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Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

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Prime Grind

Continuing further in Prime World: Defenders has answered some questions.

Yes, the rarer towers are unambiguously better than the basic ones. Early on, my mostly upgraded wooden tower was boring but practical. As a great lover of DoTs, my fully upgraded poison tower is awesome yet practical, but the better towers are generally of the rarer rarities, and they can be upgraded further from there. I am told that the dragon tower is especially excellent for the mid-game, but I have yet to find that card, instead finding multiple sun and lightning towers (crushing individuals and groups, respectively).

Yes, the later levels are balanced around a resource grind. You must complete side missions to collect and upgrade cards, or else your numbers are not big enough to complete the main maps. There is a daily login prize for some reason (currently disabled by bug), so you could theoretically just wait instead of grinding, and you will be ready for those later maps sometime in 2015.

This game reinforces the critical importance of threshold values. An attack that does 50% of an enemy’s hit points is worth about as much as an attack that does 90%. Not exactly, because you can mix heavy hitters with fast or AE attacks, but there is a huge difference between 99% and 100%. This is where the better towers and upgrades become critical.

Oddly, the game has some anti-farming code. I found the 4th boss trivially easy and repeated it to see how quick I could complete that map. The 4th boss is now worth 0 silver and 0 xp. You are supposed to farm, but you are supposed to farm the random missions. I have reached the point where I need to farm the easier random missions to beat the harder random missions to farm rarer cards to beat the main missions.

Hmm, maybe I just need that much farm for beating it cleanly. I am caught in the circle of farming. Back to the regular mission chain! [Update: nope, needed a little more farming. On tower defense, the margin between “can’t beat it at all” and “can beat it 100% perfectly” is small.]

: Zubon

[GW2] Farming the Community

Where ArenaNet has hit the highest marks for their live-game updates, in my opinion, is where it affects community interaction. For content on its own, even good content such as the Cragstead instance, it’s neat, and then I move on. It is where the Living Story has changed the momentum of daily playing where I feel ArenaNet’s dev energy has had greatest positive effect.

With The Secret of Southsun update Southsun Cove was turned in to the place to farm. It was a comfortable farm too. One could join a snake of players through the northern Southsun Shoals as they train along running over young karka. There was also the skelk wading pool, which just became too bloody efficient. My favorite was farming the instigator events. Continue reading [GW2] Farming the Community

Prime World: Defenders

I am about half-way through the campaign of Prime World: Defenders. It is tower defense with collectible card game elements, which sounds like a game designed for me. Tycho at Penny Arcade has similar gaming tastes, so his recommendation convinced me to pre-order before a really good sale. And hey, pre-ordering gives you a little sale plus some little bonuses.

If you like tower defense, you will like Prime World Defenders. It has minimal mazing elements, mostly choosing which towers to build and (slightly) upgrade along fixed paths. Enemies and towers have the standard mix of air/ground, fast/slow, groups & splash, stealth, healing, etc. You have spells (1 until you buy talents) and no hero unit; this is not action tower defense like Orcs Must Die! or Dungeon Defenders. You can buy talents to improve overall effectiveness.

The collectible card mechanics are the non-standard element. It operates at three levels. First, towers and spells are cards. You get the basic cards as you progress, and there are rarer cards to be found. Having found relatively few, I do not have an indication that rarer towers are absolutely better, but they can be upgraded further. Upgrades are the second level: you can recycle cards to level up other cards, and artifact cards have no purpose except to recycle for larger values. Evolution is the third level: you can recycle duplicates to level up a card in a slightly different way, which unlocks the ability to upgrade the tower on a map. Towers therefore have two level counters: towers can become permanently stronger, and then within each map you can pay to make each a level 2 or 3 tower.

This advancement is both good and bad. To me, in terms of quality of play, it is on balance bad. It makes balance difficult, because the same difficulty does not work for fully upgraded towers and fresh-from-the-pack cards. My one fully upgraded tower minces enemies, and I cannot imagine how devastating a fully upgraded rare tower must be (unless that balance went badly in another direction and it is not worth finding and upgrading them). It is hard to get a satisfying challenge under these circumstances; you do not know if you have good strategy or just good numbers. Difficulty is so far aimed low, so you can complete the levels despite poor strategy or low numbers, and you can go back later to complete them with no leakage and/or either achievement. I like that this also allows you to play around a bit more instead of looking for the One Strategy that meets highly tuned difficulty.

If that is good grind for you, you will love this. There is procedurally generated content so you can get some variety in map layout and enemy composition, and you could spent weeks collecting and upgrading towers. If you would prefer to skip leveling and have all the content tuned for the level cap, Defense Grid will probably be more to your liking.

