Desperately Seeking Mythril

Morning Folks! I’ve been cycling through a lot of games lately… namely because I am in a bit of a holding pattern waiting for Friday’s Path of Exile event to begin. I’ve also been working through a number of books in audio form, which means I can’t really juggle story content while also listening and enjoying a book. As a result, I have been playing through a number of mechanically enjoyable games where I either don’t need to see the story… or I don’t really care about the story. I apologize to all of the narrative team that I am certain is doing some amazing work New World… but I really do not care about what is going on with the story of that game. For me it is a big fun sandboxy crafting MMORPG nonsense fest and as a result it has been in this limited rotation of games that I have been spending time playing. I realized this morning that I had not really talked much about it.

The first cool thing that I want to talk about is that the game has an extremely robust appearance system, where you can essentially take any item you loot and convert it into an item skin that you can then apply to items freely. While I had a pretty large collection of skins from various Twitch drops and a handful of store purchases… there is one appearance that I really wanted. I hate the highest tiers of the Syndicate armor, because it is just some boring assed robes. However, I loved the mid-tier design that was just a nice simple armor with a purple Syndicate tabard over it. I liked this vibe so much that even though it was not the gear that I was wearing at the time, I had Ammo draw my character wearing it when I added New World to the site masthead. I can now run around in the game with something pretty close to this appearance permanently.

The only negative of the system is that you pretty much have to buy these from the in-game shop. It is roughly $2.50 for a single transmog token, which then can be used to convert a single item into a skin. I vaguely remembered them talking about these dropping out in the world as well when the system was first introduced, but so far the only two tokens I have found came from the free track of the battle pass system. This means that If you really want to convert large swaths of items into appearances you are probably going to be shelling out $20 at a time to pick up 10 tokens at the cheapest conversion rate. I’ve not been running dungeons, so maybe they are dropping there and I have just not encountered them. That said I have even gone to some elite areas and looted a few of those chests and gotten bubkis.

I’ve played through most of the content in the new area, but the piece that I have been focused on lately is trying to get all of my gathering abilities up high enough to be able to partake in the new resource nodes when I find them. Essentially everything in the game has been raised a tier so that you can take your character up to level 65… you can also raise all of your professions by another 50 points. The combat leveling was super straightforward and I blew past those levels well before finishing the campaign. The profession leveling has bit considerably slower and I need to get everything up 5 points to 205 to harvest the new stuff. For example, the above screenshot shows some Mythril nodes that I was way too low level to harvest… which made me sad. Skinning of course levels super fast because it is fueled by murder, but I have been roaming around some of my old world haunts to push up the rest of the professions.

I really like the new weapon type that was added to the game and have mostly been running around with Flail and Greatsword. I can’t say it does anywhere near as much damage as Greatsword does, but it is still fairly fun. I seem to have a One Handed Weapon and Shield Fetish when it comes to combat in games, and the Flail of course just furthers that fantasy. I still need many levels with the weapon but I have taken it up to 14 and unlocked a lot of the goodness. I opted to go down the tanking tree which should shock zero people who have read this blog for any period of time. I might at some point respec and play around with the cleric tree though as supposedly it gives you some ranged attacks.

The biggest improvement that I have seen has been in itemization and loot drops. What I would have considered previously to be “great gear” has been dropping like candy. I’ve seen many in world legendary drops and a ton of “named” item drops that come with fixed stats. All of the gear that I had previously was taken up to at least level 600 when the patch dropped, and now I am very regularly seeing upwards of 680 gear dropping. A new Artifact rarity tier of gear was added to the game and I’ve managed to pick one piece up from completing steps in the campaign, and another piece because I happened upon a group of a dozen folks farming a boss. Any time you see a cluster like that you might as well stick around and farm too… which netted a light armor chest. I do not fully understand how artifact gear works, but it appears that it can be configured at least somewhat by the players.

I think my focus in the short term is going to be to push my trade skills up a bit so that I can start crafting some nice upgrades. When I last played the game I was capped on Armorcrafting, and I would like to get it up there again so that I can maybe craft some artifact gear. After that, I really want to push up Engineering so I can make a new set of harvesting tools. The prices on the market in the game are insane… and item level 700 gathering tools are around 30-100k gold which seems like complete and total nonsense. Since I enjoy the crafting system I might as well push my trades up and craft them myself and then sell the botched crafts.

