More of the Same

Good Morning Friends! Yesterday the Diablo IV PR team dropped a video previewing the “endgame” activities that you will participate in after you hit the level cap. I had heard that it was getting more downvotes than likes, and as a result, I thought I might talk about my own feelings regarding what I saw in the video. I feel like it is important to cover some ground before I do so. I am a huge fan of ARPGs and if you sift through the last decade and a half of this blog you will see evidence of this scattered throughout its pages. Second I’ve played both very limited closed and open testing periods for Diablo IV but can only really reflect my thoughts on the open testing. It isn’t like the closed testing really gave me information that I did not gain through the open weekends, however. I’ve also already largely decided that Diablo IV is not a game being designed for me and the types of gameplay that I enjoy in ARPGs. You can read some of my comments on my experiences here, but I wanted to get this out of the way to explain that I am going to try and be balanced but I have my specific biases as does everyone talking about this game.
Let’s talk about what was outlined in the video while staring at my Beefcake Murder Hobo Barbarian from Open Beta. Essentially the video outlines a number of activities that will exist and will at least make up the early “endgame”. It also indicates that releases will be made on a semi-regular basis that will add additional “content” but we are uncertain exactly what any of that release schedule will entail. Diablo Immortal “launched” on July 7th of 2022 and has released a total of 11 “seasons” worth of content some with major changes and some with minor tweaks for an update roughly every 24 days. Diablo III has had a rather anemic release schedule going for long periods of time with no updates other than the rolling new season every 3-4 months… most of which only entail the release of a new cosmetic chase item. I expect that Diablo IV is going to land somewhere between these two with not nearly the frenetic schedule of a mobile game, but at least something dropping each quarter. How significant each drop is going to have not been explained yet. I also expect expansions that add the missing classes to the game like Crusader and potentially Witch Doctor. I am going to start by Cataloging the Endgame Activities outlined in the video:
  • Four World Tiers
    • Open World
    • Events
    • World Bosses
    • Dungeons and Strongholds
  • Nightmare Dungeons
    • Requires consumable “Sigil” to unlock
  • Helltide Rifts (this one I am uncertain about)
  • Bounty Board in the form of an Angry Tree
  • PVP Areas

World Tiers

The video introduces the concept of World Tiers, and in the Open Beta, we immediately had access to two of these… Adventurer and Veteran. After completing the campaign moving to Nightmare sounds like it is gated by what they referred to as a “Capstone Dungeon”. Upon beating that dungeon you can set your world to the next difficulty which I would assume involves some grinding again and unlocking the next capstone dungeon and progressing forward. There is no clear indicator if you will need to progress through the story again at Nightmare difficulty, or if this just opens up the next Capstone Dungeon immediately. In Diablo III, the initial endgame was effectively just repeating the story over and over at different difficulties so I would hope that they do not make this critical mistake again. It kinda feels bad that the different difficulties don’t just open up on their own. For example, in Diablo III the difficult tiers are level gated, and if you are absolutely Feeling your Wheaties you can run the entire initial campaign on Torment 1 if you so choose. This was absolutely a key mechanic before helping your friends catch up quickly to the endgame levels but zooming them through content and catchup experience is likely not going to be a thing in Diablo IV based on the limited testing I did with friends during the beta. Essentially higher world tiers feel like more of the same… same open-world areas, same events that reoccur on a schedule, and same world bosses.
It is really the World Bosses that concern me the most when it comes to Higher World Tiers. Essentially this template of keeping moving forward in World Tier is something that we experienced with Diablo Immortal. There if you fell behind the average level of your server, you simply did not have groups to do anything with. I simply could not get groups for the bosses at lower World Tiers, after taking a break from the game and seeing the majority of the server zoom ahead of me. This is probably going to be something that is rapidly a problem with this type of world design for Diablo IV unless all of the world tiers are blended together at the same time.

Nightmare Dungeons

So based on the video, there are apparently “over” 120 dungeons in the game. Now I have talked about them before and how similar they felt… with it feeling a bit like the World of Warcraft cave problem of every single cave in the game having the same layout. That aside… there is apparently the chance of having a “sigil” drop that allows you to turn a dungeon into a “Nightmare Dungeon”. Doing so adds “affixes” to the dungeon that modifies the experience. If you have played World of Warcraft since the Legion expansion, you will know this system as Mythic Dungeons. Now it does not necessarily sound like keys upgrade in this system, but using a key to unlock a game mode that adds challenging modifiers to the dungeon… is basically the same thing as Mythic. This does nothing to disprove my hypothesis that Diablo IV is an MMORPG, but whatever people generally enjoy Mythic as a game mode. It does concern me a bit because this absolutely sounds like a “bring your own group” type experience. I am hoping that the game offers some form of matchmaking other than just spamming chat and looking for a group.

