Good Morning Folks! For those of you who are off for it or celebrate it, Happy Martin Luther King Jr. Day. I’m choosing to celebrate it… by stacking up a bunch of appointments and then trying to speed run my way through them. So essentially I will be out and about this morning but I wanted to sit down and do my normal Monday morning summary blog post of the shenanigans that I got up to this weekend. It has become a bit of a tradition for myself, Ace, and Ammo to get together Sunday mornings and run whatever strongholds we have unlocked for the week in Destiny Rising. Sometimes if there is time we run whatever event happens to be going on. For example we knocked out a 5 key run of Morgran’s Hunt which is active currently. I enjoy these little group interludes greatly, and any time I can group with Ace and Ammo it is a joy.
In other Destiny Rising news, I have fully unlocked the Jade Rabbit exotic Scout Rifle on all three accounts. Since there are now several Scout Rifle specific characters in the game, this really goes a long way into making them feel more beneficial. Slapping this puppy on Umeko or Kabr 2.0 immediately makes them feel much more solid for group content. I do wish there was a way to change the element of these weapons, but alas that is not really a thing. Basically there is an event running currently that through doing daily content you can unlock this exotic and a skin for it, and if you have not played Destiny Rising in awhile you probably should pop in to get this while it is available. I am not sure if this is going to end up on the exotic shop or not, but at least on my free to play characters it is a massive pain in the ass to gain enough currency through the black market to buy any of these weapons.
I also spent quite a bit of time this weekend in Path of Exile 1. Essentially I am trying to grind out two more of the league challenges so that I can get the same 34 point totem pole that I have for the last several leagues. Essentially I set the focus on grinding out as many Originator influenced maps as I could because you need to run essentially 200 affixes worth of content divided up in as many different ways as possible. If I were doing this with maximum efficiency, I would have made sure I was running only eight mod maps… but I did not do this thing. So a lot of the maps I ran were somewhere in the five or six mod territory making it take significantly more maps in total to grind this out. Essentially I just put my head down and ground until I came out the other end. I did have to snap up some maps off the market and it seems like the going rate for originator influenced anything is around 5-10 chaos each.
Now that I have completed that difficult grind, I am back to just running maps as fast as I can and have chosen to do so on my Ice Trap of Hollowness Elementalist, The character is a heck of a lot of fun, and does a much better job at dealing with the Breach Fortress maps than Righteous Fire did, because I am blowing up most of the screen at all times and also freezing it. Essentially the grind I am working towards is Quality Quandry and I am sitting at 39886 or 50000. Basically going forward I need to run max quality on my maps, which then combines with 15% from the tree, and 20% from running four sacrifice fragments. Regardless…. it is going to just require grinding out a bunch of maps and is honestly the perfect idle activity while listening to an audiobook, podcast, or youtube video. There is the additional side benefit of throwing levels on my elementalist while doing it.
One of the things that I learned this weekend is that you can right click your world and edit it after having created it. This grants access to a few things, for example you can slow down or speed up the day/night cycle. More importantly you can completely disable falling damage and completely disable the death penalty that causes you to lose items on death. I absolutely did these things because I was dying an awful lot and it was annoying me to lose so much stuff in the process. There is one thing that is extremely overpowered in this game, and that is any kind of monster that can poison you. Your health just plummets almost instantly from the damage over time effect. So I figured by disabling the item penalties I am way more free to roam around and run amok. I don’t play games for the challenge of them, I play games for the fun… and not losing shit on death makes things more enjoyable to me personally.
I’ve started on some semblance of a permanent base. There is a floating rock not too far from my original spawn point and I built a staircase up the side of it and then began flattening the top so that I could build a platform. This is essentially going to be my resource sink for awhile as I keep dragging rock of various sorts up here to start building away at a final creation. Probably the most important aspect is creating an optimized crafting area so that I have a bunch of storage chests that are all accessible by each of the machines. I wish the game had some sort of automated filtering system when it comes to chests, or at least some way of labeling each chest for a specific purpose. There might be mods that do this thing, as there are a staggering number of mods already available. For example I installed one that gives you the name of any item your cursor is pointed at, and another one that creates lucky mining streaks for ore so that it will produce additional ore nodes near the one you are mining when it procs.
