Homing in on 50

Kitsune-chan and Ex-terra continue their march toward the Big Ding. We wrapped up the Praetorian arc last night, defeating Tyrant with … well, I won’t say ease (he hits hard), but without any deaths (in that particular battle). We then stood around with Statesman and posed for many fun pictures.

Alas, I did not bring my HD that has said pix with me, so they will have to wait for another post. And, of course, Tyrant teleports out, so there’s no body to gloat over.

Anyway, we’re at 49.3 at the moment. Despite having gotten a couple of purple uber-IOs, they don’t work until 50, so (since we tend to retire characters at that point) I don’t expect we’ll get a lot from them.

Now, of course, I need to start considering who next to start moving on the March to the Top. Rita and Runt are in their low 40s (and seeing how some of these higher-level opponents can be handled with just two scrappers would be interesting).   Gifted Kid and Special Educator are at 30 (and are Villains, which would add some novelty), And then we have a variety in their teens and twenties. 

We’ll see. For now, glory awaits …

Praetorians Gored (Part 2)

As Kitsune-chan and Ex-Terra have been plowing their way through the second Praetorian arc (finding Statesman), we’ve been doing it on Invulnerable so that we can get the Praetorians as AVs. Results?

Of these guys, Infernal was definitely the hardest — but only in the first Praetorian arc (the one in the temple with all his friends). In the second arc, in the water, he’s not nearly as bad (and since we’d done it once, and not realizing it was an easier setting, we did it the second time as an Elite Boss, and didn’t take a picture). That first time out was the only one of these battles where we died — but we’d taken the portal out, so the rematch worked much better.

Bottom line, we buff the hell up, I send in “the boys” (Phantom Army) to take the Alpha, Margie goes in and just starts spining the hell out of the AV while I throw all my Rad debuffs, and pepper with Blinds, Spectral Terror, and my new epic mind blast. I rarely get hit by anything after the initial attack, my holds and illusions often keep the AV distracted at least, and Margie lets the air out of their tires. So far, it’s worked out great.

Next up — Tyrant. There will be, of course, pictures.

A couple of nice people I encountered

So I played hooky today, after a very long (very fun, but very long) weekend. And, yes, I spent most of the (waking) day playing CoX, because I was just in that kind of “burn some time doing something fun” kind of mood.

And so I need to compliment two players I ran into PUGging during the day.

1. Dr. Bearnard, a large, bear-shaped, lvl 25 Defender on Virtue, who shepherded / supported a band of Lvl 3-4 characters through the Sewers from Atlas, down to the bottom, and up again to Kings Row, offering heals, but, as important, congratulating each character by name when they leveled. And, when we were most of the way back up, teleported the whole crew to the exit. The character was very supportive, polite, and made the Sewers death-march almost pleasant (not to mention profitable), without at all trying to be the boss. Molly Morningway thanks you, Doc.

2. Cut-Up, a lvl 42-or-so Dual-Blades Tank on Freedom, who invited me on to help finish a mish when folks were dropping from the original team because of problems … and, when it turned out to be just him and me, went out of his way to find something we could do (with me down at 39), eventually leading us to do a few of the Midnighter missions. Very hospitable. Miss Crackle gives you a smile and a wink, Cut-Up.

On the flip side, Molly found herself this evening with the rump-end of a group where most folks had to run. She’s managed not to get a bank mish yet, so she didn’t have a travel power and was at 11. And she was given the star.

*sigh*

So, still in Kings Row, she recruited for the mish, got a group of eight, carefully explained how she wanted the mish to go (“Let’s street sweep on our way to the bank, since not everyone has a travel power yet. Yes, we have plenty of time to do that.”) … and ended up running after everyone who was charging at full tilt toward the next goal.

Still managed to survive, get a temp travel power, two side missoins, and enough XP to level to 12. Fortunately, Margie came home about then, and I could duck out.

There’s a reason I never ask for the star …

Blowing up bad guys

So I’m horribly, horribly behind in all my I14 pre-release info review. 

Instead, Margie and I have been grinding along on various PI arcs, in particular the first Tina McIntyre Praetorian gig. Unlike previous duos, we decided we really wanted to see if we could take on the AVs as AVs, rather than as Elite Bosses.

We tried duoing some AVs with Psi-clone and Amorpha, but just couldn’t get the DPS up high enough (which, with Amorpha, was saying something). But with Kitsune and Ex-Terra, in particular with Kitsune’s /Rad bits, we thought we might stand a chance.

Two things we learned.

1. Running into a room to confront an AV without prepping yourself first is an excellent way to experience Paragon City’s fine health care system.

