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Tag Archives: Eve Online

Space: Still the Final Frontier

Don’t get me wrong, I’m still enjoying Rift quite a bit with the instance group, but I still get that Space MMO itch that just doesn’t get scratched very well. Something about the long nights of winter (even here in Northern California) calls me back to space.

Eve Offline

Over the holidays, I resubbed my Eve accounts having been sucked in by the exploits of Wilhelm and Gaff.  The intent was to play it “casually” with an alt that I had rolled up for solo piracy.  Rolling an alt in Eve is a bit of a challenge since you can only have one character training skills at a time, so although I have two accounts, I would have to forego progress on one of the “main” characters on that account to learn skills on the alt.

Also, I didn’t want to screw up the standings of our regular high sec PvE corp, so I put the alt in a separate corp.  In a fit of foggy memory, I managed to resub the wrong account, so I ended up resubbing both of my accounts.

I knew my horizon for the game wouldn’t likely extend beyond a month or so, so there was really no point in going through the rigamarole to go join Gaff and Wilhelm in 0.0.  After reading about the logistics and timing challenges, not the least of which is time zone based, I decided that was probably a wise decision for me.

Of course, that left pretty much either “dueling” pvp, high sec social engineering piracy (e.g., can flipping) or attempts at low sec piracy.  I loath all dueling and as an explorer/industrialist at heart, I really couldn’t take to can flipping unless I was going to go heavy RP.

So that’s left low sec piracy and/or ratting.  Diving into low sec, and learning the skills to survive there, has been pretty interesting.  One really never knows what could happen, so there is some excitement even when there are only a few people in a system.  You have to get used to looking over your shoulder quite a bit.

Of course, the hardest part of solo piracy is finding a mark.  Something that I’ve not been terribly good at, and given the challenges of low sec (i.e., the conventional wisdom that its “broken”) and the time required to do a good roam, I’m losing interest.

On the other hand, with my other account, I took the opportunity to check out Planetary Interaction which was introduced just as I was concluding my last visit to New Eden.  Its been reworked some, but I’ve been producing some goods off high sec worlds to get the hang of it.  So far, its a decent if minor source of passive income.  High sec worlds don’t have the density of rarer materials on them, so overall output is lower.

Nonetheless, in the course of looking for the best place to sell my PI manufactured goods, I discovered a few arbitrage opportunities which I’ve been exploiting fairly regularly.  At the moment, I have just enough isk lying around to acquire enough of a particular commodity to fill my fully rigged Iteron V industrial and make a run to Jita where it typically sells within an hour.  I’ve typically been able to make 15-30 million ISK per run which isn’t bad for sitting on the couch with a crappy laptop while watching the Daily Show/Colbert Report.

Fun in its own way, but I’m not drawn into the way other goals in Eve have caught my attention.

Star Wars: The Old Republic

Having done the beta, I’m sure that our little group would find it amusing enough.  From my own experience and what I’ve been reading, Bioware is slowly addressing some of the bugs and issues that were present in the beta.  I’ve no doubt the game will be a better experience after the first few weeks and months.  One of the main reasons we aren’t playing this as a group right now, is simply the fact that there are five of us and small group content is made for 4 people.

Even with companions, that makes for some difficult math and even more difficult shared experiences.  We could conceivably do a group of 3 with one companion and a group of two with two companions, but that kind of flies in the face of the whole group play thing.

So while I’m still very interested in SWTOR, I’d like to figure out a way (or wait for Bioware to come up with a way) for all of us to have a shared experience.  I suspect we’ll have similar problems with Diablo III.

Star Trek Online

I did the beta, I even bought the collector’s edition, but in the end, I couldn’t justify a subscription beyond the initial 30-days.  Not that there wasn’t fun to be had there, there definitely was, but there were issues that I wasn’t willing to pay for while waiting to solve.

But, STO is going free to play Tuesday, so I thought I’d at least get patched and see what has transcribed since launch.  One thing that intrigues me is the user generated content creator.  STO, like SWTOR, was always so story driven, I think I may enjoy exploring both what has been added by way of the periodic season/episode content which was added after I left as well as user generated missions.

Heck, its been quite some time since I played with a UGC module in a game– probably not since map editors for shooter games– so I may experiment and see whether that dimension is satisfying.

