Sunday, March 22, 2009

For Pony!


My guild, Hunters on the Argos server, gifted me with a couple of surprises recently. The first is pictured above. There's several ways to score this particular mount but the most common way is by spending some real cash on the Item Mall for a Mount Box. For around $10, you can buy the box for a chance at a rare mount. The vast majority of the time, however, you will end up getting this pictured mount which comes with no stats and a 10% movement bonus. Like most Item Mall purchases, the mount can then be sold or traded ingame as desired. Currently, this particular mount is going for around 20 million gold on our server.

Now I had enough gold to throw away on this mount and, ordinarily, I would've paid the market price for the convenience as in other games. But Atlantica Online isn't like other games in that it comes with the highly convenient auto-move feature which takes much of the drudgery away of traveling from place to place. Drudgery that mounts with increased movement speeds used to alleviate. Happily, there are other reasons to get mounts in this game aside from aesthetics; most will come with stats that will increase you main character's survivability immensely. So I was saving up my gold for one such mount when my guild leader surprised me by giving me this one bought with our guild funds. Many thanks for the fine gift and now I don't have to look like a complete noob running around everywhere on foot.

The other surprise was their announcement that I had been promoted to guild officer. I was a little surprised in that I had only been playing this game for a few months and still considered myself an AO noob. But I guess my attitude and regular playing schedule impressed the ones who had to make the decision. Either that or there was nobody else that wanted the job. Since I am now on the cusp of level 87 and the AO endgame, I decided to accept to have some influence over upcoming decisions on how to move our guild into the endgame.