ARK – Taming a Diodicurous

The ARK obsession continues! Today is the story of my Diodicurous (Diod) tame, and all of the game design aspects that factored in and made it an all-around good time.

The Diod is one of the newer dinos added to the game, and its specialty is rock collecting. This is a very big deal because rocks are one of the most frequently used resources, and prior to this dino there were no great methods of gathering lots of rocks quickly. Once you have one, collecting 1000 stones goes from ‘ugh, need to run up and down a mountain with my ‘E-spam’ macro running’ to ‘lets go smash a few rocks Diod, I need 1k stone!’.

Very recently I kibble-tamed a level 112 Diod, who ended up at level 166 with very solid stats, meaning once he is maxed-out on XP, he will be just over level 200. Even now, at around 170ish, he is a rock-collecting machine, and the fact that he isn’t a huge dino means he gets around on a mountain very well, and is able to keep up when following you between rocks and trees (huge dinos are a major pain, as they get stuck on EVERYTHING).

So how did this tame happen, and what went into it? For that we need to go back a few days/weeks. Diod kibble (special taming food) requires Dilo eggs, some berries, some meat, a bit of oil, and water in a lit cook pot. The two somewhat difficult resources are the eggs and oil.

Oil you get from the ocean, where smaller amounts can be gotten without special gear, but for larger (100+) amounts you really need scuba gear and a tamed dolphin (story for another day). I initially got my first bit of oil the manual way, then traded for a bit more, and currently have scuba gear and a tamed dolphin that I use to gather ocean resources (oil, pearls).

Dilo eggs come from the Dilophosaur, a small carnivore that isn’t too difficult to tame. The best method to get a steady supply of Dilo eggs is to tame a bunch of Dilos, put them in a pen, and collect the eggs. Building the pen wasn’t too difficult, as it’s a simple 4×4 stone structure with a roof, although its rather important that the pen doesn’t have a floor as eggs have a bad habit of dropping through or into a placed structure. Once built, it does take a bit of time to find, tame, and bring back the dinos, and then more time to collect eggs and keep the dinos fed. Oh and hopefully an alpha dino doesn’t come along and murder the whole pen, which is very possible if the pen isn’t constructed well.

Once you have your kibble cooked up, you then need to find the right dino. Levels can range from 4 to 120, and using kibble on a dino below 100 is generally seen as a waste. Finding a level 100+ dino, and especially a ‘perfect tame’ 120, can take some time, or you might get lucky and find one quickly. Also the further from base you go looking, the harder it’s going to be to get the dino back either prior to the tame, or after.

In my case a tribe-mate found the 112 somewhat nearby, and as I have a flying dino, I was able to get my supplies and find him and the dino quickly. Once at the location, I took it down with tranq arrows, sat around for about two hours to get it nice and hungry (a tranq’ed dino is defenseless, so you can’t be too far or they might get eaten by another dino), and finally fed it the 50+ kibble to complete the tame. After that it was just the matter of getting the new Diod, along with my bird, back to base.

The Diod represents a huge investment in time and planning, but ultimately rewards you with greatly improved stone-gathering efficiency. It’s a great risk/reward mechanic, along with a solid progression milestone. It’s also not ‘one and done’ content, as the dino can be killed or lost and require replacing.

Overall I think ARK does a good job of providing both types of progression; you have permanent progression like your character level and your basic game knowledge, and then you have repeatable stuff like building a base or taming dinos. Now time to get back to smashing rocks, in preparation for the next goal.

Posted in ARK | 1 Comment

GW2: The new F2P champion has arived

I feel like I should post about GW2 going F2P, only I can’t call it a ‘downgrade to the minor leagues’ because the game wasn’t a sub MMO to begin with. Side-grade I guess? Which, thinking more about it, is right in line with everything GW2; it’s not outright bad, just some middle level of meh.

The business model change, along with what the expansion is bringing (raiding, and basically other ‘end-game’ stuff), is of note however. Out of all of the game’s many flaws, the biggest one IMO is the lack of long-term interest/progression. At the start, Anet wanted it both ways. They wanted the business model to be like a single-player, one-off purchase, but to support the game like an MMO with frequent updates and players sticking around long-term, without actually designing the game to support long-term playing. This change confirms that wasn’t working out, even after the in-game cash-shop was greatly expanded after release.

The root problem circles back to why the sub model is really the only model for successful MMOs; in order to support your game like an MMO, you need a constant source of revenue, which is what the sub model provides. A cash shop is great at hooking whales, and if you hook enough of them you can get a huge, though most often temporary, boost in cash (that you will likely make a big PR release about only to go silence after). But long-term the model simply doesn’t work in the US/EU (Asia is very different) for MMOs. Either you let sales diminish, or you try to keep them up by escalating the cash shop. Either way, things will eventually come crashing down.

