Author Archives: Azuriel
As the release of Legion inches closer, my implicit worries have begun to mount.
Technically, the concerns I have currently are the same ones I brought up a year ago. Namely: artifacts and alts. Having one weapon that you channel all of your power into is conceptually neat. But WoW has long ceased to be about one character and spec; the structure of the game since around Wrath has seemed to hinge on the assumption of alts, or at least dual specs. Just think about all the Account-Bound items and other technology changes that have occurred in the past five years.
So how is Legion going to interact with everyone’s alts?
Based on the Wowhead research I have been doing… it’s hit or miss. My first concern was being stuck with a single Artifact for a single spec out of the gate. What if I’m a healer and want to level as DPS? You are indeed stuck with a single Artifact until level 102, at which point you can unlock the others. However, you are not stuck stuck – there is a sort of gear workaround for alt specs:
What if I chose the wrong Artifact Weapon, vendored my old weapons and want to level in a different spec before level 102?
Your class Order Hall Quartermaster sells item level 740 weapons/off-hands/shields for 100g each. These can serve as replacements if you need them before you unlock all of your class Artifact Weapons at level 102.
So technically you should be able to have a backup set of gear to use if you want to tank/heal/DPS with an off-spec. Obviously it won’t be as ideal as with your Artifact, but it’s something.
Okay… what about gaining Artifact Power (AP)? During questing, dungeons, etc, you end up receiving consumable items that fill an AP meter for your currently equipped Artifact when used. So, it seems like you should be able to quest as DPS and funnel all of these consumables into your healing Artifact later on. That’s pretty good. Indeed, later on you unlock the Artifact Knowledge ability that will increase the AP gained from future consumables. I thought it was a nice touch that these gains aren’t retroactive to your currently obtained consumables, so there is no reason to hoard them for later.
But then we get into the sort of nitty gritty details of World of Altcraft. The amount of AP that you need to get from level 13 to level 14 is more than the total amount you need from 1-13. This makes a nice, conceptual breakpoint at which you can decide whether to hedge your bets or double-down on one spec or not.
That said, there are two problems with this.
First, you don’t always have any control over your circumstances in the game. Your guild might need a healer now, after you have already hit AP14, setting you a painful distance behind in your ability to fulfill the need. Second, there are numerous specs who can actually unlock their 2nd Elite Traits as soon as AP16. Now, “as soon as AP16” really means 33,450 total AP gained, more than 2.5 times as much as was needed to hit even AP14, but still. I haven’t seen all the math amongst all the specs in this regard, but I don’t believe it to be a trivial increase.
Finally, and most critically: what happens when Blizzard nerfs a spec?
If you were an Assassination rogue and got hit by the nerf-bat, it was always technically possible to switch to Subtlety rogue and keep going. Maybe your Best-in-Slot items change based on whether Mastery or Haste is king. But now? At AP18, you are two times further away from even AP16 farmed from scratch. Unless the Artifacts are front-loaded as all hell, you are basically staring down an entirely new endgame, minus all the easy AP gained via leveling. I suppose Artifact Knowledge is supposed to bridge the gap there, but I’m not entirely convinced Blizzard won’t be requiring us to grind dailies for, erm, days or weeks.
[Fake Edit]: A new interview just came out addressing this:
The team will avoid nerfing a spec from being a little too good to the worst so that you don’t feel that all of your Artifact progression was a waste
Time will tell regarding on the Blizzard dev’s team ability to actually do this.
And don’t get me started on, you know, an actual alternate character. Artifact Knowledge is not Account-Wide, which means you are back to grinding from zero on every other character on your account.
For someone planning on coming back for Legion, I’m a little nonplussed as to what I’m actually going to do. My namesake paladin is right out – Retribution is garbage again from everything I have heard, and I have no interest in Protection tanking. So… what? I haven’t experienced the post-7.0 classes, and now must make a decision on a new main (probably on a new server at that) with a new main spec that I have to invest in at the expense of every other possible alternative.
Analysis Paralysis is a real thing, which often leads to doing nothing at all. Which is still an option.
Any time you feel that MMOs like WoW have gotten too silly over the years… well:
This is TERA.
I have been playing TERA for the last week or so. Because of course I have.
