Today I am officially old

No, it’s not my birthday, thanks for asking.

This article at Polygon has the top 10 influential gamers list, and I’ve heard of exactly zero of them. The comments on the article echo my feelings; its a generational gap thing, where younger people spend a ton of time watching Youtube ‘personalities’ play games or do whatever it is they do. I don’t know, again, I’m now officially old.

What I do find a bit odd however is that while there is certainly a gap in who watches these people, and in turn is influenced by them, there isn’t a gap in what I prefer in gaming (or at least am aware of), and what actually sells, at least on the PC. I know most of the top games on Steam, and I like a good number of them. So are these Youtube people also enjoying these games? They must be right? I’d look to find out, but… yea no thanks.

Anyway, get off my lawn kids!

Posted in Rant | 12 Comments

Revisiting Beholder

I’ve started playing Beholder again, a title I last blogged about in Nov of 2016. I liked a lot of what the game did back then, but found it a little too brutal. Surprise, (note: not a surprise at all if you have been following this blog for a while) since that review a lower difficulty has been added that basically makes the game less punishing and easier to advance in.

The key to the easier difficulty is that things cost less, and you get more money for most tasks. This is very important because rather than having to go down the 100% optimal path, you can now make mistakes, get a little bit less money, but still have enough to avoid the hard stops the game will occasionally force on you. For the min/max crowd the original mode still exists as well.

At the lower difficulty setting, Beholder really is far more enjoyable, and playing through the game (about 6-8 hours) to the end is very worthwhile, because what starts as a slightly oppressive government soon goes full crazy-town on you, and the decisions you have to make get really, really tough.

I’m sure the game will be part of the upcoming Steam sale, and I’d recommend picking it up to try something a bit different. Even if it doesn’t fully click for you, at it’s low cost, a few hours to experience something unique is worth it IMO.

Note: The game also has one piece of DLC, which I’m likely going to grab during the sale, but can’t comment on right now.

Posted in Random, Steam Stuff | Comments Off on Revisiting Beholder

Battle Brothers development has come to an end

My last post talked about the regret of playing a game before all of its content, including DLC, was release. In this post, I complain about the exact opposite, because gamers are children…

Battle Brothers, which you should already own two copies of, has released its final update. The devs are moving on to their next game, and have given reasons why allowing mods for the game isn’t really possible for them. In effect, version 1.1 of BB is it, so it can be played without fear of ‘what if more is added later’ ala Tyranny.

Yet I’m still sad BB won’t be expanding, because its an awesome game and I want more of what it does. Which yes, is the exact opposite complaint I had with Tyranny, but gain, gamers are children in some ways. Much like Mordheim, which has also had development stopped as the devs are on to their next game, the ‘problem’ I have with BB stopping is it still had so much untapped potential.

There are three end-game events, but there could be more. There are no female characters, which would not only visually expand the game, but provide the option for new events and backgrounds. More enemies never hurts, and there is a lot of room for them in BB. More mission types, more weapon tiers, more armor variety; all of that and more could be added to BB and it would be a better game.

That said, I get why the devs want to move on. They have been working on BB for 5+ years, and unlike a lot of other early access games, they not only finished BB, but stuck with it post-launch and were open and honest about why they are ending support. Add BB to the list of games that used EA well, used the Steam platform well (no major publisher would touch a game like BB), and have given PC gaming a unique and extremely fun title.

They have my attention for their next game, and hopefully we see it in EA soon.

Posted in Random, Rant, Steam Stuff | 3 Comments

New Tyranny content I’ll never see

Tyranny has new content available today, including a free patch and paid DLC. The free patch adds newgame+ mode, among other changes. The DLC is additional side story content, along with new background quests for a few companions.

Both of these sound good, but I’m not going to start up the game again. Due to my own fault of not waiting, I’ve already played Tyranny through twice, and I just don’t have it in me to go for round 3. Looking back, I should have waited on the secondly playthrough for exactly this moment, since it was very likely to happen. It is a bit odd that the DLC is coming this late, what with Pillars 2 already in development, but here it is anyway.

What’s somewhat comical about this whole situation is I generally have a problem with early access games, in that I play them before they are ‘finished’, and once finished, I’ve already seen too much to experience the final version. Well here is a full release game and yet the same ‘problem’ comes up yet again.