2. We can, indeed, duo AVs. Not without difficulty and occasional death, but between irradiating the snot out of them, distracting them with phantoms, and and with Ex-Terra’s spine slowing and damage, plus some careful Endurance management, we managed to take down the four AVs (AntiMatter (twice), Neuron, Bobcat, Shadowhunter) in that arc. Yay.

Big XP, too, natch.

I’m taking souvenir pix of the baddies.

By Sunday night we were well into level 45. Good fun.

Meanwhile, at the upper end of the level range …

After about a week and a half of not feeling the CoX urge, Margie and I spent several hours this weekend doing two of our higher-level characters, Kitsune-chan and Ex-Terra, dinging them up to 43 and securely into the lower end of Peregrine Island.

Kitsune’s an Illusion Controller, but unlike my first 50, Psi-clone, she’s Ill/Rad, rather than Ill/Emp. The difference in play style is interesting. With PC my job was (aside from providing controllerish stuff with Phred the Phantasm and Scary Sam and the Boys) to keep Amorpha on her feet. Lots of buffs and heals, and let her do the heavy lifting.

Kitsune, on the other hand, only rarely fires off heals, since she has just the one. Instead, her job is to debuff the biggest boss on the board and then control the mobs while Ex-Terra spine-AoEs the snot out of them. It’s an effective combo — more of a team effort than PC/Amorpha, as both of us are AoEing the heck out of the baddies. Indeed, by the time I get around to actually doing any attacks, the baddy minons are usually down to a sliver. Aside from simple goofs, we seem pretty unstoppable at Unyielding (which provides more mobs, if not quite as high level as Invincible); I’m tempted as we get into the final story arcs to bump to Invincible and see how effective we are duoing vs AVs.

As Margie notes, there’s a reason that /Rad controllers are so in demand in PUGs.

Fun times.

You think the drama llamas in your SG cause problems?

Imagine if the defection of a member of your SG could not only dissolve your entire super-group, but leave all of Paragon open to effective attack by Lord Recluse and the Rikti combined. That’s sort of analogous to what’s going on over at Eve Online.

Something Awful’s Eve Online wing, GoonSwarm, has claimed what will likely go down in internet history as its greatest victory. It was an event described in a Metafilter headline thus: “It’s as if Apple dissolved Microsoft“.

That’s an incredibly accurate diagnosis of the events of last week. Thanks to a brutal betrayal of trust by an Eve player, the Something Awful superpower has used the game’s strange organisational mechanisms to take their arch-rival’s name away from them. Band Of Brothers (BoB), once the most feared of alliances, is now gone for good. The Goon victory wasn’t a great battle, nor a tremendous war brought to an end. Instead it was an inspired defector that led to the dissolution of one of Eve‘s most significant brands. It was a classic instance of underhand warfare tactics from the real world: sabotage by a traitor, trashing vital infrastructure, and leaving the gates of the fortress unlocked.

So what does it all mean? And how did it all come to pass? What it means is that upwards of several million man hours of work have been instantly obliterated, and a relatively peaceful region of Eve Online has been plunged into fresh war. The equivalent real-world costs are almost incalculable, given the sheer number of factors involved, and the thousands of people who have contributed to BoB. But it’s safe to say that we’re talking about hundreds of thousands of dollars in virtual investment put at risk.

Sounds both amazingly fascinating and a huge reason why I will never play that game …

Four Years! DING!

Yes, unbelievably, I’ve been playing CoX for that long And though my game time has certainly dropped down a lot after the first couple, I’m still out there fighting (or occasionally committing) crime, and loving it.

I’d like to thank Doyce for dragging me into it in the first place, and Margie for making it something more than just individual fun. And, of course, the folks at NCSoft for making a kickass game (warts and all).

Double XP Weekend

Came and went. Did some play during the weekend, but not obsessively.

Ran Rita and Runt through the entire Indigo arc. Ugh. Dual scrapper teams are not what you want with Knives of Artemis (though we both have some range attacks for those heavily-caltropped encounters), and we had a heck of a time doing a quick and effective take-down of the Sappers. Too many faceplants, but we still got up to 42.

However, we did get enough Prestige for Margie to do something-or-other with the base, so that was all good. And, in keeping with the travel convenience notes in the previous post, we used pretty much everything (except base teleporters) to hop around Paragon at Indigo and Crimson’s requests.

Saturday night, we rolled up a new pair. I wanted to try an AR Blaster again, inspired by the Malta TacOps folks. Except … you just can’t do it, because the military outfits simply are not the same (and, in fact, tend to cut off all the belts), plus there’s not a similar helmet. Disappointing. So I resurrected Honey Gun again, and we played that for a few levels (Margie rolled up a Controller … Controller/Blaster is either going to be very interesting or horribly frustrating).

