More Civ6 Observations

Aside

I’m playing Civ6 steadily; a distraction from work-life combined with a hobby when the house is quiet. As such my frustrations with Civ-like games has returned a little because:

  • The starting click through movies and “click to continue” screens are horrid. This game’s UX is so bad that you need to click “OK” to get to the starting menu! Who does that!
  • The UX for political interaction is shite too – you click teh bottom left hand buttons to make choices and then close the screen with the top right! That’s UX fail.
  • I hate using and defending Spys. I’d love a mod which removes them from the game.The in-game interface is ugly, constantly re-allocating the is a pain, and I want more detail on what they are doing and their success ratios. I give up trying to promote them.
  • I’m now trying to learn the ins and outs of a Religious victory. Its nonsense at present. I’ll learn the Tourism one after I get the religious one down.
  • The Domination victory is by far the easiest. By far.
  • The starting position, presence of barbarian, and leader choice makes all teh difference. Those three factors are huge levers for success or failure. Yes that makes sense, but it also means some games are just dead from the start.

Anyway, on a lighter note – here is what happens in a sim game – a launch pad is next to sheep. Those poor sheep.

More impression of Civ6

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. 

For example:

  • 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. 

More on Adventure Era

I’ll admit to playing this little IOS game too much. So much so that I think I can offer some tips to other players.

  • Plan your login/play times so that you match your expected gapto the work effort of tasks. For example there is no point using an extra worker in a task to get it completed faster if you won’t login till after the longer of the two times. Especially important for research and major upgrades which can take 8-24 hours. Click a long task before bed, and sleep happy.
  • You will need to reshuffle where your units are placed to fit in the new ones when land gets tight. I can see why the game does this (to drive in-game purchases) but so far it can be played without spending real money.
  • Stockpile your gold as a priority, because everything costs gold in the end. I made the mistake of having plenty of resources, and then struggling to pay to open up a new area of land. The next area of land I want is a steep purchase at 200,000 gold, but thankfully I’ve been focusing on gold as well as other resources so I can afford it. Plan to always have around double the gold of your next land purchase, because it seems relative to the cost of each research taskĀ  and the cumulative cost of upgrades.
  • Once you open the Trader, check it often. It is a great way to buy resources cheaply. The Trader becomes active a few moments after you login, and seems to be in sync with the gold leprechaun about half the time.
  • Research costs a hell of a lot too, so click through the next items you can see but not research yet, so you have an idea of what is coming.
  • The Pet serves no purpose. I read somewhere that it opens a new area of land at level 12, but mine hasn’t. Meh, disappointing. Perhaps it only opens when your level matched the pet?

Happy clicking.

Casually playing Adventure Era

A nifty little game called Adventura Era by Game Insight & Krivorukoff has me a little distracted (thanks to Tobold’s post). I’m playing enough that my wife first asked “what is that you’re doing” and then “put that down”. It’s a good game, and playing it on my mobile means that I always have it around when I want to, but I can also ignore it I choose.

Nothing really bad happens if you don’t play. Well, ahem, it is frustrating to come back to the game after 3-4 hours and ALWAYS find three monsters attempting to ravish my humble village, but paying off the monsters is part of the resource sink mechanics. It happens every damn time! So now I’ve decided to move almost all of my important buildings away from the areas with the monsters, so that I’m almost unaffected by them. That will take some additional effort and a bit more grinding that I like, but afterward I’ll rarely pay the 15 food, 50 lumber, or 100 stone resources that they need to be shushed and sent away when my cyclops-for-hire yells at them.

Apart from the basic build, expand, research cycle which repeats as your village increases in size and resources there are aspects of the game which I think are clever. The game is all about expanding your resource pool, and deciding when to spend your resources in the various resource sinks. All of the progressive choices are forgone conclusions, where you have to do X to get to Y, so start saving, building, or expanding. I don’t mind that the game is extensibility on rails, as I’m not looking for life changing gameplay. I’m looking for overly simplified entertainment. It allows small choices with almost no side effects, so for me the game’s fun is about efficiently. What worked, what do I need to plan for now, so that I’m not resource locked for too long later.

