AggroChat #242 – Voiced vs Silent Protagonist

Featuring:  Ashgar, Belghast, Kodra, Tamrielo and Thalen

aggrochat242

This week we talk about the topic that has spent the most time so far rolling from show to show because we didn’t feel like we had enough time to properly address it.  We have a Trello board where we stub out future topics, and before Christmas Tam put the topic of Silent versus Voiced protagonists on that board… and we are finally getting around to talking about it.  Not surprisingly we spent almost the entire episode on this one topic as there is a lot of stuff to unpack here about characters and whether or not we are meant to place ourselves into them. We also talk briefly about the Warframe Nightwave alert system that just went into that game.

Topics Discussed:

  • Voiced Versus Silent Protagonist
    • Personal Preferences
    • Times when it works and Fourth Wall breaking.
    • Jarring nature of a character you don’t relate to that is supposed to represent you.
    • Classic game examples
  • Warframe
    • Nightwave Alert System

 

Double Detonators

Double Detonators

This morning I am struggling more than I do on the average morning.  I did not sleep well last night and wound up not falling asleep until almost midnight.  Then that got compounded by the fact that I kept waking up every so often for unknown reasons.  It was one of those “the bed is not comfortable” sort of nights.  As such I feel like I can’t really get into any higher logic yet.  I didn’t even make coffee this morning until my wife noticed that she didn’t have a cup…  I knew something was off but could not quite put my finger on it.  That has since been remedied, but suffice to say I am not firing on all cylinders…  which is evidenced by the fact that I just backspaced the word cylinders several times until I got it right.

Last night I spent some time testing out the new loot system and it does in fact seem to be giving better options.  Gone are the days of getting a Light Machine Gun with weapon only (gear icon) Heavy Pistol effects on it…  but what has arrived instead are a lot of instances where you just get a suit wide weapon bonus in general rather than it being something specific.  I have not gotten anywhere near enough items to test this out more thoroughly but it seems like they might have dropped some of the nuance and landed on the side of “make this more universally useful”.  In fact those gear only inscriptions seem to be the exception rather than the rule now, with most things just simply giving Javelin wide effects.

During the course of the night I ran three strongholds, still focused almost entirely on Hive Tyrant since it is fast and predictable.  The first first one lead me to believe that they maybe tweaked the drop rates at the same time as applying this patch.  That first stronghold rewarded me 1 weapon, 2 abilities and the every so sought after component.  However after tweeting that out and making a fool of myself…  the second stronghold rewarded only the guaranteed masterwork ability that you get for completing the mission.  On the third stronghold however, I did manage to get one additional masterwork to drop…  meaning I got a weapon and an ability.  This is still better than Wednesday night when I chain ran strongholds and got nothing but the same ability over and over.

As such I thought I would go over my build this morning and talk about my choices a bit.

Primary Weapon – Cycle of Pain – LMG

Double Detonators

This is one of the new acquisitions of the evening, and I am largely using it because the Sledgehammer with its slow rate of fire but decent punch with little recoil is my favorite archetype of the Light Machine Guns.  The perk called Marksman’s Swiftness makes it so that weak point hits increase weapon rate of fire by 10% for 10 seconds… and this stacks to 10.  In practice what this seems to mean is that if you can nail the weak point you get an improved rate of fire without added recoil making this thing just melt targets.  It reminds me a lot of how it felt to tear through things in Destiny 1 with Fabian Strategy, which is a weapon that only I seemed to like…  but I loved it.

Secondary Weapon – Ralner’s Blaze – Assault Rifle

Double Detonators

I’ve dropped Thunderbolt of Yvenia from my secondary slot for the time being only because this is also a brand new weapon and I am getting used to playing with it.  The perk is really vague, but what it means in practice is that you seem to constantly seem to be igniting targets given that it is fairly easy to hold this on target.  I like the feel of it quite a bit and it seems to do a reasonable job of just deleting lower tier trash mobs, which admittedly is nice that Grandmaster finally feels like that for me.

Assault Launcher – Recurring Vengeance – Seeking Missile

Double Detonators

This is a new acquisition from the night…  Recurring Vengeance which is an impact detonator and seems to pack a much harder base punch that the Argo’s Spite.  In my experience lots of people rock crowd control abilities, like frost or fire fields…  which means with double detonators I can just constantly sit back and be always blowing things up.  If I do need to prime my own targets, this allows me to use my melee way more liberally given that I get one of the primer melee options as a ranger.   So far the one two punch of melee to Seeking Missile can just delete a lot of targets, or at the very least make them hurt significantly.  If need be I can follow up with another melee and my next attack to finish it off.  While I don’t have any of my favorite combos in Masterwork form…  this works well enough for the time being.  I love the perk on this one that allows me to get back my charge if I can finish off an enemy with this attack.

