Archive

Posts Tagged ‘Allods Online’

Melee Healer PVP Video @ Level 31-33

2010 March 19 19 comments

This is my third PVP video for Allods Online (AO). This video includes the following fights:

  • 31 Melee Healer vs 33 Warrior
  • 31 Melee Healer vs 33 Healer
  • three 33 Healers vs 36 Mage and 31 Healer

I turned up the volume on this video compared to previous ones so please let me know if the volume in this video is about right, too high, or still too low.

Many people have asked me how to avoid getting 3- or 4-shot by Warriors and Paladins – kite-healing and CC are the keys. Aside from Holy Shield, you can use your CCs Blind Faith and Heavenly Smite to create a gap and buy time to heal up with Perpetual Healing and Divine Prayer.

Here are tips not mentioned in the video:

  • Cleansing Flame may not inflict periodic damage against Warriors with Stony Resilience (buff icon looks like crossed swords). Your best bet is using melee attacks and timing your use of Heavenly Smite
  • While leveling you should try to keep Faith <= 20%, and try to keep your Wisdom stat as close to your Faith stat as possible. At level 31 I had too low Wisdom and I went OOM too quickly in PVE and PVP

Level 31 Spec and Stats

http://allodsbase.com/en/talents#_2oxv3ne2xye7hcb28nvy

My stats with green Coba Plateau Prospector rep gear:

  • 21003 HP
  • Agility 97: ~2% dodge
  • Luck 106: 19.5% glancing
  • Endurance 147: 7.25% to be crit
  • Intelligence 160: 25.6%
  • Perception 191: 10.9%
  • Faith 158: 23%
  • Wisdom 146

Endurance and Intelligence were high, whereas Faith, Luck, and Wisdom were low.

Level 33 Spec and Stats

http://allodsbase.com/en/talents#_2ox1u7es45xy8e7hcb28nvy4w3

My stats with green Coba Plateau Prospector rep gear:

  • 18581 HP
  • Agility 132: ~6.75% dodge
  • Luck 104: 27.5% glancing
  • Endurance 229: 5% to be crit, 22.7% to be glanced
  • Intelligence 168: 26.9%
  • Perception 221: 10%
  • Faith 187: 20.2%
  • Wisdom 177

These stats were much more balance compared to my level 31 stats, although Luck was still too low.

I also had the blue 2h mace quest reward from a Blackjack Bid chain. I highly recommend doing this quest at 33 or as soon as you can, but at 33 you’d need at least 1 more player to group with.

If you have any comments / feedback / questions please post ‘em.

Categories: Allods Online, PVP, Video

Melee Healer PVP Video @ Level 26-27

2010 March 8 21 comments

This is my second PVP video for Allods Online (AO). This video includes the following fights:

  • 26 Melee Healer vs 26 Warrior + 25 Healer
  • 26 Melee Healer vs 26 Caster Healer
  • 26 Melee Healer vs 26 Paladin
  • 27 Melee Healer vs 27 Warrior
  • 27 Melee Healer vs 27 Summoner

I’ve heard a lot of concern from players about fighting Paladins and Warriors, so I included several clips and talked about the matchup mechanics.

Level 26 Spec and Stats

http://allodsbase.com/en/talents#_2oxv3mc1xyc718a20nvy

My stats with green Asee-Teph rep gear

  • 8691 HP
  • Luck 89: 13.9% glancing
  • Intelligence 94: 15%
  • Perception 125: 16.5%
  • Faith 114: 22.9%
  • Wisdom 97

Level 27 Spec and Stats

http://allodsbase.com/en/talents#_2pxv3nc1xyc718a28nvy

My stats with blue Asee-Teph rep gear

  • 10380 HP
  • Luck 85: 17.8% glancing
  • Intelligence 101: 16.2%
  • Perception 153: 8.65%
  • Faith 136: 15.4%
  • Wisdom 122

Here are tips not mentioned in the video:

  • When fighting ranged DPS classes, you don’t have to conserve mana as there will be times when you are out of melee range and therefore regenerating mana

Based on my experience so far in Holy Land PVP, I am going to continue filling out the Verdict ruby tree. Getting  3/3 Holy Avenger should provide an excellent boost to survivability – not only will I get crit less, but when I do get crit, I’ll get 3 Fanaticism stacks which equals burst healing to offset the damage taken.

Life in Asee-Teph has gotten much better since I hit level 26. I still get run over by ?? (high-level) players, but overall my survivability has gone up a lot compared to 25.

If you have any comments / feedback / questions please post ‘em.

Categories: Allods Online, PVP, Video

Melee Healer PVP Video @ Level 25

2010 March 5 19 comments

This is my first PVP video for Allods Online (AO). I dinged level 25 today and captured footage of League players attempting to gank me 1v1 and a dynamic 1v4.