I also like the way that money really isn’t being begged for at every turn. The game is free and thankfully you can avoid the nag-ware style of other mobile/social games. My Facebook, Google+, Twitter, and other followers have no bloody interest in how many pets or lumber yards I have; just as I don’t give a damn about theirs.This is a casual distraction, not a thing to brag about on social media (but then isn’t most of social media a free casual distraction seeking to commercialise your attention?).

Each advance takes time, and during that time you can be clicking to earn your coins, rather than spending real money. It does not have a long life though, as I’m already seeing the increase in the repetition for grinding money, which is expected but undesirable for me. I can just as easily be entertained by my rss feed, so something that feels like work will have an expiration date.

For now, as the village’s ruler…I kind of pity those small virtual pixel-folk. They’re lucky I’m not give the option for human sacrifice to increase build time. Hmm, maybe something to recommended for v2.

adventure_era_screenshotHappy clicking, TyphoonAndrew

brilliant, a game in only 265 code lines

Doing a dev job elegantly and quickly is wonderful. It is something I rarely see. So when I read that a quasi-3d environment (by PlayfulJS – try the Playfuljs demo) had been built using just 265 lines of code I was impressed. After running around in the demo I was darn impressed. It might not be true 3d at all, but it still a clever emulation. Good enough for a game hack, yup, certainly. More please.

Think for a moment about how little code that actually is. A true credit to the 6-7 folk who put this together. The geeks over at Soylent also think its interesting, which is where I found the article; mind you a few seem to have unbridled hate for javascript too.

Game130lineofJava

You Sir, Yeah, You Are Being Hunted

I picked up Sir, You Are Being Hunted on a sale for a lazy $17, and I kind of like the adhoc short play style of the game.

Death One – shot to death by a random robot patrol on the main island. To my credit I did figure out what the baloon was doing, but I think I didn’t move far enough away. Found one fragment next to the stones, but spend much of mu short life looking at the inventory, trying to understand how food works.

Death Two – ran out of Vitality and starved to death. Interesting that I was trying to play it safe, but as my character stated to really drop I ran everywhere and was spotted a heap of times.

Death Three – Afk and I assume slaughtered by a host of nasty robots.

I’m really enjoying it.

It is all about the time sink

The time sink game is all I’m playing at the moment. It has many levels and challenges.

I have three writing mini-projects going at once, a few games to try to play, and a family to look after. The three writing projects have deadlines which are looming so I really should be doing those with all my spare time, but I find them difficult to write them without spending large blocks of time. When I write I need a good 1-2 hours of time to get anything new written. I can review my own work in much smaller time blocks, but there is only so much review that can be done before it is called procrastination. New text needs thinking time.

A pc game however can be 30 minutes to 1 hour if I know what I’m doing (like WoW), or need a heap more (like 2-3 hours) if it is a game which is new to me like Elder Scrolls, EvE, Star Wars. I guess I could go play D3 too if I wanted some hack and slash fun, and D3 is the game I’ll fall back to when all else fails.

The writing is all based around pen and paper role-playing games (for a Deathwatch mini-module and a fan made Ars Magica supplement), and I’m enjoying the process of trying to create something for a critical audience. Writing for your own sake is easy, writing for an audience who will read, review, editorialise, and point out incongruity is much harder. That could be part of my hesitation too. The projects are not commercial things, so I’m not targeting a commercial level quality, but still thinking it has to be better than my typical notepad scrawl.

determined-space-marine

As far as computer games go, WoW is still interesting to me. I have some gripes which will come out below, but as I write this I’m really just mouthing off about an errant kid who I like, but pissed me off recently.

I think it is interesting that WoW Insider has announced cut-backs to their blog staff across all games, and wow is significantly affected. That would not happen if the revenue was flowing well, and that is telling about the users of these games, and the market in general. Even though the subscription rate is ok-ish the players themselves are not putting up with any kind of silly or boring content anymore. I think repetition will be the next thing that MMOs have to have less of to keep their audiences, and that will be a huge problem for almost all the theme park style games. Players want more content, more often, with no drop in quality or they go elsewhere. They might return when the new content drops, but almost all the players I speak to are not willing to wait. They go elsewhere. And they should too.

WoW and Guilds

Well there is a doozy here to tell. Many of our raiders either left for greener pastures, were removed for being painful, or left for life reasons. That then caused another round of departures, as others had to ponder leaving too. Then some of those greener pastures were not as good as advertised, so those people began looking around again. Because I’m fed up with being treated like a revolving door, and fed up with the whinging, a few were told they were not welcome back. I think most people would support a player making the “right” call for themselves, and forgive a lot of how that was communicated or made. We’re all human. I think a Guild has to also make the “right” choices too, and that means sometimes enough is enough.