Like LotRO, I suspect that STO will benefit greatly from going F2P.  Its certainly a game that I would have been looking at over the last year had it not required a sub to check out.

Finally a happy accident, it turns out that former subscribers can log in this weekend.  I expected to download and patch, but not be able to log in.  Much to my surprise, there was Lieutenant Commander Skronk aboard the U.S.S. Frinault drifting in Sector Space.

As is typical with re-entering a game world, there is an almost paralyzing amount of information to reassimilate.  Even more so when the game has been patched and tweaked for more than a year AND has gone F2P.  Fortunately, I spotted the Transwarp to Earth Spacedock button (I can’t remember whether that was there before) and beamed down to Starfleet Academy (which I don’t remember existing before either, let alone being in Marin County).

Either Starfleet moved to Marin, or Marin finally went "Pro Growth"...

So, with a three-day weekend, it will be a convenient time to explore STO again and see what’s new.  Stay tuned.

 

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Merry Christmas from New Eden

Ah, the spirit of the season called me back to the warm bosom of New Eden.  I thought I’d take my so called pvp alt in his wee Rifter out and go see what Wilhelm and Gaff were up to way out in the wilds of 0.0… New Eden delivers, even on Christmas.

2011.12.25 08:21:00

Victim: Charles Paisley
Corp: The Other Operation
Alliance: Unknown
Faction: Unknown
Destroyed: Rifter
System: EC-P8R
Security: -0.4
Damage Taken: 1703

Involved parties:

Name: BecBop (laid the final blow)
Security: -0.10
Corp: Taste the Future in Your Mouth
Alliance: None
Faction: None
Ship: Taranis
Weapon: Light Neutron Blaster II
Damage Done: 1703

Destroyed items:

EMP S, Qty: 3856 (Cargo)
Stasis Webifier I
Small Armor Repairer I
Small Nosferatu I
EMP S, Qty: 160
1MN Afterburner I
150mm Light Carbine Repeating Cannon I
Damage Control I

Dropped items:

200mm Reinforced Rolled Tungsten Plates I
Warp Scrambler I
EMP S, Qty: 80
150mm Light Carbine Repeating Cannon I, Qty: 2

Taranis.  When you care enough to send the very best.  But wait, there was a little something extra for me in my stocking.

2011.12.25 08:22:00

Victim: Charles Paisley
Corp: The Other Operation
Alliance: Unknown
Faction: Unknown
Destroyed: Capsule
System: EC-P8R
Security: -0.4
Damage Taken: 287

Involved parties:

Name: BecBop (laid the final blow)
Security: -0.10
Corp: Taste the Future in Your Mouth
Alliance: None
Faction: None
Ship: Taranis
Weapon: Light Neutron Blaster II
Damage Done: 287

Fortunately, my clone was only 25 jumps away back in Empire.

 
4 Comments

Posted by on December 25, 2011 in Eve Online

 

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The Gathering Gloom

Running around EQ2X this weekend and enjoying working on some tradeskills.  Crafting in EQ2 is one of the things EQ2 does a bit better (note I said a bit better because its far from ideal) than many MMOs.  There is a bit if a minigame to it, so perfect success is not guaranteed though there is little chance of real failure, the products are genuinely useful, there is quite a diversity of recipes across a broad range of professions, it doesn’t require the generation of many many useless/valueless items to make progress and its an entirely separate progression mechanism from the rest of the game.

Of course, all crafting requires inputs.  That means gathering.  Ugh.

No MMO seems to have done this part well.  So what has the last decade brought us on the gathering front?

Consider the Miner.

Random spawning, mailbox-sized chunks of “ore” that are curiously unevenly distributed in zones the difficulty of which correlates to their relative value.  How immersive.

I just looked over, and there it was...

How do we find this resource?  Mining radar of course.  Sort of Yukon Cornelius meets Aquaman.  And how is this oh so valuable ore actually gathered?  Take out your trusty pocket pick, give the ore pinata a few whacks and voila.  Paydirt.

Not exactly the picture of mining that I had in mind.  Why did they bother with Moria or Thorin’s Halls when the dwarves could have just skipped through the fields tapping rocks as they went?

Sure some games try to jazz up the immersion by actually having the nodes spawn in or near hills.  Others just don’t bother.  How the farmers in Kingsfell manage to plow their fields with all that rich iron popping up in their fields is beyond me.

