And now for Clay on a slightly more personal scale.
I’ll also take the opportunity to talk a bit about economies of scale and macros, which are some things that are decidedly uncommon for many regular MMOs.
More Planning for the Raeli Oven Project
Previously, I shared my hopes for working towards the building of my own personal Raeli Oven. Among other things, I’m going to need 3000 Clay Bricks and 20 Clay-Steeped Wool Cloth for that grand project.
Just how much total clay in raw materials is going to be required?
I already have the Wool Cloth, so I just need to soak it in my tubs. This requires:
1 Wool Cloth
20 Water in Jugs
The Jugs themselves are not consumed, just the water, so it’s no biggy. That’s 20 x 10… 200 Clay for the cloth.
12 Wet Clay Bricks are made from 8 Clay and 4 Sand.
This -is- a desert, so sand is essentially free. Just wander over to an area with sand, and pick up as much as you can carry, any time you like.
That makes 3000 Bricks / 12 * 8 Clay = 2000 Clay
In total, 2200 Clay will be needed.
By the way, as previously mentioned, if not for this blog, I really wouldn’t plan as much. I’m more of a go-with-the-flow kind of person, so I would probably just log on, work on making as many Clay Bricks as I possibly could until I got bored, and then proceed to change up activities or log off. Repeat until one day I count 3000 Clay Bricks sitting in my warehouse. Point is, it doesn’t matter if you lean towards being Type A or Type B, it is still possible to play a sandbox in the manner which you enjoy.
However, if you’re more of an obsessive Type A planning sort, A Tale in the Desert will definitely feed your penchant for plans and to-do lists, and you’d probably get there a lot faster than the laid back Type Bs. (The Type Bs would probably enjoy themselves a bit more though and run less risk of burning out.)
In the usual paradoxical manner of ATITD, if you have an upgraded Raeli Oven, you can actually set it to automatically dredge up clay for you.
Obviously, we don’t have one yet.
The societal shortcut route is always possible in this game. It’s how latecomers to the Tale can catch up. Those that came before had it harder, and their work can make things a lot easier for those coming after. It is always possible to get into a Guild with upgraded Raeli Ovens, earn enough trust to be allowed to operate them, and get your Tiles that way, or Clay, and the guild probably already has a ginormous stockpile of Clay somewhere. Or you could trade for it, etc, etc.
I do have social ties to some very nice veterans that I can always ask for help, but you know, it wouldn’t be as fun. Often, I find I like having those ties for the company, the community, and just reassuring backup that if all else fails, there’s always the guild option and asking for a loan. Continually begging would wear down on one’s social reputation, diminishing trust (it’s all interrelated in this game) and worse, I would always feel so inferior and needy and never learn and improve. That’s one of the things I love in ATITD, coming up with one’s own personal methods for generating resources.
You see, it’s all about those economies of scale again.
With 1 Jug or 10 Jugs, collecting 2200 clay is going to suck pretty hard. You’d have to repeat the “Get Water into Jugs” step too many times and interrupt the process of clay collection.
Typically, players have already made themselves upwards of 100-500 Jugs, depending on how much you can and feel like carrying.
Rummaging around in my warehouses, I eventually locate my Jugs (haha) and find I have 360 to hand, which isn’t too bad. Remember, it’s that whole finding your personal balance point thing again. It’ll take a much longer time investment to create 1000 Jugs rather than 100 Jugs, and only you can decide when enough is enough, or when it isn’t enough.
I pop over to the nearby water source (this is why many players live by the River Nile, and a nearby water source is something new players should bear in mind when looking for a site to call their own) and fill them up.
Quick recap: With 360 Water in Jugs, position oneself over a clay patch, and click on the red clay icon.
“Clunk” goes the sound effect, and 1 Clay pops into your inventory. The icon disappears. Now you’ll have to move a few steps until the red clay icon appears again, and click once more. Rinse and repeat until you run out of Water in Jugs.
Moving a few steps can be done in two ways:
- Click a spot to move there, aka click-to-move.