This was not a great time for our guild, but also not unexpected at this stage in the game. The downtime between expansions is always crappy for guilds, with only the strongest ones staying focused. Add in some continued drama, a few people who think they are special snowflakes, and you’re left with very little to do. There is no lever by which a player can be controlled (such as an employment contract for compensation) so “managing” difficult people is next to impossible for any prolonged period.

That leaves us with a guild of social players and no “serious progression” raids happening. Frankly I’m glad that some of the pains-in-the-arse players are gone. I’m sad that we lost great people too, and even more so that it might lead to others leaving. At this point though it is not something to fight, but something to accept. I want players to be having fun, and that is far more important than rubbish about which guild you belong to, or she-said-he-said malarkey. I am glad it is “over”. I’m glad that the people who are staying will not have to wonder why such stupidity is tolerated. It is not tolerated anymore.

I can now login without having to think about somebody getting shitty about some illusory problem. Finally, no dramas from World of Warcraft. Yeehaw! I do not even understand why in hell some people require the input that they do; it is like they are not adults at all.

I’m even happy that the people who left are getting what they like from their game time. It is good to think that people can go somewhere and be happy, and it is very possible (and even a certainty in one case) that a problem only existed because of the people involved. Dissolve the problem relationship permanently, and the fun comes back. More power to them. I hope they’re all killing digital monsters, and looting wonderful pixels.

I’m really not having a go, just talking through what happened. I’m sure the choices were not perfect, nobody makes perfect choices all the time.

Bygones are bygones. – TyphoonAndrew.

An aside – Wow characters can only belong to a single guild at a time, and therefore changing guilds is also inevitable. Why can’t WoW have more than one formal method to organise players. Cal them battle units, corps, whatever, but allow a way that players can stay in a guild they like, but also advance and be managed in another set of organisations. It might help players who have dual loyalties. We can cross-server raid all sorts of junk, but cannot organise characters in the same way in-game. I think that is a functional gap.

walking-frozen-township

ESO Beta

This weekend I was given a ticket into Elder Scrolls Online Beta (thanks T!) and it looks like a reasonable game. As my friend told me “think of it as a good single player story, not as an MMO” and its a great game. There was an NDA which I briefly skimmed while downloading the game so rather than say anything questionable, I’ll just say that it is similar enough that I knew what to do, but was a little different. Graphically it will challenge some computers. This is not a game which will run well on a low spec machine.

Where is the value?

If I were to think about value for money when playing time sinks I not subscribe to Wow, Eve, ESO, or any other subscription game. I’d get back into Star Wars, or something like it. It’s free and has plenty of content I’ve not played. Or many of the other games out there that are free to play. I do like the idea of not having a wow subscription for a while to save up for something else. Perhaps it is time to pause my membership for a few months.

I’ve also got a 7 day trial of EvE sitting waiting, but I cannot bring myself to login just yet. It looks fantastic, and honestly I’d be playing more just to look at the pretty space pictures than actually want to do space battles. I don’t think that alone is worth a subscription cost. In fact a video of beautiful space scenes rolling in the background would almost be as appealing.

That’s not weird. Is it? Happy killing, TyphoonAndrew

Halo_Wars__shield_world_Matte_by_JJasso2

Those who must be left behind, on purpose.

A long time ago in my guild there was a player who needed to be removed. The story around why was typical in an online game, an ego was out of check and was disruptive to many of the other guild members.

He wasn’t special, wasn’t an officer, and was certainly one of the rudest people I’d had the displeasure of talking to closely. What made is worrisome was how many months later the same person was still out in /Tradechat bad mouthing the guild, the characters involved, and still sending rude whispers. A truly enlightened bastard who appeared to get his enjoyment from the game by bothering others.

Recently in the guild we also had to tell a few people tone it back. They did, and everything seems to be ticking along without issues now. When the Officers and I were talking through the situation with the recent guys the enlightened bastard’s character name came up as a point of reference. The recent guys were not even close to the E.B in the long past, but EB is still out there playing.

It got me thinking… about not wanting to ever see the EB again. Not under any circumstances.

