Bragtoberfest: Tower Defence Quickies

The refreshing thing about Bragtoberfest has been the opportunity to play a broader spectrum of games than the habitual rut I’ve fallen into – where I cycle between dailies in GW2, dailies in Path of Exile and then spend the rest of the night in Minecraft with no real idea of what to do next but jetpack around like a bee and dip a toe into the next branch of things-to-do, only to discover that it’s a lot more complex than one bargained for.

The impromptu bonus has been a sudden resurgence of interest in Tower Defence games.

I LOVE Tower Defence.

I don’t know why, but the genre has a great appeal to me. There’s something very strategically attractive about planning out a beautiful sequence of traps or a gauntlet of a corridor of death, and then watching the unthinking hordes wander through and die to it.

I wouldn’t say I’m very good at it though.

I tend to the simplest, whatever works strategies, and I rarely come back and revisit the level for more efficiency and better and higher scores.

That is, until Orcs Must Die, where the difficulty kept ramping up to the point that I was left without recourse and had to go read strategy guides for a while and had my eyes opened to what other people were doing, helluva lot more efficiently and effectively.

That brought me past some harder levels a few years ago, but I kind of lost steam with it again.

The other day, since I spied Izlain trying his hand at it, and wanting to get past it so I can play the sequel with multiplayer too, I cranked it up to try and refresh my memory as to how it all worked.

I got a bit too intimidated to take on the next level right away, so I scrolled back and looked for an easier level where I’d done poorly before.

I found two:

orcs_chaos

Chaos Chamber was a bit tricky at first, but I rather surprised myself by seeing a potentially workable strategy and racing between portals to set it up. (Picked up a SG1 achievement for traveling through portals 20 times unknowingly too.)

I jumped from two skulls to five skulls earned. Oh yeah.

orcs_lunch

Then there was Lunch Break. My score was the shabbiest of all my Steam friends at first, and again I managed to suddenly see a pathing route that could effectively channel all the orcs into one chokepoint – which I then turned into a lethal doorway of death.

No clue about the missing skull though. Why wasn’t it good enough for that one last skull? Gaaah, apparently there’s room to get better still.

My time was limited, so I couldn’t play much more than that for the night, but it was good rewarding fun for that 30-60 minutes.

As for Defence Grid, Doone’s first challenge is Ancient Research.

So I cranked that game up, having left it fallow for a good two years or more.

My initial strategy went all guns, all upgraded everywhere.

Ended up the same 55k or so score that I’d been sitting on for ages. Not enough to beat Doone’s.

Time to think more efficiently and use less towers for more bang for buck.

defencegrid

Woot.

It’s probably still not the best that can be achieved, but I’m reluctant to refine it any further unless pushed by someone scoring higher. :P

Path of Exile: Bragtoberfest Get-Together

Path of Exile played host to the second Bragtoberfest event that Eri kindly organized for us.

As per last week, it was good fun to meet and play with a whole host of other bloggers – Simcha, Jaedia, Syl, Doone and of course, Eri and Izlain.

Also, I had my eyes opened as to some aspects of a game that I rarely get to see – the multiplayer partying and group aspects, which I never really get the good fortune to see in detail, since that requires finding a group of people all interested in the same game and playing at the same timezones as me.

(Of course, 5am is not really sustainable for me either. One more meetup for TF2 next week and I’ll have to surrender in the name of getting normal sleep again.)

Path of Exile is interesting in that it allows up to 6 people to group.

That’s quite sizeable, with only the late and much-missed City of Heroes topping that at 8 (within my limited knowledge, anyway.)

There were, however, some more inconvenient aspects that made grouping a little less smooth than it could have been.

1) Are we in the same map? The same league?

The Twilight Strand is an initial introductory area that separates a new character from the first town.

While racers know that they can run through in a couple seconds past all the zombie mobs and beat on Hillock with a held down left mouse click and be in town in no time flat, the average individual encountering the map for the first time will want to actually play the game – that means hitting a few zombies, getting a level, opening some chests, and eventually meandering their way to Hillock and figuring out how to deal with him.

Each person completes this at a slightly different time and pace, making it a little tricky to meet up when everyone was still new and confused.

(Not to mention, our dear host Eri successfully joined the wrong league twice! Cue deletion and re-making of character. Twice.

Can’t blame ya though. Rampage league IS fun, and we should play more of that too. The more mobs you kill in a row, the more killstreak rewards of all shapes and size rain down from the skies, hence “Rampage.”

The good news about going standard league though was that I got to twink out my character later on, from my personal bank stash.)

Fortunately, someone hit on the good idea of creating a guild.