Not having to worry about losing everything on death, has made the entire process of exploring the world so much more enjoyable. Firstly I want to now hop down every hole that I see because I can’t take falling damage, and the worst thing that can happen to me is that I get ported back to my spawn point. Secondly the entire process of pushing myself deeper under the earth in search of resources is just a way more fun way to play the game than trying to be careful all the time. Combat is always a bit of a battle of attrition and in spite of using your abilities to the fullest, you are always going to take some damage which compounds the longer you are exploring. I think for me this is the ideal way to play, but your mileage may vary if you care about challenge. I also really like the fact that I can just kill myself anytime I get bored of exploring an area and go back to base… rather than having to painstakingly make my way back to the surface.
I hope you had a most excellent weekend. What did you get it up? Have you been playing Hytale as well? Drop me a line below.
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Good Morning Folks! If you are floating around social media this week, you have most certainly seen chatter about a new building/survival Minecraft-like called Hytale. If you have no clue where this game came from, then I will attempt to explain. Essentially back in Minecraft proper, there was a group that ran a series of servers called Hypixel, largely known for the quantity and variety of mini-games that they offered. In 2020 Riot Games acquired Hypixel Studios with the purpose of publishing their game idea called Hytale, but that deal ultimately fell apart in June 2025 with the halting of development on the game. In November 2025, Hypixel Studios and with it Hytale was bought back by the original co-founders and since then we have had a rapid series of updates to the game to prepare it for its launch earlier this week. What you ahve not is a traditional early access model with the ability to buy into testing at various price points with the cheapest being around $20.
The real question however being that is Hytale good, and is it worth buying into? One of the challenges that I have with Minecraft is that I can almost never play the game in its original vanilla un-modified state. When I do play I use a tool called Modrinth to install and keep updated over twenty three mods that make the game feel better to play. Hytale out of the box… feels like a deeply modded Minecraft experience. It has slightly more modern combat, better graphics, and way more system depth in that the baseline feels like playing Minecraft with some sort of a technology pack addon. There are so many simple tweaks that just improve your quality of life, like the ablity to carry a torch in your offhand along with your tool or weapon in your mainhand. This makes exploring the dark depths of the world so much more palatable because really… you don’t NEED to torch off every inch of the world when you are down there only for the purpose of seeking resources.
Probably my single favorite thing that Hytale is doing is that it solves the “night one problem”. When you start a new Minecraft world you essentially have a very short period of time that you need to gather certain things. Firstly you need to craft some sort of a shelter, progress through the most basic tools, and locate either a large source of wood to turn into charcoal… or have some luck with surface coal so you can make torches, and spend some time lighting up an area of the world in order to prepare for the coming night. In Hytale you start off in an abandoned structure that quite honestly does an amazing job of serving as your first base. Once you clean it up a bit you have plenty of room to build all of the early progression, and have a safe hidey hole that you can duck into every night.
That is the other big takeaway that I have so far, is that the Night itself does not feel like as bit of an obstacle as it is in Minecraft. You can pretty much roam around freely at night, and so far almost every dangerous thing that I have come across… has some sort of significant glow effect going on. The Skeletons have glowing eyes and are often carrying a torch, and the weird void touched creatures all have some sort of green glow to them. So essentially if you have your head on a swivel, it is very unlikely you will ever be caught off guard by a random mob roaming up to you. There are these weird flying masses of tentacles that I have not tangled with, but look really ominous. You can barely see it in the above screenshot as it flys above the treeline. I have zero clue what these things are but they seem like they are bad mojo, but I was able to get relatively close to them without it aggroing.
One of the most interesting things about the game is that it has way more intentional creation than Minecraft does. This is a bit of a double edged sword. You are going to spend way more time roaming around the world looking for specific types of structures from the surface, than you are digging down and trying to find things. For example right outside of my first spawn point, is a cave system that goes all the way down to the lava layer, which is essentially what spawns in this game right above bedrock or the bottom of the world. You can in theory find all of the resources you need to get started, in one of these first holes. However as you roam around, different biomes have different resources, or at least certain resources might be more readily available. There was a badlands biome that I found that was loaded with surface iron deposts for example, and a swamp region that had these witches hut looking structures that had loot chests in them.