Now my ignore list solves that problem for me, but I also have a responsibility to my guild. I think MMO games like World of Warcraft could do with a Guild based parma-ban feature.

When set the PLAYER’s account is stopped from being a member of that guild. This stops somebody from alt switching, it makes removing somebody who is really vitriolic easy, and means the other guild members who might have invite ability will not and cannot be pressured into letting the person rejoin.

Block them permanently. Anyway, just a thought.

TyphoonAndrew

Yuriv's_Tombstone

Can the Trinity be damned?

Can the trinity of tank, heal, damage roles in online rpg games be removed? Really?

An old question, and perhaps one which is both too subjective for each game style in question, and also blisteringly obvious for MMOs. Blessing of Kings has a great post where the discussion thread is the perfect primer for the issues and the potential degrees of how effective the solutions will be. A darn good read.

trinity-dangerousTo me it is all about degrees of effectiveness vs the suspension of disbelief. No solution I’ve ever read provided a summary for an MMORPG that has no role based system, without a set of quasi-magical powers to manipulate the monster’s behaviour. And that is not what might really happen.

If nine of my friends and I decided to attack a giant, I don’t think the giant would understand taunts enough to only swing at one person, or that two of us were good at recovering from wounds so might be better to kill early. The giant is going to kill easy targets, targets that hurt it a lot, and then the rest of us.

Similarly a grizzly bear will attack one of us until it can get a good meal, unless we keep poking it with spears in which case it will hurt the spear carrier and probably ignore any others just standing to the side waving their hands (healing, caster dps).

In MMORPGs I don’t think it can be totally removed. I don’t think I’d want it removed either. We have a method which is essentially in support of the fun, and while the mechanics of that illusion might be tweaked, the illusion is useful.

Slowly is the only way to go

Thanks to a guildie (hello Tarc) I have completed the Nalak phase of the Legendary quest and am now killing bosses again in Throne of Thunder LFR for the x12 bling-things part. Twelve, that is better than Twenty; right?

Well yes and no. There is no indication that the drop rate is better or worse, unless you suspect that the change to an auto-drop from Lei-Shen might indicate that these little tokens were even more rare that the 20x odd of the previous type. I got the first one last night from Lei-Shen and I guess I’m ok with it taking 12 weeks to get the others. I like Legendaries to be hard and painful. Patch 5.4 will likely be out in production before I reach 12x drops, so I’ll hopefully be able to use the cloak in p5.4 content.

From a lore perspective I do not understand how it makes sense that Wrathion would ask for this many too. I mean there are 12 bosses, and these are rare things, and they drop from bosses only…and somehow we got 20x of them. No wonder Wrathion has us doing this, it is not logical in the setting. I bet he is amazed! Not a new theme though if I remember the Hand of Sulfuras correctly either.

Happy killing, TyphoonAndrew

FlexRaids in 5.4, and LFR is apparently killing wow?

I’m reading about the Flexible Raid feature which is likely for patch 5.4, and I really dislike where the community is already taking it.

Ultimately, my guess is that in the next expansion, as long as there are no technical difficulties with the Flex Raid system, is that it will replace LFR completely. Ā I sure hope it does. Ā LFR is a stone around WoW’s neck and needs to be killed as quickly as possible. Ā For this reason I welcome the Flex raid system with open arms, and hope that it succeeds.

WTF!

While LFR might be killing the game for some, you are the not the entire player base.

If not for LFR I could not see the raid content. I don’t have a huge social network of raiders with RealID to sync with, and therefore I need LFR for the game to be viable.

I would not have some of the gear I have which allows me to sub-in to help our guild’s regular raid team. I am a pitch hitter who helps fill gaps, and removing LFR only makes that a shitty experience to try and keep up with where our raid team is. Our Guild raids three nights a week and is about as social a group as I have ever played an online game with – because I know a bunch of them from real life and have played with others for years. Years and years in fact.

So this new system is designed for social…good. What I will then need to do is open up and connect with new folks to form irregular raid times to try and suit my irregular schedule? Nah, I’ll just keep doing LFR when I can.

I love that the Flexible Raid feature is being added, it is a great step that will benefit the game, but to say that this renders LFR obsolete is plainly wrong. It might be true that many players who begrudgingly play LFR now will only do Flexibel Raids, but I doubt that too.