Grenade Launcher – Last Argument – Frag Grenade

Double Detonators

I am super thankful that I managed to pull this ability, because Frag Grenade is sort of the most basic utilitarian detonation option for Rangers.  It doesn’t have the best package of inscriptions….  namely I wish it had something other than sniper seeing as I will probably NEVER use sniper in a serious way.  However the fact that it buffs my E ability by 31% speed is pretty phenomenal…  so even if I don’t manage to kill the target I am going to get it recycling pretty fast.  The perk of Last Argument which is hitting enemies causes you to gain 700% Ultimate Charge… which I assume is 700% of the amount you would normally gain for hitting someone with a grenade?  Whatever the case what this means in practice is that my ultimate charges really fast…  and I love this.  For those who have fought Hive Tyrant, you will know that it disappears every so often and you have a trash round to fight through.  I got enough ultimately during the trash out to predictably have my Ultimate or as I keep trying to call it… Super…  up for the next Hive Tyrant burn phase.  This is so damned amazing and makes me way more free with using my Ultimate knowing I can get it back pretty fast by lobbing grenades.

As far as the components go… right now I am just using the ones that fit this build the best for the moment.  However only having two Masterwork components so far greatly limits me.  As I said at the start of this… doing group content… having double detonators makes this work insanely well as someone is constantly applying a status effect that you can exploit.  In solo play however I find myself priming with melee a lot more often to get my own combos…  which still makes double detonators a very viable option.  I like to always be making things explode, even though the ranger explodey options are nowhere near as over the top as the other classes.  What I need to improve on is more efficient use of my DPS boost aura during burn phases.

What are your thoughts about a double detonator build?  What are you finding that is working really well for you… and more important if you are a Grandmaster Ranger…  what the hell build are you leaning on?  I am just happy that I feel like I have pushed out of that “high center” feeling phase to where I finally feel like I am a contributing member of the stronghold and not just being hopelessly carried.

 

Anthem Wishlist

Anthem Wishlist

Yesterday’s post and the follow up reactions that continue to flow through the twitter thread that I started a few days ago have been interesting.  Firstly I have no problem if someone simply checks out of the game because it isn’t for them.  This emerging genre of “MMO Lite” games just isn’t for everyone.  If you didn’t like Destiny, Division, Warframe or even Monster Hunter World in the way its interaction worked…  then you are not likely going to like Anthem either.  Of those I am not a fan of Warframe at all really, and was luke warm towards Division…  but Destiny and Monster Hunter World were strongly in my wheelhouse.  My commentary in general has been about folks going out of their way to express their anger over the game.  The thing is… the game has flaws.  They are not big enough flaws to keep me from enjoying it, but there are definitely flaws there.

This morning I thought I would take a bit and go through some of the things that I wish the game did differently.  As such this post is more or less going to be my wish list for Anthem.  Be warned this is likely going to be a train of thought post with little organization.  As is often the case with unorganized content…  this is going to be in a bullet list form.  May god have mercy on your souls.

