Saturday, January 16, 2016

Path of Exile: Talisman Crushing

The current temporary league running in Path of Exile is called the Talisman league, and the new mechanic added for it is the addition of a new item type: the talisman. You can equip a talisman into the neck slot instead of an amulet. They have the twist that they're all corrupted, so you can't craft them in any way, but their implicit property is selected from a new pool of properties which are way more powerful than the normal amulet implicit properties.

These properties are divided out into 3 different tiers of talismans. The first tier are found sporadically on monsters out in the wild. There are also altars that can spawn which allow you to crush 5 tier 1 talismans into a tier 2 talisman. Or 5 tier 2 talismans into a tier 3 talisman. Or 5 tier 3 talismans into a portal to a challenge boss fight. Kill that boss and scoop up a tier 4 talisman which has two implicit properties!

The level of the resulting talisman is based on the average level of the talismans used as input, with a twist. The highest level one is worth 50% more than it should be worth, and the lowest level one is worth 50% less than it should be worth.

There's a challenge for killing the boss while the boss is at least level 80. The easiest way to make sure this happens is to just use 125 talismans which are all level 80. But that requires killing things in tier 11 maps at the very lowest. Is there a way to abuse the weird averaging to cut down on the number of 80+ talismans I need to find to do this challenge? One talisman is going to be the lowest tier 1 of the lowest tier 2 of the lowest tier 3. That means it's only going to be worth 1/8th as much as a true average talisman. One talisman is going to be the highest tier 1 of the highest tier 2 of the highest tier 3. It's going to be worth 27/8th as much as an average talisman, or 27 times as much as the lowest.

There's also the question of rounding... How does it work? Does a talisman remember decimal points, or is it rounded at each step of crushing? And is it rounded up, down, or properly?

If there is no rounding things are pretty straightforward. Getting a single higher level talisman is worth a ton. An 81 talisman lets your lowest level talisman fall all the way to 53! Unfortunately only one talisman can get such a big benefit. Here's a breakdown of the 125 talismans and how many points they could be worth:


Points Quantity
1 1
2 9
3 3
4 27
6 18
8 27
9 3
12 27
18 9
27 1

I guess the way to think about it is you can earn points for each talisman above level 80 that you can spend to offset some underleveled talismans. The really common situations are going to be trading 12 points for 4 pointers, so assuming you can get a decent selection of 81s you can afford thrice as many 79s, or an equal number of 77s, or any such combination. But it feels like you really don't want to be using too many very low level ones. You get a lot of 79s, but once you dip down even lower you're paying a lot of points.


Can we actually discount rounding? How can we find out? I guess it's time for some quick testing...

Ok, things are now clear. I crushed 8 talismans (7 sets of tier 1s, 1 set of turn 2s) and things followed very simple rules. Rounding happens the way it should and decimals are not carried over.

This means you can gain or lose some levels depending on how you crush. Ideally you want to always be creating a level X.5 talisman, so it gets rounded up to X+1. Stay away from creating an X.4 talisman.

Adding on to the stuff above, we can shave off a full 5 levels from each 'lowest' talisman in a given transaction and end up in the same spot for free. Or a couple levels off of one of the middle talismans. And since the effects bubble forward, you can actually end up shaving an awful lot off of the talismans that get crushed into the lowest tier 3 talisman.

Tuesday, January 05, 2016

Awesome Games Done Quick 2016

It's that time of year again! The nice speedrunning people are putting on their annual January event to raise money for the Prevent Cancer Foundation. It's brought my own streaming down to a minimum as I'd rather watch the awesomeness live than play my own games.

I wrote about the blindfolded Punch Out runs from two years ago, and how intense they were to watch. I just watched a run that made me feel a very similar way. There's a roguelike game called Crypt of the Necrodancer where a song plays and you need to take actions on the beats of the song, and only on those beats. Fail and you take a point of damage. I watched Ike play it a while ago and it's really hard!

There's a challenge character where you only have 1 health, so if you take damage for any reason you're dead. Also you can't get a better weapon than the base dagger.

There's a challenge character where you die if you ever pick up money. Every monster you kill drops money, so you can't ever walk into a square where you've killed an enemy.

There's a challenge character where everything moves at double speed. (Interestingly, the character is genderqueer, which I think may be the first time I've seen that particular characteristic used as anything other than 'comic' relief.)

Then there's a challenge character which combines all of the aspects of the previous three challenges. Move at double speed, with a terrible weapon, and die if you ever pick up gold or take damage or miss a beat... The developer didn't know if anyone could ever beat the mode. Apparently to date only 10 people have ever beat it. One of them was at AGDQ, and he actually managed to do it. It is so absolutely ludicrous and had me completely riveted.

Go check the marathon out. There's bound to be more awesome stuff! (Like, apparently, a blindfolded Punch-Out race!)

