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

How to climb up in rank in League of Legends

My climb out of Silver was short and full of S rankings, which wasn’t that surprising (was in plat 4 prior to the reset) but still interesting, as it has been years since I was that low. Here are some takeaway thoughts that might help you climb as well.

First lets address ELO hell. ELO hell exists, but it isn’t any specific overall range, but rather its a personal range. Say for instance your skill level is Gold 3. ELO hell won’t exist for you in silver, because you are so much better than silver players that you will progress rather quickly. Your ELO hell will be Gold 4-5, where you are still better, but not so much better to really swing the odds heavily in your favor. Winning 51% of your games is still good, but its slow progress. What that means is you are going to need to play a lot of games (grind) to advance, which can feel like hell if you are overly focused on moving up the ranks (vs just playing to have fun and getting better while also advancing).

The key to ELO hell however is actually being realistic with your abilities. To return to the above example, maybe you THINK you are a Gold 3 player, but in reality are actually closer to Gold 5. In that case, your real ELO hell will be upper silver, and should you get into Gold, your progress will halt until you personally improve. Fully knowing your real skill level can be tough, especially as the meta changes and your preferred champs go up or down on the power scale.

Another key to move up is understanding the entire game, not just your champ. On my climb I saw a lot of players who had high mechanically skills (high CS), but lacked the overall awareness of the game that better players posses. They would be slow to rotate, or late to objectives, or didn’t know when to push a lane vs when to freeze it.

Worse still is if you don’t understand the importance of learning that part of the game. Say you play ADC, and you think that so long as you have a good CS score and solid KDA, you are doing well. Your so focus on those two things that you ignore the rest of the game, especially during laning. In your mind when the jungler doesn’t do well, or another lane ‘feeds’, its not your fault, because look at your CS/KDA, but that might be very wrong. If the jungler came to your lane but you didn’t set the gank up correctly, you wasted his time. It’s no loss to your personally (you still last hit your minions and didn’t die), but you put the jungler behind. Those mistakes can snowball a game, or at least reduce your chances of actually winning the game.

On the flip side, if you are far below where you should be, you can help to carry your team not just with personal performance on your champ, but by playing team captain. Tell the team when to hit certain objectives, when to push/freeze, or general items to buy. Since you are a better player, you watch the mini-map more, so use the pings to help another lane when you see a gank coming. You will be surprised how much this helps (sure, you will get people who ignore the advice, but that’s also why they are stuck in those ranks, so just do your best and you will move past them eventually), and again snowballs your game to a victory. LoL is designed to make it very hard for one champion to fully carry a game 1v5, but you can do a lot of other things to ‘carry’ and tip your win rate above 50%.

Finally, its important to understand that even if you are far above your current ranking (when I was Silver as a Plat player), you aren’t going to win every game. Hell, you might not even win your lane every time, either because of a bad matchup or because the other player is also a high ranker still moving up. All you can do is to understand how you can influence the game the most, both via personal play (be aggressive in lane, roam as often as possible, buy high risk/reward items) and team coordination. The climb will happen, but its important to understand that it still won’t be perfectly smooth.

Posted in League of Legends | Comments Off on How to climb up in rank in League of Legends

2016 predictions review

So my 2016 prediction post wasn’t much, mostly because I wasn’t all that into the MMO space at the time. I’m more into it right now (thanks EVE!), but lets see how I did with the little I said about 2016.

Crowfall: I was pretty off on this one. The game has made progress, but its not close to release, and it spent most of 2016 making small steps in evolving the deathmatch mode it had going for testing purposes, which just didn’t do much for me.

Camelot Unchained: The same as above I think? It certainly didn’t launch, so way off on that, but otherwise I think 2016 was mostly about making some progress without any major shakeups or big events. I don’t follow CU closely honestly, and while I will look into it once it gets close, it doesn’t feel close right now.

