AggroChat #156 – Oppressive Pacifists

Featuring: Ashgar, Belghast, Grace, Kodra, Tamrielo, Thalen

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Since this will be releasing on Mother’s Day, the crew wants to wish all of the mothers that listen to the podcast a very happy one.  After a few slim weeks we once again had the full crew, which is always something to be celebrated.  I find it funny how when we have what feels like a limited amount of things to talk about, it also seems like we delve into some of the more interesting discussions.  The shows title this time comes from a game breaking bug that was introduced recently in Stellaris.  We talk a bit about Bel’s experiences starting Knights of the Fallen Empire, and this leads into an interesting talk about our thoughts regarding sequels and whether or not we want the previous cast of characters to continue.  We also talk about concerns regarding the Diablo 3 Necromancer expansion, and that ultimately leads to some discussion about Destiny 2 and the currently lack of a PC pre-order option.

Topics Discussed:  Stellaris – Knights of the Fallen Empire – Star Wars Galaxies – Sequels and Continuing with Characters – Replayability – Fallen London – Infinity – Diablo 3 – Playing Catch up in WoW – Diablo 3 Necromancer Expansion – Destiny 2

Two Years Behind

Two Years Behind

Yesterday I had zero intent to sit down in the morning and start writing about level scaling systems.  Sometimes posts just happen.  However after writing it one of my friends mentioned a key point.  There should functionally be a way to flip off level scaling if you absolutely positively want to just go wreck things.  The prime example of this would be if you just want to farm up a bunch of low level materials quickly.  I remember when I was leveling any of my various tailors up in World of Warcraft, I would simply find a dungeon in the level range and mercilessly wreck it for the sole purpose of getting as much cloth in as short of a time as I could.  This would have been completely maddening were I not greatly over leveling the content.  Once again I think we can look to Final Fantasy XIV as a good example here because some time ago they added in the ability to queue for content “undersized”, which functionally turns off the level synchronization process allowing you to just wreck the content if you so choose.  However I still think I would prefer it if MMO worlds scaled by default, and then simply allowed folks to disable that option if they so choose.

I’ve said recently that I really love returning to an MMO after some time has passed and be confronted with potentially years of content to go off and experience.  The thing is this also has an extremely negative side to it.  Right now I am in this weird place where I am super into content that happened two years ago.  There is something to be said about experiencing things at the same time as your friends, because it allows you to have conversations about what is going on.  This has been one of the best parts of Final Fantasy XIV is that each time they give us a slow drip of story content we all consume it then can talk about the revelations that are contained within.  This allows us to have moments of theory crafting and speculation…  knowing that at some point in the future we will be able to resolve what is actually going on.  With Star Wars the Old Republic and the Knights of the Fallen Empire content… generally speaking either folks played through this content two years ago when it released…  or will likely never play through it.

That puts me in such a weird places because I have all these thoughts and feelings about the game and what it is doing…  but I don’t exactly feel right talking about them on my blog.  Knights of the Fallen Empire has some pretty big revelations that would be better experienced than told about.  This is one of those times when everything about it is extremely heavy on the spoiler front.  Each time new revelations come to light…  I wish there was a group of people that I could talk through them with.  Basically this is one of those times when I wish I had played through the chapter based content as it was being released rather than this current Netflix style binge sequence that I am going through.  I have a feeling that Guild Wars 2 and its living story content is much the same…  likely best experienced as it is being released a little bit at a time.  This also makes me really want to get caught up so that I can at least join the discussion happening with the Eternal Throne content.  However I am also extremely cautious of looking up too much information for fear of getting these plot twists completely ruined for me.

On the positive front I have stumbled across a really awesome YouTube channel that has helped me get back into the game and the modern concepts.  Swtorista has this awesome Star Wars the Academy series that breaks down a bunch of topics like “What to do at Level 70” or how the Galactic Command system works.  The best videos though are a sequence on the best looking craftable armors for each class, since we all know the true end game of an MMO is looking awesome.  Through her videos thought I have been able to catch up pretty easily without risking spoilers too badly.  Side note… there is a special place in hell for folks who put obvious spoilers in YouTube video titles… as I already have apparently one of the Iokath revelations spoiled because of this.  For those interested I am largely playing Belghast my Jedi Knight on Ebon Hawk at least while I do all of the chapter based content.  I have a large stable of character spread between the two factions and they are either in House Stalwart on Sith side, or Einherjar on Republic side.  If you are also playing feel free to ping me and say hi.

Season Journeyed

Season JourneyedI can hardly believe it, but last night I finished the final step for the Guardian level of the season journey in D3.

When the season journey was first introduced in its current incarnation, it was something I was excited about for the cosmetic rewards far more than anything else. Since I’ve been participating, I’ve grown to love the “new game smell” of the start of a new season, complete with a decent sampling of my friends flocking back to the game to see what’s on offer, level together, and get the new goodies. I was completely casual about my playtime, enjoying murdering demons for the fun of it without pushing myself too hard. A few seasons in, I started hanging around with a few friends who would go all out at the start of the season, and were willing to carry me around so I could progress a bit farther. Those carry seasons saw me get my first bonus stash tab, and saw me start to push myself a little bit in terms of difficulty even when I was playing solo. The evidence that it was possible to meet the goals of the season was in front of me, and I got the urge to spend less time getting carried.

The past two seasons have seen me push way outside of my original comfort zone. I unlocked all my bonus stash tabs, and pushed into higher and higher greater rifts. Last season I got pretty close to completing the Guardian level of the season journey. I had all my conquests done, I just stopped short of a few other goals. The current season has been a little strange, since way fewer of my friends decided to come back for this one. Other than a little bit of paragon level farming in the first few days, I didn’t get carried to anything this time around. In fact, I was the one carrying some of my other friends more often than not, or at worst trading power leveling so we could do the set bonus conquests.

