Delving Abyssus

Good Morning Folks. Yesterday was Labor Day here in the United States and since both myself and my friend Ace were off we hung out doing some multiplayer of a new rogue-like game. They had discovered this one and were having quite a bit of fun with it, and I opted to pick it up so we could test the multiplayer out. Essentially you are a diver and you are exploring underwater ruins filled with baddies. It is essentially a first person shooter with the ability to collect upgrades while in the ruins to tweak your weapon load-out. By default you start out with an auto cannon with two fire modes, one of which causes your weapon to overheat for short periods of time. You also have an ability slot which starts out by default with a bundle of explosives but can be upgraded over time to be other things. So far we have only unlocked the Turret as an option, but it seems like there are a few more that we have not unlocked yet.

Each level has a sequence of different monsters to fight, before moving through a gate to the next area which locks the door and spawns another set of baddies. As you delve further into the ruins you encounter different biomes. The first are essentially what looks to be an old temple filled with vaguely nautical themed robots. There are these dragonfly camera looking things that dive bomb you when they get low on health, and a fast moving robot that we lovingly refer to as the roomba that shoots towards you dealing damage if it hits you. There are more ape like creatures that jump on top of you and another that creates shock waves that you have to jump over. Essentially there are a bunch of different types of mobs that you have to deal with individually and it can get really hectic when it is all thrown at you at once. Occasionally there are group objectives like “stand on the plate” to fill a bar… which is massively challenging because it often puts you out in the open and you both have to be standing on it at the same time to get any progress.

Every few stages you encounter a mini-boss that has its own arena. This is the second boss that electrifies areas of the floor and also likes to hop directly on top of you. We faced him a few times but only beat him in a run where we both managed to get to the boss room with multiple stimpacks and also a bunch of complimentary power ups. The first boss got to the point where we could down it pretty easily, with the only real frustration being that we had to hide from a beam that shot out from the boss towards both of us at the same time. The only time things got really tricky is when we inadvertently ended up on the same side of the arena because so long as we could split the incoming mobs up between us it was pretty easy to deal with things. You have a double jump attack and a dash, which can be used to air dash… both of which make traversing the arenas interesting and are a godsend for avoiding attacks.

Killing a boss drops these things called Soul Fragments, which can then be spent on upgrades on a talent tree. The first points that I spent were on the ability to have more than one stimpack. After that I started pouring points into my basic weapon attack, because that seems to be the thing that I am using the most. When I got to the second tier of points they began costing two fragments per point. In theory you are building out your character and I do wonder how many points total you get to spend, or if this is just something that you can farm indefinitely. Like could you do runs of the first boss over and over and eventually chip away at improving your character? I essentially only played through the tutorial and then immediately started group play, so I will need to play some more of this solo to test out that theory.

At various places inside the ruins are static spawns for upgrades. For example the Engine Rifle is the default load out that you begin the game with but after beating the first boss you can find a shotgun. After being the second boss we found the turret to replace the grenades. Inside the ruins are various chests, both locked and unlocked, and I found a few weapon component upgrades in these. One of these for example changes my alt fire from a full auto minigun, to a single shot that knocks enemies back away from me… but deals a lot of damage with that single hit. I started using that as my secondary fire because it was super effective at dealing with the roombas, and was great for debuffing targets when you get certain upgrades.

One of the things that I really dig is that while there is a listing of all of the achievements that you have unlocked… there is also a physical room where you collect them all. It is like this museum of artifacts that you are bringing up from the depths and each one of them represents some objective that you completed. I figure this is going to look really cool once I have finished more than a handful of these. There were also bonus objectives that we found while completing some of the areas, like not getting hit for a certain number of arenas unlocked a bonus special chest. There are also keys that you can find that can unlock random chests and doors that lead to vendor rooms. Gold is a thing that you collect during your run and when you find a vendor you can buy additional upgrades.

