Wednesday, December 23, 2020

Quick Reaction to Aby's "Going to watch a film"

Image by Bru-nO from Pixabay
Read Aby's original post here.

While I'm working on being more proactive, I am, by nature, a reactive person. I listen to others' opinions before talking about my own, I prefer to block/dodge and counter in a real-life fight to deal heavy damage with a single attack, and I like to do things slowly but surely.
As such, I greatly enjoy talking about my reactions to the media I see. It's why I often reference my favorite content creators in my original content.

Aby, in particular, is still going strong with his blog. I'm happy that he's enjoying doing what I indirectly inspired him to do. (Mwahahahaha!)

To start off: Bro, you subverted my expectations. "Now, the reader might have been expecting a poignant account of film history and how it has affected us culturally and as human beings... Nope, you're just going to get a rant from me about how I hate going to the movies."
You got a trend going with your posts about Doom and Thomas Edison. I was starting to think you were sticking with the theme of mages being historians.

Anyway, time to react individually to Aby's list.

1. Not Watching Lots of Movies

Lame paraphrase, I know.

But let me take a guess 'cause, as a lunatic tactician, I enjoy guessing my enemies' next moves.

Movies, at least for the sake of our posts, are very long stretches of audio and video. In my mind, assuming a movie that can be paused like in Netflix, movies aren't "chunking-friendly". You have no idea when a particular scene in a movie will end, so you gotta stick around to swallow the story. In contrast, you know when a book chapter or TV episode will end, so you can comfortably stop at the end of those. In the case of video games, just finish the boss fight.
Good luck in theaters, though. They're basically the movie version of the video game trope Bladder of Steel.

2. They're Also Watching You...

A more original heading, but it's exaggerated. Eh, I like being dramatic.

I think there were times when I wanted to make weird noises as reactions in theaters, but I didn't do so. I wanted to respect the other movie-goers. It's like being in a library.

I can understand though that not everyone enjoys the occasional laughter in theaters. I often stay stoic and stone-faced in funny scenes, even if I understand the humor.

This is where viewing on Netflix is an advantage. You can laugh like crazy all you want with your friends. You can pause the movie and exchange comments. I like to act like an Insufferable Genius and criticize the dumb things characters do.

As for taking that armrest, I don't know how crowded the theaters Aby goes to are, but from my experience, I often get seats with plenty of adjacent empty spaces.

3. The allied ADABRA was deafened!

This is a reference to our Dragon of Icespire Peak playthrough where YoSquid shouted at Adabra's ear. I imagined Adabra as a ~50-year-old woman.

Not gonna lie, I actually enjoy those booming sound effects in theaters, especially if they sound as low-pitched as bass drums. I rarely get those sounds when viewing at home. They feel more immersive.

For horror movies specifically, I rarely watch horror movies, but I'm resistant to jumpscares, such as in The Mummy.
Five Nights at Freddy's, I admit, is my weakness. Video games amplify horror thanks to unpredictability, while movies often foreshadow horror scenes.

To be fair, I frequently listen to loud sounds, considering most of my family members have Hair-Trigger Tempers.

4. Stuff That'll Probably Get You In Trouble

I often dislike seeing kisses or being kissed. I find long romantic kisses disgusting. Also, I only kiss my mom and my niece.

As for NSFW scenes, they're difficult to avoid in theaters, even if you close your eyes and cover your ears. You'll still hear the...weird noises that probably remind you of Genshin Impact Lisa's Japanese voice.
Just to be safe, read the film rating details before you watch. Also, bring headphones and maybe put 'em on full blast.

5. In Terms Of Mora, I Have No Mora

Oh, look. A Genshin Impact meme reference.

If I'm not mistaken, movie tickets cost around P150-200, while a Netflix Premium subscription costs P500. I can watch a lot more for just P500 a month.

Watching at lower quality is actually a good thing 'cause it saves bandwidth, even if you have an unlimited Internet plan. (Thanks to my game dev instructor for advising us to save bandwidth.) It minimizes server "clog", allowing Internet users with more important tasks like career and school work to use the Internet with less hassle.
Personally, if I only need to listen to the audio of a YouTube video, I set the quality to the lowest: 144p. For casual viewing, I watch at 480p. I go 720p when I need eye candy or when I need to look at the tiny details.

Wait, what do you mean you watch movies with Doritos...and Pepsi? SCREW THAT! I know Pepsi and Mountain Dew are owned and manufactured by the same company, but Doritos and Mountain Dew must ALWAYS go together!
...Just kidding. Eat and drink what you want. I remember drinking Doritos and Mountain Dew as a pre-WrestleMania ritual.

