Season Journeyed

Season JourneyedI can hardly believe it, but last night I finished the final step for the Guardian level of the season journey in D3.

When the season journey was first introduced in its current incarnation, it was something I was excited about for the cosmetic rewards far more than anything else. Since I’ve been participating, I’ve grown to love the “new game smell” of the start of a new season, complete with a decent sampling of my friends flocking back to the game to see what’s on offer, level together, and get the new goodies. I was completely casual about my playtime, enjoying murdering demons for the fun of it without pushing myself too hard. A few seasons in, I started hanging around with a few friends who would go all out at the start of the season, and were willing to carry me around so I could progress a bit farther. Those carry seasons saw me get my first bonus stash tab, and saw me start to push myself a little bit in terms of difficulty even when I was playing solo. The evidence that it was possible to meet the goals of the season was in front of me, and I got the urge to spend less time getting carried.

The past two seasons have seen me push way outside of my original comfort zone. I unlocked all my bonus stash tabs, and pushed into higher and higher greater rifts. Last season I got pretty close to completing the Guardian level of the season journey. I had all my conquests done, I just stopped short of a few other goals. The current season has been a little strange, since way fewer of my friends decided to come back for this one. Other than a little bit of paragon level farming in the first few days, I didn’t get carried to anything this time around. In fact, I was the one carrying some of my other friends more often than not, or at worst trading power leveling so we could do the set bonus conquests.

I pushed myself to get to GR70 solo as soon as I possibly could, so I could unlock the sweet sweet primal ancient drops. (Sadly this determination was repaid in a primal ancient Blackthorne’s piece and yes I am still bitter.) I ran rifts and bounties to gear up and level gems. I worked my way through 8 set dungeons and GR55 with 6 different set bonuses. And last night I soloed Adria in under 15 seconds on torment XIII and finally finished the Guardian requirements and officially completed the season journey. It was stressful sometimes and frustrating at others, but in the end it was an achievable goal and I’m glad I finally got motivated to follow through on it. I’m not sure whether I want to keep going in the season or switch to my non-seasonal stable. I am sure I will probably be taking a break from D3 soon, but maybe not right away. A friend recently asked if I was going to try for the achievement and wings for mastering all of the set dungeons for every class and I dismissed it because I figured I’d be working on the season journey for a while longer. Maybe I will try to get those wings after all.


Season Journeyed

Level Scaling Tech

Level Scaling Tech

I am in this place with SWTOR Knights of the Fallen Empire where I am honestly not sure what more I can say without my blog turning into a massive spoiler fest.  There are a lot of events going on and many of them have surprised me.  This is a little shocking given that I consume a lot of gaming media and that KotFE has been technically out since October 2015.  I am not sure if I purposefully ignored SWTOR articles… or if I just didn’t come across that many.  Whatever the case essentially everything from Shadows of Revan onward has been a completely new story experience for me without me knowing any of the elements ahead of time.  So while I recognized characters like Theron Shan or Lana Beniko…  I knew nothing about them going into this recent binge of playing the game.  We’ve talked about this on the podcast before, but returning to an MMO and seeing years worth of content laid out in front of you is a pretty great thing.  Especially in a situation like SWTOR where they have a reasonable level scaling system.

Yesterday Syp posted something over on his personal blog Bio Break talking about level scaling systems.  His specific discussion centered around whether or not level scaling systems were good for games, which was brought on by his recent journeys in LOTRO.  Over time my own feelings about the systems have changed.  You can scan through the backlog of this blog and find me talking about Mentoring systems, where games allow high level player A to drop down to the level of player B and run content with them.  This seemed to me like the most elegant solution to the problem of being able to run content with your friends.  That was until I encountered Guild Wars 2, and the fact that no matter where you go your character is scaled down to the level of the world.  The concept of evergreen content is a big one for me… because I like when a game expands over time rather than contracts.  While Guild Wars 2 is not the best example of this… because of the fact that there is plenty of content that you will never be able to play again in that game…  it did make me appreciate level scaling as a replacement for mentoring.

The only problem there is that when the world is constantly the same level as you, it robs you of one of the quintessential MMO experiences of leveling up and becoming more powerful.  The world always feels the same to you, because you are functionally always the same relative ability levels to it as you level.  In situations like that the levels themselves feel like a completely extraneous concept.  Why even have a number that goes up if the world is always going to be functionally the same difficulty.  When we started playing Final Fantasy XIV they had an extremely elegant solution for this in the form of their dungeon finder.  Each dungeon had a functional level range from the moment you first were able to zone in… to the moment that it considered was the upper bound of levels.  So if the average mob level in an area was 35, then functionally the maximum level the game would allow you to be was 40, scaling everyone over that level down to that point.  The only negative here is that this ONLY applies to dungeons, and in truth it would have been interesting to see this same sort of system just work out in the world as a whole.

