Gating and Time

First note. My monk tank ended up with his first legendary – Archimonde’s Hatred Reborn.  It’s a decent defensive cooldown.  Funny that.

Back on track though. This post is going to cover the 2nd signature item of Legion – Artifact weapons.   Specifically, it’s about artifact knowledge and power.  Related, Ion’s post about 7.2

First off, the concept of AK and AP makes sense.  AP as a currency that’s valued the entire expansion and that’s used to increase your weapon’s power.  Makes sense.  AK as a gating mechanism, ensuring that folks can’t super farm the currency and get exceptionally powerful.

AK was based on time. You could only gain increases if you waited, and the increases themselves were non-linear.  Not exactly exponential mind you, but enough that the increases in rank were dramatic.  This meant that for most players, they were 1 or 2 AK behind the front runners.  The catch up mechanic, where AK gain was increased if you were away, helped shrink that gap.  My monk is at AK 23 (of 25), and my Pally is at 16.  From my math, the Paladin will require about 5 weeks to catch up with the Monk. So there’s something to be said about how the catch-up actually works.

The core reason that this system worked for so long was that the AP required for new “artifact points” also increased at a near similar rate as the gains in AK.  It was an ever increasing scale.  When AP no longer scaled, this system broke down.  And AP did stop scaling once people had 34 points invested.  This meant that it became relatively “easy” to increase overall power.  People with identical gear would have a near 10% increase in health, armor or damage.  That’s a fair chunk when it comes to any raider.

So the system worked until people maxed out AK.  It also meant that any alts needed to max out AK, otherwise they’d be dramatically behind the curve.  Once AK was maxed, then things got worse.  Points stopped scaling but power didn’t.  The AP system broke down because it was built on a concept of scaling.  Scaling was gone, AP was no longer filling it’s intention.

To recap, Artifacts had multiple goals:

  • continuous character power growth across the expansion
  • a currency to increase that power, that always has value
  • a scale on that power, so that it took more investment to get smaller gains (diminishing returns)
  • a catch-up mechanic for people who might be slower
  • Regardless of the process, the power gap should be within 3-5%

What went wrong

  • scaling stopped working once AK was maxed
  • the time-gating catch-up mechanic wasn’t fast enough
  • alts felt severely punished
  • maxing out a primary artifact had much more value than splitting point between other specs

What could be fixed

  • removing AP gains past the maxed AK
  • adding more AK levels, and continuing to scale AP
  • making AK account-bound
  • capping out artifact weapons

From what I can tell, they are doing the 2nd item in this list.  They should also be tweaking the catch-up mechanism, so that alts aren’t so severely punished.

I’m rather content that Blizz is aware of the issue and willing to fix it.  I think the concept of artifact weapons (or just the horizontal growth) makes sense.  The system worked relatively well for the first few months (alts not so much), and it’s only a few tweaks required to get it back on track.  7.2 is looking to be an interesting patch from a design perspective.

When Random Ruins Fun

Most people have pulled the lever in a slot machine.  The rules are fairly simple.  Match up the proper items, get a fixed reward.  The randomness is that you’re not quite sure which of the possible rewards you’ll get, but you still know the options.  Random chance on the event is the kicker here.

Diablo is based on randomness, both on the chance of a reward, and the reward itself.  When D3 launched, the variance on the rewards was completely out of whack.  You would find bows with Intelligence (that no one could use).  You would find swords with +/- 50% overall impact to DPS, with odd rolls.  The actual percentage chance to get something useful was well below 1% – yet the game kept giving you “big” prizes.  A legendary was a rare event, but until RoS, every legendary was useless.  It’s like a slot machine paying out in chocolate coins rather than real money.  Lots of blinking lights, even more disappointment.

Thankfully, the system today is a lot better.  Rare drops have generally decent rolls.  And there’s a chance where the rare drop gets an overall upgrade.  That upgrade, in 99% of the cases, is superior to what you had before too.  And there’s ways to get that upgrade rather than face banging against a wall.

WoW has toyed with this model for a few years now.  It started with fixed item drops on bosses.  You’d kill some guy and he’d drop shaman gear, but you didn’t have a shammy.  Then it went with tokens, where the gear wasn’t on the boss and you needed to return to town to get it.  Tokens then could be used in the field (MoP).  It then included a random chance for an upgrade on a drop, which was the model until legion.

