Stardew Landmark Crossing

Good Morning Folks! August is turning out to be exceptionally busy with me doing some build testing ahead of the 3.22 League in Path of Exile, the Launch of Baldurs Gate 3, and in the midst of all of this I finally got my email inviting me to Palia. For those who have not been following this game, it has been billed in the media as coming from former Blizzard and Riot employees, but frankly… given the colossal turnover at both companies, you would be hard-pressed to point at ANY game without being able to say that. It does have a graphical style that reminds me of an amalgam of World of Warcraft, Wildstar, and Free Realms.
What the game promises is an interesting concept, a hangout MMO without combat. What this feels like in practice is Stardew Valley the MMORPG. More than that I also get Landmark vibes when it comes to hunting down rare resources, and even a bit of Animal Crossing. Essentially you are teleported to this world and given an instanced plot of land and some resources to be able to harvest and craft your way into making it a home.
The character creation system is “aggressively fine” but that opinion might be coming from the fact that I also created my character in Baldur’s Gate 3 within a few hours of each other… and that creation system is phenomenal. My key complaint is the lack of beards, which is often a complaint I have with various games. However one of my friends came to the rescue to inform me that this is on the roadmap. Other than being clean-shaven, I was able to create a reasonable facsimile of “Belghast” as I often appear in various games. I would never wear skinny jeans, but I am going to blame some non-GenX artists for that one as they were the most non-descript black pants option I had. I assume over time more clothing options will open up. It would also be cool to have some different body options given that I am a very large man and I would absolutely give my avatar a belly.
Just like in StarDew Valley you are given an area of the map that is littered with volunteer trees, stones, assorted collectibles, and the remnants of a broken down fence and housing foundation. My OCD required that I harvest EVERYTHING within the boundary of my fence line. So now I also have a bulging storage shed filled with basic resources, which should hold me for a little bit when it comes to crafting.
The initial objectives were to build a tent, a workbench, and a storage bin and then the game sent me into town to meet a bunch of town folk. This in turn gave me a whole slew of other objectives. I’ve also learned how to hunt and fish. Hunting… I am extremely bad at it as it involves trying to slowly fire a bow as woodland creatures scurry around the map. Fishing… I got the hang of it pretty quickly once I figured out that I needed to move my mouse from side to side to keep up with the bobber. I’ve yet to learn how to actually go to sleep, or even if I need to but I have a way larger than I expected tent filled with nothing at the moment.
The game is charming as heck and I look forward to watching as it progresses. It definitely fills that Stardew Valley with friends vibe, and I want to see what grouping up while harvesting does. Landmark used to have this mode where if you grouped up and then gathered resources, everyone in the party got a copy of everything that was looted. I could see something like that going really well here. I would also love to see this game implement some sort of large-town project system. In Horizon/Istaria, there were these massive crafting projects that involved building bridges to new areas or building out towns, that essentially required the entire community to pool resources. This sort of experience would fit this game especially given that there is no combat.
I figure most everyone that is interested in this game has already signed up, but if you have not… please feel free to use my Referal Code. As far as I know, it does nothing to expedite your access to the beta but does give me sweet stuff for signing people up, and I believe you get a care package when you first log into the game. I know I had stuff waiting on me from the code I got from Scopique when I finally got access yesterday. All in all, this looks like a really cool game to watch as it develops into a chill game for nights when you just can’t handle anything too terribly complex. I am of course Belghast in the game, so feel free to friend me if you are already there. The post Stardew Landmark Crossing appeared first on Tales of the Aggronaut.

