GW2: In Two Weeks

Finished the legendary spear two days ago.

Now squarely in that flailing around moment after completing something big, wondering which of the less attractive things on the “should still get this done” list is next.

But let’s briefly talk about the spear. Klobjarne Geirr is an interesting legendary. It’s got six skins which vary the spear head slightly. The other not-selected skins follow behind the user in a ghostly array.

It’s a very animation-based legendary, which makes it hard to show off in screenshots. It’s got draw/stow animations – where the ghostly spears materialize or gather themselves back into the one spear.

It makes for a fun look blended together with the heavy legendary armor which also does the transforming thing.

My main’s look is becoming less original and creative with each legendary in the arsenal, but hell, they cost a lot and it’s nice to enjoy the effort put into making it (from both dev and player sides.)

Amusingly, it also changes the projectile effect on my harbinger. Instead of big green globs, it now shoots bright ghost-blue spears when I go into shroud and autoattack.

I’m not 100% sold on it. It is nifty, the way it changes skills. But I kinda like the dark puke green bolts too. It’s just about which weapon I’m holding when I hit shroud. On the greatsword it’s normal, on the spear it does this spear thing.

It’s still new and shiny so I may use it for a while, and then maybe go back to the simple bone-look from the Godskull Impaler I was using before. There will be plenty of other alts who use spears that can still use Klobjarne skins eventually.

Ironically, I haven’t swapped to the actual purple legendary on both the mains yet. Too tedious to think about pulling sigils off the pink ascended spears both are using. I’ve got 410+ transmutation charges banked. Pretty sure I can spare a few for vanity at this point.

I’m about 100 liquid gold poorer than I ought to be, though. I made the mistake of seeing 100 “runestones” for 100 gold on the item list and went straight to Rojan to buy icy runestones. Then did a double take when I figured out Klobjarne actually wanted 100 Mystic Runestones, also conveniently priced at 100g from yet another merchant.

*sighs*

So I drained the other 100g in my pocket and went down to double digits in the wallet. The personal guild bank has emergency stashes but not necessary for now.

I could contact Support and go through the rigamarole of explaining not-reading-properly mistakes, but seeing as the next legendary is likely to be one that uses icy runestones anyway, I’m just treating it as a forward investment.


The surprise “content” – or functionality drop rather – in GW2 has been the fractal incursion event and quickplay fractals.

I quite like it.

From the perspective of someone who has always trundled around a little slowly in instanced content, higher tier fractals get a bit too stressful for me. They demand a bit more speed and practiced knowledge from each player, and I’ve never found the time or will or enjoyment to play them enough to learn mechanics until they’re innate.

I know Swampland on paper, but my charr’s not really making those weird stone jumps over the top if the gates close on me.

(As for the newer fractals, ugh, even less familiarity nor desire to do them. Some friends from my raid static once upon a time dragged me through Shattered Observatory, and while I appreciated the experience and someone walking me through voice exactly when to do what, it was also nerve-wracking as hell. Not sure how I would do that in a PUG without getting summarily kicked.)

Quickplay fractals are even lower demand than joining a Tier 1 group on lfg (who may wish to go through sequences of fractals or whatever.) Just in and out of one fractal, already randomly picked for the group, and poof, the group forms and disbands without too much effort on anybody’s part.

They’re picked from an easier lineup of fractals – most of which are probably soloable on Tier 1 difficulty. So there’s no staring at Siren’s Reef and going oh dear lord and wanting to run away from the gauntlet of encounters.

The mist stranger rezzes, and there’s portable waypoints that pop up as the first member of the group progresses, so you don’t have to worry about being abandoned or left behind.

It’s a decent way to kill 5-10 minutes of waiting time, wherever, and score one or two fractal encryption boxes and dip a toe into a gold source I’ve usually just ignored because groups are too annoying to deal with.

It’s easy no-stakes group-ish content where, as I’ve stated before, more veteran players who don’t mind carrying others with less experience can do so.

(I’ve done the colossus hammer thing multiple times now for groups where it’s obvious three people have no clue how the hammer works as yet. I’ve seen a mesmer speed through molten boss so damn quickly a waypoint was ready before some of the newer players had even gotten through the first molten protector.

