I have been playing Clash Royale for much longer than I ever really expected to. In fact, near as I can tell, it’s been almost a year. Pretty good for an ostensibly F2P game… that I’ve probably dropped $30 into over that time period.
As Syncaine points outpoints out, Supercell has come a long way in fixing what were some unquestionably amateurish mistakes in the engagement department. The initial rollout of Tournaments, for example, were a total disaster – hundreds of thousands of people spam-clicking on the refresh button to try and sneak into one of the 50-player tournaments, which required other players to pay to host them. Like, what?
Tournaments are now a totally legit game path akin to Hearthstone (or any number of other games’) Arena matches where you pay a nominal gem fee and fight other people at your win count. Twelve wins (max rewards) or three losses and you’re out. Supercell has further expanded tournaments to help introduce new cards too, forcing people to have decks using said new card, but granting access to 100% of all cards, including Legendaries, inside the tournament. So not only do you have the ability to playtest the new cards, but more casual players can even play around with the Legendaries that might not ever see.
As always, the first hit of crack tournament is free to everyone.
However, I am finding Supercell’s other attempt at engagement incentives to be less thought-through. Specifically, they introduced Clan Chests, which is basically a chest that gets stuffed with more free goodies the more Crowns that your clan racks up before the deadline. Crowns are basically tower kills, and everyone earns them by playing ladder games.
[Note: Crowns aren’t consumed. Each one gained will fill all Crown meters.]
On the one hand, it’s a good incentive for social engagement. Since a 10/10 chest grants guaranteed epics and thousands of gold, everyone wants the maximum award. Said maximum requires 1600 Crowns in about 3 days, which comes out to be around 32 Crowns per member in a 50-member clan. Since Crown chests are opened after 10 Crowns collected and reset on a daily basis, the general idea is that it will take just a few extra games more than normal, assuming that you are unlocking the Crown chest on the daily anyway.
On the other hand… it really weeds out the casuals. Anyone can see any clan member’s contribution to the Clan Chest. The clan I’m in has already stated that any member with less than 30 Crowns during the Clan Chest will be kicked. Which is fine, whatever, I’m not in a family clan or anything. But it bears mentioning that getting even 10+ a day to unlock the normal Crown Chest results in more (winning) games than you have spots for chests.
Effectively, not only does opening the Clan Chest require one to “waste” chests (or pay Supercell money to open them faster), it arguably “wastes” surplus Crown Chest Crowns too. It ends up being a flurry of obligatory activity just to stay in the same spot.
Worst of all, though, is how the system pretty much perverts the upper brackets. There are 10 brackets currently, with the top starting at 3000 trophies. Each bracket makes the chests you earn contain more stuff, so there is no particular incentive to tank your trophies to a lower bracket. That said, there is zero difference between 3000 and 4000 trophies (where I am), and all Crowns are worth the same for the Clan Chest. Ergo, the optimal play would be to fill up my chest slots (which happens really quickly), and then tank my trophies by intentionally losing until I get less advanced opponents, then start 3-Crowning them with overleveled troops.
I haven’t gone full asshole yet – usually tanking down to 3500 trophies is enough – but I have absolutely encountered people with maxed troops nowhere near where they should be on ladder, just to cheese the system. And it’s pretty clear that the overachievers in my clan who are racking up 100+ Crowns within the 3-day period are not doing so at their “proper” place on ladder.
I mean, I kinda get it, from Supercell’s side. There is an elegance for all Crowns being equal. And then there’s… err… uh… hrm. Actually, I can’t imagine why else Supercell isn’t fixing this issue by perhaps making top-bracket Crowns count for more. Or giving people above 3000 any reason to care what occurs beyond that number. So what if high-ranked clans get to complete the Clan Chest faster than anyone else? Those last troop upgrades take forever and a day already.
The only reason I can think of is perhaps Supercell needs high-ranked players to be playing more to make the matchmaker work better at the upper end, but that’s not really what’s happening here anyway. The smart players are giving free wins to dozens of people on the way down in order to 3-star newer players on the way back up. This does not make for compelling gameplay for anyone.
