/Saved: Beta impressions, Evergreen topics and ingame adventures

This week, there were some interesting posts about games in (early) testing- namely Atlas Reactor and Black Desert Online, a discussion about solo play in MMORGs and ingame adventures from The Secret World and Final Fantasy XIV as well as some thoughts about map/zone design.

Beta Impressions

Black Desert Online’s reception seems to remain mostly positive, although i have to say Ironweakness’ impressions were worse than i expected while still being quite positive all things considered, while Syl mostly worries about cash shop prices and PvP but still thinks BDO can deliver in terms of exploration.

Atlas Reactor is a game i’m somewhat eyeing: a turn-based multiplayer battle arena sounds like fun! So i was happy to see Nerdy Bookah’s First Impressions review of the game- and it seems they’re quite impressed. While i’m generally quite forgiving and not too bothered by cash shop weirdness, these days i’m not entirely sure Trion has a good plan for earning money with the game. Having no plan – or a bad one- might result in some strange moves on the way to figuring it out. Other than that, though, i’ll probably check it out sooner or later.

Opinion

There are a few topics in MMO-land that surface from time to time- one being the Solo-play-in-MMOs-topic. However, i think it isn’t boring or tiring at all, because perspectives and game design shift all the time- just take a look at the way SWTOR does things now. This week, Wolfy wrote about solo dancing after Syl asked why people would play an MMO solo.

J3w3l took Ironweakness’ post about zone fatigue and shares her own thoughts on that, stating that she doesn’t feel it as much when maps change themes slowly instead of shifting from one map design to another.

Ingame Adventures

Syp brings us another tale from The Secret World, this time revolving around the quest “Wetware” which takes place in Tokyo. Aywren shares her observation that sometimes, healers are killjoys in pick-up-groups. Personally, i’ve had much worse experiences with tanks- and WoW hunters, and healers are probably more sensitive because wipes will ultimately be blamed on them, but i can still see where she’s coming from. Ironweakness takes a look back at the games he played in 2015- this week’s post was about Final Fantasy XIV.

 

Travel Log: Rkindaleft

We’ve finished Rkindaleft tonight. All in all it was a nice, if not very challenging, experience. But i have to say- i love public dungeons. The whole experience reminded me a lot of public dungeons in Everquest 2, a part of that game i really like. Granted, you won’t get lost in there- its design is too linear for that- but it’s big, it took us about 90 minutes to finish, it’s beautiful, offers an interesting storyline and a few boss fights. Here are a few impressions of the dungeon.

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Friday Quick Notes

This Blog

I think that i’ve found the right Theme to go with on this blog, so i’m going to start building up the “features” here. Overall, i’d like to:

  • make the Home Page more appealing and more magazine-like. I’ve begun doing this, but right now it seems a bit pointless, of course, as i’ve only published 6 posts for now. With more posts being online, there will come more customization- i’ll simply have to figure it out on the fly
  • publish, publish and publish. I’m not going to import my posts from the old blog- i’ll just leave it as it is and start building up here. Therefore, i’d like to write and publish more to build a solid base of posts.
  • build a character page instead of the current Group Up – page
  • build a separate contact page
  • create a real menu to allow easy navigation through the page
  • venture into different topics: books, movies, tv-series, maybe even life. This site isn’t just about MMORPGs anymore. I’ll see if i can figure out a way for readers to opt in (or out) of certain topics; maybe by providing categorized feeds. Right now, there’s not much happening on that front- while i’m watching and reading something, i’ll have to wait to write something about it.

Gaming

ESO_logo-black

Elder Scrolls Online

I still need to “finish” Grahtwood. The Quest Achievement is done, now i’ll go and look for Caves, Skyshards and maybe Bosses. Tonight we’ll be heading to Rkindaleft, one of two open-world shared dungeons in Wrothgar.

