Dead Rising in Desert

Finishing The Spire

Screenshot_20140416_220811 One of the things I love the most about Elder Scrolls Online is just how epic their zones feel.  Last night I finally wrapped up Rivenspire and I had literally working my way through the zone for over seven days of serious playtime.  At this point according to Raptr I have logged 113 hours of playtime at am just now level 36.  When is the last time a game has managed to offer that much gameplay for the same level?  I don’t want to embark upon spoilerdom but Rivenspire introduced me to a new cast of characters, with their own epic conflict.  Some of them I really liked, and hope to see again as the overall storyline progresses.  As I am writing this post I am listening the Castlevania: Syphony of the Night soundtrack, which seems fitting.  Rivenspire is a zone about a battle against evil vampire overlords, and somehow they made the entire experience feel fresh with a few interesting plot twists on the standard mythos.

What is even more awesome is in wrapping up the zone… you are left with a feeling of unease.  In Elder Scrolls Online you never quite “get the girl and save the kingdom”.  There are always uncomfortable consequences that arise from your sequence of choices… consequences that you know you will have to life with in later zones.  I am not at all at ease with the final decisions that lead to me finishing the Rivenspire.  I most definitely saved the day, but I wonder at what cost.  I fear what the ramifications will mean to the overall fate of Tamriel and Nirn as a whole.  In any case I get to say good buy to the brooding and moody Rivenspire for the time being, and venture forth into the blazing deserts of Alik’r at the personal favor of Queen Maraya.

Dead Rising In Desert

Screenshot_20140419_000750 Another thing that I have always loved about the Elder Scrolls franchise in general are the unique little quirks that all of the races have.  The Bosmer for example strictly abide to the green pact, which states that they cannot harm any plant life.  This has the interesting side effect of making them strict carnivores… and on occasion cannibals.  As we move into the deserts of Alik’r we find that a necromancer has raised an army against the capital city of Sentinel.  The problem is… for the Redguard they revere their ancestors so much that they believe it is sacrilege to strike down the risen dead.  This means as you arrive at the docks of Sentinel it is being overrun by Ra-Netu (zombies) and the Redguard are unwilling to defend themselves against the ravening horde.

As a foreigner you save the day by doing what they cannot and will not do… strike down their ancestors.  So far this has given the quests I have completed in the Sentinel area a “call to action” feel, like everything I am doing is all the more urgent.  It is a bit of a refreshing change from the otherwise meandering zones I have experienced.  I am sure once I have left the immediate sentinel area the aimless wandering will begin again.  In truth it already has a bit, I realized I had been killing zombies for 45 minutes at one point yesterday and had no clue at all what objective I was supposed to be doing.  I had a similar moment happily bouncing from assassin beetle to assassin beetle, so the zone is definitely prone to my random fits of bloodlust.

Potentially Lovely Day

Landmark64 2014-04-13 22-04-40-22 I need to wrap this up because it looks to be a lovely day out in the real world.  I was off work yesterday, and while I enjoy lazing around immensely… I didn’t get much walking in.  So hopefully today we can go out and do something that involves copious amount of walking to make up for the fact that I closed the day yesterday with only 2 dots on my fitbit.  My wife and I have both experienced this moment recently where we have hit a plateau, but have greatly increased our exercise.  I think we are essentially swapping fat for muscle, and that eventually we will begin to lose weight again.  At the very least I hope that is the case, I have noticed that I have a lot more definition in areas I didn’t really before, and I seem to still be losing inches by the fact that I keep having to synch my belts tighter.

I wanted to post a real quick reminder to pay your upkeeps in Landmark.  I just logged in really quickly to check on that while writing this post and found I was 9 hours from losing my claim.  I’ve had numerous friends who have lost their claims and have simply abandoned the game because of it.  I highly suggest you log in and check on it just to make sure you have plenty of copper to pay the fee.   I’ve put a ton of work into mine and roughly 600,000 stone so far and it would have been devastating to lose all of that.  Granted when you lose your claim they do template the entire structure, but I have had numerous issues trying to place a template that large, needless to say I managed to get a pretty choice spot in the world and I would hate to lose it.

