Iron Cave Chest Farm

Good Morning Folks! Lately, I have been playing an excessive amount of Enshrouded. At this point I’ve put in around 50 hours and last night I hit the current level cap of 25. I still have a ton of the map that remains in the “fog of war”, and there are still some deadly shroud areas that I cannot adventure into until I upgrade my flame altar one more time. On the building front I have been slowly working on digging underground and at this point have dug out a basement and a sub-basement. I am contemplating starting to move some of my crafters down to this area because with all the bits and bobs associated with each of them the current crafting hall is getting a bit busy. In my travels, I have happened upon a few extra crafting machines so I have been setting them up down there just so I can produce more of the time-gated crafts at one time.
I also set up a new bedroom for myself down in the first basement area. I dug a little room off to the side and have set up some stone-themed furniture down there which is capable of getting my comfort level up to 36. As I can craft more of this stone-themed set I will probably replace the bookcases and then build out some armor and weapon storage in this room. Similarly, I am contemplating digging another side chamber and moving where my magic chests are to a more sheltered area underground. Not that there are really the accouterments of setting up a proper treasure room, but it would be nice to build some sort of hidden vault since there are doors for that functionality in the game. I might swap up the entrance to this bedroom with one of the stone “secret” doors.
Last night in my travels I found a golden chest that spits out max-level gear. For the uninitiated, almost everything in the Enshrouded world respawns on a timer. Currently, that timer is 30 minutes, but if you log out and back in… it refreshes all of those timers. So when you find one of these gear chests, you can in theory farm it over and over and over… which I did. I set up a flame altar just outside of the room with the chest and then played the logout and back in the game until I ran out of lockpicks. I will likely run around today and farm up a bunch more metal scraps and then repeat the process until I have gotten the gear that I want. I am always on team… get the best gear and then finish out the adventure.
Here is a map for how to get to the cave that I found the chest in. Like I said it requires lockpicks so you will have to bring a bunch of those with you. I photoshopped two screenshots together so that I could highlight the location of the two nearest spires. Essentially there is just this cave on the side of the hill and inside there is a ton of iron. There will be a rubble-covered wall, that stands out like a sore thumb because the rest of the cave is limestone and iron nodules. Dig through the wall and the chest will be on the other side. I placed my Flame Altar just outside of the chamber where the chest spawns so that I could keep the rubble wall open and not have to dig it out every time. You are going to need to have your Flame Altar upgraded to level 5 as you will have to cross through some areas that were previously deadly shroud to me at level 4. There are some areas you will need to skirt that are still deadly shroud but I did not have to pass through any of them.
There are a whole slew of armor sets that can drop from this chest. The fancy set that I have been wearing in these screenshots is called the Gloom Monarch set, and is sort of a generic survival/melee damage sort of affair. It looks very DeathKnight-ish which I dig, and I have yet to find anything akin to a proper pure tanking set. The other set that I keep getting is something more akin to a caster set that looks kinda like the Heavensward Black Mage armor from Final Fantasy XIV. Even though this appears to be a max-level chest, all of the armor is dropping at level 23 instead of level 25.
It also has a whole slew of weapons that can drop and I think I have seen most of the loot table at this point in either Epic or Legendary qualities. Essentially my goal is to get the sword and bow in legendary quality so it will have five affixes on it. I’m keeping one of everything that looks vaguely interesting and then sharding the rest for upgrade coins. I really wish that armor could be salvaged but apparently, the only option there is to delete it… which seems wasteful. The main reason that I landed on Nova for my main weapon is that it gives off almost as much light as a torch which makes exploration that much easier since I don’t have to keep swapping to my torch so I can see. The wand also has a decent amount of illumination, but not quite as much as the sword.
Also in my travels last night, I happened upon what is apparently the best glider in the game. This thing is ridiculously fast, almost too fast to actually control your flight. It was the top of a sun temple and I had to fight a giant bird in order to get it. In theory, you could probably loot the chest without killing the bird, but since I was up there I figured might as well get some more “chicken” and feathers. I figure I will farm out the orange versions of the weapons I like the best and then start gathering up the materials needed to upgrade my flame altar all the way to level 6. After that, I think the goal will be to uncover every corner of the map that is currently veiled. Past that… I guess we enter the TRUE endgame… which is crafting some more bases and maybe taking over one of the NPC towns for myself. The post Iron Cave Chest Farm appeared first on Tales of the Aggronaut.