I doubt that I will ever go back to playing New World as a mainline game, but I am enjoying poking at it from time to time. The community surrounding the game is still not really my crowd. It is entirely too PVP-focused and the player base tends to make some interesting decisions… like this mess of a house, I took a screenshot of this morning. I admit it sort of makes me wish there was a roleplaying server as those servers tend to just have a higher caliber of player when it comes to community interactions. While not a roleplayer myself in the game, I’ve always flocked to those servers as they seemed to be more my speed.

If you have New World in your game library, you might patch it up and give it a shot. The game has improved massively since launch and I have been enjoying myself.

Starfield First Impressions

Good morning folks! I am technically on vacation today… and technically on vacation tomorrow as well but I figured I might as well spend a bit and knock out a blog post. Since my last post about Blaugust, Starfield has come out with a game that brought with it both unrealistic hype and toxic negativity depending upon where your biases against Bethesda Games landed. I am a Bethesda enjoyer, so I knew without a doubt that I would check this game out. I tried my best to go into this experience with as neutral of expectations as possible. I did not expect this game to be the second coming of Skyrim, nor did I expect it to be vaporware as some corners of the internet seemed to. What I expected more or less was Fallout in Space and that is essentially what they have delivered.

Starfield above all else is a Bethesda game, and that comes with certain parameters. You will have your accompaniment of weird dead-eyed NPCs and bizarre glitches but also a lot of freedom in how you go about approaching the game. It was announced before this game came out that it was going to be one of the most bug-free Bethesda games, and quite honestly… I believe that. However, I have still seen my share of weird bugs that are often fixed by either resting or zoning out of an area and back into it. Yesterday I had a quest NPC randomly float up into the ceiling while I was trying to turn in… and essentially zoning in and out resolved the problem allowing me to continue with my gameplay session. So far I have only had one crash to desktop, which is quite honestly pretty good for a Bethesda game.

What you gain for your slight moments of “Bethesda Jank”, are some really gorgeous examples of level design. On the podcast this weekend we referred to this as “NASApunk” and it seems to be the best description. Everything is big, chunky, analog, and inspired by the space age. This is how I dreamed space would look like as a kid, and I am thrilled to be roaming around the world in my space suit. The game even gives us some really cool moments where we are learning how to fight in Zero-G, with my ballistic weapon kick causing me to go flying backward. The thing is… Starfield has a lot of really cool ideas… some of which are not exactly implemented perfectly, but there are enough hooks there to allow modders to come in later and perfect them.

For example, the Character creation system is beautiful in its simplicity and has the model, the rigging, and gender choices being handled by a very simple pronoun selector… rather than the awkward genitalia simulation systems in some other games of late. Does it go far enough? Probably not for everyone, but there is enough separation there that I would imagine someone is going to be able to come in after the fact and create body and rigging packs similar to how they have in something like Second Life, allowing folks to exist in space in exactly the body and gender identity that they want to have. I wasn’t super happy with the beard options, but I know given time someone will release a mod pack that will resolve this for me. I think a lot of the way I approach a Bethesda game is knowing that eventually, I am going to have fifty-some mods installed at some point to completely tailor the game experience to my tastes.

Let’s talk about some of the places where the game fails. Space combat I believe is probably one of these areas, mainly because for someone who does not want anything to do with simulated space flight… this game is a bit too fiddly for my tastes. However, it is way too simplistic and hamfisted to work for a Star Citizen enjoyer like my friend Tam. So by shooting for this awkward middleground… it is essentially disappointing both ends of the spectrum. Most of my interaction with spaceflight is that I don’t interact… I try my best to always rely on fast travel options for which there are many. You can jump from system to system without having to spend a lot of time actually piloting your ship. There are a few missions however where you will be forced to fumble through space combat. For example, in the above screenshot, I was trying to sneak up and repair a satellite without drawing the attention of some baddies. I did it… but it felt like one of the most cumbersome things I had done in recent memory and have no real interest in doing this again.

Another place where the game fails miserably… is with the talent system. Personally I prefer the old school days of just having a list of talents as compared to this whole talent tree system with pretty pictograms representing each talent. In past Bethesda games, you could TRY and do things… albeit badly without having any talent points assigned to a skill. In Starfield you are not even given the option to try something. This leads to some weird happenings like… it took me 10 hours before I realized there was a talent tree that dictated whether or not I could use a boost pack aka this game’s version of a jet pack. Similarly in my first pass through the talents I completely missed that Security was what this game called “Lockpicking” because I assumed this would be in the social tree not in the tech tree and just assumed I had not uncovered it yet. The game forces you to spend a certain number of points in the first tier of abilities before it allows you to proceed to the second, third, or fourth tiers so I just assumed it was something I had not earned access to yet.