We essentially made it to the second biome… but the bottom fell out at that point. We fought these giant frog like creatures and all of them were super annoying. There were frogs that were floating on a cloud of frog eggs… that flew around the arena healing things. There were grenadiers that would flood the area with bombs that you had to avoid, and others that fired off blow darts in a fan pattern that you essentially had to time a jump over. Given time we will probably get as used to these mechanics as we did the first biome, but it was around this point that Gracie demanded that I hold her… so we called the adventure. I had a heck of a lot of fun and honestly I want to see if I can wrangle two more players and see how the group mechanics feel with a full team. I am hoping that the stand on the plate mechanics are way less onerous when there are more than two players. Also resurrecting players would be easier if the mobs did not immediately swarm the one who was still alive.

The game is $25 on Steam and is a very competent shooter in its own right. If you are looking for something fun to play with friends, I highly suggest giving it a shot. The vibes are immaculate.

AggroChat #354 – Cyberpunk Diablo

Featuring:  Ammosart, Ashgar, Belghast, Kodra, Tamrielo and Thalen

Tonight we start off with Bel confessing his love for a class that he never expected to like in FFXIV, the Dancer.  From there we talk a bit about FFXIV in general and how weird the Bozjan Front is.  Tam shares with us a game that is actually way more in the wheelhouse of Bel, Grace, and Thalen and is effectively Cyberpunk-themed Diablo.  The Ascent is a game that was shown at E3 and actually the final product is pretty great.  A topic that has been hanging on the list for a while is some discussion of Civilization 6 multiplayer and contrasting it to previous versions of the game.  More specifically Kodra shares his experiences playing with asymmetrical difficult levels.  We talk a bit about MTG Arena leaning into its computer game nature and doing some things that absolutely would break paper magic.  Finally, we talk about the board game Bullet Heart.

Topics Discussed

  • Final Fantasy XIV
    • Dancer
    • Bozjan Southern Front
  • The Ascent
    • Cyberpunk Diablo
  • Civilization 6 Multiplayer
    • Asymmetrical Difficulty Settings
  • Magic Arena
    • Historic Horizons
  • Bullet Heart

Fail Drafting with Bel

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The first I learned this weekend are that the Quick Draft format in Magic the Gathering Arena is extremely enjoyable.  The second thing I learned this weekend…  is that I am pretty horrifically bad at drafting a set I didn’t spend much time playing at all.  The third thing I learned is that even if you suck at drafting… it is still a pretty reasonable way to pick up cards for doing other interesting things with.  If I am doing my math correctly…  I walked away with 45 cards that I picked out during the draft and at least 8 cards that I got from the pack that I won just from participating in the draft.  Especially if you are trying to work towards something in particular this seems like a very efficient spending of your gems.  Ultimately you are getting over 1200 gems worth of cards for 750 gems if you want to think of it in those terms when you are talking about total number of cards gained through the process.

Granted by drafting you are not putting any points towards your next vault opening and there is no chance of getting wildcards other than through any of the 8 card normal packs you win in the process.  I drafted a grand total of three times this weekend and failed miserably in all of them with the best I managed to do ending up with a 3 and 3 before finally washing out.  There was one where I did not manage to win a single match but even then I walked away with a handful of gems and all of the cards that I managed to draft in the process.  The event however sadly ends in roughly three hours as of the time of making this post.  I am hoping that they might do this as a weekly thing and offer up a new set each week for drafting.  Surely they have enough information on Ixalan to make this work, or it would be a truly great way to introduce Kaladesh as they have already stated they are going to soon.

Ultimately Arena scratches the Magic itch for me especially if I can ever get reasonable at formats like Draft and be able to craft decent decks.  A large part of the issue I have is that I am not really playing a lot of magic, and have been more of a collector for the last several years than someone who actually sits down and plays on a regular basis.  I am trying to stoke a bit of a Magic culture at work, but it is really difficult for me to find a time or a place to sit down and play.  Sure there are shops I could go to Friday Night Magic at…  but I don’t even have a deck that I would feel really comfortable playing in such a location because it feels like I have been out of the game so long.  There was a time where I could look at a card and immediately think of all of the possible combos for it…  and that time has passed.  Largely I need to build back up that muscle memory and the only viable way for me to do it… is by playing lots and lots of Arena.  On the positive side…  each time I sit down to play it I seem to get completely engrossed in the game and completely lose track of how many matches I have ended up playing.

