Why Diablo IV Is an MMORPG

Good Morning Friends! First I wanted to start off with a quick notice that if you have the Battle.net client, you can begin preloading the Diablo IV Open Beta now. Technically you could begin preloading yesterday afternoon, but suffice it to say by the time you read this post it will still be available for loading. The Open Beta itself begins tomorrow at 9 am PDT, and I fully expect that the servers are going to be wildly overloaded again. I would not take off work to play in this beta, because more than likely the first 24 hours are going to be unplayable. However, I do suggest that if you have been interested in Diablo and ARPGs in general, you give this game a spin to determine if it works for you personally. I definitely do not hate this game, but when I shared my thoughts earlier this week I largely shared that it just was not the game I was expecting it to be. Since it is a rather expensive purchase and since the refund policy on Battle.net is not as clear and hands-off as it is on Steam, you might as well try it while it is free.
Sometimes content lands in your lap. This happened to me last night when my good friend Wininoid asked me why exactly I thought Diablo IV was more of an MMORPG than an ARPG. This caused me to really clarify that stance, and I thought this morning I would share some of those thoughts with you. You can of course just read the short-form response, but you can only cram so much nuance in a 500-word reply.

The Character Creator

A fairly robust character creator
I guess first let’s start with the character creator. This is not exactly something that I associate with an ARPG, though I would dearly love them to offer more options. Please note that none of the things that I am going to highlight in this post are necessarily bad things, just what I would consider trappings of an MMORPG. In MMORPGs, I absolutely expect to have a pretty robust character creator, and the Diablo IV options would align to the bare minimum that I would expect for that sort of game. I created a “beefcake murder hobo” as I called it but one that aligned well enough with my sensibilities. Black hair and a beard, and has some sort of nonsense going on over the left eye… which is effectively the minimum requirement for being a “Belghast”. ARPGs would be so much better if they offered character creation options, but given that most do not… and even more, have gender-locked character classes… I am going to throw this in the bucket for MMORPG traits.

Open World and Passive Player Interaction

Other players in the world with me, with no ability to play solo
Next up we are going to flow into a “twofer” in that this game features an Open World with at least theoretical seamless shifts between towns and the surrounding areas. More than this however when you are out in the open world, you are surrounded by other players who are also taking part in content alongside you. The game features permissive tagging, in that you can help fight creatures and you will both get credit for the kill and your own copies of any rewards that come from those fights. Of note what I mean is that without formal grouping, you can actively participate in content with other players and there is no way to turn this off that I am aware of. You cannot venture forth into the world completely alone and you will always be at least indirectly impacted by the actions of other players and be competing at least passively for kills. This is not something that I associate with MMORPGs. Occasionally there are shared hub environments like the cities in Path of Exile, but once you start venturing forth you are doing so only with your party. Passive interaction with other players is a tenant of the MMORPG genre, so I am throwing this trait in that column both for the big open world with seamless zoning and the forced existence of other players in your world. Of note I consider Lost Ark to be an MMORPG, not an ARPG because it also has all of these traits and there have been folks calling Diablo IV a Lost Ark clone.

Respawning Mobs and Events

An event that respawns on a regular interval
Here come another two traits that are connected. In an ARPG you generally clear maps from one side to the other and the only time you ever see something respawn is when it is directly connected to some sort of a ring event. In Diablo IV while you are venturing into the open world, everything respawns. If you stand still in an area long enough, the same static spawns will keep popping back up. This has led players to just hang out in the location that a named mob spawns, and farm it over and over. This is absolutely a trait that I associate with an MMORPG because traditionally an ARPG is more map-based with its own population of spawns and you can clear from one side to the other without seeing any of it repopulate. Sure there are ways to FORCE a respawn in an ARPG, but these generally are centered around discarding your current map and forcing an entirely new map with all of its spawns to appear, not just single packs. The other piece of this is that Diablo IV has zone events that happen in fixed locations and on a reoccurring schedule. In the above screenshot, there is an event centered around filling the pillar with blood by killing monsters on top of specific pads. If I roam around that same area long enough, I will keep encountering the same event. Again if there are players in that area you all can participate in that same event or even stand around and farm it over and over. This again is a behavior that I associate with an MMORPG and not an ARPG.

