Seasonal Bits

Seasonal Bits

Tonight begins the next season for Diablo 3, and I have to admit much like season 7 this one completely snuck up on me.  Were it not for my friend Grace the beginning of the season would have passed me by completely.  For the last several of these we have done a Friday night vigil as we attempt to grind our way up to 70 on a brand new set of seasonal characters.  Once again I think I am going to go with a Demon Hunter, largely because they seemed super easy to push through the seasonal process and at least get high enough to collect the cosmetic goodies.  I am just not super into Diablo 3 right now, the evidence being that it just got removed from my side bar.  The challenge is that I can only have so many games that I actively care about at one time.  Right now I am spending the bulk of my time playing World of Warcraft, and attempting to steal as much time as humanly possible to feed my love of Destiny.  From there I am also juggling in some time for Guild Wars 2 and Final Fantasy XIV…  while at the same time trying to keep a foot in Rift for when the expansion lands there.  This scattered approach at gaming has a lot to be desired at times, because it ends up leaving me feeling like no one game is getting the attention it deserves.  Diablo 3 fell off the radar once I managed to get last seasons cosmetic items, and I had not even realized the season had closed until Grace talked about merging in her seasonal inventory.  This in itself is one hell of a chore, but I find myself getting significantly more mercenary about this process as the seasons go along.  Pretty much any legendary that is not ancient quality or part of the actively equipped set of gear… gets sharded.

Seasonal Bits

The above screenshot is just because I wound up setting up a new outfit in Rift, and thought it was cool.  I’ve loved the whole shade touched effect since the very first world event, and this time around for their “fall” event they are offering a shade touched skull that I could add to my wardrobe collection.  I also picked up the scythe made of bone… because I kinda have a thing for scythes.  The other interesting thing that I learned this morning is that apparently FRAPs does not handle DSR well.  Dynamic Super Resolution is a thing that Nvidia cards can do, where they essentially run the game in 4k on a 1080p resolution.  That is an oversimplification of what it ACTUALLY does but we are just going to go for that simplistic definition for the time being.  I am going to need to go out hunting and see if I can find another all purpose screenshot program, because fraps apparently only takes a single 1080p panel of the larger image.  This wound up with some rather comedic screenshots while trying to capture something for this mornings post.  I finally wound up doing Alt+PrintScreen and pasting it into photoshop to get the results this morning…  which also caused the FRAPs framerate counter to come along with it.  DSR works great for a game like League of Legends or Diablo 3, but it does some weird stuff as a result.  I guess I need to do some experimenting with the nvidia screenshot tool that comes with the new version of “Experience” and see if it works well enough to kick fraps to the curb.  Thing is that is really all I use it for… dumping screenshots from every game into a single “gameshots” directory for me to sort through for the purpose of this here blog.  In any case… the plan is to hang out in Diablo 3 tonight and do another grind ritual with the start of this brand new season.  I always have a blast doing it, even when I am not exactly prepared for it.

Learning from Destiny: Loot Scaling

Learning from Destiny: Loot Scaling

Last night I was a bad human being.  It was a pretty rough day at work because of reasons that I can’t really go into.  So when I got home I decided to boot up Destiny and check out the newest running of the Iron Banner event.  Quite literally the next thing I know it, it was almost 11 pm and I had spent the entire evening playing the game.  This would have been no big deal were it not for the fact that Tuesday nights are a night set aside generally for Final Fantasy XIV and raiding there.  I will have to send out my apologies later, but this is a testament to just how fun this “looter shooter” still is.  For those who are uninitiated… the Iron Banner is a PVP event, and one that I participate in freely and actually look forward to.  The reason behind this is that there is exclusive loot each time it runs from an awesome set of Iron Wolves themed gear and weapons.  During year two this was an amazing way to get increases in your overall light levels, and with year three the gear that is available is completely new and fresh.  Generally speaking each month the event brings two pieces of armor and two weapons, and this time around we have arms, class items, shotgun and auto rifle.  These items can be gained through rewards at the end of the match, or by ranking up with the Iron Banner faction and purchasing specific rolls of each off the new leader of the Iron Banner…  Lady Efrideet.  This time around the daily quests reward loot instead of just getting packages at rank 3 and rank 5, and I managed to complete two armor packages and two weapons packages.  I also managed to get to almost rank 4 in faction in the first night, which tells me that they are trying really hard to make this event feel like less of a grind.  As far as drops… I got one awful roll on the Auto Rifle, and four pairs of the gauntlets… most of which are going to be used as infusion fuel for my Hunter and Warlock whenever I get around to playing them.