Before I begin with my impressions, I think it’s time to have a frank discussion on how miserable a job game designers do in terms of opening presentation. For example, right out of character creation, this was what I was presented with:
I’m not even talking about the large advertisement for “Elite Status” or whatever. I’m talking about how I cannot even see my own character. Yes, I closed and resized as many windows as I could immediately afterwards. But… really? Do the designers ever actually look at their own game a few years after it goes live? Or do they (or executives) just mandate more and more bullshit that slowly fills the screen and call it a day? TERA is not unique in this regard by any means, but come on.
One of the reasons I made myself a note to try TERA at some point was its much-lauded combat system. “The best combat system in any MMO” was a frequent refrain. Monsters have collision, you have to aim your skills, “Big-Ass Monsters” are known as BAMs in-game, animation locking and canceling differentiate the boys/girls from the men/women, and so on.
My reaction after hitting level 28: shrug.
It’s entirely possible that TERA got caught up in the same general early-game nerfing that seems endemic in MMOs. At least, I’m assuming that you are not supposed to be one-shotting most normal mobs with low-cooldown attacks as a Gunner. Or easily collecting the “relic” weapon pieces such that you end up running around with the equivalent of an epic weapon for each new area, rendering all quest reward weapons as vendor trash. My first encounter with a BAM was a Basilisk that I had not noticed was a BAM until it survived three entire attacks. “Oh, this is new… nevermind, it died.”
Actually, I am pretty sure this is exactly what happened to TERA. Around level 20, I got a “call to arms” quest to play in a Battleground. A win awarded 850k+ XP, which got me three entire levels at once. I doubt that was in during launch.
By the way, that BG? Some crazy-ass nonsense where you play as baby giants in diapers. Ask me if I’m kidding. I dare you.
It’s an interesting phenomenon, now that I think about it: how pretty much every MMO eventually drifts until it becomes a caricature of itself. For example, from what I understand, TERA has always had a “sexy” element to it, in terms of female armor, the loli Elin, and so on. Then the next four classes that the designers introduced were female-only, including two Elin-only classes.
I’m not sure when stat underwear was introduced, but I imagine around the same time:
I suppose such mission drift is perhaps inevitable. After all, it seems silly to criticize a company for producing something its audience wants to buy. I have the utmost sympathy for those members of said audience who were originally sold a much different good, before the, erm, “invisible hand” took the wheel. Game designers presumably must cater to the audience they have at that moment, and not some hypothetical audience that fits the original artistic vision. It’s easy to pontificate when it’s not your own dollars at stake.
That being said, I don’t think TERA is for me. I can appreciate a good pair of Firemane Leggings as much as the next guy, but I feel like this game is way off in (or on) the weeds at this point. Even in the “serious” parts like combat, I couldn’t help but think that Guild Wars 2 did it better. Maybe not collision-wise, sure. But at least GW2 presents itself as including an actual world and not a series of shadow box corridors carved with invisible walls.
And GW2 is, you know, much more pleasant to play.
I dunno. If you had some other kind of experience with TERA, I’d be interested in hearing it.
In Starbound, I have officially surpassed the number of hours I spent playing Terraria. And I am more convinced than ever that Terraria is the superior game.
Simply put, Starbound is a game of multitude of systems that have zero synergies with each other. Dig dirt, mine for ore, create armor, and so on. Pretty basic stuff, right? Not really. The actual crafting mechanics in Starbound are terrible, as are 99% of the items you can craft. Your “tier 1” armor is made from iron and woven fabric (made from plant material), but tier 2 is made from tungsten and cotton wool. Not only does this skip Copper, Silver, and Gold ores, but I’ve been playing 20+ hours since the 1.0 release and have encountered a grand total of three (3) cotton plants.
I can understand if the cotton bottleneck was intentional. But it’s not: the interplanetary gas station sells every fabric type other than cotton.
You can’t explain that.
Indeed, it seems like the devs simply abandoned any attempt to structure progression in the face of a billion procedurally generated worlds (filled the same three enemy attack types). Matter Manipulator modules are a sort of upgrade currency that can be found in nearly every box, everywhere. So are the tech cards, which unlock double-jumping and the Metroid-esque ball rolling. Getting those upgrades early kinda sorta maybe trivializes a lot of the content that comes later. And it’s not as though you get more of them in more dangerous areas – the algorithm basically puts one in 25% of all containers.