Legion has done many things right.  Many, many thing.  Randomness is one of them, in the form of daily quests.  There’s always something different to do each day – certainly as compared to other games.   For anyone playing up until LFR, and a bit of M+, there are no real issues.

For those past that point, things get wonky, quickly.  The randomness of stats on gear drops is ok in principle, if those stats were properly balanced.  I know my Monk has gear 30 ilvls lower than the rest simply due to bad rolls.  It got better in 7.1 but it won’t be truly fixed until the next expansion.

This is compounded by the gear drops that can roll up to 15 ilvls higher than normal.  No longer do you get 2 rolls, you now get 4 (normal, 5, 10, 15).  Stats are again an issue here, so it’s entirely possible to get a super rare roll (+15) with horrible stats.  This goes back to the previous slot-machine/chocolate coin issue.  You should be excited but end up disappointed.  A properly rolled item isn’t marginally better… it’s dramatically better.

Finally we get to legendaries.  The main issue here is that the legendaries are so game-changing, that they are practically mandatory for raiding.  Most provide a clear 15% increase in dps/hps – so it’s clear you need one.  This gets worse

  • There are truly bad legendaries.  The “fun” legendaries use the same drop chance as the “optimal” legendaries.
  • You can only ever have 4 drop per character.  If you get 4 and none of them are useful to your spec, you need to re-roll your character and start at level 1.
  • The method to acquire legendaries is out of player’s direct control.  You either chain run raids, high M+, or do emissaries.  There’s no finish line to get one, you simply keep pulling the lever.
  • Combined, it means that any alt required a huge grind to get to a “raiding” power level.

Each of these items has a reasonable way to address the issue.  First, you split legendaries into utility, and DPS/HPS.  Utility ones can be acquired through other means, likely something related to daily tokens.  You can swap 2 legendaries for a legendary token – account bound.  Legendary drops are guaranteed after 60 emissary turn ins (2 months).

Random is good.  It’s one of the few carrots out there.  Random turns bad when a rare event is not a reward but a step back.  WoW has certainly taken the random portion to hear, with a plethora of things to see and do this expansion.  In some places, that randomness wasn’t properly balanced.  In most cases, this is just due to the odds and inability to test low percentage events.  The overall lack of fixes on this issue… that speaks more to the development cycle required to make code changes.

Pally Hits 110

3/4 zones complete, Highmountain about half done.  I’ve got a Monk, DH, Rogue and now a Pally sitting at 110.  Leveling with the Pally was relatively easy, and plays a whole lot like a Monk.  With some exceptions.

Paladins play in the 90% hp zone, what with self-heals and good raw defense.  Their skills are about laying down a ground-based AE, then relying on procs to keep the engine going past 30 seconds (like DKs were for a while).  I find them somewhat cooldown dependent in that regard.  I’ll record a session to give an idea of what it looks like to play one.  Suffice it to say, it’s clear that it’s a vanilla class.  I also dislike consecration, as it stays on the ground and blocks the visuals of other effects – I’m sure there’s a way to turn that off…

Monks play in the 30% hp zone and are more in the active mitigation mode, with brew management a key concept.  There are no bad Monk tanks, there are dead Monks tanks and the rest.  Combat revolves around Blackout kick boosting other skills, and I’m never GCD-locked.  Plus, the animation is a lot better.  Throwing a keg, backflips, spewing fire, spinning kicks… it gives you something to look at rather than the boss’ knees.

Perhaps there’s a skill curve somewhere, but right now the Paladin plays with a “if the button is up, press it” mentality.  Sure, I’m invincible, but where’s the fun in that?  It is miles more fun that a bear though!

Starting off at 110

I forgot about the ilvl curve at 110.  All the way here, I could solo piles of enemies, and now as a fresh 110 with a ilvl of something around 790, things hurt.  A week or so of dailies and I’ll be right as rain.  I’ve unlocked the 3rd trait with the other classes (man, Rogue was tough as a DPS), and I’ll give that a shot here as well.  There’s something appealing about that carrot.

Others

I wonder if there’s a place that tracks the number of emissary quests completed.  Whatever that number is (a few hundred I’m sure), the corresponding number of legendaries is zero.  I think it will remain zero knowing my luck.  I have a post on this topic (RNG in this expansion) coming up soon.