Many players will try to do all three, and that is a bad thing. It means burnout and boredom are present faster. i.e. Weekly LFR, Flex, Normal on the same content? Nope, no time. Bah, move on.

Links: I Like Pancakes – Flexible Raid Preview. and MMO Champ’s article.

Rumour – Final stage Legendary, might not be a weapon…

The final stage reward for the legendary quest might not be a weapon, as hinted by Bashiok in this little thread. Yep, I know that is a rumour, but it raises that question of expectation on rewards for effort. Let the conjecture begin…

It could be that we have a choice of trinket, or any other gear-slot. Given how the rewards through the quests have allowed a choice on reward it makes sense that WoW could reward players with an option.

Would that suck? Kind of, but mostly not. It might fit well.

Kind of sucky as I think getting to THE LEGENDARY is the goal. By tradition in previous expansions these have been weapons, and Pandaria has gone the Gem, Gem Slot, enhancement, and now Cloak route. It is easily conceivable to not be a final weapon.

Take the lore into consideration for a sec too and ponder why Wrathion would give another person a great weapon in the first place. He’s a Black Dragon and they are an evil selfish kind of lot. I wouldn’t trust him to not give us a cursed weapon, and then giggle about it while he attempts to subvert things to his own agenda.

But what if the item was something which is not a fixed mechanical advantage at all?

  • Imagine the final reward is a ilevel “high” widget, which always continues to scale to the level to your other highest gear +5. You’d want it, and you’d always want it. Legendary. It could take a trinket slot, add gob-smacking a mounts of two stats, and be done with it. eg. Haste & Mastery +nnnn, with a proc on cast or melee to look swirls and wonderful. I’d want that.
  • A reward that allows the wearer to assume a constructed illusory appearance. Like your own little transmog illusion over the top of whatever you wear. No more transmog costs, just this widget in your bags. I’d want that too, especially if I could turn it on and off.

And so on with all sorts of blisteringly cool features which will cause every player to want this item on all their characters. And despite my previous rants about legendary being a little washed out, or the process being odd – that is what they are: something that all toons should desire.

Just a thought, TyphoonAndrew.

Great feature – Loot Spec Selection

Aside

One aspect introduced recently in World of Warcraft was the option to select your preferred spec for Loot. By golly! It is great. If you are a hybrid class and not doing this then you should really should give it some thought. My Tank set has been improved by this feature more than once already.
2-Loot-specialisation-choice
It is one of the best quality of life type improvements I think have been made ever.

Impressions of new content for patch 5.3

I played the new content released in the WoW patch 5.3 last night, and here are a few observations (also here is Wowheads guide – which is darn handy).

Overall: Great to see new lore. Excited to have two new scenarios, specific quests to advance the story, and an experience across both the old world and Pandaria. Great too that the legendary quest keeps rolling, and I cannot wait (but will take months and months) to get the high level cloak.

Pandarian-LoadScreen

Whatever comes in 5.4 will hopefully still value that cloak’s ilevel 600. Otherwise it seems a short term reward. Or imagine what the next jump after 600 will be, and how that will devalue all other gear for the patch.

But … no way in hell I’m doing the “gather 150×4 materials” every bloody week. I started the quest yesterday, and it took hours and hours to progress through it. I’ve got around 450 of the 600 drops needed, and I’m already really bored with doing the same four tasks:

  1. Kill mobs in one of the four areas, infrequently opening boxes too. At the moment I can kill and loot mobs faster than I can sneak past mobs to loot boxes. Druids however can loot the boxes in bird form and snaffle them quickly.
  2. Kill one of the special bosses which randomly spawn. After death they drop a better amount of each material, but they also can now (hotfix 223 May) be tagged to the alt faction and also take a bit of time to kill. That change at least means it is faster to gather the mats.
  3. Escort a caravan, so that it arrives safely and hope than a faction opponent does not dps it dead. The caravans as so easy to kill its a joke. Trust me – I took revenge on a horde group by nuking their caravan.
  4. Find the random exploded boxes. Periodically somewhere on the map a lot of boxes spawn all spread out. Run around looting them for 1 or 2 mats per box.

Dull, dull, double-dull is all I can say about this weekly quest.