As for watching a movie alone to criticize it...
I don't know for sure if Aby insists on watching movies alone even in a hypothetical situation where he knows for sure that a friend watching with him will agree with his opinions on a movie, but the power of freedom of speech is the ability to collectively construct knowledge, so I like to take advantage of that when watching with a few other people. Gotta stick to the LunaticTactician brand, after all; lunatic because I'm brave enough to express my edgy opinions, tactician because I make detailed analyses.


Sunday, December 20, 2020

My Predictions for the Hytale PvP Blog Post

Screenshot from the Hytale announcement trailer
Ah, Player Versus Player (PvP). The gameplay system that has given rise to professional competitive gaming. Along with the creative and survival aspects of Minecraft, PvP is a significant part of the game, with PvP-oriented minigames like Factions, Hunger Games, and SkyWars.
As most of us already know, Hytale is not only heavily inspired by Minecraft, but also comes from a group of developers with experience developing a Minecraft server filled with--you guessed it--PvP. It's been confirmed starting from the trailer that there will be PvP in Hytale. Naturally, die-hard fans of Hytale are on the edge of their seats, itching for the time Hypixel Studios will finally talk about this controversial yet wildly popular form of gameplay.

I admit I'm no longer a competitive PvP player; in fact, I don't like competitive multiplayer in general. (I'll post about that on January 3, 2021.)
But as someone who has done competitive PvP before and enjoys competitive analyses, not gonna lie, I'm excited for what Hytale's PvP has to offer, especially for less "hardcore" players like me. In particular, I hope the learning curve isn't too high and there's more emphasis on defensive tactics and strategic thinking than just charging at foes while mashing the attack button.

When's The Best Time to Post This?

Disclaimer: I am not fully aware of how much work developers (especially indie ones) put into balancing competitive game mechanics.

I recommend at least two months before the beta.

From November 2019 to August 2020, Hytale rolled out progress updates every month. These updates mainly show recent additions and changes to the game, some of which may not be "launch-ready" like the posts before them. Considering the scales of these posts, I'm confident Hypixel Studios can make quick balance changes to PvP within a month, even if it means drastically changing technical stuff in the process, not just simple variables like base attack power.

Giving an additional month, for me, is a "just to be safe" decision. I have no clear reason for this other than me expecting Hypixel Studios to be Crazy-Prepared...especially with Cyberpunk 2077 being a bug-tastic mess.

How Detailed Will This Blog Post Be?

For the sake of argument, I will assume the post will have roughly the same amount of detail as most previous posts.

If Hypixel Studios wants to add more detail, this may turn into a series of separate blog posts to avoid walls of text. How they want to publish them is what I'm less certain of.

Publishing Rate

Not counting large gaps due to "rising expectations" and "reaching spoilerific development stages", Hytale blog posts were mostly published one-by-one in regular intervals. In early 2019, it was once a week, while the progress updates, as I said earlier, were every month.

Some posts were published together almost simultaneously. For example, a whopping four posts were published on November 27, 2019.

If Hypixel Studios wants to maintain a trend, they could publish the PvP blog post series simultaneously on the same day.
This ensures players can give loads of feedback as soon as possible and Hypixel Studios can collect the feedback in one fell swoop.

On the other hand, Hypixel Studios could break the mold and publish the series one post at a time over the course of a week. For example, if the series is 3 posts long, they could publish part 1 on Sunday, part 2 on Wednesday, and part 3 on Saturday.
I prefer this publishing rate. This allows Hypixel Studios and the community to focus on a few bits and pieces of PvP at a time as opposed to "spreading" things out. In other words, we may have more time to, say, analyze sword combat specifically and make more detailed conclusions, as opposed to many short analyses about every single weapon.
I admit the main reason is I don't want to be tempted into cramming every PvP-related feature into a single post of mine.

Level 1: One Post About The Most Basic Mechanics

This level of detail contains all the mechanics every Hytale fighter needs to know before fighting other players. Discussion about complex strategy is minimal; everything is kept as simple as possible. Hypixel Studios will also hide as many combat-related spoilers as possible.

Because this post mainly concerns the average Joe multiplayer gamer, unlike the technical "An Overview of Hytale's Server Technology", this post may contain instructions on how to create or join a multiplayer server, as well as how to set up PvP. In particular, the post may talk about how to enable or disable PvP, how to make PvP zones and "no-fight" zones, and maybe how to quickly give a combat-ready kit to a player or group of players.
This mainly assumes that Hypixel Studios will not make a separate "how to get started with multiplayer" tutorial.