Then there is the fact that the best items are drops, full-stop. I mean, I get it, trying to balance gear progression around both player crafting and dropped loot is hard. But the fact that there are effectively zero good weapons from crafting means that that entire element is gone from the game. So your whole desire to dig for ore is reduced to the amount you need to craft the next tier of armor. Without the desire to dig though, you don’t, which means you’re just exploring the surface of the world and missing out on all the dungeons/set pieces that exist beneath it.
“But what about building bases and such?” Yeah, that’s still there. Given the default “survival” mode requires constant eating, it makes sense for even a story-focused character to stake out a simple farm. But honestly? It’s about a million times easier just coming across an already-built set piece randomly, and then planting your flag on it. Or tearing one down and transplanting it elsewhere, as opposed to crafting the individual components.
I don’t know. There are a million more things going on in Starbound than Terraria, but Terraria actually has synergy between what its got. In Terraria, the houses you build unlock NPCs you need, and the act of building settlements attracts monsters and even bosses. The deeper you dig, the more dangerous stuff appears. You can actually craft cool shit in Terraria. All the pieces fit together into a cohesive whole. In Starbound? Not so much.
Things are shaping up to be an expensive August, games-wise.
Tomorrow August 12th we have No Man’s Sky releasing. I won’t be there on Day 1 for multiple reasons, the primary of which this is one of those games I need to see other people play first. The premise? Super cool. But what about the gameplay itself? I am not especially an Explorer type, so if the moment-to-moment fun isn’t there, I’m going to be disappointed. Or not, having not actually purchased the game yet.
August 23rd is the surprise (to me) release of Deus Ex: Mankind Divided. Kinda snuck up on me there. As I mentioned last year, this one is a Day 1 purchase, Day 1 Embargo tags be damned. At the time of this writing, DLGamer is offering a preorder for $42, which approaches the point at which it almost doesn’t matter that it’s a preorder. I’m expecting Human Revolution 2.0 and anything more than that will be gravy.
Finally, August 30th is Legion, of course. As I have mentioned in the past, I am buying Legion at some point. Whether that point was going to be halfway through the expansion for half price as I did with Warlords of Draenor, or earlier, I had not decided. Note the past tense there. I have been very impressed with the Audio Dramas (or specifically the transcripts), the Harbinger series, the Illidan thing, and so on. While I understand that those things often bear no resemblance to in-game experiences, it is enough to get me excited just the same. This is the first time since Wrath, really, that I feel like there is a narrative worth exploring here.
Okay, so maybe there are only three games in August I’m looking at. Still, it has been months since I’ve felt the need to buy something Day 1, and now there are three options coming out.
Well, the mystery of how Overwatch is going to make money in the future has been revealed:
The new skins, sprays, and so forth come from limited-time-only Summer Games loot crates. Players will receive a free crate upon logging in, but here’s the rub: Summer Games items cannot be purchased with your stockpile of credits, nor can Summer Games items be found in standard loot crates.
In other words, Blizzard has just created a set of new skins for all the characters, and are locking them behind limited-time paywall lootboxes. Specifically want the new Tracer skin? Good luck. You cannot specifically purchase a skin, nor can you craft one with in-game currency.
This particular pivot boggles my mind. Blizzard went from one of the most fair, egalitarian business models I have seen in videogames… to pretty much the worst possible one. Sure, they are just characters skins and “don’t matter.” At the same time, if any of these particular skins did matter to you, then, well, get fucked, I guess.
If this is indicative of Blizzard’s future direction with Overwatch, I just got a lot less interested.
[Fake Edit]: Jeff Kaplan has come out and specified that you can choose to receive a Summer Games lootbox when you earn a lootbox normally, e.g. when gaining levels. Good luck grinding that shit out in three weeks though. Making the in-game currency useless for these time-limited events is still a travesty.
I played through and “completed” Starbound about 5 months ago, and my conclusion was:
And now, even if the devs end up finishing Starbound, I will have already consumed the lion’s share of the game’s novelty – that ever-finite motivational resource. No more character wipes? Then I’m already at endgame. Character wipes? I already know where to go, what to look for, how to overcome the obstacles, and basically speed my way through normal progression. Assuming I can be bothered to do so a second time.
I’m here to say that I’m wrong, and pretty much all fronts. At least, so far.