#ElderScrollsOnline #ESO #RivenSpire #Alik’r #Landmark

Elder Scrolls Online Ability Primer

Debt of Knowledge

eso 2014-04-13 11-41-22-20 One of the things I have been encountering in Elder Scrolls Online is that the game has an extremely steep learning curve.  There are certain things I take for granted since several of us have literally been playing this game for well over a year.  We all had the same moments the newer players had, where we got our asses handed to us by a mudcrab or a wolf or encountered that first boss that we just could not push past.  Thing is the game has a set of skills that have to be mastered and pushed to almost muscle memory.  Most MMOs you can get by with simply swinging your weapon blindly at the target and hoping for the best.  This is not the case for Elder Scrolls Online, and this morning I am going to try and outline some of these abilities and some strategies I have developed to make sure they work as expected.  I had hoped to accompany each of these with a screenshot, but alas the servers are undergoing maintenance this morning.

Paying Attention to Combat

The most important tip I can give is to pay attention to everything that happens in combat.  All mobs have a “tell” when they are about to perform a specific kind of attack.  If you learn these tells you can figure out what they are about to do and set up accordingly.  This is a fundamentally different concept from say World of Warcraft where monsters tend to cycle through the same animations regardless of what they are going to do.  For example the crocodiles in the game have a pretty heinous tail swipe attack that you need to get out of range for.  Shortly before doing it every time they will scrunch up a bit, bending at the center of their body.  Knowing this gives you plenty of time to run out of the arc of the attack which has a very short cast timer.  This becomes extremely crucial when you start encountering packs of mobs that employ “group tactics” with healers and tanks and ranged dps.

Blocking Power Attacks

The most critical ability is blocking power attacks.  When a mob is about to set up for a power attack beige rays of light will start radiating around their body.  In addition they will be setting up some attack animation like performing a large weapon swing.  Generally speaking if you do not block a power attack you are going to die.  Maybe not immediately, but it will almost always take enough health that it puts you in a severely compromised state.  This means you need to block EVERY power attack to be successful.  In order to block the default control is to hold down your right mouse button until the animation has completed.  The trick here is that blocking takes stamina, so you have to make sure you have enough stamina in reserve to always be able to block a power attack.  If you successfully block the attack, and it is not a boss type encounter… you will place the mob in an “off balance” state that I will cover later on.

Interrupting Spell Casts

While you cannot interrupt a power attack, and simply have to block it… there are some abilities you can interrupt and you should as often as possible.  When a mob is casting an ability that is interruptible red rays of light will begin radiating from their body.  Often times this will be associated with a red telegraph on the ground, but I will cover those shortly.  Pressing both the right and left mouse buttons at the same time will interrupt the cast.  I however find it difficult to time pressing both at exactly the same time.  What I do instead that works so much better for me is to hold down my right mouse button like I am performing a block, and then simply tap my left mouse button while the right is held down.  This will correctly perform an interrupt move and stop whatever spell is being cast.  Successfully interrupting a spell cast will place the mob in an “off balance”state similar to blocking… if the mob is not a boss type encounter.

Moving Out of Red Stuff

Wildstar was the first game I had played that actively used the term “telegraph” to describe the various visual overlays that appear on the ground to indicate that the mob is just about to do something.  For lack of a better term for this visualization method… I am adopting it from this point on.  During various encounters when a mob is just about to do an ability a red telegraph will appear on the ground.  You should not be standing in this red field at all costs.  This means you either need to interrupt the cast if the mob has the red rays of light radiating from it… or simply move out of it.  There are lots of different versions of this telegraph mechanic, sometimes it is a cone shape, other times a long line, and more commonly a giant circle.  In all cases you should not be standing in whatever is about to happen.  Many of these you can block, but it is always best to simply move out of the red until you know for certain which mobs abilities can be reliably blocked.

Dodging

But you are saying to yourself… sometimes I can’t move fast enough to get out of the red stuff.  Thankfully Elder Scrolls has an answer for your.  They have implemented a dodge mechanic that many “action mmo” players will recognize.  Essentially this can be performed a few ways but the default action is to double tap one of your movement keys.  You will perform a short dodge in that direction.  While you are in the dodge animation you are immune to damage briefly.  This means you can use dodge to get through traps, and out of puddles even if the effect has landed.  Personally I find it damned near impossible to time a double tap of a movement key reliably.  Thankfully for someone like me Elder Scrolls also has an option to set a keybind.  I currently have dodge keybound to middle mouse button.  If I click it while standing still it will perform a backwards leap.  If I click it while moving in a direction, it will perform a dodging roll in the direction I was last moving.