Had I realized this… I might not have gone all in on Ballistics like I have. I do sort of love the octopus with “many guns” icon though. Essentially the skills feel kludgy and I am hoping someone will come in after the fact and mod these to work a bit better. I think that outlines my feelings in general… that Starfield in many ways feels like a good first draft of a game and that I know modders will come along and perfect each of the individual niches. Like for example I hate carrying weight as a concept in video games. I want to be able to loot everything and carry it around forever. Inventory maintenance is never an interesting gameplay loop for me personally. I know that someone out there will release a simple mod that I can install to just remove this gameplay loop entirely so I don’t have to care about it. For the moment I have done this myself with console commands, and it was one of the first things I did upon playing the game. The Bethesda experience for me personally is tailoring the game to fit me, rather than trying to play it the way they intended.

As a result, I view this game as a work in progress, and when I encounter something that annoys me… my first reaction is not to throw up my arms in frustration… it is to go search NexusMods to see if there is a way to mod that frustration out of existence. It is because of this mindset though that I have a really hard time reviewing a Bethesda game. I’ve been playing these for so long at this point, and I know that given enough desire… You can pretty much make the game do anything you want it to do. You have to understand that when I first played Skyrim, I had no clue that you could choose Thief, Warrior, or Mage statues to direct your gameplay… because the second I got out of that first town I was leaving the main questline behind. That said… I am spending a lot more time in this game following the main quest because it is way more cumbersome to travel off the grid.

One of the challenges for me personally is that with Starfield, it is much harder to just wander off into the distance looking for something interesting. Most planets are fairly empty in the grand scheme of things. There are far fewer POIs and way more barren fields of assorted minerals and resources. When you land on a planet, you are dropped into a region surrounding some fixed points of interest, and a bit of procedurally generated area around them. In Skyrim, almost everything in the game existed for a reason… and going there ahead of time allowed you to essentially brute force your way through a side quest that would take you there eventually. In Starfield… there are a lot of areas that only serve as a way to refill your ammunition and med packs… and places for you to farm randomly generated space mercenaries, pirates, and cultists. Knowing that a lot of the world is pointless… gives me less desire to explore it.

That is not to say that you will not have a bazillion conversations that you overhear while roaming around the world and notes that you pick up that will lead you to “pointful” areas. The Starfield experience though sorta waters down the effectiveness of my chosen way of playing a Bethesda game. So as a result I am mostly just following the golden path, or have for the first thirteen hours of playing it. I am not necessarily mainlining this game as my only entertainment, as I am still playing quite a bit of Path of Exile. I am however enjoying the time I am spending with it, and I don’t want me pointing out its flaws to make it come across like I am not enjoying it greatly. In fact, Starfield is honestly the sort of game that I kinda of wish Destiny would have been. If I could take the world of Starfield, and transplant the Destiny-style gunplay… then I think I would be in heaven. The gunplay is so much better than any other Bethesda title out there, but it is still eons behind anything I would call “good” gunplay.

At this point I am really bought into the story, even though it is sort of riddled with tropes we have all experienced before in other games. I like the world quite a bit and I like experiencing it… albeit with a bit more direction than I am used to in a Bethesda title. Is this game-of-the-year material? Honestly, I am not sure. There are so many great narrative experiences this year, and this is more of a sandbox experience where you need to bring with it your own expectations that shape it. Do I regret buying Starfield? Hell no. I am having a blast honestly, but I still feel like it is important to talk about the flaws of that experience. More or less Stafield is a higher fidelity and much larger version of The Outer Worlds, without that game’s particular sense of humor. It will be interesting how we feel about it in ten years, and if we honor this new franchise in all the same ways that we do Fallout or Skyrim. So far… it doesn’t have nearly as much personality as either of those games does but I am only 13 hours in instead of 1300 hours over multiple playthroughs.