Hub and Spoke Side Quests

A side quest asking me to go to a location and kill something
This one gets a little hazy to be honest because it isn’t like I’ve not encountered this behavior in ARPGs before but it is more the totality of the features rather than a single trait in particular. Diablo IV progresses in a hub and spoke model when it comes to questing. The central quest will lead you to various areas of the map, and once appearing in a town a bunch of blue exclamation marks will show up offering you side quests that continue to force exploration of the surrounding area. These quests align with the central tropes of an MMORPG such as:
  • Kill X Monsters
  • Collect X Drops
  • Go to Location and Kill Specific Monster
  • Go to Location and Collect Specific Thing
  • Take Item from Point A to Point B
In truth, MOST quests in any game align with that model, but again it is the totality of traits and not any single trait. The same could be said for The Witcher 3, because its questing also feels very MMORPG at times.

Predictable Equivalent Loot

Loot drops from a named monster, that effectively aligns with the same types of drops every time.
This one is probably a little esoteric but hopefully, you can follow me. When you kill named monsters and open chests in Diablo IV, you seem to get roughly the same loot quantity every single time. For example, every time I killed this monster I got an amount of coin, two yellows, two blues, two whites, and the potential for a single legendary item. Chests similarly drop roughly the same items every time and the only real difference is based on what type of chest you are looting. Fixed loot tables and the regularity of loot drops absolutely tick the MMORPG checkbox for me.
A sequence of lucky drops in Path of Exile
In a traditional ARPG, it is a complete crapshoot that you are going to get on any given map. The potential for drops is more tied to a specific zone and less to specific encounters… apart from intended zone bosses. Drops are very feast or famine and you live for those big loot explosions. I’m sharing an example of a very lucky explosion of loot from Path of Exile for reference, but I saw something like this maybe once in every ten maps… rather than something that was predictable on every single outing. Sure it is mostly just a difference in methodology because it isn’t like I am getting MORE loot… I am just getting it all at once rather than rationed out in equidistant drops. I definitely associate predictable loot as an MMORPG trait.

No Map Overlay

Map Overlay Shown in Last Epoch
Now this one is more of something that it is lacking and less something that it features. I have come to associate ARPGs with playing with my map up at all times so that I know where I am going. This is more a case that the individual combat interactions are less important than the totality of clearing a map or finding a specific exit. When I am playing Path of Exile, Last Epoch, or Diablo II… I am essentially playing with the map overlay at all times. My eyes are sort of fuzzed out a bit watching what is happening with the actual encounters but also the lay of the land at the same time.
A More Hand Drawn an Immersive RPG style map in Diablo IV
This is not something that you can do with Diablo IV. When you bring up the map you get the traditional MMORPG opaque “hand-drawn” feeling map with fog of war for areas that you have not discovered yet similar to World of Warcraft. This sort of map is absolutely something that I associate with MMORPGs because while helpful, it is nowhere near as mechanically functional as the overlay. ARPGs tend to be more about mechanics and combat interactions than immersion and roleplaying… and Diablo IV absolutely seems to be trying to focus on immersion and story over raw mechanics. Again these are things that I chiefly associate with the MMORPG more than I do with the ARPG.

Factions Grind and Alternative Currency

The Purveyor of Curiosities Vendor allows you to spend “Obols” gained through events and quests.
Every region of the game has a faction associated with it. Completing quests and events in the area rewards you with a currency called Obols and standing with that faction. Over time you gain benefits by raising your ranks with that faction at specific predetermined break points. The currency is used to buy items from a gambling merchant located in each area called the “Purveyor of Curiosities”. While this maps pretty closely to Kadala and Blood Shards from Diablo III, the gaining of factions with groups of NPCs and the collection of alternate currencies are absolutely things that I primarily associate with MMORPGs. Faction grinds in general… are not something that I generally see in ARPGs. Instead, I am more used to trying to keep doing harder and harder content for better rewards, rather than accumulating an amount of renown to unlock something.