This was an effortless procedure.

Simply pressing S for “Social” and flipping to the Guild tab, allowed one to type in a guild name and voila, guild created. Once everyone’s assorted characters were invited, at least there was a shared communication channel for the future.

2) Where IS everybody anyway?!

Y’know, sometimes I don’t get games that start you off with the weirdest default settings ever.

Strife locks your camera down and refuses to let you scroll away from your character in the center. Path of Exile makes it all ridiculously dark and shadowy and doesn’t even give you a minimap to play with.

Seriously? What? Why? Are there really going to be people terribly confused if you offered them more vision?

Especially since these are UI options that can be set.

Our Path of Exile newcomers sounded very lost until I realized, courtesy of Syl griping to me about a missing minimap, that they didn’t have one.

It’s “Show Corner Map” in the UI tab of the Options… but really, you’d think this would be a helpful option to preset for newbies.

It took us a while to figure out how best to meet up. There seemed to be multiple instances of the town, and being that I’m not familiar with the whole grouping thing either (nor do I trade with anybody), I didn’t have offhand knowledge of how to hop instances until one met up in the right one.

We eventually did get ourselves over to the map after the town, The Coast, and there the whole party shebang sorted itself out quite nicely and naturally, with all the invited persons finding their way into the same map instance opened by the first person to enter, without any extra excessive effort on our part.

3) What do you get when you pour water onto six cats?

For a moment there, I could see why other games limit their team size to 3 or 4 people, because there were six individuals fanning out like a star, going their own separate directions. Some were chasing the next mob for xp, some were getting stuck by very deceptive ramps up and down and blocking walls, some were trying to chase after someone else, and pretty much nobody was following the same person.

It was, in fact, kind of funny.

This was not helped by Path of Exile’s limited design – in which one has the option to toggle on health bars over other party member’s heads, but lacks any option to actually tag anyone with a name tag like MMOs unless you hover over them and/or target them with your mouse.

Also, no handy party member arrows on your minimap if the party members are out of sight.

If you lose track of the party member indicators on the minimap screen, it’s going to take some detective work (possibly bringing up the larger map overlay) and communication (screaming “where the hell is everyone, someone give me a direction, no matter how vague, here!”) to find the party again.

The good news is that the Social screen at least showed the map each person in the guild or party was in, so I had it out fairly frequently, keeping an eye on everyone’s relative whereabouts.

The six souls eventually did find each other and the big zombie killing party started.

Zombie-raising too.

We had a whole bunch of witch classes with us, and not a few of them could resist the Raise Dead gem, so as zombies died from getting their faces smashed in, they got called up again into un-undeath and formed a friendly throng.

poe_muchzombies

Feeling very safe here with the friendly zombie army tanking for us.

We smashed through the Coast, did a circle around Tidal Island and walked over Hailrake like he didn’t exist, ran south-ish then north-ish through the Mud Flats (with folks losing each other through the more open map), got into the Fetid Pool and did a full clear of that map, as per the quest.

Sometime amid the Lower Submerged Passage and the Flooded Depths where the Deep Dweller lurked, it started to get late for our EU folks and most took their leave.

I’m curious to know how the lag / latency / ping times were for our EU bloggers, playing on the PoE NA server. Path of Exile is known to have some sync issues, which do cause some freezing or lag in some situations.

I was doing quite well despite 224 ms latency, with only a few instances of freezing for a second at worst, which was better than I’d feared. Perhaps no one owned one of the more infamous lag-causing skills just yet.

Izlain joined us after that, and the remainder of our cohort finished up with the Submerged Passage, headed over to The Ledge (where Doone and me had a little sorta-kinda-Endless Ledge party while waiting for the two slowpokes to catch up with their quests) and went through the rest of Act I.

We took on the new and improved Brutus in the Prison, with his groundslamming that was almost actually threatening rather than a cakewalk, and then Merveil, the crazy siren in her lair.

poe_muchtornadoes

Of course, it’s not so easy trying NOT to kill her while waiting for the last person to get into the room.

Merveil had lots of opportunity to show off her low hp emergency skills – summoning other mobs, summoning bosses, summoning a ridiculous number of tornadoes, etc.

All good though, it needed to feel a little bit challenging… even for a party.

Grouping-wise, the scaling felt pretty good so far. I was afraid of excessively hard or tanky mobs, but they still seemed to die fairly quick.

Rewards-wise, there did seem to be a somewhat increased quantity of items dropped, with more varied currency coming out of chests (orbs of transmutation, chance, even an orb of fusing and one or two alchemy orbs dropped.) Quality-wise, I’m not sure. There were one or two rares per boss or elite type mob, I think. Nothing too drastically out of the curve, but certainly not miserly either.