Supercell has proven to be pretty nimble when it comes to changes, and have also demonstrated the ability to eat crow over incredibly obvious bad ideas (e.g. the lack of an emote squelch), so I’m hoping that they change this system at some point. As it is, it just creates all the wrong incentives for all the wrong people.
Tyler over at MMOBro makes the case for “getting over” lockboxes in games. I found the post interesting for several reasons, which I will get into in a bit. However, I do want to point out in the beginning that I agree with the premise: lockboxes aren’t going anywhere.
Even though they should. Specifically, into the garbage bin of bad game design.
One of the first of Tyler’s points is that lockboxes don’t literally destroy games. To which I would reply: not directly. Was the first iteration of Diablo 3 unplayable? Nope. Plenty of people were able to play the game just fine… for given amounts of fine.
From my perspective, the game was essentially broken in half. ARPGs in general (and especially Diablo) revolve around killing crowds of bad guys and hoping for good loot to drop, and the dopamine feedback loop simply didn’t exist when you could straight-up buy way better gear from the in-game AH. I was killing monsters hoping to get gold to buy better gear, rather than having any illusion that a monster might drop gear for me.
Perhaps even more problematic in Diablo 3’s case were the endgame difficulties. Since players could shop around and directly buy the best possible gear from a million other players’ drops, the endgame was balanced around Resistances and other stats that would be all but impossible to get within your own game sans AH. In other words, since you could buy good gear, the game designers had to create challenges that required that gear for it to be worthwhile, thereby creating cash-required progression.
Now, you might say that Diablo 3’s system wasn’t technically lockboxes at all. Semantics, I say. The point is that if you can buy power for cash, the player incentives in the game change, as do developers’ ultimate design goals.
But what about non-power purchases? Tyler starts out in the post by saying:
It can be a little irritating to see some gorgeous mount or awesome costume that you’ll never get unless you dump a small fortune into gambling boxes, but how much impact is that having on your moment to moment gameplay, really?
Later on, however, he gets to this part:
I also don’t think we should give up the fight to keep direct purchases part of MMO business models. Something I find frustrating about SW:TOR’s lock[box] obsession is not so much the boxes themselves, but the fact that almost nothing good ever gets added to the cash shop for direct sale.
That is precisely why this business model is so pernicious. As Tyler notes, there are plenty of MMOs out there which have survived just fine almost entirely on the backs of their lockbox revenue. Tyler was making that point in context of refuting lockboxes as short-term cash grabs, but the fact that they are in fact long-term revenue streams is more damning, IMO.
Lockboxes are long-term revenue streams because designers devote significant time to adding more stuff in them at direct expense to the rest of the game. Which makes perfect, rational sense. Under a traditional Buy-2-Play model, you get more money by making a better game. Under anything else, you get more of that game-adjacent thing, which NEVER improves the gameplay experience itself. Because it is never a part of the actual game.
Later, game designers get this defense:
And let’s stop demonizing developers for adding lockboxes to games. […] They’re just trying to turn a profit and earn a living, like everyone else in our capitalist society.
I mean… that kind of justifies anything, right? Mylan was just trying to turn a profit with the EpiPen hike in this capitalist society, Martin Shkreli was just trying to turn a profit with that AIDS drug gouge, and so on. Nothing nefarious about that; it’s all just business. “Business” being defined here as consequence-free personal enrichment and erosion of all consumer surplus, of course.
As I mentioned at the beginning, lockboxes aren’t going anywhere in spite of their abhorrent, exploitative, design-destroying influences, precisely because they work. And to be clear, lockboxes work the same way that cigarettes “work,” with similar (metaphorical) long-term effects. Lockboxes never, in any way, ADD anything of value to the game design itself; all of those cool mounts and skins could have been added for achievements, as rewards for skill, at the end of a long quest chain, or anywhere at all that reinforces the core gameplay loop.
At best, lockboxes funds game development in a roundabout way. Which sort of begs the question as to why these designers don’t just go full Konami and get into the Pachinko business to which they clearly aspire. Or, you know, perhaps make a product worth purchasing on its own merits.