Exploiting Off Balance States

So I talked about “Off Balance” states a bit earlier and said I would get into that later.  It is finally later.  Every so often you will perform an ability that places a mob in an “off balance” state.  You can tell this by the fact that the mob will have the standard Final Fantasy/Street Fighter “dizzy” animation with head slumped and swirly bits over its head.  This means a few things, firstly that mob will not be attacking you until it recovers, and secondly you can exploit its compromised state with a power attack.  While the mob is “dizzy” performing a power attack will knock it down.  How does one perform a power attack?  Skip down to the next bullet point for that one.

Power Attacks

Power Attacks are extremely useful, especially as a “from stealth” opener.  To execute a power attack you hold down your left mouse button as your character does an extended animation ending in a stronger attack.  How power attacks work greatly depends upon the weapon you are using.  Some of them are far more valuable than others, but remember in using a power attack there is always an opportunity cost associated with them.  Some builds will favor them greatly, and other builds will favor the faster light attacks.  Your mileage may vary.   I personally only really use them when the mob is in an “Off Balance” state to get the free knockdown effect.

Knockdowns

You can exploit and “off balance” state with a power attack to knock down the mob, but there are also lots of other abilities that have a knockdown effect.  As a Dragon Knight I have an ability Stonefist that will knock whatever mob down it hits.  Why this is useful is that it is the only way to actually stop a mob from firing a power attack.  Additionally if you time it just right you can use a knockdown to interrupt a spell cast.  Stonefist for example has a slightly longer than melee cast range, which means I can use it to interrupt casts on mobs that are not within the range of my normal interrupt ability.  The big warning with knockdowns, is that in general boss type encounters are immune to them.  Some of them will not be, and in those cases I highly suggest you exploit the hell out of that fact.

Breaking Crowd Control

One of the things you will encounter that is frustrating in Elder Scrolls Online is that the game has a lot of snares and crowd control… and that they are all very long.  The reason why it is “okay” for a game like this to have such long CC is that every player has a quick and easy way to break free.  You have two options at your disposal and I will cover both.  The first and probably quickest is to simply dodge.  Dodging frees you of crowd control effects and negates any snares that you might have on you, letting you go in a direction of your choosing away from the encounter.  The second option is the actual “CC Break” ability.  It functions just like interrupting a cast and you perform it by pressing down both mouse buttons at the same time.  Again like I said earlier I find this maneuver difficult to pull off with precision timing, so instead I employ the “hold right mouse button and tap left mouse button” alternate maneuver.  You should try both and see which is easier for you.

These Are the Basics

In most MMOs you can ignore the tutorial and just get straight into the combat and pretty much “figure it out” as you go along.  Elder Scrolls Online is not that type of game, and while you are running around Cold Harbor it makes attempts to teach you how these abilities work.  However there are a number of them that it doesn’t cover at all.  The problem is that the game expects you to be fluent in ALL of these techniques pretty much by the time you hit your first “guild quest” encounters.  Doshia and Gutsripper both completely wreck players that do not have ALL of these things firmly under their belt.  My hope in writing this little primer is to help bridge the ability gap that players coming from traditional MMOs have coming into the Elder Scrolls Online.  I am by no means a master at all of these, and I will occasionally screw up… and pay the consequences with a death.  However knowing all of these abilities will leave you better prepared for whatever the game has to throw at you.  Like I said above, after awhile all of these things become muscle memory and you just start performing the right thing at the right time without really thinking about it.

#TES #ElderScrollsOnline #ESO

Big Dumb Broforce

Happy Friday

At the very least, Happy Friday to me!  This is the last day of my week as we have Good Friday off tomorrow.  I plan on spending the day in a near vegetative state playing Elder Scrolls Online and likely streaming quite a bit of it.  It seemed like today was going to be a day I could wrap up the loose ends.  I have a bunch of projects that each need a few hours of undivided attention to finish up the last bits of coding.  The problem is I am constantly getting interrupted at work by “fly bys” when some random person comes by to ask a question.  Looking at my calendar it was completely clear, so I thought I would be leisurely listening to the ESO soundtrack and working through the last bits of these projects.