There are also plans for two additional characters (maybe three): i’d like to try and build a Templar that is mainly DPS, but also somewhat capable of tanking and healing- a true hybrid reminiscient of the gameplay-feeling i had playing a Druid <level 30 in early WoW. This idea was inspired by Xannziee’s post about her favourite character. The other one i’m trying to create is a leech healer, possibly a Nightblade. I’m still trying to figure out the details- do i change things up a bit by laying them in another alliance since grouping between alliances will become easier in Thieves Guild? Or do i go all-in for the Aldmeri Dominion; to be able to enter Cyrodiil at will with my guildies?

The third character will be a Dragonknight- i’m still trying to figure out what kind of build i’d like- the only thing i really know is that i want to have one character in each armor type- light, medium, heavy. I guess my Templar “Battle Priest” / “Cleric” will become Heavy, advisable or not- the Leech Healer / Blood Mage will wear Light Armor and the Dragonknight will come in Medium Armor.

And why would i want more characters? Mostly because of the crafting, to be honest. I think that 2 or 3 crafting professions per character are a good amount for casual players, to avoid crafting slowing me down even more, but also because i’d like to experiment a bit and see what the other classes can do. In the end, i’ll also want to create a Sorcerer, but deciding for a direction there is even harder.

Tsw_logo

The Secret World

Speaking of Leech Healers- i’ll build one in TSW, too. I think one of my characters has begun to take that direction anyway, and she’s early in the game. I’ve tried it two more times, but i can’t seem to get into my former main anymore- it’s been so long that i feel lost whenever i log her in. But i’d like to play TSW again, mainly as a solo venture, and i’ve found it frustrating to try and find my way with the main. I’ll take a casual approach here, but i do want TSW to become a regular game i play.

Black-Desert-Online-Logo

Black Desert Online

The CBT2 is underway and i was able to create a character and log into one of the channels and see the very first steps in the game. It’s too early to form an opinion, of course. For now, i was surprised that there are “channels” to choose from- what do i have to do in order to find the friends i’d like to play it with? Do we have to choose one channel or are players able to interact regardless?

Cities: Skylines – Snowfall

The best city-builder out there has just released a new expansion- Snowfall. There’s new weather effects in old map types (rain, fog), there are Trams now and there are “winter zones”. All in all, it looks like a good update and i’ll buy in as soon as i get the urge to build a city again.

Other Media

A quick overview about things i’m watching/reading right now:

  • picked up watching The Walking Dead again- i think we haven’t watched since our son was born, so we’re way back in Season 4 right now. I like it so far, but i’ve found some slower episode in the middle of the season quite boring, actually. I’ll write up more about that when we’ve finished the season.
  • watched Mad Max: Fury Road and actually don’t want to waste too much time on it to write a review- i’d rate it 6/10…maybe. I did like the action…somewhat, but it all seemed a bit shallow for my taste.
  • i’m currently reading Mr. Penumbra’s 24-Hour Bookstore by Robin Sloan and like it very much. Thing is, i don’t get much reading-time in nowadays, especially if it’s a real-paper-book, so it’s slow going. Here’s the blurb: “The Great Recession has shuffled Clay Jannon away from life as a San Francisco web-design drone and into the aisles of Mr. Penumbra’s 24-Hour Bookstore. But after a few days on the job, Clay discovers that the store is more curious than either its name or its gnomic owner might suggest. The bookstore’s secrets extend far beyond its walls.”
  • i find much more time listening to stuff. I finished listening to The three-body problem by Liu Cixin – it’s chinese sci-fi where humans find out that another civilization is on its way to conquer earth- but it’ll take them 400 years to get here. I’d give this a general 7/10 and a genre-related 9/10, it was interesting to listen to and i’m very much looking forward to listen to The Dark Forest as soon as i can.

Growing a small social guild

Since we’ve founded our fledgling community/guild, i’ve been wondering whether it is possible to build up one of those 10 years plus communities in this day and age. I know there are many great guilds out there, but i do feel the climate has changed and creating a long-lasting guild where bonds between members only grow with time is harder now than it used to be when the MMORPG community had about 3 very different MMORPGs to choose from. Today, not only do we have a billion MMOs to choose from, but the games themselves also allow players to be part of multiple guilds. Players change games more often, and when they try a new game they might seek out another, already established guild in their new game instead of trying to grow the guild they’re in or taking guildmates with them.