Almost exactly one year ago, I tried out Elder Scrolls Online (ESO). My conclusions this time around did not change: it’s not the game for me.
In several ways, the game actually felt worse this time around. While I have not kept abreast of all the changes to the general structure, I was aware of the “One Tamriel” had opened up a lot of the game. Apparently you were no longer limited faction-wise, and now all mobs scaled with your level. Which is nice on an explorer level – you can just strike out in a random direction and not have to worry about getting one-shot by mobs – but really hearkens back to my distaste of Oblivion more than anything else, e.g. being punished for actually gaining levels.
WoW’s Legion expansion features scaling mobs, of course. I can’t say I particularly like them in there either, but at least with WoW you still have several avenues of character progression. Hell, WoW really hasn’t been about leveling this expansion anyway, given how most of your power comes from gaining Artifact Power and similar parallels.
Playing ESO again, I just could not help but realize that it’s a bad single-player game. My inventory quickly filled with vegetable debris and other crafting components, but I could not really utilize any of them. Where were the recipes to craft things? In a more traditional MMO, I would pop on down to the AH to see if any were available, but there is no AH in ESO. Which, let me tell you, really kills any motivation to collect much of anything in terms of resources out in the world. Why mine Iron ore unless you specifically need ore for a specific purpose?
Once you go down that rabbit hole of not caring about in-game objects with intrinsic value, the entire gameplay loop edifice starts to collapse. If you aren’t looting everything, you begin to realize how much time you are wasting searching every container out in the world. If you stop searching containers, you stop being excited about seeing containers and other interactable objects in the environment. If you stop being excited about environmental objects, you start to care less about the environment generally. Without the environment, you are left with just the mobs, who are both trivial and drop little loot of consequence (because, hey, most items are meaningless).
Now, you can “subscribe” to ESO and suddenly open up a Crafting Bank tab ala GW2 where all this random crap magically gets ported to. But, to me, that’s just another indication of how ESO is a bad single-player game. I expect that sort of paid-for addon stuff in an MMO. And if we’re judging ESO as an MMO, well, it plays out even worse.
I dunno. Presumably there are a bunch of people out there that like ESO just the way it is. After trying the game a second time in as many years, I am reaffirming that I am not one of them.
There is basically one word that sums up Battlefield 1: oppressive.
Which, considering the war DICE is simulating, is pretty impressive.
“Impressive” might actually be selling BF1 short. There is a rather sublime confluence of game design and tone and setting going on. I mean, this is a Battlefield game and one that largely plays like BF4, BF3, and BF2 before it. I’ve played this series for over a decade, right? But let me tell you, when you’re playing the Operations game mode and hear that whistle and the yelling from a bayonet charge… well, you find yourself jumping out of the trenches and joining your brethren rushing the front line just the same.
Part of what makes this possible are the extremely limited and almost universally bad weapons. Which is a rather weird thing to say, I realize. The Assault and Support classes have automatic guns, but they are largely inaccurate without going prone or bracing against cover. The Medic class has a semi-auto rifle that hits like a truck, but is terrible at hip fire. The Scout class has all the sniper rifles, which are more infuriating than normal due to needing to spend most of your time in cover.
What this ends up doing is encouraging the exact tactics I described before: charging the front lines. There is no “slow and steady” here – there is melee range shooting or being sniped from 200 yards.
The map design absolutely influences things as well. Only the Scout has the ability to create temporary “radar” to find enemies, which means there could be enemies hiding out in every corner of every ruined structure. There are ruins everywhere though, and craters, and trenches, and bunkers. This leads to a rather manic, room-to-room searching every time you try to cap an area, or perhaps huddling down and hoping no one pops around the corner and stabs you in the throat.
Oh, and have I mentioned the grenades? The normal complement of grenades are back, plus the Incendiary and Gas variety. The former is pretty self-explanatory area denial, but the latter? Very interesting, conceptually. The Gas grenades release Mustard gas in the area, which causes blurred vision, your character to choke and cough, and rapid HP loss. Pressing T will have your character put on a Gas Mask, nullifying the damage completely. At the same time, the Gas Mask obscures your vision (also preventing aiming down sights) and hearing, and doesn’t do anything about the actual gas blocking your vision. Thus, tossing Gas grenades still affects the given area rather dramatically even if it deals no direct damage.
