Showing posts with label November 13. Show all posts
Showing posts with label November 13. Show all posts

Friday, November 13, 2020

Robbing Some Space Banks

I mentioned in Tuesday’s post the introduction of the newly revised and now mandatory Encounter Surveillance System that was foisted on null sec with this months update.  There was a whole dev blog about it if you want to read up on it.

To me the whole thing seemed silly in that familiar way when CCP introduces a contrived mechanic and their expectations as to our behavior appear unrealistic.

To put it simply, when you rat in null sec now about a third of your bounty payments go into the ESS “bank.”  The ESS runs on a cycle where it will pay that out every three hours.  The timer is for everybody, so if you just missed it you’re waiting the whole time (though you do not have to be logged on to get paid), and if your tick hits just before it pays out, you get paid right away.

The ESS bank is in deadspace behind an acceleration gate, so you can warp directly to it, and inside of a warp disruption bubble that keeps people from warping or cloaking and from using MWDs or MJDs.  You also cannot light a cyno or set off a filament.  Afterburners are okay, and once you are out of the bubble, which is 75km in diameter and centered on the bank, you can warp off.

Also, the acceleration gate will only let in cruisers, battlecruisers, and battleships, which narrows down the options and keeps little fast things from zipping in to do the steal.

I have already seen people working on min/max ideas for both defending and attacking the ESS bank.  This what players in EVE Online do, and some winning tactic will emerge soon enough and CCP will either make changes that will simply start the search over again or ignore it an that is the way things will be.

Since I don’t really rat, I can sit on the outside and admire the solutions players craft, and I was treated to a trial run Wednesday night.  Asher pinged out to Reavers that he wanted to go out and try stealing some ESS bank loot.  I was down with that, as I wanted to see how the whole thing really worked.

He had some fits for us to buy and use and the plan was to use a Needljack Signal filament to yeet us into hostile space… which is pretty much all out null sec for us these days… so we could go find some banks to rob.  We undocked, grouped up on Asher, and off we went.

Y is for “Yeet!”

We ended up out in Tenerifis, Legacy Coalition territory.  There we had to go find a bank worth robbing.

In what I consider a great injustice, the search function for finding ESS banks is in The Agency, and interface not commonly used out in null sec.  It is like CCP was trying to hide it from us.  Fortunately we had Dawn Rhea with us, who actually does some high sec stuff that uses The Agency, so she was able to search for some close by banks while some of us were still figuring out where to find this functionality.

The Agency -> Encounters -> Electronic Surveillance System

That will give you some details and you can narrow your search using several parameters.

Dawn had a system for us, so off we went to get it.

Flying through Tenerifis

Every system in null sec now has a little bit of the UI devoted to the ESS.

all about the bank

Near the top you can see the bounty risk modifier, which is part of the Dynamic Bounties feature also introduced on Tuesday,  At the bottom is the ESS info, which shows you how much money is in the bank.  The aqua colored bar is a visual indicator as to how long before the next payout is due.  When it fills up, it is payout time.

The location of the ESS acceleration gate shows up on your overview if you have beacons set to show.  Likewise, the acceleration gate is just another of a class already around, so no new adjustments need be made.

Overview viewed

You just warp to the beacon, take the acceleration gate, and you’re sent into the big bubble around the ESS.  That, however, is a new item that you will need to add to your overview.

The bank revealed

Once you spot it, somebody has to get within 10km of it.  Then you can right click on it… or on its icon in the overview if you have added it there… and select the Access ESS option.  From there you get the ESS window, which shows you the details.

Somebody is robbing the bank

The main bank is what you can rob.   The reserve bank has yet to be made accessible by CCP.

In that window you click on the “Link” button… why link?  I don’t know.  CCP being CCP… and that starts the theft.  You then have to wait for a five minute timer before you get the loot.  If you’re not the one doing the stealing, you get that nice, small red count down bar.

When it starts, the system owners and anybody in the system gets an alert pop up that the bank is being robbed.

We’re stealing, not intruding

Up on the main UI the attempted theft is note, indicating who is doing the stealing.