This video includes the following fights:

  • 26 Melee Healer vs 26 Mage
  • 26 Melee Healer vs 27 Summoner
  • 26 Melee Healer vs 4 opponents

Here is my current spec:

http://allodsbase.com/en/talents#_2oxv3mc1xyc718820nvy

  • I’ve earned 2 World Quest rubies in addition to the rubies available when leveling, so ignore the calculator saying this is a level 27 build
  • I picked up Divine Prayer 1 (DP) instead of Holy Rage. DP is an excellent instant-cast burst heal
  • I have 2/3 Condemnation, and this reduces the cooldowns for Blind Faith (disorient/snare) and Banished Words (ruby silence ability) to 24 seconds. Both are superb abilities in PVP, and BF is highly valuable in PVE. At level 26 I will take the 3rd Condemnation ruby to reduce their cooldowns to 21 seconds

Overall, I’m really enjoying the playability of the Melee Healer spec. The PVP mechanics in practice have matched or exceeded what I was hoping for when I wrote the Melee Healer Guide.

Here are some comments not mentioned in the video:

  • Always make sure to pre-cast Heavenly Smite. Having an instant-cast AOE knockdown rocks in PVP (and PVE)
  • I didn’t call out when I used DP, but I used it in each of the fights, and you can hear and see the spell animation (it looks like the green shimmer like Devoted Plea)
  • Don’t underestimate the power of the self-healing from 3/3 Brilliant Faith. I talked a lot about PH in the video but when you watch the footage you can see the Brilliant Faith heal procs as well
  • If you use the Kanian racial bubble and Holy Shield, after Holy Shield wears off you’ll still have the racial bubble up – so you have unbroken damage absorption. You can see that in the fight against the Summoner
  • My gear in the 1st fight was from Darkwater, which is two zones before Holy Lands (HL). Yes I know that’s pathetic. I skipped the Elf rep gear because I didn’t want to do the repeatable quest 18 times. That’s simply not my idea of fun. My gear sucked until I was able to acquire the green HL rep gear. In the last two fights I had the green HL rep gear. I haven’t been able to run the repeatable rep quest in HL due to the lack of level capping/balancing mechanics

The PVP action in Holy Lands has been fun at times. However, there is no mechanic to prevent or discourage higher level players from ganking lowbies. I have watched a single level high-level player wipe multiple groups of under-30 players with ease. A lot of players I’ve chatted with are very frustrated with getting 1 or 2-shotted and not having a fighting chance. AO will lose players if the game mechanics are not changed, because life in the Holy Lands in the mid 20s can be pretty rough. A simple level cap would suffice, e.g. Asee-Teph PVP is only for players level 30 and under. This design flaw exists in both Aion and Allods Online and I am surprised that game developers haven’t figured out that level capping/balancing mechanics make for a much more enjoyable and competitive PVP experience that will result in higher player retention.

I’m still playing AO because gPotato adjusted the Item Shop prices to reasonable levels and I wanted to experience the PVP system firsthand. I’m still waiting to see what gPotato does about the 1.0.07 patch, which contains a lot of negative changes and is rumored to have caused many Russian players to quit playing Russian AO. Hopefully gPotato can work with the game developer to not implement those changes in gPotato’s AO.

If you have any comments / feedback / questions please post ‘em.

Categories: Allods Online, PVP, Video

Melee Healer PVE Video @ Level 18

2010 February 25 18 comments

This is my first Allods Online (AO) video. I dinged level 18 and wanted to show how effectively a Melee Healer (MH) can burn down mobs while maintaining high HP through HoTs and heal procs.

In the video my MH generated heals through 2 mechanisms:

  • Perpetual Healing HoT (95 on a non-crit)
  • AOE heal ticks (49 on a non-crit) generated by Brilliant Faith whenever the Fanaticism buff procs

Here are my thoughts on the mechanics of the spec:

  • 2h is the way to go. 2h weapons in AO inflict excellent crit damage, e.g. the Verdict crit for 938 on the 2nd gargoyle. As you can see from the footage, there isn’t much point in wielding 1h + shield given how I am able to keep my HP consistently high
  • Don’t over invest in Devoted Plea. So far I’ve been able to solo heal groups with just the 1st rank of Devoted Plea. Healing groups should be even easier now that I have Brilliant Faith and Perpetual Healing 1. At some point this spec may not be viable for solo healing groups but I haven’t run into that wall yet
  • When Fanaticism procs you get 1 or 2 stacks of the buff, and each stack generates an AOE heal with Brilliant Faith. It’s important to note that even at max Fanaticism (10 stacks), you can still proc Fanaticism, which in turn generates the AOE heal
  • As with all healing, the HoT ticks and AOE heal ticks are subject to the Faith and Luck mechanics: i.e. some of the healing can be resisted and they can crit or anti-crit (glancing blow)
  • The Dodge buff from Divine Instincts is under-rated and the points are not a waste of rubies. I dodged about 5 of the elite mob’s attacks