I’d like our guild and community to grow, in connections as well as numbers and possibly even games later on and i’ve been thinking about ways to reach the goal to be “that guild” at some time- where people would say things like “this weekend a few guildies and i are trying out game xy together”.

It’s a journey

A longlasting guild can’t be built up in a year, and we all know that. What i’ve seen though, and struggle with myself is that it’s kind of hard to be patient. It’s looking hard right now- we’re seven people playing Elder Scrolls Online right now and attracting members is difficult- i feel it’s because of size, related ingame-features- we’re too small to even have a guild bank, after all and the fact that we openly describe ourselves as being casual players who don’t play every day. If you were to join our guild, chances to build a dungeon group spontaneously on the fly while you’re logged in are about zero. If you were to ask in our forums, though, i’d bet you’d get a group of players willing to join you in the next couple of days, depending on the availability of our members.

Of course, this isn’t something we’re used to nowadays- and in the end, it’s easier to simply use the group finder to tackle a dungeon. When i played WoW, building a group with the guild was the easier way to go (no lfg tool then), it’s the other way around now and with us. In the end, we all have to be patient- the guild leaders have to be while still trying to offer “more” in terms of trying to grow the community, and the members themselves, because right now, we’re almost more a friends list than a guild where you meet someone everyday. With our 7 players, it’s still entirely possible to log in and be the only player online in the guild. Normally, i’d say that 10 online players in the evenings is a good number.

 

Shortly after release, growing fast isn't hard to do.
Shortly after release, growing fast isn’t very difficult.

It’s very easy to grow in new games – in my experience you’ll reach a critical mass quickly if you recruit for games that aren’t released yet. I’ve seen the foundation of about half a dozen guilds before a game was released- at that time, it’s mostly the guild-type that attracts new players, not the current state of the guild. You can start recruiting for a game soon to be released while having only two people in your roster- if you do it in a timely fashion, you’ll have 20 to 50 members as soon as the game releases. Because nobody cares if you’re only two when there is no game to begin with.

In a game like Elder Scrolls Online, it’s harder, because the players want their guild to offer something- a guild bank, players to group with at all times and a guild trader would be nice, as well. There aren’t as many non-guilded or new players, as well, since the game has been out for a while.

In addition to the ingame-features, the community has to grow, as well- we’ve changed things up a couple of times, already. If you’re four people who know each other well, there’s no need to have many rules and regulations. I think a good guild needs to adapt- have its vision set, but alter the ways to get there. There’s a bit of trial and error involved here.

And lastly, “that guild” you’ve played with for five or ten years has to last that long to become just that. You can’t have this done in a year, per definitionem.

Recruitment

All guild advice you can read will tell you how important recruitment is. I’d say it’s depending on what type of guild you want to create. In a game like ESO, building a simple, big social guild doesn’t really require anything outside of the game- you take in who’s interested and weed out inactives and troublemakers. If you want to stay somewhat small and prefer to build up connections with your guildmates, however, recruitment gets difficult, even in small social guilds. Because not being a troublemaker is not enough- the personality of a recruit has to fit into the group, and because this won’t be the case every time, you mustn’t be afraid to decline people. Which is even harder to do in a social guild- “it’s not personal” doesn’t work here, because it is.

 

group
You can have fun in small numbers, as well.

This is why i like Enjin so much right now- because applications aren’t public. We set up a form with a few questions (“What MMOs have you played recently?”, “How much time do you spend in MMOs a week?”, “Do you prefer voice or guild chat?”, “What are your ingame goals?”). The officers can then review an application, ask the applicant some questions and hopefully get answers without anyone knowing what’s going on. For us, we’ll take in everyone who understands what we are and is aware of differences between us and their preferred play-style. For instance, if you’d apply and check “Raids” as an interest, i’d possibly tell you that this is something we’ll probably not do anytime soon, if at all. If you check the box for playing more than 30 hours a week, i’d tell you that this is much more than the rest of us are playing. If the applicant is ok with everything, we’ll try and see if the glove fits. If there’s no reaction three days after i’ve asked some questions, i’ll simply reject the application- mostly without giving an extra reason (i feel that has been given by the questions asked), but sometimes i’ll even go into the official forums and suggest an alternative guild that might be a better fit. So far, it’s 50/50 – i accepted three applications and rejected three, as well.