Helltide Rifts

So this one I am completely uncertain about as to if it is an actual game mode or not. During the section talking about dungeons, Joseph Piepiora specifically calls out one of his favorite modifiers called Helltide Rifts. So that would lead me to believe that this is just a subsection of Nightmare Dungeons. However on Reddit folks are specifically listing this as a game mode, and further on in the video, there is footage making it seem like this is taking place in Open World areas as well. So I am utterly confused by this, but it sounds like Rifts shown above open up, and harder mobs that don’t necessarily exist normally in an area spawn forth. So other than that I legitimately have no clue what is going on here. It does not strike me as anything close to the usage of the word “Rifts” from Diablo III, where they were instanced content that you ran through either on a timer or until you collected a specific number of orbs. The Open World footage reminded me a bit of the raid rifts from the game Rifts, so again I am clear as mud on what this even is… or if it is just a subsection of Nightmare dungeons. Maybe the footage I think looks like Open World is just dungeons that have a more open layout. Diablo Immortal definitely had dungeon areas that looked more like just an Open World map, so maybe Diablo IV does as well.

Bounty Boards / Bounty Tree

Apparently, there is a tree that is angry with us, and it wants us to do bounties for it to make it less mad at us. I mean that is what I got from the words that were said in the video. Mechanically what I understood it as… is that there is a tree somewhere in the world that serves as the new bounty board. In Diablo Immortal conveniently located in the town was a board… and you could accept mini-quests to kill some stuff, collect some monster giblets… or do something similarly menial. Doing bounties looks like it allows folks to purchase gear. I mean I am fine with bounties as a concept, and honestly, I enjoy doing them. They were probably part of Diablo Immortal that I enjoyed the most. However, generally speaking, these are less an objective in themselves and more something that you do while you are doing other objectives. I can’t really get excited very much about this feature.

PVP Areas

We knew there would be PVP in the game, but I have to tell you right now… this is very much not a game mode for me. I will never participate in it, because I don’t really do PVP in general. I do not care about flopping my virtual schlong on the table and measuring it against other players. I am not terribly competitive in nature, and the main reason why I enjoy WvW in Guild Wars 2, is that traditionally… there is a lot of killing of NPCs and capturing of objectives and very little actual fighting. From the sounds of what was described in the video… it seems like Diablo IV pvp is something akin to the Dark Zone from The Division. This has more collectively become known as “extraction mode” where you go into a dangerous area and are trying to get back out with a resource of some sort. In this case, it is some sort f shard that you need to purify inside the danger zone, and while doing that you are flagged on the map to all players in the vicinity so they can come to kill you and take your stuff. Again… this is not a game mode I am ever going to engage in. They specifically call out spending these shards to buy cosmetics. I kinda hate when cosmetic appearances are locked behind specific systems that I have no interest in engaging with… but I lived with that in WoW with the cool PVP armor and mounts and I guess I can live with it in the Diablo MMORPG as well.

More of the Same

I’ve already told you my biases, but there is part of me that had held out hope that the endgame was going to blow me away. The leveling game in Path of Exile for example feels NOTHING like the variety and fun of the endgame. However, what it sounds like, at least based on this PR video… is the Diablo IV endgame is more of the same type of content that you have already experienced to that point. Since I was not really feeling the experience of playing Diablo the MMORPG, then I don’t think it is going to drastically change when I hit the level cap. I’m a bit disappointed and maybe this is going to be another situation like Diablo III and we have to wait until the expansion comes through before the game actually gets good.
Don’t get me wrong. I think Diablo IV is going to sell extremely well, and there are going to be a lot of players that play through the campaign and then uninstall the game never to be seen again. I do not think they have designed a compelling endgame experience that is going to target the ARPG audience in the way that Diablo III, Path of Exile, or Last Epoch have. I think there will likely be some World of Warcraft players that eat this game up, because legitimately as I have said before it is the Diablo MMORPG. I just don’t know if there are going to be enough players sticking around after the credits roll to make the endgame feel like it is thriving.
I know that I will likely spend at least some time poking around in the game when it releases in June, but this video has done absolutely nothing to sell me on a vision for the type of gameplay experience I actually want. I didn’t even talk about the paragon board system in part because we really don’t know a ton about it. However, the footage from the video shows really boring options like what we consider “travel nodes” in Path of Exile that just reward flat stats. I still do not feel like this game is targeting me or the other players that regularly participate in seasons, ladders, and leagues. That said… I am still uncertain who the players are that are going to be sticking around and feeding Blizzard long-tailed transactional money to keep this game making money in the long term. I am glad that is not my problem to solve. The post More of the Same appeared first on Tales of the Aggronaut.