- Minimizing chat channels, then using the arrow keys (not WASD) to move left, right, up, down.
Pop quiz for the math inclined. How many clicks (and key presses) is it going to take to collect 2200 Clay?
Frankly, I don’t know. I’m really poor at math. And Diablo, this game is not.
But it -is- hardcore, in its own way.
It’s a sandbox. You COULD choose to manually click your way to 2200 Clay. No one will stop you. (Though they may point and laugh.)
On The Care and Feeding of Macros
One of my most favorite things about ATITD besides the nice, welcoming community with a small-town feel reminiscent of MUDs, is that the use of macros are legally allowed.
The only thing that is illegal is UNATTENDED macro’ing. If a GM or staff member catches you unable to respond and your character busy botting away, then you’re looking at a ban. There goes your character, your sub and your everything, permadeath essentially. Who says ATITD isn’t hardcore? Moral of the story: Sit and look at your screen and be able to respond and all will be well.
Macros are something that all players should try giving a go with. It’s like a minigame of its own, sitting there planning out your scripted moves, testing, re-testing, until sweet success, stuff works as desired and all that prior time and effort invested will save you time and make it more convenient for you later on. (Sound like the rest of ATITD to you? Yep.)
I have the fondest, nostalgic memories about doing similar things with the MUD I used to play. Some MUDs ban the use of macros and scripts, but mine was always okay with them. So I’d sit and play around with speedwalks (a quick list of n, e, s, w directions to quickly move from place to place), aliases (shortcut abbreviations expanding out to whole word commands), macros and triggers. I was supremely competitive at the time, and found that all this stuff gave me a significant edge over those who didn’t use such things, and won plenty of contests as a result. These things are not just plug-and-play add-ons though, the user is also important in identifying the things that are best shortcutted, customizing all the inputs so that it becomes second nature and knowing how and when best to use the tools.
In many of those old MUD contests, they’d test your knowledge of the quirks, trivia and lore of the MUD too, and that’s not something macros can help with. You yourself the player must have the knowledge and the skill. The machine, the macros, are your tools. I coined my own term for this interrelationship of human input and macro response to produce results quicker than most people can conceive or attain – I called it “cyborging” and it’s an exceptional experience. For me, it hit a flow state very quickly, and all those expressions of “How the fuck?” “Wow” “Goddamn, you’re good” just added egoistical icing on top. Until the burn out, but that’s another tale.
So, back to ATITD. Can we macro clay?
You betcha. In the community spirit of ATITD, people come together to help each other out, and many exceptionally skilled people (far far better mathematicians and programmers than I) have written things for others to use. Macro scripts and even whole programs or macro engines specifically for ATITD. Convinced that ATITD is hardcore yet?
There’s plenty to pick and choose from. As these blog posts progress, I’ll show you the ones I like to use. Who knows, maybe it’ll be helpful for a new player looking for tips, because a lot of this stuff is NOT obvious at all. When I first started playing ATITD as a newbie, I remember feeling absolutely amazed, out of my league, and unable to conceive just how other players were so gosh-darned productive. Even now, I observe a lot of people logging in, trying out the game, encountering stuck points, and then giving up and disappearing for good without making the leap to a level they can be comfortable at and contribute to the community.
I had the good fortune of meeting some very nice veterans every Telling I played and joining guilds where I could observe how better players play. Plenty of wiki reading, people watching and experimentation paved the way for me to talk about this. Fair warning: I am by no means as skilled as most of the veterans in this game, I’m probably not as efficient as it’s possible to be, but I’d like to share all the same.
Do bear in mind the central theme of ATITD – “finding your own balance point,” what works for me may not work for you or someone else, but it’s nice to see what other people are doing and learn from them and find what works for you.
Sorry. Clay now, I promise. I’m fond of the first program I used way back in Tale 4. Rogarian’s R-Cubed. (Yes, you can truly attain fame in this game, this sandbox gives plenty of opportunities for people to specialize, shine, and put their names on things. Like programs. Are you tired of me saying this word yet? Hardcore.)