Distant Cousins

Learning from Destiny: Loot Scaling

For lack of a better term, Bungie and Blizzard are cousins because they exist as part of the same larger company of Activision Blizzard.  In fact it is rumored that during the planning for Taken King, Bungie had a sit down with the developers from Diablo 3 to talk about the lessons learned in crafting the “Loot 2.0” patch.  Now it took a lot of tweaking but I feel like Bungie finally landed on a version of that formula that works for them.  There are similar references in World of Warcraft Legion that draw ties back to Destiny, the most obvious is the above NPC in Dalaran that is named after the weekly NPC that shows up bringing awesome things and trading them for strange coins.  However it feels like there are still a lot of lessons that the World of Warcraft team could learn from the things that Destiny is doing right.  The games are designed very differently, but Destiny seems to have accomplished the holy grail of modern MMOs…  being able to create static content that players will be willing to repeat over and over.  The majority of the strike and crucible playlists are all pretty well worn at this point, but the way rewards are handed out makes a huge difference in the willingness of players to keep pushing forward and attacking the content.

Predictable Upgrades

Learning from Destiny: Loot Scaling

Warcraft Legion is an expansion full of variable loot tables that shift and change through the use of the Warforging and Titanforging systems.  This was a definite good step forward, because it gives a slightly glimmer of hope that something interesting might come from the forty ninth time you are running Eye of Azshara to help a guildie through it.  The problem however is that it still feels like that glimmer of hope is an extremely tiny one.  Lets take the Looking For Raid system for example to throw some numbers at.  The baseline for all loot in that “raid” is 835, and more than likely if you defeat the personal loot boss…  the item you are going to walk away with is that low item level.  The zone as a whole has a maximum possible light level of 870, meaning that there is an extremely slim chance of still getting something useful from there if you run it on your main.  Right now in Belghast I am sitting at 854 item level, and that means that most of the content that I run in the game other than normal or high mode raids, is not going to produce me any upgrades.  However in the back of my head I know that it is theoretically possible, and I am having a hard time reconciling what is likely to happen with what might possibly happen.  I mean I did manage to get a SECOND legendary last night off of an emissary chest… so I have more luck than I should have at times.

Learning from Destiny: Loot Scaling

In World of Warcraft we have “Item Levels” but Destiny has essentially the same concept called “Light Levels”.  Getting higher light means you perform better, just like getting higher item levels in theory means you have the potential to perform better.  How Bungie handled this problem of potential for drop versus actual level dropping is that they started creating items based on the players current stats.  So if I get a weapon in the game to drop from a package or decoding from an engram…  its light level is set based on my current converted light level.  Right now I am sitting at 351 light in Destiny, and I have a handful of items that are over that level but that is my average.  When I get a new item it means that item will be 351 light or better, generally within a range of 5 light, so up to 356 in this case.  Legendary engrams and item drops currently seem to have a cap around 385 in game, so I will continue to be able to keep leap frogging my way through light levels by consistently receiving upgrades each time something new drops.  World of Warcraft loot should work like this, meaning that each time I do a quest out in the world…. the item of the level rewarded should be based on what my current item level is.  I’ve had friends who have received up to 870 items from World Quests, so it does not seem unreasonable that any loot I get from doing them… should be at a minimum whatever my current average item level is.

Learning from Destiny: Loot Scaling

In order to really make this feel right, I think World of Warcraft would also have to move away from the current tiered system of item levels.  Right now if we go back to the example of LFR, an item when it drops can be 835, 840, 845, 850, 855, 860, 865, or 870.  Each time some combination of stats and “forged” suffix changes and tweaks up the stats and item level.  It just feels like it would simply be cleaner for the purpose of giving players a constant but incremental flow of new gear… for each item to just have a variable level.  So you could then get an item that was 844 or 858 depending upon what your current item level happened to be.  The items we know are simply mathematical equations, with this or that stat scaling based on the item level.  So in theory it should be just as easy to show you an item that was 862 as one that is 860, but the constant progression of slow bites of the apple as you keep improving your stats for me at least would feel better than running a bunch of content and seeing nothing but disenchant fodder as a result.  This hit home especially hard as I have been trying to run mythic and heroics with friends to get them geared up… and so often when the personal loot boss finally submits… the end product is not an upgrade at all.  As a result we have started trying to stack armor types, so that in theory at least SOMEONE in the party could benefit from the item.  There are honestly a lot more lessons that I feel like Blizzard and the WoW team could learn from the way Destiny works, and I might elaborate on them in additional posts… but this loot post was a good starting place.

