AggroChat #391 – Slap the Lizard

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
Tonight we go back to our normal format and open up talking about Kodra teaching Eli how to play some Pokemon TCG, and how the last time several of us played that game was during the Wizards of the Coast era.  From there Grace and Bel talk about Gunfire Reborn, a game where you play anthropomorphic animals with guns in a roguelike…  that occasionally features lizards as weapons.  Bel talks about his experiences playing Diablo Immortal and we talk a bit about its very predatory monetization scheme.  Tam talks about his experiences attempting to get into the very obtuse X4 series and obligatory comparisons to Star Citizen.  We talk briefly about Star Trek Strange New Worlds and how it is a pretty good onramp to the Trek franchise.  This also ends up in a bit of a brief discussion about the new Kenobi miniseries of Disney Plus.

Topics Discussed

  • Pokemon TCG with Youngsters
  • Gunfire Reborn
  • Diablo Immortal
  • Predatory Monetization
  • X4: Foundations
  • Star Citizen
  • Star Trek: Strange New Worlds
  • Kenobi Miniseries
The post AggroChat #391 – Slap the Lizard appeared first on Tales of the Aggronaut.

Diablo Immortal

Diablo Immortal potentially has one of the worst game announcements I have ever experienced. Fans like me were hoping to see the next chapter in the storied Diablo PC franchise and instead got a mobile game. That said while I was disappointed… I remember talking on Twitter about how I was interested in a phone-based Diablo game. The app stores are chock full of Diablo clones, some of which are actually really good. The thing is… none of them really FEEL like Diablo and I hoped that Immortal would package up the gameplay that I really enjoyed on Diablo 3 into a handheld format. Then all of the bullshit happened over the last two years with Blizzard and it made me significantly less interested in playing any of their games. In fact, I had not touched anything Blizzard-related since April of 2021 until yesterday when I gave Diablo Immortal a spin because I figured at some point I would want to talk about it based on what I had been reading.
If you want my 500 ft view of the game… it looks like Diablo and sounds like Diablo, but does not FEEL like Diablo. There is just something missing about the way the game functions that pushes it into this uncanny valley of not really feeling like the game I was looking for. It is little things like breaking objects… if they are breakable at all… doesn’t really do anything. I’ve been smashing barrels for fun and profit since Diablo 1, and while there are a handful of breakables early in the game… there seem to be way more vases and jars that are untouchable. That is by no means a fatal flaw, but just indicative of the sort of thing that I am talking about here. Something just feels off about the game and I will dive a bit further into that.
At a core level, Diablo for me is about building resources, spending resources, and the interplay of abilities. Diablo Immortal instead is a game about pressing buttons whenever they come off cooldown, which is ultimately the problem with every mobile phone Diablo clone I have experienced. You could have told me that Raziel or Lineage was having a cross-over event with Diablo, and I would have believed you. Essentially Diablo Immortal feels at a fundamental level like every ARPG I have played on a phone. There is something missing in the interplay of the abilities that makes it feel like I am just whacking buttons when they come off cooldown without a larger goal in mind.
The other aspect that makes it feel like every other ARPG on the phone market is the inclusion of ultimate. There is a meter that is slowly building over time through you taking actions, that ultimately unlocks an ultimate ability. When this ability is active you essentially shift into all powerful god mode which allows you to completely decimate any encounter. However, the end result of this is that you feel weak and useless any time the ultimate is not active, making it feel like you need to gain power in order to compete with this borrowed power system. Based on my brief research, there are apparently gems that you can slot that will build this ultimate bar faster allowing you to have this “borrowed power” up more often and burn through things more quickly. To be fair, Diablo has always had borrowed power in the form of the shrines, but I specifically call out ultimate only because they seem to be bog standard for all phone ARPGs and not something I have traditionally associated with Diablo in the past.
