Too Much of a Good Thing

Viva Proactivity

Yesterday I suffered from a bit of a dilemma and could have used the assistance of Hermione and her time turner.  Sometimes the stars align just perfectly, and a sequence of patches hit at precisely the same time.  This happened once again yesterday with the Final Fantasy 3.0.7 patch and Diablo 3 2.3.0 patch.  This also conflicts with the fact that lately I have been trying to make Tuesday my Wildstar night, as it is the raid night of my guild and I am sure to see lots of people on as a result.  In truth at some point I would like to get into a rhythm of Tues/Thurs being Wildstar nights much the same way as they were previously World of Warcraft nights.  As a result I game hopped a bit. First up I poked my head into Final Fantasy XIV but did not really stay very long.  At first glance I didn’t really see the people that I needed to pull together a full guild group expert, so instead of hanging out and waiting I moved on to the next thing.  I could have easily relied on the Duty Finder, but since my passions were already deeply split last night I figured I would not really press my luck.

I will be raiding tonight so I figured that I would get plenty of time to explore the changes, which mostly for me included the addition of a TP bar in the party interface.  This could be a huge thing if it means that Bards, Machinists and Ninjas start proactively feeding their tank TP when they are starting to get low.  I know when I play ninja I always find it hard to time when is the best use of Goad.  Traditionally I try my best to time it so that I use it at the mid point in a fight, figuring by then especially if the tank is a warrior they will be struggling a bit.  As a Bard I rarely if ever played Army’s Paeon unless specifically asked by a tank because there was no real viable way of knowing when best to time it.  Mage’s Ballad on the other hand… I could time easily when I saw that both healers were starting to hurt for mana.  As silly as it sounds I think the addition of the TP bar to the party interface is going to drastically change the way the game feels for tanks at least.

Whitevale is Huge

Too Much of a Good Thing
They keep threatening to hug me.

Last night I continued to chew away on Whitevale in Wildstar.  I managed to ding 25 which technically would have been a historic level for me…  if not for the kitty hoverboard and the snarflex.  Those have given me a nice mount to use since the moment I started playing this character, and have honestly spoiled me more than a little bit.  I am hoping that there will be similarly purchasable mounts from the in game store when the free to play conversion happens.  That would honestly be the number one thing stopping me from alting in this game, is the thought that I will not have my stable of mounts to carry over with me.  While I started upstairs last night, I ultimately crashed on the sofa working my way through the various quests in zone.  I keep hearing that all of the zones after Whitevale get significantly better but this zone serves to be this endless and impassible white wasteland.  I’ve remarked before that ultimately on my Chua Engineer it was the zone that stopped me in my tracks and kept me from progressing forward and I am remembering why now.

I am not entirely certain what it is about the zones design but something just feels bad about it.  If you were to ask me what my favorite biome is… and I think I have answered this question as part of the Liebsters…  I would probably say snowy zones.  If I think back to all of my favorite zones in games, most of them are places like Iron Pine Peaks in Rift.  The problem here is it feels like a white desert more than a snowy climate.  Maybe it is the fact that the entire zone has a purplish/bluish overtone but there is just something off with the lighting.  It has this feeling of vastness that makes me feel like I am making absolutely no progress.  That said I have put a big dent in the zone and have whittled down the available quest hubs to only a few left.  If I actually devote some time I think I can push through it in a few more hours.  I am anxiously looking forward to putting it behind me and never returning again.

Insomnia and Demons

Too Much of a Good Thing
Big demon spider thing, going down!

 

I had every intent of just saying that last night was a Wildstar night and being done with it.  I had patched up Diablo 3 earlier in the evening but had not actually popped in to check it out.  When I wife decided it was bed time around 9 pm I attempted to lay down with her.  Problem being my body intervened and decided that even though I was sleepy… I was not sleepy enough to actually sleep.  I have this nasty habit of catching a second wind just as soon as my head hits the pillow.  I waited around a bit, attempted to watch some television and lull myself to sleep…  but that didn’t actually work.  Instead I finally got up and decided to mindlessly kill demons until sleep claimed me.  Now that Season 3 is over the pressure is mostly off, and my Crusader is just another normal character that I will eventually get to maximum level.  Since it was a Seasonal character, I feel somehow obligated to continue the storyline that I started and I pushed through the never ending series of staircases to get to Azmodan.  On Hard difficulty the game is still exceptionally easy, which is fine because I didn’t really want to think much last night.