I do that because i’ve seen guilds with a similar vision failing to decline applicants, growing too fast and therefore building no connections between the guild and the respective players. The communities might have 300 members, but that doesn’t mean anything if the forums are used only by 30 and the whole community discourages their leader from creating an ingame guild because it would be inactive after a month anyway (yes, i’ve seen that happening).

Stability and Perseverance

I think it’s also very important to show stability and perseverance in building the community. OK, so maybe a monthly guild meeting for four players who meet each friday anyway is a waste of time- maybe it will be for seven members, as well. But thinking “i’ll do stuff like this when it matters” sends the wrong signal to the members of the community- it tells them “we’re not real, yet”, so the culture you want to see your guild having needs to be built in from the ground up. Try, and if nobody shows up, try again. Maybe change things up a bit. This is a clear sign that you’re serious and in it for the long haul. I’m also a huge proponent of telling the guildies what the next steps are in growing or strengthening the guild- while i’m almost always somewhat disappointed when asking for feedback (you’ll probably not get any), i think members appreciate it when their leadership shares its plans on following through with the vision.

And because we’re lucky in how MMORPGs are designed nowadays, it’s always important to see if you can find something worth doing in terms of ingame-goals for your whole guild. For instance, tomorrow we’ll be going to Rkindaleft, one of two public dungeons in Wrothgar. We might be able to do it, or maybe not, but it’s nice that we can do something worthwhile together despite being in the level range of 11 to VR10, with 7 players.

 

Before i go, though- what’s your opinion on this? Is it easier or harder to form a small guild with strong bonds nowadays? How would you go about it- any tipps to share?

Why i am excited for Thieves Guild

Stealth is not something i like a lot when playing games- i usually don’t roll rogue-type characters and even in other genres (FPS), i don’t like the stealthy ones. Since the justice system went live in Elder Scrolls Online, i haven’t stolen anything, mainly because i don’t really understand the risk i’d take and the system behind it in general. Of all zone types, the desert is one of the least interesting environments to me, topped only by “lava” zones. Still, as time moves on, i find myself increasingly excited for the Thieves Guild DLC that’ll come to ESO in march- and here’s why.

World Design

I love the world design in Elder Scrolls Online. The maps are plausible, the zones offer beautiful sights and it’s interesting to go out and explore in ESO. After seeing the design for Orsinium, where the designers managed to pull off one of the most interesting snow zones i’ve seen in MMORPGs, i’m very confident that they’ll also do the desert zone in a good way- not too void of things and not too full to make it implausible. The environment in ESO is always nice to look at, i’m sure lore fanatics will find many additional things in buildings that are, for instance, regionally different or relate to the race living in that respective area.

Orsinium also catches the spirit of entering a zone and go out exploring. Since everything is Level-synched, you can enter Wrothgar and walk off in any direction you’d like. While Hew’s Bane is smaller than Wrothgar, i’m confident it will be a blast to explore.

More options for our guild

Our guild is small and we span a huge level-range. We have some members in their early teens and some members already in the Veteran Ranks. It’s not very easy to find something in terms of PvE or PvP content we all enjoy that also feels rewarding and challenging for everyone. Right now, there’s mostly Cyrodiil and/or Orsinium. With the Thieves Guild DLC, we’ll have another option.
orsinium_taverne

More options for gameplay-style

If there’s one critizism i have for ESO at the moment, it would be the combat-focus. Sure, crafting is also very rewarding, but it’s not something you can do exclusively. Maybe fishing is a bit more on the non-combat side, but i haven’t tried that yet, so i can’t tell. Chances are that you’ll encounter mobs on your fishing trip, as well. While i am sure Hew’s Bane will include lots of combat as well, there will be content like the Heists that will revolve around stealth and thievery. This will provide another twist to the PvE-formula that’ll play out differently than what we are used to- maybe a bit more like the sabotage missions from The Secret World.