Watch Fail Drafting Hour of Devastation with Belghast! from Belghast on www.twitch.tv

If you are curious and want to see me fail-drafting you can check out the VOD over on Twitch as I streamed most of it.  I accidentally cut off towards the end…  but I had honestly forgot I was streaming at that point so you are not getting much in the way of commentary as the progression continued on.  Chestnut hung out with me for a bit but that was really the only person I had in the stream and even then I think she was mostly afk cleaning house as she said.  When I don’t have people interacting with me I sometimes forget I am actually streaming and you end up with me falling back into silence.  Anyways… if you want to see what the format is all about you can at least watch how the draft part works at the beginning.  I need to sort out why none of the music I had playing was coming through on the stream.  If you want to see someone significantly better at drafting…  you should also check out Kodra who was my inspiration to stream the draft (because he did it earlier in the day).

Watch Magic the Gathering: ARENA from Kodra22 on www.twitch.tv

MTG Arena Economy

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Last night I spent a tiny bit of time in Magic the Gathering Arena because they unleashed the new Dominaria expansion.  The funny thing is the digital version of Magic got Dominaria long before I actually got the box that I ordered.  If you currently have access to Arena just the act of logging in gets you three packs, and once again remember these packs have 1 rare/mythic, 2 uncommon and 5 commons…  and or a combination of wildcards.  Wildcards as always can be traded in for any card you are missing of that rarity and they do not appear to be set dependent.  This means that more or less you seem to be able to bank them and then turn in a bunch of them any time you want to build a deck.

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The other thing that went in yesterday was the ability to spend money and buy the intermediary currency of Arena…  Gems.  There are two currencies in the game…  Gold that you earn by completing quests and such and Gems that you plunk down hard earned cash.  The prices range from $4.99 for the first pack of 750 gems making it roughly 150 gems per dollar all the way to 20,000 gems for $99.99 making that 200 gems per dollar spent.  The thing that concerns me the most at this point is the fact that MTG Arena is a beta and I have yet to actually find any place that talks about whether or not there will be a wipe before launch…  and if there is one if money spent will be refunded.  This is the biggest hurdle for me personally against spending any money at all…  because I would really like assurances that I would at least keep the value of that purchase even if I don’t keep the cards.

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Now we get into the prime thing you can buy with your gems…  packs of cards.  At the 45 and 90 pack range you get what was the Dominaria buy the box promo card…  making me think that they consider 45 packs to be the equivalent of a 36 pack Magic the Gathering Booster Box.  I did some nonsense via spreadsheet before I actually noticed that there is a post on the forums with pretty much all of the economy elements outlined.  As it stands the only scaling is on gem purchases…  where the more money you spend the more gems you wind up getting per dollar.  At the high end of buying 750 gem packs that places the price per pack at $1.33 and if you are buying on the low end at 20,000 gems the price per pack drops down to $1.  That means 45 packs would be $59.88 buying 600 gems at a time and $45.00 buying 20,000 gems at a time…  similarly the gigantic 90 pack bundle comes out to $119.76 and $89.99 respectively.

For an economy reference… Hearthstone buying in the smallest package ends up being $1.49 per pack and in the largest package $1.16 per pack…  for 3 fewer cards each pack.  The biggest problem with each and every gem pack is they do not exactly sync up with the dollar amounts meaning you are going to have a remainder of gems that are not really usable for the purpose of buying packs.  Contrasted again with Hearthstone there is no intermediary currency so you always know what you are getting per dollar spent regardless of some nonsense exchange rate.  My friend Toadchild also did some math and figured out that the most efficient way to purchase cards if you wanted the maximum number of packs for your gems…  would be 1-45 card pack, 2-15 card packs and 4-6 card packs giving you a total of 99 packs for 19,800 gems.  This still gives you an annoying remainder of 200 gems though in the process.  If you are curious about the full range of nonsense here is the google sheet I was working things out in.

