Archive for August, 2010

RuneScape Bonus XP Weekend (Part 2)

Tuesday, August 24th, 2010

…and it’s back! Jagex announced last day that the second bonus XP weekend will be running from the 3rd to the 6th of September. Clearly I’ve been out of the loop for a good period of time; I only noticed because this post was getting a spike in traffic the last couple of days.

It looks like the principle behind the entire event has largely stayed the same. There is one major difference though: summoning will be capped at 110% of normal XP throughout the weekend. This is due to the nature of the skill; as I mentioned previously, most of the work occurs during charm gathering rather than pouch making. The addition of dungeoneering is a slight change; the XP calculations will work as normal although extra tokens won’t be given out as rewards.

As expected, many raw materials have already been bought out and are rising in price rapidly while big-ticket items are heading in the opposite direction. I’m actually pretty curious to know how many people were already planning / holding out for this event ever since the last one ended. It’s unlikely that people would be willing to train skills like summoning and herblore heavily if there was a chance that this weekend would come. In other words, there was a very real possibility that the first bonus XP weekend altered player training habits for good. I mean, who wants to get shafted by an arbitrary external force?

Anyway, I’m still on a hiatus from the game so it’s unlikely that I’ll even bother participating. If I did, my day would probably consist of a whole lot of dungeoneering ’cause, you know, at least that particular skill is somewhat interesting to level. :P

StarCraft II

Saturday, August 21st, 2010

Well, SC2 is a game that needs no introduction with all the press that it has gathered over the last few months. After all, its predecessor literally jumpstarted the entire progaming scene; expectations are high that SC2 will take Brood War’s place over the next few years. I’ve been replaying the campaign the last few days, trying to pick up most of the achievements (I already stomped through it once during my exam period just to go through the storyline; let’s just say casual difficulty is really, really casual :P ).

As is usual for a Blizzard game, SC2 mostly lives up to its hype. The graphics are phenomenal without being overbearing; I can still play the game relatively well on medium settings using a laptop that I got three years ago. The audio is pretty decent as well. All of the sounds are appropriate, given the situation; it’s easy enough to tell what’s going on if you listen intently. Much of the music seems like it was remixed from SC1 too, giving an old nostalgic feel to the game.

What I really liked was the changes to the user interface. The new control groups really help a low-APM player like me. :P Things like automatically (and intelligently) choosing which building to build a unit from, having unlimited units in one group, casting only one copy of a special ability at a time, and such means that I can focus less on mass-spamming my mouse and keyboard and focus more on overall strategies. Of course, there are things missing that I’d like to see. For example, wouldn’t it be nice if units created from a building were automatically assigned to a chosen control group when they come out? This could be implemented by, say, Ctrl + Right Click on a control group when the buildings are highlighted. Right now this is half-done if you rally the buildings’ troops to a unit; they’ll basically follow that unit if it isn’t dead.

The storyline itself was okay. I didn’t expect much from a RTS game so all of the character development and stuff were pretty much gravy. That said, much of the plot is relatively predictable and cliché; despite giving you a lot of choice in choosing which missions to do first, there isn’t much overall impact in the end. At least there weren’t any inconsistencies that I could see though (e.g. one mission done before another, but some dialogue refers to the latter in the former). I suppose not too many people care about singleplayer SC2 anyway so it’s a moot point…

I haven’t played any league games yet and don’t really intend to; I’m not particularly big on competitive gaming in general. SC2 isn’t exactly balanced for anything above 1 vs 1 anyway (hell, it’s not even balanced for that despite aiming to become the de facto standard for progaming). I’ll stick with trolling the AI and playing custom maps, thanks. :P

Anyway, there are a few things that I dislike about the game. The lack of chat on the new Battle.net is kind of a step back from the previous iteration; not everyone likes to interact with others on the official community forums. That said, the old Battle.net was pretty blah, so meh… Regionalization of the community is a massive pain in the ass too; is Blizzard seriously telling me that I can’t play with friends in other regions without buying another copy of the game? The world is coming closer together with all of our new communication technology and they pull that kind of crap in the name of providing a better experience for their users. I haven’t seen a justification for such an action that couldn’t be met with a “softer” version of segregation (for example, league matchmaking can be done by region but custom games can allow anyone from anywhere to join; this allows for lower ping in “important” matches and increased versatility when players want it). Sure, it’d be harder to implement but it shouldn’t be impossible for a company with Blizzard’s resources. Oh yeah, a lack of LAN support is lame too (I can deal with regionalization if we had that option). I can definitely see why Blizzard doesn’t want to implement it though, seeing as SC2 is supposed to be focusing on competitive gaming. A look at the company’s actions with KeSPA and you can see that they really want to control a good part of the scene.