Content for old zones

The Thieves Guild will send you out to do something in the old zones, as well. It seems Hew’s Bane, as a map, will be kind of small and limited in scope, but ZOS are reusing the older zones for new content- and i think it’s a great idea. It’s cheaper for them and we get to see all those zones again- they will feel alive and thriving because of the players travelling all through Tamriel.

The personal one

Directly relating to my own feelings regarding The Elder Scrolls Online right now, this will be the first DLC i get to see released as an active player of Elder Scrolls Online. ESO wasn’t on my shortlist of MMORPGs i could see myself getting invested in for the long term, but as it happens, i feel good there. So more content being released is a good sign on the health of the game- especially as it’s not only zones or new content done in the same way as the old one that gets released, but ZOS clearly doesn’t think of ESO as being systems- and feature-complete. It’s still a long way to go, but i’m actually beginning to look forward to being “maxlevel” and seeing a lot of those other systems like Champion Points and such and being able to play the game with even more freedom- although the Q2 DLC will probably take care of some of that, as well.

Dual Wielding: On Negativity

Dual Wielding: A series featuring two bloggers writing on one topic and answering the question, “If the pen is mightier than the sword, what happens when you dual wield?”

Make sure to check out Ironweakness’ take on the subject.

Personal note

Continuing with the Dual Wielding post series was one of my resolutions for 2016. So far, probably with the exception being the “budget” thing, i’ve been doing well. The budget, i will break, i know this already. But that’s not today’s topic- i’m really happy to do this thing again as it is a lot of fun to do.

Ironweakness and i decided to make this a monthly thing now, allowing for a more relaxed pace and maybe providing us with topics along the way. This time, we wanted to tackle Negativity in the MMORPG community.

Negativity is a thing

To be honest, we’re a bit late on the subject- i think it started with a post by Tobold called Hate Blogs. Tobold stated that he didn’t write much about MMORPGs anymore and also refrains from reading MMORPG blogs mostly because they’re very negative. Now, i don’t want to weigh in on every post on this subject, but since this one is the post that made me notice the subject, i’d like to point out two things about it.

First, i agree with Tobold insofar as that certain blogs surely are the way he describes: grumbling about new MMORPGs because we’re not in Britannia anymore- or complaining about other players, although i don’t read much of that. But i also have to disagree with the post because Tobold leaves the impression that most MMORPG blogs nowadays are like that. That is not the experience i’m having when browsing through my Feedly- i see lots and lots of people writing about the games they love.

There have been other entries around this topic, such as Bhagpuss’ description on why he’s more positive nowadays and doesn’t dwell on thinking about that “perfect MMO” that might or might not come in the future.

There have been more, of course, but those two are the ones that caught my attention- well, it’s been three, actually, as i also follow Syncaine.

The MMORPG subculture

A lot of what is happening with the community in regards to negativity reminds me of the developments in other subcultures where something is cool and edgy as long as it isn’t popular. When it becomes popular, you’ll have the veterans telling everyone who wants to hear it how they liked this thing before it was. And all the new stuff will only really copy the old in a bad way or be created without the “spirit and soul” of the original thing.

In MMORPGs, we have World of Warcraft that turned things around and made a subcultural genre popular. Of course the “cool kids” will tell everyone that before WoW, MMORPGs were actually good and different. The funny thing is: these games aren’t gone. If Ultima Online, Everquest and/or Dark Age of Camelot are better for your taste, they’re still there to be enjoyed, and they wouldn’t mind getting more players. Two of those are even subscription-only MMOs. Just like you can still listen to pre-Teen Spirit-Nirvana albums, you can also go and play DaoC.

The player base

 

Sometimes, i feel as if we, the players of MMORPGs, are the toughest gaming customers out there. We are very, very demanding and complain just about everything that doesn’t meet our increasingly high standards. We might also take offense on something and seem to be rejoicing in a game’s, a company’s or- even worse, a human’s failure (remember SWTOR in the early time, Trion/NCSoft, Smed, McQuaid).