It doesn’t matter. They’ll learn eventually. The randomness is part of the low stakes fun. Eventual everybody learning becomes unfun because then it becomes only one “right” way to do things.)

I’m still not as fractally-inclined as some others. Belghast has already hit 500/500 fractalline dust, apparently.

I’m at like 320/500. I figure there’s a week more to go, so I better not overdo it lest it overstay my tolerance for fractals.


I’ve also been slooowly making my way through the rest of the Janthir Wilds story.

Got past Mistburned Barrens, though I screwed up a story achievement by mounting while carrying a rotten meat item (so I’ll have to redo it again at some point, ugh).

Now into Bava Nisos. Slowly trying to get through a chapter or two each time I log in.

I did catch the Bava Nisos meta for the first time today. It’s… not as bad as I feared, from the stories?

The Goreseval copycat was interesting, though I screwed up all the animation timings to get the dodge stuff achievements and will need more repeats and study of its mechanics and animations to get it.

I went to the south lung and while it -was- attacking a static object, it was kinda attacking multiple static objects with mechanics to dodge.

And there were annoying portals (aka Titan Leukocytes) in the air that people were mostly ignoring, but sometimes became vulnerable and easy to clear from harbinger pewpew, once the Lance effect fell off them. Just need to figure out exactly what vulnerable to Lances mean on the tooltip, I threw 3-4 warclaw lances at it and it didn’t seem to do anything to the effect, just some sad damage.

And I missed probably 3/4 of the final heart event because there were a lot of other terrain and encounters along the way so there was probably something relatively climactic happening there?

(Reading the wiki suggests that it’s supposed to happen/die at the same time as the groups handling the north and south lungs. So I guess my particular map’s heart group was just a little shabby, and there was 1/4 of it left to pound on by the time I got there.)

At least it’s not Eparch.


And that’s roughly what I’ve been up to from a GW2 angle.

I’ll probably try to get through the Janthir story, then think about either the next legendary sigil, or maybe I’ll work on Sunrise to get Eternity (but I do need Gifts of Exploration, so I can do that and decide on the exact legendary later too.)

Dota 2 International has been partially watched. Some matches I just couldn’t stay up any more to watch live.

(That’s how you know you’re getting old. When sleep becomes more appealing than watching a global competition from 1am – 4am and you’re like, it’s recorded, you can watch it on demand whenever. While suspecting that whenever is not actually arriving any time soon.)

The blog debt is on the list. As well as trying to decide when I feel like getting back to the long ignored story writing again. Tiny steps at a time, I guess.

Progress is happening. It just never feels like it while in the depths of it.

GW2: Plenty of Problems, But This Ain’t One of ‘Em

MassivelyOP has successfully trolled me into another blog post. This time, it’s regarding the GW2 Skyscale flying mount, wherein it’s patently obvious that no actual firsthand experience was involved at the time of writing.

Yes, I understand that articles are written way in advance. But could you kindly resist from making statements with no basis in reality, then?

Pet peeve: Verifiably wrong things, stated as facts.

“The only way you can actually spend more than a few seconds in the air is if you jump off of something really tall and glide down.”

“Also, there are no flying mounts in GW2. At best they glide. Literally any mount in any MMORPG that flies (i.e. stays in the air indefinitely by design) is superior.”

You know who you are.

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I’ve been up here for half an hour, sorting through my inventory bags, and then alt-tabbed out to write this blog post.

I dunno about you, but in my book, that certainly seems longer than a few seconds in the air, pretty indefinitely, by design.

Granted, any horizontal X-axis movement is going to lower me steadily, and incrementing the vertical Y-axis without a friendly wall to cling to involves waiting for a minute for Bond of Vigor to cooldown and recharge half of the green flight bar.

At a certain height exceeding the point you took off from, there is also some sort of ceiling where the flight meter is drained very quickly, so that you lower back to maximum hover height, possibly in an attempt to keep you from ascending forever into the skybox to insta-die.

For horizontal gliding and SPEED, once you get the hang of downward diving for acceleration and then climbing back up with mount ability key 2, the griffon is superior. 