Lamentation of Outriders

Good Morning Folks. I’ve been spending a bit of time over the last few days thinking about a game that could have been, but never really was… Outriders. I reinstalled it recently and it is still an enjoyable looter shooter experience, with its roots in the fundamentals of ARPG build diversity and design. It was the hoped Destiny Slayer that would come along and offer a more interesting gameplay experience. It had some connectivity issues out of the gate as often is the case with most new online games, but it recovered relatively quickly and offered a really enjoyable gameplay loop. Lets talk about some of the high points of the game.
First off it had a pretty freaking long story, at least compared to Destiny or any of its expansions. There was a lot of interesting gameplay wrapped up in that story as well and all of it was repeatable. It became commonplace to grind out your favorite story missions for loot in the endgame. While it told an exceptionally bleak tale that turned off some of my friends, it was a mechanically enjoyable experience from start to finish. It did a good job of easing you into combat and giving you progressively more difficult encounters as you learned the ropes of how to use your new powers. The male voice acting was less than amazing, but the female voice actor was pretty freaking great.
The class design and the powers that came with it were extremely fun. I spent most of my time playing the Devastator which uses Earth powers to “devastate” the enemies. My build of choice was to use Earthquake as an opening salvo, Tremor as a lifetap aura or a sort for everything fighting up against me, and Impale to lock down the biggest enemies while mopping up the weaker ones. The game had a talent point system that allowed you to really accentuate the abilities that you wanted to focus on, letting you lean into a specific gameplay style. For me it was all about being tanky and being able to take a lot of damage while dishing it back out in the form of elemental attacks. Other gameplay styles leaned into stealthy fast killers that flit across the battlefield or maybe being the best sniper you could possibly be. Classes had an identity and this was supported by custom gear sets and such making you feel like you were able to lean into a particular fantasy.
Then there were the weapons that not only looked cool but had some wild unique abilities on them. The craft system allowed you to replace any one node on your weapon with any other node you had unlocked to that point allowing you to craft some wild combinations. What I liked the most about this is that it was pretty easy for me to keep using the same sort of weapon over and over as I leveled through the game because I could keep bringing forward the attributes that I enjoyed the most. I imprint heavily on specific weapons in this sort of game and the fact that I could keep using them was huge for me. This is my big problem with a game like Halo where you end up having to spend most of your time using random trash weapons rather than the really good ones.
With later updates, there was a full cosmetic system that allowed you to swap up what your character looked like. This included weapons appearance swaps so if you had a specific loadout that you needed for your build, but you really liked the look of another weapon you could change that up and run around with whatever you liked. I personally with with a cowboy thing going on with a duster and everything. I think more than anything I appreciated how well the game played and how all of the cosmetics were unlocked through playing the campaign and for completing achievements. That said this is absolutely a game I would have happily paid for microtransactions in similar to how I happily pay for them in Path of Exile.
Now let’s talk about the downfall of Outriders. Prior to the launch of the game, the two biggest talking points were that it would have zero microtransactions and was “Not A Live-Service” which is a weird message for a game that required online connectivity and also was being touted as something that could compete with Destiny. Looter Shooters need content updates to keep bringing players back. You can look at the SteamCharts for Destiny or even The Division and see that there is a pattern. When new content is added to the game, players come back… there is a surge in player numbers and a slow drop off in numbers as players feel like they have gotten their fill and move on to other games. This is how this sort of game survives. Path of Exile has quite possibly the most predictable pattern each time a new league launches, there is a spike, and then after a few months a valley.