That I guess is functionally what is going on in Star Wars the Old Republic, and I am loving it.  Each piece of content be it planet, flashpoint, or something else… has a functional level range attached to it.  Once again it is functionally along the lines of being five or so levels over whatever the maximum level of encounter for that area.  Then the game rewards you as though you were fighting something your own level in terms of both experience and loot drops.  This means that you can go anywhere and do anything without feeling like you are getting nothing from it.  At launch this was absolutely a problem with SWTOR and it was extremely easy to out level an area, and reach a point where the experience gain was no longer worth the time you spent on a planet.  This was especially true as I remember on Tatooine which in itself was a huge planet with lots of side content.  By the time I “did everything” I ended up several levels ahead of the curve and functionally kept getting more and more over-leveled as I went through the rest of the planets.

Now there is a certain measure of freedom in being able to just go and do the content without having to worry about level… and in many cases gear.  While leveling my Imperial Agent, there were a few points where I went 10 levels without upgrading any of my gear… and really did not notice a significant amount of power drop off.  Then again I did exit the class storyline at level 58… so there was some significant over-leveling going on there that might have been easing the transition.  The thing with this system is however that while you are gaining power and you FEEL powerful… there is never a point where you are just waltzing through  field of enemies gently tapping them and watching them explode.  When you run someone through a low level dungeon in World of Warcraft for example on your level capped main… you can functionally breathe on mobs and they impale themselves in a shower of loot.  SWTOR feels like a happy medium, of letting your power level increase without completely trivializing the game.  Sure most of the time I am not actually afraid of death, but I still feel heroic doing content…  because I am having to use my abilities to take things down rather than a single auto swing.  As a result I have somewhat shifted my focus from user driven mentoring systems…  to seeing more games adopt this sort of level scaling.  The best part about Legion honestly was the way that content has scaled to the player while leveling through it, and if only Blizzard had applied this tech to the world as a whole… it would be a much more enjoyable experience.  I like knowing that I can revisit those areas that I enjoyed so much in the past, and still having an interesting time.

 

Empires Fall

Empires Fall

This is going to be one of those “Bel is very late to the party” sort of posts but bear with me.  Additional upfront warnings…  I am entering a territory with this post that might have some minor spoilers.  For a long while I have avoided Knights of the Fallen Empire because I knew it made some significant changes that you simply could not step back.  As a result in my best Mass Effect fashion… I attempted to wring as much joy from the “old world” as I could and made sure that I saw all of the story content before moving forward.  Last night however I finally reached that point where I was at least reasonably comfortable taking the plunge and moving forward into the modern era of SWTOR.  Having said that…  there are a bunch of things I am extremely glad that I completed before doing so.  Firstly I am happy that I managed to see the main story arc for each of the classes.  Secondly I am happy that I took the time to progress every single companion and see all of their personal story before moving forward.  Additionally as far as I am concerned it is extremely important to do both Shadows of Revan and Rise of the Emperor (Ziost) before starting the Fallen Empire content.  I mean in theory you can just jump ahead to the modern era at any point you like, but if you want to have completed all of your story elements…  you need to do class story to completion, Revan and Ziost.

Empires Fall

Functionally Shadows of Revan and Rise of the Emperor are the unlabeled opening acts of the Fallen Empire campaign, and as a result I am extremely glad that I completed both of them.  Now the other big piece of warning that I had been given was that anything you want to do with your companions… you need to do before entering “chapters” mode.  This is because in truth you may or may not ever see them again.  I personally don’t have a list of which companions are findable in the game, and which are just gone indefinitely… but I have heard that some fan favorites are absolutely missing in action.  Once you enter Chapters the game is functionally changed, and you are sort of along for the ride.  It was that point that really concerned me and kept me from taking the leap for a very long time.  I had built up this comfortable stable of characters that I liked using, and enjoyed my jetting around the galaxy life style.  Once I started Chapter 1… literally all of that changed and I began playing a very different game.  That said…  I think it might be a better game.

Empires Fall

If Star Wars the Old Republic was functionally World of Warcraft in space…  then Fallen Empire is Knights of the Old Republic 3.  The game feels like it shifts from being a traditional check all of the boxes MMORPG… to being a much more story focused RPG that just happens to have other people playing it at the same time.  At this point I am still wrapping things up in Chapter VI and hope to keep moving forward tonight, but I’ve found myself in a situation that feels very familiar to anyone who has played KOTOR 1 or 2.  In that fashion I think its best to think of Fallen Empire and I assumed Eternal Throne as a sequel to Star Wars the Old Republic.  You are playing the same character, and you have all of the items you have built up along your first journey, but you are functionally playing a completely different game.  Maybe it is more of a new game plus mode than anything, as you shift your focus from the traditional tropes of an MMO, to starting over again.  It feels much the same as Mass Effect 2 did after the original, where you are set down in a world that is familiar, but the cast of characters has changed slightly… and you have to rebuild your legacy.