MMOs aren’t League of Legends with its 100+ million active players. MMOs aren’t LoL where selling skins fits perfectly with the game, and where creating skins has zero impact on gameplay and the drive of the other developers to improve things. MMOs have a very difficult time not slipping into Pay4Power with their cash shop, even if the intended goal is just to sell ‘convenience’. MMOs also have a hard time convincing people that selling ‘convenience’ isn’t driven by making the free part of the game cripplingly terrible if you don’t pay. There are no hotbars to sell in LoL.

GW2 is likely, almost by default, the best F2P MMO out, and it’s fitting that the ‘best’ F2P MMO is one that most try, find decent, but ultimately don’t honestly care all that much about. That ‘achievement’ is the ceiling for F2P; you made something people don’t hate. Huge congrats. Now make something people actually like, and that $15 a month will start rolling in, consistently, for years to come.

Posted in Guild Wars, League of Legends, MMO design, RMT | 7 Comments

Fantasy Football – Need one more team!

Our Fantasy Football league (NFL, not the kickball and pretend your injured activity) needs one more team. Post a comment here with your email (email can be in your profile, not in the comment Guess WP changed that, leave email in comments or email me directly at the email found in the top right) and I’ll send you an invite. Our live draft is tomorrow at 1pm EST, so this will get rolling quickly.

One new player will make it a ten player league, but it can go to twelve if three people express interest.

Posted in Random | 8 Comments

CoC – Activity tracker link

Here is the link to our activity tracker that Delpez put together. Bookmark it!

I’ll be using this to remove inactives to free up spots for others, and to keep the clan as active as possible for wars.

Also, our clan currently has a few open spots, so if you are interested in joining up just find “Supreme Cream!” and mention the blog in your app.

Posted in Clash of Clans | 6 Comments

ARK is free this weekend, come see why its awesome

As the title states, ARK is free to play this weekend via Steam. It’s a very fun game to play with a solid group, so if you have been on the fence, or are worried about buying an Early Access title, I highly, highly recommend giving it a shot while its free.

If there is enough interest here at the blog, maybe we can get a Tribe (guild/clan) going. Even with just 4-5 people playing somewhat actively the Tribe can achieve big things.

Please post in the comments here if you are up for a tribe, just so I can get an early indicator of interest.

Posted in ARK | 7 Comments

ARK – A micro-MMO

My obsession with ARK continues, and it has now bled into the MMO-thinking part of my brain. To be very clear, ARK isn’t an MMO, but in a lot of ways it certainly plays like one.

The big thing is progression; you certainly have it in ARK, between your own character’s level, the base you build, the dinos you tame, the blueprints you collect, and the ever-expanding scope of stuff you can do as you progress and get more powerful. What’s funny is in an MMO like WoW, you can go from fresh character to the level cap in less time than it would take in ARK, and then both games have a lot of different stuff to do once you are at the cap, with a key difference being that levels help in ARK, while levels are required for ‘end-game’ content in WoW.

The main reason ARK isn’t an MMO is scale. Servers currently max out at 70 players, while an MMO server can hold thousands (or tens of thousands if we are talking EVE). ARK also has trouble handling more than ten or so characters on one screen, while again in an MMO that is common and expected. But the question in my mind is how often, when playing an MMO, does that matter? When you run a dungeon, it’s just you and the 3-5 others with you, and literally nothing else matters. Raids are bigger, but basically the same thing. An auction house is something thousands of players interact with, but unless you are deep into playing the auction house, do you actually care that the goods are listed and bought by others, or would your experience be mostly the same if bots did it?

In fact, one could argue player interaction in ARK is more important than it is in a typical MMO. The obvious example is PvP; raiding someone’s base has a huge impact, larger than killing someone in WoW or even blowing up a ship in EVE. A lot of things are easy to replace in ARK, but there are also a lot of things (high lvl dinos, rare items or blueprints) that aren’t, and losing those hurts. Plus base raiding has various degrees; someone blowing up one wall and looting one room stings, but a rival tribe leveling your base is a rage-quit level event.

PvP aside, even living near someone else has a large impact in ARK, while your garrison in WoW has nearly zero impact on anyone but you. In ARK resources don’t respawn near a base, so having 2-3 bases in close proximity not only means a large void of respawns, but also increased competition for the remaining resources. It’s comparable to mining in EVE, where you show up and the belt has already been stripped, only in ARK resource availability plays a more major role, and it’s not as easy as simply flying to the next belt.

ARK makes me wonder if a lot of the design problems of an MMO can be solved by going micro-MMO, especially if going smaller results in MORE player interaction.