I guess the Kings fell because they tripped over giant mining nodes...

Eve got it partially right.  Mining in Eve is a full-blown progression game in its own right and encourages group play.  Yes, its a bit boring with the waiting factor, but to me that is a question of how much, not whether it takes time.

Mining in Eve requires the development of various skills that increase proficiency (speed, mining yield, refining efficiency, etc.) as well as collaborative supporting activities (hauling, group management, even defense).

So why hasn’t any fantasy MMO bothered with truly fleshing out the gathering professions properly?  I for one would love to have to go prospecting for ore deposits and constructing a mining operation out in the wilds, alone or with others.  Then figure out how to haul it all back to town all the while defending your operation from marauding mobs.

A noob miner would have little but his pick, pan, a trusty pack mule and a bit of luck.  A journeyman could construct a proper mine that would yield more, a guild could construct and man a large mine, etc.  Like scouting asteroid belts in Eve, prospecting for a good site with lots of the desired ore (to justify construction of a mine, etc.) would be half the battle.  Imagine if prospecting was a bit like WoW’s archaeology?

Of course, one aspect that is key to the viability of Eve’s mining progression is the economy.  Even the lowliest of the low minerals (Tritanium) which comes from the most abundant asteroid in the game (Veldspar) is used in nearly everything constructed in the game.

Copper doesn’t cease being useful just because I can wear or wield iron or steel or mithril items.

The same paradigm can be applied to any of the other gathering professions as well:  hunting/trapping for hides and leather; farming for food and fiber (thank you LotRO, sort of); lumber mills (with depleting forests) for wood.

Did no one at Blizzard remember the resource gathering part of Warcraft when they designed WoW?

Was an entire civilization built solely on the basis of logs of weathered driftwood that washed up on a beach or random yew branches that the wind knocked down?  Did no one think to swing one of those enormous battle axes at an actual tree from time to time?

Even fishing never progresses beyond a string on a stick… No fish traps? No one invented the throw net let alone a fishing boat?

A beautiful thing, yes. But how about a net?

Of course, a key component to making a system like this work is dangerous transport.  Without some risk, there would be little excitement to the process and less value in the product.  Lets add some transportation for the poor gatherers.  Start with a big backpack, claw your way up to a donkey, add a cart, maybe an ox team and wagon…

And of course, a nice big slow transport full of valuable goods invites bandits…

Seriously, I’d do this all day.

 
9 Comments

Posted by on April 24, 2011 in Eve Online, Everquest 2, LotRO, World of Warcraft

 

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The Rift Conundrum

…wherein I ramble on for a good bit and then sort of run out of steam but talk about tanks and surfing.

Wilhelm’s most recent post on Rift hit a note with me.  What got me was:

…, Rift doesn’t do anything about the things I don’t like about MMOs.

Servers for example.

Or shards, which is the term Trion Worlds has chosen.  But servers, shards, realms, or whatever, here is something that only EverQuest II Extended seems to have come close to solving.

There it was, open beta, and Trion already had a long list of shards, all of which were full, something which seems to indicate that the “I want to play with my friends, but they are on a different shard” issue is going to replay the way it always does.

And, of course, there is the whole level thing, the other great separator that keeps people from playing with their friends.

This.

This is not unique to Rift but perhaps its more acute because, frankly, Rift appears to be such an uncharacteristically strong offering in the genre.

It’s polished.  It’s evolutionary. It’s accretive. And, it appears to do nothing to solve the fundamental conflict that has plagued the entire genre of “persistant progression” games– I’m not even calling them MMORPGs.  If there’s a persistancy element to it, and a progression element to it, playing with your friends may be an issue.

Sure, many games have bolted on mechanisms to attempt to deal with this problem– mentoring, sidekicking, server transfers, etc..  A few have attempted to deal with it at the design level.  Eve is one of the few that come to mind where design consideration given to attempt to bridge that, but even with its skill based progression, which is in actuality time-based, it is difficult to mitigate the gap in progression that will inevitably creep in and impact collaborative efforts.  Guildwars certainly also attempted to do this by altering the progression mechanic with a low level cap.

This, my friends, is a tough nut to crack.

Think about all the ways that games prevent us from playing together.  Levels. Gear progression.  Content unlocks.  Separate Servers.