The game as a whole was reviewed reasonably well considering there were active campaigns attempting to review bomb the game during the first few weeks of connectivity issues. There were a lot of publications that reviewed this as an overwhelmingly positive game. The biggest concern that kept being raised however was whether or not the game was going to be supported in the long term. The constant drum beak of “Not A Live-Service” set up a bit of a paradox. Players engage in these sorts of games now as live services, as experiences to be revisited every few months each time a new drip of content is released… but as this game is reportedly a “finished product” it was setting up a scenario where it just could not sustain the players necessary to make things like matchmaking function.
Ultimately that is what we saw when it came to concurrent player numbers. There was an impressive peak of just over 125k players, and then by month three a constant fall off down to around 1000 players just before the first major patch, and a bump back to around 10k shortly after that. Then again a a bleed of players down to 1000 players again before some pre-expansions patches that introduced new things to the game and another bump of around 12k players with the release of Worldslayer dropping down to under 1000 players starting in November 2022 and continuing in that state to this point where at the time of pulling these numbers there was a 24 peak of just over 300 players. Without the rhythm of a live service game, there just wasn’t anything to glue the players to this game.
I will always be wistful of what might have been with this game. This game is my new Hellgate London, a game that I greatly enjoyed… felt was far better than the other offerings that were available… but just was not supported and died an early death as a result. The main difference is that I can still revisit Outriders and enjoy it, and at least so far its corpse has not been crudely reanimated by a KMMO company. Outriders is still a damned fun game, but it would be a better game if people actually played it. I go through periods where I reinstall it, and play a bit of it… get my fill… and then wander off again because there is literally no reason to keep playing it after that point. The devs announced to the community/influencer groups in March 2023 that they were not releasing any more content for the game. So it is effectively a “dead” game at this point.
This is a case where you can get all of the fundamentals of this sort of game right, and release a technically proficient and at times phenomenal game experience but if you don’t have the follow-through support the game will flounder. The looter shooter and ARPG genres are all about nailing a release cadence and by publically announcing from the start that there was no “Live-Service” they sort of shot themselves in the foot. There are just certain genres that NEED to be a Live-Service with releases after the sale in order to survive. We’ve seen this backlash against that sort of game, but mostly in genres that did not need to have a cosmetic shop or carefully timed content drops. We are currently dealing with one of those games right now with the Suicide Squad, which everyone seems to wish was just another Arkham game… but instead attempted to be something akin to the Avengers.
Outriders though had everything aligned to be a great game that would grow over time… it had all of the hooks that could have supported a reasonable microtransaction shop in order to fund the development. Instead, it gets added to the list of games that should have worked… but never quite did. I will always lament the death of Anthem in a similar vein, but Outriders was way more technically competent than Anthem ever was and still could not quite make it. All of this said, if People Can Fly came out tomorrow and said that they were making an Outriders 2, and this time it would be given all the support that the first game deserved… I would be there and ready to go. That however is never going to happen because I think Square Enix has a bad taste in its mouth over how Outriders performed, and the IP lives in that murky territory of having too many cooks in the kitchen that would need to sign off on a sequel. Anyways! I will always have a special place in my heart for this game. If you’ve never played it, it is probably super cheap on every platform it was released on. It is worth a gander because it is doing a lot of interesting things. The post Lamentation of Outriders appeared first on Tales of the Aggronaut.

