The light at the end of the tunnel

Last night we spent a third of the raid time killing Ifrit which took us about 4 tries to get past all the pitfalls, and then the rest of the time was back into turn 9.

Turn 9 has taken a weird progression.  Every individual phase is this giant monumental task and when you finally get past it you hope “can we now just kill this stupid boss?”  We took about a month before we finally got the boss into phase 4, and the hope was very much “can we now just kill this stupid boss?”

Phase 4 is by far the most demanding thing I’ve ever been asked to do in a raid.  I have the job of marking dive bombs, which means in addition to doing an incredibly intricate dance around the arena to deal with boss mechanics, I am also expected to place the ground markers for dive bombs.  Dive bombs can take 3 different configurations and based on which one it is in, I have to mark different areas.

This is what we should do
This is the chart I keep on my second monitor so I can direct the raid to the safe spots

 

Last night we had one attempt where I had marked both locations in enough time and we had enough people up.  All we needed to do was get past dive bombs and everything was rinse and repeat.

We did not get past dive bombs, but what I did glimpse was the possibility of us beating this fight.  I saw the light at the end of this tunnel.

What we actually do
A diagram representing how our raid actually handles divebombs

We’ve been working on Turn 9 for almost three months now, and the fact that we are still playing this game and don’t hate each other is a testament to both the game, our leader, and our group’s resilience.

On Wednesday I get to dive right back in with a pretty green group, so I look forward to learning the fight all over again.

Wish me luck!

Tactics and Strategy: Triple Triad

I have been playing a fair amount of Triple Triad this week, and I like to think I’m somewhat good at it.  I don’t actually know this for sure, and given the AI’s propensity to just throw games away, plus the fact that their decks are strictly better than yours, being able to declare myself as good based on wins seems dodgy at best.

All that said, here’s some of the tactics and strategies I’ve been employing to win games and get myself to 30 cards.

Opening Moves

For all of these games, I’m going to treat them as if they were all Open, meaning we know the opponents cards in hand.  In fact, even closed games we should know their card pool because it’s typically never larger than about 8 cards.  This lets us figure out what moves they can make in response to us.  I’m going to avoid talking about the Plus/Same game types because I’m still not very solid on those.

I keep going back and forth on how to recommend turn 1 plays.  I tend to play a soft card in the corner that I want play to proceed from. There is definitely an argument for playing a safe card and punting to the opponent, but I find your only safe card is your most valuable card and I want to save that for potential blowouts later.

When I say a soft card, I mean a card that has low enough numbers that I can reliably play a card on either side of it to capture it.  The plan here is let my opponent take it, and then I take it back.  This means that card can’t be turned anymore and I have a secure point on the board, and I probably haven’t spent any power cards to get there.

So the question becomes “what corner do I want to drop this card?”.  My suggestion is you pick the corner that best plays into your other cards.  If you have more high number on the top and right sides of your hand, open in the top right corner.  This is very much an “offense over defense” strategy, but you are playing against such higher card quality that aggressive trades, 2-for-1s, and being able to exploit the AI throwing a match are how you win.  Against the AI offense is much better than defense overall.

Mid Game

Mid Game really begins after the first card is played.  Hopefully you can capture that card.  If you can’t or it isn’t worth it, refer back to the previous section and try to re shift the game to a board state you can manage.  Just realize you are fighting very uphill at this point.

Other than that, moves become a matter of optimizing the difference between your turn and their turn.  Knowing their cards in hand helps quite a bit with this.

This means that you aggressively pursue moves that flip 2 cards even if it exposes you to having an easy card flipped.  If you have no available takes, you try to fill in holes on the board that would expose you to such attacks.  All you need to do in order to win a game is take one additional card over your opponent.  Once you are at that step, it becomes more important to go even than to try and aggressively pursue plays.

And as you are playing NPCs with much better decks, don’t despair.  If you are able to get an early lead, it’s entirely possible for them to just throw the game away.

Closing it out

Your second to last play is when it becomes most important to know how the opponent can respond.  In some cases, you might need to just put a card in a vulnerable spot to protect a lead.  Sometimes, you need to be able to take a card know that yours will be taken by something you can take in response.  This is when knowing what is in the opponents hand becomes most critical.

I hope this helps some folks out with the game.  I’m going to be streaming some Triple Triad today at my twitch channel, so feel free to join along and ask any questions or give any critiques.

 

Games I have been playing

So, I’ve been playing a crazy amount of Final Fantasy XIV.  Enough that I haven’t had much to really talk about on this blog on the topic of games, because I’ve been mostly just doing the grinding elements of the end game to get geared up.  I am now geared up.

STUPID FRIGGING BELLY WINDOW
Pictured: Me geared up

I’ve been playing this game for a solid two weeks, and I’ve still got content to work through, but between Hunts and Roulettes it’s felt kinda grindy.  I’ll probably dial down my play over the next week just in time for me to have my life consumed by Destiny.  That said, in an attempt to get some other games in, I purchased last weeks Humble Bundle and started to play through some of those games.

Ready, Fight

One Finger Death Punch was the game in the bundle I was the most interested in.  It looked very pretty, and is ultimately a pattern matching game.  I like the rhythm games it shares it’s DNA with so I tried it out.

That’s a video of me completing on of the standard levels.  All I do is press X or B on my controller when an enemy or object is in my reach.  This actually has more game to it than you might realize as some mobs will dodge attacks and require specific patterns to fight, and some weapons work in different ways.  In the middle you will see me kicking a ball at enemies that instakills them and keeps coming back so long as my timing is good.

It’s a great game and makes for a hell of a spectacle.

Enemy Mind

I loaded this game up and played through the first level.  It feels like an old arcade style shooter, but with the gimmick of constantly changing your ship for an enemies.

Tyrian is the only one of this genre I ever really got into, and enemy mind doesn’t really sway me either.  I had some fun, but the short duration I could keep any given ship meant I kept ending up back in ships I didn’t want.  I’ll give it another try, but this one didn’t work for me on my initial playthrough.

Home stretch

One more day of Blaugust to go.  I’ll probably post some sort of wrap-up on this whole thing tomorrow.  Thanks for reading throughout this month, and once again, check out the Nook for related posts.