The real question I guess is that in two days the fourth season starts.  Will I finish the Crusader first or start a new character for the season?  Honestly I am leaning towards making another Crusader for Season 4 because I really love some of the abilities.  The other option is to make another warrior, because while I like my monk… I don’t think I like its game-play enough to run up another one.  Crusader seems to hit all of the finer points I love about classes and gives me a highly tanky and defensive character with some ability to damage lots of things at the same time.  I might end up making a female crusader just to keep from feeling like I have a duplicate character in my stable.  The problem there is I am notoriously unmotivated to play female characters in games.  I tend to project myself on every character that I play, and for whatever reason I struggle to get the same “this is me doing this thing” experience when I am playing a female character.  Diablo on the other hand… there really isn’t much “you” in the characters that you create.  You are playing a stock character and dressing them up in cool armor, but other than that there really is little “personal touch” to them.

On Re-Releases

Blaugust Post #21

Grandia 2 came out on PC this week. The publisher is GungHo, better known for Puzzle & Dragons (I have no idea how they got the license). From all reports the quality of the port is passable, but I’m really kind of excited by what this represents. It’s the most recent example of a Japanese publisher digging out of their back catalog and putting games on the PC. I’m not sure which company started this (although I suspect Square’s desire to get all versions of Final Fantasy on everything helped), but it’s becoming a lot more common, and it’s a chance for people like myself to check out classics that were missed.

On Re-Releases

I was always told that PC games aren’t big in japan, except for Visual Novels. Consoles have traditionally been the place for JRPGs especially, except for the brief experiment Square tried with FF7 and FF8. The next example I can find is Square again, as they released The Last Remnant on Steam in 2009. This was the first game I encountered that fought very hard against being controlled with a mouse and keyboard, and so I didn’t play much of it (I still haven’t finished it). With a controller, I know people who prefer that version over the original (which was released for the XBox 360, a console I did not own until years later). Capcom noticed the PC Market a year later; Namco got in on the game in 2012. The Carpe Fulgur games (Recettear, Chantelise) opened up the doors for Japanese indies to see western release.

On Re-Releases

The funny part about that is that visual novels are starting to come over too. Our Game of the Month for Aggrochat is Hatoful Boyfriend, and there are lots of others on Steam at the moment. The world is flat indeed.

#Blaugust Day 25: Birds and Bees

Last night was our regular Final Fantasy XIV raid night. We ended up going into Alexander to get gear upgrades for those what need them (which includes me), and then spend about an hour working on the Ravana fight. The speed with which we burned through Alexander really drives home how much better geared we've all gotten in the past few weeks; fights feel super quick now and we can push through phases quick enough that rotating mechanics only come up once or twice. I ended up getting the second token to turn in for a hat as well as my last piece of jewelry, so now I just need pants and chest armor for my main job. Pants I can get next week, as I just need one more spring, but I haven't gotten any of the tokens for chest armor, so that's a month out. I should probably just try to actually run more expert dungeons to cap Esoteric Tomestones and get the artifact chest. Great in theory, unlikely in practice.

#Blaugust Day 25: Birds and Bees
I feel like I should be able to open the faceplate

Ravana went pretty well; where last week we didn't always make it through the butterflies with their swords, this time we made it to the dash mechanic nearly every time. Definite progress, and it's mostly a matter of cleaning up our reactions at this point. Ravana is a very precise fight that hinges on reacting quickly and properly when you get targeted with something. Happily, although there are multiple abilities to worry about throughout the fight, you're generally only having to think about one or two at any particular time. Nowhere near as frantic as, say, Nael Deus Darnus from Second Coil.

After we finished up raiding I decided to play some Hatoful Boyfriend so I can hopefully have experienced the long playthrough when we talk about it this weekend for Aggrochat. Basically, once you've successfully romanced enough birds, you're given the option to 'fulfill a promise made long ago' which triggers a longer run that apparently delves into the mysteries that have been alluded to in the normal playthroughs. I had already gotten the endings for the best friend and the aristocrat; last night I played through and got the teacher, the flirt, the runner, and the doctor. On that last playthrough I was given the 'promise' option, so tonight I'll probably play through that.

#Blaugust Day 25: Birds and Bees
When you meet this guy, you think he's a little creepy.
But as you get to know him, you realize he's EXTRA SUPER BONUS CREEPY

Man oh man is this game crazy, and much deeper than you might suspect. The first two birds I romanced did not prepare me for how dark things could get. Through sheer happenstance I picked the two that seem to be the least linked to the big mystery of the game. (Well, okay, the runner is also off doing other stuff. Pudding related stuff.) The other three though, those three really make it clear that there is some dark shit going down that you're not really privy to. I'll be interested to see where the game goes with it all.