FFXIV: I stopped playing FFXIV shortly after my wife stopped playing due to time constraints. I never got into the content of the first expansion, and now another is coming out shortly, which really puts me behind the ball. Personal stuff with the game aside, I think 2016 was another good year for the best themepark out, but I don’t think it made the buzz it did in 2015. Or perhaps the thirst for the ‘next big themepark’ just isn’t there anymore overall.

WoW: Legion was a good expansion compared to recent WoW expansions, but it didn’t turn WoW around or stop it from being a title most visit briefly to eat up the latest content.

F2P stuff: 2016 was a turn-around year IMO in terms of acceptance of the model. I think most MMO players now dislike it, while I think the predatory nature of hooking whales still keeps some otherwise pretty terrible games chugging along. I’m sure a bunch of F2P MMOs shut down in 2016, but I can’t even remember any memorable event on that front.

And that’s it. Will 2017 be better? I mean, I’m playing EVE, so already its better in that regard, but will the genre as a whole have a good year? That’s coming in the next post.

Posted in Camelot Unchained, Crowfall, EVE Online, Final Fantasy XIV, MMO design, RMT, Site update, World of Warcraft | Comments Off on 2016 predictions review

SW:TOR and HotS win big!

Hotbar salesman wins big award! Congrats to all those working on SW:TOR for proving that just because so many others are a cesspit of terrible decisions, that doesn’t mean you should rest on your laurels and just sell hotbars. Put lockboxes inside lockboxes, kill your in-game economy to collect a few bucks, and basically continue to cripple your game in any and all ways at the alter of terrible MMO business models. Huge win. Huge. And you know come 2017 award season, SW:TOR will be right back in the conversation.

Also shout out to HotS for just generally still being terrible. Who would have thought a dumbed down (and all around awful) version of an already casual game like LoL wouldn’t be a great idea? I think my favorite part of that whole article is the mention that failed LoL pros are kings of the shit castle in HotS. Basically tells you absolutely everything you need to know about that game.

Oh and shout out to the first guy to comment on that article trying to defend it, which the author identified as a HotS coach (seriously…). Keep fighting the good fight buddy, I’m sure those servers will stay up for a little bit longer.

Posted in Mass Media, MMO design, Random, RMT, SW:TOR | 2 Comments

EVE – Circle of (production) life complete

Until a few days ago my main sources of income in EVE have been ratting in my carrier, cleaning sites up with a Noctis, running Incursions with the Goon group, a bit of PI, and a little importing from Jita. A good mix of active and passive income, and enough to put me on the short path to a Super Carrier once my main pilot’s skills round out.

Then I noticed that, from my previous EVE days of running the Inq FiS corp, the old POCO’s we put up in our wormhole were being used, and so were collecting taxes. The tax rate was set to 5%, and I guess the current residence don’t mind paying it. It’s not huge money (about 200m a month), but considering it literally comes in without me doing anything, I’ll take it. I did have to remove everyone’s rights from the Corp, as someone I didn’t recognize was in the corp (I left a few people as directors, and it seems they then either made alts or invited other people) and that person also had access to the corp wallet and was taking some funds out. The free money is all mine damnit!

Another leftover bonus from those days were a bunch of researched blueprint originals, so I had those shipped out to Delve and started mapping out what best to do with them. As they were all T1, production wasn’t a terrible choice, but also not the only one. I asked in our ISK-focused Jabber channel, a place populated with some of the richest and smartest players in the game (people who toss around the idea of throwing hundreds of billions of ISK as ‘pet projects’ like it was nothing), and got some very good advice from them.

I’m going to dig into invention, as my industry pilot has most of the skills associated with that (filling in the holes now), and T2 items move far better and with higher margins in Delve. I’ve also started reprocessing the site junk I’ve collected rather than selling it off, as this will provide a lot of the materials I need for production. The rest I can grab off the market, or even do some mining when I’m able to do some mostly-afk gaming.