Cleanup Pays the Bills

Last week when I re-started WoW, a token was about 36,000 gold.  When Legion launched, I was making something around 20K per week with no concerted effort.  Suffice to say, I’m going to be ok for a long time.

That said, whenever I get back into it, I realize that I hoard a tremendous amount of crud in my bags.  The majority of which seems to have no use.  A scroll to teleport to Suramar?  Out.  Berries?  Out.  Monk brews to walk on water? Out.  Even my alts have junk I had mailed around.  Considering I like things to be neat and tidy, this needed addressing.

The best way to clean up bags is to visit the auction house (or use the mobile app).  I plopped a reasonable chunk last night (herbs, ore, pets, miscellaneous items) where it seemed to make sense.  I wasn’t going to flood the market with my 200 Felwort, but 50 sufficed.

This morning I woke up to over 60k in sales, just shy of 2 months of game time.  My guess is that I have another 20K worth of stock to flush.  Not too shabby, considering I was going to vendor most of it.

I will say that prices have dropped substantially since the last time I played.  Felwort was 600g, now it’s 150g.  Most herbs are 10g, compared to 80-100g.  Still, considering that I have a Sky Golem, which doesn’t dismount when collecting herbs, it’s marginally more effort to collect herbs than to avoid them.

Sidebar, I picked up ConsLegion to assist with leveling the Paladin.  This is a TomTom-like UI modifier that points you along the various quests, speeding up your leveling.  Given that I already have 3 characters at 110, I know the story.  Not so much speed here, but efficiency.  Side-sidebar, I still have no real plans to do Highmountain.  At least not until flying is made available.

Return to Azeroth

I was making some changes on my PC, clean up and whatnot, when the Blizzard updater started working again.  It’d bee a while since it was working properly, one of two reasons I had dropped WoW in late fall.  Sure enough, things were working again and I decided to give it a go.

I have an on/off relationship with WoW.  Aside from vanilla, I usually show up for the expansion launch and get to the X.1 patch, then move on.  I am no longer a raider, so there’s very little carrot for me on that front.  I consume the single player content, build a specific goal, reach it and move on.  Last time was to build a nice stock of lvl 25 pets, which I did a good job with.

Back at it.

I have a rather large stable of characters, most above level 95 – with 3 exceptions.  A warrior, priest and paladin.  I tried them all in vanilla, none I ever considered fun.  Mostly due to the very poor solo options at the time.  I still don’t like warriors or priests, but I wanted to give the Paladin another shot.  I really like multi-classes, what with a Monk and Druid leading my squad.  I goofed around a bit, then decided to bite the bullet and use my level 100 boost on her.  Yes, I still had it.  The boost is useless if all the characters you play are already at level 100…

I already know how to tank, DPS and heal, so the basic elements are pretty straightforward.  I opted to play Ciceroo as a tank, after the experience with the DH, Monk and Druid.  DPS are rather weak up until the later levels.  I did play some ret mind you, just not that much.  Holy was limited to the artifact quest.  Quick review.

Playing as prot. The artifact quest doesn’t make much sense to me, and aside from the last zone, the mechanics are humbug.  That last part is more puzzle than combat, which is a tad weird for a tanking spec.  The actual shield/blade looks cool. The rotation is epileptic and boring though.  Not as boring as bear, but ugh… I miss my monk.  Plus, I’m not a fan of proc-based rotations, which this one can be on longer fights.  The flipside is that this is the first plate-wearing tank I’ve played, and self-healing to boot.  I took on 4 groups at once and survived, which was very impressive.

Playing as ret.  The artifact quest was pretty solid and closed off some lose ends.  I enjoyed it more than most other classes, truth be told.  After doing all 3, this one seems to be the “default” quest, and they built the other two following it.  The look of the sword is one I’m not too partial, what with a giant marble in the middle.  The rotation is simple enough to get quickly.  I’m sure there’s something I’m missing to add some complexity to it, as I can only see cooldowns as the next level.  Poor stats mean I’m weak as a puppy though.