It is also somewhat unfair to expect a new IP to have near the punching weight as Fallout, a game that I have been playing for a quarter of a century at this point. I’ve enjoyed this enough though to give it time to grow and come into its own. I am hoping with time something like Galacticat will make me even halfway as happy as Vault Boy does. For now, I am enjoying the journey, and I definitely think Starfield is worth your time especially if you were already a big fan of these sorts of games. Admittedly my perspective is exclusive to PC gameplay where you can mod anything until your heart is content. I have no clue what a Bethesda game experience feels like on a console because I never play Bethesda games in their vanilla launch state without at least a bit of tweaking. I figure this is probably going to feel similar to all other Bethesda games you have ever played. If you go into the game expecting that sort of gameplay experience… then you are probably going to be very happy with it.

AggroChat #448 – NASApunk Adventures

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

Hey Folks! We start this week with the fact that Bel cannot distinguish a 6 from an 8 when looking at it from the corner of his eye.  We dive into a discussion of Goodbye Volcano High that Kodra has been playing.  From there we talk a bit about what is happening at PAX West this year and this leads into a discussion of all of the games.  We talk a bit about some of our first impressions of Starfield in as spoiler-free a manner as we can.  Finally, Tam talks about rolling the credits on Armored Core 6 and his final thoughts.

Topics Discussed:

  • Bel Can’t Read
  • Goodbye Volcano High
  • PAX West 2023
  • So Many New Games
  • Starfield First Impressions
  • Rolling the Credits on Armored Core 6

Secrets of the Obscure Announcement

Good Morning Friends! While I have not been actively talking much about Guild Wars 2, I still end up poking my head into the game a few times a week. I need to properly spend some time catching up and experiencing the “What Lies Within” content update and the second part of the Gyala Delve zone meta. I feel like before I talk about anything that transpired yesterday, I need to talk about the controversial post that the Arena Net team made back in February. Essentially in the Studio Update a new path forward for Guild Wars 2 was outlined, that they would be moving away from Living World and instead doing smaller and more frequent expansions.

With this post, the community sort of spun off in a bunch of directions. Some seemingly now accurately predicted that this would mean yearly expansions. Others went into doomer territory and assumed that this was the beginning of the end of Guild Wars 2. Whatever the case… this shift in direction combined with a somewhat poorly received content update for What Lies Beneath caused some opinions to circulate. I personally thought Gyala Delve and the What Lies Beneath update were pretty enjoyable. I was largely on board with this concept of narrowing the scope of what an expansion meant and then following it up with specific quarterly content drops. In the time since then, we have seen effectively a quarterly schedule which I think is awesome. Mostly for me when it comes to a live service game, the studio behind it needs to nail a predictable cadence and set expectations… and I think Arena Net is now doing both.

Now we move forward to yesterday, and ANet dropped the trailer for the next Guild Wars 2 expansion, Secrets of the Obscure. With the close of the Dragon Cycle expansions with End of Dragons, we now move back to core Tyria and are delving into mysteries that have just been sitting there in the open for a decade now. We’ve had this giant floating Dalaran-esc tower in Kessex Hills that was just begging to be explored, and it seems like the new expansion is going to be taking us there. This is honestly something that Wooden Potatoes predicted in his mega video throwing out mini-expansion ideas that would begin to tie up loose ends in the world. If you look at the map there is already a bunch of areas to expand into new zones, without the need to necessarily build another content island.

With the announcement came a bit of an info dump about the features of Secrets of the Obscure or as the community is already referring to it as just “SOTO”. There is a new expansion site that serves largely as a teaser for the features and a way to pre-purchase. Then there are a number of news blog posts that deep dive into some of the features themselves. More specifically there is one covering combat changes and another talking about some of the more ephemeral rewards structure features. I think what excites me the most are the tweaks to combat, which again everyone was speculating since content creators had latched onto the fact that an Elite Specialization had not been mentioned in either the roadmap or the subsequent Q&A.

Essentially we are getting new build diversity through the removal of elite specialization requirements for weapons. As it stands right now in order to use a Longbow on a Guardian, for example, you have to be using the Dragon Hunter talent tree with your build. In order to use a shield with a Mesmer, you have to be a Chronomancer. The first change with SOTO is that they are removing these requirements and when a class has access to a weapon… all of the specializations have access to that weapon. For ages I have wished I could build a Reaper that used the Greatsword as the main weapon set, and then Pistol as my secondary weapon. Sure I realize that Pistol is largely designed for condition damage… but it plays fine with Power Gear at least in the open-world content I largely do. I will now be able to craft this as well as a bunch of other dumb build ideas that I am sure the community will go wild with.

