Exploring Draumheim

Great Sell-Off

Normally this morning I would go into my new game picks for the coming week to serve as alternate writing fodder to Blaugust.  However that is not going to happen because I am not really feeling like writing that post today.  I am struggling right now with a mix of allergies and asthma that have conspired to make me miserable.  One of the things about being sick is that you tend to surround yourself by things that feel comfortable or nostalgic.  Just as there is comfort food, there is also comfort gaming… and when I feel like shit I find myself wandered off into games I have pushed to the side.  Essentially when I am feeling my worst I am lease capable of dealing with the stress of interacting with other people.  As such yesterday and last night I ventured into a realm where almost nobody knows my name anymore…  Telara.  Rift was one of my games of the week for this past week, and with it comes a series of problems. Namely when I log in I am staring at a bag and bank full of dimension items and crafting materials.  I am not sure if you are the same as me in this aspect, but if my bags are a mess there are so many times I will log in and then log right back out because I cannot be bothered to fix that situation.  Honestly if I don’t do something quickly in Final Fantasy XIV I will be nearing that point as all of my retainers are clogged and my inventory continues to get more and more semi-permanent additions.

With Rift however I finally did something drastic.  Last October Rift released the Nightmare Tides expansion, and I still don’t have a character to the new level cap of 65.  During this time I have been accumulating crafting materials from doing the Minions minigame, and quite honestly I have more than I will ever actually use.  By the time I actually get around to hitting the level cap I will more than likely have just as much materials I do now.  So instead I decided to reinstall BananAH and post every single crafting material on the Auction House.  It cost a lot of plat to post everything, but luckily by the end of the night I had managed to quadruple the amount of plat I had going into this experiment, and there are still a bunch of auctions up there that may or may not have sold over night.  The money gained was a side benefit, the real mission was simply to clear the shit out of my inventory.  At some point I will do the same with the various housing bits, because there are some things I will quite literally never end up using in any design.  With the bags clear however I finally felt like I could actually go out into the world questing, and it improved my outlook on the game considerably.

Figuring Logistics

Exploring Draumheim

While the great sell-off took care of one issue keeping me from playing Rift, I still had another big one standing in my way.  Rift has quite possibly one of the most complicated character creation systems, namely that for a given class you can have any combination of three different souls from a pool of ten potential souls for each slot.  If my math is correct… and I would seriously question that… but I believe that gives us 120 possible combinations with a pool of 76 talent points to distribute between your three trees.  What I am trying to say is that basically every time I decide to play the game it requires a bunch of research on my part to determine what the current “viable” builds are and what purposes they serve.  To say that Rift changes a lot is an understatement…  they are constantly patching the game and tweaking things and often times these have ramifications have effects that trickle out and make or break the last patches specs.  The class that I tend to care about the most however is the Warrior, and while I have a level 60 rogue and a level 60 cleric…  I tend to mostly focus on Belghast first and foremost.  So over the last week I have poked around the Class Guide forums and stumbled onto one that looked promising titled:  Warrior Solo Leveling (61-65).  Luckily it was not too far off from the build that I had tried leveling with before, so I was able to tweak out my hot bars without much issue.

One of the big strengths of Rift is also one of it’s great weaknesses.  The macro system is excellent and allows you to do some really interesting things with it.  The problem being the game also gives you so many sideways and optional abilities that you feel like you are required to macro everything together for fear that you miss some opportunity for not having 32 fingers to hit abilities with.  The big thing I like about this incarnation of the soloing build is that essentially I am really only using one macro, and all that does is chain a series of high cool-down single target abilities onto Empowering Strike.  The combo point dump abilities are on my bar separately, as is the main reactionary ability that I hit after using one of them.  The feeling is that things are less random than they have felt before when I have played a suggested spec.  I am hitting buttons largely because I know what the effect is going to be, and because I want to use it at that moment.  Sure I still have one single mixed bag ability, but it feels like it is less important than the things I am not macroing.  The other big thing is that it seems like my survival has gone up significantly, which was a huge problem I had previously.  I am still under level for the region I am hunting in, but I am wondering if that just means that I missed something important in the previous zone.

Exploring Draumheim

Exploring Draumheim

At this point I had a spec and I had clean enough bags to be able to venture out into the world.  I had two ports available in Draumheim so I grabbed one and hoped that I had picked the right one.  It seems that I did as when I landed there were numerous quests available.  The zone is extremely cool with all manner of nightmarish abominations wandering around in the midst of the ocean that is being drained away.  The coolest thing about Draumheim is that it seems to be a nightmarish echo of Telara.  There are numerous places in the zone that represent areas from the game, for example there is absolutely a version of Meridian and Sanctum as well as a nightmarish version of Port Scion.  Similarly I ran into a copy of the great toad-like Greenscale, who represented the aspect of hunger.  When I first attempted to play Nightmare Tides I was not sure if I liked it or not, largely because I am not the biggest fan of underwater settings in MMOs.  Now almost a year later the subtlety of the expansion is starting to sink in.  It is less about us traveling to the physical plane of water, and more about us traveling into the physical manifestation of dreams and nightmares.  Nothing in the zones are quite what they seem, and last night I ended up helping out a series of existentially confused hay bales…  and I am not making that up… they are quite literally named that.