Theft in progress

In our case Merkelchen, head of KarmaFleet and CSM member, was our test case.

You will note that the ESS interfaces indicates that the bank is 70% “convertable.”  That means, in robbing the bank, you only get 70% of the value of what is in the bank.  Furthermore, it is paid out in bonds of specific denominations that need to be taken to CONCORD stations to redeem.

We had 18 people in the fleet to do the robbing, which meant that the locals in Tenerifis, who were few and far between, let us get away without our theft.

After a couple of runs there we used another filament which sent us up north.  We rolled into Vale of the Silent and robbed some more banks.  I took a turn at a smaller total that appeared in a bank we had just looted just to try it out.  I got to see the UI timer you get when you’re the one doing it.

Now I am the robber

The main difference is that as the one doing the intrusion you get a larger time that isn’t red.  I kind of like the small red one better, but whatever.  I also got my name up in the UI.

The big score

A ratting tick hit while I was waiting on the timer, so the total went up to 8 million ISK before it was done, boosting my haul.

Bank successfully robbed!

I was in the system alone with five ratters and nobody came to get me.

The bonds come in standard denominations (you can see them on the market if you search for “bond”) that add up to the amount you’ve stolen.

New Eden bearer bonds

five 1 million bounty bonds, six 100K bounty bonds, and three 10K bounty bonds will get me 5.63 million ISK when I go turn them in.

After getting the easy bits in Vale, we used another filament to jump to another area.  Over time we jumped about, ending up in Omist, Malpais, and The Kalevala Expanse, and finally Oasa.

It wasn’t until we got to Oasa that the locals really began to get feisty.  We had a couple of supercarriers on a gate and a Sabre bubble us, but Oasa was where the real fun began.

You might recognize Oasa from the Monthly Economic Report.  It is the home of Fraternity and is the crab capital of New Eden currently, topping the charts for bounties and null sec mining.  They are serious about their ISK and the did not like us showing up in their space.  On starting to rob a bank there with 357 million ISK, they started jumping right in with us.

Locals came to fight

Our fleet had numbers, but not enough firepower to burn down a couple of marauders.

We got out of the bubble and ran off to another nearby system where the bank had 120 million ISK and was very close to payout.  We started the robbery and setup to pop anybody who warped in prematurely.

There was less than five minutes on the clock for payout, but we found that if you’re in the middle of a robbery, the payout is suspended.  You can start an intrusion with fewer than five minutes on the clock.

The bank has a hold on that payment

We managed to blow up a couple of eager pilots, including a Cynabal that came for us, but the locals quickly piled on.  We lost a couple of ships on the way out, including Asher, at which point Tom Flood took over.  We ran from the locals for a few gates, heading towards Venal, waiting for our timers to run down so we can use another filament.

We had been out for a while at that point, and had said that any filament that got us close to home would be the end of the op, but they kept pulling us deeper and deeper into hostile space.  This last filament was no exception.

The filament lined us up on landing

There was, however, a Thera wormhole not too far from where we were.  We flew to that and jumped through just as it collapsed of old age.  Most of us docked up in Thera to call it a night.

The next day the EVE Scout site said there was a wormhole from Thera straight to Delve, so I took that using their shared bookmark library in-game and was safely back in 1DQ1-A in almost no time.  I am not very adept with wormholes, but EVE Scout makes it easy.

Home with my bonds, I realized I probably should have first taken one of the wormholes to high sec and dropped off the bonds for an alt to pick up, but I am not sure I’ll miss that big 5.6 million ISK payout.

But now I can said I’ve robbed a bank in EVE Online.  I’m not sure if that is the way it works in GTA V, but it can still lead to a bit of conflict… up until somebody figured out how to defend the ESS with smart bombing battleships or rail tengus or something else that will pop people coming in to steal.