Then there is the monetization. Upon clearing the first dungeon and taking down King Leoric yet again in a Diablo game… I unlocked the Mad King’s Breach Trove. This wasn’t something I got as a loot reward but instead something that I can now purchase on the in-game store for only 99 cents. For that low price, you get one legendary crest, two basic crests, six gems, and 60 eternal orbs. It seems like the “crests” are this game’s “gacha” currency and allow you a chance at pulling legendary gems. The orbs are the currency for purchasing more of these crests or the various cosmetic items available in the game store. However when I looked through the store there was nothing that you could actually purchase for 60 orbs, and instead, you would need to add another 60 to that in order to get to the price for the cheapest item… a single legendary crest for 120 orbs.
This sort of thing is what is referred to as “predatory monetization” and I get that it exists in so many forms now. However, the fact that you get an amount of currency in one of their “cheap” packs that they are telling you is a phenomenal deal… but that is not capable of purchasing ANYTHING in the store by itself feels real bad. All cash shops are notorious for doing the thing where the amounts of currency that you can purchase never quite exactly map to anything you can buy in the store so you either have an amount left over or are just short. That sucks too, but this is a case where you are given an amount as part of a bundle and there is absolutely nothing that I could see in the shop that you could actually spend it on. The above video is one that keeps getting referenced over and over by various talking heads discussing this game, and if anything they say is true… it would cost tens of thousands if not hundreds of thousands of dollars to buy your way to a completely maxed out character.
For a very long time, Blizzard games have been riding a line when it comes to monetization. While lots of folks complained about Overwatch loot boxes or Hearthstone card packs, I thought those were mostly fine. Overwatch gave you nothing but cosmetics and Hearthstone more or less modeled the same sort of thing I was used to in purchasing card packs for Magic the Gathering. This however feels like another significant line has been crossed, and in doing so… it takes Blizzard into a whole new category of a games company. Genshin Impact is a DEEPLY predatory game when it comes to monetization, and if there is any truth to the rumors about what the endgame of Diablo Immortal looks like… then Genshin actually seems generous.
If you are enjoying Diablo Immortal however then by all means awesome. The combination of it mostly just feeling like every other phone ARPG I have played combined with the aggressive monetization ended up being a massive turn-off for me. I’ve tried both the Mobile client and the PC client and they feel fine enough. Both mobile and PC feel much better with a controller than they do with touch or keyboard/mouse. Touch screen interfaces still largely feel like garbage to me so I am not going to hold that against this specific game when ALL touch screen games feel like trash to me personally. If you are grabbing it for your phone prepare to have about 2.6 GB of free space all told once the many downloads finish. Other than gameplay problems, I still do not feel great touching anything Blizzard-related right now so long as Kotick is still in power. I am hoping that the Microsoft purchase goes through and that sweeping changes are made within the company.
Instead of playing Diablo Immortal from the bed as I had originally planned on doing, I decided to use Steam remote play and give Torchlight III another shot. I have to say I kinda dig the ghost captain class so far though I did not make it terribly far before sleep claimed me. I really need to do the whole steam remote play thing far more often because with my phone and the Gamesir controller it was a phenomenal experience. I need to probably sift through my game library and look for more similar controllers/bed-friendly titles. All of this said I really do hope you are enjoying the launch of Diablo Immortal. It was not for me but that does not mean it is not a game you are going to be interested in. The post Diablo Immortal appeared first on Tales of the Aggronaut.