I still wish we had a more directed questing experience similar to the old world.  I know they went in this direction as a way of distancing themselves from the standard questing format of MMOs, but personally I find it somewhat lacking.  The story that is there is really good, but there just doesn’t feel like there is enough of it.  Mostly it feels like you can’t get through the content by only following the quests.  Instead of feeling like questing is optional it feels like I have to do every single quest, and do every single carnage quest that pops up when you kill any mobs…  and still do some dungeons or instant adventures or you run into the situation I am in… where I am one to two levels below the content I am  trying to do.  The leveling experience is much less directed, and this is a change that went in with Storm Legion… but the end result in both expansions was me constantly wondering what I am supposed to be doing next.  For most MMOs the leveling experience gets better over time, but I feel like Rift went in the opposite direction.  I get it that quest content is fairly expensive to create, and without the subscription model they don’t have that stable source of monthly income to keep said quest content coming.  The quests that are here however are really good, and one I did last night took me through a series of “computers” that showed little recorded vignettes from the past, all of them fully voice acted.  I like all of the things they have done to make finding quests more interactive…  but I wish we had more hub based quests as well to fill in the gaps in content.  I don’t want it to sound like I didn’t enjoy myself however, because I absolutely did.  I needed a game where I could be anonymous and lose myself in the experience of playing an MMO, and that is precisely what Rift gave me yesterday.  I still very much love Trion and the team behind Rift, and it is one of the games I will continue to suggest people check out on a regular basis.  I feel like they did the absolute best job of a free to play conversion that I have experienced to date, and I am willing to keep giving them more of my money.  I am just nostalgia for the way that questing used to feel in Rift is all.

Blaugust Games of Week – Week 2

Another Week Down

One of the things that I find easiest to blog about is when I am experiencing a new game, or re-experiencing a game after some time has passed.  As a result last week I started doing the Blaugust Games of the Week thing, and for the first week I posted  three vastly different titles.  While Marvel Heroes 2015 has been in my gaming rotation for some time now, Everquest II and Dirty Bomb were not and as such I spent a bit of time this past week playing both.  While I didn’t really talk much about any of the games this week, I hope some of you out there at least gave them a shot.  I spent the most time playing Everquest II on the Stormhold Time Locked Server.  It has been so strange starting from scratch without having some of my favorite leveling spots.  The later leveling zones like Darklight Wood and Iceclad Ocean are just better designed than the original Everquest 2 leveling process was, and as a result you could tear through them so much more quickly.

As of last night I hit level 10 on my Iksar Shadowknight, and in part I think I was doing things the hard way because I stormed right out into the Commonlands and attempted to start leveling off the mobs out there that tend to be significantly higher than my level.  One of the things that I had forgotten about the Commonlands were all of the Small Chests that drop additional quests.  At this point my quest log is full of level 15-20 Far Seas supplier quests that essentially ask you to kill X of a thing and then turn in the end result at an NPC.  I remember these being the bread and butter of early leveling, but I have to say the thing I miss is all of the individual neighborhoods of Freeport.  I think it was a huge disservice to the game when the revamp of Freeport got rid of these completely.  They are now instanced zones that you can only enter on specific quests, but I have to say these zones made up a lot of the feel of both Freeport and Qeynos and did a good job of explaining why the cities were the way that they were.  Of the three titles from this week, this is the one that I am most likely to keep playing because I am finding an odd enjoyment out of retracing my EQ2 roots.

Trion Theme

Since it is once again Friday it is time for me to pick another three games to talk about and suggest.  This time around I decided to go with a theme and as a result I am picking three games from Trion.  Again I am limiting my selections to games that you can download and start playing immediately without having to purchase a game client or pay a subscription fee.  My goal is to make it so folks who are stuck and in need of inspiration can pop into one of these games and get instant “blog fodder”.

Rift

Blaugust Games of Week – Week 2 Considering the announcement of the World of Warcraft expansion yesterday, I thought it was fitting to lead off this morning talking about Rift as it was the first game to actually pry me away from the WoW Juggernaut.  The game is designed in such a way so that in theory you can play one character and provide every possible role in the game.  This was not necessarily the case at launch but over time they have provided additional talent trees or “Souls” to help flesh out the missing abilities.  So now you can absolutely be a healing warrior or a tanking mage.  This game has an absolutely phenomenal early leveling game, and the first fifty levels are an absolute joy to level through.  The expansions however are a completely different thing.  I personally found both leveling in Storm Legion and Nightmare Tides to be extremely tedious, and found myself wishing they had not abandoned the early game that I enjoyed so much.

