Blaugust Day 3: Master of Magnetism!

Marvel Heroes is another game whose developers seem to be very good at learning from their mistakes. Most recently they did away with multiple story mode difficulties. Where previously you had to run through the entire story 3 times to get all the available rewards on a particular character (most importantly power points) a single run through the story now takes you from level 1 to 60. Previously you would expect to be around level 25 the first time you fight Doctor Doom. Now you'll be nearly at the level cap when you reach Doom.

I decided to test this out by pulling out one of the characters I have unlocked but a level 1 and seeing how the leveling felt in this new system. I considered a couple of options, but ultimately decided on Magneto.

Those are some impressive guns for a 90 year old.

I played through the first 4 chapters of 9, and had hit level 33 by the time I defeated the Kingpin. Based on a little time spent in Midtown Manhattan, that seems to still be a quicker way to level, but Story mode is definitely a more viable leveling option than before.

I did notice that villains in events had a lot less health than before, resulting in super-villains often being defeated almost instantly when they appeared. On one hand, it's nice that I can complete those events by myself without it being a multi-minute slog now. I think maybe they need to be adjusted back up a little though, as it's pretty much not worth trying to get to one unless you were near it when it spawned.

As far as Magneto's gameplay, I had a lot of fun floating around hurling metal shards at people and listening to Magneto's haughty comments whenever other heroes ran by. Magneto uses 'debris' as a secondary resource for his attacks which recovers slowly over time or faster through wrecking up the place. I tend to destroy anything around in any case just for fun, so that works out well for me. I also really like the white costume they chose as his default, though if his costume from his time as Headmaster of the Xavier School ever gets added to the game, I'll be picking that up immediately.

Blaugust Day 3: Master of Magnetism!

Blaugust Day 2: Never Make the Same Mistake Twice

One of the things that continually impresses me about Final Fantasy XIV is that the developers are very good at learning from their mistakes. Sometimes systems don't work quite how they were intended to at first, but improvements get made and the game develops over time. One good example of this is cutscenes.



The storyline in FFXIV includes a lot of cutscenes throughout, many of which can be fairly long. All well and good, but at first those cutscenes would often be in the middle of dungeons. If not everyone in the dungeon wants to watch the cutscene, then you end up with some members of a group either having to wait for the others to finish, or running on ahead and starting fights without the person who was watching the cutscene. The very worst offenders were the final two 8 person trials in the initial story, Castrum Meridianum and The Praetorium. It is entirely possible for a player to watch the cutscene triggered before a boss in one of those trials and find that by the time the cutscene is over the rest of the group has already defeated the boss and moved on without them.

In the content that was added in later patches however, mid-dungeon cutscenes are noticably rare. When they do exist they are usually very short. Cutscenes at the beginning of dungeons are usually quite short as well, with the long ones almost always placed at the end of dungeons where watching them won't hold the rest of your group up. The lesson was learned and adjustments were made to avoid repeating the mistake.

I've been working on my crafting jobs recently, and I've noticed the same sort of thing there, where choices appear to have been made to address weaknesses in the crafting system or to fix elements that don't have the expected effect.

Crafting in FFXIV is a mini-game that involves using various abilities to fill a progress bar while also trying to increase a quality bar as much as possible to improve your chance of producing a high quality verison of the item you're making. For final products a high quality item is noticeably better than the normal version, having higher stats across the board. You have a limited number of actions to do this with as well as a limited amount of crafting points to spend on your abilities. To complicate things even further, your craft has a material condition which can vary over the course of the craft, adding an element of randomness to the process.

In theory, one needs to pay attention to material condition and react differently depending on the current condition since it heavily affects the amount of quality added by abilities. In practice, at most points in the process changing which ability you use would result in wasting the effects of previously used abilities or using too many crafting points and running out too soon. Thus, condition ends up just being something you don't pay much attention to that occasionally greatly helps you or screws you over.

Blaugust Day 2: Never Make the Same Mistake Twice

Blaugust Day 2: Never Make the Same Mistake Twice

In Heavensward, all the crafting jobs get a new ability at level 53, Precise Touch, which increases item quality. This ability is identical to the very first quality increase ability you receive, Basic Touch, with two differences. Precise Touch can only be used when material condition is Good or Excellent, and it adds a level of Inner Quiet to your Stack. Inner Quiet is a status you can stack that increases the effectiveness of all you quality increase abilities.

Blaugust Day 2: Never Make the Same Mistake Twice

That's useful in and of itself, of course, but more importantly that stack can then be spent to fuel the ability Byregot's Blessing, which increases quality by an amount dependent on the size of the Inner Quiet stack.

Blaugust Day 2: Never Make the Same Mistake Twice

What this means is that any time you would normally use Basic Touch, it is better to use Precise Touch if possible. Now you need to pay attention to material condition so you can use the better ability. It's not a huge change, but a small step to slightly more complex crafting. Of course, whether you think that's a good thing or not will depend on whether you view it as interesting complexity or not. I'm still not entirely sure on that point, but it's at least an attempt.

Blaugust Returns, Day 1


I originally started this blog on the first day of Blaugust last year, so I suppose it's somewhat fitting that I return to it on the first day of Blaugust.  I'm not really certain why, but I just haven't felt much inspiration to write in recent months.  Time for a fresh start though, and to see if I can keep things going this time around.  We shall see.

What are you hoping to get out of Blaugust this year?
 Belghast posted that question as a writing prompt for the first day of Blaugust, and it seems like a good question for me to answer.  What am I hoping to get out of this?  I'm certainly not it for the phat stacks of blog cash.  I have a day job that works just fine for me; this will only ever be a hobby.  I think I mostly want to blog as a way to think about my ideas and get them out into a more concrete form.

That's why I blog (when I do), but why Blaugust in particular?  I've found that I tend to work best with concrete goals.  That's one of the reasons that I'm a big fan of in-game achievements; they provide me suggested goals to work towards which give me sufficient structure that I'm not just flailing around wondering what to do.  Blaugust serves a similar purpose, setting a goal of one blog per day for a month.  I've done it once, but this time I'd also like to try and use that month to come up with some ongoing structure to keep me going.  One of my friends had a few suggestions for ongoing features I could write each of which could run for a year or more if done on a weekly basis.  I may try to do one or more of those and see how that goes.

In any case, Blaugust has come and the challenge has begun.  Let's do this.

This is the end, my only friend

Today we celebrate the end of Blaugust.  At first I figured I would try it because it was a great way to challenge myself to blog some more, but over the course of it the thing I feel most appreciative for is the amount I learned about writing.  I tend to overwork whatever I’m writing and never get anything done.  This month made me get something out there, even if it was raw and emotional and maybe not what I wanted to write.

But often it was what I needed to write.

Thanks for all the fish

First, thanks to Belghast, for organizing this whole crazy thing.  We’d never have gotten started if it weren’t for him.

Second, thanks to Ashgar, who kept riffing with me on a number of posts.

Big thanks to both Cannot Be Tamed and Alternative Chat for their questionnaires which gave me some structure to post my thoughts into.  It was a huge help and I had a blast with both of those questions.

Finally thanks to everyone who commented on posts, retweeted me, and all my new friends on Twitter.  The new social circle is the prize that is most valuable to me out of this whole exercise.

Moving Forward

I’m probably going to start blogging on a twice a week basis, with probably more cogent blog posts.  I will be trying to keep up writing in general, but I have enough things I need to sit down and work on that I am not short of projects.

I’m sure there will be something going up for the end of Blaugust, so should definitely check out the Nook.