#just because i view mmos as below myself
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man while i understand it im so tired of the attitude of "if you dont think critically of every media you like ever and if you like stuff you cant think critically about youre stupid" mentality. its so prevalent just about everywhere i go online, youd forget that its an insanely online take
#i think about that rant about cyberpunk 2077 that went around a little#where they were like 'why did everyone just forgive cd projekt red for the broken state of the game after edgerunners???'#and its like. because babe most people playing cyberpunk 2077 are bethesda rpg fans. an extremely casual#'i wanna turn my brain off for my one free hour of games after work' type people#in the modern gaming landscape cyberpunk is like. fine. all the critiques ive seen of it are just things that can be lobbed at bethesda rpgs#and theres a massive market for those#there are still people who enjoy fucking starfield man idk what to tell you. people like games where you dont have to think#like. no. most people who enjoy these games arent single celled organisms too stupid to do anything but support the awful scammy dev studio#theyre usually just people who wanna live out a power fantasy#the yes man route in new vegas is so popular!!! for a reason!!!!#its literally the 'have fun and dont think too hard about your actions' run. everyone views it as themselves saving the wasteland#idk. this is a long rant its just been grinding my gears recently#like. broken games are fun. im sorry everyone shitting on gollum was one of the best online experiences ive had in a while#like fuck dude you dont see me shitting on everyone who plays mmos as mindless zombies who are too stupid to think#just because i view mmos as below myself#you are not better than a skyrim fan because you can see the writing flaws. i can guarantee they see them too and just dont care#because skyrim is fun. sorry. it is fun its an addicting game for a reason#rant
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When the final wire was cut, the entire city went black. The power grid was not tied to the network, but the outage was NULL’s only shot at preventing Ofiuco’s retrieval after she fell from the sky. The entire city fell still for five minutes before power returned, but this light only served to illuminate the next phase. It wasn’t like GPU had been without a backup plan. If they didn’t have a way to leverage the arrest of the Stars, then at the very least they could throw a wrench in their operation.
However, the light of the moon and stars that shone down on the city in the dead of night was obscured by a sudden apparition. A floating island that existed beyond the flight limitations of the city obscured the view, almost the same size as the city itself and becoming a constant and looming darkness over the cityscape. It cast things into uncertainty, and all of the Shades remaining on the ground flocked up and into it... before a loud rumbling began.
The island suddenly dropped and it inevitably looked as if it was about to crash into the city itself before stopping in a convenient location: just below the maximum flight limit. Beams of light soon extended from all around the floating island’s perimeter to Spirale below, their uses initially unclear.
That was, until, people began to step out of them. These weren’t NPCs nor agents, their ranks instead populated by the monstrous and the villainous. Enemies and rivals gathered from the worlds the characters had all been taken from, their sights set on razing the city. Chaos immediately unfolded where they landed, structures and people alike targeted while some of these foes sought conflict with their greatest nemesis.
LISTEN TO ME PEOPLE OF THIS ISLAND CITY.
If it was a device capable of receiving a signal, this distorted voice boomed over it. Many believed the speaker to be an enemy at first, probably one of the agents that had turned their world into disarray. Thankfully that wasn’t the case.
I AM AN EX-MEMBER OF THE GPU AND BOTH MYSELF AND ONE OTHER HAVE BEEN WORKING WITH YOUR ISLAND STARS FROM WITHIN THE ORGANIZATION FOR THE LAST SEVERAL DAYS. GPU WILL DESTROY YOU REGARDLESS OF WHETHER THE STARS TURN THEMSELVES IN OR NOT, AND BY THE TIME THE MAINTENANCE DROID IS ABLE TO CONVEY THIS MESSAGE TO YOU THE PROCESS MIGHT HAVE ALREADY BEGUN.
YOU AREN’T DREAMING. THE ENEMIES THAT HAVE LIKELY POURED OUT OF THAT FLYING STRUCTURE ARE ALL VERY REAL AND VERY POWERFUL. SOME OF YOU MIGHT RECOGNIZE THEM BECAUSE THEY WALK, TALK, OR GROWL LIKE FOES YOU’VE ENCOUNTERED IN YOUR OWN WORLDS. DON’T BE FOOLED, THEY ARE IMITATIONS MADE COMPLETELY UNDER THEIR CONTROL. HOWEVER THEY ARE VERY DANGEROUS, AND POSSESS THE FULL RANGE OF ABILITIES YOU KNOW THEM TO.
MY PARTNER IN THIS ENDEAVOR TOLD ME THEY’LL BE MAKING SURE THE ISLAND IS LOWERED ENOUGH THAT IT CAN BE REACHED, AND WE’LL ENSURE THE LIGHT LIFTS CAN BRING THOSE WITHOUT WINGS TO THE SURFACE. IF YOU WISH TO KEEP ON LIVING YOU NEED TO NOT ONLY PROTECT YOUR CITY, BUT BRING THE FIGHT TO THEM AS WELL.
Whether these words inspired or not depended on the listener, but there was no denying the immediate threat of the invading force as well as the personal nature of some of these opponents.
“To those ends, a gift!” This time the speaking voice was a familiar one as a dot of pink light zipped up from the depths of the hole, a familiar android plastered across every screen in the city. This time though her eyes weren’t red. A wave of light reverberated across the city from the flapping of Ofiuco’s wings, granting all it touched their weapons and abilities back for the time being. “Don’t forget there are people from the city itself still working with NULL. I know this is all hard to understand. You don’t know why you’re fighting nor do you know what you’re fighting.”
She exhaled before looking at the floating island above. “I guess there will be some explaining to do when all is said and done, but go! You need to reclaim the starry sky!”
INFORMATION
Welcome to part 2 of Security Breach! There’s a lot to cover here so we’ll try to be as specific as possible. But as always if you have a question don’t be afraid to send it to the ml!
What has happened? With the network shut down thanks to all the cut wires, NULL has wordlessly moved into their backup plan: completely razing the city from within.
To those ends they have summoned a floating island that eclipses the city, and from it enemies pour down from both the top and the light elevators that extend to the city from the floating island’s surface.
These are not normal enemies however. They are villains and monsters from the worlds of your muses (more information including guidelines in the FAQ section). While they walk, talk, and hit as hard as the real things, they are completely under NULL’s control and share their goals.
This is a grand battle that will be fought on two stages: on the island below and flying structure above.
Ofiuco has granted everyone their powers and abilities back, but is also enforcing a cap so the enemy forces can’t use game breaking powers. Since this is universal it will also affect the characters within the group (more information in the FAQ section).
For those that are powerless: you will be able to access your Fantasia avatars via the Spirale Alternate World Life app. This feature will be removed at the end of the event, and it will not work for characters that already have powers.
We will be running this poll until 12:01AM EST on May 1st. Based on the results the story and aftermath of the event will change.
FAQ
Everyone’s powers are unlocked but are there limitations like in part 1? Yes there are! Abilities used must be tier 6 or higher by vsbattlewiki standards. Obviously these could easily destroy an island, but while structures can be destroyed the island Spirale is on and the island in the sky are both impervious to damage from these attacks. If your character possesses an ability that exceeds this ranking you can tone it down, but some things are strictly off limits like conceptual abilities in certain instances (conjuring items or allies en masse, erasing existences, etc are not allowed). These guidelines are consistent between both sides so as not to break the world.
What’s this about Fantasia and the Spirale Alternate World Life app? Last summer we held an event called the Fantasia War where characters were placed in a fantasy setting with fantasy avatars. At the event’s conclusion we made Fantasia into an MMO game that can be accessed in the Intraspace, and everyone’s avatars have been preserved there. The SAWL app is an app we introduced to allow MMO characters (like from SAO) to be able to switch between their normal and game forms at will, and it is having its functionality temporarily boosted to let people use their Fantasia avatars, including the attached powers, during the event. This app will not show up for anyone that has powers of their own.
If your character was not present during Fantasia you can still create your own avatar! You can still find the list of available races here and list of available spells here.
Villains and enemies are pouring out of the flying island? What does this entail? Essentially what it sounds like. You will have the unique opportunity to bring in villains, monsters, or machines as agents of NULL. They will act as they would in canon, but are dedicated to their cause of destroying the city and killing off its citizens. There are, of course, limitations:
only one boss-tier enemy per mun per series can be brought in. you can bring in as many trash mobs (generic monsters, grunts, etc.) as you want, but you can only choose one powerful opponent. you can just say what kind of mobs might be running around for others to deal with in their threads, but the boss-tier foe must be controlled by you.
boss-tier enemies can be sentient, but they don’t have to be. if you want to bring in things like giant machines that are piloted by grunts, these still count as boss-tiers however.
you cannot bring in an enemy that exists on the masterlist
enemies, including boss-types, can be overlapped throughout a cast to avoid the possibility of someone claiming a boss just to deny other cast members from interacting with them. however do not have these duplicates interact / in the same thread.
The best way to keep this in order would be to make a post introducing the kinds of trash mobs you’d see running around as well as the boss-type you plan on controlling. People can then use the mobs in their threads if they choose, or approach you to interact with the boss. Likewise, you can keep the boss for more personal threads or drabbles. It’s really up to you!
I don’t really have any enemies in my series and I’m not comfortable using mobs from others. Are there any other options for what I can fight? Yes! The Shades are still around, as are a plethora of generic fantasy monsters for you to fight!
Are the weather conditions from part 1 still ongoing? No, those have come to a halt! However the island above blocks all of the weather in general.
Speaking of the floating island. We can go to the top, right? What’s up there? To put it simply: it’s a mess. Whether NULL had difficulty importing code or if it was just a big error, assets from every series imaginable compose the landscape. Maybe you’d see a building from BLEACH, but then one from Naruto right beside it. Some assets have even been merged together. Pieces of it glitch out and redesign constantly, so it’s almost a depressing mockery of Spirale in a way. There are hills and rivers too, but even those are constantly shifting position.
While tons of enemies have poured onto the streets of Spirale, there are plenty waiting on standby atop the flying island. To go it alone would be a terrible idea.
Can we destroy the flying island itself? No! You can destroy the structures on top but new things will eventually sprout up in their place. The ground and undersides seem to be protected by an impenetrable barrier. But even if you could, do you really want it crashing onto the city below?
Where should we put big, newsworthy posts during this event? Please use the tag ‘#isola sb2 news’ as opposed to the regular ‘#isola news’ tag during this part of the event. We anticipate a lot of people are going to want to do cool and interesting things that they want everyone to see so we want you guys to have a space for this, but we also do not want to clutter the regular news tag.
I have an additional question! Feel free to send it to the masterlist! Due to the nature of this part and all of the potential moving pieces we’re sure people may have questions or concerns that haven’t been covered.
When is part 2 expected to end? A week from now on May 1st at 12:00:01AM EST. We’ll likely be polling around the middle of the week to see if people would like an extension however!