As a result you are going to be spending a lot more of your time roaming around the world looking for specific things. One of the benefits of exploring at night, is that a lot of the enemy camps have fires and lights, and can be seen easily at a distance. For example one of the first nights that I went roaming I stumbled across a troll village of sorts and thought I was doing really well… until I fell into a spiked pit and realized that there was a whole underground warren that I was not prepared to take on. I’ve found Mineshafts, forgotten villages filled with Skeletons, and entire cave systems full of all manner of poisonous creatures… that will ruin your day if you let them hit you. Essentially it feels like Hytale is delivering on the sort of promises that Cubeworld made, of having a really interesting world filled with meaningful drops. I’ve picked up several pieces of armor in my travels that are way better than anything I can currently craft, and dropped with decent stat bonuses on them. Loot feels like it actually matters in the game, and that alone will make the Minecraft experience so much more interesting.
So far at least, much of the early gameplay seems to be around building out your tech tree and trying to acquire specific resources. Copper Ore for example seen above, dominates the early things that you can build and allowing you to kit out your character in a full set of armor and items. Right now I am in a phase where I desperately need Iron Ore, which is pushing me to go out further and explore more dangerous places… which often leads to my untimely demise. One of the cool things about this game is that unlike Minecraft you don’t teleport back to your spawn point empty handed. You will lose a lot of the resources that you have found… but will at least keep a small percentage of stuff so that you never end up in a situation where a single death makes the game suddenly unplayable. So while I have lost countless chunks of iron down in the depths, I still managed to limp back home with enough of it to upgrade my workbench, and now am working towards upgrading my backpack size and storage limits.
If there was anything that was lacking in Hytale… I would say that it wouild be some sort of overarching quest structure to guide the player through progression. At least based on the original design for the game, it felt like this was going to be more of a feature than it actually is. Right now we have a really solid Minecraft clone, that feels like playing a really good modded server. However I feel like there could be so much more more, and there are lots of things that could be expanded upon. The look and feel of exploring the depths, and all of the cute and interesing critters that you stumble upon in your journey is pretty great. For example I found this amazing underground lake while exploring yet another cave system, and I was almost afraid to hop into the water for fear that it was acid or something. Turns out that no it was just lighting effects and normal water.
One of the few quests that exists in the game revolves around finding a portal to a forgotten temple, which then teleports you to what is likely going to be a social hub at some point in the game’s lifespan. Inside here are all sorts of cute NPCs that really do not do much of anything at the moment. There are a ton of WIP signs, but there are at least a couple of NPCs that allow you to barter life essence for general useful materials. Sadly they did not have any Iron Ore for me, but if I wanted to skip some steps in progression and buy spices for cooking I could do that easy enough. I would like to see more of this sort of content in the game. Let me stumble across traders out in the wilds that what me to collect region specific resources that I can then trade for interesting stuff. Given that so much of the game is about exploration, I am really hoping that there is some sort of waypoint system that allows me to fast travel between areas so I can build a bunch of forward bases as I explore.
I guess I should talk a bit about crafting. Essentially the earliest progression resolves around setting up basic crafting benches that do different things. For example you want to create a Campfire that will consume wood or charcoal and then produce cooked food. You can dump disparate resources into the input slots so that you can cook up multiple items at the same time. Most of the crafting benches will work like this, and they are capable of drawing resources automatically from chests that are stored within the vicinity of the crafting machine. I believe I read somewhere that this is an eight block radius, which means that you are going to want to optimize the placement of your crafting machines around maybe central column of chests. So far the starter building seems to be a good place for dumping these crafting machines and I’ve yet to encounter not being able to draw resources from the banks of chests that I have created there.
All in all I am pretty happy with what I have seen so far of the game. It is way more baked than I was expecting it to be for this point in its development cycle. Combat feels solid, and there is a ton of stuff to explore and find. Thinking back and comparing this to other Minecraft-likes that I played in early access… I would say that this is way more feature complete than Trove, Vintage Story, Boundless, Creativerse, or Nightingale was when I first played each of those. It is clear that this is standing on the backs of the progression systems built into the Minecraft modding scene, but I think that is okay. Setting up a fully modded Minecraft is only now a simple process, and there are many folks who have never gotten to experience what that came can be with enough effort. Hytale is a pretty great start on that experience. I am swapping it up to try third person mode to see if that makes exploration feel a bit less claustophobic.
Like I hinted at in one of the above paragraphs, I tried to pay the game like Minecraft and dig one of my shafts to bedrock and did not quite get there. In all of my way digging down I did not encounter anything terribly useful apart from some ore spawns. I am hoping at some point this is a viable means of playing the game, but right now it feels like you are supposed to be looking for features above ground, rather than spending all of your time digging around underneath it. There are some cave systems near my base that I really want to spend some time properly exploring and torching them off so that I can know where I have been before. I am not really sure if torches prevent spawns in the same way as they do in Minecraft, but that is half the fun of a brand new game like this. There are new rules about the world to learn and understand. For example in Minecraft I can drop into that game and have diamond weapons within the hour. At some point… I hope to reach that level of progression in Hytale.