For the most part, I wasn’t planning on coming back to Starbound, but I needed a game I could sink my teeth into that also did not require uninterrupted time. Clash Royale and Overwatch used to be my “don’t know my schedule” games, but I’m still adapting to cohabiting with another human being.
And that’s a problem with a rather large number of games, actually. Meanwhile, Starbound is two clicks away from Save & Quit, and they fixed the “issue” with you being teleported back to your ship if you exit the game. Which I had utilized previously as a tricksey way of not having to climb out of the planet-sized hole I dug, but nevermind.
The, ahem, core mechanics of Starbound have not changed, but the tech tree, what minerals show up where, the quest structure, essentially enough has changed to make the experience fresh again. For example, one minor change the devs made was to introduce a sort of invulnerable ghost creature to the moons that contain your FTL fuel. While it is tacitly annoying (and deadly) in the same way as I talked about those Wasted SOB Purifiers before, they achieve a similar purpose – change the way you approach the game. Before, the most deadly thing about stocking up with infinite FTL fuel were meteor showers, which could only kill you in the two seconds before you burrowed underground. Now? It’s a risk/reward decision on how much fuel you grab on the surface (i.e. not much), and meanwhile you’re actively playing the game so as to not get stuck in a hole while getting chased.
So, yeah. The game definitely feels more finished than it did before. I will say though, that the first couple of story missions have been the exact same as the ones I played through previously. Which isn’t necessarily a bad thing… so far. We will see how things progress as I approach the endgame. Considering I already have 32 hours in Starbound, perhaps it doesn’t matter.
Then again, the bar Terraria set is still at 50 hours.
Now that my move has more or less been completed, my attention has shifted to Legion.
Remember when Ghostcrawler mentioned that Blizzard didn’t like to change things too much between expansions since change can be overwhelming? I laughed then. I’m not laughing now. Seriously, I actually played in the current expansion (about a year ago), and my eyes glaze over just at the thought of looking at Wowhead again.
Some of that will likely go away if I just, you know, jump back into WoW. But I don’t enjoy blind jumps. I need to have some kind of idea first. I enjoy research. Legion research though? Jesus. It’s not even as though you can ignore the Artifact stuff either, as that will be mission-critical in a few months.
After spending considerable time looking over things, the classes and specs that piqued my interest the most were Rogue, Death Knight, and… basically that’s it. Maybe Enhancement Shaman and Affliction Warlock also. My namesake Paladin? Not so much.
I do know that Blizzard spent a lot of time focusing on the “fantasy” of the various specs, and it shows in the talent choices and such. For example, I do get the impression that Destruction Warlocks are all about chaos, fire, and… ripping holes in dimensions. Okay, that one might be a bit weak, but still a massive improvement over the prior fantasy of “Fire Mage.” Shadow Priests seem pretty cool with the Cthulhu business. Rogues have more flavor than which DPS cooldown you want to use now. I especially like how Assassination is poisons and bleeds whereas Sublety is more mystical shadow damage-esque.
Indeed, the flavor thing is really bringing me down when I think about my former main, which spent most of her time as Retribution. What’s the fantasy of Retribution? There isn’t much, you know, retribution going on. Eye for an Eye is neat, I guess. And, whatever, there’s Retribution, but you know what I mean.
You can’t even really say “holy damage” because Exorcism is gone, along with Hammer of Wrath, and basically Execution Sentence (now a talent) and Consecration (mutually exclusive). I thought it was bad last year, but now it’s even worse; I expected nothing, and was still disappointed. The spec seems entirely reliant on Ashbringer for its whole fantasy.
For as flavorful as paladins can be conceptually, the amount of squandered possibility is sad.
And that’s moving today. Around three miles away, but still.
It’s a relatively inconvenient time though, with all the discounts and pre-expansion patches and such.
I was very, very tempted to pop the first of my nine WoW Tokens (purchased over a year ago) on Monday to ensure I wasn’t holding onto goods that would be deprecated. Then I thought through it rationally. “Okay… so I’d be spending a Token worth X amount to save… what? More than X amount?” A year of “lost” Garrison revenue has led me to believe price inflation would have rendered me non-competitive anyway, assuming I even had the time to spend dicking around the AH at the moment. Which I don’t.
Still, I will be in Legion. I haven’t decided if it will be right at the start, or later on like with Draenor.