Kinda makes me wish I was in a time delay of, say, 3 years with everything, so I’d be buying 2014 games today for the first time…

Posted in Random, Rant | 3 Comments

Wrapping up with Rimworld

I believe I’m done with Rimworld for now, having ‘beaten’ the game by constructing a ship and sending some people off into space. Some final thoughts below.

Overall, it’s still a game I would highly recommend, as I had close to 100hrs of fun with it even in its current EA/alpha state. It’s very very solid at the beginning and during the initial learning phase, and its mid-game (half into the tech tree, 6-8 people) is also a lot of fun without being overly complex or micro-intensive. The late game needs perhaps some more work, and I’m guessing that’s going to happen with future development.

Some highlights: I enjoyed the combat a lot more than I initially thought I would. First it seemed that melee was too strong, then there was a time when ranged weapons seem the way to go, and towards the end I found that melee with shield belts and good positioning really got the job done. Defending against raids was always fun, as were the random combat events.

The economy around food and production also seems to be in a good place. At the very end with 12+ people gathering meat for food production got a bit silly, but before that it was all fun and enjoyable. Balance was good too, as different resources become the short-straw, depending on what my focus was or a recent event.

I never got too much into the overworld part of the game, as creating a caravan and sending people off seemed too great an effort vs the reward, but the one time I went kamikaze, sending all my people to attack an enemy base, the ensuing firefight was awesome. Mind you, I had to reload because the casualties and injuries sustained would have crippled me, but it was still a fun fight. I’m not sure if there is ever a time in the game where that’s a smart, viable choice, but as a ‘save and try it’ thing, its good.

As mentioned earlier, the end of the game is the weak point. In my game, once I reached 12+ people and had 75% of the tech tree done, I hit a point where I could defend fairly easily, had enough money to buy basically anything, could produce most resources, and it was just a matter of time until I build the spaceship. As the spaceship takes a massive amount of resources, the wait is long, but not very interesting.

Granted, I could have tried other things, like raiding enemy villages or such, but that seemed very slow and somewhat pointless besides the one-time fun aspect of the fight, as enemy bases didn’t contain enough loot or captives to justify the cost. Even with pods allowing me to fly one-way to the base, it still didn’t really seems that worthwhile.

I’m going to keep my eye on Rimworld however, as I think I’ll have a lot of fun with it again once its had more content added. Great game right now, and I’m sure it will continue to improve in the future.

Posted in Random, Steam Stuff | 2 Comments

Trashfire, elves, builders, and blindness

Collection of thoughts blog:

The cover of PCGamer has a line about Destiny 2 coming to the PC, and how it will be the savior of the MMO genre. What’s sadder: that Destiny 2, a game that isn’t really an MMO, is being called a savior for the genre, or that it’s kinda hard to argue against that point because the MMO genre (non-EVE) has been a dumpster fire for years?

They also have a preview of the next Total War:Warhammer game. Initially when TW:W was announced, it was announced as game one out of three, and my initial reaction was that they are just splitting one game into three, rather than making three actually different games. Well the good news/bad news is I was mostly right in feeling that way. TW:W2 is going to have only four races, a new campaign map, and some tweaks to features. It’s basically an expansion without being called that so it can be sold at full price. That’s the bad, but not surprising, news.

The good news, because it is basically an overpriced expansion, is that it will allow you to play one massive campaign across both the original games map and the new map, using all available races. Assuming that mode isn’t a disaster for whatever reason, it’s an even safer bet to assuming TW:W3 will be another full-priced ‘expansion. Pretty sure I’ll be pre-ordering all of them…

The new Builder Base mode in CoC is still a lot of fun, though right now its far less content than the core game. I basically play it once per day, get my three wins for the loot, set an upgrade, and that’s it. If it was a stand-alone game, it would suck. As a second option for CoC though, it’s not bad. The combat especially is a good twist on CoC, and the base-building feels fresh. All of that said, SuperCell better have additional content coming ‘soon’ to that mode, because pretty shortly most people are going to be sitting at or near the completion line for everything.