Posted in ARK, EVE Online, MMO design, World of Warcraft | 1 Comment

It’s in the books, FFXIV is the largest sub MMO out today

The troll job from SquareEnix using ‘registered accounts’ for subs continues, this time to announce that the game has crossed the 5m sub mark. As WoW has likely continued to bleed subs since the 5.4m announcement, I think its rather safe to say FFXIV is now the larger MMO in terms of paying players.

So, who had August 2015 as the date WoW was dethroned?

I will admit this is a bit anti-climactic, mostly because Blizzard dug their own grave rather than being beaten while they were still putting up a fight. Sure, FFXIV is a great MMO, and the fact that it’s basically a modern-day vanilla WoW is especially fantastic, but if Old Blizzard was still running WoW this doesn’t happen.

Posted in Final Fantasy XIV, World of Warcraft | 29 Comments

Trion being Trion: Trove edition

Trion’s statement: One million monthly users.

Scott’s clarification: It’s anyone who has ever created a free account since launch.

Trion launched July 9th.

So Trion it hurts.

Posted in Rant, Trion being Trion | 4 Comments

ARK: Base building trial and error, and the patching frenzy

Still playing a lot of ARK, and still really enjoying it. My latest ‘main focus’ is on building a base, which is great fun but also a source of some frustration as things don’t always work out as I had planned in my mind before placing pieces. There is a lot of trial and error, but because you only get 50% of the resources back when you removed a placed piece, too much error leads to a lot of additional resource harvesting.

The cause of most issues is the fact that the base is built on a slope, near an abandoned base, along a river. The abandoned base is problematic because it blocks me from placing pieces at certain points if they get too close to it, and while we have plans to eventually remove that base, we aren’t at that point just yet. The river is vital as we need the water for crops, but it also causes some issues with placement and with dino pathing. Since dinos can drown, I can’t build in such a way that could potentially lead to one of our tamed dinos getting stuck underwater.

However the biggest problem is the slope of the land. The placement of the base’s initial foundations, while not ‘bad’, aren’t ideal, nor are the structures going further down the slope towards the river. If it was possible to pick everything up and redo the base, I would in a heartbeat, but again that 50% cost is a killer. The actual buildings aren’t too bad, as they are functional and provide enough space. The dino pen however is currently an issue, specifically building a roof for it to keep our tamed dinos safe from aerial dinos and players jumping in.

Roof tiles can’t be attached to walls built using a fence base, only walls placed on a foundation. But as foundation placement is far more limited than fence, fence basing was used for the majority of the pen walls. That worked great for the walls, but now pillars are required to build the roof. Pillars however are limited in their height; you can’t fully control how high they go with each placement, which leads to gaps. A small gap is fine, but if the gap gets big enough, a player could squeeze through, defeating the purpose of the ceiling.

The pen requires multiple pillars for the roof, but again thanks to the slope, each pillar is slightly different in eventual height, leading to a roof that is a mishmash of heights, along with walls that either leave a small (hopefully inaccessible) gap, or that go a bit above the ceiling. While ultimately functional, it’s not as clean looking as I’d like, and that bothers me. Not enough to fix it all to perfection at that 50% cost, but enough to think about the next base and how to improve the design.

A large part of the learning process here is seeing how the world interacts with each of the building pieces, what you are allowed to place where, and some tricky/strange stuff like removing a wall blocking a ceiling, placing said ceiling, and then being allowed to rebuild the wall in its original spot, slightly clipping through the ceiling tile. Again, trial and error is part of the fun, even if it’s a costly part.

It also doesn’t help that ARK is updated at a mind-blowing pace. Almost every day a patch is released, and often the patch brings some major stuff like a new dino, new tools, new weapons, or tweaks/balance changes. Plus bug fixes and performance improvements. It really is amazing, and ARK is perhaps the first game were I truly feel Early Access is very appropriate not because the game is in rough shape (it’s not, at all), but because of how fast it changes and evolves. Playing the game itself feels like a wild ride, and being part of the game’s development is also an experience.

The server we are on is Official 30, feel free to ping me on Steam if you are interested in jumping in.

Posted in ARK | 6 Comments

CoC: Time for a little clan tune-up!

(Text by Delpez, and I agree with all thoughts/suggestions other than to attack down 1-2, I think if we generally improve we should still be able to hit our matching number, plus it causes less confusion overall)

As you guys have probably noticed, our war performance have declined over the last three or four weeks. In the past we used to smash rushed clans (we still do), beat clans of equal strength (it’s becoming 50/50) and put up a decent fight if the matchmaker screws us over (not the case anymore). I have some comments and suggestions on this, and would appreciate the clan’s views on the issue.

In my mind the problem is one of activity, both in wars and in general. Our war activity has been poor lately – in the last five wars we’ve missed 15% of our attacks. If I only count players who has opted in, that number is still very high at 10%. This means we are missing 10% of attacks by players who have actually opted into a war! I’m convinced that we’ll go a long way towards improving our war performance if we just sort out this activity, as there is no way we can compete against strong clans while missing 15% attacks.

