Deforestation

So Much Change

Deforestation

So one of the things you will pick up on if you have read my blog for terribly long, is that I don’t exactly handle change well.  I can do pretty well with juggling new information or new ideas… but when it comes to fundamental changes in my home or work lives it stresses me the hell out.  Basically I need a place of stability somewhere, and right now that is very much not home.  There has been this sequence of changes that are all positive, but all worrisome for me personally.  The worst of it was during the renovation work on the house, namely the fact that it drug on as long as it did and that there were constantly other people inhabiting my space.  Last night however…  it reached a new point when I got home from work.  We’ve never done much of anything with our backyard, and this year we are trying to change that.  We set up the patio off the new door to our bedroom, changed out the deck boxes, got a bunch of new chairs…  and even a wind chime (something I have always wanted) all in the name of making the backyard space more usable.  I don’t have a great “before” picture of my back yard, but I will be using one from this winter as a point of reference.  You see the trees that we have around our back deck?  Those are apparently not trees at all, but are intended to be a hedge.  The hedge in the photo is supposed to be about a foot and a half or so tall in front of the other hedge that is now a tree.  As a result of this we talked to a friend who does landscaping with the hope that he could sort things out for us and get things back under control.

Deforestation

The problem is I was not exactly prepared for the reality of what that meant.  There is what looks like the limbs of an entire forest dotting the backyard, and this panoramic shot was taken before they were actually finished.  They have since taken out the bulk of the second tree and cut it back hoping that it will start greening up again in a more manageable fashion.  Neither my wife or I were really prepared for the fact that we went from having lots of green blocking the view of the green belt behind our house and the neighborhood across the way… to having almost zero.  I have faith that things will grow back and the end result will be much better…  but man does it look like shit right now.  I guess this is what happens when plants are allowed to grow unchecked for twenty years.  At some point I guess I need to learn how to trim things like I probably should have been all this time.  I grew up in a house without any real landscaping so I guess I just assume that things needed to be left alone and allowed to do whatever they hell they wanted to.  This just adds one more stresser to the pile that seems to be growing.  On a positive note that garage is awesome again, and I have been going out each night to work out in our gym…  that we have not really had access to for a decade it feels.  I even went out quickly for a bit after the raid last night to work out some of the excess post raid energy, which was kinda awesome.

War Priest Challenge

Deforestation

Last night was also my second time attending the Axioma Clan Rookie Raid night.  I have to admit I have been looking forward to this since going to the last one on the previous Tuesday.  While I have been enjoying The Division, there will always be a special place in my heart for Destiny and I have been logging in and playing for a bit pretty much every day.  I have to admit part of this has been easy access on my laptop while downstairs using Twisted’s Remote Play app.  The only problem that I have so far is the fact that there is no way to really chat over PSN party chat, which means that while I can do random strikes with strangers… I can’t really group up with friends reliably.  Otherwise the connectivity is good enough that I could in theory use it all of the time.  Now I doubt I would want to trust it for something like the Kings Fall raid when timing is extremely tight on things like the jumping puzzles.  Speaking of that I failed considerably less this week… at least on the ships.  On the annoying bit where the giant penis shaped pistons push you off of the wall…  I think I actually did worse but I am choking that up to the fact that I am normally in bed by the time we got to that area.  The raid itself started an hour and a half later than the previous week, which was a bit of a thing… given that I get up at 5:30 each morning, and my friend Squirrel had to get up at 4.

Deforestation Deforestation Deforestation Deforestation Deforestation Deforestation

Regardless I had a great time last night, and I felt like more of a useful member of the team.  I still failed quite a bit at various things… like for example on the Daughters fight I ended up getting torn, which meant I had to do the jumping puzzle.  The only problem there being that I had never done the jumping puzzle before.  I sadly failed and wiped the raid, but I feel like I could probably do better next time.  Of all of the dumbass things that I did the cake is the fact that apparently in the two years I have been playing this game… I never realized that a Titan could cancel their jump by pressing x in midair allowing you to pretty much drop straight down at will.  All of this time I have been doing jumping puzzles by trying to time just the perfect amount of momentum to carry me over a gap and still be able to land safely on the other side.  Once I was told this…  and actually Grokked what people were saying…  the jumping puzzles seemed way easier.  Once again the loot gods were favorable, because I managed to pick up a bunch more items… the highlight of which is probably a 310 raid sniper rifle.  I also managed to pick up a 308 fusion rifle, but given that I have Telesto… and I don’t really even like fusion rifles I will probably eat it to power up another sniper rifle.  A couple of the other items will likely get fed to my hunter or warlock to help them get their light up.  Now that I can hit 304 light, I need to apparently farm all of the strikes in the hopes of getting Exotics that should have a fairly decent chance of dropping at 310, that I can then turn around and use to power up my other gear.