All of the game elements above mix into a dirty miasma of oppression while playing. You are surrounded by comrades, but you are also terribly, terribly alone in the smoke and death. You are constantly forced to make the decision to blindly rush towards the enemy or suffer constant sniper fire from every corner of the map. Biplanes and tanks are virtually indestructible killing machines. Even if you happen to pick the Assault class, your two options are rushing tanks with dynamite or plinking them with dumbfire AT rockets while prone, which makes you easy picking for snipers.
For a game to evoke such emotion so well regarding the subject matter via inherent gameplay is a triumph of game design. This is pure Show, and little Tell.
At the same time… well, I’m not sure how much WWI I can really stomach. A squad of soldiers could grab a helicopter in Battlefield 4 and go point-to-point capping areas and dodging missile fire and feel good about things. Or they could die in the gas-saturated muck in BF1, accomplishing nothing. I’d say 80% of my deaths show the killer dying himself seconds after I hit the ground. It’s hard to feel good about that, or watching a flag getting turned after you spent several lives just getting to the capture point in the first place.
I dunno. It is hard to put into words what is going on and how I end up feeling after a match is over. If Titanfall 2 is like cotton candy, then Battlefield 1 is a greasy Big Mac – there is more sustenance there, but that doesn’t particularly make you feel any better.
It is amazing how just a few tweaks can completely ruin a game for me.
First, the good: Titanfall 2 has a single-player campaign. The lack of one was a common criticism for the original, and one that I shared. Actually, I think the original technically had a weird sort of “multiplayer match with a vague voiceover” story mode, but that hardly counts. This one is legit, and it is decently fun. A lot of game sites are gushing over the Effect and Cause mission for some reason, but it’s not ground-breaking or anything. Perhaps higher brow from a technical standpoint than typical arcade shooter FPS fare, but I’ve played a lot of inventive FPS games, and this one was okay.
Having said that… where it matters, Titanfall 2 fails hard. Specifically: Titans.
A big part of the original game was the interplay between the Pilots and the Titans. Titans could basically one-shot Pilots in a number of ways, but clever usage of the jump jets and such from a Pilot could all but spell doom for the Titan. “Rodeoing” was when a Pilot jumped on a Titan, peeled off an exterior armor panel, and blasted the Titan’s internal circuitry with whatever weapon they had. Pretty much the only recourse the Titan had was Electric Smoke, which had a cooldown/limited uses. Otherwise you’d either need a friendly player to shoot the Pilot off, or disembark to do it yourself, if you were currently piloting the Titan.
For some utterly bizarre reason, the designers changed all that. Now? A Pilot jumps on a Titan and… removes a battery. This deals about 30% damage to the Titan, and immediately highlights the offending Pilot to everyone with a big battery symbol. The battery’s function is to recharge shields/empower a friendly Titan, either by re-entering your own or jumping on the back of someone else’s and jamming it inside. Not that that ever fucking happens though, because the FIRST and ONLY thing that occurs is the enemy Titan looks around and instantly blasts the giant green battery icon that is attempting to get away. Then the enemy Pilot disembarks, grabs their own battery, and re-enters the Titan, charging their shields.
Folks, I can’t even.
There was a crazy amount of elegance to the original design. Different weapons dealt a different amount of damage to the Titan hull once you pulled off the armor panel. If all you had was a grenade launcher, guess what? You took splash damage. I often went with a harder-hitting pistol secondary expressly because it dealt more Titan damage when Rodeo’d, even though it was tougher to hit a Pilot with it. Then there was the fact that a Pilot attached to your Titan was a (slow) death sentence unless you specifically dealt with him/her. The Titanfall 2 system is basically a free Pilot kill.
Also, if I recall correctly, the original Titanfall had Titans with regenerating shields. It really only protected the Titan from 1-2 shots, but the current system is zero shields (unless you get a battery). This subtle change makes Titans much less durable, which actively counters the apparent “steal enemy Titan batteries for your own Titan” design, because yours will be dead before you get back. Assuming you get further than 10 feet away with a battery in the first place.