It’s very simple to use. Still gives you plenty of control – I’m not fond of full automation, I find it either has a tendency to break or you get so bored of watching the program play the game for you that you either ask yourself what’s the point of me being in the picture, or you walk away from the computer… don’t come crying to me later if you get banned then.
And R-Cubed will stop the moment you alt-tab away from the active window, so it has honesty built into its very core. You -will- be looking at the screen and at the game (unless you walk off AFK, but see above.)
It’s fun to see how ingenious players can get, by analyzing how each macro or program works. R-Cubed looks for the clay icon (or grass, or slate) by periodically checking the color of a pixel on your screen, location and color selected by the player. When you start the macro, hit ctrl and your mouse cursor turns into a cross and acts as a color picker.
Move the mouse cursor over to the red clay icon, check the eye to make sure the pixel color is something unique to the clay icon, and not the surroundings, and release ctrl. That’s it.
R-Cubed checks, and whenever it sees dark red (in this case), it moves your mouse cursor over the icon and left-clicks for you. Clunk, 1 Clay collected.
What it doesn’t do, is move your character for you. But it’s good, in this way, you have more options!
- You can opt to move yourself. Just click to run to the start of the clay patch, and your character will move slowly to that spot, picking up clay thanks to R-Cubed as they move.
- If you’re like me and crave a bit of twitch every now and then, or want fine control over the way you move, you can minimize your chat channels and use the arrow keys to move up and down, left and around, in circles and in stripes on your clay patch amusing yourself while R-Cubed does all the grunt work of getting clay.
- Or you can layer a second macro program with R-Cubed that will actually move your character about.
There’s nothing as boring as repetition, so I actually use all three options for the sake of variety.
In the case of the third option, I make use of my Logitech G25 keyboard because it’s quick and easy and I need an excuse to use it).
But one can always find another macro program that will press up (or left) for a set number of seconds, and then down (or right) for a set number of seconds, and repeat X times, or a program that clicks a location on the screen for you, or whatever. Personal choice and all. It often isn’t worth the trouble unless you really think you need to spend hours on obtaining Clay.
I actively regulate the amount of interactivity I have with ATITD tasks. I believe it’s part of the efficiency/finding your own balance point game. Fully automating it takes away the fun for me because I like some twitch and some input every now and then. For others, they may enjoy looking at the end result of their work in scripting the macro, but I still think it gets boring after just passively watching your character pick up the 300th piece of clay.
So I went back to clicking with the mouse every 5 seconds or so to indicate where my character should run and meditatively listening to the *chunk* *chunk* *chunk* of Clay being picked up and reading public chatter on various chat channels. (And taking screenshots and composing this blog post in my head while my hands were occupied.)
40 minutes of idle clicking later, I have my 2200 Clay.
Again, if I weren’t blog posting, I’d would honestly break gathering up into chunks so that it doesn’t feel too much like a marathon. 5-10 minutes of one activity, do something else, putter about, switch up the variety, and then go back to it.
It just makes it really hard to organize or write a blog post about how you’ve partially done 8 different things.🙂
I believe there is no such thing as “grind” as long as you are aware of your own feelings and reactions and honest with yourself.
1) Are you taking any pleasure in the -present- activity you are doing? (Not looking forward to what you’ll feel when you reach the end, but actively, what you’re doing, do you like it?)
If you’re neutral, or just tolerating it, that’s a warning sign. Do ask yourself if the long-term gain will be worth it or if you might regret it later. And be on the lookout for emotional progress to…
Actively loathing is bad. Stop, stop now, before it’s too late and you ruin the activity for yourself for good. Take a break, go do something else. Come back only when you can honestly answer yes to the question, being neutral isn’t good enough once you’ve ever started hating the activity before.
2) Whenever you start feeling bored with the repetition, even though you do think the activity still has its positive sides, stop and do something else. Don’t ever try to ‘work’ through it or push yourself through a bad spot. It doesn’t work. Burnout lurks behind that self-rationalizing corner. It’s a game, it’s not meant to be a chore or an obligation.