Infinity Factions: A Rundown

A few people have asked me about the various factions in Infinity, and where they should start looking. Having bought into factions in minis games that don’t really suit my playstyle, I’ve always sought out this sort of thing before jumping in, and I’m familiar enough with Infinity that I think I can write up a solid evaluation of how each faction plays. Hopefully this is helpful to some folks who were interested in taking a look at the game!

Infinity Factions: A Rundown

First, the main factions of the game. These are often referred to as “Vanilla” factions, and break down something like this:

Infinity Factions: A Rundown

ALEPH is tricky insofar as it’s relatively difficult to build highly-tuned lists for, and you’ll tend to have fewer models than your opponent. The units themselves are very much the best of the best, though, but pay a steep premium for that. There are a lot of ways to play ALEPH, but mostly you’re going to be relying on having flatly superior troops in smaller numbers. Each loss will be keenly felt, so mistakes can feel unforgiving, but a well-played ALEPH force will feel unstoppable.

Infinity Factions: A Rundown

PanO is a very straightforward shooting army– even its most basic line infantry compares with the mid-tier and elite troops of other factions when it comes to a straight gunfight. You have to get creative with objectives, though, because you have a relatively weak WIP army-wide and so may have to dedicate more resources to claiming objectives. That being said, as far as “guys what shoot dudes” go, PanO is up near the top, and has a pretty solid game elsewhere as well.

Infinity Factions: A Rundown

Yu Jing is a very well-balanced army, with a good blend of types of troops and a huge variety of playstyles. Of all the factions, they do HI, especially lots of HI, the best. I think it’s one of the best factions for a starting player, and is usually one of the ones I use for demo games. It also leaves a lot of room to grow– the higher-tier playstyles for Yu Jing take a lot of skill. You’ll feel what seems like lack of tech and tricks, but you can make up for it elsewhere.

Infinity Factions: A Rundown

Ariadna is a faction of low-tech tricks. It’s less about combos and more about refusing to meet your opponent head-on. Mostly your troops aren’t going to be quite as good as your opponent’s, but you’re going to have more of them and they’ll be good enough. Ariadna excels at playing multiple groups (in fact, it’s hard not to) and is good at catching your opponent off-guard. You mostly don’t want to get into straight firefights, as outside of a few units you’re likely to be outclassed. Camo and other tricks will win you the day here.

Infinity Factions: A Rundown

Nomads are like Ariadna with technology. You still largely don’t want to engage your opponent in a straight fight, but you have a lot of tricks to make sure that happens. These come with a cost, so you’re less likely to be running quite as many models as an Ariadna player, but you have access to some unparalleled infowar and some very effective troops who are quite good at ensuring you don’t fight a straight-up fight.

Infinity Factions: A Rundown

Haqqislam is a relatively low-tech faction that’s very middle-of-the-road in a lot of ways. An abundance of WIP 14 means Haqq specialists are excellent at whatever they try to do, particularly their doctors. Haqq has a great big fat middle, as it were, with an abundance of strong mid-tier troops. There are a number of interesting tricks that can be played within Haqq, and a lot of the power of Haqq comes from understanding special weapon types and special skills and knowing how to get Doctors where you need them. A careful balance of Regular and Irregular orders is a big part of Haqq.

Infinity Factions: A Rundown

The Combined Army is a pretty varied faction, from the Camo-heavy Shasvastii to the straightforward, stompy Morats. Like ALEPH, you’re going to keenly feel your losses, because your troops tend to be more expensive, but it’s less difficult to get work out of them because they tend to be more focused on a singular thing. This focus can be a problem when you find yourself trying to cram a square peg into a round hold, but you’ll often still be able to pull it off through brute force or sheer bloody-mindedness.

Infinity Factions: A Rundown

Tohaa is a faction of surprisingly durable troops (thanks to Symbiont Armor) who are otherwise fairly middle-of-the-road with a few stand-out exceptions, but that added durability makes troops that would be relatively simple and uninteresting in other factions into forces that can punch way above their weight class. To play them properly, however, you need to have a very solid understanding of linkteams and particularly the special Fireteam: Tohaa rule, as well as being careful to pay attention to how certain types of ammunition work (notably: Viral and Fire). They’re straightforward and strong, though, with some truly excellent troops.