  • Mini Map – The world of Anthem is very intricate with full usage of lots of different levels of verticality…  as such flying from point A to point B is never that clear and as such I find myself opening my map often trying to figure out where the hell I am going.  One of two things happens… either I overheat and go crashing down wherever I happen to be hovering because I could not be bothered to get to safety before doing so…  or I get sniped by a Scar.  I would love some form of a mini map that we can toggle on and use for navigation purposes.
  • Waypoints – In a similar vein…  the game does a good job of giving you waypoints on missions to reach the objective with icons that show where you should turn next to get there.  I want the ability to set my own waypoint in the world and have this same advisement system turned on to direct me there.
  • World Events Markers – I want to see all active world events at all times.  The world is too big for me to efficiently stumble across an event, and god forbid if you are doing it on harder difficulty modes with randomly matched people…  that you will get any help in doing said event you magically stumbled across.  Guidance towards events would be beneficial.
  • Strider Redeploy – There are many different Striders out in the wilds…  there should be the ability to redeploy at a Strider closer to the action.  I mean it happens if you die, but there should be a more formal system that allows you to pick a new strider and respawn closer to wherever a World Event is happening.
  • Corpse Waypoint – One of the most frustrating experiences I have had is you are working on a World Event…  and then you die…  and you have no clue where the World Event was happening in relation to the Strider that you just spawned in on.  Would be cool if you got a bonus of some sort for going back to the point of your death and taking down whatever mob killed you.
  • Larger Freeplay – I ultimately expected Freeplay to be more like Patrols in Destiny, where you are randomly matched with whoever else happens to be in that area and as you move between sub zones…  you get a different population of players.  The problem is right now when you go into Freeplay, you are matched with 3 other players…  who are often times on completely different ends of the map making the challenge of actually completing anything very difficult unless you bring your own four player team.  Essentially Freeplay needs two modes…  matched with 4 players and a subzone matching system like Destiny Patrols.
  • Better Hit Advisement – right now there are often times when I am being hit by something but I have no clue by what.  Last night there was a moment when I thought I was being hit by something in front of me… but in reality a shotgunner had snuck up behind me and was hitting me in the back.  I would like to see them implement a sort of “your damage came from this direction” system.
  • Better Quickplay Incentivization – Quickplay should be something that is incentivized better than it actually is.  Right now there are problems with about half of the Quickplay sessions being in some form of a bugged state, and that is something I am sure they are working on.  I’ve seen reddit commentary from Devs stating as much.  What concerns me more however is that after you have finished leveling… there really doesn’t seem to be much of a reason for playing Quickplay especially once you are completely decked out in level 36 purples.  At the end of a match for Quickplaying in… you are pretty much guaranteed two pieces of loot and I have NEVER seen these be a Masterwork.  Joining Quickplay should be considered a positive thing for the community given that you are filling a slot in a group that was otherwise empty…  more often than not because someone abandoned a mission.  There should be some reasonable reward for doing this thing that helps out the community as a whole.
  • Better Grandmaster+ Incentivization – Right now Grandmaster rank doesn’t necessarily feel like it is respectful of my time.  There is a big jump from Hard to Grandmaster and while I am struggling along…  I am also feeling like I don’t have an awful lot to show for my effort.  Other than weapons… which you can get in Hard mode and below I have 1 Component and 4 abilities that are all from the same slot…  none of which really help me to be more efficient in Grandmaster so that I have a hope in hell of moving at some point to Grandmaster 2.  I also feel like I have a better shot at loot in running World Events than doing QuickPlay or Strongholds, given that anything that drops other than orange gear is largely useless to a player once they have reached Grandmaster.  I hope that the Anthem team takes the post to heart that Travis Day from Diablo 3 loot 2.0 fame made on the Reddit.
  • Mass Dismantle System – This goes hand in hand with a comment I made above… that once you reach a certain point in the game any drops that are below purple are completely useless to the player… and honestly MOST purple drops are completely useless.  The current dismantling system is cumbersome and what we really need is a version of the Diablo 3 Smith system where you can say “dismantle all of a specific color” so I could grind all whites, greens, blues…  sift through the purples manually…  or once I am fully orange grind them as well.  This needs to exist in all three places where you can do this functionality…  on the post mission screen, the vault screen and the forge screen.  Similarly there needs to be a way to flag items as “Do Not Dismantle” and then let you grind everything else without that status.
  • General UI Tweaks – Anthem is a game without a great UI.  Many things are cumbersome or obtuse.  I think there just needs to be a general pass rethinking how the players interact with the UI and improving its responsiveness.  Additionally especially when Dismantling there are times when the UI just bugs out and you have to exit and get all the way back into the menu structure to get it responding again.  UI/UX needs a lot of love here,  because as a long time developer myself… I can look past it, but it will stop a lot of users straight in their tracks.
  • Ease Transition Between Hard and Grandmaster – This is mostly important because of the stinginess of the loot system right now…  means I feel like I am struggling transitioning between Hard and Grandmaster and that there is nothing much that I can do to ease that transition.  The feeling I get is like when you can first step into Torment 1 in a Diablo Season… and you can kill stuff…  but you aren’t doing it efficiently and nowhere near fast enough to push through a Greater Rift in time.  This gets eased a bit as you get better loot to drop, but in Diablo… you can always drop down a tier to make it more efficient while still getting the same loot.  There is a barrier between Hard and Grandmaster in that you simply cannot get the items you actually need to progress…  namely components and abilities to drop at a Masterwork level in anything below Grandmaster 1.  So I feel stuck, in that I have limited ways for me to actually better my situation.  I will grind through this barrier, but a lot of people will not and will get hung up here.  Essentially the only difference between the itemization of these tiers should be the frequency of drops.  So Hard…  Masterworks should be super infrequent but you do have the ability to get anything from the pool… just super rarely.  Grandmaster 1… Masterworks should be more plentiful, on a similar loot timer to Diablo 3… if one has not dropped in X minutes then drop one while Legendaries should be super rare.  Grandmaster 2…  timer to Masterwork lowers and the frequency of Legendaries increases as well.  Grandmaster 3…  hot and cold Masterworks running out of the Tap and again ratcheting up that chance of seeing a Legendary.  I don’t think you ever want Legendaries to feel common…  because I can see them like Diablo to continue adding tiers of difficulty on top of GM3.

I am certain the second I stop this list I will think of another dozen items that should have gone on it.  I may add those throughout the course of the day as I am off doing other things.  However like I said…  I am more than happy to admit that Anthem is not a game without flaws.  However I view it as a work in progress as ALL MMOs are…  since they have a live patching cycle that comes along and tweaks things.  I am sure all of the systems that are in the game now were put in with the best of intentions, but seeing how users interact with your creation often times makes you view it in a completely different light.  I learned this as a developer years ago, and you have to be willing to react to the situation post release and be willing to admit you were wrong about some of those cool features that you really liked in the development cycle.