Wednesday, November 13, 2019

EverQuest II at Fifteen and the Memories of What Could Have Been

I am sure I’ve told this tale before… probably several times… but playing EverQuest II back at launch was really a last minute decision for me.  Meclin… or Gaff… or Rarik…  or whatever I call him these days… Tim I guess… with whom I had played Sojourn/TorilMUD on and off for the previous decade, was suddenly taken with the idea of playing EverQuest II.

An ad for EQII from the August 2004 issue of Computer Gaming World

I hadn’t really been paying attention.  I’d stopped playing EverQuest for a variety of reasons, gave my account to a friend who still played and was doing some multi-boxing (they never changed the password, so I checked back on that account and found all my chars deleted), and basically played single player games or online match-based games like Delta Force and Battlefield 1942.  I knew some people who played EQ or DAoC, but I wasn’t interested.  I had neither the time nor the inclination.

TorilMUD revived itself, after having gone missing for a stretch, in early 2003 which got some of the people I knew back together.  I dove back into that and for one last stretch it became my main game.  But after getting to level cap and getting into a guild and doing zones regularly, word started to get around about EverQuest II.

There was a strong tie between TorilMUD and EQ, with TorilMUD having been the home of a number of EQ devs, including Brad McQuaid, and having served as the basic template for EQ.  A lot of early EQ, from classes to the death mechanics, were rooted in TorilMUD.

So with an new EverQuest coming, it was natural for people to be looking into it.  Not me however, I wasn’t feeling any sort of itch.  Tim though, he was listening to the reports on the new game.  He even passed me a write up somebody had done in beta.  He wanted to get in on the new game, and all the more so since he missed out on early EverQuest.  So a bunch of people from our guild… him and Chandigar and Pril and Oteb and a few others… got on board with playing EverQuest II at launch.

Or almost at launch.

We didn’t get there for the first round of servers.  But the team at SOE had a plan for launch that included bringing new servers online as the current ones filled up.  So we joined in with the launch of the Crushbone server on November 13, 2004, fifteen years ago today.

My earliest screen shot of EQ2 – Nov. 14, 2004

We got in, got through the Isle of Refuge, made it to town, and eventually formed a guild the next day.

Our guild on Crushbone

The guild was a mix of TorilMUD players and some EverQuest players that included a friend of Tim’s.  We all joined together and became the Knights of the Cataclysm.

The EverQuest II lore is based on a cataclysm, the breaking of the moon that rained down debris on Norrath, sundered the lands, broke up continents, reworked the landscape, and basically provided a way to start from scratch to a certain extent.

The game, heir to EverQuest, the reigning champion of the fantasy MMORPG genre with more than 550K subscribers, was expected to carry on the tradition of the original.  The headline of the review by Jeff Green in CGW was The Once and Future King!

Unfortunately, cataclysm proved to be something of an apt metaphor for the game.  There was a lot wrong with it at launch.  For openers, the systems requirements were way too high, something that prevented much of the EQ base from even considering migrating to the new game.  And that migration was clearly central to the plan at SOE.

There were also a myriad of bad assumptions, bad features, and last minute changes… the game was already a year or so “late” so the need to launch seemed to be driving much of the process at that point… that hamstrung the game.

Some of it was self-inflicted.  There has long been the tale about how the EQII team felt they had to steer away from the original game and create their own lore.  Crafting, which had been its own class during the beta, because a sub-class for players, though retained the same advancement structure.  What it also retained was an overburden of complexity and interdependence between the professions.

Adventuring classes had the odd archetype system, where you chose fighter, rogue, cleric, or mage up front, then specialized at level 10, then again at level 20, at which point you were finally at your final class.  But there were really too many classes and too many races and not enough character slots (just 4).

Grouping was pretty much required if you wanted any sort of smooth ride while leveling.  Some zones were locked behind group quests, though only if you wanted to go there before a given level.  Afterwards you could just walk in.  And somebody at SOE had given too much ear to people complaining about twinking in the forums, so a lot of spells could only be cast on groups members, others had pitifully short duration, and some spells combined both.  Gone were the days of casting Spirit of the Wolf on grateful lowbies.