Update (26 February 2010):

People have been asking about my stats in the video, so here they are:

  • Luck 68: 22.7% crit, 7.99% glancing
  • Intelligence 56: 8.96%
  • Perception 73: 17.4% resist
  • Faith 78: 13.4%
  • Wisdom 54

In the video I have the Gibberling (level 16-17) blue rep gear pieces and the level 17 Darkwater blue quest staff (30-62 damage, Luck +10). This is a very different mix of stats compared to what I have been leveling with. Previously I had enough Perception to be well under 10% resist. With the gear in the video I had boosted my crit rate from 5% to over 22%, and it seemed worth the tradeoff of suffering an increased rate of resists to get ~4 times as many crits.

Categories: Allods Online, Video

The Curious Case of the “F2P” MMORPG Allods Online

2010 February 21 21 comments

Allods Online (AO) started its Open Beta last week, and the playerbase is irate over the initial pricing of Item Shop virtual goods and the changes announced for version 1.0.07.07. Keen has written an excellent summary of the concerns of the playerbase.

AO’s Closed Beta was a very positive experience for many players. So what happened at the start of Open Beta? To understand the situation, let’s discuss the basics of a F2P (free-to-play) game from a player perspective:

  1. you don’t have to pay for the game client
  2. you don’t have to pay for game account(s)
  3. you can play the game without having to pay, or you can optionally pay for virtual goods and/or in-game “buffs”

The success of a F2P game depends on the game’s ability to acquire new players and convert some of them into paying customers without alienating the non-paying players, who are advocates for the game and may eventually convert. Typically 10% or less of the playerbase of a F2P game spends real money on the game and the other 90% of the playerbase plays it for free.

An Example of Savvy F2P Core Game Design: KnightOnline

There is a lot of cynicism among players regarding F2P games, but I have played a game, KnightOnline (KO), that had a savvy design for its “item shop.” Let me first state that KO had some major game design and implementation flaws – notably the game was very hackable and exploitable. I’m not here to say that KO was a “good” game, but KO elegantly supported its item shop via two game mechanics:

  1. the magic anvil for upgrading items
  2. the buff scrolls for PVP

The magic anvil was usable by anyone, and you could upgrade any gear piece or weapon to +1, +2, etc up to +8. Each plus rating granted a significant improvement to the item’s performance, and typically players tried to get gear up to +6 (very good) or +7 (excellent) or even +8 (amazing). And for the cool factor +8 weapons glowed! However, there was a catch: when you attempted to upgrade an item, if the upgrade failed the item was destroyed, and as you tried to upgrade the item to higher plus ratings, the probability for an upgrade to fail increased. KO’s item shop allowed you to buy an item called a “trina” for $15 USD which would increase the success chance of an upgrade by ~20%. This may not sound like a good deal, but consider that upgrading from +6 to +7 had a ~25% success chance, so a trina brought that up to ~45% or almost double. For some players, the risk of having a very rare weapon or item burn in the upgrade process wasn’t worth the time it would take to farm it again, so they would purchase trinas (in my case mostly through a monthly subscription) to use when upgrading very rare items starting from +5 and up.

In KO, you could get equivalent buffs from either a player priest or from buff scrolls. Enemies could place a debuff on you that would cancel out a priest buff or scroll buff. But here’s was the catch: when you removed the debuff, any priest buffs would need to be re-applied, whereas if you had a buff scroll, once the debuff was removed you still had the buff effect. Simply put, buff scrolls were simpler and more reliable from a playability standpoint.

So when I played KO back in 2005 you didn’t have to pay to play the game, but I and others in my guild eventually signed up for the optional $15 USD monthly subscription because we felt it was worthwhile to do so. And that’s how the F2P model should work – you get hooked, you see the benefit of paying, you become a paying customer. Some of our guildees paid more than $50 USD per month – more than triple your typical P2P monthly subscription – to buy virtual goods such as trinas. One guildee, a business owner from Brazil, was paying $100+ USD per month.

KO’s game developer made some F2P changes after I quit playing in 2006 that I thought were poor ideas, such as login queues for players who didn’t pay. But I saw firsthand how the trina concept and buff concept successfully motivated players to pay real money for virtual goods. It was incredible to witness from a business perspective.