Learning from Destiny: Loot Scaling

Learning from Destiny: Loot Scaling

Last night I was a bad human being.  It was a pretty rough day at work because of reasons that I can’t really go into.  So when I got home I decided to boot up Destiny and check out the newest running of the Iron Banner event.  Quite literally the next thing I know it, it was almost 11 pm and I had spent the entire evening playing the game.  This would have been no big deal were it not for the fact that Tuesday nights are a night set aside generally for Final Fantasy XIV and raiding there.  I will have to send out my apologies later, but this is a testament to just how fun this “looter shooter” still is.  For those who are uninitiated… the Iron Banner is a PVP event, and one that I participate in freely and actually look forward to.  The reason behind this is that there is exclusive loot each time it runs from an awesome set of Iron Wolves themed gear and weapons.  During year two this was an amazing way to get increases in your overall light levels, and with year three the gear that is available is completely new and fresh.  Generally speaking each month the event brings two pieces of armor and two weapons, and this time around we have arms, class items, shotgun and auto rifle.  These items can be gained through rewards at the end of the match, or by ranking up with the Iron Banner faction and purchasing specific rolls of each off the new leader of the Iron Banner…  Lady Efrideet.  This time around the daily quests reward loot instead of just getting packages at rank 3 and rank 5, and I managed to complete two armor packages and two weapons packages.  I also managed to get to almost rank 4 in faction in the first night, which tells me that they are trying really hard to make this event feel like less of a grind.  As far as drops… I got one awful roll on the Auto Rifle, and four pairs of the gauntlets… most of which are going to be used as infusion fuel for my Hunter and Warlock whenever I get around to playing them.

Distant Cousins

Learning from Destiny: Loot Scaling

For lack of a better term, Bungie and Blizzard are cousins because they exist as part of the same larger company of Activision Blizzard.  In fact it is rumored that during the planning for Taken King, Bungie had a sit down with the developers from Diablo 3 to talk about the lessons learned in crafting the “Loot 2.0” patch.  Now it took a lot of tweaking but I feel like Bungie finally landed on a version of that formula that works for them.  There are similar references in World of Warcraft Legion that draw ties back to Destiny, the most obvious is the above NPC in Dalaran that is named after the weekly NPC that shows up bringing awesome things and trading them for strange coins.  However it feels like there are still a lot of lessons that the World of Warcraft team could learn from the things that Destiny is doing right.  The games are designed very differently, but Destiny seems to have accomplished the holy grail of modern MMOs…  being able to create static content that players will be willing to repeat over and over.  The majority of the strike and crucible playlists are all pretty well worn at this point, but the way rewards are handed out makes a huge difference in the willingness of players to keep pushing forward and attacking the content.

Predictable Upgrades

Learning from Destiny: Loot Scaling

Warcraft Legion is an expansion full of variable loot tables that shift and change through the use of the Warforging and Titanforging systems.  This was a definite good step forward, because it gives a slightly glimmer of hope that something interesting might come from the forty ninth time you are running Eye of Azshara to help a guildie through it.  The problem however is that it still feels like that glimmer of hope is an extremely tiny one.  Lets take the Looking For Raid system for example to throw some numbers at.  The baseline for all loot in that “raid” is 835, and more than likely if you defeat the personal loot boss…  the item you are going to walk away with is that low item level.  The zone as a whole has a maximum possible light level of 870, meaning that there is an extremely slim chance of still getting something useful from there if you run it on your main.  Right now in Belghast I am sitting at 854 item level, and that means that most of the content that I run in the game other than normal or high mode raids, is not going to produce me any upgrades.  However in the back of my head I know that it is theoretically possible, and I am having a hard time reconciling what is likely to happen with what might possibly happen.  I mean I did manage to get a SECOND legendary last night off of an emissary chest… so I have more luck than I should have at times.