I’m still loving Rimworld. I just recently had an event that drove every rat on the map insane and had them attack my settlement. Luckily a trade caravan was around, so they took the brunt of the rats, which was pretty amusing to watch. I’ve also got a minor issue in that my top sharpshooter is missing one eye and has the other scratched, meaning she is 25% away from being completely blind. That’s bad for a sniper, so I’m really hoping a merchant rolls around with a cybernetic eye I can install in her. Bonus points with that is the fact that the cyber eye is actually better than a normal human eye, so it should counter-act the fact that her other eye will still be scratched. That of course assumes she survives the surgery. Wacky fun game that Rimworld.

Posted in Clash of Clans, MMO design, Random | 5 Comments

Strangers and a mass grave

Two fun items from Rimworld that just happened.

Near my starting position there was a large sealed off chamber. When I dug one square away from the inner wall, a warning came up about an ancient evil possibly residing inside. As this was early, I didn’t dare break the inner wall just yet. Time passed, I gained more colonists, they gained better combat skills and gear, and eventually I felt it was time to see what the chamber contained.

I gathered everyone together, set them to combat, and had one person dig their way through the wall. As soon as that section of the wall was down, the chamber was revealed to contain multiple cryosleep caskets. It was a bit spooky, with the chamber made from all dark slate, and containing nothing but those caskets.

Re-positioning everyone for combat inside the chamber, I again had one colonist open the first casket. Soon as that happened, all of the caskets flew open. Each contained a human, along with multiple engineered beetles. The humans were in various states. Some were too injured to move, one was walking about aimlessly, and two were instantly aggressive. The aggressive ones were put down fairly quickly by my team, as we were all armed and healthy, while the enemies were recovering from cryosleep and unarmed. Still, they were well trained, and got in some hard punches before going down.

I took the remaining humans as prisoners, with the hope of convincing them to join my colony in time. This also meant tending to their various wounds, along with feeding them. I sealed off the chamber in fear of the beetles becoming aggressive or causing trouble. As time went on, the prisoners all recovered and joined the colony, while the beetles starved and died. Salvaging the caskets provided some nice materials, and the room itself made for a nice addition to the base.

While all of that was happening, a general problem of what to do with corpses came up. Initially I was digging graves for everyone, including enemies such as raider, because when colonists walk by a dead body out in the open, they don’t like it and get all sad and mopey. This was becoming unmanageable however, since graves don’t decay and the initial burial site was prime real-estate for expansion.

I dug up the graves that were in the way, but this resulted in the skeletons of the dead laying about, which again my colonists did not particularly like. As a solution, I created a special ‘stockpile’ area, inside an old ruin, that was to only be used for decaying corpses. I then blocked decaying corpses from all other stockpiles, dug up all the graves, and watches as my colonists, much to their initial horror, moved every last corpse into the new stockpile. I happily named the stockpile “Mass Grave”, and I now have a ruin full of bodies and skeletons in various states of decay. Sealing off all but one entrance ensured my colonists didn’t see the site as they walked by. Problem solved.

Posted in Random | Comments Off on Strangers and a mass grave

Rimworld review (alpha 17)

Sorry for the lack of posting here of late, I had 2-3 posts in draft form and they just never came together. I’ll likely combine them into one “update on games I’m playing” post ‘soon’.

Anyway, today lets talk about Rimworld, a game I recently picked up and am very happy I did. Rimworld is a colony simulator game inspired by Dwarf Fortress, with a heavy dose of random events and interesting situations.

The first thing that REALLY jumped out to me was that Rimworld looks almost exactly like Prison Architect. So much so that I googled “Why does Rimworld look like Prison Architect” and got this, from back in 2013. It’s 2017 now and they still look similar, so I guess that’s not going to change. Which isn’t a bad thing exactly, the graphics look fun and get the job done, but still a bit odd.

Another aspect to come at you very quickly is that Rimworld is an Early Access title still in alpha, though that’s the 2017 definition of ‘alpha’, meaning the game fully works, has a ton of features, and isn’t full of bugs or crashes. Given that the above post is from 2013, and it’s 2017 today, you can see that Rimworld has been in development for a while, and there is still no release date. I’m personally fine with that, since as of right now Rimworld is more than good enough, but I know some really hate the EA tag regardless.

With those two things out of the way, here is why I’m really enjoying Rimworld over a game like Prison Architect; in PA there are random elements, but they don’t factor in enough to make you greatly alter your strategy. Once you have some of the basics figured out, PA becomes more about repeating what works to expand the jail, and that ‘mastery’ phase comes a little too quickly IMO (note: PA is still a fun game worth buying).