Lottery Lost

Good Morning Friends! I just realized that I talked about it on Twitter but have yet to talk about it here. The first non-Ishgard round of lottery is finished and I failed to snag the house I was interested in. I was bidder number 5 and I have no clue the total number of players that were in the running, but number 15 won. Even though it makes me sad that I lost the property, I will say it was an infinitely better experience than the previous click fest. On June 4th if my information is correct, I will be able to go house shopping again and place another bid that will be drawn on the 8th. I really think there needs to be some sort of in-game clock to let players know where we are in the housing draw period. Either that or I need to go sifting around on the interwebs and find a resource that is going to be reliable for this purpose.
I will take this opportunity to plug the Super Dungeon Friends discord again. If you are curious about the whole idea behind the SDF then you can read the original post. As far as me lately it has turned into an FFXIV housing system support group. I know a few people in the chat managed to snag a home and I was super happy for them. Since launching it has been expanded to have some channels related to other games as well including New World, Guild Wars 2, Diablo, Destiny 2, Lost Ark, and World of Warcraft. It is not exactly a high-volume server but is a fairly chill place to have a conversation.
So I know I said I was done caring about New World yesterday, but here comes some more New World talk. My main is currently situated on Valhalla and I got there because Minda my original server merged into Frislandia… and then Frislandia merged into Valhalla. The above screenshot was taken Monday night and represents something close to the active population of servers during North American primetime. So the server I play on is effectively the sixth most populous server during the times I am active. For a while now I have been hearing that Maramma is this haven for PVE players and that is really the place you want to be if you care about that side of the game. As a result, I have found myself contemplating a server move given that I have two free tokens.
So as a result I decided to create a throwaway character on that server to “test the waters”. In the hour I spent playing last night I saw far more openly racist statements in chat than I have ever seen playing on any of my previous servers. Frislandia is probably the worst server environment that I had been on during my time playing New World for community global chat, and it is starting to look like that even though it is very PVP focused… Valhalla is the best. The only problem with Valhalla is its extremely expensive prices for anything crafting-related. I think it is a sheer case of fewer resources entering the market and as a result, the price gets driven up. I responded to a comment from Nogamara about reagent prices, so I decided to use that as a reference point for the differences.
ReagentValhallaMaramma
T5 Sandpaper0.830.09
T5 Tannin0.590.15
T5 Flux3.050.89
T5 Weave0.630.1
T5 Solvent0.750.19
On my original server Minda we had this problem where everything was either worthless or had insane value, meaning that you could not make a reasonable living selling normal materials. Based on my quick survey of the Maramma economy, it seems as though that is taking place there as well. While reagent prices are nonsense on Valhalla, I can make quite a bit of money just by providing refined resources and selling them on the open market. I think again this is entirely brought on by the fact that we seem to be a very PVP-focused community, and as a result, there are fewer PVE-centric players providing the resources to the market. It is moments like this that I really miss the Guild Wars 2 economy where prices are so stable and regulated that you could set a clock by them.
So essentially I am finding out that the grass is not in fact greener on the other side. We are going through this weird period of Valhalla where there was a mass migration of green players to team purple, and as a result, my faction controls most of the map now. I really need to get over my own social anxiety and just put myself out there and do some end-game content. I’ve made a handful of friends of the server already through random interactions, and I would love to get to the point where I had a regular group of people interested in running dungeons. I think if I could ease my way into that side of the game that it might be the enjoyment I am looking for. All of this said… I am still actively playing Guild Wars 2 every night and if I just managed to get further into some of the grinds like Skyscale I would probably forget entirely about New World. The post Lottery Lost appeared first on Tales of the Aggronaut.