Diablo IV Beta Thoughts

Diablo IV Login Screen showing my level 24 Barbarian
Good Morning Friends! This weekend I spent quite a bit of time playing the beta for Diablo IV and have some thoughts about my experience. I honestly was not sure if I would be playing the game, but I had a friend gift me a copy unexpectedly so it would have been rude to not play after that. I love ARPGs and over the years Diablo 3 Seasons have been something that I almost set my calendar by. More recently I have gotten extremely engaged in Path of Exile Leagues and spent copious amounts of time playing Grim Dawn, Wolcen, and more recently Last Epoch. Back in the day, I spent a truly excessive amount of time playing Titans Quest, Fate, Torchlight, and the assorted Dungeon Siege games.
Diablo III Rift showing a Loot Explosion
Suffice it to say I am an aficionado of the genre or more specifically the kill-fast-get-big-prizes style of gameplay that comes with the modern ARPG. I like grinding out content for big prizes and tend to play either ranged classes that can do screen-wide explosions or tanky classes that are effectively invulnerable as the multitudes break themselves on my body. I like turning off my brain and just becoming one with the controls and greatly enjoy the mechanical loop of gameplay that I can find in many modern ARPGs. Last night for example I spent the entire evening leveling a Necromancer in Last Epoch while listening to an Audiobook, and I was honestly in heaven. I am trotting out my resume if only to let you understand what sort of engagement with these games I enjoy, and that I am very familiar with the genre.
Diablo IV Barbarian in the tundra with a flaming sword
I have to be honest… at this point, I am not sure if I like Diablo IV. It is at the very least not the game I was expecting it to be. If you stripped off the branding of this game and presented it to me from another publisher with a slightly altered setting and I am not sure if I would have described it as “like Diablo”. The core gameplay loop that I enjoy so much in a Diablo-style game, isn’t really the core gameplay loop of this game. It instead is a game with much more deliberate slow-paced combat and a world that is much more dangerous than I have come to expect from even Path of Exile. Everything about the game feels much more akin to an Isometric MMORPG that you more commonly find on a mobile platform than what I have come to expect from a PC ARPG. So for me at least it is way less of a contemporary of Path of Exile, Diablo II, Diablo III, and Torchlight and more a challenge-focused version of Lost Ark. I am almost certain at some point during its development process someone uttered the phrase “the Dark Souls of ARPGs” even though it lacks the traditional soulslike trappings apart from “don’t get hit”.
The First Boss fight – X’Fal, the Scarred Baron
Diablo IV feels like it has doubled down on the “bossing” style of gameplay from Path of Exile. Every boss has 4 sections of their health bar, and whittling down a quarter will produce some sort of intermission mechanic or phase shift. This has more or less been true with all of the dungeon bosses I have fought as well. They feel a lot like fighting a Legendary mob in Guild Wars 2, so read… super tanky bag of hitpoints that will take you quite a while to whittle through while avoiding a number of other mechanics. Bossing in general in an ARPG is probably my least favorite part of the game, and I gave up on progressing past the Searing Exarch in Path of Exile because I simply did not really enjoy building for that sort of mechanic. So far all of the bosses in Diablo IV seem to be punitive towards a melee playstyle because my brief amount of time spent playing a ranged rogue saw me breezing through them whereas I had to play much more carefully on the Barbarian.
The conquering of Stronghold Malnok
Dungeon delving however is just a small part of the gameplay in Diablo IV, and you are going to spend a much larger amount of time roaming around the open world. Here you will stumble across events that are spawning constantly in an almost Guild Wars 2 style, where you and any players sharing your map can work together to complete them. So far all of the events I have tried can be completed solo, but simply go much faster with a host of randoms. The coolest of these however is the Strongholds which are one-time completed events that will open up new areas to the players. Malnok for example required me to defeat a number of Goatmen shamen that were channeling into a boss in the center of the map. After killing all of these it shifted into a big boss fight, and upon completing it the area turned into a town. This reminds me quite a bit of the area in Witcher 3 where after defeating all of the monsters in a town, the locals come back and set up shop again. It feels cool, but also a bit like any modern Assassin’s Creed or Farcry game with similar zone control mechanics.
A story mission in Diablo IV
One of the places where Diablo IV excels is in its storytelling. Traditionally the bar for storytelling in the ARPG is something you might be at risk of tripping over. While they often have amazing world-building and lore… they often have a pretty hamfisted narrative that is the bare minimum to keep the game from completely falling apart. Diablo IV is a great story game, and some of the side quests honestly are better than the main story. Once again I am going to pull out the Witcher 3 as a reference because a number of the side quests remind me of just how detailed that game got with its off-the-beaten-path narrative. I feel for a lot of people that this is going to be one of those games that they play through all of the stories once and then feel satisfied and walk away never to touch it again. That is going to be a completely reasonable way to approach this game honestly.
Combat on the Barbarian showing a Legendary Drop
I think my core problem with the game in its current state is the moment-to-moment gameplay loop doesn’t feel amazing. The time to kill in combat feels sluggish and not exactly what I have come to expect from the ARPG genre. Sure a Diablo III Demon Hunter feels awful for the first ten levels or so… but those are over in maybe ten minutes. With Diablo IV I was three or four hours into the game and it still felt like I was fighting while mired in quicksand. Admittedly most of my experience comes from playing the Barbarian but if you don’t nail that class… the most straightforward of Diablo archetypes… I have concerns. Playing as a ranged Rogue felt a little bit more snappy, and I’ve heard tales that the Sorceror is extremely overpowered… so then that raises a whole other line of concerns around class balance. What I expected was honestly something that played and felt a bit more like Diablo Immortal, since there is deep parity between the systems of that game and this game… and quite frankly I would probably rather spend my time playing Diablo Immortal were it not for the egregious monetization strategies. I think it is probably a better game across the board.