As for the combat itself, the post may briefly talk about how PvP is different from Player Versus Environment (PvE). It may include a slow-mo video of comparisons between players' sword combos and Trorks' sword attacks.

If a PvE-dedicated post doesn't get posted before this, a basic description of character and mob stats may be included, including what exactly some of the icons in the UI sneak peek mean. They may continue not revealing the identity of the blue icons, as well as the thin yellow and blue bars under the health bar, for spoiler reasons.

The post may end with a checklist of items to bring before doing any kind of PvP, including your favorite weapon and armor types and lots of food.
Coincidentally, I posted this 5 days before Christmas. Santa's also working on a list. Make sure you Hytale fighters also check your lists twice, whether they're for gift-giving or skull-crushing.

Level 2: The Principles Behind Hytale's Combat

This is where Hypixel Studios can get a little more personal, similar to VALORANT's own blog posts about game balance. They can talk about why they designed a particular combat mechanic in a particular way and how they think players can use these mechanics to their advantage.

In the eyes of the players, they can either experiment with Hypixel Studios' intents, or they can break the mold and use a mechanic in an unexpected yet devastating way. Think about, say, demolishing an entire competitive Pokémon team with a Magikarp.

This, I think, is the most likely level of detail Hypixel Studios will put into the PvP post/series.

By the way, higher levels include all previous levels. For example, this one discusses the basics of PvP and why those basics were designed the way they were.

Level 3: PvP Minigame Showcase

This is not directly related to tactics or stats, but more of a way for Hypixel Studios to flex the possibilities available for server creators.

In addition to the minigames we're already familiar with in Minecraft, I expect Hytale to have its own original minigames, even some that weren't featured in the Hypixel Minecraft server. Hypixel Studios could even gush about how some of Hytale's minigames would be near-impossible to recreate in Minecraft, most likely in staff Tweets.

This level of detail could teach newer creators how to quickly set up a server or minigame and maybe even set up teams and toggle friendly fire, especially for co-op Adventure Mode.

I think the difference between the chances of Level 2 and Level 3 is slim; maybe 1-4%. For example, if the chance of Level 2 detail is 30%, Level 3 is at best 29% and at worst 26%.
This, I think, is consistent with Hytale's goal of making the world's most empowered gaming community, as well as Hypixel's experience developing Minecraft minigames.

Level 4: Equipment Stats and Basic Combos

This, I think, is the minimum level of detail most players will expect.

At worst, Hypixel Studios may describe equipment stats only in general terms; for example, "Daggers are fast. Swords are in the middle. Two-handed weapons are slow." After all, we've seen specific equipment stats in the UI sneak peek, so I figured maybe revealing too many exact stats would be spoilerific.

Regardless, it would be an injustice to talk about PvP at this level of detail without at least one video showing how fast or slow some attack combos are.

Somewhere in the middle, Hypixel Studios may talk about how some weapon types are superior to others in some ways. An axe may do better for crowd control while a spear may work better for 1v1 combat, for example.

The most ideal scenario for this level of detail requires two things for me: All exact weapon stats and strategies for using every equipment type. Heck, maybe they can even give us the mathematical formula for determining damage dealt.
This helps us plan our character builds early on and give content creators opportunities to discuss their own changes to equipment stats.

Level 5: Advanced Tactics + 10-Minute Battle Showcase

Note that 10 minutes is the bare minimum required for me to truly consider it "ideal". I'd be even happier if I could see, say, multiple 20-minute videos, each with a different combat situation like a 1v1 and a player-only gang war.

This level of detail is designed to prepare as many kinds of fighters, from recruits to veterans, for PvP as much as possible.

In particular, I expect discussions on tactical maneuvering, psy-war, and deception, among others. This also gives Hypixel Studios an opportunity to flex Hytale's multiplayer communication features, if any.

Some players have preferences for the number of allies they want to fight alongside in team-based PvP. Given the sheer number of shy people I encounter, I expect tactics for those who are not so good at fighting and prefer to help their team passively, as well as tactics for One-Man Armies.

The 10+-minute battle showcase is designed to end the post with a bang (just like the graphics update) and show the fans what every PvP feature looks like in practice. It may even teach us something that wasn't discussed in all the other PvP-related media.

Obviously, this is the least likely because of the sheer effort it takes and the number of spoilers it has. (I don't even know if Hypixel Studios has any lunatic tacticians among their staff.)