We’re hard to please and very critical of just about everything. Of course the newer breed of MMORPGs, those who truly are an evolution of the genre (ESO, The Division), do everything in their power to avoid being categorized as an MMO. If they’d do, they’ll possibly have us as their customers- and while they want us to spend money on their product, they don’t want us going into their game with the expectations we have regarding MMORPGs.

Regarding the “normal player” in-game, i’ve found negative behaviour most often excused with the opinion that other players behave badly, as well. Things like “i have to run for this resource node or the other player will get to it first” or tagging mobs first. That one really bothers me, because frankly, you have a choice here. For that other guy you are the one rushing to get the resource node, you are the thief. Everytime one is doing something like that, another player with the same mindset is born.

The choice is yours to make

All of this doesn’t mean there’d be no room for criticism- there is. There is no need to put a positive spin on everything- that’s the marketing departement’s job. But there’s a difference in being disappointed by how ArcheAge turned out and wishing Trion bankrupcy- or Funcom, for some failed launch 15 years ago.

In-Game, it’s possible for every one of us to behave differently. Going for the same quest? Build a group. Going for the same resource? Take a step back. Share advice if “dumb” questions are asked in general chat.

And it’s the same thing with blogs, opinion, or comments- instead of focussing on all the shortcomings of the games in this genre and reading about them, thereby leading you to believe that your current game of choice is on a downward spiral, a buggy mess and generally a lackluster attempt at creating an MMO, we could go out and read forum posts, blogs or listen to podcasts created by people who love their respective game, the genre, the community. Because there’s many of them and they’re much more sustainable. MMORPGs aren’t easy games- sure, some of them might lose you as a player, but when they keep you, you’ll continue to find things you like while playing. You’ll also find a few things you dislike, but that’s nothing bad in itself.

The turning point

But here’s what i truly believe: we are the best community in the gaming world. We are the ones who made Massively Overpowered and Blizzardwatch possible and still fund both via Patreon, we are the ones chipping in for the wife and a child of an EVE player who died in San Bernadino as well as medical care for Matthew Rossi, one of Blizzardwatch’s authors.

We write a ton of blogs (take a look at Syp’s Blogroll while i set mine up) and are connected via Twitter, Anook and other means- we support and engage each others with projects such as the Newbie Blogger Initiative, Blaughust and so on.

It’s us who are also actively driving in-game communities like guilds, we provide events like Weatherstock in Lord of the Rings Online, we host radio stations like Radio Free Gaia. We create useful websites providing guides and character builds for our favourite games or fashion blogs for players who really dig cosmetic outfits in MMORPGs.

It’s in this genre that you’ll find tens of podcasts to listen to, both game-specific and general.

There’s one thing that hasn’t changed in those 20 years the genre as we know it exists- those who love it, or remember earlier times/games fondly, they almost always remember experiences with the community in a wider sense- a great guild, chatting with other players while waiting for a boat, the pre-Warhammer-blogging wave.

The MMORPG community is a very passionate one- sometimes, that passion turns a bit negative, but on the whole i’m of the opinion that the MMORPG community is a great one that makes me actually proud to be a part of it more often than not.

/Saved – week 6-2016

One thing i used to do on my old space and stopped later for some reason was highlighting a few posts i enjoyed reading during a week- i’d like to take that up again here on my new site.

My new blogging home is still far from being set up in the way i’d like and it’s going to be a work-in-progress for some time, still. As far as i can tell, importing the old posts won’t be done quickly- there’s still a workaround i’m going to try and if it works, i’ll have my old posts here, as well, but if it doesn’t work i might settle on getting a few posts i like over here.

While browsing through available Themes for this blog i found the one i’m using right now and instantly liked it- i couldn’t put my finger on it, because it misses a few features i’d like a Theme to have (nice, big pictures on individual post pages, for instance) when it hit me- this seems to be the Theme Massively Overpowered uses. I’m still debating whether i should keep it, because it doesn’t feel so good using the same Theme- but on the other hand, it’s not as if i’d be competition for them or that i’d do something illegal here- it’s a free Theme, after all (with optional purchase, which i’m sure they opted in for).

Anyways, on to the posts i /saved in my Feedly this week.