All of the Legendary Drops I have Seen So Far
The itemization is also lacking at least in what I have come to expect. Magic and Rare items aka Blues and Yellows are effectively what you would expect from any other game. Where things get weird is Legendary Drops. Generally speaking both Legendaries and Uniques from other games are “curated” rolls that are capable of dropping with very specific parameters making them almost always useful for specific builds. Legendaries in this game however are randomly generated items that just have a single legendary trait on the item. So that means it is entirely possible for you to get a Legendary trait on an item that does not make any sense and is generally useless otherwise. Roll curation is a big part of what made legendaries so special in the first place because getting one meant you knew exactly what you were getting ahead of time. A lot of the chase of item drops is a search for specific cornerstone pieces that you need for your build. Screwing with this mechanic is going to at least in part cheapen the search for those build-defining items.
Extracting Imprints from Legendary Items and the Codex of Power
Now one cool aspect of the crafting system is that you can extract any legendary trait from an item, and then imprint it upon another item. So for example, if you have a yellow item that is perfectly rolled but is missing the legendary trait, you can effectively upscale that item into a legendary by adding the trait. The process is destructive and rather cost prohibitive at least with the sorts of money we are able to get in the beta so far. The problem is this is a somewhat flawed process because they also have another system in the game called the Codex of Power. This effectively allows you to collect legendary imprints that are permanent recipes that you can create as many times as you like. What would have been a much better system is that eating a legendary added it to your Codex of Power instead of how it works now and producing a one-time-use item that will ultimately clog your inventory. The codex of power would have been akin to cubing an item in Diablo III and would have added a whole pokemon aspect to trying to find all of the patterns out in the world and add them to your codex. For now, you unlock the Codex through running dungeons and it is a different set of “Legendaries” than the ones you consume and turn into imprints.
Completing an Event by killing monsters to spill blood into a pillar
Throughout the weekend I spent some time threading my comments over on Gamepad.club. In doing so I was reminded by friends of a simple truth. While I might not terribly enjoy the game at the moment, I also did not really love Diablo III at launch either. It was only the significant changes brought on by the Reaper of Souls expansion at the “Loot 2.0” mindset that led me to love that game. Similarly, the Destiny 2 that launched looks very little like the game that exists today. This is sort of the way of the live services game, that it morphs and changes over time to hone in on the types of gameplay that the players want. So while I may not love Diablo IV at this very moment, it does not mean that there is not a Diablo IV in the future that I will not deeply enjoy to the point of setting my calendar around its schedule.
Highly Detailed Dungeon Environment
What I currently see is a game that I think a lot of people are going to play through once and then walk away from. However, it is very clear that Blizzard wants long-tailed transactional income from this game in the form of battle passes and cosmetics. What I do not see is a game that is going to really appeal in large part to the “Core ARPG” demographic that competes in Diablo II: Resurrection Ladders, Diablo III Seasons, and Path of Exile Leagues. The game instead seems to be tailored more to the sensibilities of the MMORPG game player and feels very much akin to the sorts of interactions you might have with a World of Warcraft. If I adjust my expectations to that sort of a game, then Diablo IV honestly holds up pretty well. I would probably rather play this than I would World of Warcraft at that point. However, in that space, I think Guild Wars 2 is doing a far better job of a lot of the things that this game is trying to do with its Strongholds and Zone events.
Lilith from one of the early cinematics
I have to be honest, the game was a little disappointing for me because I was ultimately expecting it to be something that it is not. What I was hoping for was a happy medium between Diablo III and Path of Exile with a glossy coat of paint. What I got instead is something more akin to a darker version of Lost Ark and the mobile isometric MMORPGs. In truth, I already have my happy medium between Diablo III and Path of Exile and it is called Last Epoch… but just because Diablo IV is not what I was expecting does not mean it is a bad game. I highly suggest you judge for yourself and next weekend you will be able to. While this weekend was only for those who had purchased the game, next weekend is as I understand it open to anyone with a Battle.net account. The next period begins on March 24th at 9 am PDT and will conclude on March 27th at 12 pm PDT. If it is anything like this week, you will be able to preload the game roughly a day ahead of time.
Screenshot from Quin69’s stream hitting a 108-minute login queue
I will say if you do plan on participating next weekend… maybe don’t take any time off from work. This is good advice in general, to never take off time specifically for a game launch because it will most likely only end in heartbreak. I was off on Friday already, so I did the dumb thing and tried to play when the servers opened. However, there was a period of time on Twitch where the entire Diablo IV section looked like the above shot of various streamers stuck waiting in extremely long queues. While the servers stabilized by Saturday, I would expect them to be bleeding again when the next phase opens up. This first phase was only for folks who have purchased the game, the next one will open the floodgates and let anyone play. If you are interested in this game, I would highly suggest giving it a test drive before you make the purchase. It likely does not match your expectations. Did you spend time this weekend playing the Diablo IV Beta? What were your thoughts? Am I being weird for not really being all that into it? Drop me a line below. The post Diablo IV Beta Thoughts appeared first on Tales of the Aggronaut.

