The 0-12 irredeemable moron

wise-words

Hello snowflake

0-12-moron

23% P/Kill, same damage as support Blitz, 2.5 cs/m. 600+ games as WW.

(Yes, screenshots were needed because it’s Gevlon, so his brilliant comment would very likely go poof once this was posted. Thin-skinned closet-socials are annoying like that.)

Look at this great advice from the badger-hauling, tackle-titan pilot who has just under 1000 games of LoL played in a few months yet is still in Silver 3 (might drop to S4 again by the time you read this), all because he wouldn’t listen when people told him queue-dodging won’t get you anywhere (credit to Gevlon though, he finally just figured it out on his own, and it didn’t even take him 1000+ games to do it!), that playing only one champ is holding him back, and that maybe he should focus less on tinfoil nonsense and perhaps a bit more on learning the basics of a game he has now devoted thousands of hours to. That personal goal of reaching Gold is looking like it will join Gevlon’s EVE projects in terms of success.

Just kidding. Keep being an ‘irredeemable moron’ and putting it on display for everyone to laugh at. That’s always been far more entertaining.

Posted in Blogroll, League of Legends, Uncategorized | 5 Comments

EVE: RP in EVE matters

In the most recent EVE post here, n0th brought up the subject of RP in EVE, and how its a major factor. I agree, and I also think the RP factor in EVE is somewhat unique not just in the MMO genre, but in all of gaming.

In most games, the ‘big bad’ is designed by the developers, and players have a chance to defeat it. This is obvious in single player RPGs, where usually the entire point is that final battle, but even in an MMO you have big bads like Illidan or Arthus, and basically everyone has a chance to beat them.

In EVE one of the major ‘big bads’ is The Mittani, and for 99.9% of all players, they have no chance to beat him. Most recently, the best the ‘good guys’ could do, all teaming up, was relocate the big bad of New Eden from the north to the south end of the map, and even that had a very debatable result (Delve now being the most economically active region in the game, Goons aren’t exactly hurting).

Prior to The Mittani, there was the Band of Brothers (BoB) alliance, a super power that seemed unstoppable. Before them there was MoO, and there are countless other names in EVE’s long history that are famous for their power and influence. It’s why someone can write a whole (fantastic) book about EVE in this way, while you could never do that for another MMO at nearly the same level.

Plus in EVE you can side with the ‘bad guys’, or start off as the good guys but somehow become what you once fought against (Rifter Goons fighting BoB vs today’s Titan-swarm Goons fighting TEST). You can remain truly neutral (Chribba), or a true third party (MC.). Mercenary work is a real thing in EVE, and it’s not just a bolted-on game system the devs thought would be cool.

The RP factor in EVE also extends to each war, with propaganda posts and images being made and put up on walls (Reddit, forums) to promote and rally each side. Perception matters, because you can’t win a war if your troops don’t show up, and people are far more likely to show up if they believe they are winning. It’s also why after many battles a debate rages over who really won. Was it the side that got the objective, or that won the ISK battle, or was it perhaps another factor?

We traditionally think of RP as background or the ‘table setting’ for what we do, but in EVE RP is a very powerful and important tool. When you don’t control the narrative, it can often control you.

Posted in EVE Online, Goons | Leave a comment

CCP Falcon sent Riot a note?

From the Warwick champion rework page:

“Approachability is great, but you shouldn’t be able to totally master a champ in a few games.”

A few games, a few dozen, maybe a few hundred after no-life playing for a thousand+ hours in a few months, what’s the difference. Everyone learns at their own pace within their sometimes extremely limited abilities, and (maybe?) leaves the starter leagues (Silver) eventually.

Unless that dastardly Falcon sends another note perhaps? Stay tuned everyone, the comedy continues, and the final laugh is almost here!

Posted in Blogroll, League of Legends | 6 Comments

EVE: War in Catch, production at home

We are in a war again in EVE, and as usual TAGN will likely cover the major events far better than I will here. But war, war is always fun in EVE, and we are fully deployed and kicking ass.

This war is a bit of an odd one, because we are deployed to assist some allies Stainwagon (Russians), but our fighting force is larger than those who we are helping, so many of the battles are mostly Goons vs CO2+TEST, at least so far. The last few days it seems that the Russians are mobilizing, and yesterday dropped some dreads in a winning battle.