And then there were the core issues, like zones.  The market was moving towards the seamless world idea, but EQII still had you zoning.  And there wasn’t even the illusion of a single world as with EQ.  The place was chopped up into disconnected areas that you visited via a portal or a bell.  I am sure that some problems were solved with this approach, but it left the game feeling less like a world.

Add in the graphics, which were not bad if you had a rig that could display them, though the color scheme tended towards muddy, but when you did crank them up went a little too far into the uncanny valley when it came to characters, and the seeds of discontent had been sown.

Meanwhile the gaming market itself had changed.  When EverQuest launched in March of 1999 there were other MMORPGs, but they were pretty different.  Ultima Online had its isometric 3rd person perspective.  Meridian 59 was all about PvP.  When Asheron’s Call showed up it had a different advancement philosophy.  These were all distinctively different titles.

By late 2004 more games had appeared in the genre.  Dark Age of Camelot talked about being like EverQuest with PVP but without the “suck.”  There was already news coverage for other competing titles.  Guild Wars was in the offing.  Brad McQuaid had already left SOE with some of the original EverQuest crew and Vanguard: Saga of Heroes was vying for the successor to Norrath title.  And, of course, there was that title from Blizzard that was getting lots of coverage.

And so the cataclysm metaphor seemed apt.

Not that it was all bad.  The game’s housing system, and how well integrated it was to the game, including a trade profession dedicated to building furniture, still stands apart from any other MMORPG I have played.  Its free form decorating and the ability to hang trophies from your adventures on your wall, as well as being your in-game store front, worked very well.

As a group, as a guild, we stayed mostly pretty dedicated to the game for almost a year.  But we were something of the exception rather than the rule.  People who did not feel at home in the new world often went back to EverQuest.

But in a couple of weeks after we first logged in World of Warcraft launched, and a lot of people who didn’t go back to EverQuest moved on to WoW instead.

SOE knew they were in trouble pretty quickly after WoW launched, and the game started changing to adapt.  We got little quills and books over quest givers, the EQII version of the big yellow exclamation mark and question mark in Azeroth.  Trade skills got revamped.  We got offline selling.  The emphasis on grouping being a requirement after level 20 or so was relaxed somewhat.  A lot of those group encounters in the Thundering Steppes were made solo encounters.  Buffs got saner timers.  Travel was tinkered with.

Meanwhile, the SOE mania with more content lest we all leave… EQ was well into its “two expansions a year” era… meant that an expansion popped up before some of us were at level cap.

Within a few months people started to fade away.  On guild coms people were pining for Vanguard, which they were now sure would be the real EQ successor.  I went off and tried WoW. came back for a while, then a large portion of the TorilMUD faction in our guild went to WoW together, settling on the Eldre’Thalas server where I still play some of the characters I rolled up back then.

And now here we are, fifteen years down the road, and the game is still there.

As their splash screen proudly declares… though that is the original EverQuest box art

It has been updated, changed, and re-arranged over the years often, but not always, improving the game.  It still gets a new expansion every year, which is a lot more than many games in the genre get.  People still pine for an alternate universe where WoW never launched, but I don’t think that would have made the game any more popular.  It was a mess at launch, but has matured over time, so that the game today plays differently than it did way back when… though there are too many damn skills still.

Oddly, I think the fact that the game has changed so much, mostly for the better, is one of the reasons that the whole progression server idea isn’t nearly as popular for EQII as it is for EQ.

In EQ the old locations mostly look about the same.  Okay, they updated Freeport, but Qeynos and Faydwer still look as crappy as they did back in 1999.  Even if the progression server isn’t a pure 1999 experience, you can squint your eyes and pretend an mostly feel the nostalgia burn.

But EQII?  How the hell does Daybreak even begin to simulate the chaos and dysfunction that was early EQII?  So much has changed that there is no going back to 2004.  There simply aren’t enough free resources at Daybreak to re-create the original game.

Tuesday, November 13, 2018

EverQuest II Launches Chaos Descending and Celebrates Another Anniversary

The regular pattern of annual autumnal launches for EverQuest II expansions fits in nicely with the history of the game as they tend to hit pretty close to the original launch date, so you get some new content and a celebration of the history of the game all at once.