None of this is Necessarily Bad

Completing a Stronghold with Other Players
Again I am not necessarily saying any of this is a bad thing. However, these are the reasons why I have said this is more akin to an MMORPG like World of Warcraft than an ARPG like Path of Exile. We also have no clue at this point what the end game for Diablo IV is going to look like. I am not thinking it will really scratch the itch for the folks who live by the schedule of the Diablo II Ladders, Diablo III Seasons, Path of Exile leagues, and eventually Last Epoch Cycles. I might be completely wrong however and there may be systems within systems that we have yet to see. What I see is an MMORPG masquerading as an ARPG, just like Lost Ark is doing the same thing. I’ve often wondered what it would be like to have World of Warcraft redone in the Diablo universe… and in truth, I guess we now have that answer. To be fair Diablo Immortal did most of these things so I legitimately should have set my expectations accordingly.
Completing some of the story content in Diablo IV
I don’t even think that Diablo IV is a bad game. There were absolutely some parts of it that I really enjoyed. However as I said at the start of this post, sometimes content falls in your lap. After getting the question from my friend I decided to further expand upon why I think Diablo IV is an MMORPG, and I think at this point I have done so. I would have liked to have seen something that more directly continued the lineage of Diablo and created a product that could compete with the current king of ARPGs… Path of Exile. Ultimately I am getting that in the form of Last Epoch, but I wanted to see what Blizzard had to offer in that genre as well.
I highly suggest that you don’t take my word with any sense of finality. This weekend you have your chance to get into the game free and try it out. Maybe the clicks in ways that I did not expound upon, and I would love to hear your thoughts after having played it yourself. I am likely going to be playing some more of it myself. I suggest you save the rush and preload it today. I think I am probably in the minority with the amount of side-eye I am throwing at the game, because for the most part everyone seems to be enjoying it. The post Why Diablo IV Is an MMORPG appeared first on Tales of the Aggronaut.

Hugged to Death

Good Morning Friends! Yesterday was the launch of Last Epoch Multiplayer patch 0.9 and it was most certainly interesting. Shocking to no one that has ever experienced an MMO launch… there were problems. I attempted to create a character around noon when the servers first went online and encountered a litany of errors and gave up. Last night around 4 pm when I was attempting to log in, I kept encountering the above situation where it would try and load the character and then fail out with an error of “[LE-61] Failed to Matchmake” but have to hit some sort of time out before it returned me to the character select screen to try again. Around 5:30 my time, things had calmed down enough that I was actually able to log into the game as was my good friend Ace. From there we experienced a pretty hilarious night of weird bugs until I reached a point where I could no longer interact with NPCs… and we had to call it a night.
The above video is one that I snagged from this post on Reddit and uploaded to YouTube so that I could embed it. Unfortunately, it was uploaded directly to Reddit so please know I am not attempting to take credit for it. I absolutely encountered this same bug several times yesterday, and in truth, it seemed to be happening quite a bit for various skills. For example, if I used Lunge without a target, it would lock me in the movement animation while seemingly it waited for the command to time out. When I got shield charge, I was able to charge through walls and skip sections of the map…. because I am guessing my client, Ace’s client, and the server all had a disagreement on where exactly I was heading and where I successfully managed to go. The funniest thing though was when I would shield charge… and it would go super slow for a few seconds and then rapidly warp me to the final destination of the ability. When things got really bad towards the end of my session I started rubberbanding back to near Ace’s location because it was as though the server lost track of me.
Please note this is not me complaining, this is me regaling you with the experience we had last night. Ace and I were on discord laughing the entire time like we were drunk with joy. The folks I feel bad about though are the team over at Eleventh Hour Games. I am certain they did not get any sleep last night… most specifically MoxJet aka Judd (Mox) on Discord. He was in the chat when I disappeared last night and was back up this morning around 6 am, still answering questions… still being chill, responsive, and helpful. I remember when we were attempting to log in yesterday I was watching the chat for any signs of updates, and the chat was thrown into slow mode allowing one new message from each user every 5 minutes. Even then being throttled like it was… it was scrolling by faster than I could read it. I mean all multiplayer launches are at least somewhat traumatic, but I feel for the late nights the team is going to have over the coming days.