In addition to the “Vanilla” factions, each faction also has a smaller subset of unit options called “Sectorials”. These are optional subsets of the main faction that offer a more limited troop selection (though they usually you to take more of each unit) and unlock a special rule that allows you to “link” troops together. Linkteams take low- to medium-end (and in some cases high-end) troops and put them together in a unit that acts as one, giving them significant bonuses at the cost of having to stay relatively close to one another. They balance out the more limited troop selection of sectorials and give you some neat flavor within each faction.

Without further ado, the sectorials (asterisks next to ones I haven’t personally played, take those blurbs with a grain of salt):

ALEPH Sectorial(s)

Infinity Factions: A Rundown

Steel Phalanx (SP, Greeks) is the single ALEPH sectorial, and has a very heavy focus on special characters. Your troop options for this sectorial are very limited and while it has outstanding troops, it can be somewhat predictable. That doesn’t preclude it from being extremely powerful though; just because your opponent can predict what’s coming doesn’t mean they can do anything about it. SP feels a lot like ALEPH minus the tricks, though do be careful to understand its special rules.

 

PanOceania Sectorials

Infinity Factions: A Rundown

Neoterra (Neoterran Capitaline Army, NCA) is the fancy toys sectorial of PanO. It’s got basically all of the fancy high-tech stuff you might want to play, but has a relatively limited troop selection and relatively little variance in the ways you can effectively build it. There’s still enough meat there to have a lot of fun, though, and it really does have all of the fun toys. It’s also the closest PanO can get to a swarm list, with abundant Auxilia.

Infinity Factions: A Rundown

The Acontecimento Shock Army (ASA) is, in concept, the more punchy, more straightforward in-your-face side of the PanOceanian sectorials. It has access to some decent delivery systems for mostly closer-range troops, as well as droptroops and some loaner ALEPH infiltrators. That having been said, it has a VERY limited troop selection and doesn’t really have a strong mechanical identity compared to the other PanO sectorials. The core ‘interesting unit’ in the army is the Bagh Mari, which isn’t all that exciting, and the Regulars pay too much for special options, though they have some neat ones (Sensor). Not necessarily something I would recommend for a new player, unless you REALLY love the theme.

Infinity Factions: A Rundown

Military Orders (MO) is the PanO answer to Yu Jing’s heavy infantry. Lots of HI Knights and troop support for said knights. There are a bunch of interesting options here, but be aware that Knight units cost a lot of points, so focusing a list wholly on cool HI Knights is going to leave you relatively few points for anything else. That De Ferzen/Joan/Hospitaller link is pretty sweet, though, and you can even run it and still get a full 10 orders and specialists in your list.

 

Yu Jing Sectorials

Infinity Factions: A Rundown

The Japanese Sectorial Army (JSA) is one of the first things people think of when they think of Yu Jing, though it’s not representative of the faction as a whole. JSA is the faction of cheap troops, anime legends, and really interesting tools. It has some of the most varied listbuilding options of any sectorial in any faction, and has several very functional viable linkteam options, as well as a deceptively fast punch. No one troop defines JSA, but the big stand-outs are the Aragoto (the Hacker being arguably one of the best specialists in the game), the Haramaki (scary-powerful HI link at an obscenely low price), the Oniwaban-tier ninjas (Oniwaban, Shinobu, Saito Togan who, played well, can make your opponent legitimately fear TO Camo), and the Kempeitai, a cheap, easy to include Chain of Command unit that lets you get away with hilariously aggressive Lieutenants, hard to do elsewhere.

Infinity Factions: A Rundown

The Imperial Service (ISS) is the other side of the Yu Jing sectorial coin, and is more focused on the secret police/inquisition side of things. It’s probably the best faction at discovering Camo, with abundant MSV2 and Sensor options, allowing redundancy and smoke tricks, and can also run a nasty linkteam in the form of the Wu Ming, who are probably the best HI link in the game and might compete for best linkteam in the game for ITS. Relatively expensive specialists who don’t always have delivery systems are a problem for this faction– expect to bring in an ALEPH Sophotect and a Ninja Hacker if you want full specialist coverage.

 

Ariadna Sectorials

Infinity Factions: A Rundown

The Merovingian Rapid Response Force (Merovingia, MRRF) is the higher-tech sectorial of Ariadna. They’ve got the money, they can buy/hire whoever they want. If you want hackers and/or TAGs in your Ariadna force, MRRF is the way to go. They also benefit from some strong linkteam options and increased AVA on some of the better troops in Ariadna, especially the Chasseur.