And so it goes this year, with today being the launch date for Chaos Descending, the fifteenth full expansion for EQII, and that doesn’t include the various adventure packs that SOE and Daybreak have tried now and again.

Chaos Descending the Library Staircase

While I wrote a bit about the expansion before, along with the various purchasing options, the bullet point summary from Daybreak is:

  • New Adventure Quests
  • New Signature Tradeskill Quests
  • New Signature Adventure Quests
  • New Achievements
  • New Zones
    • One Quest and Services Zone (Myrist)
    • 4 Outdoor Zones (Doomfire, Vegarlson, Eryslai, Detroxxulous)
    • 4 Dungeon Themes (Doomfire, Vegarlson, Eryslai, Awuidor)
    • 13 Solo Instances
    • 12 Heroic Instances
    • 7 Raid Instances
    • 1 Contested Raid Dungeon
  • Mount Equipment Feature
  • Mount Equipment Bundle
  • New Mercenary Equipment

That is a pretty nice chunk of new content being delivered, and on par with what the combined EverQuest & EverQuest II team delivers annually.  There is none of this “every other year” talk for expansions, and they still deliver a sizable mid-year update along the way as well.  They might be the hardest working team in the genre.

In addition, EverQuest II just celebrated its 14th anniversary last week.  The official launch date was November 9, 2004, with the Europeans getting their launch two days later, on the 11th.  And the anniversary brings out the Hero’s Festival for players in Qeynos and Freeport.

No Firiona Vie on EQII boxes

But wait, there’s more!

While the game launched on November 9th, my own anniversary with the game actually falls on November 13th.  That is when SOE, no doubt expecting the same rush for servers that they experienced with the EverQuest launch back in 1999, rolled out their second wave of servers for US players.  So on that date the Crushbone server went up and and what ended up being our guild, a mix of players from EverQuest and TorilMUD, started making plans for how we were going to attack post-cataclysm Norrath.  We were the Knights of the Cataclysm.

Our day two guild on Crushbone… I left in 2005 and came back in 2006

And so began a year of playing… and fighting with… the new game as both we and the in-game systems evolved.

My earliest screen shot of EQ2 – Nov. 14, 2004

It was a strange time.  I have fond memories of it, though I am sure I have blocked out many of the problems and irritations that plagued the game back at launch.

Well, I can certainly recall some of them.  I could go on about crafting, no off-line selling at the broker, locked encounters, dupe bugs, experience debt, five minute buffs, the tiny quest log, having only four character slots, guild leveling, mounts, the experiments with risky boat travel, and that graphical processing bug in Qeynos Harbor that made you machine slow to a crawl as you came and went from using the bell positioned out at the end of the dock.

So yeah, if I remember all of those right off the top of my head then there were probably a lot more I’ve forgotten.

But it was still exciting and new and probably all the more so since I had stopped playing EverQuest actively a couple years before, only popping in to visit now and again, so there was very much a new to MMOs again aspect to it.  And having Meclin along, who had skipped EQ so was really in his first MMO experience made it a pretty special time.

Meclin swinging for gnoll necks… original gnoll models

And the game looked good.  Well, it looked better than EverQuest in any case, if you could run it with the graphics settings turned up enough to appreciate it.  I recall tales of people coming for EverQuest and finding the system requirements for the new game so onerous that they had to turn down the settings to the point that they couldn’t see the faces on character models.

I think this was called “future proofing” or some such, but it seems to sacrifice the necessary today in favor of a theoretical tomorrow.

Fortunately I had a decent rig… a big purple Alienware box with an okay nVidia card in it… so I could appreciate some of the graphical quality of the game.  I couldn’t go full settings, but enough to get a decent screen shot.