Then there is the changed Attrition mode. The core part of the map type is the same: kill either AI units or enemy Pilots to get points. In the original, the AI bots were total cannon fodder. In this game, the AI… is still mostly cannon fodder, but can kill you rather surprisingly easy. If you try to melee Grunts, they will melee you back, and basically get you to 50% HP. Stalker/Spectres are bullet sponges that can definitely give you away. Then you have Reapers, which as basically mini-Titans that will chase you around rooftops and basically unkillable outside of Titans.
In principle, the new bots are fine. The problem is actually finding any. In the original Titanfall, you could actually select a gadget that would show all bot location on your minimap (at the expense of more useful anti-Pilot measures). That doesn’t really exist here, and you can often run around for 1-2 minutes without encountering a single bot anywhere. Given how matches are only 10 minutes long, that’s fairly significant. It also means that if your team falls behind, there is no way to make it back.
The bottom line is really this: Titanfall 2 is just not as fun as the original game. This is Respawn’s Signs follow-up to their Sixth Sense. It’s really a shame because there wasn’t much they needed to improve upon in the original game. Instead, they have weaker Titans, weaker anti-Titan moves, worse maps with less wall-running opportunities, and… well, just less all the things that made the first game cool. If they continue on this trajectory, the third one is going to be The Village.
In-between my many WoW sessions, I have been working on Deus Ex: Mankind Divided. The short version is that it is pretty much Human Revolution with new plot and Augments; if you enjoyed the first game, then you will enjoy this one as well.
But one of the things I have noticed over the course of 30 hours is that… well, it’s easy.
I am playing on the highest difficulty – Give Me Deus Ex – and just breezing my way through, even without Augments. Indeed, I spent half the game with 11+ Augment Points banked just waiting for a situation in which I needed to spontaneously develop wall-punching or remote hacking skills. However, this may be more a systemic issue with stealth games generally.
When we talk about stealth games, what we’re really talking about is extremely simplified, often binary, gameplay. If you are outside the cone of an enemy’s vision, you are hidden. The alarm is either raised or it is not. The enemy is fully active or they are incapacitated. This binary nature even extends to after the enemy is alerted, as almost every stealth game features the conceit that guards eventually completely forget that they watched their compatriots die, and go about their usual patrols.
This is not a criticism of stealth gameplay, per se. There is a good reason why “more realistic” behavior is not often implemented: it is less fun. Ever play a stealth game where the enemies patrolled randomly? It’s an exercise in frustration. Without a pattern to recognize and exploit, incapacitating/avoiding guards either requires RNG (which doesn’t feel good) or just attacking them straight out. And if the guards never reset after the alarm is raised, why wouldn’t the average player not simply reload their last save?
So if you are going to have “stealth mechanics” in your game, you have to make some concessions. This means it is incredibly difficult to introduce varying levels of difficulty with stealth mechanics without running afoul of annoying gameplay.
Still, I do have some suggestions. These mostly pertain to Mankind Divided – and especially at the higher difficulties – but I feel like they can be applied more generally as well.
1) Incapacitated Guards wake up.
Some stealth games have this already, but its lack seems especially egregious in Mankind Divided since you are in the same city for most of the game. Basically, once you knock out the guards, they are unconscious permanently. Since you already get more XP for using nonlethal methods, there really is no reason to not knock them out rather than use lethal methods. Yes, unconscious guards can be awoken if discovered by other guards. But considering how easily guards can be taken out – and no one cares about patrols reporting in – this is an irrelevant concern.
So… have the guards wake up, randomly. Not immediately, mind you, just over a period of a few minutes or so. This will still give you enough time to stroll through the area, but maybe not enough for a thorough searching of every file cabinet. If you want safety in your looting, you will need to kill the guards instead.
2) Nonlethal takedowns are more difficult.