Last Epoch is legitimately overwhelmed by new players at the moment. If you look at the steam charts, as of writing this post Last Epoch is sitting in the 8th spot for top-selling games in the US and 12th Globally. Notice that Steam indicates that it is new to the list, which I believe means it has not appeared before on the top 100 list at all. This game went from a very niche title to being thrust into the mainstream literally overnight. I bought into the game in 2018 when it was a wildly different experience, and over time it has shifted from something I honestly did not enjoy much to being a legitimate contender for the Diablo/Path Of Exile throne. This is absolutely benefitting from the hype surrounding Path of Exile having a phenomenal Sanctum league, and Diablo IV waiting in the wings… but not quite ready for launch. It is probably even widely benefitted from Diablo II getting a remastered edition that has had its own traction among classic ARPG players. So while this is awesome for the future of Eleventh Hour Games as a company… it is going to be a bit of a rocky ride in the interim for that team.
For the moment since I spent so much time playing Necromancer in testing, I decided to try out a Sentinel build. This looked to be the sort of Righteous Fire gameplay I enjoy where you are nigh unkillable and just AOE everything around you to death. You can see the .85 build here on Last Epoch Tools, which I am adapting to fit .9, and for the most part, there are not significant enough differences to really cause challenges. I also plan on playing around with a Ritualist and Acolyte like I did in testing and Rogue is just stupid fun and arrives at a point of power way earlier than the other classes. I ran a bunch of things up on the test realm and I plan on doing the same over the coming weeks in online play. The game keeps your offline and online characters separate similar to how Wolcen did, so you have to make a choice of playing with friends or not ever playing with friends. I wish we could have at least played characters offline and then shifted to online play, but I get why they wanted to keep online play somewhat sacred.
Sadly I have no screenshots of me playing with Ace last night because quite honestly we were laughing too hard for me to think to take screenshots. We managed to run a few characters up to around level 17, and I plan on more or less holding my Sentinel where it is currently and resuming play together tonight. At first, we thought maybe there was some catch-up experience going on, but I think they just buffed the XP rates across the board whether or not you were grouped. The main thing we noticed is it felt like we were getting way more “Blue” and “Yellow” monsters than we would in a non-multiplayer map. The chat message indicates that the monster’s health is buffed but I think the changes maybe go deeper than that. It felt good to play with friends and did not feel like we were just stomping things without any challenge. I even died last night because I just did not get out of the bad fast enough. It was a heck of a lot of fun and I am hoping the servers calm down or stabilize as the team adds more resources.
I did not get anything that was necessarily set defining, and I probably traded more good items to Ace than I kept because I ended up getting a lot of +minion items on a build that does not care in the least about that. I did get Snowblind which is a somewhat universally good leveling item. Sadly I am not really going into elemental attacks at all, but maybe I will find some +cold weapons to make this do some work for me. I am also using Avarice Gloves which have synergy with elemental attacks. If I can lean in that direction a bit, those items should help me out a little bit. I had fun though and that is ultimately the real judge of a game launch. I think the Eleventh Hour Games team has a great product on their hands, and hopefully, they have the capital required to ramp up enough to stem the bleeding. They definitely have some work ahead of them because the testing did not hammer the servers anywhere near what happened last night. However, I think they are in a good place to move forward because it was at least playable. Did you play Last Epoch last night? What were your experiences? Drop me a line below. The post Hugged to Death appeared first on Tales of the Aggronaut.

