Crossposting from my rpg blog – Autumnlands is a comic that I wasn’t sure about, but quickly liked. The story starts simply and gets more fantastic and magical as it progresses. After reading the first collection there is certainly more going on in the backstory that will be revealed than the initial story gives you – and I’ve several guesses that I’m keeping to myself for now. The wider story arc called “Tooth and Claw” plays out in issues I’ve not yet read but am looking forward to. Weird magic (floating cities, rituals of summoning, muto corpus / animal based hybrids in Ars Magica, lightning spells), beasties, rapid melee with swords and spears – what’s not to like?
The SA guys are at it again, and these are great – Video Game Movies You’d Want to See.
Civ6 is a punishing (fun) game. I’m playing on the easiest level as a learner and the AI has a naggingly consistent propensity to totally wreck my beautiful plans.
My biggest gripe is how shit the startup screens are. Huge ego stuffing symbols from the creators, then a single mouse click which you always need to do.
Hey designers – if I don’t have a choice then just move on. Or allow me to click quickly through. IDGAF about your company name. I care about Civ. /grumble.
I’ll say I’m generally winning or at least making good in roads but cripes – the AI is sometimes illogical.
- NPC civ plonked a city between two of my cities because there was just a sliver of space. Who does that! Bastards.
- Building walls is an almost must do, but they drain so much cash and production early on. Perhaps I need to build in close and not spread so far.
- The barbarians appear about 10 turns after your units declare war and swing over the other side of the map. Bastards.
- How do I reduce how many other NPC civs are present. So many contenders. Perhaps I need to start on a huge map.
- Who in hell knows how to start a religious victory style game?
- Why are the penalties for killing and razing a city so nasty in the early game? Isn’t this what civs did?
Good game though.
I bought Civ6 a day ago and started playing. Wow, the game has changed since my old days of Civ and Civ2. The endeavours and strategies look like they will be the same but so much of the game interface has changed – for the better. Here are my impressions.
- I sat clicking like an idiot for a long while wondering why my setteler wouldn’t make a city when I pressed the B button. Even moving him around didn’t work, till I saw the build button.
- It took me ages to work out that Traders made roads. Good change, but tempting to use Romans as empire choice to get them automatically (so I read).
- I still don’t know how to use Envoys or all of the political levers. Do spies exist anymore?
- It starts so simple and ramps out of my comfort zone quickly.
- I’m yet to change the assigned population tiles for the city.
- I’m yet to suss how to use districts properly.
- I still want to crush everyone on the map with hordes of units, so maybe I should be playing the barbarians.
- I love and hate the new barbarians. Bastards are a pain but good for unit xp.
- Being a single player turn based game suits the home life I have, as I can walk away anytime. I almost grabbed my copy of MOO3 out of the box but decided a new game would be more fun.
- Getting the steam sale discount was ok, but I fear the ongoing temptation of DLC.
I’m having so much fun discovering how to play a Civ game again. Just need to now get 60 hours in a day.
Polygon’s article on the Return of BattleTech is exciting. Huge Mechs, turn based strategy, nice graphics, hopefully Mech cutomisation. Yay, awesome! BattleTech via a Kickstarter campaign? Boo, but fair enough.
“The way the mechs move — they’re very slow and deliberate and stately — gives you get a sense of their size,” says McCain. “The camera shakes. There are particulates in their wake. Little cracks appear in the ground, or trees fall over. We want to evoke as much atmosphere and implied detail in the world as we can, to make everything feel like it has a sense of grandeur.”
Nothing short of a great cinematic for Starcraft II – Legacy of the Void. Kudos. Not sure I’ll play it any time soon, but those sneaky Blizzard guys know how to make a good video.
This comment reflects some of my frustration with Garrison Missions:
I have 25/25 level 100 followers as well. All are epic. All are ilevel 630 or higher. I’ve seen at most *3* ilevel 630 quests in the past WEEK at least. And I keep getting nothing but quests for more exp. I don’t mind it *TOO* much since I have a salvage yard, but it’s really annoying when it plateaus into uselessness…
In my case I have 20x active followers, and two inactive. 9x Epic, 11 Rare. All are ilevel 610 or higher, 15x or so are ilevel 630 or higher, 2x are 645. Yet my available higher level (615 & 630) missions are rewarding gear that is below what my character can use, and not rewarding upgrades for the followers either. Further the list of missions contains a large amount of xp missions and frankly almost everything on the rewards lists is almost pointless.
So I get gear I cannot use and nothing to help improve the situation. That’s frustrating. It appears that the inactive followers also influence what missions are offered. That’s silly.
Garrison Missions need to be changed, and changed in a way that allows players to prioritise or alter what missions they get. The WoW Forum thread above has some reasonable suggestions. Here are a few:
- Firstly increase the drop rate of Follower upgrades. God it is terrible now. Then when the list of active followers is wearing all epics, greatly reduce the drop rate of those rewards.
- The gear rewards should be either potential upgrades, or don’t show them at all. There is no point doing a mission which rewards a 630 gear item when you’re wearing an epic. Particularly true when the same reward appears twice (i.e. the bloody trinkets).
- Allow a player to select what type of reward they wish to prioritise (follower upgrades, gear upgrades, xp, gold) and the missions will tend toward that. Allow the selection to be changes per day.
- Allow 10x missions per day to be “dropped” and replaced with different rewards? I dislike this as it is replacing a random unknown selection with another unknown random value.
- Lower the cost of making a follower inactive. Where is the rationale that it is 250 gold? It means that I won’t collect any more than I need. Ever.
- Inactive followers do not factor into the mission selection. I’m sure they are not meant to, but they must be.
I had more fun in the early days of doing garrison missions than now. We had more diversity in missions, better combos, and far more tangible rewards. What felt like an interesting mini-game and offered rewards for the character now feels like a waiting game and a grind.