I’ve already read comments from other players saying they’ll do this quest twice and then never again. My advice is to do this now while people still want the pet and the few other odd rewards so that you gain the advantage of big groups killing those NPCs. It is a blisteringly stupid move to create such a grind.

But apparently it is great for alts, as they can gear up this way? FFS no. Each weekly grants a 489 item when better rewards are in the new heroic scenarios, but only if you have also looted one of the special drops too. Derp.

scenario-screenie

Otherwise the scenarios and new quests are great. Fast, easy on normal, and fun to blow through. I get the impression that after a few times I’ll recognise all the lore elements and begin to get tired of them, but for now it is something new to play through. My last task is to get the end of the “help the lost old hermit” chain, for the boots, and then that will be all the lore done. A few nights and the content is “encountered”.

Regardless, I hope you’re liking it. TyphoonAndrew.

Pet Battles and HearthStone are distractions

Aside

I think Pet Battles and HearthStone are distractions. Darn good, but distractions. I’d try and play these games on my iphone or ipad, but can’t take it seriously while actually in World of Warcraft.

I will certainly try HearthStone when it is live, and perhaps when this expansion is ending I’ll try a pet battle too.

I have a fair pool of pets all of whom are level one and never been used. It seems a waste in a way to have some rare stuff but never use them in game. Alas time online actually playing my main is rare enough for me, so spending that time swapping cards or poking pets is not justified.

But on a portable device while I wait for a late trains or have a quick lunch? Ohhhh yeah, I’ve got time for that. I know HearthStone is going to be delivered to portable devices, and I’d think that Pet battles could be valuable there too.

pet-battle

Is LFR progress?

It is funny to think that LFR can grant players “progress”.

Strict progression is typically for normal and especially for hard-mode guilds, who are focused not only the hardest content, but also getting through the hardest content faster than their peers. Server rankings, kill times/strats, and sometimes even achievement points are ranked against each other to see who is first, and who is the best. LFR however is generally accepted as being easy, or scrub mode.

I ran a lot of LFR this week and was able to kill each boss in the current tier in LFR raids. It took more than the four nominal run through, as sometimes I joined mid way through, or the groups disbanded amid the raid.

That does not at all mean though that LFR does not have a place in terms of “progress”. Perhaps it is just progress for me, but I think there is merit in the system. Continue reading

wow Loot Specialization Menu

Aside

MMO Champ reports a fine new feature for Patch 5.3 in WoW:

The new Loot Specialization menu is in, allowing you to choose what spec you want loot for when getting bonus rolls, Raid Finder gear, and Pandarian quest rewards

Yehaw. Darn good feature. Its very welcome. A good step toward getting a friendly loot system. It might be seen as a change which makes World of Warcraft more friendly to casuals, which is true and not a bad thing but it is also something that makes the loot system more friendly for hardcore players and those player who love Alts.

I cannot see a drawback which is not related to a whine about “back in my day…”

WarcraftCata-ConceptArt

Scholomance mod for Skyrim

Great looking mod for Skyrim which creates the WoW instance of Scholomance. It shows what a non-cartoon style of game might look like. Very darn appealing.

skyrim-Scholo

Cartoon style allows forgiveness for a huge range of visual issues, including a place not looking correctly fitted out with junk, details on surfaces, and all the other illusions that a human can detect, but need to be “designed by hand”. Probably relates to that old Uncanny Valley concept.

The image above looks like the entry bridge for Scholomance. Have a view of the rest on the link Steam Workshop: Scholomance. Continue reading

Love those non-sensical raid mechanics

Matticus has a really nice post from a while back about the raid mechanics in encounters which frustrated or challenged us. (ref: 13 Punishing Raid Mechanics Which Made You Go ā€œPICK ME PLEASE!ā€ | World of Matticus). He points out 13 which deserve attention.

There seemed to be more gimmick / click challenges in raids in Cataclysm than other expansions, and thankfully the raid content I’ve seen so far in Pandaria does not have many of these gimmicks. Feng the Accursed is the exception who has a special clicky-action-fun-time-button.

Chess Event in Karazhan (Photo credit: Nicole Lee)To be clear I think a fight mechanic is a gimmick when it is not logical in the setting or story. It might be shallow but if the mechanic makes lore sense then it is far easier for me to integrate into my understanding of the fight, and therefore defeat. There are great, poor, and average special mechanics in the game, so here are a few I thought to note. Continue reading