Learning from Destiny: Loot Scaling

In World of Warcraft we have “Item Levels” but Destiny has essentially the same concept called “Light Levels”.  Getting higher light means you perform better, just like getting higher item levels in theory means you have the potential to perform better.  How Bungie handled this problem of potential for drop versus actual level dropping is that they started creating items based on the players current stats.  So if I get a weapon in the game to drop from a package or decoding from an engram…  its light level is set based on my current converted light level.  Right now I am sitting at 351 light in Destiny, and I have a handful of items that are over that level but that is my average.  When I get a new item it means that item will be 351 light or better, generally within a range of 5 light, so up to 356 in this case.  Legendary engrams and item drops currently seem to have a cap around 385 in game, so I will continue to be able to keep leap frogging my way through light levels by consistently receiving upgrades each time something new drops.  World of Warcraft loot should work like this, meaning that each time I do a quest out in the world…. the item of the level rewarded should be based on what my current item level is.  I’ve had friends who have received up to 870 items from World Quests, so it does not seem unreasonable that any loot I get from doing them… should be at a minimum whatever my current average item level is.

Learning from Destiny: Loot Scaling

In order to really make this feel right, I think World of Warcraft would also have to move away from the current tiered system of item levels.  Right now if we go back to the example of LFR, an item when it drops can be 835, 840, 845, 850, 855, 860, 865, or 870.  Each time some combination of stats and “forged” suffix changes and tweaks up the stats and item level.  It just feels like it would simply be cleaner for the purpose of giving players a constant but incremental flow of new gear… for each item to just have a variable level.  So you could then get an item that was 844 or 858 depending upon what your current item level happened to be.  The items we know are simply mathematical equations, with this or that stat scaling based on the item level.  So in theory it should be just as easy to show you an item that was 862 as one that is 860, but the constant progression of slow bites of the apple as you keep improving your stats for me at least would feel better than running a bunch of content and seeing nothing but disenchant fodder as a result.  This hit home especially hard as I have been trying to run mythic and heroics with friends to get them geared up… and so often when the personal loot boss finally submits… the end product is not an upgrade at all.  As a result we have started trying to stack armor types, so that in theory at least SOMEONE in the party could benefit from the item.  There are honestly a lot more lessons that I feel like Blizzard and the WoW team could learn from the way Destiny works, and I might elaborate on them in additional posts… but this loot post was a good starting place.

Regularly Playing: July/August Edition

I just realized the other day that it had been a long while since I had done one of my regularly playing posts.  The general idea is to true up my sidebar list of games and bring it into alignment with the games that I am actually playing on a fairly regular basis.  Some of these might not be every day occurrences but they represent the regular rotation of games you are likely to see me talking about.  At some point however I fell off the wagon and went the entire month of July without any form of an update.  As a result I am doing this to cover both July and August and get me up to date.

To Those Remaining

World of Warcraft

I am legitimately playing World of Warcraft more actively than I have in years.  More than likely this is the most seriously I have played since before the launch of Cataclysm.  I am really enjoying the game, and the changes to the various specs… and even enjoying the Legion launch event more.  Over the last few days I have been using this event as a bit of a springboard to help level up some of my sub 100 characters because every two events you participate in seems to be roughly a levels worth of experience, even in the 90s.  So I took my Shadowpriest last night for example from 92 to 94 in two full rounds of the event.  As far as the rest of the game there is still a ton of stuff I want to do, that mostly centers around running older content and collecting appearances.  To say I am looking forward to the Legion Launch is a bit of an understatement.

Final Fantasy XIV

Regularly Playing: July/August Edition

Final Fantasy XIV on the other hand has fallen a little bit by the wayside.  It is that game that I am logging into only to raid… which ironically is traditionally my stance with World of Warcraft.  I am loving the Monday night raid team, and we are now starting to do more serious content.  I still have little to no drive however to level or gear, at least until the content we are doing requires it.  That might be a thing that happens soon because we have pretty much defeated all of the “easy” end game content and are now starting down the path of the more difficult stuff.  However it feels amazing to have “the band back together” and doing raids together  as a team.