I pushed myself to get to GR70 solo as soon as I possibly could, so I could unlock the sweet sweet primal ancient drops. (Sadly this determination was repaid in a primal ancient Blackthorne’s piece and yes I am still bitter.) I ran rifts and bounties to gear up and level gems. I worked my way through 8 set dungeons and GR55 with 6 different set bonuses. And last night I soloed Adria in under 15 seconds on torment XIII and finally finished the Guardian requirements and officially completed the season journey. It was stressful sometimes and frustrating at others, but in the end it was an achievable goal and I’m glad I finally got motivated to follow through on it. I’m not sure whether I want to keep going in the season or switch to my non-seasonal stable. I am sure I will probably be taking a break from D3 soon, but maybe not right away. A friend recently asked if I was going to try for the achievement and wings for mastering all of the set dungeons for every class and I dismissed it because I figured I’d be working on the season journey for a while longer. Maybe I will try to get those wings after all.


Season Journeyed

Level Scaling Tech

Level Scaling Tech

I am in this place with SWTOR Knights of the Fallen Empire where I am honestly not sure what more I can say without my blog turning into a massive spoiler fest.  There are a lot of events going on and many of them have surprised me.  This is a little shocking given that I consume a lot of gaming media and that KotFE has been technically out since October 2015.  I am not sure if I purposefully ignored SWTOR articles… or if I just didn’t come across that many.  Whatever the case essentially everything from Shadows of Revan onward has been a completely new story experience for me without me knowing any of the elements ahead of time.  So while I recognized characters like Theron Shan or Lana Beniko…  I knew nothing about them going into this recent binge of playing the game.  We’ve talked about this on the podcast before, but returning to an MMO and seeing years worth of content laid out in front of you is a pretty great thing.  Especially in a situation like SWTOR where they have a reasonable level scaling system.

Yesterday Syp posted something over on his personal blog Bio Break talking about level scaling systems.  His specific discussion centered around whether or not level scaling systems were good for games, which was brought on by his recent journeys in LOTRO.  Over time my own feelings about the systems have changed.  You can scan through the backlog of this blog and find me talking about Mentoring systems, where games allow high level player A to drop down to the level of player B and run content with them.  This seemed to me like the most elegant solution to the problem of being able to run content with your friends.  That was until I encountered Guild Wars 2, and the fact that no matter where you go your character is scaled down to the level of the world.  The concept of evergreen content is a big one for me… because I like when a game expands over time rather than contracts.  While Guild Wars 2 is not the best example of this… because of the fact that there is plenty of content that you will never be able to play again in that game…  it did make me appreciate level scaling as a replacement for mentoring.

The only problem there is that when the world is constantly the same level as you, it robs you of one of the quintessential MMO experiences of leveling up and becoming more powerful.  The world always feels the same to you, because you are functionally always the same relative ability levels to it as you level.  In situations like that the levels themselves feel like a completely extraneous concept.  Why even have a number that goes up if the world is always going to be functionally the same difficulty.  When we started playing Final Fantasy XIV they had an extremely elegant solution for this in the form of their dungeon finder.  Each dungeon had a functional level range from the moment you first were able to zone in… to the moment that it considered was the upper bound of levels.  So if the average mob level in an area was 35, then functionally the maximum level the game would allow you to be was 40, scaling everyone over that level down to that point.  The only negative here is that this ONLY applies to dungeons, and in truth it would have been interesting to see this same sort of system just work out in the world as a whole.

That I guess is functionally what is going on in Star Wars the Old Republic, and I am loving it.  Each piece of content be it planet, flashpoint, or something else… has a functional level range attached to it.  Once again it is functionally along the lines of being five or so levels over whatever the maximum level of encounter for that area.  Then the game rewards you as though you were fighting something your own level in terms of both experience and loot drops.  This means that you can go anywhere and do anything without feeling like you are getting nothing from it.  At launch this was absolutely a problem with SWTOR and it was extremely easy to out level an area, and reach a point where the experience gain was no longer worth the time you spent on a planet.  This was especially true as I remember on Tatooine which in itself was a huge planet with lots of side content.  By the time I “did everything” I ended up several levels ahead of the curve and functionally kept getting more and more over-leveled as I went through the rest of the planets.

Now there is a certain measure of freedom in being able to just go and do the content without having to worry about level… and in many cases gear.  While leveling my Imperial Agent, there were a few points where I went 10 levels without upgrading any of my gear… and really did not notice a significant amount of power drop off.  Then again I did exit the class storyline at level 58… so there was some significant over-leveling going on there that might have been easing the transition.  The thing with this system is however that while you are gaining power and you FEEL powerful… there is never a point where you are just waltzing through  field of enemies gently tapping them and watching them explode.  When you run someone through a low level dungeon in World of Warcraft for example on your level capped main… you can functionally breathe on mobs and they impale themselves in a shower of loot.  SWTOR feels like a happy medium, of letting your power level increase without completely trivializing the game.  Sure most of the time I am not actually afraid of death, but I still feel heroic doing content…  because I am having to use my abilities to take things down rather than a single auto swing.  As a result I have somewhat shifted my focus from user driven mentoring systems…  to seeing more games adopt this sort of level scaling.  The best part about Legion honestly was the way that content has scaled to the player while leveling through it, and if only Blizzard had applied this tech to the world as a whole… it would be a much more enjoyable experience.  I like knowing that I can revisit those areas that I enjoyed so much in the past, and still having an interesting time.