Skip to main content

Zen and Heroic Indecision

Though I did conduct a few investigations into coming up with a better hero, my alt-a-holism in City of Heroes seems to be abated, for now.

The seeds were planted yesterday. I compared the hours played for my Scrapper and Controller and was surprised to see it was less than a 1/10th total difference. If the Controller's damage was really so piss poor, why did he have a level lead and such a small gap in time played?

Playing my Level 33 Spines/Dark Armor Scrapper this morning against Unyielding difficulty Freakshow missions, I was sent to the hospital twice. A single Metal Swiper Freak's three-hit combo could take off over half my health. It was satisfying to defeat them, but this made them dangerous to solo.

Returning from classes today, I fought those same Freakshow again, this time with my Controller. It was much safer, thanks to having summoned pets around to take the damage for me from most foes, and monster control powers to take care of the rest. My Controller could safely solo things my Scrapper couldn't.

Putting two and two together, I had solved the mystery of why my Controller had a similar speed of progress as my Scrapper: the Controller dies a lot less often.

So it was that the idea that settled my alt-a-holicism was established: Psi-Caster, my level 34 Controller, is clearly the superior character in terms of overall potential to safety take down foes and contribute to groups ability to do the same. The Nanites, my level 33 Scrapper, is a choice for the burned out and impatient.

I just resubscribed, and I'm not burned out yet. If I'm enjoying the game, that it takes a minute more to take down a boss should not bother me. A simple desire for haste is an excellent indicator that I'm not enjoying the journey. If this happens again, I should try to take control back from my Ego or play another game for awhile. Lesson learned: But will I remember?


Popular posts from this blog

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…