In the last two Deus Ex games, you get the option of lethal and nonlethal takedowns any time you are within melee distance. In truth, there is just one rational option: nonlethal. Not only do you get more XP with nonlethal, but the actual nonlethal action is quiet, whereas the lethal one makes a lot of noise. Considering you can just shoot sleeping guards in the face with a silenced pistol afterwards, there is zero reason to go lethal initially.
How about we just reverse that? Lethal takedowns are quiet, but nonlethal makes some noise as the target struggles. This can extend to tranquilizer dart weapons as well, considering nobody really seems to care about a huge syringe poking out of their leg, even after it was fired out of a sniper rifle 50 yards away. Let them make some noise for the few seconds of consciousness they have remaining. Or, alternatively, make the tranquilizer take a random amount of time to fully go into affect, so that it’s possible they fall unconscious after walking to a less discreet location.
Because, honestly, the situation with the Tranq rifle in Mankind Divided is just silly broken. Headshots will instantly knock out guards, and body shots take a few seconds more. But, really? The delay is actually a boon. I can tag three guards in a row, all in the leg, and by the time the first dude hits the floor, the others start passing out before they have a chance to raise an alarm. That shit would be impossible with a regular sniper rifle, even a silenced one. Speaking of which…
3) Silencers not being silent.
This is one of those universal videogame/movie sacred cows, but silencers on guns don’t actually make them silent. As it turns out, propelling lead out the end of a metal tube by way of igniting gunpowder is still kinda loud. So let’s have those guns still be loud with silencers attached. This will shorten effective engagement range for stealth runs, thereby increasing the chance that a guard could discover you, e.g. making the gameplay a bit more difficult.
4) Guards check in with each other.
There is a level in Mankind Divided that sees you skulking about a research facility with a PA system. While I was taking out guards left and right, I got a little nervous by what I heard. “West wing reporting all clear.” “Brzezinski, please report to docking bay 12.” Did I already take out Brzezinski? Would he be missed?
Then I remembered I was playing a standard stealth game, and none of that stuff matters.
To an extent, having guards checking in (or being sought by other guards) is one of those realistic features that end up making the gameplay feel worse. After all, if you are going to be so actively punished for taking guards out, you may as well remove the ability to take guards out at all. But what if the mechanics were more nuanced than that? What if you could get some kind of guard manifest that lists which ones need to check in, or figure out when they already checked in such that you are free to take them out afterwards? What if their absence is noted and guards are sent to investigate, but they eventually disperse if they don’t find any foul play?
Basically, instead of having each guard be a puzzle individually, perhaps force the player to consider a more holistic approach to rendering a base unconscious.
5) Blood stains.
Just so it doesn’t seem like all these changes make nonlethal useless compared to lethal methods of infiltration, let’s have guards react to blood stains. And, you know, have blood stains result from wetwork, assuming specific methods are not employed. Moving bodies might still be useful, especially for distraction purposes, but it shouldn’t be a Get Out of Jail Free card either.
I will be honest with you here: I’m not even sure any of the above will result in a better gameplay experience. All I do know is that my current experience with stealth games (and Deus Ex in particular) has made all of them not only play the same, but play easily. If I choose the highest difficulty in a stealth game, that difficulty has to be a function of changing stealth mechanics and not just making it easier for me to die once a firefight starts. Because a firefight will never start when I’ve knocked out every guard everywhere with impunity.
With Legion, I feel that Blizzard solved a major source of social friction and then almost immediately made it even worse than before.
As you may or may not know, by default LFD queues in Legion are Personal Loot, which neatly solves the long-standing issue of loot whore/ninjaing. But this also made it feel like nobody was getting any actual loot, so Blizzard added a big prompt notifying when other people won stuff. Of course, this highlighted those situations when someone won useless (to them) loot, and people started pining for the days when they could pass on/trade loot to each other. So Blizzard made the items tradable as long as you already had something with a higher ilevel in that slot.
This culminated in my recent Neltharion’s Lair run, wherein I won some lower ilevel gloves and missed the whispers from the healer after the penultimate boss. Hey, the chat box gets pretty full sometimes with the near non-stop narration, okay? Taking my silence as some sort of snub – or perhaps simply engaging in some vindictive blackmail – the healer simply stopped healing me. After eating dirt for a second time in front of the trash leading to the final boss, and getting emotes instead of a rez, I asked “Did I do something wrong? :(” assuming that I was not following some trash mechanic. “At last he speaks.” Ah, I see. I trade the gloves and received healing for the last fight.