Rift

Regularly Playing: July/August Edition

At the very least right now I am logging in every day to participate in the Starfall Prophecy launch event, which is namely collecting prophecies that I can then later turn in for rewards.  The pre-order bonus means that we will get access to some awesome stuff like the artifact finding mount, and I want to make sure I don’t miss out on any of that.  Otherwise I need to really hunt for a group of players that are more active.  I don’t want to disband the House Stalwart guild or anything, but I might consider moving Belghast off to another guild, because I would like to see Comet of Ahnket before the expansion lands since the lore seems like it will give me a headstart into understanding what is going on.  Additionally I want to spend a sleepy afternoon at some point doing more Intrepid Adventures.  Those things are just absolutely fun as hell and it is a style of “LFR” that I wish more games would look into implementing.

To The Returning and New

Diablo 3

Regularly Playing: July/August Edition

As stated when I originally removed it from the list, I knew that it would be a limited time thing.  With the beginning of this month came the launch of Season 7 of Diablo 3, and a return of several of us to actively playing again.  This time around we do not have nearly the throng of players that we did with season six, but myself, Grace and Thalen are all fairly active.  This time feels a little cheap though because we all seemed to opted for the fastest possible clearing class…  or at least our view on that.  The Demon Hunter is a powerhouse and one that you can get up and running insanely quickly.  By the time we dinged 70 we were already pushing content hard and fast, and after roughly a weeks time I am now clearing greater rifts in the 50s like they are a cakewalk.  The only question now is just how serious I am going to be on trying to get that extra stash slot.  Right now there is so much going on, that I am afraid Diablo 3 is going to fall by the wayside.

Pokemon Go

Regularly Playing: July/August Edition

Pokemon Go is something that did not even exist on my radar when I did the last “Recently Playing” and has been something that has dominated my life since.  I have gone through the stages of grief with this game, and have reached a point where I continue to play it without really understanding why.  I wrote the other day about some of my frustrations, and they are very real.  However still… anytime I leave the house I check for nearby Pokemon each time I stop and get out of the car.  As the heat starts to chill the hell out… and we no longer have 100 degree days I will probably start resuming my evening pokestrolls.  However when it is 100 degrees at 9pm at night… it is just too damned hot to go out roaming too far.  I hope this game gets some much needed changes, because the ones thusfar feel like they are taking it in the wrong direction.  Niantic Labs still does not seem to understand that they made a MMO.

No Man’s Sky

Regularly Playing: July/August Edition

This one is seriously brand new… but I have a feeling that over the coming weeks it is going to be a new obsession for me.  I called it Interstellar Skyrim, and it invokes the same sort of feelings in me.  The problem being… all of this is pending you can actually get it running on your machine.  There are lots of problems ahead of this title before it reaches serious mass adoption, and I hope that in the coming weeks they can push through them.  To say it has performance issues is the understatement of the century right now, and I am questioning my original plan to get this on the PC.  That said I am committed at this point and still very much enjoying the experience.

To Those Parting

Destiny

Regularly Playing: July/August Edition

I have so much love for Destiny, but for whatever reason I have drifted away from it in the last few weeks.  In both the month of July and August I have not really played much, so I am temporarily removing it from the list.  I know without a doubt in Mid-September when Rise of Iron hits, that I will be back and actively playing it again.  In the meantime however I feel like I have gotten it out of my system for the moment.  However if my friend Grace suddenly decides to start playing again, I will likely be right back there with guns a blazing.  I think a huge part of it is that I really have not been spending all that much time up in my office where my Playstation 4 is, and instead hanging out on the sofa playing on my laptop.  Much like when I remove Diablo 3 from the list… this is absolutely going to change in the coming months and I am sure I will have yet another resurgence.

ArcheAge

Regularly Playing: July/August Edition

I feel like ArcheAge is a casualty of simply too much other stuff going on right now.  At the beginning of July I had a bit of a renaissance with this game and managed to push through to fourty six… and then the content seemed to dry up a bit.  The quests are still there, but they seem to be generally less plentiful, and the progress I was making felt a bit bogged down.  As a result this sort of just fell by the wayside, and I am sure at some point I will reignite my fires for this game because at the end of the day I still very much like it.  The biggest thing that came from this last journey is that I realized that PVP isn’t as big of a hurdle as I was expecting.  I have technically spent the last dozen or so levels in pvp enabled areas… and really did not run into a single issue.  Flagged players avoided me, and I avoided them and we continued questing along happily.  At some point I am sure I will return, but for the time being I am removing it from my list of “active” games.