New World’s Fatal Flaw

Friends, I think I might be winding down my playtime of New World again. In my time playing the game I feel like I maybe understand what is wrong with the experience. Sure there are technical hurdles like the fact that the game was designed to be played like Ark on rented servers, but instead sold itself as an MMORPG. However, the core flaw that cannot be easily fixed is that the game feels progressively worse the longer you play it. For the first few dozen levels, everything feels fresh and new. It feels as though literally anything in the game is rewarding and just running around and clearing out towns gives you meaningful rewards. This changes as you start narrowing the scope of what exactly you need to be gaining anything feeling like meaningful progress.
Crafting in the early game feels phenomenal. You can walk outside of town and find a bounty of resources at your disposal to craft until your heart is content. However, once you move into the higher tiers of materials you put yourself in contention for the same resources that everyone else playing the game on your server is hungrily seeking. Sure there was what felt like an Iron shortage, but every single zone has two or three good Iron routes and if one is being farmed down, you can move over to a new area that is in less contention. When you get to Starmetal, Orichalcum, and Ironwood… there are literally two or three good routes in the entire game all of which are heavily farmed.
This leads me to the last week or two of my life as I have run a route in Brightwood that takes me past four spawn points for Ironwood, four spawn points for Orichalcum, and a couple of different spawns for Wyrdwood. I don’t really mention Wyrdwood as being a resource in heavy contention because if you are desperate enough there are ways to get an infinite amount of it by just farming mobs that can be harvested for it. A pack full of 3000 Ironwood or so, would end up netting me a half dozen skill raises, which is the byproduct of farming for hours. The problem is while doing the loop I was regularly in contention with four or five other players, hoping to arrive at exactly the right time for the “big nodes” to be respawning giving me the maximum yield for my harvest.
A had a few goals coming back to New World, and most of them were crafting-related. I wanted to push up my armoring skill and craft a full set of Voidbent Armor. This was accomplished and gave me a good suit of gear to run around and cause trouble in. The next was to push up my engineering to 200 and be able to craft at least one level 600 weapon, namely the hatchet. My last few weeks grinding away on the Ironwood trade, paid off yesterday allowing me to craft the Axe of the Abyss. Now unfortunately I am not sure what is left for me to do. I like a good grind but the grind has to be within reasonable reach, and as I survey my options I am not seeing one of those.
When I left New World my Furnishing was sitting at level 121 after a copious amount of grinding. This in theory would be my next target but it does not really seem terribly reasonable. There is a website that keeps a fairly accurate count on what it would take in resources to level crafting, and a suggestion of the cheapest path to get there. When I plugged in getting from 121 Furnishing to 200 it returned this. Pending that I had no resources saved up going into this, it would cost me something in the neighborhood of 88,000 gold to level this to 200. I have no interest in purchasing or farming 45,000 Pure Solvent, which only drops from a handful of level 55+ camps in the entire game.
What felt amazing at low levels just kept feeling worse as you climbed the crafting tiers. It would not be so bad if you were just contending for those high-level resources, but that is not the case. You still have to spend countless hours to grind your way up from the lowest level resource which is used in the crafting process of each additional tier. If my math is correct getting a single Ironwood Plank takes:
  • 8 Ironwood
  • 12 Wyrdwood
  • 16 Aged Wood
  • 64 Green Wood
  • 7 Sandpaper
All of those resources are reasonable enough to farm, but that sandpaper requires just going out into the world and roaming around looting boxes. Beyond that, it requires you to be lucky that the reagent that you get is the one that you actually need. If it is not the one you need… then you have to grind faction tokens in order to buy converters to switch it into the reagent that is useful to you at a significant loss in quantity during the conversion. So when I look at the nonsense required to level Weaponsmithing, the other trade that I would find useful… it is again a big freaking no. Either I farm up almost 70,000 flux or I shell out roughly 246,000 gold in order to pay my way to level 200.
Farming resources are now enjoyable honestly because you end up walking away with a big stack of aptitude caches. However, they recently nerfed the number of materials that return from each cache, so again… lowering the amount of fun and increasing the amount of grind. I just don’t feel like the team that is working on this game understands what would make their game fun to play. They continue to double down on PVP as a focus, making me lose more interest in the game as a whole. They made a significant number of quality of life improvements, but I also feel there is a flawed core to the game experience once you reach the endgame.
The only other goal that I really have left is that I would still like to be able to say that I got my expertise up to 600. However, I can do that by playing for about fifteen minutes each day and earning a few very easy gypsum orbs. I think for the time being that is probably going to be my interaction with New World. The other track for expertise is grinding dungeons, which everyone seems to be doing. The end result is there is a flood of less than perfect level 600 orange weapons on the market board going for as low as 500 gold. I now have most of my slots filled with cheap cast-off weapons, and I really don’t see any point in attempting to get “good rolls” until I have maxed out that expertise score. If I could coax a regular group of four other players into having a dungeon night I would be game, but I am not going to subject myself to the generally awful community when I know everything I get will be disposable. The post New World’s Fatal Flaw appeared first on Tales of the Aggronaut.