Was there anything I should have put on this list?  Chime in with comments to let me know what I missed.

Anthem Hatred

Anthem Hatred

The last week or so have been really weird for me personally, because of the current climate surrounding Anthem.  It is making me realize how apparently vastly different my tastes in games are from that of the zeitgeist. I mean I have known for years that I am not even vaguely close to the norm for society as a whole.  However I didn’t realize that I was apparently so out of band for how the rest of my chosen community… gamers… felt about games.

See the problem at hand is I love Anthem.  It delivers on a player fantasy of controlling a mech suit and going through interesting combat with anime missiles while allowing me to roam around through this meticulously detailed and rich world with my friends while doing it.  That is a strong player fantasy for me… someone who grew up loving Robotech with all of my heart. Enough that I convinced my parents to take me to a Robotech convention as a kid.

However right now this game is reaping a heap of negative sentiments everywhere I turn.  The worst seem to be coming from YouTubers who are practically branding the game a serial killer and known toddler juggler.  I may be more on the defensive than I should be, because I do love this game… and I also loved another game that these so called “Influencers” completely destroyed.

Now we go back to the whole… my tastes seem to be out of band with the rest of society commentary.  I LOVED Mass Effect Andromeda. I thought it was a great game, and one that did not warrant the ton of bullshit memes that were dropped upon it.  Within a few days of the launch of the game a series of patches came through and fixed most of the issues that were so heavily meme’d on the internet.

However the influencer crew make their money by getting those early clicks within the first few days of the launch of a game.  If you listen to any major YouTuber that is willing to talk shop, they will tell you that they make the majority of their money in the two weeks surrounding the launch of a game.  This is so much the case that often times if a copyright flag happens after that two weeks… they don’t even bother contesting it because the potential money has already been made.

So in order to get those eyeballs they rely the human nature that we are way more likely to watch something that aligns to our hatred of something…  than we are to watch something that either goes against our feelings or aligns to the joy of a thing. This outrage economy has lead us to have people like Angry Joe…  that make a string of videos about them being angry about video games. That is the thing he does… he gets pissed off about things and dresses up in costumes while being pissed off about things.  If you want to be pissed off about something, then bam he has an entire channel full of it.

I’ve been engaging in this on Twitter over the last few days and I feel like…  this isn’t even about Anthem itself. There is a ball of rage about how things are working right now in the video game industry and it seems to have perched on top of this title.  People hate Electronic Arts with the deep burning hatred of a million suns. People are mad at Bioware and feeling wronged by Mass Effect 3’s ending, Mass Effect Andromeda and daring to make a game that is different from the traditional Bioware fare.  People are angry at the live services model and games being released in an incremental drip rather than one big single player epic for that $60… not to mention that the actual price of buying all of the content in most games tends to be something closer to $150 rather than that $60 price point we have stuck in our mind.

People are angry about the perceived lack of value in games right now, however… that $60 we paid in 2000 was worth just shy of 90 of our 2019 dollars.  Because we seem completely affixed with religious fervor to never paying more than 60 dollars for a product or preferably paying significantly less than that…  what we get as a result is missing features or in the case of Anthem a game that is being delivered incrementally as a live service throughout the course of the year.

Over the course of the last 10 days I have spent right at 80 hours playing Anthem and have loved the time spent.  The weekends skew those numbers… but I have legitimately put in almost 8 hours a day in this game. I loved the story and the characters I encountered.  I loved all of the little nuance and detail to the world and the moment to moment feel of the player fantasy of controlling a mech suit in a way that no other game has really delivered on.  So as a result it is hard to watch this thing that I have spent so much time enjoying being ripped asunder by the same people who did a similar hit job on Andromeda.

Which again leads me back to the original statement.  My tastes are apparently completely out of band for the tastes of gamers in general.  So not only am I not representative of the population as a whole, which I learned over and over growing up.  I am also not apparently representative of this adopted community of gamers. So basically.. Like often is the case I feel alone in a crowd of folks who feel massively different than I do.  So in the end… I am going to keep enjoying the game and hoping for the best… and putting on blinders to the people who are hating on it.

This week has been a weird one…  but I will move past it because I have a game that I am enjoying playing.  The folks that are bashing Anthem just have some hatred for something they are apparently not enjoying.  I will gladly take a game I am having fun with over being told I shouldn’t be enjoying it. Maybe at some point in the future my tastes will once again align to the Zeitgeist but for the time being I am going to latch onto Anthem with both arms and hold tight because this game takes me back to running around the living room with a Cyclone and an Invid Fighter having elaborate mech battles.