What’s really interesting about the market in our capital is that it’s basically a mini-Jita. Huge population, so huge volume, and while much of the market is covered, there are still plenty of gaps, and plenty of high margins to grab. It will take a little bit of time to build all of this up, and to learn the ins and outs in terms of what really moves and what sits, but that’s all part of the fun. I also like the fact that between my two pilots, I’m basically completing the ‘circle of life’ in EVE. Blow stuff up, get drops, turn drops into minerals, convert minerals into stuff, sell stuff so others can blow stuff up. Pretty cool.

PS: TAGN covered the recent Op to blow up a PL Keepstar as it was coming online. I was part of that effort, and while PL didn’t show up, seeing Goons fill up almost four full fleets was nice to see from a ‘dead’ and ‘weak’ alliance, to say nothing of the 3-4 other major powers who also showed up hoping to take some shots at PL as well.

Posted in EVE Online, Goons | 5 Comments

EVE – Humanitarian mission to free new players

EVE has a reputation of being a harsh place, and it is. In-game players go to great length to win, and bitter feuds are what really fuels EVE forward. At the same time, EVE players are also very protective of EVE itself. They will bash CCP mercilessly about in-game details, but when needed will also rally behind the game and CCP when an outside force is involved.

This story over at the INN is a perfect example of this in action, as hostile in-game factions come together for the good of the game, and take down an RMT scumbag. Good work to all involved!

Posted in Goons | 7 Comments

LoL – Placement result may yield unexpected humor

The 2017 season for LoL has started, which means rank resets. Oddly enough, the new flex queue also got reset, after only being up for a few weeks.

My placement matches for solo/duo were a trip. My first three games were all fairly close and enjoyable, but losses. Then the next two were trolltastic losses, putting me at 0-5. At that point I decided to bust out Teemo, because if I’m going to start low, might as well have fun with it. However at that point the game was matching me with and against far lower players, so even though Teemo top is… Teemo top, I still dominated two out of the three games I played. Ultimately I finished 3-7, putting me in Silver 3. The difference in games between plat 4 and silver 3 is, well it might as well be a different game.

Now the question is; do I keep playing Teemo and practicing other champs as I grind up out of silver, or do I play Malz/Amumu and get myself out asap? I’m very tempted to do the former, especially because the season has just started and I certainly won’t be the only plat+ player down in rank thanks to placement series magic.

I’m also now even more curious to see where Aria and I place in the flex queue. So far we are at one win, one loss, but in that queue I was in gold 2 prior to the reset. Good times either way are ahead.

Posted in League of Legends | Comments Off on LoL – Placement result may yield unexpected humor

League of Legends – Second ranked queue fun

Riot adding a second, separate ranked ladder this season to League of Legends is an interesting development, especially because the new ladder allows for people to queue up with up to 4 others. Personally my wife and I use that ladder to play ranked games together, which is nice because it keeps our individual progress on the solo/duo ladder separate.

It’s been a season or two since I’ve really been serious about climbing ranks in LoL, where I topped out at just under diamond (if I remember correctly, I was in a promo or two to diamond, but was never able to complete one successfully). That doesn’t mean I don’t try to win every game I play, or that I completely stop caring about getting better. I’ve just accepted the reality that since I don’t track all patch changes or meta shifts, nor playing enough games to stay sharp with as many champions, my ability to climb is more limited, and right now it seems mid/lower plat is where I’m at.

My wife, also playing less, is at upper gold, though she did finish last season in plat. The skill gap isn’t huge, but it does exist, which previously made playing together in ranked games… not ideal for our marriage long-term. The old adage of ‘friends don’t let friends play ranked games together’ is all too true about LoL. But with a second queue, one we both treat as less important, that is no longer the case. We still try to win each game, and we don’t pick joke champs or ‘fun comps’, but where we rank isn’t really important, so immediately after a game we both move on win or lose. It’s actually pretty great.