Farewell to WoW Mobile

For a while now we have known that Blizzard was working on a game with Net Ease that would translate the World of Warcraft experience to the mobile platform. I think many of us became deeply concerned about what this might look like when Diablo Immortal launched and turned out to be the egregious money grab that it was. Yesterday Bloomberg broke the news that it seems like the partnership between Netease and Blizzard is strained and the World of Warcraft mobile project has been canceled. This game had reportedly been in development for three years and the only reason reported was a “conflict about financial terms”. So this leaves us to speculate exactly what happened and given that I like theorizing things I can see three paths that might have taken place. I have no knowledge if what I am about to say is true, but I am just theory-crafting the downfall of this game.

The Backlash from Diablo Immortal

Giving Blizzard the benefit of the doubt, it is entirely possible that they were caught off guard by the negative reaction towards Diablo Immortal by the traditional gaming audience. It is possible that they thought they were releasing a game that would play by mobile gaming practices and it would have no blowback on their existing franchise. This was wrong and Diablo as a brand has been deeply tarnished by this game. So for theory number one, it could be that folks inside of Blizzard realize this and do not want to do anything to harm the recovery trajectory of World of Warcraft. Interest in Diablo 4 has seemingly fallen as a result of Diablo Immortal, and there is no way that the Warcraft brand can sustain another hit to the player base. So it is entirely possible that WoW Mobile has had the plug pulled on it to stem the bleeding and signal a shift in direction.