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Photon Breaker Zechs: Through the Window
Chapter 2: Video games are best enjoyed with your friends. After composing myself from my initial shock, I realized I was able to call up the familiar menus and interfaces as I saw them in-game. A swipe of my hand and a little willpower would call up my inventory, status menu, skill tree, and anything else I could normally access at button prompt. Once I was aware of this, I tried to find the “Log Off” or “Exit Game” option but was unable to call up that one submenu despite having all others at my disposal. Silently cursing, I called up my friend list and saw a few active profiles – namely that of Deegal. If Dieter was playing, then I would at least be in good company to figure out the situation. If he was outside the game, perhaps he could give me valuable insight for how I would get out of this mess or, if he too were suddenly in a similar situation, we could at least bask in a shared misery. I tapped his name in my list and saw he was in Strattburg as well. Which was good, as this new body felt awkward, like I was standing on stilts that I couldn't remove, as they were now my own legs. I had made my avatar as tall as a Loppo could possibly be – not counting his... my... ears I believe the game told me I was about 6'10”, or about 8 inches taller than I was in the real world. This made my gait clumsy and awkward, so I wasn't in any rush to go bolting out of the village on some half-baked effort to find him. Then the options came up: Message, Voice Chat... Wait, voice chat? How would that even work without a headset or a mic, I pondered. Either way, it would at least work to grab his attention and I could think of something else. I pressed the option and heard a strange ringing sound, like a telephone I could hear but not see had begun to ring for him. After waiting for what felt like a small eternity, but was really just a few seconds, I heard the other side answer. “Hi?” I heard a... weirdly feminine voice chime in answer. “Uh, Dieter?” I hesitated. “Jake,” the woman's voice confirmed. At this point, the only thought that ran through my mind was, Hell with it. I'm just gonna roll with this. “Can you come over here? We have some things we need to discuss,” I tried to play it off like I was in control of the situation, even though it was apparent to all involved I totally wasn't. “Okay,” the woman's voice replied, “But there's one thing...” “What's that?” I pried, beginning to walk down the main street of Strattburg, moving my eyes from side to side as I went. “Where are you?!” they snapped. That confirmed it for me – female voice or no, that was Dieter's usual level of patience. I recalled he had made a female avatar and, while the idea repulsed me in every way humanly possible, I had to conclude that his vocal chords were now physically different, much as my legs were now. “We're both in Strattburg, so we can easily meet up,” I said, as reassuringly as I could. Just as the words left my mouth, my eye took note of a player character with green text over her – the color the player's text would appear to those on one's friend list. “Deegal”. That was her... or rather, him. “How do you know that?!” he barked. “Dieter, I can see you. Turn around,” I explained. He turned around, revealing his avatar as I recall him building her – a ludicrously voluptuous Floof clan woman, barely passing for PG-13 with a karate gi that seemed to desperately strain against physics and logic to stay covering her body. Like Neeku, she had pointed, animal ears atop her head and a bushy tail waving behind her – which I would later learn wagged when Dieter was excited about something – with brown hair and bright eyes. The fact that this form was easy on the eyes made me want to throw up a little. It made sense, of course. No anime-inspired MMO would make characters less than at least conventionally attractiveness. I recall I gave my own avatar ridiculously huge, flowing golden blond hair as a joke before it immediately was concealed below the bucket helmet that all Bunkers began with. Around this time, I noticed someone had been following me and with a quick glance I was able to identify it as Seamus. It wasn't hard, not only did the green nametag prove it, but also that, unlike Dieter and myself, he made himself a human avatar and then went to great pains to make it look as much like his actual real-world self as the system allowed for, though with some embellishments all his own. I silently wished he hadn't added the weird, whispy mustache to his avatar. It was creepy and unsettling but I didn't have the heart to say so at the moment. I nodded to him, a gesture he returned as we all seemed to arrive at the same conclusion. “Well, why didn't you tell me sooner?!” Dieter grumbled as he approached us. The call, once we stopped focusing on it, seemed to hang itself up. What a courteous invisible phone line. “I was trying to,” I returned with a half-truth. As if I had any idea what the hell was going on in the first place, “It seems we're all of the same opinion,” I trailed off, unable or unwilling to state the obvious. We made an odd trio, a modestly short, immodestly-dressed Floof woman, a towering giant made up of plate-mail to the point where my sex and species were, frankly, irrelevant, and a dark-haired anime protagonist with a long, flowing white coat and the mustache one would associate with wanted posters. We really could've passed as a trio of estranged characters from an anime. “Oh, hey, Dieter! It looks like you’re here, too! Fancy that!” He beamed with entirely too much enthusiasm granted our current situation, “I woke up from a cheese poof nap and here I am. I don’t think I’m dreaming, am I?” “No, Seamus, I don't think so,” Dieter frowned dramatically at his junior. Dieter always complained of Seamus's high-pitched voice, but I just didn't have it in me to tell him that was actually deeper now than it had been in years prior. Not that I think he'd believe that assertion anyways... “Oh boy! Does this mean you’re going to call me by my actual name from now on?!” Seamus beamed, pulling his hands up to his chest in surprise and elation. “Don't count on it, Zechs!” Dieter grinned, baring fangs, “Anyways, do you guys have any idea why or what we’re doing here?” Before I could posit my theory about Satan being alive and well in the world, or monkey's paw wishes, or gypsy curses, I was headed off by a newfound intruder, “Isn’t it obvious? You play the game,” a woman, clad in a flowy, purple robe approached us. “And... who might you be...?” I became incredibly aware of the weight of the warhammer slung over my back and felt a need to have it ready, just in case. Something about her just never did sit right with me, but I maintained my stance. “I’m the administrator of Slidelands. It is by my power that you’re here now, as you are,” she explained simply. The three of us stood opposite her, at a loss for words. I could think of nothing else but to beg for whatever she had done to be undone but before I could even get that far, it was Seamus, or rather his avatar, Zechs, who spoke first. “Whoo-hoo! Thank you! I love Slidelands, and now you need us to save the world or fight some great evil, or take on a nearly impossible quest, right?” he whooped with joy. It was everything in my power not to deck him for that. Dieter seemed to share my frustrations, but I held my silence, hoping that some good news would come of this exchange. The strange woman grinned slyly at us, “See? I knew it, ever since I met you, that you’d be perfect for my purposes,” She reached out, patting Zechs's shoulder, which would later cause Dieter to joke about it being 'the first time a girl touched him' but I awaited her answer with baited breath, “No, my dear Zechs, your task before you that I wish you to complete is to conquer this world. Defeat all others with your group and realize your potential as your titles as No-Life Kings,” I was visibly crestfallen – or would have been had my helmet not hidden my face – as I let out a sigh. Ultimately, all that told me was that we were screwed and she lacked either the will or ability to set things to right if we didn't cooperate with her sick little game. “That’s pretty flowery language,” Dieter observed, making a rude gesture with his off-hand. “That's hardly the problem here,” I growled, barely above a whisper. Come to think of it, I doubt anyone heard it outside my helmet... “It’s critical to your mission. Death has no hold over you now, not that you were paragons of life anyways,” the admin smirked in a truly obnoxious fashion. She held the power in this struggle and knew it too, the smug snake. I grit my teeth in response, willfully ignoring the inherent futility. Dieter folded his (her? Never mind. Not thinking about that anymore.) arms across his chest, “Is that so?” “I guess you’ll have to see!” she again grinned at us, “In any case, I hope you’ll enjoy and explore my world, and eventually, fulfill my task,” She then, without warning, faded from view, becoming little more than a hologram before vanishing completely. So that was our challenge. We were being asked to complete an MMORPG. She might as well have handed us a spade and asked us to count the grains of sand on a beach. Online games are, by design, endless. They are designed to be unbeatable, not because you'll hit a wall at the opposite end, but because you'll never run out of doors and hallways. As I said before, Slidelands has undergone over 15 major expansions and add-ons not to mention smaller bugfixes and minor content upgrades. Even if a player soldiered through the enormous swaths of content – or simply cherry picked their favorite bits and focused primarily on the story quests – the difficulty eventually begins to scale on a logarithmic basis, meaning no amount of grinding will ever be enough to satisfy the difficulty demands of the next steps. In short, you either undergo, frankly, ungodly amounts of side content, spending enormous amounts of your life doing quests that are, by and large, unnecessary, or you get hard denied by the obscenely high numbers of late game content. Most players simply reach a saturation point and drop off, stop paying their monthly fees, and allow their accounts to be soft-locked by the administration until they either pick it up again or delete it from their hard drives. Telling me to “beat an MMORPG” is akin to telling me to tear down Mt. Everest with a shovel. Doable only in theory. My theory-crafting train of thought was derailed when Zechs pumped both fists skyward and shouted, “Well! Time for us to explore, you guys!” His boundless optimism would be admirable, were it not so misplaced. Dieter mumbled something incoherent, prompting Zechs to ask him what was wrong. “I… don’t know how really to play this game,” he confessed. “You serious?” I was incredulous, “But you spent like four hours on it before, didn’t you?” “Well, yeah, but I spent most of that time actually making my character. I only actually played the real game for about twenty minutes. Well, twenty minutes after I finished the tutorial. I know how to use items and all, but I’ve seen combat tutorials online, and I am not ready to say I would wager my life on the byzantine, comprehensively dense pile that is Slidelands combat,” Dieter had a bad habit of stuffing 20 dollar words into 10 cent conversations, but it was a welcome change from the 2-bits one was more liable to receive in an MMO. But I digress. Placing an armored hand to the helmet-equivalent of my chin, I said, “Well, I guess the best way to understand it is to undergo it yourself, then!” “Hey, yeah, we can go out into the forests,” Zechs suggested, “You can level up and learn the ropes. We’ll be nearby and there’s nothing that could possibly hurt us there. Well, not hurt me. There are still elite critters who can give you a hard time, there, Jake,” I shot him a look, but I doubt the meaning found its mark as he just grinned in response. “Fine, fine, I suppose, if I’m going to be stuck here for the time being, I may as well get the low-down from the “expert” here. First things first, though, I, uh...” Dieter trailed off again, looking awkward for a moment. Again, Zechs had to prompt the follow-up, “I…uh, need to powder my nose, or whatever!” “Is that it, why didn’t you just say so? There’s one over there. Although, it’s cool. Why didn’t you just say you needed to go?” Zechs managed between his hysteric laughter. “Because dude or no, I’m not going to out and say I need to take a crap to you, Zechs,” Dieter demanded, then hurried off, clearly not perfectly in control of his new frame. “We have to use the bathroom in an MMO?” I pondered aloud. “Well, since we're in the game world now, I guess we still need to do those things. Y'know, like eat and sleep,” Zechs returned, “What are you gonna do with all those layers of armor when nature calls, anyway?” “Hardly seems like your concern,” I growled, “Moreover, I can just open the interface and unequip anything, as needed. Though I suppose since I can fiddle with the latches, I could do it the old school way,” I reasoned, best as I could. It's not that Zechs's logic was wrong. It's more that I just couldn't put my head around this 'world' being 'real'. As far as I was concerned, this world was a game, a 'fake' world that somehow impeded me from returning to the 'real' world. We stood idly. Or, rather, Zechs leaned against a fence and I practiced walking in my new body by pacing, trying to adapt to just how bizarre it felt to suddenly be as tall as I was. I had been the same height since I was 13 years old – to suddenly have 18 years of muscle memory pulled out from under me was quite a shock. “Sure is takin' her sweet time,” Zechs observed. “His time,” I corrected his nomenclature, aware of how much triggering that would cause, should it have been broadcast in the server's public chat feed. But honestly, I couldn't say I would've cared, as I tended to mute that when this was all