That said, SC2 is still a solid game in my eyes (and I’m missing out on the supposed best part of the game – online league play). Time to finish up the campaign achievements, I guess. My fingers are still numb from doing “All In” on brutal versus all of that flying Zerg… :P

Exams are done!

Monday, August 16th, 2010

…at least for the next 6 months or so. ;) Now that I’ve moved and let my brain cool down, I can finally start working on random projects (and replaying StarCraft II!).

At this point, exams are pretty much routine work. I still hate them though: for the most part, exams merely test a student’s memory retention and ability to work under time pressure (i.e. damn quick – I don’t remember not feeling the crunch on any non-trivial test). Bah. Anyway…

PSYCH 338 went well. The “final” was actually just a second non-cumulative midterm that happened before the actual exam period, giving me some extra leeway for my other courses. Of course, this meant that I had to study for it while working on other assignments (namely OS)… Overall, though, the course didn’t require too much mental effort. :P

BUS 352W was next. I’ve already mentioned earlier that I really enjoyed the course and having an awesome group for the projects definitely added to that experience. :) The final was longer than the midterm (though it wasn’t cumulative) and I didn’t think I’d actually finish (I did – although the last couple of pages looked like scribbles). But, well, I pretty much expected it since we were forewarned.

So that leaves my computer science courses. CS 341 was damned hard as expected. I think the structure of the exam actually hurt me more than it helped (a large portion of it was multiple-choice – a format I disagree with for mathematical exams). For the rest of it, I just can’t come up with decent algorithms without some references and a bit of time to mull things over. The material was still very interesting though. :D

CS 348 was next. I can’t say it was that hard although it was ridiculously long (20+ pages in 150 minutes, hah). What really ticked me off was how easy the 1996 winter final looked in comparison; I was able to answer most of the questions before I started my course review (though it didn’t cover much of the second half of the course), the exam was open book and more time was allocated. Huh?!

And CS 350 gets to be my last exam on Friday the 13th. :P It was actually surprisingly easy, but that was only because the midterm taught me the structure of the exam and the study questions (at the bottom of this page) more than prepared me for the more involved questions (e.g. calculating the maximum size of a file using Unix’s inode structure, tracing through scheduling/paging algorithms, etc.). The only question that really caught me off-guard was something on exponential average (I probably missed it since it was mentioned in only 3 lines throughout the entire course notes). Ah well… It was definitely a fun course even if the assignments were relatively long. Implementing interprocess communication in OS/161 would have been really interesting (that particular assignment wasn’t included in CS 350 though).

Unofficial marks are starting to come out today so we’ll see how stuff went. Next up: stuff about StarCraft II (probably). :P

Guild Wars 2: Personality

Thursday, August 5th, 2010

Glad to see ArenaNet hasn’t lost their innovative spirit. Besides introducing a rather linear leveling curve (as opposed to exponential like in most RPGs) the studio has opted to add some personality to player characters. This will really add to the role-playing aspects of the game if it is done right.

For most MMORPGs (and even a few single-player RPGs), we typically take the role of a rather nondescript hero. In many cases, said hero generally has next to no real backstory; conversations with NPCs are dull, predictable, and pretty much one-sided (when was the last time we said more than a sentence to / grunted at a NPC? :P ). Wouldn’t it be nice to give a tongue-lashing to characters you hate? How about flirting with those that you love?

Felix Talking

Throughout 'Golden Sun: The Lost Age', this is pretty much the only time Felix talks. The rest of the time he just nods 'yes' or 'no' and may occasionally give a '...'. But hey, at least he has a compelling backstory! ;)

Personality in GW2 isn’t set in stone either, apparently. Maybe a life-long jerk will suddenly have an epiphany and decide to change his ways, or a tragic incident will turn a paragon of light into a cynic. This sounds great, so long as it actually takes a bit of effort to reform (a personality isn’t a personality if it can change on the spot). It would even be better if NPC interactions have permanent effects on relationships, though that typically falls out of the realm of MMORPGs. (Imagine a persistent world where certain characters will avoid you outright, where decisions are not clear-cut and could leave you agonizing for a good period of time.)

Anyway, that’s my current stream of thoughts on the subject. Now to get back to burying my head in books…