What is also hilarious is that after her 10 placement games, my wife is in Silver V on that ladder (going 5/10. I’m in gold 2 after going 6/10). After some merciless teasing about being down with the mutants, and warning her about embracing her inner bronzy, another fun reality set in: When we queue up, we are playing with people generally below plat. Sometimes far below plat, which is… interesting. Having been in plat for years now, I’ve forgotten what it’s like to not have someone leash at the start of a game, or never roam from a lane, or to just generally have such poor mechanics or game fundamentals.

In that queue I play mid or jungle, so I’m less reliant on my team early (though having a gank go sideways because a teammate is far worse than you expect and doesn’t understand chaining CC is a pain), but my wife plays support, and it’s a wild ride. Because of the larger range of skill levels, and also because it’s still early in the season, game to game you never know if your adc is good, terrible, or average. You also don’t know if on the other side their two players are a duo with a diamond smurf, or two silver-level players still learning the game. This makes playing ‘correctly’ very hard. If you have a good adc vs a weaker two, you should play aggressive, but it takes some time to identify if that is indeed the case. Sometimes the adc seems competent, and completely freezes and botches things in a major engagement.

My wife is really good about keeping her cool and playing steady, and as she mostly plays Sona, it also means she can ‘babysit’ an adc well if they are bad, while also being able to play a more punishing style in a favorable matchup. When I play support (solo queue), it’s either with Braum or Leona, who unlike Sona are far more ‘all-in’ style champs. If my adc is good, we crush the lane. If they aren’t, it’s either a frustrating ‘do nothing’ lane, or the deaths pile up and things go south real fast.

Overall though I really like the new setup for ranked, and it’s working really well for us. We play one game a night when we can, and can easily step away without any blowback once the game is done. I’m also very curious to see where we shake out in terms of rank. If I had to guess, I’d say upper gold, but we will see.

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Tyranny – Spells and story

More Tyranny musings for today.

Spell Mechanics: Being able to customize spells is a major feature in Tyranny. In my first game I didn’t do a lot with it, mostly because my main character wasn’t a spellcaster, so I just did the occasional minor tweak to spells for a companion, but that was about it.

The way the system works is that you first select an element (fire, cold, earth, etc), then a style (ranged, touch, aoe, etc), and finally there are additions to spells (more power, shorter cooldown, larger aoe, etc). Lore is the stat that determines what spells you can use, with stronger or more complex spells requiring more lore. Tyranny has no mana system, just cooldowns. You must find a spell part before you can use it to adjust spells, with the stronger additions coming later in the game, or costing more at a vendor.

In my currently game my main is a mage, and so each time I find a new component, I go into the spell design UI (which itself is very clean and works well) and tweak my spells. This results in noticing the minor changes more, and seeing how different spells are modified by some items. For example, one modification increases AoE range. For a spell like fireball, that just means a larger explosion radius. For a cone spell, that increases the size of the cone, which is pretty powerful. Increasing the AoE of a heal spell might have less value, especially if the size is already large (you only have 4 party members, and fights normally are pretty compact).

Each modification also has levels of power, and those levels costs more lore, so as you find more powerful versions, how you adjust the lore cost is also a fun min/max game. For example; my fireball spells has both a range and power adjustment. I find a new level of the power adjustment, but I can’t fit both the new power and the range enhancement to my current lore value. I can drop range to add more power, or keep the spell as-is until my lore value increases. This all gets even more involved as you get more modifiers, levels, and lore skill. I have spells right now with 5 modifiers, and some of those are level 2 or 3. It’s a lot of fun, and really does feel like you are designing spells rather than applying small modifications.

Content: I finished my first game siding with the Disfavored. My second game I’m allied with the rebels, and almost right from the beginning the game is drastically different. One town that was controlled by a certain faction in game one is controlled by a different in game two, which completely changes what quests are available, and what side areas open up. The main locations are all still there, because it’s the same world, and the major pre-game events also all happen, but sometimes a little differently, but all of this comes together to create pretty different starting points, which further branch based on the decisions you make as you go. It really does feel like playing a different story in the same world, rather than playing the same story with some plot points adjusted. Pretty incredible.