Friday, December 11, 2015

Path of Exile: Patch 2.1

I haven't played Path of Exile since September 2014 when I hurt my wrist playing the game. I was really pushing to try to win a t-shirt and ended up putting too much strain on my wrist. This apparently combined with anxiety issues (presumably about becoming homeless) to make my hand go numb. But that issue got dealt with via drugs and I've been pretty capable of streaming games for 12+ hours a day without hurting my wrist. I definitely don't want to play super hardcore to win a t-shirt or anything, but I think I can play the game again without hurting myself.

There have been a lot of patches in the last 15 months, with a big one launching today. So many things have changed in the game, and they sound really, really good. Standard things like a new act, tons of new items, better balance... But also some other cool stuff...

An item filter so you can write a text file to alter what loot you see on the ground. You can change font sizes, colours, and add sound effects!

An experience per hour meter!

Revamped map system which keeps all the cool things with end game maps while extending and enhancing things to make them better for more casual play. Map pools are easier to build up at lower levels, and harder at very high levels, but the high maps are worth it.

A card collecting system to trade cards for loot at a vendor, so you can farm specific areas to get specific useful unique items.

Skill gems you can get from quests are sold from vendors so you don't need to create alts or store tons of gems in a guild bank anymore!

Even more customization in the sphere grid system, with new jewels you can stick in the grid!

Integration with Twitch so stream chat is a channel in the game client!


It remains to be seen how good this stuff actually is, but I have really high hopes. I don't intend on playing nearly as much as I used to, but maybe if they still have races and stuff I can get into streaming it... We'll see!

Friday, October 02, 2015

Frankenstein: Master of Death

Every now and then I look on Steam for the absolute cheapest game. If it has Steam cards and looks vaguely interesting I tend to pick it up in the hopes I'll eventually play it. Frankenstein: Master of Death is a game that was on sale for 16 cents a couple weeks ago and said it was a 'hidden object' game. I enjoyed playing a 'hidden object' game on Facebook but eventually got put off by the free to play business model... So I thought putting up 16 cents for a game without those annoying paywalls was a worthy risk.

It ended up being more of a point and click adventure game in the sense that you had to find keys that fight the right doors to progress through the plot. Finding the keys was pretty trivial; remembering where the lock was happened to be a little annoying. Only occasionally did you get into a 'hidden object' minigame and those only ever had a fixed 12 things to find. Not the best offering for someone who just wanted to click on a bunch of hidden objects.

Ultimately I beat the game in a little under 3 hours. I wouldn't say it was the most fun I ever had playing a game, but it was reasonably fun. I had to leave the game running in order to collect up the Steam cards that came with it (they added in a refund option to return a game with under 2 hours played so now cards won't drop until you've clocked at least 2 hours in a game) and ended up selling the cards off for 26 cents after Steam fees.

All told I made 10 cents and got to play a decent enough game. I'm not sure it was actually an optimal use of my time, so maybe buying the cheapest game on Steam is actually not a very good idea...

On the plus side, it is now the second game in which I've earned 100% of the achievements. Huzzah!

Wednesday, September 30, 2015

Hearthstone Ranked Prizes

My brother came over for supper a week or so ago and in the course of conversation let me know that Blizzard apparently added minor prizes to the constructed system. The higher up the ladder you get, the more free stuff they throw at you. The free stuff really isn't very much, but it's more than the absolutely nothing you used to go. (You get one golden common at rank 20, with increments of 5 extra dust per rank most of the time, with sometimes extra cards thrown in instead.) The biggest jump is at rank 5 where you go from getting 2 golden commons and a golden rare to getting 2 golden commons and a golden epic. Not a huge deal, but it is a bunch of free cards and since they're all golden they're worth more if you want to blow them up for dust in order to help put together other decks.

I haven't played constructed in an awfully long time, since I grinded up to Legend a couple of times at the start of the year. But I figured I like free stuff, and I wanted to stream more Hearthstone anyway, so I played for a few hours on the 21st and then a little bit yesterday and today. I was learning patron when I last played and the newest set didn't seem to change anything for that deck so it seemed like the thing to try out as I went to scoop up some free stuff.

When I last hit Legend it took me 148 games to go from 25 stars to 71 stars, which is where rank 5 kicks in. This month it took me 47 games to go from 1 star to 71 stars. That's a whole heck of a lot faster! I was winning around 52-54% of my games back then. This time I won a little over 87% of my games. There are likely a few reasons for this difference. Patron warrior is a much better deck than mech mage used to be. I started much later in the month, so the people I played against at each rank rated to be a fair bit worse this time around. Perhaps most importantly the metagame shifted and a new paladin has emerged that is terribly positioned against patron warrior. I don't know if it beats other things, but it sure can't beat me!

I'm still not sure I really know how to play the deck well. I am getting a better feel for things just through practice, and it definitely makes me think I'd need to invest a lot of time into constructed to actually have a shot at doing well in tournaments. And that would also require way more cards than I currently have... Which means more drafting?