This sort of convoluted situation has since occurred three more times in different contexts. Boss dropped a 825 helm and the Demon Hunter traded it to me, but seemed to almost regret his decision. “Are you really going to use that?” I suppose he was asking since I had the 2-piece set bonus from the Order Hall armor. Another time some gloves dropped and the winner asked who needed it, and two party members must have gotten in a furious whisper war, because the run stopped for a solid 2 minutes before something was hashed out.
Finally, I won some lower-ilevel wrists in my latest dungeon run, and basically spent the rest of the run trying to inspect our Bear tank to see if they were an upgrade to him. They were, I surreptitiously traded them to him instead of the Demon Hunter, and went on with my day.
Hey, remember when all of this was solved by hitting Need or Greed? I do.
Seriously though, if Blizzard is going to add all of this tradable Personal Loot nonsense, they should probably invest in an UI element that asks if you want to Pass on the loot. If you hit Yes, it should pop up a Need or Greed prompt for everyone. If you hit No, the item could still be tradable in case you want to give the item to a particular person without advertising or whatever. Done and done.
No Legion impressions today, as I saved $10 by ordering the expansion from Amazon, who declined to ship it to me on launch day. Also, I technically had Deus Ex: Mankind Divided (DE) for the past week, but only got started playing it recently. Because Legion pre-patch free leveling.
Yeah, some weird-ass irony there.
So far, I have only gotten past the first 2-3 areas of DE and this is basically Human Revolution all over again. Including all the parts that lead me to make the game worse for myself.
For example, the hacking mini-game is back. Which means if you go through the trouble of actually discovering the password for a given computer, there is no reason to actually enter it. Because if you skip the mini-game, you lose out on the 100-200 XP, 100-200 credits, and occasional hacking software freebies that come from taking the scenic route in cracking security.
Why? Why don’t the designers just give you those things for free, if you actually went through the trouble of tracking down the Pocket Secretary with the password on it?
Another example: dropped weapons. Knock out two guards, each drop a shotgun. Pick up first shotgun, it goes into your inventory. Pick up second shotgun, it gets destroyed and you get +4 ammo. This is fine… if it were not the fact that shotguns can be sold to a vendor for like 1200 credits. A vendor that sells Praxis Kits, e.g. talent points, for 10,000 credits apiece. And so my gameplay arc now logically bends towards picking up one weapon type at a time and Fed-Exing it back to the (one) vendor until I can afford to buy all the things.
Hopefully this will stop once I exhaust the Praxis supply, but who knows.
Also, I feel slightly punished for exploring. I got to a new area in Prague, for example, and started exploring for an hour or two. At one point, I made my way through the sewers and into a restricted area with guards and such. After taking care of them, I noticed there were another group of hostiles hanging out in a room, all clustered together. Tightly packed enemies? Jackpot! I rolled a propane tank into the room, shot it, and mopped up the survivors.
As I was rifling through the pockets of the dead, I realized that some of these bodies had names. Names associated with a quest I happened to be on. My unceremonious slaughter did not prevent me from completing the quest, but I began to wonder whether or not I skipped an entire arc of interaction by killing them. Would there have been a conversation? Would they have given me a quest to complete in return for the item I needed? I arrived in their lair via a back route that I didn’t realize I was on; I was just screwing around looting shit in the sewers. I’m starting to think that I shouldn’t actually explore anything unless it happens to be an area for a quest I am actively on.
I am not sure whether the above examples can be considering minor annoyances or major ones. They are kinda major to me, but I’m weird like that. Beyond those though, the game is playing a lot like Human Revolution. If you liked that one, you will probably like this one. Time will tell whether or not the story holds up, or what other shenanigans might go down. What I will say is that whatever time I am not in WoW currently is being spent in Mankind Divided. So there’s that, at least.
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.
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.