You’d think that a progression-based game was utterly irreconcilable with with idea that I should be able to play with my friends, regardless of disparities in progression, and still have a meaningful game experience.  Not in a charitable-I’m-helping-pimp-a-guildie sort of “meaningful” but a goddamn-we-all-had-a-great-and-rewarding-time-playing-together sort of way.

Eve seems to allow some of this with its purely skill-based approach, though time-based discrepancies inevitably creep in.  A noob tackler or miner may be able to make a meaningful contribution to fleet ops, but eventually the gap becomes unbridgeable.

Consider a very different game for a moment which I’ve been playing obsessively of late.  World of Tanks.  The matchmaking algorithm does a pretty decent job of creating a balanced match of tanks of different tiers on each team.

A brief example.  I had been progressing up the Soviet tree with aT-26 self propelled gun and pursuing the alternate path toward the fabled T-34 medium tank.  For fun, I decided to start working up the German and US trees as well.  Even though I may be reasonably advanced in the Soviet tree, switching to the US tree meant “starting over” in the lowly T-1 Cunningham.  But the matchmaking algorithm (and the game design) end up creating matches which pit a mix of higher and lower powered tanks against each other.

The “noob” or modestly progressed light tanks are lighter, faster and more maneuverable than the big guns.  Artillery is quite powerful, but slow, immobile and quite vulnerable to enemy fire.  The heavy tanks are slow, powerful and hard to kill.  So as a lowbie, I’m quite capable of applying my scissors to the paper of artillery or by spotting the enemy permitting the paper of artillery to cover the rock of the big tanks.  The result?  “weaker” units are in fact actually niche units in the game design and have a consistent and valuable role to play.

Granted, this is PvP and a “battleground” scenario.  Creating the same opportunity for collaborative play seem to particularly difficult to design.  Frankly its easy to call a match and see who shows up then simply divide the teams evenly based on perceived “progression”, “power” or “ability”.

Its much more difficult to do the same for PvE content.  How DOES one design content for the PvE player that is a challenge for both advanced and more novice players that provide the ever so elusive right amount of challenge to both without being susceptible to the problem of being utterly trivial to a group of highly progressed players or impossible to a group of lowbies?  By comparison, letting everyone play on the same server is trivial.

A while back, there was a discussion going on in the blogosphere about the “challenge” level of encounters and the skill of the player base.  What I came away from that discussion with was the idea that challenge was relative and that creating that challenge in a progression based game (whether that progression was fairly linear or wildly exponential is irrelevant) became increasingly difficult.

Once upon a time, I used to body surf and boogie board with a friend of mine in a spot near Half Moon Bay, California.  Nearby is a place a few people may have heard of:  “Mavericks“.  By all accounts, when the conditions are right, Mavericks is probably one of the toughest spots on the planet to surf.  People die there.  You have to be max level to attempt it and even then there is a gearcheck– you have to be towed into the wave by waverunner.

Raid Content

Mavericks is epic, raid quality, heroic level content.  The folks that surfed there were looking for the same thing I was looking for a few miles up the road on my wee 3 foot near beach break waves.  Give me something that is about X% just beyond my ability where I have a decent chance of success and a greater than zero chance of failure and I’ll run that all day long.  I don’t care if I wipe as long as I have a decent chance of success.

Being able to just catch that wave and then just be able to handle it, and occasionally hot dog it, was the essence of the PvE experience.  Progression just means the wave needs to get bigger and the mountain taller.

Facsimile woosin waves I used to "surf" (I have more hair btw)

But challenge is affirmed only in mastery, and after mastery, additional challenge requires progression and there in lies the rub.  How is the master challenged by the same content as the student?

I don’t have an answer, but the older I get, and the more demands I and my friends have on their time, means that gulf is exceedingly hard to bridge.  Still I refuse to believe that the only choices are to play only with people who have the same skill and/or time budget as you do or to “lower yourself” to playing only games that your time-constrained friends can meaningfully participate in.

As the first gamer generation ages– those that grew up both the PC and PC games– I’m hoping that the grey hairs among us come up with something to solve this fundamental problem.

 
3 Comments

Posted by on February 9, 2011 in Rift

 

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What I Did Last Summer

I can’t believe its been a full three months since posting.  Summer can be cruel.

Please Meet the New Eden, Same as the Old Eden

When last reported, I was hell bent on colonizing a wormhole in Eve which would be populated by my two accounts and a corp mate or two.  After an audacious start which involved lots of skill training and planning, I ended up with my entire POS staged and ready to deploy in that ideal wormhole system.