: Zubon

Thoughts Throughout a Rainy Week

These are a simple man’s thoughts that didn’t make it to full posts:

Warframe is a really nice third-person shooter with some ninja-magic effects. The Canadian team seems to have a very good grasp of everything from updates to the cash shop to their technology. Things can get a little grindy, but it pretty much equates to playing anyway. I dislike grinding/buying classes, but for players unwilling to pay the cash shop for classes, the grind seems very reasonable.

I’ve slowed down a lot with Minecraft Feed-the-Beast. I feel like the tech game is mostly over, and now I’m thinking of shedding everything and heading in to the Twilight Forest. The highly anticipated Aether 2 mod seems like it might get released this weekend too. It is an amazing dimension mod in its own right, but the mod team added dungeon instances to the mod. Continue reading Thoughts Throughout a Rainy Week

[LoL] Tribunal

I have started reviewing cases for the League of Legends tribunal. You will never find a more wretched hive of scum and villainy. One case was decided in literally the first two words of the chat log. On other games, I want a replay or to see the text before or after the game itself.

Is there just something about Master Yi? A disproportionate number of people I see reported play Yi. It is like he is a lightning rod for foul-mouthed jerks and trolls.

: Zubon

[GW2] Last Stand and Delivery

The Living Story sun is setting on Southsun. Canach has been apprehended. Next week contracts will be saved and karka queens will be killed. Then off to the revelry of Dragon Bash to forget all the issues remaining settlers will have to face. This portion of the Living Story was actually pretty good. There are a lot of things going on with the story throughout the island. It’s telling was hit or miss.

The story speaks of Canach, returned from the Molten Alliance “war” where he fought with the Pact against the enemy. He has a standing vendetta against the Consortium, and he feels the best thing to do is free the bonded refugees on Southsun Cove from their contracts of servitude. The best way to do this, of course, is to rile up the local, dangerous wildlife to attack everybody, settler refugees included. Tempers rise and settlers and the Consortium’s goons start to skirmish themselves. Continue reading [GW2] Last Stand and Delivery

[TSW] Narrative Silence

The year of story MMOs: 2012. The three big MMOs that year all had story as a big bulletpoint. Star Wars The Old Republic had a fully voiced monstrosity.  Guild Wars 2 parsed theirs out with the Personal Story. And The Secret World, kind of mentioned it as part of missions and things. Surprisingly, I think The Secret World won as far as narrative delivery of story and lore.

I enjoy the way all three games deliver story content. There are flaws in all three. I don’t like how heavy The Old Republic can feel. I don’t like how disjointed all the arcs and “personal” narration fees in Guild Wars 2. And, I don’t like how the cut scene for a mission in The Secret World can have the barest relation to the forthcoming content at hand. Continue reading [TSW] Narrative Silence

[LoL] A Twist of Fate

I’m not much one for cinematics, but this is a nice close-up view of some League of Legends champions. On the gripping hand, it does not really show off what League of Legends is about. It is mostly one-on-one fights, which shows off the champions well, but it involves neither laning nor team fights. If you really want to show a League of Legends cinematic you need to put together a five-on-five fight around a tower with both minion waves hitting it.

I imagine that one good minute of that takes more time than this entire video.

: Zubon

[LoL] Level-Setting or Randomization?

I have been playing a lot of ARAM. My win rate recently is in the 50% range, but it’s streaky: 2-4 in a row either way, rarely win-lose-win-lose. I’m not sure if I have reached my appropriate level with hidden ELO or whether ARAM is just so random that each game is more or less a coin flip of who gets good team composition, who gets utter rubbish players, whose team is randomly the perfect counter to the other…

On the other hand, I seem to have gotten above the point where half the matches are 4 vs 5 because someone AFKs/disconnects. And I am starting to appreciate queue dodges because of that: I would rather have someone reset the whole game than make it an uneven waste of time.

: Zubon

[WS] A Risky Path

An Epic Drop™ of information has just been launched in to space by Carbine Studios. They cover Paths for WildStar with a humorous “in-game” video, a DevSpeak, and a comprehensive web page on the subject.

Paths, simply put, are a sub-class to the character. The class, such as Warrior or Spellslinger, defines internal playstyle. A Warrior uses greatswords and is very melee based. A Spellslinger uses pistols and warps around the battlefield. Paths define external playstyle by offering specific content to a player with a defined Path. In another sense, WildStar is codifying achievements in to splats. Bartlett Explorers can now enter a niche to ensure that they’ll be doing explorer-type things. Continue reading [WS] A Risky Path