The Paradox of Allods Online Planned F2P System

Now that I’ve described a functional F2P example, let’s talk about the game mechanics in AO at endgame and the implications for the players. When you die at endgame you get a debuff, Fear of Death (FoD), for 51 minutes that lowers your stats by 25%, and the debuff can stack up to 4 times.

Currently you can remove the debuff by getting resurrected by another player. However in version 1.0.07.07 resurrection will not remove the debuff so your options are:

  1. spend in-game coin, or
  2. wait until the debuff wears off, or
  3. use an Item shop consumable called Perfume, or
  4. some combination of the above

Perfume costs $13.50 USD for a stack of 20, and they last 30 minutes each. Therefore if you die 20 times a month and decide to use Perfume to remove the debuff each time, you’ll be spending $13.50 USD per month, which is conspicuously close to the industry-standard monthly sub of $15 USD. The FoD / Perfume mechanic effectively turns AO from a F2P game into a P2P game because the game experience of not paying will be lousy. The game operator and developer are not going to pull the wool over anyone’s eyes about this.

The kicker is you get the FoD debuff if you die in PVE or PVP. This is more harsh than the item repair costs incurred when dying in PVE in WoW. The FoD mechanic has major implications in terms of growing the playerbase and the extent to which players will participate in activities such as PVP where death is part of the experience. I was hoping to see robust, active PVP in endgame for AO, but with the FoD mechanic, it’s not going to happen.

Who is to Blame for the Allods Online Situation?

Some players are claiming that the game operator gPotato is pulling a  “bait and switch.” Certainly, gPotato has culpability in terms of the initial outrageous Item Shop pricing, e.g. $20 USD for a backpack with 24 slots instead of the 18 you start with.

However, the situation may go much deeper than just the game operator. Check out the following comments from a Russian player regarding the game developer:

Guys if u r really do not understand what is going on, i will explain to you from Russian point of view. Firstly – original developer team stopped developing Allods Online at CBT1-2 at Russia, because Nival – company developer, merged with astrum and mail.ru, main game designer left this project because he had another point of view on this game before he could finish it, new director came, after that Allods progress stopped almost completely, mail.ru bought AstrumNival so at this point game was destroyed, because mail.ru is the most greedy russian game service platform.That explains why they cannot fix music and sounds easily, why it tooks so long of them to fix bugs, why animations are partly ruined and Kanian fem for example run through ground, and explains why there are bugs in game that were already fixed before, they just do not know the code well, and they are not capable of further Allods creation. Allods original developers and designer are working now on project that has Dota like gameplay, and that explains why you have a feeling of unfinished good game,because allods creation was stopped at Closed Russian Beta. But however they see the situation so they r trying to make the maximum profit out of game until it will be too late, because they r not capable of programming anything really new, because they have not developed this game, period. even russians not happy with shop, not even game not finished but i found myself not able to afford stuff

If that information is correct, the game changes in version 1.0.07.07 are being designed and implemented by people who were not part of the original development team. Yikes.

When a game has contuinity in the development team’s leadership and staff, it’s reasonable to expect the following positive outcomes:

  • there is clarity on the game’s business model
  • there is consistent alignment on the game design: the core game mechanics, the direction for content, and how to improve and evolve the game over time
  • there is consistency in the quality of implementation because the development team has learned over time how to architect, design, develop, test, and scale the game, and they know the code base inside and out
  • there is a consistent feeling of ownership by the people working on the game – it’s “my game” as opposed to “someone else’s game that I’m working on”
  • there are strong relationships between the game developer and its customers (the game publishers and game operators) and they collaborate to create a compelling player experience that drives revenue

However, as noted in the comments above, there may have been significant turnover in the AO development team at both the leadership and staff level. It’s unclear to what extent there is a development team that is continuing to work on the game.

I truly hope gPotato and the game developer can sort the situation out in a way that makes sense from a business perspective and from a player perspective, because AO is an excellent game property.

Update @ 8pm PST, 22 February 2010:

There is a great thread by galethbg regarding the ownership structure and history of the companies involved in AO’s development. This at least gives me some hope that there may be some stability and continuity on the AO development team. Hopefully the game developer will heed the worldwide player feedback on the upcoming changes and adjust them in a more reasonable fashion.

In addition, gPotato is now solicting feedback about the Item Shop on their forums, which is a step in the right direction.

Update @ 1am PST, 23 February 2010:

gPotato has posted an article that communicates the development team is intact and that gPotato is evaluating the Item Shop prices based on the feedback thread listed in the previous update.

Update @ 3 March 2010:

gPotato has reduced the prices in the Item Shop to what I consider reasonable levels. Good news for fans of AO!

 

Follow

Get every new post delivered to your Inbox.

Join 438 other followers