NetEase in Hot Water

Anytime you talk about Chinese politics, things get confusing quickly. Right now both NetEase and Tencent seem to be singled out by China as “problem children”. There have been several stories indicating this including one from June where those two publishers were specifically excluded from getting games approved by the regulatory bodies. Video Games in general is getting caught up in a sweep of things being deemed harmful to “cultural unity”, and I do not have enough time to really address this point today. However, if you are curious look up the Tang Ping aka “lying flat” movement, and Bai Lan or “let it rot” movement. Essentially there is a group of disaffected youth that are actively rebelling against the “996” culture or 9 am to 9 pm 6 days a week. As a result video games, take-out food, and social media are being blamed… and the Chinese government has been actively targeting these sectors. Diablo Immortal was clearly banking on the mobile game spending habits of the Chinese market for success and in order to bring a game into that market, you need to partner with a Chinese company. Generally speaking, this is required to navigate the regulatory red tape in order to get a green light. However, with NetEase already being shunned by these regulators, it is entirely possible that Blizzard is considering this a risky proposition and actively chopping for another company to collaborate with that is not being actively targeted.

Doing It On Their Own

I am certain that part of the equation with NetEase is also that they acted as a springboard to develop a mobile title. Diablo Immortal for example was built using the existing NetEase Messiah engine which likely sped up the development time considerably. Blizzard had released a few mobile apps but never anything to the level of a fully 3D action RPG, and as such, they were able to lean on a company that had released several. In the meantime, Blizzard has seemingly been actively building ArcLight Rumble, which itself is rather impressive graphically and by all accounts runs beautifully on various mobile devices. This appears to either be their own engine or leaning heavily on some tech from King, but whatever the case is not tied to NetEase. So this makes me wonder if the canceling of WoW Mobile is a signal that they feel like they can do this on their own now. Granted this does nothing to help with the Chinese regulatory hurdles, but it seems as though as a company they are feeling like they may have mastered mobile development. With some experience in building a mobile title, maybe the company views it as a little less daunting. Maybe there are even direct assets that they would want to reuse given that ArcLight Rumble is set in the Warcraft universe. I’ve not personally had a chance to play the game but from what I have heard from friends it really is a solid outing.

Bits and Pieces of the Above

It could be bits and pieces of everything that I just talked about. I would love to think that Diablo Immortal was a bit of a wake-up call that while it quite literally is a machine for printing money, it is also damaging the company as a brand. I do not think Blizzard could survive another fiasco this time centered around the, even more, beloved brand of World of Warcraft. Even if you are not actively playing the game you have nostalgia for it, and that nostalgia can be weaponized if it is handled improperly. I also think that the current state of NetEase in Chinese politics is probably a non-starter as well. There is significant cultural turmoil happening and video games are getting caught up in the mix. Finally, I do think that after ArcLight Rumble, Blizzard as a whole is in a better state to take on their own mobile development. As a result, I would probably bank that it is a little bit of each of the above topics wrapped up into one mix that lead to the cancellation of this project. Then again… as I said before I know nothing about this situation other than what I have read in the reporting so it could genuinely be none of the above. It could simply be as simple as what was stated that it was a “conflict about financial terms”. Maybe NetEase simply demanded a bigger cut of profits and that was enough to sever the relationship on this project. The post Farewell to WoW Mobile appeared first on Tales of the Aggronaut.

