AggroChat #427 – Potential Rubbish

Featuring: Ammosart, Grace, Belghast, Kodra, Tamrielo, and Thalen
Hey Folks! This week Bel talks about his experiences playing Diablo IV Beta and how it is nothing as he expected and mostly Diablo the MMORPG.  From there Bel and Grace talk about their experiences playing Last Epoch multiplayer doing the endgame activity called Monoliths.  Tam talks about Star Citizen 3.18 recovering from its server woes and how fleshed out the new racing league feature is.  Kodra talks about how much he enjoys games that are themselves effectively a tutorial.  We’ve talked about Battletech by Harebrained Schemes quite a bit but we dive into an update about the current state of mods.  Then we end up going off the deep end into a discussion about the 90s internet and the things that are now lost to the sands of time.

Topics Discussed:

  • Diablo IV Beta
    • Bel Has Concerns
  • Last Epoch Endgame with Friends
    • Bel and Grace Play Monoliths Together
  • Star Citizen 3.18 Recovers
    • Racing League
  • Tutorials in Games and Tutorials as Games
  • Battletech with Mods
  • Remembering the 90s Internet
The post AggroChat #427 – Potential Rubbish appeared first on Tales of the Aggronaut.

Enjoying the Journey

Good Morning Friends! I am not entirely certain what it is about the ritual of doing Tequatl the Sunless at server reset that I enjoy so much but it is most definitely a thing. I am honestly a bit annoyed with the time change because it pushes the “start” of my evening back an hour later than it was. There was just something about sitting down with dinner and killing a giant undead dragon as my first activity of the evening that set the tone for the rest of it. It isn’t that Tequatl or “Taco” as I occasionally call it is really that rewarding. There are much better uses of my time, but there is something about the event that I enjoy and the fact that I have managed to pull several ascended weapons from it at this point. There is also a little community of folks who run this every single night and I enjoy the vibe they bring… that is unless I get the map with the Goon Squad on it.
I’ve been working my way through the story with my Ranger and am on the second section of Living World Season 2. In theory, my excuse is to use this experience as a way of knocking out the “Return To” achievements and eventually earning myself a Legendary Amulet as a result. Essentially ANet as a way of buying time for the End of Dragons release threw in a “Living World Return” series that provides a ton of rewards along the way and a legendary item that you can use on all of your characters. It was due to some of these achievements that I was able to finish my Skyscale so quickly because completing segments gave me exactly the amount of zone currency required for one of the steps of that quest chain. I have completed all of the content in Guild Wars 2, but had done so often times out of sequence and over the course of ten years of me playing off and on.
What has been so interesting is seeing this cast of characters that I am already so engaged with… evolving into what they will eventually become. It is like I read the last chapter of the story and now can better appreciate the chapters that are leading up to it as a result. So many of these characters I did not like at all when I first met them through Living World Season 2, because I did not understand what had happened during the first Living World Season. The game just sort of threw you in the middle of something that didn’t make much sense. While I disliked Braham specifically for most of a decade, I now feel like I understand him a bit better as a character and also think that Kas is less of an airhead because I know that both Kas and Jory to some extent are dealing with a lot of shit that went down along the way while still trying to remain a strong couple.
It makes me think that at some point in the future, I should probably start a brand new character and play all of Final Fantasy XIV through from the very beginning. Now that I know where the story is going, I feel like I will better appreciate the journey. I’m not one who is negatively impacted by spoilers and quite honestly most of the time… knowing the destination makes me stop trying to second-guess every decision along the way. I can finally relax and enjoy the ride for what it is without feeling like I need to be wary of each step. I think this is part of why I have fairly regular replaying of games that meant a lot to me like Dragon Age, Mass Effect, Skyrim, Fallout, or The Witcher 3. It is the same reason why I find comfort in watching Star Wars, Dune, or Blade Runner… it is comfortable to re-experience things that once made me happy and it is something I can use as a bit of solace when I am struggling.
In more current and fresh news… I was in fact able to skip past the game-breaking bug surrounding the Lagon boss fight in Last Epoch. If you get stuck where Lagon will not summon a portal for you to take, you can just teleport to Soreth’ka in the Divine Era. This does in fact cause you to complete the quest you are on and allow you to pick up the next sequence and begin the ninth and final chapter of the game. The last chapter was pretty fun but included maybe the worst possible archetype of creation… a wizard that summons a ring of bad around him so you have to fight him in close quarters… then summons an endless string of bees for you to fight. Bees in ARPGs are just universally awful and end up doing way more damage they you would think they should.
I’ve made minimal progress in the Monolith system, but have finished the first boss and am working on unlocking the second. I am not sure what it is about the game but I’m less driven to keep going not that I have finished the story. Maybe it is that I know I will be poking my head into Diablo IV in a few minutes, or that I am really enjoying Guild Wars 2 at the moment. The monolith just doesn’t seem as “sticky” as I would like it to be. It is really fun with friends, but I sorta find it less interesting when I am running it by myself. The drop rates of gear also feel a bit fickle in that it has been probably 20 levels since I last got an upgrade. I’m just not seeing items that are worth swapping to and would require more crafting than I have forging potential available to fix. I know as I progress upwards in the monolith that I will keep seeing better and better items, but I am in this weird period where nothing useful seems to be dropping. The rewards from each monolith echo feel significantly less important when you know you are just going to be vendoring almost all of it.
I think in the test realm they must have buffed drop rates significantly because it feels like I am only getting a trickle of useful gear. Maybe it is just that I know more specifically what types of items I am after with my paladin build than I did with the necromancer. Whatever the case the game as a whole just feels less rewarding than it did in testing. I am trying not to force myself to play Last Epoch because I don’t want to ruin the experience. I might try playing something else because while I enjoy the tanky nature of the Paladin build I am running, it isn’t terribly exciting gameplay-wise. I sorta miss having my Bone Golem thrashing about. I would also like to try building something with Primalist, and if I do plan on switching classes I should probably do so before I get too deep into the monolith system since that is unlocked on a character-by-character basis and not account-wide.
In the short term however, I am going to be playing a lot of Diablo IV as I try and get used to that game, and get far enough along to unlock the wolf cub backpack. It is sort of adorable. The post Enjoying the Journey appeared first on Tales of the Aggronaut.