I also see people waiting longer and longer to execute their attacks – sometimes with less than four hours to go we still haven’t executed half our attacks. A lot of players then squeeze both attacks into a small period of time. Although technically those attacks were made, they are often rushed and not planned out carefully. It becomes a bigger issue if you are a TH8, because as the war winds down there are less viable bases to attack, so you are forced to attack up. That won’t happen if you’ve used the twelve hour window to attack a base that is of similar strength. It also becomes really hard for TH9’s to plan a second attack if TH8 activity was low. TH9’s are supposed to clean up TH8 bases, but it’s difficult to decide which base to attack if a lot of TH8’s still have to attack (because you don’t want to waste an attack on an easy base). I know that sometimes you don’t have a choice – you might feel that your opposite base is too strong, or your heroes might be on upgrade, or sometimes real life happens. However, making your first attack within the first twelve hours should be the norm, rather than the exception.

As I’ve said, improving our war activity (overall and during the first twelve hours) will go a long way towards improving our war performance. There is also a second type of activity that is hurting us, and that’s general raiding activity. More and more players are not raiding anymore – doing only war attacks. There is nothing wrong with that, just understand that it will affect our war performance. I can see this in my own war attacks. When I just reached TH9 I was very active, and my 3-star percentage in wars was over 60%. Nowadays I raid a lot less, and that percentage has dropped to below 30%! I’ve not really moved up the war ladder – I’m still sitting around #10, and the bases I hit do not appear to be any stronger than before. It’s telling that my 3-star percentage started dropping when I began playing FFXIV – so blame Syncaine!

War attacks are hard; this is true at all levels but especially at TH9 and TH10. Not only do you have to execute a lot of actions very accurately in a short period of time, you also have to make decisions on the fly when the unexpected happens. Most of these skills are honed by raiding, so if you only execute four war attacks a week your skills will suffer. I can see three solutions to this problem. The first is to force people to raid – this can be measured in their experience level. I’m not a fan of this, mostly because I myself are not raiding much these days, but also because that would push us firmly into the territory of a hardcore clan. Just understand that as general activity decreases, we will basically become a social clan that will struggle in any tough war. Secondly, we can execute easier attacks first up. At TH9 GoWiPe and GoWiWi attacks are easier to execute than LaLoon or Hogs, but the 3-star percentages are also lower. However, from where we are now I will take solid 2-stars all day over the failed attacks with an occasional 3-star we are getting with Hogs and LaLoon. Finally we can attack down. The decision to attack our opposite number was made at a time when most players were active and we were all improving. If we settle for a more social setup it might make sense to start attacking down.

To summarize, I believe we can do the following to improve our war performance (I have included some points that was not discussed in detail, but are also quite important):

Get your first attack in as early as possible, and if you don’t plan to attack early state so in clan chat so someone else can take your base.

All TH8’s should try to complete both attacks two hours before the war ends. I know this is not always possible, but it would assist TH9’s a great deal when deciding which bases to clean up.

At TH8, get access to GoWiPe, Dragons and Hogs. The days are long gone where dragons were enough to be effective in a war. These days we struggle against any clan which prepares for dragons, and to a lesser extent GoWiPe. That’s why you need all three attacking options, as it’s very difficult for a TH8 to build a base that defends against all three.

Know how to execute your attacks! There is no point in having access to Hogs but not knowing how to execute a Hog attack. There are exceptions to every rule, but most LaLoon and Hog attacks should follow a similar pattern. You’ve GOT to deal with the CC and Queen before you release your Hogs or LaLoons. Nine times out of ten the CC and especially the Queen will ruin those attacks, so your first order of business is to take them out. Most players try to deal with the CC, but not everybody realizes how key the enemy Queen is for Hog and LaLoon attacks. So bring a golem or two, some wizards and both your heroes to take out the Queen and CC BEFORE the main attack starts. Btw, this step is not as critical with GoWiPe(Wi), which is part of the reason why those attacks are easier.

If you are struggling with LaLoon and Hogs (or are facing a tough base) don’t be ashamed to Town Hall dive you opposite for a 2-star. GoWiPe(Wi) is preferable to dragons, because it’s more powerful and reveals more traps.

Maybe we should attack one or two down first up? That would mean sacrificing some stars at the top, but those bases are usually very hard in any case. Also, our last couple of players would have to wait for others to attack before they can join in.

And finally, the only hard rule I would have. If you opt into a war you must use both attacks. As before, life happens and sometimes you miss an attack due to unforeseen circumstances. However, this should not become a trend. There’s nothing more demoralizing than being invested in a war, following the attacks and donating a ton of troops, only to lose because our activity was poor.

Any idea, thoughts, suggestions?

Posted in Clash of Clans | 15 Comments