Have you spent any time playing Hytale? What are your thoughts so far? Drop me a line below.
The post Hytale Is Another Minecraft appeared first on Tales of the Aggronaut.
Good Morning Folks! I could do a blog post about my meager progression in Path of Exile, but I will be honest that gets boring over time. Instead I am going to talk about a few games that stumbled into my awareness over the last few days. First up YouTube actually served me something interesting in the form of a video about a new MMO called Spirit Vale that is from a one person development team. Essentially the game is free right now and exists in a sort of permanent open play test state. It is very Ragnarok Online inspired, which I only know by the appearance because when folks were playing Ragnarok and Runescape… I was playing Everquest because I was gainfully employed and could afford the subscription fees. There is an entire era of MMORPGs that I have no real experience with, but the video I linked above interested me enough to give it a shot.
I’ve not done much in the game yet, but essentially you roam into the low level zone and play murder hobo for awhile until gear and upgrades drop, and then take that gear and the levels you gained… to the next zone and repeat ad infinitum until you get bored. I like killing things, and while I don’t have much in the way of abilities yet there is something deeply satisfying about the sounds of combat in this game. I am not sure how much I am going to be playing it, but it might be worth a look, especially if you were ever a Ragnarok kid. Definitely plays on the cute side of MMORPGs, and there are little quest NPCs in zone who will craft gear for you if you gather enough items from killing baddies. That is how I got the charming bear hat. Supposedly the content stays somewhat evergreen because there are items that drop from even low level NPCs that can be used as upgrade components in later gear. If curious you can pop over to the Steam page and join the play test now.
Next up we got some new gameplay footage from Hytale, which is a game I was deeply interested in when it was first announced… but then promptly forgot about its existence. Originally this was a Minecraft-alike that was started by the folks behind the popular Hypixel Skyblock Minecraft Server. It then got picked up by Riot Games, and eventually cancelled by Riot Games, and most recently was sold back to the original developers who are attempting to pick up the pieces and keep it moving forward. Essentially the promise of the game is Minecraft but with good combat, and the gameplay demo seems to show that it is making good on that concept. Will this ever actually release? Who knows! However I am still fairly interested in seeing the development progress. I have a friend on Mastodon who is also making a Minecraft-alike that I am watching closely but I am not sure if even they have any idea what the core gameplay loop of that is going to be. Minecraft as a concept is still something fairly compelling for me, so I will probably always like breaking blocks.
Yesterday we got a bit of a mic drop from Arena.net as they announced that Guild Wars Reforged is a thing… and that it is coming really freaking soon. Reportedly it is releasing on December 3rd, and everyone who already owns copies of the original Guild Wars games… are going to get copies of it for free. There is not a lot of information available yet on the game, but essentially it seems like they are targeting a Steam release that is going to be SteamDeck compatible and will bundle all of the existing Guild Wars Trilogy content into a single package but with updated graphics and graphical engines. It also reports to have full controller support, which will be interesting… and might honestly become the best way to play this game. There are a lot of articles on this game but most of them are largely regurgitating the original press release.
My favorite Guild Wars 2 creator/streamer Laranity is hosting a Developer Q&A today at 11 am PST, after which I am hoping we have a better idea of what is coming. Weirdly the original release did not mention anything about Eye of the North and I am really hoping that was not an intended exclusion. I am legitimately pumped about this because I want to experience all of Guild Wars 1… but the engine is pretty damned clunky. I doubt they will give me the ability to jump… but one can hope. I would love for the game to have the option of a more standardized MMORPG control scheme rather than click to move and click to attack. If they support Direct Input… there is the possibility of someone creating an interpretation layer that will support a friendlier keyboard control scheme. I will definitely be watching today to see this discussion, but look forward to the various articles that will likely summarize the details.
That is all I really have to talk about this morning. I’ve also heard that there is a resurgence of folks playing Rift again, but I need to do a bit more research on that before I feel comfortable talking about it. What games are on your radar in the MMORPG space? Drop me a line below.
The post Games to Watch: Spirit Vale, Hytale, Guild Wars Reforged appeared first on Tales of the Aggronaut.