Playing as holy.  What is with this artifact quest?  The first half makes no real sense and doesn’t require healing at all, just damage.  The second half is good enough, where you keep a team of 3 alive through a cave dive.  The final timed-standoff is a fun healing bonanza, but I think mine bugged on the stairs and I lost the entire squad with a minute or so to go.  So I ended up kiting and healing myself across the room.  Done.  My stats aren’t strong enough to determine healing power as compared to monk/druid, but I did like the rotation.

The home base for paladins is pretty darn cool.  Very large, very thematic.  The run to upgrade the weapon is a bit long, but otherwise I think it does a good job.  I’m looking forward to more quests related to the hall.

Gameplay wise, the paladin isn’t scratching any itch.  I much prefer my monk’s toolset to the paladin, much more engaging.  From a lore perspective though, pretty much the entire Alliance storyline is built around it, with other classes pitching in.  It provides a different perspective on the various story bits, and I find that interesting.  I’ll keep pushing on, with rested XP, until 110.  Who knows, maybe it will grow on me.

Order in Chaos

I’m a borderline OCD candidate.  I have a few friends that I consider farther along that spectrum than I am, nevertheless I seem to be more than average.  It’s a running joke at work that my desk is so clear of papers that people feel intimidated by it.  (simple fact is that I prefer electronic copies than paper).  Yet it’s a mindset I have applied in numerous places in my life, mostly to manage anxiety.

My father in law is on the opposite end.  I remember the first time I did some repair work with him and went to his garage.  Stuff was everywhere.  It took me longer to find a saw than it did to use it.  My tools are not perfectly stored, but they are stored in such a fashion as you can clearly find them with a glance.  My better half originally thought I was crazy for spending time putting things back in the same place, but after a while of trying my method, the craziness of never finding something turned her around.

I’ve always had a passion for experimentation, the scientific kind mind you.  I learned quite early that you have to limit the variables to find much success, and that’s been my motto ever since.  Build a stable and secure foundation, have fun tweaking above that line to find better and better ways forward.

Clearly this applies to my gaming.  I try to automate as much of the rote stuff as possible, so that I can have more fun doing the different things.  I use map addons to mark harvest nodes, so I can try different flight paths.  I build and run simulators to focus on optimal skill choices and stat weights, then tweak as I go.  I’ll spend 20 minutes building a harvester so that it can mine for me for days and I can spend time building something else.  I’ll memorize board game rules just to find out if various tweaks can be applied.

Some folk ask how that’s considered fun, and I can understand that.  I lose a lot of mystery of “regular” discovery because I’m digging down at the underlying systems.  What I gain instead is pleasure in finding the things people didn’t think about.  In EQ I found a number of “exploits” where I could solo farm with limited risk.  I found features in the UO code that let me make items with near permanent usage and sold it for great profit.  I was in nearly every MMO beta up until RIFT launched, and logged hundreds of bugs in each.

I was watching some Awesome Games Done Quick the other day and wanted to show my wife.  She saw insanity, I saw practice and dedication.  They were finding all sorts of bugs in the code that allowed them to do amazing things.  Mario Maker seems to celebrate that mentality.

As I grow older, I’m finding that this need to find order in chaos is still strong.  As games become more complex, it’s becoming even more fun to find some of the weird stuff in games.  And I get an even bigger kick of sharing these finds with my kids and other gaming friends.

Return to The Secret World

Wistfully, I re-installed TSW this weekend and gave it a good spin.

I jumped in on my character who had made it to Transylvania, which if I recall, is pretty much the final zone before end game.  I have ~30% of the skill wheel unlocked, which means I have all the skills I want for solo play.

Further, I’m at skill 10, meaning that I’m in the best solo gear I can find.  Any power progression is unlikely to come from solo play.  So, given that I like goals, let’s see what’s here.

Exploration – I can finish up the next zone (forest) and move on to the other chapters and see the story play itself out.  TSW does have the best story-telling out there, and I certainly find it interesting.  This zone in particular is less weird, and more Vampires everywhere, so I might just jump through as fast as possible.  There are plenty of other issues to give stock.

Killer – I don’t think there’s any PvP here, or rather I’ve not found any.  Murder machine this game is not.

Achiever – Specific achievements don’t really get to me.  Power increments are a goal, but only so much as a step to the next one.  I’d like to collect more costumes, maybe round out some other skill trees.  None of that would have much impact on gameplay.  I wouldn’t really call that horizontal progression either.  I would like to get through combat faster though, it gets repetitive quickly.