I’m deployed, but so far only have a single ship in our staging system (insta-lock Svipul), one that survived the big battle of the war so far, and earned me a few last hits as well (Jan 2nd F4R2 battle). I have a Prot and Cerb back in D-W, but those missed the move ops. Luckily our market people keep our staging well-stocked, so I’m not too concerned.

On a personal level, the war does interrupt the slow grind towards a Super Carrier, although that’s not a huge deal as I still have a few skills that need training towards that ship anyway, and I don’t want to buy the big toy before I’m able to join the appropriate group within Goons, which require those skills. With my combat pilot away from home, and with Delve not being safe-enough to rat in my carrier, my industry pilot has gotten more attention, and I have a full production chain cranking out T2 cargo expanders and other high-volume items, along with some PI. Its decent ISK, but I’m still in the “see what sells, see what makes sense to import” phase, so not much capital has been invested yet (maybe 3-5 bil?).

Back to the war, my main question is how long can our enemies sustain losing ships. Goons, living in the most economically-active region in the entire game (in same cases beating even Jita), have plenty of wealth built up and still coming in, so our SRP is well-funded and line members are still able to generate income when needed. Our enemies on the other hand don’t have a home and access to ratting or industry, and having just lost a blood war up north vs PL and friends, their finances are likely being pushed hard right now.

There is also the fact that, should any ‘must-have’ objective come up, Goons can always drop Supers and Titans in large numbers, while our enemies can’t without, ironically, asking for help from those who just kicked them out of the north, PL. So far PL is busy setting up their renter empire and haven’t been a major factor in the war, and its not a given that they will be. Without that help, our enemies are always in a position that should a fight ever get big-enough, we can always win it. Hard to outright win a war like that, unless our leadership lets it happen for :reasons:

And so war is happening, while at the same time normal life in now-slightly-more-dangerous-Delve also continues. Good times all around.

Posted in EVE Online, Goons, PvP | 5 Comments

I just fixed Early Access

I have a massive love/hate relationship with Early Access, but I think I finally cleared the final mental hurdle with it. Two primary issues bother me with EA.

The first is when a game drags in EA, either because of slow patching speed (Stonehearth) or because the scope of the project keeps increasing (ARK). With most games I’m not here to ‘help you develop’ the game, I’m here to play it, and its hard to fully dig in sometimes knowing the EA banner still hangs over a game. This leads to half-playing, and that can result in playing a game enough to get kinda bored, but not enough to complete it or play through fully.

The second issue is playing an EA game too much, and then when changes happen not going back to play the better version. This happened to me with Darkest Dungeon. When I first bought it I loved it, and played it a lot. I hit a point where it wasn’t all that fun anymore, and stopped playing. The game continued to be updated, and was made much better. When I went back to play it however, too much of it still felt the same, and while I could see and appreciate the new stuff, it just wasn’t enough. That’s frustrating because ultimately I like Darkest enough to want to beat it, but can’t commit to getting through the middle phase anymore to actually do it (luckily in the case of Darkest, the next update adds a ‘faster progression’ mode, which I’m very interested in).

So what grand revelation have I come to with EA?

The moment you buy an EA title, that’s the moment the game has left EA for you. Everything after is post-release patching or free (hopefully free… ARK) expansions/DLC. If you buy a game and it still feels off after less than 2hrs, use the Steam refund policy, its quick and easy. If you see enough there to actually play it, congrats on your purchase, but pretend the game is no longer in EA, and don’t play it with that mindset.

That mindset also helps mitigate disappointment when scope is cut short or delivery is delayed. The moment you bought it was the moment EA ended, so any promises about future stuff are just hopes, not guarantees. The only thing you should feel owed is what the game is RIGHT NOW, and again if that isn’t up to par move on.

Posted in beta, Rant, Steam Stuff | 4 Comments

Battle Brothers review

Battle Brothers is one of those “how f’n hard is this game?” types that I love. It’s not unfair hard, and its not ‘super hard to learn’ hard either. The difficulty is that every little decision before and during battle matters, and that combined with some healthy RNG can result in a battle, and ultimately your campaign, going south quickly.