Empires Fall

I will likely continue to report in as I travel through the new content, but so far I have to say I am hooked.  There are a lot of events that happen in rapid succession, but functionally when you regain full control of your character five years have passed and the future is uncertain.  You are presented with a new cast of characters… some of which are familiar and others brand new.  That said the cast of characters are interesting and I immediately felt right at home…  in spite of no longer having my original team of companions.  I can see the potential for setting forth in a matter that cuts across the various class stories and potentially introduces me to characters from them all.  The other weird thing about this setting is that I am finding myself turning from pure Jedi…  to more of a balanced user.  I am giving myself permission to take more dark side choices when I feel like it suits my purpose better.  I am going to save the people that need saving… and I am absolutely going to take a lightsaber to the folks who deserve killing.  I am no longer the Jedi Battlemaster and am now instead known as the Outlander, and with that comes a change in focus.  Belghast is going to be a lot darker than before… and that is going to be okay.  I feel like this character is the vanguard of all of the characters I have played, and as a result sort of adopting my favorite traits from each of the class storylines.  In wild space, Sith and Jedi don’t matter anymore… but instead what matters is freeing the galaxy of this new threat.

Mixed Feelings

This morning like so many mornings I have been feeling largely uninspired in my attempt to find something to write about.  In Star Wars the Old Republic I am in an odd space of doing some miscellaneous clean up before moving on to the Knights of the Fallen Empire content.  This is enjoyable but not exactly the sort of thing that makes a good blog post because it doesn’t necessarily reveal anything worth mentioning.  As a result I have spent way too much time looking at twitter, and almost like a miracle a tweet came across my timeline.  It seems that Secret World Legends is releasing on June 26th, which is admittedly way sooner than I was expecting.  It seems like it literally just went into beta about a month ago, which means one of two things.  One either the beta has gone so amazingly well that they are moving up their time tables… or two that they were always going to launch on the 26th regardless of what happened in testing.  Admittedly I have a lot of mixed feelings about this game relaunching.

Mixed Feelings

I have a lot of love for The Secret World…  but much in the same way as you might love that one movie you saw back in your childhood that you through was really damned cool and remember fondly as a sequence of memories.  It will probably always be one of the best story driven MMO experiences I have had.  They also did some interesting things with the deck building style ability system that let you mix and match actives and passives until you crafted a character that fit your specific play style.  For example I fell in love with Blades/Shotgun which was this amazingly fun build with a mix of ranged and melee abilities that let me adapt to pretty much any open world situation.  The problem being that these extremely custom builds all fell completely apart when you entered the end game.  The game saw every single one of my circle of friends, having to abandon whatever path they were on to choose something new and group friendly to be able to even start to make a dent in the nightmare content.  This is the point where most of us checked out, because we loved being whatever character fantasy we had built for ourselves…  and having to abandon that just ruined the game experience.

All of that said… my twitter time line is full of moments when I broadcast the game out to my friends in an effort to get everyone to experience it.  Each time it went on sale I talked about how good of a deal it was.  I love the setting and I love the challenge of some of the quests that force you to figure out how to do silly things like decode things from base 64 encoding.  In the trailer above they talk about switching the game from an MMO to a shared world action RPG…  which largely sounds like marketing nonsense.  They are switching the game to be reticle targeting, which can be a positive if all of the movement and interaction keys work nicely with it.  In many ways this could be an attempt to make it a more console friendly design, because that sort of a control scheme seems to simply work better with a controller than it does with mouse and keyboard.  All of the individual weapons seem to have a mini game aspect.  About a month ago Elemental was shown off on the dev stream to have a “heat” mechanic that you are trying to keep in check.  This makes me wonder however how well custom builds like my beloved Blades and Shotgun will work in this scenario.  Will we have to choose a single weapon and stick to that?

Mostly I think I am going to have to fall into the “wait and see” camp at least until I get my hands on the game.  I want it to work well, because I would really love to see a game like The Secret World succeeding.  It did a lot of interesting things that no one else is still doing, and presented a game setting that is unique and interesting.  The big problem however is all of that interesting bits came in a package that never quite worked as well as I thought it should.  The user interface was always a bit of a disaster that you learned out to work around, rather than something that really reinforced the enjoyment of the game.  Similarly the combat was scattered with a bunch of really great ideas that never quite coalesced into something that felt really good to play.  There were elements of sheer brilliance, but those were what helped you get past all of the things that you found yourself barely tolerating.  My ultimately hope is that with Secret World Legends they can go back and fix all the bits that never quite worked right, and then arrange the copious amounts of story they already have into a cohesive narrative.  If they can do that and give me fun moment to moment play…  then without a doubt I will be playing a lot more Secret World in the near future.  They are however launching during a super tight window following ESO Morrowind on the 6th and FFXIV Stormblood on the 20th.  That fact means without a doubt that while I might be playing this game… it is not going to even come close to being a primary game for me.