The core of the game though is great, but there are various things you are going to have to content with especially along the lines of ability bloat.  One of my key complaints about Rift has been that you end up with a lot of abilities where ability 2 and 3 are absolutely better than 1… but have long cool downs.  The end result is that you usually end up macroing all three together, which can lead to some fairly uninteresting game play.  That said the game excels at letting you literally branch out in any possible direction and build a character out however you want to.  There are some less than optimal options, but in theory any combination of three Souls will make a potentially viable character, which gives you a lot of freedom to customize things as you see fit.  Fortunately the game has an excellent set of prebuilt specs to at least get you going in the right direction.  As far as the free to play goes… it is among the least restrictive and there are not really any pay walls standing in your way.

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Trove

Blaugust Games of Week – Week 2 I was lucky enough to get in on the first wave of Alpha invites for Trove and having played it that long… has been an interesting experience.  The game has changed massively in that time, and the key elements have shifted and morphed but the basic game is still the same.  I tend to think of Trove as Minecraft meets Diablo, and my recent Bel’s Big Adventure series of Minecraft videos has made me appreciate how important this really is.  Minecraft has a fairly horrible combat system, that is passible but frustratingly bad if you are going to spend much time fighting anything.  Trove on the other stand decided to go in a direction that allows you to pick one of several classes that each have their own built in abilities and a MOBA style character design.  I tend to have a natural synergy with the base Knight class, but have spent significant amounts of time playing the Gunslinger and Neon Ninja as well… and they are all extremely well built.  The core gameplay loop in Trove centers around going out into the world and fighting baddies to find interesting stuff in level ranged based worlds that steadily increase the challenge.

On top of this however there is a very awesome building system where you can build extremely complex custom worlds for your “Club”, or you can build out your cornerstone which is a traveling spawn point that you can move with you as you go out exploring the world.  I love this aspect of the game because it feels like I am able to take all of my most important resources and keep moving my base of operations as I go exploring.  The other thing that makes this game amazing is the community support, and the vast majority of the weapons that you will get were created by fans just like you.  The game has a silliness to it that is contagious, and I will forever cherish my Dapper Raptor mount that you can see above.  Another favorite of mine is the ability to collect item appearances and then make ANY piece of gear that you get look like that, so as you keep exploring you just keep opening more and more unique looks for your character. If you have never played Trove I highly suggest you download it and give it a shot.

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ArcheAge

Blaugust Games of Week – Week 2 ArcheAge and I have an extremely checkered past.  I was in the early Alpha process of this game and found the community to be among the most toxic I have ever experienced in any game genre.  As a result I pretty much actively ignored the game for some time.  However with some of the AggroChat folks started testing the waters and playing it… I decided to give it another shot.  The end result has been a pretty enjoyable leveling experience and allowed me to see just how subtle and nuanced the game really is.  I am not a fan of open world ganker style pvp… and early in the game that seemed to be extremely prevalent.  More so than that, the players seemed to revel in griefing others in non-combat ways as well.  If you AFK’d in town, someone might come along with a tractor and push you out into the middle of a dangerous area just to watch you die.  However all of those elements seem to have gotten bored and moved on, and what is left seems to be a bunch of generally nice folks.

The game play itself is also rather good, and while the quests are pretty basic the world is gorgeous and huge, and the class designs are really interesting.  While Rift has an issue with duplication of abilities, ArcheAge seems to be designed in a way so that there is natural synergy between talent trees without giving you a bunch of abilities that you will never actually use.  I have gone full circle on my opinion of this game and you can track the progress if you flip through some of my blog entries.  The game is absolutely playable on the free to play model, but there are some serious constraints.  Namely it is very difficult to do more than just one thing as a “free” player because every action is throttled by your abysmal labour points.  As a Patron player your labour regenerates when you are offline… as a free player you have to be logged into the game waiting on your points to come back.  The other huge constraint is that free players cannot own land, which means if you get very serious about this game you are likely going to end up subscribing.  However in the meantime the free model does allow you to get your feet wet.

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AggroChat #60 – Second Chances

WildStar64 2015-06-06 17-47-39-41

Tonight on AggroChat we have Belghast, Tamrielo, Thalen and Grace.  This week Kodra is off playing a rather convincing Fred from Scrooby Doo at Origins, and Ashgar disappeared mysteriously moments before the recording… and we are hoping everything is okay.  The rest of us talked about some recent experiences giving games a second glance.  The first game on that list is Wildstar and both Belghast and Grace have spent a significant amount of time back in the game.  It has been amazing just what an embattled and often times struggling team has managed to accomplish.  Similarly Tamrielo and Thalen have been checking out ArcheAge to find that community is much improved.  Tam talks at length about what he likes about the design of the game, and how it manages to do a better job at being Rift.

Since Ashgar was missing we felt the need to give a huge plug to the Four Job Fiesta program and talk at length about how exactly it works.  For Ashgar the “fiesta” is like a religion, and each June we know that sooner or later we are going to be hit up to join it again.  This year he has pledged $10 for each AggroChat host that manages to beat the game and $5 for each AggroChat listener that beats the game and includes @AggroChat twitter handle on their victory shot.  We talk about a number of other games including Lego Worlds, World of Warcraft, Shadowrun Returns and of course our getting prepared for the launch of the Heavensward expansion in Final Fantasy XIV.  It is a big show chock full of lots of interesting discussions that we hope you will enjoy.  “Please look forward to it.”