Monolith Friends and Glitched Cthulhu

Good Morning Friends! I talked briefly about this yesterday but I’ve not spent some time with my friend Ace hanging out in the endgame systems of Last Epoch. Once you have made it through the story to the End of Time, you can in theory jump off and start doing monoliths almost exclusively. Granted the first monoliths start a level 55, so you have to have gotten to a high enough level to be able to survive in there or have someone carry you. It appears that at least on some level unlocks are shared regardless if you are working off your monolith or those of your group mates.
We started the evening working off my monolith since Ace was a bit under level. However about halfway through the night we swapped over and started working on their monolith instead. We defeated the boss of Fall of the Outcasts, which unlocked the second monolith for me even though I am still technically on the quest to finish the first monolith. Right now I am largely holding onto this quest so we can run it together because when I finished the Monolith on their campaign I still got rewarded with a blessing unlock. I want to see if we run it again if we both get a new set of blessings.
The main thing that we wanted to see with our little excursion was whether or not multiplayer was punitive. In all the echoes that we ran, the only situation we noticed where it felt a little bad was when Ace had died during a fight and came back into the Echo. It treated this like we had wiped and they did not get any rewards. However I still got rewards because I did not die, so while it feels a little awful that we did not technically wipe but one player was punished, it does not appear to brick the encounter for the rest of the party. When you are not running your own monolith you end up getting a choice of two seemingly random rewards at the end of each echo which does not seem to map up at all to what the other player is getting. In many cases as the ride-along player, it felt like I was actually getting better rewards.
One significant glitch that we noticed however is if the other player is not in the monolith when the owner starts up the echo and player two teleports to player one… you end up with this mess. This happened several times where I could not see the map and the encounters was effectively floating over top of the black hole skybox that you have at the End of Time zone. This was really weird because if something was on a lower level from you, it would appear visibly smaller… but also you had no real path to get down to it. I had to essentially hug Ace because only they could see where the walls were and how to actually navigate the level. The weirdest thing was that I could not see breakables like barrels and crates or the various shrines… I would just see an explosion of loot from seemingly nowhere.
My first thought is that you could probably drag someone along in monoliths to unlock progress, but we found out when attempting to take on the boss a second time, that the act of defeating the boss had reset Ace’s stability from 500 required to fight the boss down to 300 the previous break point. So we would have had to have ground out a few more echoes in the first monolith to progress to the fight again. I’ve started running some of the content in The Black Sun, aka the second monolith, and don’t seem to be encountering any weirdness for never having actually defeated the first boss on my account.
The prime weirdness that I am experiencing currently is that I cannot seem to complete the Lagon encounter. It is this giant Cthuloid monstrosity at the end of Act 8… which is unfortunately at the end of two long maps, and a mini-boss… all without a waypoint directly before this mega boss. Essentially the fight bugs out and refuses to give you the dialog required to progress. At the time of writing this, there is no patch fixing this interaction but I am reading that I can manually travel to the next location to effectively force the story forward. I am going to try this out in a bit and see if I can make progress into Act 9 finally.
I’ve said that I had a copy of Diablo IV gifted to me, and with that came early access to the beta this weekend. I noticed yesterday that I had access to install it and a few hours later I got an email indicating that as well. So starting tomorrow I will be poking my head into the beta a bit and playing at least enough to get to level 25 which I believe unlocks the cosmetic wolf cub backpack. I am guessing that I will probably be playing a Barbarian, so I guess I should sort out exactly what I want to do. I’ve heard there is a whirlwind build that is pretty solid, and I do love me some “spin to win”… so that is more than likely the path I will take. Are you playing Last Epoch and if so what do you think of it so far? Are you going to be playing the Diablo IV Beta weekend? Drop me a line below with your thoughts. The post Monolith Friends and Glitched Cthulhu appeared first on Tales of the Aggronaut.