just a game. “Looks like a duck, quacks like a duck...” Zechs giggled. “Eww. Gross. Barf,” I replied, “I'm putting a moratorium on that line of thought right now,” As I was practicing my steps, I felt one leg fail to connect and I went face-first to the ground. I sighed deeply as I glanced up towards a densely wooded area, just behind a nearby tent. I then witnessed Dieter walk into the bushes and... offer up a prayer to the porcelain god there. Well, never getting that image out of my head, no matter how hard I try. I pushed myself to my feet and walked back to Zechs, pretending I hadn't just seen that as Dieter quickly jogged back to us. “Okay, okay, I’m good, let’s go,” Dieter said, looking quite flustered. Zechs nodded and I offered Dieter an unheeded glance of pity. We ventured into the first forested zone outside the town, where Dieter had briefly started doing some simple quests and got to level 3 before losing interest in the game. Dieter was a Jetter, a class that specialized in speed and attack at the expense of all other stats, and it suited his impatient, impulsive personality type quite well. Explaining to Dieter the Three Rings Theory of party formation was just a waste of breath, as he would just rush all of his problems and hope that the limited sustain talents of the class could carry him. Not that Zechs was any better, but at least the Breaker wore medium-class armors and therefore could soak hits better. But what do I know, I'm just the party tank. I suppose now is the time to explain Slidelands and her namesake. Imagine a slider puzzle, made up of square pieces that can be rearranged to form a picture. That's how the map of the game looks, when taken as a whole. The game is made up of moving 'pieces' that follow set rotations, linked by warp gates at the extreme edges of each. On each tile are a series of zones, broken up into towns (safe zones), field zones (like the forest, where monsters spawn), dungeon zones (small, self-contained areas full of monsters and loot), and raid zones (essentially, super dungeons). If it sounds like this game has entirely too many systems crowbarred into it... well... you're right. Once in the forest, Dieter set to work, randomly punching and kicking critters, screaming his attack names like a man possessed. Or perhaps, a woman possessed by a man, I guess? I chose to ignore him in order to check a theory he caused me to consider. That, instead of using an interface, we could use our abilities by simple verbal command. Zechs and I tried this a little while Dieter sent furry bodies sailing through the air. I found a spot in the menu called 'Journal' I had previously ignored while playing the game where I could focus my thought on it and they would manifest as text memos. I thought about making a memo about it, but reconsidered when I realized it might come off as redundant. “So, uh, guys, I see some squares in my vision,” Dieter shouted over to us, “Whenever I do attacks they fill in. They seem to erase themselves after a few seconds, though?” “Oh, those?” I looked up from my memo, “Those are your Art Cells,” “And what are those...?” Zechs raised a hand to emphasize his point and began to explain, not unlike a college professor, “It’s a way that the developers found to halt the excessively fast attacks of the Jetter. In vanilla Slidelands, the Jetter’s actions were limited only by the action speed of the user. Because of this, people would overdose on coffee, ritalin, and sometimes… other things, in order to increase their reaction speeds and solo even the strongest known raid bosses. To counter this, the 1.1 patch replaced the Jetter’s action set with the Art Cells, forcing them to pause every so often and wait for further attacks,” “So, I got nerfed then?” Dieter balked. I rolled my eyes. Only he would view something that stopped players from actively breaking their finger bones as 'I got nerfed'. “Well, not really? This was back like… twelve years ago? I doubt you would’ve cared back then,” Zechs nervously grinned with a shrug. Dieter then went back to punching the squirrels as I briefly removed my gauntlets using the interface. “What're you doing, Jake?” Zechs pried. I silently grabbed a fistful of grass from the forest floor and let the blades cascade into the breeze as they wafted by. “I couldn't do this when it was a game,” I observed, seeing small amounts of the chlorophyll stain the white fur of my paw-like hand, “Weird,” “Uh, are you getting existential or something?” Zechs was clearly uncomfortable with this. I sighed. My attempts at parsing this world piece by piece was soundly defeated by someone who simply chose to embrace a world with no real accountability like a manchild. “Uh, guys? I found this weird monster statue. It also has a weird exclamation point over it,” Dieter shouted over to us. “Monster statue?” I wondered, sliding through some of the in-game menus in front of me over to the in-game encyclopedia, a disgustingly comprehensive guide to anything one is liable to encounter in the game. After using the search function, I found it. “Ah. Here it is. It must be a Master Statue. Given location, probably the World-Devouring Ogre subclass,” Oh, right, subclasses. Those are yet another means by which to customize your characters. You can level them up to your heart's content, but you can only have one active at a time – thereby only receive the stat bonuses of one at a time. Broadly speaking, these fall into one of four families: crafting, collection, combat, and hobbyist. Crafting classes, like blacksmith and seamstress, create useful tools, weapons, armors, and other things adventurers can immediately put to use. Collection subclasses, like miner and woodcutter, are for the gathering of raw materials. Since raw materials will be used in recipes well into the endgame sections, there is always a demand for their services. Combat subclasses, like the World-Devouring Ogre and Vampire, supplement combat talents and can even grant additional combat skills. And hobbyist classes, like Beekeeper and Qwibon Rider, each have unique abilities all their own. “Are you sure?” Dieter called back. “Yeah, dude,” I returned, re-equipping my gauntlets, “You like massive damage dealing, this subclass’ll give you that. Go for it!” I looked back down to my memo-to-self as I jotted down my observations. “Wow, look at them go,” Zechs admired, evidently watching Dieter's battle against low-level fauna with great interest. I hummed a reply, wondering vaguely if our memos could be seen by other players. Last thing I'd want was for some passers-by to read that I had been sucked into a game and assume I was crazy. “Up and down and up and down and...” Zechs chanted rhythmically for a time. “Uh-huh,” I managed. “It's like watching gelatin bounce!” he sputtered and salivated. “Yeah, well, I would assume... Wait, gelatin?” That was what commanded me to look up at the fight again, as Dieter was dancing furiously against a crimson-colored critter. I then watched on as it sunk its teeth into Dieter's arm and I saw a green bar sink slowly downward and change to an equally-red color as the monster in question. “The hell?” I whispered. I watched as he activated some buff or the other, punching the critter out of the air and throwing it back as it unleashed a mortifying scream. “Dieter! That cry! That’s a roaming boss! Oooh, I was afraid of this!” Zechs exclaimed, running towards our companion, “Don't worry, we'll help you!” A boss? Surely Zechs had misspoke. Could boss-tier monsters spawn in the very first field zone?! I briefly pondered just how sadistic the devs of Fairy Land were in their design philosophy, but then I remembered these were the people who sent a giant crab riding atop a giant turtle after Neeku and I for sitting in the shade for too long, and I quickly pursued after Zechs. When I caught up, I bent down, halting his advance, “No, no. He's... he's got this. I think,” He and I took a step back to watch what would happen next. What unfurled next was a truly impressive and acrobatic display of combat prowess. Not hindered at all by his new physique, Dieter deftly dodged and dished out damage with deadly devastating decisiveness. I was legitimately impressed. At one point, it seemed like he had the monster on the ropes and would force it to retreat – many monsters in the game were actually given pretty advanced AI routines to dynamically react to how a battle was going – but Dieter would not grant it the opportunity. He brutally grabbed it out of the air and began squeezing the life out of the thing by crumpling it into a ball as it was originally a piece of furry origami art. And, much to my horror, stuffed the thing in his mouth and ate the damned thing. I don't know if it's the fact that the taste of paper triggers my gag reflex or if I was just too stunned to even comprehend this, but I just stood there, stunned at the display. Dieter then turned to us, a crazed bloodlust burning in his eyes as he unleashed a fell and terrible howl, throwing his head back like a wolf. Just in time for his oversized chest to follow-through and bash him in his own face, throwing him head-first to the floor below. “Whoa,” I heard Zechs admire, barely above a whisper. I sighed and walked over to my stunned companion and glanced down at him. He blinked a few times, presumably trying to shake the haze off, as he groaned, “C-can you help me up?” he weakly offered. “Got a bite to eat and you think you could take me on?” I chuckled, then gestured with my free hand to the area on my helmet where my mouth would otherwise have been, “Oh, you got some Critter in your teeth,” I heard him mumble his reply, “Oh, good. I could still take you. I'm level 75 now!” “Oh, well, that’s good.” I nodded as I called up my menu before my hand and flipped a few settings, “However, still, let me put my profile on public,” Windowz, Proton Bunker, Level 237. “Oh. Wait, levels in the hundreds? What the heck is up with that?!” he grunted, in a way not entirely dissimilar from how I had reacted to the same realization. Zechs walked closer to us to explain, “This is a MMORPG, and one of the worst about grind. Of course this game is going to have a stupidly high level cap. In fact, in the fifteen years that Slidelands has been up and running, no one has hit the level cap. Ever,” I didn't have it in me to mention I heard previously heard rumors about the game's level cap going up with each expansion, either, so I simply assisted Dieter in getting to his feet and helpfully said, “Here, let’s get you back to town,” Not long after, we sat down in the biggest tavern of the first town. I was skimming menus still as we found a table and sat down together. I admit I was only half-paying attention as Zechs and Dieter engaged into a conversation about the latter's recent stat point gain and his wanting advice on where to distribute them. Like there was any doubt, since the min-maxing scrub was already following a meta build I had heard of – where the Neutron and Jetter had insane power/speed builds that had surprising amounts of self-sustain. It struck me as absurd that he'd follow a guide and then suddenly stop midway in. In the back of my head, I could hear Neeku's condescension of “But... but the meta!!” I chuckled when the thought crossed my mind. My focus returned midway into the discussion with Zechs gawking, “So, you're telling me that you made a nearly perfect min-maxed character without trying to do so?” “I guess?” Diegal shrugged. “Wow, man, just, wow,” Zechs shook his head in disbelief. “Like you have room to talk,” I scoffed, “Your build is a Photon Breaker, a middling all-rounder 'Tron alongside a middling all-rounder front line combat class. Face it, Zechs, you're a jack of all trades, master of none,” The Photon Breaker lacked major, crippling weaknesses, which made it noob-friendly and a 'safe' choice for the noncommittal sort. “So? What's your build then?” Deegal challenged. I sighed, pressing the tips of my gloved fingers together before my helmet. I opened my mouth to speak, but he cut me off, “Dude, you seriously need to take off your helmet. At least in here. You can't be a big, scary space marine guy all the time!” I sighed again. I guessed he couldn't see my nonverbal cues and figured he might have had a point. I yanked the bucket off my head and shook my sweaty hair free as it carelessly tumbled down around my head. As I mentioned earlier, my hairline in the real world was... unsatisfactory. So as a bit of an in-joke, I gave my character a ludicrously massive pompadour worth of blond hair that flared a bit in the front, in traditional anime-esque fashion. Deegal made a strange face at me, perhaps surprised I was playing a loppo race, but allowed me to speak, “I, Jake,” I deliberately hammed up my delivery, “am a Proton Bunker. Proton is a physically inclined 'Tron, while Bunker is the epitome of defensive field control and enemy direction. I ensure that enemies focus on me and me alone,” He nodded wordlessly at me, but seemed a bit startled by something. He knew I played a tank, so I guess it was the loppo thing. Weird. “Here are your orders, sirs and madams,” the waitress stepped over to our table. She smiled at me, almost apologetically, as she spoke, “The, erm, meatball sandwich for you, sir Loppo,” “Indeed,” I chirped merrily, “Excellent!” I was excited at the prospect, having not eaten at all this day and, frankly, I figured fake food could tide me over until I figured out what was going on. Right up until the blinding, searing agony surged through my entire being with a force that felt as if a heavy weight boxer had just checked my solar plexus. Every iota of willpower in my entire being had to be forced to a singular point in the back of my throat to stop myself from vomiting what contents may have been in my stomach prior. I spat out the sandwich in a mixture of feral terror and mortal shock. What the hell had just happened?! I cursed and sputtered desperately. I think I managed to get some words out, but