The catacombs under Qeynos back in the day…

It was also an awkward time for video cards, with the horrible, power hungry nVidia 6800 GT series ruling the roost and burning out motherboards and power supplies in the name of graphical fidelity.  The 6800 design stayed around for ages, being continuously improved as time went along.  I never went for the initial mode due to its horrible reputation, but had a couple of the follow-on 8800 GT boards (LOTRO burned out two of those), then a GTS 250 and a GTS 450, both of which had their roots in the old 6800.  At the time though I stayed with the more reliable 6600 GT and then an ATi 800XL.

It is amazing the amount of little details that lurk in my brain and yet I still can’t remember somebody’s name ten seconds after they’ve been introduced to me.  And I’d have to check the settings to tell you which video card I have installed now.

So it is something of a triple, the 15th expansion drops, the game celebrating its 14th year, and I celebrating my 14th anniversary of joining the game.  Though, if I look at my character, it actually puts me in line for the 15th anniversary present in another ten days.  I wonder what we’ll get.

SOE gave me time

Of course, the timing is all off as well.  Last month I was playing and writing about EverQuest II.  Now LOTRO has captured my fickle heart with its Legendary server.  Still, I might have a post or two left in me this year about Norrath.

Monday, November 13, 2017

Through Suramar and the Class Hall Quest Line

The Suramar zone has a lot of quests.

As noted previously I floundered about a bit figuring out where the lead-in for the zone was, eventually catching up with Khadgar and getting on the right path.  But that is quite a path.

To start with there is a whole quest chain series to run through… not a zone’s worth relative to the other zones, but maybe half that amount… to get the Nightborne up and running and willing to start you off on the actual series of quest chains for the zone achievement that is on the path to unlock flying.

Suramar itself is in the shape of a section of a circle, an arc with open countryside and ruins on the outside two thirds of the arc.

Suramar Zone Map

The outside boundaries are a bit rough, but it is mostly an arc.  It is in this outer area where you start to delve into the tale of the Nightborne, their deeds and sites, and their huge mana addiction.

Basically, the whole story is about a bunch of isolationist night elves who became junkies, slaves to their mana addiction, how they got tied up with the Legion, and the search by one underground group to rid themselves of the Legion and to find the mythical mana methadone equivalent.  You seriously have to get the quest givers a fix before they’ll talk to you if they are Jonesing.

Fortunately bits of mana are literally sitting all over the countryside and by a few quests in you’ve been given the power to see such mana nodes on your mini-map, all the better to keep your Nightborne buddies lit and sweet.

There is even a sort of mana pool game you have to play.  When you start out there is a hard limit on how much mana you can acquire, but one of the rewards you get as you move along is boosts to the total pool you can have.  Nothing like ending up in a mana rich area and finding you’re already full up, though at least some of the nodes yield crystals, good for 50 or 100 mana, that go into your inventory as a secondary storage which can be accessed later.

Once you have followed through setting things up in the outer arc, the quest line begins to focus on Suramar City in the center of the circle.

Gonna go down to Suramar City…

There you get in touch with the underground seeking to overthrow the Legion and their Nightborne allies.

Suramar City itself reminds me a bit of Annuminas in Evendim back in LOTRO, at least in its semi-circular form around a central bay/harbor and the somewhat overwrought grandness of its structures.

Gazing across Suramar City

I like how fantasy cities all seemed to have been built by one architect.  Nobody dares violate the style guidelines.

The city has an interesting game mechanic.  To those running the city you are a hostile outsider who is kill on sight, so the underground hooks you up with a disguise that mostly fools the bads.  However, some of those bads possess “true sight” which allows them to see through your disguise.  Fortunately for you, you can spot them a mile away by the glowing blue eyeball hovering above them when you are disguised.

Skirting past some true sight guards in a sedan chair

If you get too close they call you out and you have to either get away quickly or kill them.  Once combat starts… or once they identify you… your disguise drops and any other guards in the area will also join in.

And so you do your bit for the underground, avoiding true sight and recruiting allies, assassinating foes, and generally sowing discord.  It can be a nifty and immersive experience.  Also, the grapple mechanic from Stormheim is a thing in Suramar City and you can get up onto the room tops at various points… though you mostly do that to find treasure boxes and bits of stray mana to keep everybody sweet.