 

 

 

Uncertain Dip

This is a post about food. dealwithit.jpg

I have a small holiday dip sampler sitting in my kitchen, containing perhaps the strangest variety of semiliquids I’ve seen in a while. I’ve had them since visiting my parents over the holidays, and while they’re not in any danger whatsoever of expiring, I’ve been trying (with no luck) to figure out what to do with them. You’d think this would be easy. “Dip stuff in them, Tam, obviously,” but these dips defy simple use.

Uncertain Dip

One of them is fairly straightforward. It’s “Raspberry Honey Mustard Pretzel Dip”, which is pretty obvious as far as use-case. It’s still sealed, because I haven’t gone out to find pretzel sticks appropriate for dipping, but I’m still kind of side-eyeing the “raspberry” part of the experience. I’m not entirely sure where the association between “raspberry” and “mustard” came from, or if it even makes sense. I like both things, but I haven’t quite worked up the wherewithal to dip a finger in and taste it. Having now realized how silly that sounds, I’ve now opened the jar and, welp, it tastes unsurprisingly like raspberries and honey mustard. It’s going to take a particular kind of pretzel to make this work, and I’m now kind of glad I didn’t just pick up some random pretzels to try. It’s good, just… weird, especially with the mustard seeds and what look like bits of raspberry mixed in.

Also in the “good but weird” category is the Chocolate S’mores Dip. This one I have dipped a finger in to try at least once or twice or maybe a few times. It’s about the consistency of a thick aioli or warm Nutella, a bit too watery to spread on bread but a bit too thick to dip cookies in easily. I have no idea what is even supposed to be dipped in here, and the jar is not really helpful in this regard. It does taste a lot like s’mores, though, with a marshmallow and graham cracker hint alongside the chocolate. Having discussed this particular dip with Ashgar, I think he’s right and that while nothing I dip into it will be “appropriate”, pretty much whatever I dip into it is going to be delicious. Spoilers, I’m probably dipping pretzels in this.

The next weird jar is “Roasted Pineapple and Habanero Dip”, which seems to suggest that both things are roasted. I’m not really opposed to it, but it’s a bit strange. It’s about the consistency of the strawberry drizzle you get on some cheesecakes, making it fairly unsuitable for any kind of dipping whatsoever. It’s also way too sweet, cloying, and rich to be a sauce, though I entertained the idea of marinating some chicken in it until I tasted it. As an aside, I kind of love the combination of pineapple and hot peppers, so while I would otherwise write this off as a wasted jar, I’m going to find some use for it. Pretzels? Pretzels.

The last jar is labelled “Chocolate Caramel & Sea Salt Sauce”. I’m vaguely hoping there’s a missing comma in there, and while I’m used to salted caramel, I rarely see them separated. Also, this is apparently a “sauce”, not a “dip”, and since all of these jars are from the same company, I feel like I could use the differences between this one and the s’mores dip to figure out what they think the difference is. Opening the jar, it’s about the consistency of thick ganache or maybe wet fondant, so, much thicker than any of the contents of the other jars by far. It also tastes like the label suggests– chocolate caramels with some sea salt. It’s frankly pretty weird, and I’m not sure how to dip pretzels into it, so I might have to get creative.

It’s finals week, I’ve been writing almost the entire day, and I’ve just dropped a little more than six hundred and fifty words about jars in my kitchen and their contents, as well as my current odd pretzel craving. It might be time for bed.