WRONG! I generally check my work email a few times a night, and right before bedtime I noticed I had been invited to a meeting to discuss hopefully the technical details of a new project.  Then I panned down and noticed the time.  There is a special place in hell for people who schedule 12 am to 1 pm meetings.  Sure enough this damned vendor had done just that, so now I have to give up my lunch hour to listen to some vendor do a sloppy job of trying to explain the technical requirements of their product.  I hate vendors…  mostly because where I work the relationship of vendor and customer seems to be completely backwards.  We always end up having to jump through hoops to meet vendor needs… when it should be the other way around.

Big Dumb Broforce

Broforce_beta 2014-04-17 06-13-57-71 One of the things that I lament about modern video game design… is the attempt to make them feel like interactive movies.  While I can appreciate the craftsmanship of the Mass Effect series, it is not the type of game I want to play every single day.  I like blowing things up, gibbing bad guys and generally saving the day.  I have massive amounts of notalgia over the big dumb games of my childhood.  Nobody really gave a shit about the storyline in Double Dragon, because mostly it was completely incoherent.  However we did know the bad guys by name and enjoyed punching them repeatedly.  The name Abobo still sends an irrational amount of fear through me.

Broforce_beta 2014-04-17 06-16-34-23 Broforce is basically one of these games with a storyline that is basically an excuse to blow a bunch of stuff up.  The game is very reminiscent of Metal Slug, another title that I absolutely love, with a few significant tweaks.  The gameplay is very similar, go through the map rescuing prisoners of war.  The twist is each time you rescue another prisoner, you gain an extra life and then transform into that prisoner.  This gives the game a huge cast of characters, all of which have extremely unique abilities.  In the above shot I ended up playing as J from Men in Black… known in this game as “Bro in Black”.  All of the various characters have been given bro names like “Brobocop” or “B.A. Broracus”.

Broforce_beta 2014-04-17 06-18-41-32 At the end of each sequence of levels there is a boss fight, this one is a helicopter that alternates between dropping bombs and firing a chain gun at you.  What makes it difficult is that both NPC weapons and your weapons can destroy terrain.  Meaning pretty quickly you are running out of places to stand.  One nifty tip that I have noticed is that the platforms the flags spawn on are indestructible, meaning you can use them as a shield when the bomb phase starts.  All of this said the gameplay is just infectious.  I’ve played roughly an hour so far, and am really enjoying myself.  The only thing that I find frustrating is that not all of the “bros” are created equal.  Some of them like the MacGyver clone are extremely situational.  It reminds me of playing Castlevania and getting stuck with the wrong alternate attack right before a boss fight.

Broforce_beta 2014-04-17 06-14-48-16  The one thing that would greatly improve the experience for me is the ability to swap back and forth between the bros you have rescued.  That would make the gameplay feel more strategic and less random.  Even in the modern Castlevania games you got a second chance to swap back to the weapon you had before.  It is bad enough that if I get MacGyver I tend to just suicide out to swap to a new character.  Playing mad bomber is just not as fun as it seems… even though his bombed turkey attack is hilarious to watch.  The game is available through steam early release, but it feels pretty damned complete to me.  If you like mindless shoot-em-up game play, I highly suggest you give it a look.

Wandering Rivenspire

Screenshot_20140416_220811 The rest of the night I ended up working on the various quests in Rivenspire.  This zone might be my nemesis, not because I don’t like it… but maybe that I like it too much.  I find it nearly impossible to focus while wandering around a landscape full of vampires.  I end up falling into vampire hunter mode and spending large amounts of time slaughtering the undead without really knowing I have done it again.  I desperately tried to stay focused last night and follow the quest chains.  I managed to ding 32 and at this point I am no longer getting drops from most of the encounters around me.  It seems like if you are not within five levels of the encounter it becomes trivial and stops dropping anything meaningful.

I am however using the opportunity to loot everything I see, and feed the cooking mats to Kodra and Sylladora depending on the level of the material.  I hit a lucky streak last night and managed to get both the Breton and Argonian racial motif books.  The Argonian one is still looking for a home by the way if any of my guildies need or want it.  A few days ago I managed to get an Imperial motif book, so they do apparently exist for everyone concerned the only way to get imperial gear was through the collectors edition.  I managed to find a buyer for it and got 10,000g… which I figured was pretty damned good considering that the other motif books started out around 2,000 and have quickly dropped to 500 as the market has become flooded.

