Category Archives: Combat Systems

Monthly update I guess?

Previous post was in July huh, yikes. I have been gaming, just not writing about it, so lets me put some words down now and fix that. The Battle Brothers expansion, Blazing Deserts, is out. Surprise, its awesome, and I … Continue reading

Posted in beta, Clash Royale, Combat Systems, Crowfall, Inquisition Clan, League of Legends, Mighty Party, Random | 6 Comments

Mighty Party Raid Overhaul Proposal

Raids would last 6 days (one day break between event changes and to collect rewards), with each round lasting 48 hours, for a total of 3 rounds each raid event. Initial matchmaking would group 10 players based on total hero … Continue reading

Posted in Combat Systems, Mighty Party | Comments Off on Mighty Party Raid Overhaul Proposal

Mount and Blade: Bannerlord – Some additional thoughts on the game

Some more quick thoughts about Bannerlord: I’ve been in a number of large (500v500) battles now, and can safely say they are far better than in Warband. The AI is smarter, the battlefields more varied, and the performance is already … Continue reading

Posted in Combat Systems, Mount and Blade: Warband | 6 Comments

Mount and Blade: Bannerlord – Early Access impressions

The below is based on roughly 12 hours of Bannerlord Early Access, much of it prior to the patch yesterday. In short, Bannerlord is a sequel to Warband; better graphics, newer engine, larger scope, but ultimately the same core game. … Continue reading

Posted in Combat Systems, Mount and Blade: Warband, Steam Stuff | Comments Off on Mount and Blade: Bannerlord – Early Access impressions

I paid to skip the fun parts of this game and now I’m mad the game isn’t fun!

A few gameplay observations for Mighty Party, and then some commentary on the business model. For gameplay, our guild is finishing up our first Turf War, which is the guild-based PvP event. Basically how this works is there is a … Continue reading

Posted in Combat Systems, Inquisition Clan, Mighty Party, Rant, RMT | 3 Comments

New mobile game Might Party review, and maybe guild formation?

As readers here know, my two longest running games right now are both mobiles game (Clash of Clans and Clash Royale, with CoC going 5+ years now), so I’ve long since crossed over into the idea that not only are … Continue reading

Posted in Combat Systems, Inquisition Clan, iPhone, Random | 7 Comments

Kenshi review – Quickly becoming one of my favorite games of all time

Kenshi had been on my Steam wishlist for, literally, years. It was initially placed there because of the promise of a sandbox RPG, at a time when just those two terms got you on my wishlist. I never pulled the … Continue reading

Posted in Combat Systems, EVE Online, Housing, Life is Feudal, Perma-death, Review, Steam Stuff | 2 Comments

WoW Classic: It’s not a hard game, but it does reward player skill

As we continue to see mountains of feedback about Classic via blogs and forums, one topic keeps coming up that is being misunderstood and/or misrepresented: the difficulty of WoW Classic, either as its own entity or compared to Retail. I’ll … Continue reading

Posted in Combat Systems, crafting, MMO design, Rant, World of Warcraft | 4 Comments

LoL: Teamfight Tactics is my new addiction

Riot recently released their version of an auto-battler game (the genre I believe started somewhat recently as a mod for DOTA2, called Autochess), and I have been playing it like crazy. It incredibly addicting, even in its early, still flawed … Continue reading

Posted in Combat Systems, League of Legends, Review | Comments Off on LoL: Teamfight Tactics is my new addiction

CoC: Thoughts on the new Legends league system

In Clash of Clans, how matchmaking works in Legend league (5000+ trophies) has been reworked. The reason for the rework was that matchmaking was taking a very, very long time (10+ min) to find a base for you to attack, … Continue reading

Posted in Clash of Clans, Combat Systems | Comments Off on CoC: Thoughts on the new Legends league system