Today we took a walk on the Red side, getting our Mastermind duo, Gifted Kid and Special Educator, up to 30, woo-hoo. Highest villain I have, and doing the MMs is about as from doing Scrappers as you can get. A fun pair for mindless fun, and the only team we played that actually felt like they were getting double-XP.

I’ve decided to set up a Google Docs spreadsheet with our solos and duos, so we can easily both look at them when we’re not altogether certain what we want to play. I’ll let you know how that works out.

In our 40s

We managed to ding both Kitsune-chan / Ex-terra and Rita & Runt up to 40 over the weekend, despite the presence of ‘rents in the household.

It had been a while since we’d pulled R&R up to play, and … well, I’ve forgotten a bit about playing a regen scrapper (“You’re golden until you’re suddenly dead”). Once I hit my stride, though it was fun. I think I’m more of a stand-off-and-pound-em-from-afar kind of player, but there’s nothing wrong with a bit of up-close clawing action to take the edge off now and again.

At last, some gameplay

Things have been just a bit kinda crazy-whacky of late, but we had some chances to do some CoX play this weekend.

Margie and I did a bit of Kitsune/Ex-Terra. They’re getting in their high 30s, bouncing between Bricks and Founders and chewing on DE. The zombies were a bit of a distraction — it’s hard to not get involved in zombie mashing, even though I’m not convinced that it churns as much XP as steady missioning at high reputations.

(I’ll actually be glad to see the zombie apocalypse die down, to be honest. Not only was it distracting, but it whacked the hell out of the market.)

Sunday Margie was absorbed until late at night with some office homework, so I flew mostly solo with Miss Crackle, getting her over the course of the afternoon and evening from 28 or so up to (ding!) 32. I need to actually do some leveling with her, as well as getting her a nice crackly aura at the next opportunity.

Nothing wildly exciting, but fun times.

Braaaaaiiinnnnsss …

I’ve had a couple of commenters drop notes about having fun with the current Halloween event, the Rikti Zombie Invasion. My own play time has been limited, due to business travel and other stuff, but Margie and I have been on a couple of time and enjoyed the madness.

For those who haven’t … Zombies! It’s much like Rikti Invasion event, except …

  1. The sky (moon?) turns ruddy, giving everything a pink glow.
  2. The events seem more clustered (is it only at night?)
  3. No bombs or bombing.
  4. Bad guys don’t leave the streets.
  5. The Zombies climb out of the ground, rather than teleporting in.

Hmmm … maybe next year we can have Rikti Zombies! 

Weekend update

Actually got some play time in with Margie this weekend — which was a Rikti Invasion weekend, so we pulled out Kitsune and Ex-Terra and had fun with XP-churning lag-fests. 

It’s actually intersting how the invasions play out in different zones (the “standard” landing site) and sizes of groups. A solid group of people who know what they’re doing can run a very nice small invasion draw, while a large group can easily get into a cascading death spiral, fed by a steady stream of people flying back out of the hospital into the middle of the fray.

Good times and a couple of levels, though. Getting not too far from 40 with the both of them.

CoX – Hitting the Level Cap

Doyce comments on hitting 50 on CoX, vs WOW and LotRO.

The difference between WoW and CoH is that, since then, I’ve more than doubled my /played time on Grezzk. That is to say that I’ve spent more time playing Grez AT 70 than I spent getting Grezzk TO 70. And it’s fair to say that I’m nowhere near ‘done’ with everything I could do with him in the end-game of WoW as it exists today (though perhaps I’m done with everything I can do on the server I’m on). I’m getting close, but I’m not done. (And an expansion is coming out in a few months to give me even more to do.)

I had thought that maybe WoW had the corner on this end-game thing. I enjoyed playing Lord of the Rings Online with Kate, but I was struggling with the leveling grind in the mid-40s.

Then we hit 50.

I’ve been on LotRO for a least a couple minutes (almost) every day since then, I think. There are 7 “epic” storylines to get through, and a bunch of dungeons to explore…

 

Certainly (as he points out) CoX doesn’t have a big amount of post-50 content. Are there things to do at the highest levels? Sure — a number of mission arcs run to 50 or beyond. There are police band missions on PI. There are things you can do.

But … yeah. People generally don’t. I’ve pulled out my two 50s on only a couple of occasions since they dinged. The content (esp. for solo/duo characters) isn’t terribly compelling.

But beyond that, what CoX has is a rich environment for alts. With all the different power combinations (and different costume options as icing on the cake), replay of content is rarely a strict replay, but something new. The game not only encourages altitis, it practically demands it.

That’s not to say that there aren’t other approaches that are perfectly legit. As Doyce notes, there’s a cubic ton of content at the top levels in LotRO (and more coming all the time). I mean, there are plenty of level 50s who haven’t even gotten into Moria yet. The very nature of the game and the Ring narrative requires a rich set of content for the top-level crowd. Indeed, it seems that, like karate, it’s only once you become a black belt that you really become a student.