Diablo III Season 28 Start

Good Morning Friends! On Friday evening Season 28 of Diablo 3 started, and I returned to my regular rhythm with my good friend Ace in attempting to complete it. We decided to come back to Diablo in part because this is probably the last great hurrah for the game before the launch of Diablo 4, and the title goes even further into “maintenance mode”. Speaking of maintenance… I had a bit of a rough start. I logged in early Friday morning and was encountering all sorts of issues where my stash tabs were not loading immediately and when they did load it looked like a 90s-era GeoCities site loading one icon at a time. This stabilized but when it came to the actual seasonal launch, I started encountering a problem where I would hard lock every 30 mins or so and then have to hard kill the application to get out of it and back into the game… occasionally having to go so far as to go into task manager and kill battle.net entirely. I am not sure what caused this or honestly what solved it. I tried to do a client repair but it did not seem to be doing much of anything. Instead what I ended up doing is exiting Battle.net entirely, moving my D3 install, and then going through the process of reinstalling the game while pointing at the new directory. From there I attempted a client repair again, and this time around it took about 10 minutes to complete making me think that maybe it was actually doing something that time. When I got into the game I noticed that for some reason it was set to 32-bit mode instead of 64-bit mode. I swapped that and from that point forward the game has been extremely smooth and I’ve yet to crash out to the desktop again. I am not sure exactly which of the things I did actually solved the problem, or even what the problem was exactly… but for now I am going to stop asking questions.
When I want an easy mode season, I always lean heavily on the Demon Hunter. This time around the Gears of Dreadlands set was on Haedrigs Gift, which meant that I completed most of the early seasonal accomplishments on that set. It is perfectly cromulent and is technically supposed to be the best set currently for progression. I’m not exactly the biggest fan of it because it feels a bit piddly given that you have to keep weaving in normal attacks or you just stop functioning entirely. Weaving normal attacks is always a good idea mind you, but if you get to a point where you can’t easily the wheels sort of fall off.
I used my farming ability however to piece together the Unhallowed set and swap over to Multishot. While my brain had gotten used to the spin to win strafing GoD build, I am slowly getting adjusted once again to the more familiar Demon Hunter gameplay. For the longest time I was waiting for a Yangs to drop and then… waiting for a second Dawn. Once I got both I swapped over and can immediately more comfortably farm T16. Saturday night after recording the podcast several of us knocked out two conquests in rapid order, so I should be able to complete the third one without much issue when I finish leveling 3 gems to 65.
That puts me in a very familiar spot when it comes to finishing up the season. I’ve not touched a set dungeon at all because I hate them. Right now I plan on doing the Marauder set because if I remember correctly it is a pretty easy one. I’ve almost completed building out Marauder and am only missing a few pieces. I have everything that I need ready for the Augment minus one of the red gems, and then it is simply a case of extracting a bunch of cube powers and pushing the gems to 70. I feel like some of the pressure has lessened because I could slack off entirely and then finish up all of this stuff in the final weekend if that ended up happening.
This season’s gimmick is the Altar of Rites, which ends up driving a lot of your farming and grinding. Essentially you sacrifice items to the Altar to get permanent buffs. For example, now my pet can salvage whites, blues, and yellows in addition to picking up gold. The problem with this however is that it cannot keep up with the process and seems to miss a ton of gold and a ton of materials. Another buff is that it makes it so all gear has no level requirement… but what it actually does in practice is set everything to level 1. However Companions don’t seem to be able to take advantage of this, so it means while leveling you cannot tell if your companions can or cannot equip something. The Altar is cool, but also seemingly introduced a bunch of jank into the game that they seemingly were not quite prepared for.
What I was not really prepared for… is how much more I seem to enjoy Path of Exile as compared to Diablo III. I just don’t feel nearly as engaged this season in Diablo, and it is almost as though the gameplay loop is nowhere near as rich as I remember it being. I had fun running amok with Ace, and I had missed that sort of experience, but for whatever reason, the gearing process in D3 has felt way more hollow this season than it has in previous ones. I could micromanage getting exactly the right stats, but it doesn’t feel as repeatably enjoyable as roaming around in Delve, Heist, or doing Maps in Path of Exile.
I am really hoping that when the Last Epoch Multiplayer launches, it can be that happy medium between the more casual grouping play of Diablo III, and the more rich systems of Path of Exile. I also hope to get into testing for Diablo IV so I can try that out and see how it feels. Basically, I am not sure if I was just in the wrong frame of mind for this season of Diablo III, but something feels missing and I can’t quite put my finger on it. I am going to wrap things up, but I think I would rather be playing Guild Wars 2 when I am not actively playing with friends. The post Diablo III Season 28 Start appeared first on Tales of the Aggronaut.