For awhile I was trying to broker a trade for either the Barbarian or Primal racial motif, however I have heard they are pretty common drops in the veteran levels.  That ancient elves and daedra are far more difficult to find.  I figure getting the gold while I can for the imperial book was the best course of order.  Like always I am in a relative state of poor in this game, but I need to begin saving up for my fast pony.  I might have to give up on deconstructing everything I see and just start selling it to make a profit.  My biggest concern right now is that I am several levels ahead of the zone I am in… and this just seems to keep getting worse as I move upwards.  I just find it impossible to move on past a zone until I think I have gotten everything out of it.

Interesting Footnote

It seems as though I am going to be on two podcasts this weekend.  I will of course be recording the second episode of AggroChat… which I am looking forward to.  We have several topics that we may or may not get around to discussing.  It should be a fun time for me at least either way.  The second however is that I will be guesting on the Multplaying.net podcast.  So keep watching their site for the file because I am sure it will be a fun time.

#ElderScrollsOnline #ESO #BroForce #AggroChat #Multiplaying

Groupcraft Revisited

Dusting Off Skills

One of the very first features that got my blog noticed years ago was a series I called Groupcraft.  In it I outlined the general theory I take when trying to make a group happen out of thin air.  This was a process I had streamlined since when I first started trying to make groups happen back in Burning Crusade, and still continue to do this today.  This advice predates the existence of the dungeon finder tools, and even in a world where you can push a button and get a group… I still find most of it extremely useful.  Based on a discussion over on twitter yesterday, I feel like it might be time to dust off this topic and revisit it.  The Elder Scrolls online has grouping tools, but once again I find that a custom built group is far more successful as the queue times seem to be pretty extreme for anyone who is not a tank or a healer.

Taking Responsibility

Screenshot_20140404_220734 The very first step in the process is to take responsibility for your own happiness.  You can sit around in guild chat hoping a group will happen upon you and whisk you away to a dream land of epic loot…  or you can make one happen yourself.  Massively Multiplayer games are the refuge of introverts, and since I believe it or not am one of them…  this was a hard step for me to move past.  In other games I have hung out hoping things would evolve into a group… and then wound up disappointed when I pissed my night away waiting for it to happen.  In games like Everquest it was easier, simply going to a specific place in the world meant it was pretty easy for you to get into a group.  However in the post wow world this is just not something that works.

Be Specific

Screenshot_20140407_183815 It is simply unrealistic for you to expect that someone will form a group for you.  As a result you need to be the catalyst that makes sure the groups happen, and it really isn’t as hard as you might think.  Once you’ve decided you are going to step up to the plate and form a group…  you need to know what you intend to do.  This can be a pretty flexible mission of “run a dungeon”, but in doing so you need to know which one and what the requirements for that dungeon are.  The first dungeon you are likely to run in the Daggerfall Covenant is Spindleclutch.  It requires some kind of sturdy tank, some form of a healer, and then the rest of the party is pretty flexible.  By healer and tank, there are many different things that can work but they need to be able to take some damage and heal some damage.  Simply throwing a few points into healing staff is generally sufficient at least for the first tier of dungeons.

Surveying the Scene

Screenshot_20140416_060055 Now that you know what you want to do you need to lock down some people.  With the goal being Spindleclutch the sweet spot seems to be around level 14 with it technically being able to support people in the 12-18 range generally speaking.  While I took this screenshot from my own guild this morning when nobody much was on, you would hopefully see some names lit up and available.  What we are focusing on is the 12-17 section of the screen.  For example in Stalwart we have an entire screen worth of people to choose from.  If you can find at least four people on in the list then bam you likely have the makings of a group.  If you can find two or more, then you can shift focus and go do a public dungeon since those tend to be design for two or more players and are loaded with all sorts of goodies similar to instanced dungeons.

Communication

Screenshot_20140405_224903 This step is absolutely key to making your group work.  So many people simply broadcast to guild a message similar to “anyone want to do something?”.  These are NEVER successful, or moreso are only successful if the person on the other end is also trying to build a group.  Saying “I need one more person for Spindleclutch” is a bit more successful, but that still requires that someone is watching guild chat and comfortable in their own abilities to speak up and sign up for your mission.  What I find instead works so much better is to directly message players.  So if I were to be building this hypothetical group I would start pinging folks in the sweet spot with something like this. “Hey noticed you were in the level range for Spindle Clutch, going to be pulling together a group.  What roles can you fill?”.