I’ve also read that the anarchist playthrough, where you are not allied with anyone, so another very different take on the game, one that I’m pretty excited to experience as well. That’s also the nice thing about the game being about 25-30hrs in length; a full game isn’t a crushing time commitment.

 

Posted in Random | Comments Off on Tyranny – Spells and story

Tyranny review

Note: This review is going to talk heavily about the story, including the ending, of Tyranny, so if you don’t want any of it spoiled, best to skip this post.

I’ve beaten Tyranny once, in about 30 hours, and I loved it. Absolutely loved it. I basically sprinted the final 10 hours or so because it was so good (helped that I was on vacation). It has it’s flaws (more on those later), but none of the flaws hurt the overall enjoyment much for me, and what Tyranny does well, it does so better than most games.

Let’s get the basics out of the way. The graphics are great, the sound is good, I didn’t run into any bugs or crashes, and it ran well on my system at max settings. The UI works well, the game loads up quickly, and basically all other technical aspects are solid and don’t get in your way.

I mentioned before that the game is very text-heavy to start, and throws a LOT of back story at you. I think some of this could have been done via a longer intro movie, but once you have that baseline established (basically the middle of act 1), the plot kicks in and off you go. The pacing was good, at least until the very end. At the end of act 2, you realize you can cast your own edicts, but right after that you immediately go from possibly being loyal to Kyros to considering yourself a potential equal. That felt a little abrupt to me, as did the final hour or two where I killed so many key characters right in a row.

Perhaps this is intended, in that once things escalate, they would escalate QUICK, but I would have likely a slightly smoother transition from Fatebinder to potential Overlord. Also I might have missed it, but it seems the only choice you have is to accept being super powerful and independent, rather than gaining power but staying loyal to Kyros/Tunon.

In my play-through I stayed loyal to the Disfavored, and tried to stay on Tunon’s good side. Ultimately I was successful in keeping Ashe alive and to have him serve under me, but I failed my trial with Tunon and had to kill him along with Bleden Mark, which was a bit of a negative in that I failed to achieve my character’s goal with Tunon.

Those bits aside, I really did like the other parts of the story. The progression with gaining the towers was great, as was the interaction with the different edicts and what working with them means for who you are. I also really liked the slow unfolding of how power works in the game, in that as more people believe or fear you, the more power you have. This was explained well both with Ashe and his backstory, and ultimately how you become powerful enough to cast an edict. The whole thing of course feels very “believe in Jesus” religious, only here you are real and actually gain real power from others believing in you. I also like how this ties back to Kyros, where its easy to see that she has great power because the rest of the world believes or is in fear of her.

Speaking of her, I do like that the game kept most of Kyros a mystery, and even the fact that you find out her gender was a big deal. I know some people feel the game ended early and would have liked a confrontation with Kyros to be the ending, but I feel that’s another huge story to tell, fitting for a sequel.

One thing that did bother me about the ending wasn’t so much the story, but the mechanics. I never used either the forge or the library much, and I basically did nothing with the other spire options besides build them. There are just so many unique items in the game, including artifacts, that you really don’t need another source (the forge/library) to gear up. The same can be said for character skills and magic; until about 3/4th of the way through, new stuff feels good and worthwhile, but towards the very end you just don’t need more, and you already feel plenty powerful.

Minor issues aside however, Tyranny really is a fantastic RPG, with a truly unique story and setting. Plus it also greatly benefits from multiple play-throughs; I’m on my second right now, and already so many things are different because of my choices. Choices in Tyranny truly do matter, and more often than not, in surprising ways. Pick it up if you are an RPG fan, its a great ride.

Posted in Random, Review | Comments Off on Tyranny review