In RW, because the events are so random, and have such a huge impact, I’m finding that even once you have the basics down (food supply, decent shelter setup), there is still so much more going on, and many of the events are total game-changers. A quick example: I had a colonist who was my expert farmer and miner, but on his 41st birthday, we got a disease (happy birthday!). The disease started out as a minor annoyance that impacted his performance but could be managed with treatment, but later grew and got worse. I had him get surgery, but the surgery went terribly wrong, and he died.

Since I only had six colonists, losing one was a big deal. It was also a big deal to lose someone with his skills, because he was significantly faster at mining, and when he harvested crops he got higher results out of them, meaning more food per farming spot. The trickle down effect was a slower working colony, and one who’s food supply was now reduced. It also meant that people who would previously be busy doing research or expanding the colony now had to stop and do the mining/growing, which made reacting to new things that the colony needed a lot harder.

Shortly after that event, I had a positive event where two new people joined the colony. This was great overall, but unfortunately neither of them had the skills to replace the lost colonist, so while they brought different skills (one was an art expert), the whole colony’s balance was still off, and it was a big challenge to get it back into basic stability.

A cool feature in RW is that people can develop skills from doing those activities, so for instance even if someone starts as a bad cook, the more meals they make, the higher their skill will increase. This is further expanded in that each colonist has interests, such as a passion for mining, and if they do things they have a passion for, that skill improves faster. Naturally you want to assign people that have a passion to that activity, but passions don’t always align with starting skills. For example, I have someone who has a passion for crafting, but their skill in crafting is terrible low, so if they do craft, they produce low quality items, which is basically a waste of materials compared to allowing my high-skill crafter to do the job, even if they don’t have a passion for it. In the long-run, the passionate newbie would gain crafting skill faster (passions = faster skill gain and increased happiness), but in the short-term, the expert makes the stuff. If/when I have extra time and resources, maybe that newbie will get some practice.

Combat is also interesting, both because positioning is key between melee and ranged fighters, and because even when you win (don’t die), if you take a bad injury to a key person (and early on, basically everyone is kinda key), that might send your colony into rough times. Example: in a fight with some wild animals, my doctor got an injury to his hand. This was a problem for two reasons. One, he couldn’t treat himself for the injury very well, so a lesser-skilled colonist had to do it, which produced a less-than-excellent result (the doctor lost his hand). A one-handed doctor isn’t as effective, so now the colony had to work on a replacement for him, and he was now more of a drag on the community since he was such a slow worker and terrible fighter.

Not all injuries are as drastic, but even minor scars can add up, as characters with too many old injuries are in constant pain and so are less happy, and previously damaged limbs can have lingering performance impacts, such as a character with leg scars will walk slower. As the game progresses, if you don’t handle combat well, or just get in over your head with something, slowly your people become less effective, unhappy, and you might spiral into failure.

Overall, Rimworld has a lot of extra ‘stuff’ that happens almost daily in addition to the work you expect to get done (cooking, cleaning, building, gathering, hunting), and how you react to these events, and what the ultimate results are, is what keeps it so interesting. Things might be going terribly and suddenly a positive event happens and you get rolling again. Or you might be in a great spot and a plague hits, you lose half your food, and suddenly the whole colony has to react and recover. It’s a lot of fun, and while it can be punishing, so far it hasn’t felt outright unfair in a ‘gotcha, game over’ type of event.

Recommended to anyone who enjoys these types of games, especially as Rimworld is a better, more complete game than many others in the genre.

Posted in Kickstarter, Random, Review | 5 Comments

CoC: Yo dawg, we heard you liked CoC, so we put CoC in your CoC!

The big update to Clash of Clans is out, and its an interesting one. In short, you now have a second base to build that has new rules, including how attacking works. Its almost like SuperCell created a sequel to CoC, only they put the new game INSIDE the old game. Very strange, but it also makes sense in a lot of ways.