couldn't swear to it at the time. Zechs shrugged and grinned nervously, “W-well, buddy, I didn't want to tell you this, but Loppo, your rabbitman race, are all strictly vegetarian. They can't digest meat, like at all,” I struggled to recover my breathing as Dieter riotously cackled at me, “Hey, can you get my friend a new sandwich, with... Hmm. Kale, pickles, oh, lots of pickles, lettuce, and tomatoes? Oh, and some carrots on the side, too?” I barked something obscene under my breath that, in retrospect, shouldn't be transcribed here. As if I need to explain further, I don't care for bitter tastes or certain textures – of which the above order falls neatly under. The only reason I didn't say more was because I stopped to run my tongue along the tops of my teeth. In the front were pronounced, sharp teeth for cutting. Next to them in the human jaw would be canines – designed for tearing. But in place of them were flattened teeth, like a vegetable-eating species would have. I was unsettled by this, to say the least. The waitress was uneasy, simply giving us an, “Okay,” before pulling something from her pocket, “Oh, and before I forget. I was told to give this to you.” She then handed Diegal an envelope. Out of reflex, I shot her a nasty glare, indicating that her presence was no longer welcomed at our table. I then extended the same to the laughing hyena-bitch who sat opposite me. I must have said something, as Diegal fired at me, “Don't hate me, hate yourself for opting for a vegetarian race. I'll be taking your sandwich, now, too,” As he slid the plate across the way. “You wanna fight?” I whispered, as I felt Zechs grab my shoulder, clearly telling me to knock it off. I knew he was right but in that moment, I was pretty mad, to put it gently. “Who's it from?” Zechs cut me off. “Does it matter?” Dieter shrugged carelessly. I snatched the letter from him and opened it forcefully. I scanned it for a second before reading it aloud, “Dear Zechs, Windowz and Deegal, My apologies for earlier. I didn't realize I hadn't installed proper toiletries for you before. Hopefully, everything is fine and dandy now that the latest patch-mancy has been implemented. Well, I wish you luck and hope for your success, Sincerely, Administrator Catalina Ur-Grafzou,” As I finished I thought back to what I saw and decided to take jab back at my dear friend, with the opening now presenting itself, “Wait, toiletries weren't implemented before? What the heck? Was everything right before, Dieter?” I saw the color drain from his face, “Uh, sure?” he offered, biting into my sandwich anew, “Why do you ask?” “Oh,” I hummed, “No reason. It just seemed odd she'd send us a message for that if everything was fine before, but whatev—Ohgodammit.” The waitress returned, having taken Dieter's faux-order seriously. I swear to whatever demon rules over this world, the NPCs were just as stupid when I was trapped with them than when I skipped their dialog with the Escape key. I said some... words one really should not say to someone in a service industry job to make her leave. The weird part about it was... I think I made the NPC cry? I told myself it was a trick of the lighting. Nothing that rock-stupid would happen in this world. My appetite completely destroyed by what just happened and my enthusiasm a distant memory, I put my mug to my mouth to the good old reliable taste of city tap water. Well, it tasted like the tap water of the town I lived in. I stopped halfway. This is all fake anyway, so who really cares? I reasoned. Diegal and Zechs continued talking but I had stopped listening. It was immature and stupid and I should've let it go, but I sat there and stewed in my anger instead. Setting my cup down, I interceded into their conversation, “Anyways, enough of this stupidity, let's get out there. We need to get ourselves up to snuff so we can complete this dumb quest thrust on us,” I went to stand, only to see the damned waitress was back again, but this time to hand me a bill. God damn NPCs... I fished for the coins, dropped them and cursed the brainless AI one last time for good measure. Afterward, we were heading back to the Forest of Beginnings. Putting my helmet back on and getting to move around freely helped me burn off some of the stress – in addition to the primitive catharsis that was smashing monsters who we hopelessly outclassed in single blows. I must say, it made me feel pretty cool to know I'd come such a long ways in a short time, for what it was worth. However, the resounding gong of falling hammer blows came to a stand-still – in fact, all three of us did – when we heard a sudden cry: “He-e-elp!!!” “Did you all hear that?” Dieter cried out. “It's coming from ahead of us, by about a mile,” Zechs reasoned with startling levels of precision. Dieter seemed to think so too, as he shot back, “That's pretty impressive. How did you figure that out so quickly?” “Oh,” Zechs sheepishly grinned, “I took ten levels in the Stalker subclass, and I can track anyone I've ever messaged, and that's coming from one of my friends.” Dieter and I awkwardly exchanged glances as I offered a shrug, “All the more reason to help. Let's go!” I brandished my hammer and shield, as something occurred to me. An odd bug I discovered in the game due to my particular build. And it didn't take long for my friends to notice it either. “Uh, Jake, man? You're, um, how do I put this... You're running backwards,” my floof companion offered. “I know. Because I can't move that fast forward. My armor load is too high for my weight bearing, and so my walking speed is cut in half. You could give me a five minute head start and you'd probably still beat me in the hundred yard dash as I am now. However, movement speed doesn't factor into defensive evasive maneuvers, so...” I trailed off. I learned the trick while goofing around, finding my back-step dodge command, which was technically on a 1-second cooldown, moved my avatar faster than walking forward. Weird ninja-solutions to these kinds of problems were lauded by Fairy Land developers and, thus, usually were not patched out. He seemed satisfied with my explanation, “I see, then. Well, don't hit any trees.” I swiftly explained a talisman I used for 360 vision. While the game was viewed 3rd-person style, wearing certain equipment would have secondary effects and bucket helms would shadow the world behind my character as a means of expanded role playing. The talisman in question was a reward for tank classes who reached certain level thresholds and did a particular questline. But it worked for my needs. Which is good, as we soon ran into a complication in our impromptu search-n-rescue mission. There, at a lake somewhere near the forest's center (where subsequently stronger monsters tended to gather) was a Boss monster. Zechs broke the awkward silence, “Oh, geez. I didn't realize it was the new moon,” There before us, center of the lake was a truly impressive sight to behold: from the waist up, one could be forgiven for mistaking it for a 30 foot tall woman, blessed by her creator with an unnaturally acute beauty and an otherwise-inviting smile and posture. The devs even rendered her a belly button, which barely floated above the waterline. However, there was no mistaking the lower half for what it was – a terrifying amalgamation of aquatic animal body parts. Where hips should have been was the body of a cuttlefish or a particularly sponge-like snail, with tentacles extending every which way not unlike a squid. Around the water's edge were smaller, cuttlefish-squid monsters, called Lesser Omens, patrolling nearby. When Dieter demanded to know what the lunar phase had to do with anything, Zechs shouted back, “That's because that's the only time that this monster, the Neptunine Omen, appears. Be on your guard, Dieter!” “Yeah, yeah, I've seen enough weird Japanese porn to know what to expect if I fail,” Dieter, in a bout of infinite class, responded coolly. Surrounded by the Lesser Omens, there stood a lone adventurer: a Squerran female who looked to be some sort of mage-class based on her ill-fitting, baggy robes that made her already-petite frame look even smaller. My natural instinct was to protect her first, but if we broke rank and got swarmed, we wouldn't be doing her any help at all, so I motioned for Zechs to stay close as we advanced. I dropped my hammer down atop a Lesser Omen as Zechs stayed by my side, slashing wildly at the slimy little piles. I figured we could stay in standard 3-Ring formation and force the upper hand by weeding out the smaller ones faster than the big mama could generate them. Dieter, of course, had other plans. She leaped over us, sailing into direct contact. Zechs briefly reached his free hand out, as if to call for him, but I motioned for him to... let it unfold. There was no use in trying to stop him now. “Dude, if she dies, there goes my chance!” my short friend hissed at my side. “It was funny the first time. Now it's just creepy, man,” I shot back. I had to admit, his surprise attack gambit caught the boss off-guard, so I saluted Dieter somewhat for taking initiative. Or, rather, I did up until one of the tendrils grabbed him around his midsection and began slamming him to the ground, much akin to the old Saturday morning cartoon slapstick sketches I used to watch. I admit it: I smiled a little. “I'll help you!” The Squerran girl suddenly started, “I call upon the Gnosis of the Soldonna! Tiny Puttirim!” I glanced over just in time to see a tiny, cherubic angel figure appear and began shooting small jolts of lightning into the horde. This served to provoke every last one of them – including ones that I had previously focused on me – as they dog-piled onto the poor thing. As I looked back to see Dieter's health (unsurprisingly in the red) ticking downward, as he unleashed a roar, fell and terrible, as he proceeded to tear the tentacle from its original owner and began bashing the lessers into oblivion. I was a bit at a loss as I watched the scene unfold. Just then, I heard the boss's low laugh echo again and looked her way, just in time for Zechs to take to the air, slashing wildly. Before I knew it, he had pureed a hole straight through her, dropping the boss where she floated. “WHOO-HOO! Oh, yeah, Dieter! Good job on distracting her so I could finish her off!” Zechs cheered wildly. “What?” I heard Dieter barely mumble. “You think you won? Lady Neptune will devour your... guts,” the barely-hanging-in-there boss gurgled. Feeling the day's mounting frustrations and my own helplessness mounting up, I whipped out my hammer and proceeded to exert all those feelings all over the boss's skull, quickly demolishing it into a semi-consistent pudding-like mixture. “My heroes,” The Squrran mage teased as she approached us. Zechs took it to the mug like a champ with a big grin, “No worries, there, Errin. Say, how have you been?” She shook her head, “Not terribly good, I'm afraid. At first, I was enjoying myself being so immersed into the game, as I was collected quite a bit of excellent data, and then... I realized I couldn't get out. Is this what they call losing touch with reality?” “Dude, who is this?” I asked, leaning down closer to Zechs. “Oh, my apologies. I am Dr. Erin Sanderson. You may call me Erri or Errin, too, if you prefer,” She introduced herself politely. I was considering why the name rang a bell, but Dieter beat me to it. “Really?! You know Erin Sanderson?” he growled. “Is that a problem?” Zechs squeaked. “She only wrote the most inflammatory documents on the internet, only after that one guy who wrote the hilariously incendiary 'Everything you like is shit' trollpost,” I had heard of her. I had actually even watched a couple of her ZoomTube videos where she talked about social systems in games. Sure, I disagreed with her take that every game needed social elements crammed into them, but I didn't find her all that offensive. Compared to how my day had been so far, I considered her a step up. “Yes, well, please, forgive Seamus, or Zechs. He was quite a gentleman to help me before as he did, and now. He has been invaluable to my research into online interactions, and now, what with this bizarre happenings before me, I'm sure his help will be invaluable once more,” “Now, you need to fill me in,” I offered. I wanted to hear the other side too, just to be sure I didn't step into a minefield. “I'll tell you when we get back to town. I need some new clothes. I got squid slime all over these ones,” Dieter wrinkled his nose in distaste. Which was fine by me. I was already exhausted after the day we'd had.
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Well! As of last evening I finally humped it over the major cluster of uni deadlines. I have written approximately 10,000 words, narrated two presentations, and felt the slow steady drip of my brain leaking out my ears. I didn’t pull any all-nighters, but only because I am physically incapable. (I did go to work on about four hours of sleep once, and that was not awesome.)
Naturally I have responded in a mature and restrained fashion by immediately running out, snatching a copy of Destiny 2 off the shelf, and slam-dunking it straight into my PS4 because look, look, I have done my bloody time.
First impressions below.
I didn’t play the beta, so although I was aware of the gist of what would happen re: the Cabal assault on the City and getting the unceremonious Lightless boot, the precise details were all new to me - and I have to admit, the depth of genuine emotion I’m feeling has taken me a little by surprise.
I’ve said it before and I’m sure defensiveness will make me say it again: I am a casual gamer. I play for fun, and it’s a fun I fit in around work, school, life, and the desire to have other hobbies. MMOs like Destiny don’t suit me that well in the sense that they require a lot of time (and a lot of social connections) to really delve into in full; I never did any of the Raids, I rarely bothered with the Crucible, and I kind of missed Rise of Iron altogether.
