The SAD Project – Day 11 – PoE Fall of Oriath Beta Begins

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The grand new opening screen.

I haven’t played very deep into it yet, only finishing up Brutus and lvl 11 on a standard SRS summoner build. (Just felt like playing one.)

The overwhelming first impression is that of something a little bit more lovingly polished. The intro screen got an upgrade, the UI got a little slicker, the minimap is so much cooler now.

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I don’t remember these wheels in front of the prison in the old PoE…

The SAD Project – Day 5 – Mooning Around

Low effort post today.

I -was- intending to write something exuberant about the impending WvW improvements, and how it might be a great time to join the gold rush and get back on the WvW bandwagon.

But I feel drained as all hell after raid night tonight.

I don’t even think it was the raid mechanics per se, even though there were some substitutes into our regular team, and the regulars were on different classes and playing different roles, hence some minor struggle and unfamiliarity.

I think it was simply three hours of exposure to a very exuberant extroverted personality. As an extreme introvert, just -listening- to someone talk my ears off drains the hell out of me. Tonight just felt a bit worse than most nights.

No real reason. Maybe I drained a bit too much social energy at work or with the family over the last couple of days. Maybe I shouldn’t have tried to spam multiple fractals yesterday, upping my MMO social exposure. Maybe I’m just a touch sleep deprived.

All I want to do is crawl into a quiet dark room and spend time with myself to recharge.

A quick foray into Minecraft: Space Astronomy seemed like a better idea than being overwhelmed with future planning, potential builds and overladen inventories in Guild Wars 2.

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Bird’s eye view of the modest moon base, via jetpack.

I solved my light problem. Instead of glowstone torches, I used the glowstone block itself, using the Chisel modpack to shape it decoratively with a color, and then cut it up into teeny tiny nodes with a Forge Microblocks saw.

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One glowstone block produces 32 mini-nodes that take on the characteristics of the parent block, that is, they glow just as brightly.

Huzzah, I have my new oxygen-independent torches.

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Mostly, I’m hanging around on the moon, wandering in different cardinal directions trying to look for a deeper than normal crater. This indicates the entrance of a moon dungeon.

A moon dungeon is a fairly simple linear affair, interspersed with a couple of mob spawners in certain room

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This was a nice change of pace. The evolved skeleton, as skeletons do, shot an arrow into the evolved spider, while both were trying to get at me.

They then turned on each other, and I hung around the corridor, watching the new entertainment show – Skeleton vs Spider: Low Gravity Fight!

The skeleton would shoot slow arcing arrows, affected by low gravity, at the spider – some of which hit for 1 damage and knocked the spider back, and some of which missed entirely.

When the skeleton missed, the spider would skitter around and then pooounce at the skeleton in slow motion low gravity and hit the skeleton for *2* damage.

This gave the spider a fighting chance, but alas, it was not to be, the skeleton managed to hit more than it missed, and the spider died with the skeleton at some 6hp remaining.

I appreciated the ease of cleanup though.

spaceastro4At the end of the moon dungeon, an Giant Evolved Skeleton boss lurks.

It has some 134-150hp or so, and can grab you while in melee range to throw you backward into the walls (or the lava pillars in the corner, supposedly.)

Fortunately, my armor at the current time is a little heavier duty than the skeleton can penetrate, and a jetpack in low gravity can quite easily move away from any potential danger after being thrown.

I fought my first at range, with a very slow drawing bow. But tonight, I was feeling lazy, so I just soaked the hits and flew back to thack the boss on the head with a sword that did about 11 damage at a time. It eventually died.

The treasure chest at the end is supposed to contain either schematics for a moon buggy, or a Tier 2 rocket.

I really want the Tier 2 rocket schematic.

Naturally, this means of the two moon dungeons explored, both end chests produced moon buggy schematics.

*sigh* more dungeoneering awaits.

The SAD Project – Day 3 – Goddamnit, Sarge

I have been in the mood to revisit sci-fi alien shooters.

I have two main games for this top-down shoot-all-the-aliens genre:

Alien Breed 1-3, of which I can never seem to get beyond the first game, not because it’s bad, but because it’s slower-paced and more story-oriented with seemingly a lot of ground to cover, so I never finish it before getting distracted by another game.

And Alien Swarm, which came out as a free game on Steam some time in 2010.  I -loved- that game in its heyday. It stressed an amazing amount of thinking person’s teamwork and strategy, between the different classes (officer, tech, heavy weapons guy, medic) and the friendly fire (please don’t) and the need to wait in locales for some machine to trigger (hoorah sentry guns) mixed with the need to be on the move or run out of ammo and be swarmed to death.

It was also pretty durned hard on its higher difficulties. I will never forget the spectacular Insane difficulty achievement run, which I somehow managed to PUG, with two Ukrainian guys who also really really wanted it, and a string of randoms as the last filler. We played the campaign mission multiple times over, at least a dozen, ever so increasingly refining our strategy more and more efficiently until final success. The three of us became a really well oiled team before the night was done.

It also took pretty much all the desire for teamwork out of me at that point, having hit the limit of what could be achieved (imo) in PUGs.

When Brutal difficulty came out (one step higher than Insane), I wussed right out – feeling ever so keenly that pang of wishing for three other friends in the same timezone, with the same level of skill in perfect lockstep with each other and desire to play the same games at the same time – and never went back to Alien Swarm.

To my surprise, checking it out today, I find out that a new updated Alien Swarm: Reactive Drop just launched this year in April 2017.

It has the same campaign and classes, with apparently added improvements.

Supposedly it supports up to 8 person multiplayer, though I haven’t tried that yet. (That sounds amazing, if hellishly chaotic with friendly fire *smirk*)

There’s a lot more campaigns than the basic Jacob’s Run that the first game came with.

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And doubly amazingly, it also supports singleplayer with bots, with the ability to both give bots basic instructions, manually fire team-based skills with buttons, and hotswap from character to character to take over, while a bot helps out with the consciousness of the character you just left.

Imagine that. However you want to, or like to play, it gives you the option and the control. With tons of difficulty levels.

Free game.

Why more people aren’t playing it, I dunno.

Of course, the bots could stand a bit of improvement here and there…

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I picked a random new campaign, selected some characters at random, and trundled through the map, mournfully realizing that I’ve forgotten entirely how to play this game and trying my best not to friendly fire the bots (who do not exactly make it easy with their erratic movements.)

We wind up at the climax of the mission. I’d picked up a chainsaw, and was gleefully taking up position on the stairs besides the Officer bot (Sarge), creating a lovely chokepoint with which to slaughter aliens.

Unfortunately, Sarge ran out of ammo, and decided the best thing he could do was wade into the fray and melee the aliens. Right in front of my chainsaw.

Which spinning constantly with my very held down mouse button.

I saw his hp plummet, not exactly sure if it was ME slicing him to bits, or the dozen aliens on him pummeling him back.

Reflexively, I let go, turning the chainsaw off, backing up in confusion, turning it back on, trying to surgeon slice aliens around but not into the absolute chaos…

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It didn’t quite work out.

Goddamnit, Sarge.