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Other than just the ability to purchase cards for cash…  they implemented the beginnings of a draft mode.  Quick Draft however is not the pod drafting you were expecting however and instead something significantly different.  Effectively when the event is going on you can enter the draft at will and be placed up against some AI that drafts with you.  This apparently gives you the ability to leave the screen and return to your matches later any time while the event is active.  The buy in is going to be 5000 gold or 750 gems… aka the $4.99 pack and rewards you a blend of cards and gems in prizes.  Essentially you keep anything you draft into your collection and have the possibility to win additional prizes if you get to 7 wins before you get to 3 losses.  Draft packs have the same distribution as tabletop giving you 1 rare/mythic, 3 uncommon and 10 commons making it a more familiar format for those who have drafted before.  The prize support breakout looks a little something like this…

  • 0 Wins: 50 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 1 Win: 100 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 2 Wins: 200 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 3 Wins: 300 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 4 Wins: 450 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 5 Wins: 650 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 6 Wins: 850 gems, 1 to 3 eight-card boosters, and all the cards you drafted
  • 7 Wins: 950 gems, 1 to 3 eight-card boosters, and all the cards you drafted

The boosters are all listed as a “Chance for Extra Boosters” but there really isn’t any particular information surrounding that…  maybe if you go 7 and 0 you get 3… or 7 and 2 you only get 1.  This isn’t really clarified that I saw.

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The other thing that went in is Quick Constructed which is effectively a tournament in a box allowing you to hop in and play in a competitive structure with prize support.  The buy in here is 500 gold or 95 gems and has significantly more meager rewards primarily allowing you to gamble your gold for the chance at winning your 7 and getting it doubled in the process with a few randomized cards in the process.  This would feel better were it not for the fact that they completely removed random card rewards at the end of winning a match, meaning this is now your way for getting that sort of thing.  I actually loved the whole get a random card after you win thing… because it sorta felt like an Ante card even though that concept is an element of a bygone era.  For those interested the prize support structure looks a little something like this…

  • 0 Wins: 100 gold and 3 individual Uncommon cards
  • 1 Win: 200 gold and 3 individual Uncommon cards
  • 2 Wins: 300 gold and 3 individual Uncommon cards
  • 3 Wins: 400 gold and 3 individual Uncommon cards
  • 4 Wins: 500 gold, 2 individual Uncommon cards, and 1 individual Rare card
  • 5 Wins: 600 gold, 2 individual Uncommon cards, and 1 individual Rare card
  • 6 Wins: 800 gold, 1 individual Uncommon card, and 2 individual Rare cards
  • 7 Wins: 1,000 gold, 1 individual Uncommon card, and 2 individual Rare cards

In a worst case scenario you spent 500 gold and got back 100 and 3 common cards.  In the best case scenario you spent 500 gold… doubled it and got back 2 rares and 1 common.  Unlike draft this is not an AI mode and you are playing against players.  They suggest that this is game mode primarily for players who have already completed their daily quests and are looking for a way to get more goodies.

All in all I am mostly happy with the economy of the game so far.  It seems rather reasonable especially if you contrast it with paper magic.  For your dollar you are getting way more value out of Magic the Gathering Arena both in the sheer number of rares and uncommon you get per dollar and the fact that wildcards exist.  Wildcards and stockpiling them seems to be a really good way to prepare for the oncoming release of a new expansion.  As it stands right now…  I could sit on my stash of mythic and rare wildcards and then the moment the next expansion releases buy everything outright that i need to make a deck work.  Cracking packs is always going to be fun for me personally, but for players who would rather just buy what they need… cracking packs becomes a way to get those much needed tokens to finish their custom “brew”.  The only concern I have is that since this mode seems so much more equitable to the player…  what will it ultimately do to the physical hobby?

[UPDATE]

I got a response back from Wizard of the Coast support and the plan is to return the spent gems to your account when it goes live.