Social – TSW focuses a lot on the RP community.  That is not my bag.  Social would be a means to do group content, which doesn’t interest me either.

 

I keep coming back to TSW.  A few weeks here and there throughout the years.  The story and quests (with a few notable exceptions) are very well done and immersive.   Character progression is no where close to linear, and setting the various decks out means you reach a point where you can do what you want.  There are a few weak choices but not too many bad ones.  If you pay attention though, then you find the really optimal playstyles.  You could concentrate on affliction, or penetration, find some leech options… everything links with everything else in some form.

The downside is that combat is extremely boring.  It all revolves around building 1-5 charges and using a finisher.  With so many skills, it’s hard to find proper and distinct animations as well.

So I’ll keep giving it a go, in small doses, until the combat wears me out.  Maybe I’ll finally leave the zone this time!

Cold Season

I have a head cold.  It’s one of those annoying ones where my nose runs like a tap and I’m feeling like I’ve had 2 hours of sleep, but it’s not enough to keep me in bed.  I’d prefer the flu, where you sleep it off and 24 hours later you’re back at it.  This feels like it’s going to stick around a while… I guess I need some more gin.

Fitness

I picked up the 45lbs weight plates the other day.  I will say that those two plates are more intimidating than an assortment of smaller ones to make up the same weight.  There’s something comical about a string of plates, compared to the solemness of just massive honkers of steel.  I remember thinking on the first set “am I really doing this?”, which got better later on.

As I mentioned to Isey, playing hockey and working out is not going to plan.  I am not a stay at home player, and I like to rush and move.  After having lifted nearly 3 tons of weight, the body needs some rest and hockey is not that.  I personally like progress and I’m at the point where I can no longer make progress in one without sacrificing in the other.  I need to make some choices.  I have about 3 more months of hockey mind you, so perhaps I can just delay for a bit.

I’ve also gone back to counting calories again.  Not for the minute aspect but for the trends and meal planning.  It also provides some evidence for the way the scale works and the way the training plays out.  I’ve tried a few apps for this but right now, MyFitnessPal taking the prize.  The app is straightforward and links to other things.  All good stuff.

All that to say that I should be hitting my fitness goals by the May timeframe.  Just in time for summer cottage/beer season.

Games

Simply put, I seem to be burned out on games in general right now.  I lack the free time to do much on the organized front, and I’ve played all the single player games I want to right now.  The emulator is fun.  Spending some time flirting with a few games here and there.  StarTropics is done, but Kirby is up.  Illusion of Gaia as well.  I’d play the FF series but I’ve gone through them all numerous times.

Let’s go over the big names this past year.

  • Overwatch – Not a PvP fan.
  • XCOM2 – waiting for the LongMod, otherwise superb game
  • Dark Soul 3 – played a few hours, ehh
  • Doom – heard great things.  Waiting for a sale
  • Civ 6 – still trying to wrap my head around it.  Load times and short play sessions don’t help
  • The Witness – played, stomped my brain, loved it
  • Dishonored 2 – still full of PC bugs, waiting on this one…
  • Firewatch – on my wish list
  • Stardew Valley – not a fan of simulators…maybe later
  • Deus Ex 2 – Better than the first one.  The missions are way better than the hubs.
  • Witcher 3 – A great game hobbled by the worst combat controls I’ve played in a long time.
  • The Division – I should go back now that the big patch is in…but end game is nearly all PvP.
  • Grim Dawn – super ARPG, put in a lot of hours here.
  • WoW Legion – I don’t have time to raid and my time expired with 4 max characters.  LFG not including all dungeons still ticks me off.  Never saw an artifact.
  • Tyranny – played it, cleared it, may go back later.

Not much that I haven’t had a hand in, that I at least have an interest in. I’ll be honest, I’m not missing it terribly.

 

StarTropics

Old school post.

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I died a lot here.

I remember being a kid and going to the local corner store and renting this game.

In point of fact, I remember renting it numerous times as 3 days wasn’t enough to clear it.  The boss in the picture above was the first time I learned to think outside the box in gaming.  There was this item, a rod, which made ghosts appear.  You could not get through this level without the rod.  As the game was rented, it didn’t have an instruction manual and actually using the rod was a mystery.  It took a day to figure it out, and I finally cleared the boss.