For vertical takeoff and landing, fine-grained control in a small area and indefinite HOVERing (40 mins and counting), that’s where you look towards the skyscale.

Honestly, given its specialities, I’m more or less convinced that its main role is to cover one of WoW’s flying mounts’ features – lording it over the hoi polloi by hovering on a gigantic dragon, mount and rider doing their best to block the trading post from view.

And yeah, you can use it as a hybrid springer with finer-scale control, crossed with a slower gliding griffon, just with added infinite hover potential.

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There have been some criticisms over the whole process of attaining one.

For someone who had been previously all psyched up to finish legendary medium armor, the collections did not really raise massive alarm bells, which might be more an indication of how mentally unbalanced the Achiever portion of my brain can get.

There were some identical go-here, go-there un-clued collections which were of poorer quality. Resorting to a third-party guide to get through those quickly is probably what 95% of players do, me included.

There were some nicer legendary-style collections, themed, with better clues and directions, including visible waypoint markers! which sent players back to old maps to revisit content. I liked those.

There was massive dismay at timegates, of which I personally did not find too onerous. They are pre-set stopping points. Being content to be a couple days behind meant that I made a nice killing selling timegated components for the first two days – grow lamps for 70 and 60 gold on the TP. After the 15% tax, that’s 110g contributed to my legendary medium collection from players who need it now. Sweet.

Anyway, ArenaNet tweaked some of the timegates after reading the feedback, so that’s even better. They’re actually listening and demonstrating it! And communicating! What is this, I don’t even-…

There was a huge histrionic fainting uproar at the revelation that 250 of each LS4 map currency would be needed in a later collection.

My only criticism is that it would have been really nice to know all the requirements before, and not reliant on the first few players to unlock the next collection, just so that each player could plan ahead and make more efficient use of their time.

I get that there’s some drama and excitement and even prestige for the spades/explorers/first-to-gets by keeping some of these secret, but it was a little irritating to know that the previous days could have been better spent.

I’d been somewhat laggard catching up with the LS4 maps, having not been actively playing for much of the time they were released, so I had only about half the currencies needed. That meant a furious altholic hearts-grind for 2-3 days, pulling out some 11+ characters and cycling them through easy hearts to buy 5 currency each for karma.

It’s not something I do on a regular basis for sure, but I found it mildly interesting for the three days to go into super-efficient achiever grind mode. The benefits of having a secondary Achiever function. Fortunately, I was already in the mood for grinding.

If not, well, there’s always tomorrow.

Oh yes, since it’s been two weeks, I assume that most people who cared have at least logged in to check out the first episode.

If not, too bad, you can take this like a teaser image instead. You’ll see this at the very beginning episode anyway.

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I love this. The scale is awesome.

A few more landscape shots of the new map.

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P.S. 50 minutes and counting. I guess it’s time to come down now.

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GW2: New Map

Wow.

Avoiding spoilers, suffice to say that there are some serious stops being pulled out.

Visually it knocks your socks off.

I am so happy I have the monitor I have right now.

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I have a FANTASTIC spoiler-laden shot of a really big dragon, that is absolutely done justice in 3840×1080, but we’ll save that for a later post, after folks (me included) have had time to go through the latest release.

Minecraft: Regrowth – The Expansioning

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There’s something about Regrowth that checks nearly all my boxes.

I really like the feeling that I’m solely responsible for populating a nearly barren world with life again, similar to a skyblock, minus the scary stress of falling off a floating island into the void or feeling obliged to put down a -floor- everywhere.

Not to mention, if you gave me creator responsibility for floors, they’ll wind up all flat, because I’m lazy, and I’ll go for the easiest way out.

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Adding trees and grass and plants and flowers organically though, that I can do.

There’s something special about wandering through the dark night and dull brown wasteland and being able to find your way back to your base, because it is the only brightly torch-lit green and growing oasis in a sea of cracked sand.

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It’s the best of both worlds – ample room to spread out (just takes a little filling in and landscaping) yet it bears the stamp of something intensely personal and handbuilt.