But I have been playing this game since day one, and I’ve been talking about this game since day one. The vague nature of the canon has meant that a fair portion of its emotional weight has been shaped solely by the fandom: there is the Destiny on the screen and in the cards, and then there is the Destiny we have built upon those bones. We did it. Us. I’ve been in this sandpit for three years, wielding my own trowel enthusiastically, and I’ve seen the sprawling epics and the precision detailing, the passion and the care, the fic and the art and the meta that created legends far beyond the basic thrust of the game campaigns.
So in that sense it shouldn’t be surprising to be emotional in the face of watching that construction literally catch fire and burn, but lord. There were actual tears in my eyes.
Considering how quick the level is, they’re very adept at hitting the punchiest points. You touch base with those familiar to you: the Vanguard, Shaxx, Amanda. You see the civilians huddling, afraid and helpless; you see the Guardians dying. You crawl through the ruined depths of the City that you have spent countless moments gazing on from above; you got from wondering at what kind of lives are lived below and enjoying the peaceful view to wondering how many have managed to survive. You try, and nearly fail, to protect your Ghost; even after being reunited, you have to navigate with the chirpy voice in your ear reduced to a tremulous, despairing warble.
It’s not very subtle, but it works. As clumsy as Destiny’s attempts to build care for the City and its people have been, it had enough promise that I willingly bought into it. The payoff is that now their (also kind of clumsy) attempts at stabbing at those emotional centres are successfully hitting their mark. I care about the City. I really care about my Ghost. It hurts to see them hurting.
It helps that the soundtrack is very nice! I’ve seen some wistful lamenting that it’s not the original crowd and I can see where that comes from, but so far I’m still finding it enjoyable and effective. The violins that play during the long sorrowful walk out of the City were fantastic.
Graphics? Gorgeous, unsurprisingly. The Destiny landscape aesthetic has always been one of my absolute favourite things about the series, and they’re keeping it up. I love the farm!
Also really, really digging the new set of NPCs. I’ve only met Hawthorne as yet (next time I pick it up I’ll be going to meet Devram) but just the fact people will talk to you beyond a few short lines is a vast improvement on Vanilla Prime Destiny.
Plot seems promising. Got my Light back faster than expected, but it looks like the Cabal are being rounded out beyond simple “bad because the plot says we’re bad” villainy (I found Ghaul beseeching the Traveler to make them Guardians very interesting), and despite my rapid eye-averting I’ve picked up enough spoileriffic mentions to know the Speaker is about to get a personality so I’m looking forward to that.
As for myself, I’ve picked up a new player character in place of Yarrow; I’ll always be fond of her, but she comes with baggage, and this kind of frees me up to poke around new concepts and notions unburdened. Plus I can finally embrace Nolanbot in full instead of continually pulling a face because This Is Still Not My Beautiful Dinklebot Wife. She’s a very grey-scale Awoken Hunter lass at the moment; been literally calling her Greyshade in my head because I’m terrible, but toying with a name like Cinis as a more serious moniker.
#ultimate spacetrip of ultimate destiny#phew it's been a while since i broke that tag out#destiny 2 spoilers
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I’m back! I’m finishing up the http://sharkz.io/ game and then onto other nengi projects.
Sharkz.io now has the randomish level up progression in. Cap is currently level 75, but I don’t recommend trying to hit it (Zzz) unless there are actual players around. I put little tooltips like ‘NOT IMPLEMENTED’ on a few of the level ups that don’t do anything yet, so don’t pick those. The most exciting of the new stuff is the ‘Swarmer’ ability which gives you a chubby pet fish that swims around eating stuff. You can have up to 5 of these, and they respawn (10s) if they die.
Works best in CHROME! Might require a hard-refresh (Ctrl-F5) if your browser cached an older version of the game.
I’ve also started two of nengi’s demo projects.
I keep debating what exactly I want to do with nengi.
Long rant and invitation to say what you want about how I should release nengi follows.
I’ve received all sorts of advice. I’ve been told to release it as open source, to offer licenses from $99-$499, to keep it 100% to myself so that I can just focus on my own games, to bundle it with renderers+physics as a full engine and re-release as a fuller-featured product, and to avoid a public release and offer licenses plus support to established companies. There are certainly pros and cons to all of these models. They’re not all mutually exclusive, though some are. I still prefer some sort of royalty + free to use below a certain revenue idea. Is it a fantasy to get paid only by people/companies that are themselves satisfied with nengi? Here I define satisfied as ‘using it and earning money thanks to it.’ Well, whichever way it goes I now possess a tool with which I could produce a simple io game with 100-400 players every 2 weeks...
I’m also a little shy about how much nengi is going to get ripped off regardless of how I release it. It’s not like it has some magical secret to it, I’ve written at length about how it is that nengi can do 10x-1000x of what we commonly see in other games. To be fair, there are also plenty of games whose netcode is better than nengi (like WOW, Guildwars) and other games which are just constantly a few milliseconds faster in a way that browsers+javascript can’t yet touch (i.e. the modern first person shooters, thanks to UDP and better native code). Still though.
How is it that these techniques have not already spread though every existing engine? Maybe that’s the one way in which I was somewhat clever... nengi could network a game *like* WOW, slither.io, or Terraria despite their differences -- it isn’t married to any particular game or engine. If it was, the problem would’ve been simplified and I’d have had even more optimization in place.
My API is nothing magic. Instead of network functions like ‘writeUnsignedInteger8′ which give you total manual control, in nengi you define a protocol for a message or entity (e.g. sharkProtocol = { x: Int16, y: Int16, hitpoints: UInt8 }) and then use a function like network.addEntity(shark). Now the shark is networked and any player that comes near it will see it. Did the shark's x, y, or hitpoints change? Nengi handles it. You still have to write code on the clientside that handles ‘createEntity’ and ‘updateEntity’ to get the data. Want to remove the shark because its hitpoints are now zero? Well then you, the developer, have to call network.removeEntity(shark). The client will receive a message ‘deleteEntity’ containing the shark’s id. As you can see it’s nothing magical, you as the developer are still responsible for doing everything and comprehending networking. Nengi just does its part very efficiently, and spares you some of the more obvious tedium like figuring out if any of the properties specified by the protocol (x,y,hitpoints,etc) changed or figuring out if entities/events are even near the players at all.
Now while I have become a bit attached to nengi, many of the tricks I’ve learned along the way are not mine. They came from reverse engineering mmos, playing counterstrike (really), and reading papers on quake III, source engine lag compensation wiki, tribes networking whitepaper, lots of profiling v8, and studying lockstep engines such as the one in age of empires (didn’t use any of that in particular but it opened my mind to determinism). So below I provide unto the world my umpteenth recipe:
SEKRET SAUCE NETWORK POWERZ RECIPE:
1) bundle network messages per frame and send them all together (e.g. send a message that contains 10 entity positions rather than send 10 messages)
2) don’t even send network messages for entities/events that are out of the players’ views (e.g. push entities+events into a spatial structure and query it to decide what is near a player)(only matters for games with a world larger than one screen)(a spatial structure is a grid, rTree, quadtree, etc)
3) compress messages by sending deltas and/or using binary (e.g. don’t fully resend an entity if only its hitpoints changed, and try to improve over plain xml or JSON)(if really fancy you can even micro-optimize the network data, e.g. if x changes from 150 to 145, instead of sending ‘145′ send ‘-5′ -- note: i rarely do this part, but it does help a little)
That’s the special sauce.
Maybe no one cares now, but when dozens of games pop up that look simple (like most of my stuff) but can do 200-500 players on a budget server, networking is going to seem more approachable (ya?) and then people are gonna come looking for this recipe.
And yet it did take me ~3 years to learn what was already known, assemble it together in a way that could be reused for a variety of games, pore through v8 benchmarks until it was faster than any game I had heard of (not really tho, more of a ‘reach for the stars and get a coconut type-of-thing’), and put my own spin on an API. What is the value of that? I’m not sure. What gets me paid? And what would make nengi users happy?
#casual chat with tumblr about the future of my career#nengi#sharkz.io#network programming#html5#node.js#javascript#gamedev
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It Is Your...
Uhhhhhhg. I swear I’m one step closer to being a corpse. For those of you who follow gaming at all, you will know that the most anticipated and award winning Destiny 2 was released for PC this past Tuesday. The game was released 2 months ago on console but the first game was never released for PC. Since the game seemed to suit the PC community and mouse and keyboard controls perfectly, there was much added excitement. Once the game launched I put in nearly 24 hours straight and even the next day I put in another 12 hours and then lastly another 6 hours after that. I stopped only a few hours ago and honestly I have a maxed character and 2 other characters who are underway. I have been living in my gaming chair sipping tea and eating apples, muffins and chips (I don’t usually eat chips but I was desperate). I haven’t seen daylight in a few days and that is until last night I got to see my girlfriend. Thank goodness. I’m pretty worn out from Destiny 2 and not only do I need a break from it but I’m feeling super depressed due to not taking care of myself and a lack of sleep, food, water and general hygiene.
Destiny 2 though is a pretty great game. It’s hard to not like it. Heck, it’s hard to not love. The overall graphics are on par with today’s standards but the lighting effects are a bit better which makes it look really good. The gameplay is silky smooth for some reason and plays beautifully. The movement mechanics and flow of each fight has been well designed to keep the player moving instead of spending too much time simply pouring bullets into a single stubborn enemy. The campaign comes with the base game (and will likely be added to upon DLC) is good but simple and most of the characters are good but some aren’t very enjoyable in my opinion. Also the story is very expendable because since the game is an FPS MMO RPG, most players simply don’t care and the Campaign takes less than 10 hours to finish. The Campaign really just acts as an easy warm up for those of us more hardcore players, meanwhile will act as a decent challenge for your casual stay at home dad or lesser experienced players. But just like any MMO RPG, the game doesn’t truly start until you put the ‘final’ boss 6 feet under. The campaign actually seems to hold back the player from gaining “Light” which is the measurement for how powerful your character is. After killing the boss from the Campaign, the grind begins with the player doing side missions. There are two types of side missions, “Adventures” and “Quests”. Adventures are available from the start of the game and run on an endless loop providing a decent mini mission for players of all skill levels and character levels (they’re really easy). The “Quests” on the other hand don’t seem to be endless. They are a chain of mini missions which usually are about the same difficulty as a Campaign mission but not as long and once you complete all of them, you get a nice prize. Lastly there are “Public events” this is fairly unique to Destiny. This is when an objective appears in the open world part of the game and any and all players nearby can simply walk in and fight side by side to complete an objective, which of course requires you to kill lots and lots of bad guys. The game also allows you to buy treasure maps which will tell you where loot chests are which may or may not give you a good reward. There are two other game modes as well, one is “Strikes” and the other is the “Crucible”. Strikes are simply missions that three players can play together and complete and usually offer better loot. The Crucible is Destiny's Player vs Player mode which has been made better since the first Destiny however it’s not on par with games like Halo, Call of Duty and many other PvP shooters but it’s not bad either. Anyway you get the point, the game is amazing…. However….