Despite my best efforts, that wormhole system just never showed up.  After weeks of searching nightly for an unpopulated Class 2 (even a Class 1, would have done) I was never able to find a suitable system at a time of day that would allow me to deploy the POS and get situated.  Nightly, I would surf about 10-20 systems in an ever increasing radius from my usual home system in Amarr only to find most were quite occupado.

Needless to say, it took some of the wind out of my sails, and being summer and all, I had a feeling that I started my assault on this personal Everest too late in the season for a bona fide summit attempt.  Eve it seems lends itself to the inclement and inhospitable weather of winter.  The long cold nights being a natural fit for the harsh realities in New Eden.

Somehow, fan on, windows open and the smell of barbeque wafting in is anathema to spending time in New Eden.  No doubt I’ll rekindle my interest AGAIN this winter.  I have a history of ramping up in winter/spring only to park Eve in the summer.

Azerothian Hiatus

As Wilhelm has been reporting, RL events disrupted our horde-side instance group work just as we were confronting the possibility of having to slog through Burning Crusade.  Divine Intervention it might have been, but I’m glad for the break which gave us a chance to return to…

Middle Earth, I Hardly Knew Ye

Yes, several of us returned to Lotro, partly in response to the announcement that it was going Free to Play in early September.  Wil has again been the scrivener and documented our exploits there.

Several things struck me about Lotro that I now realize that I had been missing badly in Azeroth.  Despite the convenience of the dungeon finder (particularly for old hacks like us who’ve been playing since release), Middle Earth is first and foremost a place.  It first struck me in beta that Turbine had indeed taken a vastly different approach to creating Middle Earth than most developers.

Middle Earth is very much a place and I find myself wandering quite a bit just to see what I can see and yes, there are things to see well off the beaten track.  With the expansiveness of Middle Earth, however, come some drawbacks.  ME, like much off our real worlds, is quite a bit filled up with bits that aren’t that interesting in a footstep by footstep way.

In previous lives, I recall several Vanishing Point quality road trips from California through the high desert of Nevada, over the Rockies and across the Great Plains.  And in a not entirely un-Kowalski like state, those journeys and the experiences of traveling those lands were best experienced “caffeinated” and through the windshield occasionally punctuated by bouts of extreme wierdness on a local level.

Middle Earth of course has yet to experience its Eisenhower and build its network of highspeed interstate highways.  Thus while I am continously enthralled by the feeling of place pervading Middle Earth, I find myself chafing a bit at having to travel quite so much.

I’ve long argued that sensible travel time is critical to creating both a sense of place and an opportunity for emergent gameplay.  However, what makes that travel interesting is the potential for interesting unpredictable outcomes.  Where that doesn’t exist yet the time factors does, you end up with something more akin to a time tax rather than the opportunity to reinforce the notion that you are resident in a vast untamed world.

Still, this time around I’m generally having a good time and even with our group of four, I’m looking forward to the advent of the F2P system with skirmishes available at level 20 to facilitate easy group play.

Return to Norrath

I might even be jumping the gun for Wilhelm’s annual Norrath Nostalgia fest that tends to arrive in the fall.  Exactly unlike Eve, the deepening golden twilight of shortening summer nights and the increasingly cooler winds which carry that slightly sweet sense of decay beckons to return to Norrath for perhaps, yes, one more turn on the nostalgia carousel.

Unlike many others, EQ2 has never been my “main” MMO.  Not that I don’t like it– au contraire.  In another universe, I could easily have spent the last 6 years in EQ2 rather than WoW.  Like Lotro, I’ve longed for the F2P option for EQ2.  This fall, they’ve decided to deliver.  Sort of.

This weekend (double xp weekend no less), I decided to drop into the EQ2 Extended “beta” (as Wil says, in a post-Google world, v 1.0 is “beta”– by that criteria, most of my life has been a beta– which is good because I can then think that I’ll correct all those mistakes on “release”….).

My overall assessment is positive.  If EQ2 has the potential to captivate you, EQ2 Extended could easily scratch that itch.  If you have deeper needs than that, you may run into what I call the EQ2/SOE dissonance, namely how can such a bunch of business asshats be responsible for the great game that is buried within EQ2?