Less Repetitive ARPG Keybinds

Good Morning Friends! If you have read my blog for any length of time you will understand that I truly and deeply love Diablo-style Action Roleplaying Games, or ARPGs as the genre tends to be collectively referred to. Even a good deal of my current love of Guild Wars 2 is rooted in the fact that for the most part, it owes way more lineage to Diablo than it does World of Warcraft. The only problem with all of this is that the older I have gotten, the less forgiving the deeply repetitive process of clicking to move and attack has become on my hands. At this point, I am on the late side of 40 sliding over forward towards 50, and after decades of heavy computer usage, I just can’t handle spamming the mouse button in quite the same way that I used to. For many, this has meant a shit to controller gaming for their ARPG fix which tends to be considerably more forgiving. However for me… I still deeply prefer the mouse and keyboard experience and have landed on a control scheme that works for me. I thought this morning I would share some of this wisdom for anyone looking for a way to play these games without killing your hands in the process.
Generally speaking, the ARPG is a genre that allows for quite a bit of customization of your keybinds. So far I have figured out a way to configure pretty much every game I have played in this manner. I can’t take full credit for this because my good friend Ace set me on this path some years back, but I have adapted their processes and made them my own over the course of adapting them to several different games. Essentially to understand this process you need to understand two common concepts within ARPGs.
  • Force Move – This keybind will be called different things in different games, for example in Last Epoch that I have been playing most recently it is just called “Move”. Conceptually what this does is start your character moving to a point defined by where your mouse cursor is sitting on the screen. So if you drag your mouse all the way to the other side of the screen and tap force move, your character will path in a straight line to your cursor.
  • Force Attack – This keybind is the opposite of force move, and it will stop all motion and cause you to execute a basic attack regardless of whatever movement inputs were in progress. While I am not actively using it, it can be important to know what this keybind is for the game you are playing in case you need to immediately stop executing a movement command.
One of the quirks of Force Move is if you hold the button down it will be constantly executing a move command toward wherever your mouse cursor is pointing. So effectively it is like your character’s movement is tied to the heading of your mouse cursor allowing you to “steer” the character by moving your mouse. In truth, once you have started doing this it feels way more intuitive than it sounds because your character goes where your mouse cursor goes, and once you are comfortable with it can execute some tight turns as a result.
Because my fingers are already very comfortable in the traditional WASD configuration, I opt for using W as my “Force Move” key allowing me to place my fingers in that orientation and then map other important buttons to be comfortably pressed within the orbit of the W key. There might be some variance between games depending on what is supported but effectively I tend to follow the same configuration setup when possible. It will depend slightly upon the abilities you have access to on a given “class”/build but my standard process follows something like this:
  • W Force Move – The button I am holding pretty much at all times to allow me to steer my character with my mouse.
  • Right MousePrimary Attack – This is the button that I bind my primary attack to that I am executing the most often.
  • Spacebar Movement Ability – This is the key that I will tap when I need to execute whatever movement ability my character has. If it has no movement abilities I tend to bind a reactional ability to it that I might need to hit on a moment’s notice.
  • ESecondary Attack – This one is going to vary quite a bit, but if I need to hit an ability periodically other than my primary attack it is going to go on this key. For example, if I am placing totems or mines or something of the sort, it goes on this key because I find it most comfortable to press while holding W.
  • QPrimary Cooldown – This one also varies quite a bit, but if I have some sort of a survival cooldown I generally put it on this key. This is in part because Diablo III trained this to be my potion hotkey so mentally I associate it with survival.
  • R Situational Attack/Cooldown – Since this key is further away, I tend to place whatever I need to use that infrequently.
  • 1-5Potions – You can blame Path of Exile for this shift, but effectively if there is a health potion button I place it on 1, and if there are other kinds of potions I place them on 2-5. I am very used to reaching up to hit 1 when things are going poorly at this point.
  • Left ShiftForce Attack – If the game offers some sort of force attack key, I tend to put it on left shift so that when I press it, my movement will be canceled for the moment. This is useful for situations where you might need to pause on a moment’s notice to avoid getting into an area effect for a trap.
I’ve pretty much been able to adapt every game I have played over the last handful of years to some version of this keybinding system. You might have to dig around a bit, but almost every game seems to have some version of “Force Move”. In Path of Exile unfortunately I have to sacrifice a possible keybind, because they do not have a separate button that I could bind to it independent of the hotbar. The only game that I have not been able to configure in this manner was Lost Ark, which is probably in part why I never spent much time playing that game. That game had some very specific opinions on what you should be doing gameplay-wise with your keys. I don’t feel like I am losing much of anything though because there are other things about that game that did not exactly jive with me either.
So as we approach the early access testing period of Diablo IV, the very first thing I will be doing is configuring my keybinds to match something akin to the process I just highlighted above. This is what works for me personally, but I suggest it as a less damaging alternative to spamming your mouse click constantly to keep registering a movement input. I had a copy of the game gifted to me, so I will be checking it out along with everyone else when the early access period opens. I am not entirely certain it is going to be my jam, but I am willing to give it a shot. At the moment, however, I am very much enjoying my time in Last Epoch. I am sure tomorrow I will have a post talking about my experience playing it with friends. The post Less Repetitive ARPG Keybinds appeared first on Tales of the Aggronaut.