More than that, however, in one of the quarterly updates it seems like every single class is getting another weapon to play with.

  • Guardian: Pistol (main and off hand)
  • Revenant: Scepter (main hand)
  • Warrior: Staff
  • Engineer: Short bow
  • Ranger: Mace (main and off hand)
  • Thief: Axe (main hand)
  • Elementalist: Pistol (main hand)
  • Mesmer: Rifle
  • Necromancer: Sword (main and off hand)

I am super interested in Staff for Warrior because I am hoping that opens up a healing option for that class. I am also naturally interested in Necromancer getting Sword Main and Offhand… because I wonder what a Pistol/Sword combo would look like. I don’t love Daggers in general… so if a game gives me the option to not use one… I will generally take that option. Ranger getting access to maces could also be interesting. I could see some sort of Hammer/Mace/Mace build being interesting probably with some CC nonsense going on.

Another huge thing that I am looking forward to… doesn’t directly impact me. They are adding in a new way of earning the Skyscale mount, that in theory should be less of a grind and hopefully less of a gold sink. I went through the entire process of getting a Skyscale and while I enjoy it… it is so much of a grind that I would never wish that for anyone. The Skyscale is the single highest quality of life addition I have made to my account, and in truth much like lowering the barrier of entry of getting access to the raptor and gliding quickly… this one is pretty huge and is currently gated behind having to do a mount of content to get it. This is a good change for future generations that might adopt the game later, but I do like that they are giving those of us who unlocked the first track a bit of a bonus when we unlock both tracks.

Another thing that I am supremely excited about is the possibility of an Open World track for earning Legendary gear. Guild Wars 2 is a bit odd when it comes to gearing because Legendary gear is mechanically the same as Ascended gear. The key difference being that you can change the stats on Legendary gear as often as you like, meaning once you have a set for each armor weight… you effectively never need to worry about gearing ever again. The problem with the way this gear is earned currently is that for the PVE variant, you essentially have to raid. While I would love to do this at some point… I don’t necessarily have a pre-baked static team to take with me. I mostly play Guild Wars 2 as a solo adventure, and I figure this is the case for a lot of players. The idea of opening this up to give us a way to earn purple gear makes me extremely happy.

I am also fairly interested in this “Rift” mechanic that they talk about, and I am interested to see how this shakes out. More interesting things in the Open World are always a bonus for me, given that is my primary mode of play in Guild Wars 2. I’ve loved Rift mechanics in other games… like the actual elemental Rifts in the game of that namesake, the anchors in Elder Scrolls Online, and the corruption pillar things in New World. My hope is that this ends up being something of the sort and just adds one more game mode to an already-packed world. I kinda dig the seemingly darker theme of this expansion. There are a lot of threats from Tyria’s past that could easily come back now that the dragons are out of the way. Maybe the dragons served the purpose of guarding against even worse things.

I have no clue what this nightmare-fueled monstrosity is, but I am here for it. Sign me up for dark eldritch horror thank you very much. While I am not really a “Wizard Tower” type of person, I am all here for floating cities and more importantly floating continents. Mostly what excites me is the addition of more vibrant maps into the game. Guild Wars 2 isn’t so much an “Open World” game as it is a dense content map game and I am here for more fun zones to hang out in. I am also interested in seeing what wild zone metas we could have when it is assumed that EVERYONE has easy access to a flying mount. I think that has been one of the challenges with the Skyscale to date, is that it is really hard to design content around having it because the grind was so arduous.

I realize I somewhat buried the lede here a bit and am just now embedding the trailer. The truth is the trailer doesn’t say much of substance. You are far better off reading the blog post, and then the combat and rewards breakout posts. I think what mostly shocked everyone was the date. This is going to be launching on August 22nd. At the time of writing this post, that is only 55 days away. I have to be honest… I wish EVERY game announcement was on this short of a timeframe. Previously my favorite announcement was Fallout 4 when we had it in our hands roughly six months later. This is great because a few months is sufficient time for a hype cycle to build, and spend time theory-crafting new build options. The biggest challenge that ANet has had to date has been the consistency of content releases, and I think a few years of this content model will do a lot to sure up the player base.

What are your thoughts about the expansion announcement? Are you as excited as I am? Drop me a line below with your thoughts and feelings.