I’m especially fond of how organic the process is, since I’m not much of an aesthetic builder. I clear room for myself because I want to put something functional there.

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This tiny outpost across a short sea channel from my original base? Placed there once upon a time for the purposes of Enderman hunting, because I couldn’t find any in my carefully dug moat-surrounded well-lit compound.

Regrowth being Regrowth, I have crops for that now.

It makes you invest effort gaining the initial resource to make the seeds. Then, after the growing and breeding process is past, you’ve unlocked the key to nearly infinite resources… given sufficient planting room, some means of coaxing the crops into growing quickly, and ways to harvest them.

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A dinky little growing and cross-breeding chamber is soon outgrown and obsolete.

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Which leads to something slightly more ambitious… except that further expansion space has been blocked by another room existing behind said wall…

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And so we expand into the next room, dug deep into a convenient side of the mountain (the tallest around, a rare sight as one happened to spawn in a Mountainous Wasteland biome, surrounded by ordinary flat Wasteland and Ocean and Beach biomes.)

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Which has, over time, become one VERY long, sprinkler-fed hallway containing every crop discovered so far, a precious underground seed bank in a mountain bunker far from harm.

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Outside, an incongruous sight floats, against the background of my little hobbit hole in the side of a mountain.

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Functionality overtaking aesthetics, as is the case of most of my machines. I’m unfamiliar with most of the things I try, so it’s all about just getting them to -work-. Functional = success, as far as I’m concerned.

An Agricraft wooden water tank was initially built and expanded, in the hopes of catching sufficient rain. It soon became obvious that neither it, nor the Railcraft water tank originally attached to it, was going to cut it, hence the installation of a Buildcraft pump, powered by three cheap ‘free’ wooden engines, pumping water from a 3×3 infinite water source.

Even the world’s longest crop corridor turned out to be lacking, in the sense that it wasn’t generating sufficient quantities of desired resources.

The second generation, slightly-more-modern, perhaps-one-day-automated farm, became a project on a somewhat more ambitious scale.

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Not even the slighest bit complete, the originally intended building for one’s house/base/inventory storage has been taken over by a sudden spurt of interest in unlocking bits of Thaumcraft4 (hence the magic workbenches visible in the farm.)

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The ground floor has now been hijacked for Essentia distillation and housing in Warded Jars.

Walking to the modern farm compound from the original hobbit hole base is a short trip through several naturally occuring caves.

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Just a couple days ago, I finally installed a functional cobblestone bridge after getting tired of sinking into the deep water of this half-submerged cavern.

The cave before this one used to  be smaller, but got hijacked as an underground peat bog while I was on a peat-fired engine Nether quarry phase.

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Which then got widened out further and little wood frames installed to make harvesting peat slightly more convenient, without getting randomly washed around by the water sources necessary for making peat.

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I’m now in a minor bee phase. It might be my first serious attempt at exploring Forestry’s Bees and Magic Bees and Extra Bees mods.

For now, it’s very low tech, taking up the room previously occupied by some lower-end machines and pipes, but ill-formed plans are already spinning around in my head to develop things on a slightly grander scale.

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The machinery, meanwhile, has moved slightly further inland.

I made a very low-power input system for squeezing crops into fruit juice, which then goes into a fermenter to produce biomass for a biogas engine. (Except the squeezer which used to be there has now been hijacked to produce Seed Oil elsewhere.)

Progress has been more satisfying ever since I realized I’d actually unlocked steel ingots, which then opened up the Mekanism mod, a source of a lot more predictable and reliable tech machines and pipes and RF cables that work much more like the Thermal Expansion or Ender IO stuff I’d gotten spoiled with in prior modpacks.

(I’m sure Buildcraft pipes have a lot more sophistication I’m still failing to appreciate, since there are apparently gates that allow for some really complicated and specific programming.

But you know, most days, you just want your tap to work when you turn the faucet knob and don’t really feel the need to -have- to program an Arduino-controlled garden sprinkler cum fish tank aquaponic system just to get some water.)

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There’s still plenty of room for haphazard machinery, of course. Mostly brought on by the fact that I don’t actually -have- that much -safe- building space, nor much of a plan where machinery is concerned.