At this point the player is going to do one of two things either say they cannot go, which is perfectly cool… or respond back with a list of roles they can provide.  You are already one step closer to a group than you were a few minutes ago.  I tend to just assume players want to run dungeons, and I skip the step of even asking if they want to go.  It might seem presumptuous but over the years I have come to realize that most players are waiting for something interesting to happen.  If you give them the opportunity, they more than likely will jump at the chance… unless they simply do not have the time to do “whatever” that night.

Lock Down the Required Roles

Screenshot_20140405_210040 Now comes the trickiest part.  We know that we need players between the levels of 12 to 18 with a sweet spot being around 14.  We know that we need a tank of some sort and a healer of some sort.  If you are yourself a tank or healer, it becomes a lot easier… as you need to only find the other half of the required roles.  As a more dpsy player you need to find two people before you have a viable group.  An instanced dungeon group cannot really happy before you’ve found both a tank and a healer, so those are the slots I tend to fill first.  Once you have locked down both positions, you have a viable dungeon group and can fill the last slots.  If you cannot find a tank or a healer remember you still have a perfectly viable public dungeon group.  Public dungeons are pretty awesome, and every one I have gone too has been a loot bonanza quickly filling my inventory.

Start Up the Group

Screenshot_20140408_195314 So at this point you’ve locked down the required roles, and identified a three other players who are ready to dungeon together.  One of the nice things about Elder Scrolls Online is that all that really needs to happen now is for a single player to zone into the dungeon.  At that point all of the other players can choose the “teleport to player” option which will pop them into the dungeon as well.  Hopefully your custom group will go smoothly.  However inevitably you will hit a snag, or a boss encounter you simply were not ready for.  I believe in a blame free dungeon environment, where you assess what is going wrong and try and fix it however you can.  Dungeons are hard, and they require complex skills.  Try and be open to assistance and provide blameless advise for what might be going on in the dungeon.  If you do all of these things, I think you are pretty much guaranteed an enjoyable night of dungeoning.

The fringe benefit of all of this is you begin to know more members of the guild, and what each player can bring to the table.  The more you do this, the easier it becomes to pull together groups on the spur of the moment.  You shift from feeling like you are forced to only solo, to being someone who has control over their own destiny.  The truth of multiplayer games is that the players generally would like to group up and do big things.  Not everyone has the time to do this all of the time, but folks come into this genre with at least the intent to do things larger than they can do on their own.  You just have to be willing to take your fate into your own hands and start the ball rolling.  Even today I get super self conscious at times when I step out into a new social environment that I did not bring with me a ton of familiar faces.  But this basic framework for making groups happen has never failed me.

Better than Dungeon Tools

Screenshot_20140414_195115 So I will throw out a final thought for the day before closing this up.  I first outlined my process for making groups happen in an era when we did not really have the grouping tools that exist today.  So this is the way you HAD to get groups, and relied heavily on social channels and guilds.  Now that we have role based dungeon tools… quite simply we have gotten lazy.  Building a group like this means you have to communicate with other players to make it happen.  The one thing that makes “pugging” so generally terrible is that players simply do not communicate freely.  How many times have you been in a pug and it is a silent train careening off the tracks?  No one is talking, and no one is trying to discuss what is going wrong.  The only time anything is said is when it is to curse out the tank or the healer for being “fail” at the game.  By talking to the players to form the group you have already broken down that crucial barrier to success…  communication.

Almost every game that has a “push a button, get a group” type tool also has other tools for you to try and build groups around.  So I always try and fill my groups the “old fashioned” way, and then if we are a single person short go ahead and queue us all together for the dungeon filling that last slot.  Even absolute assholes tend to behave better when they are out numbered in a guild group.  I feel like the modern grouping tools are best used to augment building a group from scratch.  Get as close as you possibly can to a full team, and then use the tool to fill the rest.  You can always pop into a public dungeon while you wait in the queue.  While I have mostly focused on Elder Scrolls Online, this general theory pretty much applies to every game I have played.  The most critical step is really telling yourself that you can do this.

#ElderScrollsOnline #ESO #GroupCraft #Dungeons