And that’s pretty keen, too. To each their own, indeed.

Wizard 101

Kitten was at loose ends on Saturday, so I followed up on a suggestion from Doyce (who shared this review) and set her up on Wizard 101. And, when she seemed to be getting into it, in order to be able to answer her questions, etc., Margie and I both signed on, too, and ran it for most of the day. Purely, ahem, for research.

Wizard 101 is sort of a cross between Harry Potter and one of those endless card game animes on TV. You are a new recruit at the College in Wizard City, which sits on the World Tree. There are several schools based around different elements (Fire, Ice, Storm) and concepts (Myth, Life, etc.); one school, Death, was not too long ago ripped away from the city, and that and other actions provide the underlying story as you take your student through his/her MMO paces.

The game is designed for kids, and the graphics are large and cartoony (though nicely rendered in sort of a WOW fashion), the villains spooky but not scary, the action controlled but exciting. Kitten, at 8, is at the lower bounds of the age range (I think they actually recommend 9); she was having plenty of fun.

The game follows basic MMO conventions — you get contacts who give you missions, some of which get waypoints on the map of the city’s zones. Some missions are of the “run over and talk to Joe-Bob so you lean more about the world,” others are basic combat missions (as dark things are creeping into the fringes of Wizard City). There are both instanced missions and “outdoor” ones.

While the environment is vaguely Potter-like, the conflict system is where the “card game” part comes in. You have a spell deck (yes, literally cards), which you’ve slotted with both powers/spells you’ve learned as you advance, some specials that you get here and there, and wand spells. When you enter combat with a critter (no PvP here, just PvE), you become locked into a magical circle / arena, where, turn-based, you have a short time to select a spell from a randomized set of your cards, and the target to which it should apply. Then, based on an initial randomized initiative, each of the attackers casts their spells, each of which has a very nice animation around it. 

If it’s an outdoor mission (dealing with skeletal pirates wandering the streets of Unicorn Way, for example), people can join into a battle (which may, in turn, draw more opponents). That gives you a wider array of activities you can do, focusing damage on one opponent, buffing yourself and others, etc. There’s no mechanism I found to do an instanced mission as a team, though there are hints it’s possible.

Spells are driven by Mana (energy) and Power Points (which slowly build up during the battle). Thus your options in any given round are limited by the randomized cards, your remaining Mana pool, and the Power Points you’ve built up. That means setting up your deck important so that you’ll get a good random spread, including both cheap powers you can cast to begin with and high-level (and more expensive in Power Points) spells to seriously slam the bad guy.

When you get defeated in a combat, you’re transported back to the center of the City. (You can flee a combat before that happens, but that carries its own costs.) Healing and Mana recovery are relatively painless. HP in non-hazard zones will slowly come back (good time to run a non-combat mission). There are a series of arcade games at the fair that you can play to get mana points back (and gold), and flitting about Wizard City are little wisps of energy that will recover HP and Mana. You can also get potion bottles that will recover your HP and Mana in a single (not-in-battle) quaff.

The gold, in turn, goes to buying pieces equipment that provides you with various buffs (offensive and defensive) as well as everything from more capable decks to changing your color scheme.

As you go up in levels, you’ll get missions that open up more of the City to you. There are also missions to other realms — but they are only available to folks who are paid subscribers, vs. the free game. Margie, after several hours of playing, indicated she was beginning to bump up against some of the limits of the free game.

Also as you go up in level, you get trained in spells in your primary School for free, and gain training points that can be used to cross-train in other Schools. The spells tend to be more powerful — but also require more Power Points. That makes your deck more delicate to balance.

The biggest problem I have is the social aspect of the game. There’s an elaborate and difficult to manage canned set of emotes and messages you can send. As an adult, you can also free-type (AI-regulated) text. It all made it difficult to interact with anyone else, and honestly there was not a compelling reason to do so to the point I was at.

Another frustration (as an adult) is the lack of control configuration. The X-Y axis on the mouse (looking down and up) is reversed from what I have it on every single other game I play, which makes things frustrating. As does other keys I was used to using for function X doing function Y.

Overall, and despite all that. it was a pretty fun time. It’s not a trivial challenge — I ran a character up to Lvl 6 over the course of the afternoon, but discovered some serious design flaws in how I set up my character that I’d probably start over with. There’s enough cute eye candy to keep kids enchanted, some decent combat play to keep things interesting. And there appears to be an overarching story that creates a useful narrative to follow. The NPCs are fun, visually and personality-wise, and the overall world is quite engaging. Katherine seemed to be enjoying herself. I give it a thumbs up.