Faces of Bel Revisited

Yesterday I went down a bit of a rabbit hole. It started simple enough with a post from Ricki Tarr who posed a question like they often do, this time about your preference for video game characters. This led to me sifting through directory after directory of screenshots compiling “evidence” and eventually making a post in the thread. The question posed is not quite as simple of an answer as you might think. Truth be told I am not exactly sure how I ended up in this situation because it wasn’t always like this. I guess I should stop stalling and just get into the meat of the discussion.
When confronted with the character creation screen of a new video game… I create the same character over and over and that character is named “Belghast”. Yesterday I assembled this collage of 28 characters that I have played in various games and how they all mostly align to the same features. Given the choice my character will be light-skinned, have jet black or at least dark hair… occasionally gray if the black shader looks goofy, either a full beard of a goatee, and some sort of facial scarring preferably over one of the eyes if that is an option. Creating this character comes as naturally as anything else at this point, and I can pretty much chip away at the system and reveal the inner “Belghast” quickly.
When a game has a fixed character but allows for customization options… I will generally speaking lean towards bringing out the inner Belghast in that character as soon as possible. For example here are two screenshots from two different games, and in both, I have adapted the character that I am forced to play into as close of a reasonable facsimile of “Belghast” as I can. The piece that I have not really understood and continue to not… is how I landed on this particular vissage. On some level it is the idealized version of what I actually look like. I have brown hair instead of black, but I’ve always fancied black hair. There was a period in the past where I was super into The Punisher and one year for Halloween I dyed my hair black with that awful spray paint style temporary color and I think maybe I liked it enough for it to have embedded itself into my psyche.
I’ve often assumed that deep in my subconscious there is an action hero from my childhood that looked like this, and I just keep adapting my characters to that model that I imprinted upon. Thing is “bearded” punisher is a thing that did not exist during the time when I was actively reading that comic. He was a clean-shaven man of many guns… and of note, I was into Punisher in the 90s, before the facists decided to co-opt his branding. I was also really into Nick Fury, Wolverine, and Cable… so maybe this character that I landed on is a bit of an amalgam of all of those. There is also Chuck Norris but weirdly I was never into his martial arts movies in a big way. I saw more than my fair share of them as would any pre-teen/teen growing up in the 80s/90s but it wasn’t a big deal for me so I doubt it came from there.
Generally speaking my success at adapting to a video game is directly related to how good of a “Belghast” I can create in it. Sometimes I can’t and in those scenarios, I often create a female character. The thing there is that I want to be able to create something “beefy” and heavily armored. This is something I struggle with endlessly with games adapted from the Chinese or South Korean markets because they tend to feature hairless pretty boys and dainty waifs. Sometimes I just play female characters for a break and I am going to use an example from Diablo IV as the sort of character that I tend to create when given access to a character generator. I’m also highly partial to the female orc models from World of Warcraft because they are “Stronk” and battle-ready.
When none of these options really feel right… I sometimes play something inhuman. For example, when Destiny launched there was nothing available but clean-shaven characters, so instead I went for the robotic Exo. In ArcheAge I could not create a character with a decent beard, so I wound up rolling a cat person. I think more than anything that beard is probably the most important element. I get grumpy when a game has a weak beard game or the only beard options are “peach fuzz” stubble. I don’t mind a trim beard and I can get by well enough with something like that. Lately, I have created characters with pretty bushy beards in part because I kind of miss my own full beard. At some point, I switched back to a trimmed goatee/mustache combo and I keep contemplating growing back the full treatment. This is a post that zero people asked for, but sometimes that is what happens. For those who are curious… here is a quick rundown of the games all of the collage shots came from. In a top left row by row to bottom right order:
  • Dragon Age Inquisition
  • Cyberpunk 2077
  • Outriders
  • Phantasy Star Online 2
  • Guild Wars 2 my Necromancer
  • Red Dead Redemption 2
  • Wildstar
  • Guild Wars 2 my Warrior
  • Elder Scrolls Online
  • Starfield
  • Final Fantasy XIV aka Lala Bel
  • New World
  • Baldur’s Gate 3
  • World of Warcraft
  • City of Heroes
  • Enshrouded
  • Diablo IV
  • Dark Age of Camelot – The First Belghast
  • DC Universe Online
  • Fallout 76
  • Landmark
  • Monster Hunter World
  • Neverwinter
  • Skyforge
  • Star Wars the Old Republic
  • Secret World
  • Hellgate London
  • Fallout 4
I hope yall have a wonderful week and tomorrow I will probably post something a bit more meaningful. The post Faces of Bel Revisited appeared first on Tales of the Aggronaut.

AggroChat #466 – When Crowd Control Mattered

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen Hey Folks! It has been a few weeks since we recorded a normal show and I think we had a bunch of conversation in us waiting to get out.  As a result, we recorded a bit longer than we should have but that is okay! We talk about Celeste 64 and that sort of gameplay translates to a very Mario 64 inspired game.  From there Kodra shares his experiences with Songs of Conquest a game that is very much a nostalgic continuation of the Heroes of Might and Magic Series.  Bel and Kodra talk about their experiences with the other new survival early access game Enshrouded and how it is shockingly complete, and really just needs polish. From there we dive into the mail topic of the show where we discuss City of Heroes and how it is this perfect snapshot of the best of MMORPGs before World of Warcraft changed everything.  Finally, Bel actually completes his four voidstones in Path of Exile and talks about what a difference a dedicated bosser makes.

Topics Discussed:

  • Celeste 64
  • Songs of Conquest
  • Enshrouded
  • When Crowd Control Mattered
    • City of Heroes
    • The World before Warcraft
    • No Daily Chores is Refreshing
  • What a Difference a Bosser Makes
    • Bel Kills POE Bosses
The post AggroChat #466 – When Crowd Control Mattered appeared first on Tales of the Aggronaut.