/Saved Posts

The Secret World

I like it when “old faces” return- this year, a blog resurfaced that i used to read before the author stopped writing- DocHoliday’s MMO Saloon has now returned as Doc’s MMO journey. He plans to cover a bit more than MMO’s this time, but spends his time in The Secret World again. Here’s his take on the new subscriber benefits in The Secret World.

Ironweakness gives insight into his state of mind which he’s monicked “Zone Fatigue“- basically, it’s the feeling you get when you just want to leave one zone for the next one. Especially if you want to complete everything a zone has to offer, you’ll often run into trouble such as Overlevelling content or simply that a zone feels a bit like a drag.

Blade & Soul

Blade&Soul’s reception is surprisingly good. After most posts i read about the early impressions gave the vibe of a nice, albeit not very special game, it seems to grow on those who stick with it a bit longer. Bhagpuss more or less stumbled into the game, but seems to enjoy it even more the longer he’s playing. And surprisingly, it’s neither the combat nor the story, but a combination of good (world-)design choices, a connection to the character as well as its pet and scenery/setting at large in Blade&Soul.

On Guilds

Interestingly, guilds- or guild management, to be more precise, is not a topic you can often read about in blogs. Maybe it’s because it’s difficult to do these kind of posts without offending anyone, especially if the guildies know about your blog. Navimie touches on the subject of guild management quite regularly on The Daily Frostwolf, this time it’s about Sunshine Patriots and Winter Soldiers. I like what she (?) is doing here, because it’s hands-on and down-to-earth experience, opinion and advice.

Podcasts

This week, i discovered the Tales of Tamriel podcast. Listening to them saying they gained like a few hundred listeners in the last few months makes me think most of those who are interested in ESO-specific podcasts already know about them, but i’d still like to point it out. It’s a great mix of news, opinion and gameplay experience with a bit of banter and lots of information regarding Elder Scrolls Online. I can’t believe they can talk about one game for 90 minutes and it’s interesting to listen to the whole time.

They also do it live and on youtube, as well, so you can actually look and see stuff.

Regarding Podcasts, Justin from Massively Overpowered put together a great list of game specific podcasts, take a look if you need more podcasts in your life.

Travel log: Orsinium sights

Tonight, our guild group has been to Wrothgar, again. I have to say, i love how we can simply set off out of the city and go exploring. We tried to follow quests, but were soon distracted by stuff we saw in the landscape- and also, because Edu is one difficult boss to kill.

On our travels we saw a museum, fought and were killed by Edu, maybe a Goblin boss, i don’t know, because we didn’t see him for all the ogres he sent our way, an arena where Orc clans settled their war, a giant statue of Malacath and Coldperch Cavern, a delve in Wrothgar. And also, a lot of beautiful sights.

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A New home

So i did it. After thinking about it for a week, i decided to move away from the easy life on wordpress.com and into the big bad web itself. I have to say it feels good, although i still have no idea what to do with the old blog at partybusiness.wordpress.com. Do i move the content over here- as in importing it here, deleting it there? Do i simply copy it? Or should i go with a fresh start here? I haven’t decided yet. For now, i’ll go with the clean slate- the import functionality doesn’t work in the moment, anyway. It might, tomorrow, but we’ll see. I won’t transfer the blog manually- either it will be a thing of an hour or two or i’ll be fine anyway. Keeping the posts there would be good for externals, i guess- although there aren’t that many inbound links, anyway.

Now the figuring-out part really begins: what to do here and how to do it? I’ll work it out on the go. The only thing i can really tell is: this time, it’s personal. No, i don’t want to tell you how my son behaved when i told him to brush his teeth this morning (he ran away), but i don’t want to simply focus on the MMORPG stuff. I mean, quite often, really, you’ll find that a person who likes x might also like y…that’s the way Amazon’s recommendations work. So chances are we’ll find more common ground than MMORPGs.

So let’s see how this works out. It feels good, anyway, because right now, it’s not too hard to decide what to do with the old content. The longer i would have stayed on the platform, the more difficult it would be to leave it behind (or transfer the content, whatever it will be).