There is one guy along the quest chain who wants 1,200 mana to carry on, which at that point is most of what you can carry and he just asked for 800 mana a bit ago, so I spent some time just refreshing my supply.  It is a good thing that the stuff is lying about all over, to such an extent that you might wonder who couldn’t keep themselves supplied, but maybe they’re all just high and can’t be bothered.

Still, while this is all good fun, and I enjoyed it quite a bit, there are some kinks in the plan.  There are a series of solo quests that require you to run through the Moonlit Landing area of Suramar city in order to speak to people, pick up a few items, or kill a few foes.

However, what distinguishes the Moonlit Landing is that most of the guards both have true sight and are elite.

Yeah, yeah, out in the open world “elite” doesn’t mean the same thing as it does in a dungeon or a raid.  For the most part an open world elite means that you can probably solo it with some effort/competence, but that getting a couple of them on you is bad news.  The problem is that the true sight elites are packed in tight so the idea that you’re going to get spotted in the middle of the area and only have to fight one at a tight is unlikely in the extreme.

If you’re very patient you could probably get through with stealth.  If you are very lucky you could probably get through skirting the edge of detection circles while speeding through.

For the rest of us, there are alternative means.

There were a couple that I managed to do by using the good old Goblin Glider kit to jump off from the vineyard level above Moonlit Landing to glide on down to the person I needed to speak to or the dingus I needed to acquire or modify.  From there I used the whistle you get when you open up world quests… and this may be the best thing ever for those who don’t have flying yet… that summons a flying mount to take you to the nearest flight point.

And then there were a couple I did by the brute force corpse and revive method.  I didn’t start out with that as a plan, but I had to speak to three NPCs in the midst of the area and I failed at stealth and speed, so I just ran to a safe spot near the first one and died.  Then I ran back as a spirit, revived, spoke to the NPC, then ran for the next one, died in a safe spot, revived, and then again for the third one.

Finally, I had to kill some of the elites for drops.  Again, killing one is possible, but getting a group means you die.  I found a couple on the periphery and pulled them out into the water to take them down, a plan that worked three out of four times.

Fighting my pull in the water

The first time I did it I didn’t see the other guards behind something on the dock, but still managed to slay my target before dying, so I could loot him after I revived.

It wasn’t horrible, and it did provide a challenge of sorts with a few possible solutions, but I could see those quests being a real barrier to some people.  I told my daughter that when she gets there I’ll help her out, either healing for her DK if we need to brute force some of it or flying her in for some of the trickier ones.  But she might not need my help as she is generally more savvy at that sort of thing than I am.

The other issue turned out to be less of an issue than I thought it might be.  You get sent off to slay Xavius in the Emerald Nightmare raid.  On the plus side it was doable with the LFR version of the raid, so I queued up for the Xavius section of that thinking that I might be a couple hours getting through it.

However, that section of the raid is a few quick fights and then Xavius shows up.  Our group took him down without issue and I was able to run off to Cenarius, pick up the required quest item… which doesn’t drop with Xavius but is stilling next to Cenarius… and be done.

After the fight

I spent more time waiting in the queue for the raid… maybe 10 minutes… than it took to get through it.  It went so fast I forgot to take a screen shot until I was done.

The raid and that final venture into Moonlit Landing were the last real hurdles.  There were a pair of quests that required me to do Heroic instances, which I felt would be a real problem… everybody is fine with sloppy in easy normal mode, but in Heroic people start hating strangers when the difficulty ramps up… but those turned out to be option for the achievement.

So I finished out the quest chain which knocked out a couple of achievements for me, the important one being Loremaster of Legion, one of the five required for the Broken Isles Pathfinder (Part One) achievement that gates flying.

Meanwhile, along the way I also managed to complete my order hall class quest. I had a little bit of trouble figuring out where this quest was and ended up getting both of the other paladin artifact weapons… the same orange punctuation heralds both quest types… before finally getting on the right path.  That also rained down some achievements on me.

