Lazy Reset Day

Blaugust 2015, Day 26

Another super quick post today because I’m completely running out of things to say. Blaugust has just a few more days left and I know I can finish but it is not going to be easy.

Last night was a classic case of having way too many things to do on reset day and only feeling motivated to do the “wrong” one. I hopped into FFXIV exactly long enough to do my daily expert roulette and quickly ran away. I still really love that game but there’s way too many other shiny things stealing my attention right now.

The main new shiny is the new patch for Diablo 3. That’s where I really wanted to spend my evening, even though it is a bit of a waste of time right this second. If you’re not familiar with D3, they’ve added “seasons” where you have the option of starting over from scratch without the money and resources you’ve gathered over the years. Completing objectives during the season can earn you cosmetic rewards like transmog and new name plates. Right now season 3 has just ended but season 4 won’t start ’til the weekend, so it feels a little silly putting in much effort knowing that I’ll be starting over from scratch in a few days. Still, it is fun checking out the new stuff, and hopefully I’ll be a little more prepared once the new season starts.

I wanted nothing more than to just chill out with Diablo all night but figured I’d check in to WildStar just to get things started after the weekly reset. One thing led to another and I ended up raiding for the rest of the night. I had a really fun time so I don’t regret it, but now I’m really itching for some more D3!


Lazy Reset Day

Under the Wire

Blaugust 2015, Day 24

Under the Wire

Made it!

Quick post today because it is Monday and my brain is all out of ideas. I managed to get my second seasonal wizard up to level 70 before season 3 ended last night at 5pm pacific time. In fact I had about 4 hours to spare. I’m not sure why I felt the need to do this at the last minute but it was not a bad way to spend a lazy Sunday afternoon.

Diablo 3 is always my default game when I need to run away and hide. It is also great after a rough day at work. I can just shoot demons and get loot and turn my brain off until I’m ready to rejoin the world of the living. I am really looking forward to all the new stuff they will be adding to the game in the next patch. Hopefully I can level in season 4 with a bit more time to spare.

Here’s hoping I can also finish FFV for the four job fiesta before that ends too…


Under the Wire

On Levels

Blaugust Post #11

Not too long ago, Tam wrote a post (and a follow-up) about why we should get rid of levels. SAO contains hints of this, mentioning how a level-based system isn’t really fair in PVP contexts, with a subtler hint at the same idea explaining why the second arc doesn’t have levels. In general, I don’t disagree with the arguments presented, but I still think levels are worth keeping.

Progression

It’s possible to have progression without using levels, but I feel that having a level as a symbol of how far you’ve come is more important than any actual increases you get from it. Diablo 3 is a good example of this, as each paragon level doesn’t get you much, but it still feels good to get the level up animation and sound. Skyrim likewise gives you a small power boost as you level, but a large part of your power is based on your skill levels, which might be somewhat far removed from your actual level. (A system was introduced after Dragonborn came out that even lets you reset your skill levels and level indefinitely.) I haven’t played a lot of SAO: Hollow Fragment yet, but it seems to work similarly. (It also has the somewhat ridiculous level cap of 250, and Kirito starts at level 100. These numbers are kind of just there.) Tam kind of dismisses this point, but I feel like it’s relatively important. Even at max level in games with vertical gear progression, you tend to make a different number go up (since both WoW and FF14 tell you your average item level). Admittedly, there’s no “ding” noise for hitting ilevel 170.

Yes, I hit 70 on my first character from desecrating a fire.

Baby + Bathwater

I think more than that, my problem is that most level-less systems that I’ve seen so far either aren’t (TSW) or are 100 times worse (Destiny), with a few exceptions. EVE seems to have figured this out, but it has the problem of being EVE. TSW claims not to have levels, but that’s a big fat lie, as your power is 90% based on your talisman levels. If the big skill wheel was all there was, that game could still be compelling, but they felt the need to add a power gating mechanism on top of it. Contrast this with Guild Wars (the first one), which had actual levels, but intended you to hit the level cap (20) about a third of the way through the campaign. The bulk of your time is spent acquiring additional options, especially Elite Skills, which had to be acquired from bosses out in the world. It’s not a level-less system, but it acts like one, and I find it one of the better examples of such.

On Levels
There are… other problems with this wheel.

Destiny tried to be like Guild Wars, but is structured more like WoW or FF14. The story is enough to take you to about level 20, and you have “light levels” after that. Most options for getting additional light relied on random drops, and your light level still restricted what you could do, so this ended up being worse in almost all cases than having normal levels. Bungie seems to agree, and is going to normal levels with their first real expansion. Most systems I’ve seen so far that attempt to gate power in a way that isn’t related to level don’t actually fix any of the problems Tam outlined. As a consumer of games and not a designer, levels are easy to understand and mostly work, so I think I’ll stick with them. Changes have to do better than “mostly work”, and so far I can’t think of any that have.