The new base is really a mix of all the lessons learned from Boom Beach, Clash of Clans, and Clash Royale. You have a single builder like in BB, and army camps function like boats in terms of having one type of troop per camp. The theme is still CoC, as are the graphics, though everything has a slightly different look. Attacking is now head to head like in CR, so you match up with someone, they attack your base and you attack theirs, whoever has the highest % wins. You can’t skip opponents/bases like you can in old CoC. You only lose trophies for a loss, not resources, and gaining resources from winning is capped. Once you win a certain number of times, you can’t gain more loot for that day, similar to how you can’t get more chests in CR until a spot opens up. Also the amount of loot you get per win is based on your trophies, rather than how much your opponent currently has.

Of course all timers can be skipped via spending gems, so this version of CoC has far more ‘opportunities’ to spend then the old one. Reddit is having a crying fit over this, but it will pass as nothing I’ve seen so far is too punishing; at most its similar to CR, and I think everyone playing CR at this point has accepted the pace and systems. The most jarring initially is the cap on loot from winning, because at the start you can attack back-to-back really fast, so you hit that cap very quickly. And since you are also upgrading fast, you run out of resources quickly early on. It feels bad initially, but again much like in CR, its more of a bad first impression than a real long-term problem. If we assume the attacking cap is 3 wins per day, that’s about as often as I attack in old CoC today, so really, not a huge change.

The only carryover from the new base to the old is that, once your new base hits a certain level, you have the option to change some of your old base defenses into the new style. The only item that is currently available in this format is the cannon; you can turn the current single cannon into a multi-cannon from the new base, which fires more shots in short order, and then has a longer reload. I can’t say yet if its outright better, or just different. I’m hoping the balance is such that its an option and better when used well, rather than outright better and an automatic upgrade when its available. We shall see.

Overall the update is good, though not as good as adding Boom Beach-style clan operations to CoC would have been IMO. More thoughts to come as I dig further into the new base and its playstyle.

Posted in Boom Beach, Clash of Clans, Clash Royale, Uncategorized | 2 Comments

EVE: Fun over ISK/hr

Having the super carrier to rat in has changed my perspective on a lot of things related to ISK, because when you have a tool that can fairly easily generate you 300m+ ISK an hour, most other ISK-making activities just can’t keep up. This then raises the question of whether I do something to make the most ISK/hr, or whether I do something because its both fun and generates ISK.

At the end of the day EVE is a game, and it’s something I occupy my fairly limited free time with. I don’t depend on EVE for real money (somehow The Mittani has yet to involve me in the very real, definitely happening RMT carter that is all of null-sec), and even if I did, nothing I could do in EVE would even come remotely close to my job in the real world in terms of money/hr. So while I like the idea of having more ISK, and earning it in efficient ways, there is a limit to how far I’m going to push that, and if an activity isn’t fun (like say, super carrier ratting for hours on end, each day, for months), I’m not going to do it.

I bring this up because right now, on my combat pilot, I have two primary ways of getting ISK. The first is with the super, and the second is running 10/10 escalations in a Rattlesnake. The 10/10s aren’t bad ISK by any means, but they aren’t as high as ratting in the super. I do them however because its a change of pace, and while ratting is reliable, there is still a small rush of excitement related to the 10/10 when the loot finally arrives and you see whether the site was worth 134m (the worst result) ISK or 500m+ (there are some very rare, very pricey drops).

Somewhat of a similar situation on my industry pilot. Right now I’m producing a lot of fairly common fittings, both tech 1 and tech 2, to sell in our local market. The ISK is good, and mostly passive, but I still have to update orders about once a day. I was recently chatting with some marketing folks, and they suggested moving out of fittings and into ship production, especially larger stuff like capitals. I know that’s the direction I will eventually go in, but right now that pilot needs to finish training to fly a FAX, plus my science slots aren’t open to research ship BPOs, which take a long time to get into decent shape.

As a stepping stone, I have purchased a few smaller ship BPOs, mostly to see how that market plays out and what the trends are. I’m also fairly certain the margins are decent, so that will become another steady income source when its ready.

Related to that, with my production output going up, I need more and more minerals, to the point that hauling them was becoming a burden. To fix this, I’m recently purchased a freighter, which is another nice little milestone in EVE. At about 1.1b in cost, its not a huge expense, but its something, and I now have access to the largest cargo ship class in EVE, which makes buying millions of trit or other miners much easier, even a few jumps out. It also makes hauling produces ships to market possible as well, which is pretty important.

Posted in EVE Online, Goons | 2 Comments