Class Hall Quest Results

You get the new champions as soon as the chain is done, and they are 110 to start with, so that is a twofer right there if you’ve kept your other champions trained up.

Now my Ashbringer seems bigger and even more glowy than it did before.

Behold My Ashbringer… which is totally not exactly the same as yours

Now I can turn undead to little piles of dust even more quickly!

That also knocked out another section of the first Broken Isles Pathfinder achievement, leaving me with two to go.

The first is Variety is the Spice of Life, for which I have to run 100 different world quests.  If you look on the side of one of the screen shots above, you can see that I am tracking that achievement and sit at 71 out of 100.  I should be able to knock that out.  The only issue is remembering which world quests I have done before.  I’ve done some I could swear I was hitting for the first time, only to not see the number go up, while I’ve done others I know I’ve done and they count.  There is some confusion possible as a lot of world quests seem to be re-worked versions of normal quests.  Either way, if I run enough I know I’ll get there.  I still have not done any Broken Shore world quests, so those will boost that number.

And I know I will be running world quests because the last bit of the Pathfinder achievement is the Broken Isles Diplomat achievement which requires you to get revered standings with a list of factions.  I have a ways to go there.

Broken Isles Diplomat standings

The Nightfallen is our Nightborne friends in Suramar, and I managed to squeak into revered with them on the last quest in their chain, so I am covered, there.  But as for the rest, it will be world quests ongoing.  Lots of work to do on The Wardens as they are only Friendly at this point.

And that is just the Broken Isles Pathfinder Part One.  There is the Part Two portion, which extends things to the Broken Shore.  Fortunately that seems to be a single zone worth of exploration and a quest chain to do along with another faction to revered.

Anyway, some progress made and I continue to track myself as I go over at WoW Head.

Sunday, November 13, 2016

Victory in the Hoenn Region

As I noted in my Friday post, my plans for the weekend’s gaming revolved around Pokemon Alpha Sapphire.  With Pokemon Sun & Moon just a week away I wanted to at least get a bit of closure and finish off the main story line of the game.  To cut to the chase, I made it.

Champion of the Hoenn League

Champion of the Hoenn League

I ran down the Team Aqua story line, got the last two gym badges, made my way up Victory Road, and defeated the elite four and the previous Pokemon League Champion, Steven.

He was happy enough to see me

He was happy enough to see me

I didn’t even cheese through with high levels… much.  I did go grab a couple of level 50s I had from past download events.  There was a Typhlosion (to give me some fire power) from the Pokemon Bank incentive way back and a Serperior (rounding the started types with a plant Pokemon) from another special code event that joined my party.  But otherwise it was mostly the same crew I started off with.  I had my starter Pokemon, once a Mudkip and now a Swampert, and the shiny Bedlum from the launch event which evolved into a Metagross.  The Latias you pick up along the way, and a Ninjask I was mostly using to hold HMs, rounded out my party.  They were all in the high 50s/low 60s for the final challenge and had just enough of a skill spread that I decided to give them a run before I loaded up a team with level 100s to just roll over the end.

And I made it.  I used a lot of potions between battles, and the final match against Steven was an awkward Metagross vs. Metagross standoff for a bit while I revived Kipper the Swampert where he finished things off with the move earthquake.

This could have gone on for a long time...

This could have gone on for a long time… they had both just healed up again

And then it was time to roll the credits.  I actually sat and watched them all the way through, which was good because they actually inject scenes of you and your Pokemon along the way.  Then, at the end of the credits you get to fight one more battle.

May just won't take "No" for an answer

May just won’t take “No” for an answer

After that there is a teaser for some of the additional content and a closing graphic.

Pokemon life

Pokemon life

Of course, while I became champion, I am nowhere near actually finishing the game.  I bypassed a lot of optional content in my final sprint, I accidentally defeated Kygore before catching him, there are other legendary Pokemon to catch, the usual Pokedex to finish, and a whole series of post-victory items, including the Delta Episode story line.

I may get back to that at some point.  But playing over the weekend set me up with a taste for more, so when Pokemon Sun & Moon arrives on Friday I will be ready to go.