Exploring Undecember

Hey Folks! This weekend I spent some time exploring the ARPG called Undecember. I was completely unaware of this game until the launch of Diablo Immortal, and shortly after that point, the folks behind this title started doing some sponsored videos. However similar to Diablo Immortal, discussion of the game also came with a discussion of its cash shop and pay-to-win elements. After going through what we went through with Diablo Immortal and being so egregiously monetized… I decided that I would just give this game a hard pass.
I had largely put it entirely out of my mind when this weekend on a whim I decided to go through steam recommendations. One of the things I greatly appreciate about the Steam interface is the recommendations by friends section because in truth… I care way more about the opinion of my friends than I do any gaming pundit. So I noticed that Teufelaffe had left a review and honestly… it was enough to spark my curiosity and get me to install the game. His stance largely aligns with mine… that I don’t care if there is a way to shortcut the process by spending money so long as it isn’t required to do so. That was the problem I had with Diablo Immortal is that you could not get a fully geared-out character without spending literally tens to hundreds of thousands of dollars. This created a hard wall that blocked my progression where I could not function in Hell 2 because I lacked the “gear score” to make it viable because the game was actively debuffing me for not having spent enough money.
As Teufelaffe said in his review, the game really does feel like a blending of the best parts of Diablo III and some of the better parts of Path of Exile. It is a game where you have no classes and that you get to create your own character and choose their appearance. Then the spell gems that you equip and attribute points that you spend, determine what sorts of builds you can do. I opted to go for a largely Dexterity-based character, trying to replicate something like the Diablo III demon hunter so I am wearing leather armor, spending most of my points in Dex, and using ranged bow abilities. The hardest thing to get used to is the fact that you do not have full control over all of your keybinds… left click is your movement key and there seems to be no way to change that. However, if you hold down your left click you can steer with your mouse cursor which is functionally what I do with putting “force move” on W in the games that will support it. It took some getting used to but now feels comfortable enough.
Instead of relying on getting gear with specific sockets on it, in order to make your build like Path of Exile you have a hex grid that you lay gems on. Each gem has six sides and each side can have one of three colors on it or be completely empty without any colors. Essentially you can use these special helper gems to link other abilities or buff specific things about it. For example, my main attack right now is a spread shot and I have it linked to cast the ability Chain Lightning on hit. That means I fire off this spread of arrows and the first time it makes contact with any enemy, that triggers a lightning bolt to course and spread through surrounding enemies. Spread Shot also has a green gem that increases the number of projectiles… and I am sharing that with another ability called Flame Shot. Essentially it becomes this puzzle game of trying to figure out how best to place your gems in order to make sure you are getting the maximum benefit.
One thing of note is that Undecember is also a mobile game, and is available on Android and iOS and with it… comes a number of very mobile mechanics. Every time you do anything in the game, you are going to see a dozen teal arrows light up on your interface drawing your attention to various systems. This means spending a lot of time clicking through various menus in order to get various “rewards” that are largely meaningless at the moment because I am not entirely certain what anything does yet. The same is true with the cash shop in general. There are things that the game would like me to buy there, but all of it largely seems like nonsense. The only thing that I did notice is that it would cost you about $40 to buy a full cosmetic skin because skins are broken up into 4 chunks: armor, helm, mainhand, offhand… and each of those costs around $10 in cash shop currency.
For those who have played Path of Exile, the crafting system will be very familiar. In fact, there are a number of items that you will simply recognize as their Path of Exile equivalents… like I got my first Chaos Orb and Exalted Orb the other day and the icons feel similar enough. You can do some basic crafting through the enchant system at the blacksmith, or more hardcore crafting recipes at the alchemy table… aka the crafting bench. One thing that takes a bit to get used to is the fact that you have to manually level your gems by feeding them magic shards. That means at some point in the future you will be grinding random stuff trying to get magic shard drops so that you can catch your gems up. Right now I have not really struggled but at 30… I am starting to notice that I simply don’t have enough magical dust to level everything up at the same time.
All told I have been enjoying myself quite a bit and if you also were looking for a happy midpoint between Diablo III and Path of Exile you might check it out. I will let you know as I progress through the game if I hit any hard paywalls. That will be the point at which I check out, because while I am not afraid of spending money on a game… I don’t want it to be a requirement to progress. We tried some of the groupings over the weekend and unfortunately, there is no level-scaling, so you can drag someone along like you can in Diablo III but if you want grouping to be meaningful… you will have to stay within the level range of your friends. I am hoping that when I reach the endgame the content will be fun for grouping because right now the normal leveling content isn’t terribly exciting with other players.
So now to finish up with a bit of housekeeping. Last Friday I posted a note as a bit of a teaser stating that I was involved in the rollout of a gaming-focused Mastodon Instance. It rolled out on Sunday but I regret to inform you that I am no longer involved with it, nor can I suggest that anyone migrate to it. My yesterday was honestly pretty awful and it involved a sequence of events that led to me getting ejected from the planning discord, moderator status, and ultimately losing my account on the server. Granted I am being told that my account and the account of Scopique were not deleted… but they disappeared in sequence with me being shut out of the project so I drew what felt like obvious conclusions because neither account exists anymore. It was a bad situation but I am not going to go into details publicly, suffice it to say I am withdrawing my support in any capacity from the project. If you do migrate be cautious I guess that is all I would say. I hope you all have a great day and a phenomenal week… and I am hoping my mental health improves because yesterday was a massive blow to it. The post Exploring Undecember appeared first on Tales of the Aggronaut.