Many Games and Little Focus

Path of Exile – PC
Good Morning Friends! I find myself in a weird position right now where I am picking at the bones of several games but not terribly engaged with most of them. There was a time when I used to create these “regularly playing” posts, and in theory that is what today’s post is going to largely be. However, I just don’t really feel like reviving that format. If I was going to say I had a primary game at the moment it would be Path of Exile. I am very much in a bit of a honeymoon phase with that game… or as “honeymoon” as you can be with a game that is actively trying to make interactions with its systems difficult. I am not in my 60s on the Explosive Arrow Champion build and I have a few baby alts that are doing different things that I am poking around with as well. We have several folks from the AggroChat podcast playing right now and as a result, we have a “Greysky Armada” guild up and running. Not that I actually understand half of what there is to do with a guild… but we have a Guild Hideout and at least some Guild Stash storage.
Outriders Worldslayer – PC
Since Outriders Worldslayer just released, I am spending some time playing around in that game. I enjoy the mechanical systems but am a bit frustrated with how limited the expansion actually was. Essentially at its core, it adds one new activity to the game… the Trial of Tarya Gratar. If for whatever reason you don’t want to engage with the time commitment of that event, then you are stuck doing the same familiar grinds that have been in place since the release of the game. However, with the game being way more generous about dropping legendaries, I am actually trying to build a proper gear set focused around the Seismic Commander set. At the moment I am wearing mostly the “purple legendaries” gear until I can get a decent roll on all slots of the actual gear set.
Guild Wars 2 – PC
I am still logging in pretty regularly to Guild Wars 2, but I am not really doing much of anything. At a minimum, I farm resources in the three guild halls that I can farm each day, and gather what home instance nodes I have. Most days I try and figure out a quick path to getting 3 dailies done and get my 2 gold. However lately I have not even been doing that. Essentially I need to pick a goal and then focus on that because while I have a wealth of things that I could be doing… I am pretty directionless in actually doing any of them. I could focus on my Skyscale or knocking out the karka hunting achievement which would give me some way of disposing of excess ascended materials. The problem is that I fail miserably at actually sitting down and focusing on any of them.
New World – PC
I am in a similar “maintenance mode” with New World, where I am logging in most days and harvesting enough materials to get 3 of the Hidden Stashes which turn into diamond gypsum, and one of the proficiency caches that gives me emerald gypsum. I then take these out to Shattered Mountain where my inn is bound, craft some gear for expertise boosts and then log out for the day. Doing this has allowed me to take all of my armor slots, sword, shield, and warhammer to 600 expertise. Right now I am working on pushing up greataxe and hatchet. At some point when the major patch drops that take away dungeon keys I will probably start running some of these again through the new group finder tool. The devs made a joke about calling them tuning orbs and expeditions… but I am sorry… that is obtuse and weird. They are dungeons and they are keys and “ya done fucked up” by not naming them the industry standards.
Final Fantasy XIV – PC
I am even in a worse state with Final Fantasy XIV right now. Basically, I am logging in every 4 days… either to go house shopping among the ever-dwindling number of housing plots… or to collect my money from the lottery system because I lost yet again. None of these interactions make me happy. I am very sad about the state of housing in Final Fantasy XIV. The lottery while it helped in some ways by keeping me from having to set up an auto clicker in order to succeed… but I also feel pretty hopeless still about my prospects of acquiring a house. Now that there are additional catch-up mechanics, I really should dive back into the systems and catch a character up. However, there is a mental barrier between me and this game at the moment. If I win a house I will once again have the desire to spend time in this world, but so long as I am homeless I am lacking that traction.
Diablo III – PC
My return to Diablo III was a whirlwind romance. While it was not my fastest season in the world, now that I have finished up with those achievements and gotten the rewards… I have very little desire to keep playing. I had started a Hardcore Seasonal character, simply because I had never actually played in that game mode. I have to admit what knocked the wind out of my sails was when I realized it worked vastly different than I was expecting. I assumed that when I took a death, the hardcore seasonal would turn into a softcore seasonal. I mean this is how it works in Path of Exile and my brief jaunt into Hardcore Minecraft… but my assumptions were wrong. Instead, your character is just gone, and I cannot stomach the idea of wasting time on a character that poofs. This combined with the fact that I just got into Path of Exile has more or less stopped this project dead in its tracks.
Diablo Immortal – PC/Android
Lastly, we have Diablo Immortal. This one is mostly just a footnote because I have uninstalled this game from all of my devices and not looked back after my “fruitless grinding” post. There were a lot of things I liked about this game and the way some of the systems interacted. I specifically loved the way that legendary items worked, and how you could extract the “legendaryness” and apply it to other items. It appears that Diablo 4 is going to do something similar to this, so it makes me very excited for what that game might end up feeling like in the end. However, the monetization of Immortal is going to give me a great pause for what the future of Blizzard games looks like. I have to admit though I had some fun while it lasted, and if they at some point in the future come to their damned senses and make this a more reasonable option… I might return. Considering most of the reputable sources have stopped covering the game aside from the occasional dunk on it… I will be interested to see what the revenue stream looks like on this going forward. I am also curious to see what lasting impact this will have on the Diablo player base… since this essentially nuked the goodwill from orbit. The post Many Games and Little Focus appeared first on Tales of the Aggronaut.