I think Gordon from We Fly Spitfires has hit most of the issues and I can’t say I disagree with him.  Frankly, I woke up Sunday on a three day weekend and said, hrm… maybe I should check out the EQ2 Extended beta… I tend to try to pretend that I’m just a somebody seeing what its all about and what the “everyperson” experience would be like.

After reading WFS and Saylah’s posts over at Mystic Worlds, I decided to see whether Bronze (aka free cheap bastard) level would allow me to enjoy myself in game.  Races limited, classes limited, so I ended up with an Erudite Inquisitor to start.

Based on Saylah’s posts, I too decided to roll out in New Halas, mainly because I had never been there in any previous EQ2, but also because of the good things she said about the layout of the town and the housing.

With double XP weekend, I managed to rocket through to almost level 20 in a day, pick up the New Halas Courser noob mount and get to New Halas to start decorating my new apartment.

Man, housing in New Halas is WAY better than the ghettos of Qeynos.  Thats a big plus.  The basic noob apartment with the various bonus items from previous purchases and the many housing item quest rewards from the starting quests definitely had my new diggs looking fairly spiff.  And the EQ2 housing seems pretty much quite a step up from Runes of Magic.

Of course, with Bronze level, there are some glaring omissions which may or may not be a complete pain in the ass. First, I was jazzed to get a Legendary quality cloak item as a quest reward.  To bad that Bronze cheap bastards can’t equip anything north of mastercrafted.

Likewise, Bronze cheap bastards are limited to basically no storage.  This wouldn’t be that big of a deal if it simply meant that I had to grind gold to buy bags/boxes/bankslots.  But that would be too simple.  Bronze, of course, can’t access the broker (aka auction house) without purchasing broker tokens in the cash shop.

Now that sucks.  The kind of F2P model I like is agnostic as between time and dollars.  In my world, everything in the cash shop should be available for some expenditure of gold.  Eve, in my view, has got this figured out.  Plex can be purchased for in game currency via the market or for cash.  Players who have more time than money can choose accordingly and vice versa.

Unfortunately, I haven’t seen anyway short of an upgrade to solve the access to the broker problem.  And the truly unfettered access to the broker appears to only come at Gold (aka subscription minus) level access.

I think this is a huge mistake.  Frankly, one of the thing that is a big draw to EQ2 is the depth of its crafting system.  And, more importantly, its balance with the rest of the economy, i.e., crafted gear is quite desirable throughout much of the game.

At a MINIMUM, everyone should be able to participate in the consumptive economy.  A game’s economy via the time shifted purchasing and selling of items is really the heart and soul of a virtual world.  In it are buried the sum total of the populations varied and sundry activities, across experience levels, across time zones, etc.

Maybe I’m a noob, but quite often I’ll see something on the broker or auction house and wonder “holy crap, where did they get that?” and the pursuit of such an item then fuels further adventures in the wide world.  By locking out Bronze and Silver, I think SOE is missing a huge hook to get players to commit.

On the plus side, I see that crafting raws are available via the cash shop.  Whether the price is right is a matter of debate, but the concept is simply time versus money and with gathering, I tend to agree to that.  I enjoy crafting as a progression game in itself and gathering time is often merely a tax in time or gold.  This solves both.  I was amazed briefly when as a wee member of Jaye’s Revelry and Honor they’re gathering bots in the vast guild hall was able to provide raws as needed (within reason) to allow people to play the game they wanted to play.  Having mats in the cash shop is a reasonable subsitute IMHO.  I can choose time or money as desired.

I’ve got to say, there is simply something about EQ2 that either grabs you or it doesn’t.  What grabs you (me at least) tends to be something that doesn’t lend itself to lists like the many things that bug me or downright piss me off.  Nonetheless, I’m pretty jazzed that there is a F2P way to play EQ2 now.

The Future

I’m sure we’ll reconvene as a group for Cataclysm whenever that arrives.  In the mean time, I suspect our of time in investment in Lotro will keep us headed toward Moria.  No promises whether we make it to Mordor.

A backup plan for the group might be to roll on F2P in EQ2 Extended.  I know at least 3 of our 5 group would dig it, and the last two might be convinced particularly if the cash shop could smooth out some of our disparities in play time budgets, etc.

What I’m really looking forward to is Guildwars 2 though… but that’s another post.

 
 

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