Fixing Everquest 2

Tale of Two Games

Fixing Everquest 2

Last week we had the somewhat bittersweet news that Everquest Next was officially being cancelled.  For those who were utterly confused about what Landmark,  Next and the rest of the EQ games actually are… here is a quick rundown.  Everquest of course is the granddaddy of the big hit MMOs.  Then mere days before the launch of World of Warcraft…. Everquest II came out as an attempt at rebooting the world.  Everything in that setting happened after a huge calamity that saw Luclin the moon shattering and sending shards to earth.  The world was changed, the land fractured, and in many ways it allowed for a much larger scale game world than the original.  Everquest Next was the concept for what was ultimately going to be the third Everquest MMO… so in truth you can just think of it as Everquest III.  Landmark on the other hand is ultimately the tool that they were using to build the world of Everquest Next.  After playing around with it the folks decided that this was actually a really fun thing to play with in itself, in the Minecraft style.  Landmark was really never a fully fleshed out game, but more of a sandbox toy that players could fiddle with.  Since its launch they have made it more “game-like” but it still is missing a lot of the core features folks expect in an MMO.

Fixing Everquest 2

Now in the above paragraph I mentioned a key fact… that Everquest II launched on November 8th of 2004… and then was completely overshadowed by the launch of World of Warcraft on November 24th of that same year.  The two games took significantly different paths, and produced really different results.  Everquest II was this rich tapestry of cultures and game systems that provided a really deep game play experience that worked on so many levels.  World of Warcraft was a much more streamlined experience that asked less of the player, but ultimately became easier to pick up and play without an excessive amount of research.  We all know how the tales goes… that WoW becomes the juggernaut of MMO gaming and EQ2 becomes this sheltered garden with an excellent community and lots of great content…  but always treated as a second tier experience.  Right now Everquest II feels extremely dated, like an artifact of a different era whereas World of Warcraft feels somewhat evergreen.  The major difference there is that each time WoW releases an expansion they do significant systems overhauls that cause some sweeping changes to not only the fidelity of the game client itself, but also the back end systems.  Everquest II on the other hand has been this “Weasley House” of MMOs with content constantly being tacked on top of the older foundation.  The new content feels like modern content, but you experience a sort of whiplash as you shift between the different layers of the content and see just how drastic and inequitable the improvements have been.

Renovation Is Due

Fixing Everquest 2

The above image has been floating around for a few weeks now and represents some work that the Everquest II team is doing to update the orc model.  It seems that the newest expansion content that they are working on heavily focus on orcs, and as a result they are just updating the base model to bring them up to modern standards.  Seeing this however made me realize just how bad the old models look.  I mean it has always been one of those things in the back of my mind, but when you see what the team is capable of producing today… placed against something that has existed since 2004 it is staggering.  Now that Everquest Next is no longer a thing… I would love to see them pour some of those resources into producing a graphical upgrade to Everquest II.  The big problem with the game are just how dated the models and the animations look, and going back there is always an adjustment period and largely just hand waving off a bunch of details that get under my skin because the content itself is so amazingly rich.  I realize this is a massive undertaking, and it is the sort of thing that could be rolled in over time.  If you remember the original Everquest went through the same problems and with the release of Luclin they released new and updated character models.  Unfortunately in the case of EQ2… we need a lot more than just characters.  I would love to see this great game get a second life, because for so many of my friends that I have tried to get to play this game…  the ugliness of the assets was a barrier they simply could not get past.

Fixing Everquest 2

Now fixing the graphics isn’t going to fix the game entirely… but it would go a long way into making it feel more playable.  Next up however we really need to talk about the user interface, that has always felt a bit cludgy.  I’ve not played the game in the last decade without first installing some sort of third party addon user interface.  For years I played with Fetish Nightfall, and within the last six years or so I switched over to being a Drums UI guy.  With these UI extensions the game becomes rather good, but the whole process of acquiring a UI and keeping it updated… feels needlessly arcane in a manner I have not experience in any other game save for maybe Dark Age of Camelot where they had no official support for addons.  So the entire User Interface could use a bit of a facelift.  Finally we have to talk about the way combat works in this game.  I feel like this is the step that would actually cause rioting in the streets by diehard Everquest II fans…  but I also feel like it is the point that is the most needed.  The game really really needs to simplify combat in a way that does not require me to use 30+ abilities in a combat rotation.  The above picture is of my Shadowknight, and at least 30 of this abilities are ones that I pretty much used in every single round of combat.  It was even worse on my Dirge and I had these super complex patterns memorized… that even today I can sit down at the keyboard and automatically cycle through them.