Inconvenience as a Feature

Good Morning Friends! We are going to go on a bit of a journey. I’m very much in Path of Exile mode with the new league starting some 16 days from now. I have been playing around with various build ideas and trying out new things. This also means I am consuming a lot of content which in turn causes the YouTube algorithm to dredge up even more of it for me to watch. Trade is an extremely important part of Path of Exile, whether or not you want to admit it. If you are playing without access to the trade market, you are absolutely playing on the hardest difficulty settings. Solo-Self-Found is absolutely a game mode, but it is also one that expects you to know quite a bit about the even more obtuse crafting system in order to fix your resistances and craft your own gear. I feel strongly enough about this that I took the time to cobble together a rather detailed dissection of a trade encounter in an attempt to demystify the process.
Then I stumbled onto this video from All-Trades Jack who has been going on his own journey through this game much like I have over the last few years. He has an excellent video talking about the merits of following a guide which I highly recommend watching. Essentially he reached the point that I did two leagues ago, where I finally was willing to engage with the Trade system. He honestly talks about many of the very sane and reasonable objections that I also had. Trade in Path of Exile is needlessly cumbersome and it requires a human element to the trades that I have not dealt with since Everquest and setting up a trader in the Nexus. It should be as simple as putting items in a publicly flagged trade stash tab and then allowing players to purchase those items through an in-game auction house. However two leagues into wrapping my head around the trade economy… it works the way it works for a reason.
One of the core problems with an Auction House system is that it often allows for arbitrage, or essentially buying cheap goods and then selling for a profit margin. This is ultimately how the real-world stock market works, so it makes sense that players will figure out ways to carry over this same logic into a video game. In World of Warcraft, this has led to an arms race over the years of Auction House tools and changes to the way that the Auction House worked, in order to try and throttle the equivalent of “fast trading”. Essentially in an Arbitrage system, there is essentially an invisible broker sitting in the middle of a trade always making sure that prices trend upwards. This is an oversimplification because I don’t tend to engage in “economic pvp” as some call it. I know it works and I have a mount in Classic WoW entirely thanks to the fact that my friend Stargrace is extremely skilled at playing a market and looking for opportunities.
This is not me passing judgment on the system, but just saying that it isn’t really my jam. World of Warcraft specifically has systems in place to help limit the impact of runaway arbitrage. When you use an item, it often binds to your character meaning that you cannot then turn around and sell it after using it. When the game launched bags were not bound to the character, and as a result the bag cartel became one of the most rampant marketplaces. I remember getting very threatening messages when I crafted my first Mooncloth Bag and dared to price it cheaper than all of the other bags on the market. From Burning Crusade and beyond, all bags were set to bind to the character on equipment. BOE as a system is likely largely a result of the trade economy that WoW Devs were all too familiar with in Everquest where all of the gear was tradeable effectively forever. Nothing was ever truly removing gear from the economy because I could use the same Lamentation for 50 levels, and then trade it off to the next person when I got an upgrade.
Path of Exile is similar to the original days of Everquest in that almost everything in the game is freely tradeable between your characters or any other player in the game. This allows for some really interesting decisions where I can take maps with modifiers that I cannot personally run, but sell them to players who have builds capable of running them. I can also take every piece of gear that I find and sell it to any other player, or even when I decide I am done with a character use those items to fund my next character. It is an economy begging to be set ablaze by arbitrage, and there are in fact discords devoted to buying items in bulk for the purpose of flipping them. However, this is not something that the game itself supports, and by default, trade seems to be purposefully cumbersome and requires several human touchpoints in order to stop rampant flipping.
It might be Stockholm syndrome, but I have reached a place of acceptance that All-Trades Jack has yet to arrive at. I accept that the cumbersome nature of trade, and the inconvenience of needing to stop what I am doing in order to sell an item… is a fair tradeoff for having the ability to find reasonably priced items for the vast majority of the league life span. We are currently at the end of a league and the trade market is a bit tight, but my reasonably priced items are going like hotcakes as a result. I will say that the inconvenience factor has changed what I am willing to sell. I am no longer going to personally list 1 Chaos items because frankly, it isn’t worth my time to stop doing whatever I happen to be doing to pop into my hideout to complete that trade. In Sanctum my bulk bin was 1 Chaos, in Crucible my cheapest sell price was 5 Chaos… and going into the next league I fully expect the lowest price I am willing to sell at will be 10 Chaos.
While my personal price point has trickled up, it is not that I am charging more for individual items… it is just that I am only selling better quality items. There are enough dedicated traders out there who are more than happy to take on smaller trades to make sure those 1 Chaos uniques are in plentiful supply. I’ve basically figured out a way that I can live with the system. Would I like it all to be automated and require zero human interaction? Absolutely. However, I am not sure if I would like the ramifications of that system. I get the impression that Grinding Gear Games does not want their trade economy to devolve into a flippers paradise. I feel like they would like to reward players for going out and doing content and then selling the items that they find in the wild. Much of why I never really engaged with the Auction House market in World of Warcraft, is that it felt like it was stacked against the folks going out and doing the content.
Anyways I’ve made my peace with the system. I’ve tried to release content both in written and video form in an attempt to demystify it. There will still be folks who want nothing to do with the system, and at least among my circle of friends I am always willing to interact with trade for them when they are looking for something specific. Last league, I had a bag slot that had currency belonging to Thalen for example, and when he wanted something he would just send me the trade site link and I would snatch it up for him. I’ve reached the point where I am comfortable enough navigating the system that I don’t mind doing it for others. I’ve yet to touch the bulk trading options like TFT, but at some point, I could see myself dipping my toes into that market for no reason other than to get rid of some of my vault clutter. That said I keep buying new tabs in the guild bank so I can start sharing excess things like maps, because after a point I am generating them faster than I can run them. Anyways! I doubt All-Trades Jack will ever read this… but I figured I would at least share my thoughts on the matter. The post Inconvenience as a Feature appeared first on Tales of the Aggronaut.

AggroChat #423 – Why Is Bel Laughing?

Featuring: Ammosart, Ashgar, Belghast, Grace, and Kodra
Tonight we have a bit of a short show as we had to punt several topics to next week since Tam and Thalen were out.  Bel talks about his recent adventures since the beginning of the year with the Library system and the Libby App.  From there Ash shares his experience using Character Questionnaires to drive character development in a tabletop pen-and-paper game.  Kodra talks about streaming a day of Celeste Strawberry Jam and his experiences playing the game with a pillowcase on his head.  Bel talks about what happens when a large Mastodon instance closes and over 17,000 folks have to relocate at once.  Bel also talks about his experiences helping to administrate Gamepad.club. Finally, we talk about times when games decided to break their world or remove large chunks of content and why it didn’t work.