In the foreground is a legacy experiment to process Oil into Fuel. Said Fuel was successfully produced, and then hoarded, since the original resource is limited and I don’t like non-renewable power.

Somewhere in the center is my slightly larger 2×2 Liquid Fueled Firebox at the base of a steel 2x2x3 High Pressure Boiler tank, with some parts cannibalized from my original mimum size experiments with liquid fueled boilers.

The really nice thing about it is that it burns up Creosote Oil, an otherwise nigh-useless byproduct of Coke Ovens, which I use to make Coal Coke (necessary in the process of steel-ingot production) from an absolutely renewable source of Coal grown from Regrowth crops.

It produces a sizeable quantity of steam.

This was originally directly hooked up to an Industrial Steam Engine, except that I noticed a fairly noticeable quantity of Creosote Oil was being burned up to heat the firebox to steam-producing temperatures, and that the Engine wasn’t quite coping with the amount of steam produced and was threatening to overheat, necessitating the steam supply to be shut off and left in the boiler “wasted.”

Enter the fairly ambitious (for me) Steel Tank project to hold a large quantity of steam in reserve.

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This multi-block structure can hold up to 10,976 buckets of steam. (And yes, I ran out of space to put it, and thus decided to float it.)

It can probably power a whole array of Industrial Steam Engines, except that I’ve still been too lazy to make more, nor do I have the need for that much more power just yet.

It’s likely just a matter of time though.

Stardew Valley Days

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This game is a dangerous time-suck.

I boot it up to get a few screenshots, and before you know it, I’m doing the “just one more turn” thing into the wee hours of the morning trying to make the crops grow up to the point where I can reap the rewards, and oh look, the seasons changed, my plants are dead, I need to plant more seeds and make them grow up to fruiting stage again.

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It probably didn’t help that I spent most of the spring fishing.

In every conceivable spot I could find. Because the minigame is devilish in a casino-like sense, involving just enough skill that makes you think you can control the outcome sufficiently and enough RNG from different fishing locations and different fish biting on the hook (and a high amount of variance on the basic rod) that the outcome is never guaranteed.

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Bought a farming game; Went fishing

Somewhere along the line, the community center quests were unlocked. This asks the player to turn in one of practically every item there is in the game for rewards, in themed bundles like fall crops or spring forage or night-caught fish.

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Naturally, this fed my hoarding tendencies to no end. Turning a profit is now tricky, because I’m more inclined to keep it in a chest instead.

Still, a sandbox is a sandbox.

Some people choose to min-max their farming to optimal sprinkler patterns and industrial crop generation.

Some people choose to decorate their house with pretty bits, or play the NPC dating sim portions.

Me, I’m tootling around on my dinky little unoptimized but immersive farm, watching the crops grow and the days go by, while I mostly fish the hours away.

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I’m also dead certain half my played hours are spent holding down “A” or “D” to criss-cross a multitude of screens “running” here and there, at a pace other games would call walking speed. Sneakiest time-wasting mechanic ever.

Before you know it, the natural tendency of humans to rationalize kicks in. “Gee, I just spent hours playing Stardew Valley. I must really like this game!”

(Not to mention the sunk-cost fallacy.)

For pleasant whiling away of hours to cheerful music and idyllic pastoral settings, especially if you only own a PC and can’t play Harvest Moon/Rune Factory variants, Stardew Valley can’t be beat though.

The inside of my modest chicken coop:

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With two extremely free-range hens.

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I’ve been keeping the bulk of the overgrown grass around, because they’re apparently a free source of hay.

The silo’s currently clogged with 240 pieces. Am still progressing toward a barn and larger farm animals ever so slooowly.

In the meantime, the hens are running amok in the tall grass and I have to admit that I rather like it that way.

(Fortunately, in-game hens are nice enough to return to the coop to sleep every night, and Stardew Valley doesn’t implement any “farm livestock happily run off and get lost without fencing” mechanics or have any free-roam hen predators around either.)

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Before you know it (or rather, 15 Steam played hours later,) fall is here.

And the Stardew Valley farming saga continues.