Now I’m giving it a shot on my Pi and the game is a pile easier than it was before.  Save states certainly help with that, as the controls are still rather unforgiving and there are spots where lack of input, or taking the wrong path is just plain death.  I can remember the frustration all those years ago of a screen filled with fireballs and having to jump on the exact right spot to move on.  Very annoying.

To top it off, StarTropics is renowned for one more thing – a code within the instruction booklet.  At one point, you get an in-game message that says something like “Remember to dip my letter in water”.  Well, the instruction book came with a small letter, and if you did dip it in water, then you had a code appear.  This code (747) was used to progress in the game.  Without it, you needed to bruteforce the way through.  I think this was the last time I saw this type of DRM used.

Anyhoot, back to the game.  You’re a young guy, armed with a yo-yo, exploring islands and dungeons, killing bats, snakes, minotaurs and finally aliens, all on your way to find your uncle.  The plot is actually pretty good, considering some of the stuff on the NES.  The controls are directional, with no diagonal movement, making some sections quite difficult.  There are various alternate weapons, like a bolo, or a baseball bat.  Enemies have patterns, you have life points, bosses are tough as nails.

It’s a hard game, but one that requires planning versus twitch movement.  With only a few places as exceptions, you can always see what’s coming ahead, and a quick pause can lay out the enemies to plan the attack. The largest issue is the lack of diagonal movement, which the sequel gets rid of (but introduces other quirks).

I have fond memories of the game and it’s certainly longer than I remember.  I thought perhaps I had rose colored glasses here, but StarTropics does a really solid job of holding true over time.  Well worth the trip down memory lane.

Writer’s Block

Plenty of ideas rummaging through my head but I’m finding it really difficult to put virtual pen to paper.  I am reading a lot of blogs mind you, and everyone seems to have something interesting going on.

Games

Kids are enjoying the Retropie.  There are nearly 2000 games on it right now, and browsing through the selection is a pain.  How do you pick one of 700 NES games?  So my kids found 1942, if only because it’s alphabetical. They also like Donkey Kong Country, Super Mario World (an oddly difficult game compared to memory) and PacMan.

I’ve played a bit of StarTropics, DKC, Illusion of Gaia, TMNT4…dabbing around here and there.

We also played  a fair amount of Lego Star Wars Force Awakens together.  The game feels like some quantifiable progress in the genre.  I won’t hit 100% because, why?  96% has unlocked everything of merit.

Aside from computer games, we’ve played a lot of Ticket to Ride:Europe (kid mod: remove destination tickets) and Fire Rescue (play family mode).  TtR:E can be played with 2 players, but like Monopoly, it’s more fun the longer you wait between turns.  Long-played strategies are easy with 2 folks, but I can see them being derailed (yeah, I did that) with more players.

Fire Rescue is an interesting beast.  I’ve never lost family mode, or really come that close.  Hard mode, the closest to a win is missing my 1 marker.  I don’t think it’s doable with 2 players, and even with 3 requires a tremendous amount of coordination.  Lots of fun.

Both games are recommended for family play, and I have a 4 and 6 year old.

Other

I built an ice rink in the backyard.  Weather hasn’t been terribly helpful.  Kids enjoy it and have seen dramatic improvements in just a few days of use.

I’m working on an interesting project now that should dramatically change the way that the Canadian government does mobile work.  Finally catching up to the rest of industry.  It’s a project that will impact about 400,000 people, so there’s some kick in the risk/reward facet here.

Health-wise, I didn’t really make any new year resolutions.  I’m finding it very hard to play hockey multiple times a week and continue to strength train.  I’m at the strongest yet, and my legs have grown a fair amount.  Heck, I need to buy new weight plates.  I also need to re-jig my nutrition – I can feel something is off, so time to strip away and go back to basics.  I should be down to high school weight by the spring.

All of that to say that I am realizing that I need goals to function.  I do not do well by just fluttering in the wind.  I have, both luckily and not, achieved a fair set of my goals much earlier than I had anticipated.  Some of which I didn’t expect for many years.  I need to sit down with my better half and do a rejiggering.  Adulting, here I come!