Destiny 2 is no doubt a great game but frankly… it’s too easy. Back in the 1st Destiny enemies varied more in their threats. For example there is an enemy called a ‘Wizard’ it’s basically an alien monster about 12 feet tall and flies above the battlefield and hurrells lightning or plasma or something at you and it used to deal lot’s of damage. They were scary! And worst of all they would scream extremely loud and fill your ears with this high pitch screech which would terrify you, these things were freak’n terrifying but in Destiny 2 you can kill them with a single clip and they don’t scare the player with high damage attacks or loud screams. I think every bigger enemy in the game has been nerfed. (“nerfed”: Gamer lingo for, made weaker). It simply makes them less scary and makes the game easier. Now enemies can come as “elites” which do deal more damage and have more health making them a bit scarier but still, the last game had that too and the elite versions of enemies were a player’s bane. The kind of thing that would make a player walk into a room and say “OH HELL NOOO!”. Now the advantage the game has to making these enemies weaker is now players kill more enemies and switch from one enemy to another which helps keep the excitement for the modern person who generally has a shorter attention span. I think this hinders the actual game and kinda dumbs it down but… there’s more. The whole game seems to be dumbed down for the casual audience. Not only by making the enemies easier but even the bosses, ya know those really big things which are suppose to be really hard and make your hands sweat or make you have to try again and again to over come… yeah those are also easy. My online friends and I had no struggle against those and were very underwhelmed at how easy it all is.
Now I’ve done some digging around on the internet and found that not many console players have found the game to be much easier but they think it’s different due to bigger enemies being nerfed. Which is true. But it would seem that PC players, like myself are having a cake walk (which I am too). The reasons are fairly obvious. On PC we play at 60fps or higher meanwhile console players are at 30fps which I find makes making precise movements and shots more difficult. Console players are also forced to play the game with a field of view of 55 degrees…. That’s like looking through a tube. Meanwhile on PC the game allows you to play at 105 degrees which is just shy of distorting image like a fish eye. I personally perfer 110 degrees but I’m not too picky. However anything below 90 degrees is simply stupid in my opinion. The primary reason rarely play games on console these days is because of the field of view. I simply can’t go back to looking through a tube. Now if the frame rate and the field of view wasn’t enough to give PC players a huge advantage, we also have mouse and keyboard controls. When using a controller you can only rotate your character so fast and can only be so precise. For example jumping into the air and shooting enemies on console is hard and you will likely one have time to shoot one enemy but on PC I find myself jumping into the air and killing one enemy and then turning 180 degrees to shoot an enemy behind me, this is simply a dream for a console player. Also it is but easier for PC players to hit weak spots on enemies and control weapon recoil. So not only are enemies in Destiny 2 generally weaker than the first game but now PC players can consistently hit the weak spots of enemies. Giving PC players another advantage when it comes to gun play. Anyway these are the reasons that PC players are having such an easy time with this game. But how would Bungie fix this? I mean I don’t mind too much. Having a casual FPS MMO RPG as amazing as Destiny 2 is super nice and I’m not complaining. But if Bungie wanted to make the game harder, how would they? They could crank up the enemy difficulty but then it would be unproportionate from the console version. I have no issue with that but it would be the first time in gaming history that PC gets a gamer but modified to be harder than the console version. Meh I dunno, it doesn’t really matter I guess.
Oh man I just realized how much time I just spent writing about destiny 2… I should do something else today other than think about that game. Also today I’m trying to recover from my lack of sleep, food, water, hygiene, etc. Peace out folks and happy hunting.
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A while ago, I finished an interesting written by my colleague Jason Schreier over at Kotaku called Blood, Sweat and Pixel, telling the stories and problems of 10 different AAA and indie developers faced when creating their games. One of the chapter was all about Destiny, and it got me realize how much one of the biggest commercial successes of recent years, was a flawed title that took almost three years to get on solid grounds, numerous studio creative changes, but yet became something that involved a huge community of players all around the world including myself (proud hunter right here). Despite somewhat lukewarm criticism and negative feedback from early adopters, this shooter like no other has found its way, after a series of free updates, 2 DLCs and 2 expansion packs (The Taken King and Rise of Iron). Now almost 3 years after its first release, comes the sequel, Destiny 2, a way to fix many core issues from the original and hopefully start off fresh.
To say that the first Destiny was criticized by the press and players is something lots know already. This merge between MMO and FPS had lots of flaws during the past three years: a story badly written and incomprehensible unless you visited the Bungie site (to read Grimoire cards), grindy, too expensive with all the DLCs, and let’s not forget about the plethora of bugs that whether were abused for good intention or not is a different story (I’m looking at you all Raid cheesers). Nevertheless, players stuck around, and devout Guardians continued to voice their discontent at the game, in hope that Bungie will listen, but it seems they had other plans: create a sequel that will become a fresh start for everyone. Now clocking more than 35 hours of play in Destiny 2 (a shy number in comparison to my 923 hours on the first Destiny), trying a plethora of activities, finding new loot, I’m pretty sure there is still much to discover, but at least I can say one thing: Destiny 2 deserves your time, because it finally fixes some of the core issues of its predecessor.
Throughout my reading of Blood, Sweat and Pixel, I learned the main issue behind Destiny’s rather lack of story. Months before the first planned release of the game, Bungie studio executives had asked that the script be rewritten, due to a lack of clarity from the original one. Too linear, according to them, this new change of order had consequences on the development of the game, as one could imagine, and sadly Bungie gave birth to game that was praised for its shooting mechanics but pretty much nothing else. As sad thing, coming from the studio that create epic stories of challenges and rise to power (the Halo series), but throughout the 3 years of the first Destiny, The Taken King and Rise of Iron became a testing ground to put some sense in the lore of the game and its rich story (and plus we got amazing content creators like My name is Byf decrypting and explaining the lore better than the game makers). With Destiny 2, the studio had the chance to start on a good foundation, almost reminding us of the days of Blizzard’s World of Warcraft: Cataclysm, a clean wipe for everyone, so they build upon what worked and what needed to be fixed.
Destiny 2 takes place a small year after the SIVA crisis introduced in Destiny: Rise of Iron. Crota and Oryx are just bad memories (or good memories for you accomplished raiders), and the game recounts a short summary of your past exploits in the previous version, if you played it. It recalls the date of your rebirth on Earth Cosmodrome; the day you triumphed over the Darkness in the heart of the Black Garden, your first victory in the Vault of Glass raid; the day you reached the Lighthouse on Mercury; when you became an Iron Lord; and so on. It is also an opportunity to remember with whom some of these accomplishments have been done, and like many Destiny players around the world probably believe: the experience is not necessarily to know how you play, nut with whom you play. This small introduction was therefore quite moving, I must admit, enough to almost shed a tear among those who spent hundreds of hours on the first opus. The newcomers though, will be introduced to the universe of Destiny by a summary of the previous events in a well done, if not better than actually playing the first game. Destiny 2 did well to differentiate between the veterans and the beginners, adapting the numerous dialogues of the game; incorporating the enormous – hidden – lore of the series in an easier way for new Guardian, who can thus discover a brand new world. The others, who have known the horrors of The Dark Below, fought the blight of the Takens and saw the snowing peaks of Felwinter are treated as they should: as Destiny Veterans.
The script of Destiny 2 is finally quite simple in its own way. The last city on earth, still standing since its creation, is suddenly attacked by the Red Legion, an elite faction of the Cabal Empire. Encountered in the first game, the Cabals had until then constituted only a vague threat; a few outposts on Mars were filled with exhausted troops, but never truly a representation of the terrible power of this military empire. The Guardians are rapidly outnumbered and the city falls into the hands of the invader; the player, in a final desperate attempt, tries to attack the mothership and falls head-to-head with Dominus Ghaul, the leader of the Red Legion. You then understands that Ghaul’s aims is to seek out the power of the Traveller, a divine entity that has been dormant for centuries, after protecting humanity and to whom the Guardians owe their powers. What happens next is that Ghaul encloses the sphere god in a sort of gigantic harness, which has the effect of depriving all the Guardians of their Light, becoming vulnerable and mortal, and are eliminated one after the other, while the few survivors are forced to retreat.
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In short, Destiny 2 tells the story of the Guardians’ long struggle to get back their City, free the Traveler, and triumph over the Red Legion while getting back their lost powers. Without telling you too much, know that the adventure will lead you to four corners of the solar system, like the first episode, but this time to organize the resistance or counter-attack. Overall, the game has some solid good writing and offers some of the most epic moments of the series, probably because of a switch in creative writing leads, including Senior Narrative Lead Jason Harris. Well served by numerous cinematic and plenty of dialogues with new and old characters, the plot progresses at a good rhythm and remains clear, from the beginning to the end. Screenwriters also had the good idea to include the point of view of the other side; with a set of cinematics that show what’s going on with Ghaul while you progress through the story, and obviously helps understand the Red Legion’s intentions, and their final goal. If it never really surprises, this campaign has the merit of being straight to the point and even emotional, recalling what the studio did better back in the early 2000s, as we remember the epic stories of Halo to Halo Reach. The first moments of this defeat against the Red Legion reminded me of Halo Reach’s eight campaign mission New Alexandria, in which the Noble-6 landed wounded and almost unarmed, in a city invaded by the Covenants forces. Destiny 2 however, retains its own identity, avoiding to pour the theme too much into the suffering of humanity, with dramatic moments, well served by an excellent soundtrack done by Skye Lewin, Michael Salvatori and others… Some tracks are fit of epic movies, and I can’t stress on how amazing they are in terms of composition but also variety, so I’ve included a sample of one of my favorite one which you can hear below. Plus, I’d like to thank whoever was in charge of the sound effects this time, as the weapons aroused my senses, like the low throbs of the Graviton Lance pulse rifle, or the volley of rockets coming out of the Wardcliff Coil rocket launcher.
While Destiny 2 is all about a fresh start, the game still uses key characters known to fans, such as the trio of Zavala, Ikora and Cayde-6, but also introduces some new ones, all rather well done, starting with my personal favorite called Failsafe. The latter is an AI, one of the only survivors of a golden age mission on Nessus (roughly 500 years before the event of Destiny), which now suffers from a multiple personality disorder that makes it rather amusing. Sometimes jovial and helpful, Failsafe can be more squeaky and sarcastic without any logical transition. On Io, the player will meet Ashar Mir, an awoken scientist whose personality is closer to your grumpy uncle than a helpful nerd, then on the EDZ (which we’ll explain more later on), you’ll meet one of Bungie’s first ever gay characters, Devrim Kay. These characters aren’t just there for show, but important to each planet as they give the player many information about the places but also dedicated quests. In the end, the Destiny 2 campaign finds a certain balance here, with its epic clashes, its moments of doubt and its hard blows, without taking itself too seriously. It’s a formula that may not please everyone, but the regulars of the studio production will recognize the Bungie tone, which likes nothing more than drop fun jokes even when the end of the world is near.
Dominus Ghaul, leader of the Red Legion
It easily took me around 10-15 hours to see the end credits of Destiny 2, which followed a sort of linear path that is at the choice of the player. Technically, Destiny 2 guides the player to concentrate on key story quests, but you have the choice to do other things like sidequests called Adventures. On the other hand, since some story missions are only accessible when the player has reached a certain level, it was necessary for me to go into PvP or Strikes (matchmaking cooperative missions with three players) to get enough experience and obviously better gear and weapons.
While the first Destiny was finally quite simple in its unlocking system, players gradually unlocked new planets, and from space he could choose a mission, whatever it was, or go for a stroll on the planet of his choice to do patrols or just farm for ressources. Bungie has thoroughly reviewed the way its game was built, and now every Destiny 2 planet has several landing zones, but also different missions and quests, which are all up to the player to decide what to prioritize. Story missions are even located on the map, so you have to go there to activate them, but you’ll end up finding other things to do on the way, such as Adventures, which act as smaller scripted set of missions, or explore Lost Sectors, (secret zones which house mini-bosses and loot boxes), or a plethora of public events that guardians in the area can join, and of course returning patrol missions. Destiny 2 broadly resumes the basis of what its predecessor did, but constantly enrich the experience, like The Lost Sectors, for example, are only an evolution of these small dark caves in which sometimes there were no real interest in discovering.