Fixing Everquest 2

The problem is…  it doesn’t really feel fun.  I feel like I am playing some sort of a musical instrument instead of actually experience reactive combat in a video game.  Now I am not saying water it down to the level that single hotbar games have done… or simplify it to the point of an action MMO.  I just would love to be able to have one primary hotbar of abilities that get used every round… and then a bunch of optional abilities that throw in for flavor or when special conditions are met.  The cooldown of EQ2 abilities is so long that you need something… anything… to fill in the gaps so you quite often are simply mashing the next button that is off cool down.  Please understand that I am a huge fan of Everquest II… but every time I leave it is the cludgy combat system that eventually drives me away.  For several months I can overlook it and just blend back into the rich and vast game world… but I always reach this point where I need to play combat that simply “works better”.  I think maybe this is a ship that has already sailed, and after doing several combat passes early in the game…  I am not sure if they have the intestinal fortitude to attempt another.  All of this aid… simply making the game look better would go a long way into making this a more attractive experience to new players, but in doing this post I am talking about all of the things that I wish were different.  Combat will always be a huge part of that.

On Foes

Video games are pretty heavily predicated on giving you some kind of opponent to clash with. Whether that’s another player, AI-controlled opponents, the game world itself, or the gameplay mechanics, games basically set you up with an opponent to see if you or they/it can achieve victory.

On Foes

A discussion we had about The Division over the weekend got me thinking about enemies that appeal vs don’t. Ashgar mentioned that he didn’t like that the Division pitted you, a squishy human, against other squishy humans with realistic guns. We went into a bit of depth on the podcast this week, how The Division is an excellent game as long as you don’t think about what you’re actually doing too hard.

That being said, The Division offers me enemies I find compelling, far more than, say, Warframe or Destiny. I want to face opponents with motivations I can at least understand, who aren’t mustache-twirling evil for the sake of being evil. It’s a big part of the reason I don’t go in much for games about aliens or monsters; unless there’s some kind of sentience that can be communicated with, there’s not really much to understand other than “it’s trying to hurt me, I must stop it,” which feels shallow. I do wish that in The Division as well as other games, there were more nuanced ways of dealing with enemies– we talked about nonlethal takedowns and it’s one of my favorite parts of games like Deus Ex and Dishonored.

I remember playing Turok: Dinosaur Hunter quite a while back and finding it boring. Sure, the enemies were varied and behaved differently, but they were mostly dinosaurs and wild beasts. There didn’t feel like there was any depth there or any possible interaction other than “well, hope I don’t run into one of these because it’ll try to eat me”. Even when interactions have broken down to the point where the primary interaction is violence, I still like to know I’m dealing with opponents who are (presumably) making their own decisions, even if those decisions put us in conflict.

It’s why I don’t like the whole zombie craze. It’s just dinosaurs with a different skin, another mindless opponent that is little more than a strength and endurance test. I prefer to be tested on my agility or intellect– I have more fun when I’m proving I’m faster or smarter than my opponents, not bigger or tougher. Opponents that test neither agility nor intellect are boring to me, and a lot of games that pit you against non-human-equivalent enemies will have foes that are FAR more agile than you are, if they’re agile at all, or big, slow, lumbering bosses that aren’t so much an agility test as a timing test.

One of the reasons I like Warframe so much is because I play light, agile frames that move faster and more adeptly than my enemies. Even in big, tanky frames I’m more agile and more maneuverable than a majority of enemies, which is very satisfying.

At a narrative level, I like games that pit me against foes that make me think about my own motivations (and, ideally, let me act upon those thoughts). In Dishonored and Deus Ex, it quickly became apparent that the average guard or thug was just someone doing their job, not intrinsically tied to whatever awful thing I was trying to stop. They’re basically innocents, doing what they need to for a paycheck or because they’ve been misled into believing they’re right. Those games let me discover that, and then avoid harming innocents. Hitman, a game literally about assassination, actually puts a lot of focus and reward on being nonviolent, because you’re often in public places or otherwise surrounded by innocents who aren’t connected to your target; hurting them is unjustifiable.

I prefer to see my opponents in games as people, rather than just targets, but that comes with the additional demand that I be able to treat them in a way that feels sensible, even if that does mean open violence with the knowledge that the organization or ideology I represent is less harmful than the one they represent. If a game is going to make me question the group or philosophy I’m ostensibly linked to, I’d like to be able to act on that uncertainty. My biggest frustration with The Division is that it makes me question the group I’m a part of, but doesn’t give me any space to act on that.