Infinity Factions: A Rundown

*The Caledonian Highlander Army (CHA, Scots) is the even-lower-tech sectorial for Ariadna. Lots of cheap troops and linkteams, and a decent chance you’re going to hugely outnumber your opponent. What you lack in focus or raw power you make up for in numbers and smoke. While your specialist options are limited, you have enough smoke grenades in the list to be able to deliver whatever you need. Get good with smoke if you want to play CHA, is what I’m saying, and MSV2 is going to be a serious problem for you.

Infinity Factions: A Rundown

*USAriadna is the newest Ariadna sectorial, and hasn’t seen enough playtime for me to boil it down to a pithy blurb. It’s a good middle ground between MRRF and CHA, and has a bunch of interesting, fun troops available to it. Decent linkteam options and the Ariadna signature Camo give it a solid footing, and motorcycles (esp. specialists) are awesome, ask any JSA player.

 

Nomad Sectorials

Infinity Factions: A Rundown

Corregidor Jurisdictional Command (Corregidor, CJC) is the brute force side of the Nomad army. It excels at solid, punchy troops and effective droptroops. There are some solid options for linkteams that will do a lot of work for you, and if you feel like playing Corregidor, looking for those links that you want to run is key. Nomads tend to be stronger and more versatile in Vanilla if you aren’t intending to run linkteams, but there are some options in Corregidor (even the humble Alguaciles) that make for solid options. If Mobile Brigada magically get a specialist option, Corregidor will be pretty nasty.

Infinity Factions: A Rundown

Bakunin Jurisdictional Command (Bakunin) is where the weirder Nomad stuff lives. Combat-ready battle priestesses, face-punchy HI Riot Grrls, and an abundance of infiltrating Camo (Zeros, Prowlers) as well as the various warband troops make Bakunin a strong if weird option. Lots of special rules here that you need to make the most of to succeed, though you can hit an enemy on a variety of unexpected fronts all at once with Bakunin. A solid hacking game, access to the best Doctor and Engineer in the game, some great infiltrating Camo, and other fun toys make Bakunin varied and interesting.

 

Haqqislam Sectorials

Infinity Factions: A Rundown

Hassassin Bahram (HB) is the sectorial for the Haqqislamite religious sect of assassins. They have elite, carefully trained troops who are good at specific tasks, supported by untrained militia and a small number of trained supporting troops. Each type of Hassassin has a relatively singular focus, and there are a couple of interesting linkteam options within this sectorial. Specialists are a little hard to come by, but can be effective, and good use of HB relies upon clever use of irregular troops and smart trades with your Impersonators. Leave your opponent on the ropes early and you can get a lot of work done, but beware of getting put on the back foot; it can be somewhat hard to recover.

Infinity Factions: A Rundown

Qapu Khalqi (QK) is a more mercenary side of Haqqislam. They have an abundance of interesting link options and can even run multiple links with Haris, and have access to a lot of mercenary troops. They also have cheap, interesting linkteam filler in the form of Hafza, who can blend into any linkteam in QK. Lots of fun options abound, but be aware that you still need to accomplish objectives, and linkteams can be a bit limited in that regard.

 

Combined Army Sectorials

Infinity Factions: A Rundown

*The Shasvastii Expeditionary Force (Shas, does anyone refer to them as the SEF?) is the sneaky, tricky side of the Combined Army. They sit somewhere in between Nomads and Ariadna in terms of playstyle, and in my opinion kind of suffer for it. Plenty of solid specialists abound, as does a lot of camo, but the troops are weirdly expensive and it leaves you without quite the trickiness of Nomads. Not a sectorial I would recommend for a new player, unless you really absolutely must play sneaky space bugs and for some reason disdain the rest of Combined. Sorry Shas players, but alongside ASA, this is a sectorial I don’t recommend (at the moment; it appears to be getting a revamp).

Infinity Factions: A Rundown

*The Morat Aggression Force (Morats, MAF) is the less subtle side of the Combined Army. You’re looking at straightforward and stompy here, and a lot of troops that want to do that thing. You’ve got some interesting linkteam choices and really just a lot of straightforward blasting. You can get outmaneuvered by a canny opponent, which is always a risk in Infinity, but you’ve got a lot of fun toys here for the unsubtle approach. Also, space Oni, who doesn’t love that?

 

Tohaa has no sectorials (yet!)

Hope this helps! If anyone is interested in Infinity, I’m happy to answer other questions Infinity Factions: A Rundown

(Image credit: this thread — http://infinitytheforums.com/forum/topic/25308-3rd-edition-unit-logos-in-vector-format/ )