Meanwhile, the Guild Wars 2 expansion is currently selling for $25 for another week or so. Although my attempts to get back into GW2 earlier this year didn’t go particularly well, I feel that part of that was due to the lack of buy-in. Not necessarily in forcing the feeling of investment per se, but knowing that next to none of the content I had access to would be new. Want to try the Revenant? Nope. See new zone? Denied. Living Story? Sorry, that’ll be a few thousand gems.
On the other hand, half off something I don’t ultimately end up using is 100% wasted. So we’ll see.
The last deal I wanted to mention was that current Humble Bundle in which they are selling Battleborn for basically $15. That’s gotta sting, yeah? From $60 to $15 in 2.5 months. I was tempted to pick it up… for Borderlands: the Pre-Sequel, not for Battleborn. On the other hand, I’ve mainlined Borderlands 2 to the degree that I’m not even sure I want to play that type of game anymore.
Hmm. Perhaps this move hasn’t impacted my purchasing decisions as much as I thought it has.
I am currently playing through a rougelike called “Wasted,” and the experience has been interesting. It is an Adult Swim Game that I believe came in a Humble Monthly Bundle or something, as I don’t remember purchasing it. The premise is very non-serious – think Borderlands rougelike with permadeath – but that’s not particularly relevant. What’s relevant is the addition of the SOB Purifiers.
The general gameplay in Wasted pretty common in terms of opening doors, killing enemies, avoiding traps, grabbing loot. After about two minutes on each floor though, an extremely deadly (albeit predictable) enemy spawns at the entrance and slowly makes it way towards you. The first few times I encountered these SOBs, I very nearly quit playing the game entirely. Why do they need to exist? How much bullshit is it that their miniguns basically stunlock you? The SOBs seem to have sucked all the fun out of exploring the levels.
After a while, I realized something. Namely, that I wasn’t experiencing Fallout-esque burnout.
As the developer has gone through great lengths to point out in the Steam forums (even getting a bit saucy in the process), the Purifiers exist as a gameplay element to shepherd the player around and drive them forward. You aren’t supposed to be exploring, you should be making some strategic gambles on your way to the exit. If I had all the time in the world, I would be fully healed before opening any door, spending 99% of the gameplay crouch-sneaking, and micromanaging an incredibly-limited inventory with the attention of Warren Buffet. In other words, I’d be playing it just like I play every other post-apocalypse game. Or most games, period, if I’m honest.
Other roguelikes have addressed the “problem” of over-exploring characters with Hunger mechanics and the like, but the Purifier feels really interesting to me now. Mechanics like Hunger don’t actually impact my behavior in those games; if anything, it just makes me more committed to looting all the things in the vain hope that there is some half-rotten morsel in that broken filing cabinet. Hunger also evokes that most-hated of all gameplay mechanics: the Breath meter in underwater levels. It feels oppressive, cheap.
After I got over the first few bullshit deaths to Purifiers that nullified hours of progression, I started to realize how… well, elegant is not the term, but perhaps “fair” they are. The Purifiers always spawn in the same location (the entrance to the floor you started on), after roughly the same amount of time, and always move towards your location decently slowly. If you happen to be in a circular sort of area, you can lure them to your location and then double-back behind them. Yeah, getting caught in a long hallway or dead-end sucks, but the Purifier’s arrival is announced both when they spawn and as they get closer to your location (the music changes).
In a real sense, Purifiers give you a sense of agency that Hunger does not. If I hit a fork early in a level, I might skip the locked door (which the exit is never behind) so as to give myself more time to explore a later fork. Or maybe I’ll lay some traps near the entrance to the level so that the Purifier spawns in a mine field that will hopefully cripple a leg and give me additional time. And, hey, even if I just barely escape through the exit at the last possible second, I know that I still get a full X minutes to explore the next floor without having to worry about them. That is a far cry different than Hunger or whatever, which often represents a cumulative loss of time.
For the record, I am taking this mechanic way more seriously than the game does. Indeed, the premise of the game is drinking Booze and getting radioactive hangovers that will help/hurt your next Booze run. But the problem that Wasted solves with Purifiers is a problem that exists in every roguelike (and arguably any survival game), and it’s the best solution I’ve seen in quite some time. I’m not sure it would be especially applicable in future games ala Fallout 5, but I hope the eventual solution is more akin to this than something else.
I don’t think I can stand the freedom to collect 10,000 tin cans anymore.