Friday, August 28, 2015

Diablo III: Season 4

The next season of Diablo III starts in less than an hour, and it's looking pretty sweet. They put out a new patch this week to use in the new season and it has a ton of interesting changes! The biggest one is the addition of a new 'cube' with powerful new recipes. It lets you reroll legendary items to get better stats, or trade in an extra copy of a set item for a different piece of the set, or convert a rare item to a legendary. You can swap gem types, or crafting material types. You can remove the level requirement from an item to really power level an alt. But the best part is you can destroy legendary items and then equip 3 of their passive abilities onto your character! One of the constraints to builds in the past was which slots you could get passives from while maintaining overpowered set bonuses... Now those options have multiplied! So many more builds should become playable as a result!

On top of that they've added in higher difficulty levels (useful since the previous highest difficulty for the base game was massively eclipsed by the greater rifts)! New items! Quality of life changes to crafting and rifting!

On the downside they decided to put crowd control (CC) caps back in. This was part of the initial game and it sucked since you couldn't permanently CC hard enemies which meant everyone had to build to be invincible. Eventually they decided that was a bad idea and took the cap out. Now they put it back in and I'm not sure why. On the plus side it came with massive damage nerfs across the board to enemies so maybe they've decided everyone needs to be invincible again but actually made that feasible this time? I guess the setup where every group needed a CC bot that did no damage was pretty bad too. So if everyone can mostly survive just fine with the damage nerfs and you can use short bursts of CC to help against bursty monsters or something that could be good.

I tried out my old crusader on the highest difficulty just to see what it was like. He was built to infinitely CC things, and couldn't anymore, so that sucked. On the plus side I was able to kill all the monsters in torment X. I died to most of the blue packs. But my build was undoubtedly bad now, and I had none of the new cube bonuses, and I wasn't tip-top as it was, so the new difficulties are probably just fine.

All in all I'm pretty pumped to get playing Diablo III again. This version of the game is probably going to be the best one yet, and that's really sweet.

Wednesday, August 19, 2015

Rocket League

Rocket League is an online MOBA game where you drive around in a car, with a rocket strapped to the back of it, and play soccer. It seems to have pretty good physics for a rocket boosted car game... At the very least it seems to be consistent! So even if it isn't 'realistic' for the real world, it feels realistic for the Rocket League world.

Ike is always on the lookout for games we can stream together, and he really wanted to get into Rocket League. I wasn't sure it was for me, but mostly I wasn't sure the price tag was for me. But then Ike was awesome and gave me a copy of the game on Steam. Hurray! I ran through the tutorials and was pretty bad, but it was fun.

Last night after my WoW raid I played some games with Snuggles, Sceadeau, and one of Sceadeau's friends. The game plays up to 4v4, and we were pretty terrible, but it was really fun. We played for close to 3 hours all told and there were noticeable improvements in both our mechanics and our strategy. Still really bad, but not quite as bad as at the start!

I watched Witwix playing H1Z1 this morning, and then he finished his stream by playing Rocket League. It was like he was playing an entirely different game! My tactics pretty much boiled down to driving fast near the ball and hoping it did good things if I hit it... He was able to do these jumping dashing hits that actually made the ball move fast, and in a planned direction! Definitely some more practice will be needed... But it seems to have a reasonable matchmaking system, so even if I always suck I should just play against other people who suck and then we can have fun driving around near the ball!

One big plus the game has is you only play a 5 minute game with almost instant queue times to get into the next game. So even if you start getting blown out, the game is almost over! It's not like some LoL games where it's obvious you've lost in 6 minutes but have to play for another 20+ minutes until the game actually ends.

It's definitely worth checking out if the idea of car soccer sounds interesting.

Saturday, August 15, 2015

Seven Springs Lodging Options

The World Boardgaming Championships are moving locations starting next year. It's moving from a self destructing hotel an hour from Philly to a ski resort an hour from Pittsburgh. From the sounds of things the ski resort is under newish ownership and is working on setting themselves up as a summer convention destination. Convenient that our convention needed a new summer destination...

One of the big concerns people have about the move is the increase in hotel cost. There were a ton of cheaper motels and the like around the old location (as in, the next building over) but a ski resort is more likely to be secluded and cut off those cheaper options as a result. On the other hand the ski resort does have a bunch of different types of rooms but actual information about what is available is sketchy at this point in time. Someone told us there were chalets with bunk beds and pretty low quality buildings but I found pictures of the chalets on the website and there were no bunk beds to be seen.

At this point I suspect the best play is to just get a room in the main hotel for the 2016 convention and then actually see what the other options are in person to make decisions for later. But for anyone unwilling to pay the main hotel price that's not really a good option. Getting to cram a ton of extra people into a chalet of some kind could be a really economical option for large groups of people... But there's a problem here in that no one has told us when we can book these things, or even how much they're going to cost! Waiting to get that info before making decisions is apt to have a faster group yoink your chalet out from under you! So it seems like a prudent thing to do would be to look at what the options are going to be and then it'd be easier to pivot and make a decision when the pricing is actually revealed. I will be listing the default web pricing when I can find it, but I have to assume the convention will have reduced rates.