Let me back up a bit. Battle Brothers is like a scaled down version of Mount and Blade on the world map; you travel around, other parties travel as well, there are towns and villages where you can buy, recruit, and heal, and you complete tasks for lords and villages for gold and reputation. Once combat starts however the game is turn-based on a hex grid (think fantasy XCOM, minus the terrain destruction). The setting is very low fantasy, though you do face orcs, goblins, and the undead.

The graphics have a somewhat unique style, with really great attention to detail: each piece of armor is visible, and when damages it shows. Same for characters, when injured they show it, and each injury has a different look. The music is good, the sound effects give you a good idea of what is happening, and I’ve yet to have the game crash or bug out on me.

The game is designed to be played multiple times, and the world map is randomly created at the start, which is pretty amazing for replayability. A lot of other things are also randomized, like your starting guys, what recruits you see, and what missions you can pick up from all of the different towns. I’ve now started a half dozen games and they do really feel different.

The game is early access, but I think leaving that soon. The next patch is also going to be a big one, giving the game a system to retire, a major event system, and a few other big changes. If you don’t have to play something fun now, wait for that, though even in its state right now its a ton of fun.

Going back to the difficulty and why its fun, combat is pretty brutal. Armor acts like a second HP bar, and each style of weapon (sword, axe, hammer, etc) has different abilities associated to them. Creating a good mix in your company is important, but is also somewhat dictated by what you find or what you can buy. Funds are almost always tight, and even when you win, sometimes you ‘lose’ because you have lost key characters or simply taken so much damage to your gear and guys that the cost of recovery is higher than the reward you will get.

I like that, because it rewards not just winning, but winning while limiting damage. It also means retreating from a tough encounter, even perhaps one you might win, is a viable strategy, and an important thing to do when playing on Ironman (which is an option, but is honestly the way the game is designed to be played, as save scumming kinda ruins the whole thing). There are multiple difficulty levels as well, with easy giving you bonus gold, while hard limits it.

At $16 right now (Steam sale), I think its a great buy for anyone who likes strategy titles with a bit of bite to them.

Posted in Random, Review

BB down, CR and CoC way up!

My three main mobile games update time.

First the bad news; we are on break from Boom Beach. We lost a few key members over the last few weeks, and many of us had reached the cap in terms of offensive power growth. Replacing people was getting harder and harder, and without a major shakeup to the game (the new event where you face player bases is very eh), it just kinda got boring.

Its also one of the flaws of BB that, unlike Clash of Clans or Clash Royale, BB is ultimately a PvE game, and PvE gets boring much faster than PvP when you have to repeat the same stuff over and over. I’m not fully writing the game off as a major update could bring me back, and Supercell has a good history of doing just that. On the downside, with BB being the third wheel at Supercell, it might be some time until that big update hits.

In happier news, Clash Royale got easily its best updates recently. First was a great tourney event where you picked one card out of an option of two, four times (half a deck), and your opponent got the other card. It was a tourney so card levels were set, and the event didn’t require you to own the card to be able to play it. It was awesome fun in-house, and also against other people. That style really needs to be a permanent feature of the game!

The other addition was the clan chest. The way this works is every crown you earn goes towards the clan chest, and the more crowns everyone earns in a week, the bigger the chest everyone gets (the chest has 10 levels, each level requiring more crowns). A nice detail is that even if your personal crown chest isn’t up, winning still contributes clan crowns, and we have a few people in our clan SERIOUSLY grinding crowns, which is awesome. Its also just a general fun thing to work towards as a group, and lets me see who is active and who isn’t for easier roster cleanup. I’m having more fun with CR today than I’ve had since its release.

Finally, Clash of Clans recently release an update as well, that added new troop levels and defensive building changes. Not a huge update, but still something new to work towards, and a meta shift is always fun in CoC.

Also I’m not sure if they changed the war match formula, but for a while now every one of our wars have been really good, including our last that came down to destruction % (sadly we lost by a tiny margin on the final attack). A while back war matching was really hit or miss, and it wasn’t all that rare to have a war be a total mismatch, but lately that simply hasn’t been the case, which is pretty awesome.

As always, if you would like to join us in CoC or CR (BB on hold), apply to “Supreme Cream!” and mention the blog.

Posted in Clash of Clans, Clash Royale, Inquisition Clan, iPhone | 2 Comments