Topics Discussed

  • Adventures with the Library System
    • Bel gets a Library Card
    • The Libby App
    • Gideon the Ninth / Harrow the Ninth
    • The Last Watch
    • Catching up with Dresden
  • Character Questionnaires are Amazing
    • Using a questionnaire to help build character development in tabletop games.
  • Celeste Strawberry Jam
    • Beginner Lobby
    • Kodra plays with a Pillowcase on their Head
  • The Death of an Instance
    • What happens when a large Mastodon Instance closes
    • Bel helping admin Gamepad.club
  • Breaking the World Does Not Work
    • Guild Wars 2 Living World Season 1
    • World of Warcraft Cataclysm
    • Evequest 1 to Everquest 2
    • Destiny 2 Removing Content
    • FFXIV ARR did Work However
The post AggroChat #423 – Why Is Bel Laughing? appeared first on Tales of the Aggronaut.

New World and Everquest Camps

Good Morning Friends. Please join me in mourning the loss of the Tier 5 Workshop in my new adopted hometown of Brightwood. There is a project currently on the town board to complete this, but right now the progress is moving slowly. Ultimately the problem with not having my Tier 5 Workshop anymore, is that I can’t craft any of the Orichalcum and Ironwood items that I had been making to gain skill increases. Yes in another post I proved out that the most efficient use of resources was just to grind level 1 items over and over. However I am on a weird mission and as a result I don’t mind using a lot of Ironwood and Orichalcum in the process. Essentially three things are happening, firstly I am farming the needed extremely rare drop resources needed to craft a set of Voidbent armor. Secondly I am using all of this Ironwood as a way of leveling my lumber skills which will allow me to refine Ebony wood from said rare resources. Lastly I am trying to craft a perfect set of Orichalcum tools. What I consider to be “perfect” is a very specific combination of traits namely Azoth Extraction, Luck boost, and Yield boost. I have crafted a number of slightly imperfect tools but to date the only thing I have that is in its ideal state is my Mining Pickaxe.
I have been to Myrkgard a number of times but I had never really been to Myrkgard. What I mean by that is I have participated in a number of Zerg runs that fly through the place consuming all of the resources and then move on to the next target. You don’t need much skill or finesse to do that and as a result I have never really learned how to function within the constrains of the zone. Last night around 9 pm I got an invite from a friend of mine to go do the Priest Farm in Myrkgard, and as a result I learned the route that players follow in order to make this farm work. Having experienced this… it feels exactly like farming content in Everquest did. Now I have made that comparison before and have gotten some extremely funny looks, but what I am talking about are the dungeons that we used to farm repeatably for loot. For those who are unfamiliar with this concept, a big dungeon like Sebilis or Guk would be carved up by players into several camps, generally revolving around a boss or multiple bosses that spawned in the same area. Essentially you would “break” the zone, meaning you killed everything down to the boss you were going to farm. Then you would repeated kill spawns in a specific order in order to make combat the most repeatable and sustainable process.
Priest camp works exactly like this. You are rotating between two spots and catching the spawn of a specific type of mob that is known to drop good loot, and keeping this pattern going as long as you can. Once you have finished one spawn, you loot and use some creative terrain traversal to safely move to the next spawn without having to kill anything in the process. Essentially you are avoiding killing things that would be significantly more precarious and through use of terrain resetting aggro and the encounters if need be when a train comes through. This is sustainable with a five player group, but it seems that inevitably there will be other players with the same idea either as solos or other groups. Based on my brief experience last night, this means that you more or less need to keep your head on a swivel and adjust to the encounter as the conditions with other players change. One of the “Priest” spawns is down this long bridge filled with other more tricky encounters, and the process is to run down to a monument at the end of the bridge… hop up on it… and then go prone to reset aggro. However if a group of players comes in staggered they easily can bring with them a half dozen enemies that will add to your group doing the fight. So you have to make a call if you are going to just burn and then move on, or if it is enough to require you to reset the encounter completely to keep from dying.
I had a freaking blast and cannot wait to go back. In order news… the march of yellow continues with Planet X knocking green out of Cutlass Keys. I think what we are experiencing more than anything right now is war fatigue. It seems universally the loss of players in the game is making it extremely hard to get fifty people to sign up to fight in a war. Yellow has had this resurgence brought on by the defection of Apex and Planet X and as a result there is a buzz surrounding those battles. Both Green and Purple had had to take part in multiple wars in each week, not to mention at least one invasion… and this fatigue is taking its toll. Even I find myself less excited about signing up for invasions when in reality I have only fought in a eight or so. Essentially I am curious to see what server mergers are going to look like, because we are in significantly better shape than the majority of servers… and that isn’t exactly great shape. They are deploying a PTR realm today, and with it the Void Gauntlet. I have a feeling that this new weapon is going to bring a resurgence of players as well as the end of the Lost Ark testing phase. I will be curious to see what the coming weeks bring us. The post New World and Everquest Camps appeared first on Tales of the Aggronaut.