The planets themselves follow the same logic of evolution of Destiny 2. Larger in size, they are also richer, with vast areas filled with varied visual elements, enemies, secret chests and all sorts of loot to discover. The game makes the effort to propose even more complex levels to invite the player to explore each planet, and succeeds on all front with some interesting verticality notably on Nessus and IO. If the first Destiny had us visit Earth’s Cosmodrome, the Moon, Mars and Venus, Guardians in Destiny 2 will visit previously mentioned IO, Nessus, and Titan, one of Jupiter’s satellites. Gone are the Russian plains of the Cosmodrome, as we discover the lush forests of the European Dead Zone, well known to PvP enthusiasts; in fact, several maps of the first Destiny were located precisely in the EDZ, like the Widow’s Court. In general, each destination has its own identity, almost making it a character of its own: Titan is a hostile planet, abandoned by humanity, home of methane research centers and arcologies.
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The latter have unfortunately been invaded by a well-known enemy of the players, the Hive, which almost gives a sort of Alien movie side to Destiny 2. Nessus on the other hand reminds me of Venus, full of warm colors and impressive alien vegetation, home to vast vex ruins. IO finally is know as the last thing the Traveller touched before the Collapse, a “religious” place for Warlocks, and home of the biggest vex building you’ve ever seen.
You will spend plenty of time on these new planets as the game offers many missions. If I liked them to be higher in count in comparison to the first Destiny, I must admit that the developers have learned the lessons of the past. Destiny 2 stands by itself with the current content, even though expansions are planned for the months to come. With a total of 35 hours of play with the core game, I still have a lot of things to do and endless grinds, as the most hardcore of us fans will seek to reach the highest power level of 350, and without the need of replaying missions and other tedious tasks from the original game. Because yes, if anything, Destiny main problem was this weird cycle of having to replay story missions with different modifiers such as harder difficulties (Heroic missions). Numerous games do the same like the Diablo franchise, but these mechanics were not something that players really liked, and throughout the Destiny cycle these were pushed to the side. Instead the Destiny 2 introduce different weekly and daily activities that surely will have you venture in the same locations of the games, but without a feeling like you’re doing the same thing every time, namely Milestones and Challenges. The later are small secondary tasks that are dependent on either the game mode you are playing, or which planet you’re on. For example, it could be a task to kill 75 Fallen enemies on Titan, or maybe kill 5 Guardians with heavy weapons in the Crucible. There’s basically 3 challenges per activity (Crucible, Raid, Strikes) as well as per planet, giving you the chance to build XP and rewards faster. The other more important tasks are Milestones, which are usually more complicated, but will give you larger rewards such as powerful gear (usually higher power level than the one you have), and usually are linked to the most challenging part of the game like finish the Raid, Nightfall Strikes, newly introduced Flashpoints and Lord Shaxx’s Call to Arms (I’ll get back to all these later in the review)
All this mention about loot made me realize that we should probably talk about its new system, and especially how it affects the character that adorns and wields it. Like in the first Destiny, players will be able to pick one of the three classes: Titan, Warlock or Hunter, which will each have, after several hours of play, three different sub-classes. While most expected a new class or at least sub-classes to be added in the game, Bungie’s choice makes sense as it would be too random to add it at this point. Instead Bungie introduces redesigned subclasses, especially on the front of the starting ones like the Titan’s Sentinel, Warlock’s Dawnblade and the Hunter’s Arcstrider, which ultimately are an evolution of respectively the Titan’s Defender, Warlock’s Sunsinger and the Hunter’s Bladedancer.
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This does not mean that the subclasses haven’t really changed since the original Destiny, but on the contrary, have completely different skill trees. While the logic is still to have a cooldown ability of a grenade, your subclass skill, and a Class Ability Modifiers on top of your Super, the changes are dramatic for Destiny veterans, which will need to revisit their strategies. In my case, as a Hunter, I had to learn the hard way that gone are the invisibility perks of the Arc class, but instead, the Arcstrider is an agile high-risk subclasss with numerous tricks to lower your cooldown timers for all abilities. On that front, cooldowns are no longer subjected to the stats of your armor, since the trinity of Discipline, Strength and Intelligence have disappeared, instead relying on your nodes activated in your skill tree. This is a great thing for skilled players, especially when it comes to PVP, as they will be able to reload their skills fairly quick and inflict more damage because of the way they play, instead of betting on the armor stats like in the previous Destiny.
On the other hand, improving your character still depends on your loot and gear. The good news at least is that the system is much clearer than in the first game (and trust me, I’ve seen numerous changes in the past three years). In Destiny 2, loot can be found almost everywhere and in all activities, with revised drop rate on all front, so it won’t take you days before you find a legendary engram. The same thing applies in crucible, where I got my first exotic after a mere 8-10 hours of. On top of that, the original Destiny reputation system has been scratched, in favor of a system of tokens that are more interesting. The Vanguard have their own led by Zavala, Shaxx for Crucible, but also each planet’s key character has their own “ranking” system. Basically, the more you do task that help each person, the more you get token which you can hen redeem and level up your “allegiance” to eventually unlock Legendary Engrams, which decrypt into a series of themed weapons and armors (shaders and other cosmetic loot as well). Plus you can now join actual clans with all your friends (the old groups), which has its own reward system on a season basis, as well as buffs throughout period of time.
The new loot system is redefined to reduce endless grind
In short, the possibilities of the new loot system are numerous and if you were already addicted to that in the first Destiny, then the sequel will probably eat all of your spare time as you hunt for the best. There is however a small change that will not please all Guardians and especially devotees of the RNG gods: the rolls on weapons are no longer random. If in the first Destiny you could have three completely different scout rifles for example, with their own perks, and the most hardcore of all Guardians would keep on playing until he gets that god-roll. With a fixed roll for each weapon, this hunt is over, but at least we don’t need to spend a bunch of glimmer (the in-game currency) and farm for resource to upgrade everything anymore. Another small detail that also makes a big difference in terms of weapons and gear, is the addition of the mod system. First of all, since weapons now are split into kinetic (non-elemental weapons), elemental weapons and heavy slot, your loadout is now more strategic than before, since you can literally equip anything in all three spots. Are you more of a long range shooter? Then put on a Kinetic scout rifle, an elemental one in the second slot, and maybe a sniper rifle in the heavy slot. The choice is yours, and once you start playing around with the mods, which can drastically alter a weapon core to the point of turning an Arc rifle into a void one, the possibilities are endless. Finally I’d like to end a note on the front of the weapons with the simple fact that I’m glad to see that overused original Destiny weapons like Sniper Rifles and Shotguns are now considered heavy weapons, which changes drastically the way Guardians have been playing online competitively, and I welcome the new weapon types which are the submachine guns and grenade launchers (Machine guns on the other hand are gone).
Speaking of competitive gaming, Destiny 2 offers its dedicated PvP game modes, known as the Crucible. At launch, it allows the player to choose between two dedicated playlists: Quickplay or Competitive. The first is undoubtedly the more casual, with a compilation of classic game modes like Control and Clash; while the Competitive playlist focus on more complex modes. It’s thanks to the latter that two new game modes have been introduced. The first is directly inspired by Counter-Strike, known as Countdown, requiring a team to place a bomb on one of the two spots on the map; while the other team must either defuse the bomb or kill their opponents. The second game mode – Survival – pits two teams in a classic death match, except each side has a limited number of respawn.
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Even though it’s lacking custom games, or the ability to just play specific modes, Destiny 2’s crucible marks a real good evolution when compared to the first game. The first reason is that since weapons have fixed rolls, it brings an easier way for developers to put balance in the game, even when it comes to each class strengths and weaknesses. If, at first glance, the Striker Titans or the Warlock Dawnblade seems dangerous, they are counterbalanced by weaknesses and key changes which shouldn’t be overlooked. For example, a Titan Shoulder Strike does not kill instantly, but actually can slightly imbalances its wielder, who must yet quickly chain the charge with a headshot in hope to defeat his enemy. Very often, the defending guardian has enough time to respond even before the Titan may have deal the fatal blow.
The other important change in the game’s crucible is the change to a 4v4 system, which is closer to what competitive shooters are opting for nowadays (with the exception of Overwatch of course). This decrease of set teams has helped Bungie to shrink the size of their Crucible maps, but turning them more complex and full of key clash area
The bravest of all guardians can now try their skills in the Trial of the Nines
All this would be a real pleasure if there were no defaults, and sadly the first one is important for me: when it comes to design, some maps seems like they were done better than others. Without really being bad, Vostok is a map located near the Iron Temple, which is too large and sadly constricts Gaurdians to clash in the middle area, within the corridor path in the mountain. Players are also scattered away from each other at each respawn, which often results in a second, fast but painful death, alone against two enemies that are going in a rotation. The second issue is that even though weapons are rather balanced on paper, auto rifles seems to be everywhere, due to their higher than normal reach and unbelievable accuracy that makes the use of slower weapons such as Scout Rifles or Pulse Rifles obsolete (unless you have the Mida Multi-Tool). Yet, I’m not worried on that front, as Bungie has always been very responsive and quickly balancing the Crucible, so I’m pretty sure it will happen soon.
Back in Destiny, the Trials of Osiris was the ultimate test for PVP, pushing guardians to go through an intense challenge of winning 9 games in a row of elimination mode, to eventually be granted access to the lighthouse on Mercury for some of the hottest armor and weapon loot (all themed after ancient Egyptian mythology). This time in Destiny 2, our challenge is the Trial of the Nines, which change every week, with a challenge to pass through 7 consecutive wins, and discover some strange prophecies from mysterious Nines.
The new Levathian Raid bring all the best from the previous edition in one package
Before we wrap this up, shouldn’t I talk about the raid? This ultimate test of teamwork still requires squads of six players, in order to overcome the numerous events in a large scale mission and eventually beat the final boss. This first raid – since I assume more will come with the upcoming announced two DLCs – is really well done. Directly linked to the lore of the Cabals, the Leviathan raid took the best of the four previous original Destiny raids and merged them into one. This raid is staged with relay systems as was the case for the Oryx one, and even a stealth phase like the Gorgons Maze of the Vault of Glass. The game also added two features that makes the job harder for those used to cheese things around. First of all, the Raid are now free of checkpoints, meaning there’s no way of coming back to any part of it after returning to orbit. The second key thing added is on the front of respawn mechanics. Each player has one resuscitation token for each area in the raid, and once the token has been used, he cannot revive anyone else. This makes things complicated, because if one member of your party stays dead for more than 25 seconds, then the whole team is wiped.
Finally, take the time to thoroughly explore the raid as it seems that the developers have hidden many secrets and some of them have yet to be discovered. Note that it is now possible to use a matchmaking system, and join another squad to do the raid via something called guided activities, led by “shephards” which should allow solo players to do all activities more easily.
Destiny 2 was reviewed using an Xbox One digital copy of the game purchased by the writer. The game is also available on on PlayStation 4 and coming soon on PC via Battle.net. We don’t discuss review scores with publishers or developers prior to the review being published.
Without aiming to revolutionize the recipe, Destiny 2 does exactly what you’d expect of it: to correct the numerous defects of a game which had the base of becoming a legendary experience. A while ago, I finished an interesting written by my colleague Jason Schreier over at Kotaku called…
#Activision#Bungie#Destiny#Editor&039;s Choice#Featured#FPS#MMO#Multiplatform#Multiplayer#Online Only#Singleplayer
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Lego Table with Storage Top Picks
Toronto's Graeme Dymond will be LEGO's master builder at the LEGOLAND Discovery Centre in Vaughn Mills. Read below for the best Lego table guide.
