Skip to main content

Back On Track With The Gaming Groove

Last afternoon/evening from 3:30pm - 1:30am was a lot of fun modding/playing Elder Scrolls IV: Oblivion and even a bit of City of Heroes.

First, I spent 3 hours (I timed it) in the Elder Scrolls Construction Set, setting my plans into motion. About two of those hours were spent in creating an Open Office database sheet containing basic information for all the opponents in the game. Armed with this data, I spent the remaining hour tweaking spawn tables. Once my three hours were up, I played quite a bit of Oblivion with my mod in place. Even with only two major spawn types tweaked, my changes brightened the selection of the mobs considerably for me. It's nice to be able to customize a game to my liking.

I discovered, much to my surprise, that there were some interesting dungeons that I had not uncovered with my previous characters. I ran across a new kind of Ayleid ruin trap and found a cave outside of the Imperial City that was unusually constructed with some very good traps. This very much created an impression that there was a bit of Cyrodil I missed that was worth experiencing. I plan to move on to the Shivering Isles as soon as my character is call caught up in his training, and the expansion's content should contain many new surprises.

Rather than dump the entire time into Oblivion, I decided to spend the last waking hour or two in City of Heroes. First, I played a little bit of my Martial Arts/Regen Scrapper. Sadly, he really is a much more fun character than the Nanites - he has about as many usable "click" at level 10 that Nanites has a 32. However, the best was yet to come: I then played a bit of Max Overkill (formerly referred to as Max Power (I had incorrectly recalled his name)).

My experiences with a Scrapper fresh in my mind, I realized that Max Overkill really is more fun. Defiance, despite being impractical for many purposes, makes for a considerably more interesting game. The main comparison between the Martial Arts/Regen Scrapper and Max Overkill was that Max had greater range and damage but no means to heal himself.

An interesting consideration is that a six-slotted "Heal Self" power may actually give him some Regeneration Scrapper-like capability. The recharge on "Heal Self" is actually three times shorter than "Reconstruction". Then again, "Reconstruction" isn't the only hit point restorer a Regeneration Scrapper has. There's also the option of skipping "Aid Self" entirely and just relying on inspirations.

The only sticking point is that he'll likely encounter some foes that throw control affects. Knockback, Hold, and Immobilize can be countered with Combat Jumping and Acrobatics, but this leaves him wide open for sleep, disorient, fear, and confuse effects. I may be able to cope with that vulnerability just fine with inspirations and by eliminating those who would control me before they get the chance.

I look forward to Full Auto, an extremely high damage attack that recycles pretty quickly. However, given that it operates on a Damage Over Time model, the counterattack might defeat Max in mid-attack. That, too, is a gamble I'm taking by investing time in this character.

Anyway, my gaming groove is truly back on track, and that is excellent. I imagine that a lot of my enjoyment has to do with my knowledge that I'm meeting my non-gaming obligations well lately.


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…