There was a comment from Izlain about the style of loot that was dropping. Very oldschool, in that everyone could see the loot dropped.

Apparently in Diablo 3, it’s all individual loot now. Which I gather is more like the old City of Heroes or a system like GW2, where each person gets their own private loot and can’t see or be tempted by anyone else’s.

From my quick perusal of PoE’s partying options, there are three kinds of distribution systems. Permanent allocation would have been the closest to the new style of loot drops, something like GW1, I suspect, where the loot that drops is permanently assigned to a person randomly.

Short allocation was the default, that I left it at for the most part. The loot is temporarily allocated to a player, who can pick it up before anyone else, and then after a while has passed, anyone else can grab it.

And of course, there’s free for all, which I swapped it to when it was just four folks left being friendly and rivalrous. (Then I spent most of my time plaguing Doone by ninja looting currency under his nose, with double the ping that he has. I’m sure he’s going to thrash me at Defence Grid for that!)

All in all, good fun.

I’d love to play more Path of Exile with folks. Especially in the higher levels, at the harder difficulties. (I have two characters stuck in the 60s that aren’t going anywhere! I can wait! And play alts!)

Just have to figure out those timezone matching blues.

Minecraft: Agrarian Skies – Bragtoberfest Quickie

as5_quest1complete

Such focus!

Despite me being very tempted to try out more and different modpacks in the last few days, I stuck it out for long enough to finish all the quests in Part 1: Learning to Skyblock.

The last quest kinda hurt a bit, since I had to turn in a very sophisticated and costly-to-make flux capacitor and never see it again.

Of course, there’s still a long long way to go for the rest of the quests.

I think I’m done with most of the basic Hell’s Kitchen cooking quests, as the rest are on hold until I start a cooking quest that has appeared in 8. The End.

(Yes, the last section of the quest book has been opened. Ooooh.)

That requires a stack of Delighted Meals and Supreme Pizzas, which are like the ultimate foods, so that might be a while yet. Especially since I suspect the quests after that will be to accumulate ridiculous quantities of the other foods.

In 3, Steel Powered Flight, it’s encouraging me to build reactors and a turbine housing that can only be obtained after playing with reactors. I’m… still kind of leery of trying out this section yet.

The thought of playing with radioactivity and big multi-block reactors suggests that I’d better make an isolated Three Mile Cobblestone Island somewhere far below the rest of my base, just in case there’s some kind of accident or whatever. I really hate hand building cobblestone islands though.

4. Bees and Trees is a promising line. I like the thought of finding biomes and planting hives to catch bees and working out how to breed them together and such. Except that for each biome, that means I’m going to have to make a cobblestone island base, fill it with dirt so as to have -some- grassland and flora so that the bees might actually have some, oh I dunno, natural surroundings in which to thrive.

5. As for the magic line, well, I want to make inroads on it eventually, but I’m still very intimidated by the massive tomes of stuff-I-have-no-clue-exists.

Also, some of the sources of elemental sky shards are very costly to break up to yield sky shards. So far I’ve only let a glacial precipitator produce a metric ton of ice, and then brought the stacks over to my automatic hammering machine, which yielded only 24 water shards at a 2% rate per ice hammered.

The rest of the other blocks are obsidian (god, imagine how long hammering those would take), TNT (I’m a little nervous that they might explode if not hammered and broken in time?), grass (that means dirt, and then growing grass on it, and either silk touching it up, or hammering it manually while in place), sandstone slabs (not so bad I guess, but that’ll take a while to get organized and not sure if the automatic hammerer can handle slabs) and netherrack (that means I’ll either have to do a Nether expedition and pray I don’t strike too many hellfish, or I’ll need to set up an automatic lava filling barrel system or something eventually…)

I suspect the most promising thing that I should be working on next is figuring out 6. For the Hoarding and the Applied Energistics storage system.

Getting that working should solve a lot of my storage chest problems, not to mention cut down on all the fluid and power pipes running all over the place.

I sort of have a big power system running in the basement now, fueled by one always-on magmatic dynamo and a large clump of energy cells acting as batteries to store power, so I think it’s time to see if that’s enough to run this matter-energy thingmajig or if I need to get more power on-line somehow.

as5_jetpack

Anyway, in other news, I can actually fly now.

as5_jetpackfly

Sort of. The power doesn’t last that long. Just enough to take a few joyflights around home base and hover down safely. That last is important.

It’s the lowest quality functional jetpack, so there’s still plenty of upgrading potential.

When I finally get around to it.