Henry Carr J considered the six unregistered designs chosen by the parties. Neptune's claim for infringement failed on all of them. For only two was the judge willing to find that there had been copying - first, DeVOL had copied the idea of saw tooth shelving present in one of the designs for a cabinet. Second, DeVOL had copied the idea of a curved end cabinet of another design. But there was no copying of the physical manifestation.
Top Lego Table Options;
My first new models of the year arrived this morning (I'm quietly pleased with myself that I lasted this long), and they are the modern British navy starter pack from Navwar. I'm not sure yet what the gaming purpose for these models is, although I am considering a couple of what if conflicts. I need to do some reserch into possible rules sets as well. This aside I am aiming to collect all the major surface assets of the current Royal Navy (and with the defense cuts that shouldn't be too hard).
The furniture that comes along with the Kidkraft Majestic Mansion 65252 dollhouse is all very sturdy and made out of wood for years of quality playtime! You can actually feel that the furniture is high quality in your hands, especially if you've previously played with plastic furniture.
Ultimately though, even if Rokkasho gets up and running, two problems remain: it alone cannot recycle enough fuel to stop the waste mounting up, and there is still the issue of burying the vitrified waste permanently in a crowded, quake-prone country.
We might be at a crossroads with kid-friendly MMOs. We're seeing that there's mixed success with current kid-friendly virtual worlds, and some of the reasons it's struggling are hard to fix. But instead of making the game and hoping for the best, why not build the tools to let kids (and adults) make their own games, as Roblox and Minecraft have both successfully done? Thousands, if not millions, of young gamers have essentially become budding game developers thanks to those two titles, and they're building games and worlds that rival what game studios have been able to create.
I built this for my brother in law for Christmas. We stayed with them for New Years Eve and I took everything with us to assemble it there, well, I miss-measured a couple pieces so had to bring the entire thing home again and then they didn't get it till just now when we saw them again. Hopefully it turned out awesome enough to make up for it. I just painted it, but think how cool it would be with some seriously cool embellishments like brass additions, a cool handle, maybe some leather straps!
So I finally got tired of stepping on Legos and decided we needed a Lego table in my son's room ASAP. We needed to get the pieces off the floor and put into a dedicated spot. With a Lego table, I can tell him, the Legos need to stay by the table and in these bins.
I could not imagine my son sitting at a table that looked like it came straight out of a preschool for three year olds. Lego tables can be somewhat of an investment and I did not want to make him think that legos was for babies or small kids. At this point I believe a big kid lego table with storage was in order.
You need to be even more cautious when photographing children. They of course make excellent subjects but sadly your motives can easily be misconstrued. If you want to cover a local sports day, school fair or play always obtain permission from the school first.
There's no doubt we have fallen behind,” says a senior Toyota executive who declined to be named because of the sensitive nature of the subject. We have not even begun to make the fundamental structural changes that VW has” in designing and applying flexible vehicle platforms.
So many great ideas here! My son, 10, is borderline obsessive with Legos lol My husband and I have been thinking about a Lego themed room for him for a year or so. I think I'm going to send this hub to him so he can see for himself. Thanks for sharing!
BlackBerry - We could try to explain the importance, impact and popularity of the BlackBerry this decade, but instead we've given it its very own decade feature to tell its tale. Unfortunately, no single BlackBerry ever really satisfied our pure gadget lust in the way the Treo did.
LEGO Play Tables;
Three-quarters of the major stockholders of AB, NBC and CBS are banks such as Chase Manhattan, Morgan Guaranty Trust, Citibank, and Bank of America. The overall pattern is one of increasing concentration of ownership and earnings. According to a 1982 Los Angeles Times survey, independent daily newspapers are being gobbled up by the chains at the rate of fifty or sixty a year. Ten newspapers chains earn over half of all newspaper revenues in this country.
While we're in the home, we would be remiss if we didn't say that connected lights which only a few years ago seemed gimmicky and expensive have now become commonplace. There are still expensive bulbs loaded with new features (speakers) or that claim to be better in one way or another, but there are now affordable systems. Killing in this category is Lutron , which has a three tiered level of connected lighting offerings, beginning with their Caseta series (best for one room), RadioRa 2 whole home system which increases functionality and connectivity with other services and devices (Sonos, Alexa, among others), and their top-of-the-line whole home (or whole mansion as the case may be) Homeworks QS which can control the lights inside and out, and the shade and sunlight inside the house, as well as the music and also integrates with yet more devices and appliances.
This project from Bob of I Like to Make Stuff is straightforward but does require the ability to cut accurate miters and the skill to use a table saw in various ways. Basic pine boards and 1/2-inch plywood are used in construction, along with plenty of wood glue, brad nails, and dowels.
As a fellow Democratic Socialist we share the same basic vision and hopes for America. But from time to time I am forced to part company and criticize his views on a particular question. In the past we disagreed on his assessment of the character of Dr. WEB Dubois, and the viability of Ralph Nader's bid for theu presidency and its implications for African American political strategy. And now I passionately disagree with his assessment of President Obama's political strategy and policies. It is this question that I wish to address in the present commentary for the best Lego table with storage.
Resources:
The Top 5 Best Lego Play Tables with Storage
LEGO (@LEGO_Group) · Twitter
Best Lego Tables Blog at Weebly.com
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The Top And Toughest Wonder Games
Exceptional Report Gives The Important Points to You on marvel contest of champions cheat That Only A Few People Know Exist
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Marvel Heroes Omega PS4 Hardcore Indepth Review By: Terrence T. Watson / Samurai
Marvel Heroes Omega PS4 Hardcore Indepth Review By: Terrence T. Watson / Samurai Note:This is an archived review The following review has been posted from my tumblr for http://www.realotakugamer.com [Marvel Heroes Omega is the latest MMORPG to hit the PlayStation 4 by Gazillion] Introduction: Marvel Heroes Omega has been out on the PC for the longest time underneath the titular name. "Marvel Heroes 2016/2017." So gamers from all around the world were excited to try their hand at the vastly popular MMORPG from Gazillion. However...It was not until recently that Gazillion had decided to take the next step with Marvel Heroes and eventually place this game on the Playstation 4 forefront! Even then Marvel Heroes Omega is proving to be a worthy contender for one of the most popular MMORPG's to play on the Playstation 4 to date. [ Marvel Heroes Omega features actual comic book style art for its Story Mode cut scenes , This is just an example of such. ] Story: Marvel Heroes Omega for the Playstation 4 focuses on the the story of The Marvel Universe's Heroes comprimising of it's various popular faces such as "Iron Man" "Captain America" "Thor" and some former villians such as "Deadpool" to combat the forces of "Doctor Doom" , "A.I.M" , "The Kingpin" and various other Marvel Comics Villians. However the main antagonist for the Campaign itself is none other than "Doctor Doom" but other villians also make their apperances along the way such as "The Mandarin" and "M.O.D.O.K" over the collective sum of nine chapters overall each with their sub chapters to boot. [ Marvel Heroes Omega's Isometric gameplay will make you think of Diablo for sure.] Gameplay: Marvel Heroes personally? If I could sum it up plays a lot like the third entry within The Diablo series of video games overall. Basically Marvel Heroes Omega plays in six different camera views each camera view being zoomed in increasingly deeper by pressing the [ Right button on the control pad.] This type of game play is mostly considered to be known as Isometric by the gaming community. However camera views aside you can play your various heroes in either two types basically either Ranged or Melee however even then each hero has their own special sub powers to go along with your specific build. This being [ Claw Powers , Force Powers , Energy Powers , Etc. ] As you level up you'll also unlock the talent system , This in turn allows you to customize your own heroes in a even greater variety than before! So if you do not like playing persay "Deadpool" a certain way? You'll have a different way to play him based on your talents. Now these talents are unlocked on levels "32","38","44","50" and "56" for the final talent tree. Regarding Talents? Each talent has three different choices overall also once you hit level 60 you will be able to access your ultimate ability by pressing. L1+R1 at the same time. Now do note they are different for each character so please be on the look out for that and choose your character appropriately. There is also a Synergy System which adds certain stat passives at level 25 and 50 respectively for each hero so gear them around your heroes stats to make them stronger than before. [I.E: Synergize Deadpool with a hero who also uses gun powers like Star Lord for extra damage to your base abilities.] [ The real draw in for Marvel Heroes Omega to me is the Talent system! It offers a lot of customization.] Fun Factor: Marvel Heroes Omega's fun factor comes in the form of not only it's story mode which is great within its own right but it's various operations as well as its patrols. Basically for marvel heroes omega after completing the story mode also offers operations which you can repeatedly do for extra bonuses overall for your character of choosing! This game also has the Bounty Hunter System which rewards players for the bare number of kills accumulated , this ranges from usually 100 kills to 350 kills. Now this is also good because after you kill the boss it allows you to open extra treasure chests at the end of the level based on your collective amount of kills. Marvel Heroes Omega allows you to play on an open map with several people granted you do this during story mode for the most part however with the patrols it allows you to pretty much play at your leisure rather than being stuck on a linerar path.There are also trials to increase the difficulty of your game thus giving you greater rewards ranging from. Heroic Trial , Super Heroic Trial then Cosmic Trial! Now each trial has you pretty much facing off against two waves of 26 enemies under the clock. With each succesive difficulty you complete you unlock better gear in your following instances ((I.E Cosmic Difficulty allows for Cosmic Gear to drop for the most part as an example and currently Cosmic is the top of the line gear.)) Personal Likes: [Marvel Heroes Omega features a wide range of heroes to choose from.] My Personal Likes are listed below - The Hero Selection [It has a decent selction to choose from overall.] - The Overall Storyline [Each chapter is introduced with actual marvel style drawings] - The Voice Talents for each character [Like Deadpool has his voice , Wolverine has his , Etc.] - The Costume System [For example Spider Man has his Iron Spider Costume.] Personal Disikes: My Personal Dislikes are listed below [Personally? You should not have to pay cash for more storage. That should have been in game costs.] - The Lack Of PC Content [ While the presentation is top notch PC has way more stuff.] - The Eternity Splinter Grind [ For some heroes they are as low as 250 for others 775 ] - The Storage Grind [ 40 Spaces is a little disheartening.] - The lack of the Unique Equipment System for this build. [ As of 6/3 The lack of the unique system is a let down.] Final Score: Marvel Heroes Omega suprised me for the Playstion 4! As in the game itself in my eyes as a day one product? It is very much well worth it , if you could ask me one on one? Gazillion could have slapped a 40 or 60 dollar price tag on this game and they could have actually done fairly well with it even with that cost. But that is just my opinion , I've played this game several times and leveled up at least five heroes for myself and four for others and I'm still not bored of it. Eventually Marvel Heroes Omega will get more content and expand to even further horizons so do be on the look out for this game as it remains to be a solid contender for the most interesting MMO that is currently on the Playstation 4. For both Free to Play gamers and Pay to Win gamers alike. With that being said my final score for this paticular game is a 9.9/10 [Marvel Heroes Omega does a lot of things right but until they do everything right. Gazillion does indeed have its work cut out for them.] Marvel Heroes Omega as it is currently? To me its probally better than what I thought it would be on the PS4 , as far as I am personally concerned. Marvel Heroes Omega translates pretty well from the conversion from being a PC original title to an actual PS4 title. Honestly? I'd like to see more titles done in this fashion because the Diablo Forumla works pretty well with this paticular game. Granted it took them redesigned cutscenes and a few extra chapters to polish the title as a whole but once that was done it went pretty smoothly if I do say so myself. ~ Samurai.
#Marvel Heroes Omega#Terrence T. Watson#Samurai#The Tester#Real Life#Game Review#Playstsation 4#Free to Play#AlbaMeira
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