Why Talk About PvP In Detail Before The Beta?

Because Hytale has been unplayable by the general public for 2 years now, I think hardcore fans, especially content creators, will be more lenient towards Hypixel Studios and can give them more valuable feedback that won't be heavily biased.
Plus, reading is boring. Why read when you can experience a game first-hand? That's what I think about the average Joe gamer.

Accessing the beta feels like actually playing the game, so I expect many people who have nearly forgotten about Hytale to come flocking back. It's unlikely they would sympathize with Hypixel Studios considering they're only here to play and not waste time "going to history class" by reading the blog posts, so they would not hold back on their feedback.

The hardcore fans, for me, are the mediators between Hypixel Studios and the average gamers. They understand Hypixel Studios' goals and the average gamers' expectations and seek to create a balance between the two. Hypixel Studios listens to their fans, after all, and the content creators serve to make the opinions of the masses known.

So you content creators better work extra hard when Hypixel Studios starts talking about PvP. Go get 'em!
You bet I will also go crazy. I ain't called LunaticTactician for nothin'.

Anyway, in other words, the hardcore fans' feedback ensures the average gamers enjoy the beta from the very beginning, even if they've only watched the Hytale announcement trailer.

TL;DR summary: Ideally, the PvP blog post (or series) should be posted at least two months before the beta to give Hypixel Studios time to adjust game balance based on hardcore fans' feedback before the...less sympathetic average gamers play the beta. I predicted five levels of detail for the PvP post/series, ranging from the simplest and most important mechanics to the tiniest details and most advanced tactics.

Sunday, December 13, 2020

okay, fine, i'll talk about Hytale's Mosshorn... (intentional bad grammar)

Official screenshot from Hytale
Actually, I haven't received a request for a blog post in a long time. The last one I received was back in mid-2020 from my dad about not being able to go to the gym. Anyway, in case you missed it, the Gold's Gym branch I go to is open again.
You could say that I requested myself to write this post.

Ah, the Mosshorn. A Hytale fantasy animal that was introduced in a rather mundane way with minimal lore in a progress update. Hypixel Studios and I had absolutely no idea this mob would become popular, especially since Noxy said Thomas Frick was supposed to create the "ugliest" thing possible. (Disclaimer: I am not affiliated with or endorsed by Hypixel Studios or Hypixel, Inc.)

As I said in a post last November, I am indifferent to the Mosshorn. It's neither ugly nor...uh, beautiful to me. It looks more to me like a farm animal with a small coat of fantasy paint. As such, I have trouble sympathizing with Mosshorn lovers.
I know I'm supposed to give less firetrucks about unimportant things, but I simply have this internal gut feeling I should make a Mosshorn-dedicated post, considering I've built the persona of a hardcore Hytale fan for almost 2 years now. Keep in mind that I'm not doing this mainly to get other Hytale fans' attention; in the end, this is just for fun.

Plain and Simple Facts

Because only a few Mosshorn facts are available and the vast majority of my Hytale posts are speculative, this specific post is...well, speculation-heavy.

A Mosshorn was shown in the July 30, 2020 progress update "[making] its home in a dank, distant swamp...its neighbors having long since vanished." (emphasis added) In the August 31, 2020 progress update, Mosshorns were described as "hardy bovine creatures".

Keep that bold text in mind as you read because it will play a big role in my speculative Mosshorn lore.

Biological Speculation

Another official screenshot from Hytale. Okay.
Also in the August progress update, the screenshot with two Mosshorns was used to segway into dynamic plant growth, suggesting Mosshorns are herbivorous. (I'd still be ready in case they're carnivorous or even omnivorous.)

Real-life muddy areas like swamps are often filled with moss, so it can be assumed that Mosshorns generally live in swamps...although I'd still brace myself in case Mosshorns live in other areas. Heck, maybe they're using swamps as emergency shelters.

The "hardy" description is vague, though the quickest way I can imagine it is that Mosshorns can withstand harsher weather and climates than other animals.
When going for a more RPG-like interpretation, maybe Mosshorns are physically durable and aren't easy for predators to attack.

If the "its neighbors have long since vanished" statement applies to Mosshorns in general, not the specific Mosshorn in the progress update, maybe Mosshorns are rare mobs that are typically encountered alone. Two Mosshorns may be an even rarer sight.

D&D Ability Score Speculation

STR

DEX

CON

INT

WIS

CHA

15 (+2)

10 (0)

18 (+4)

2 (-4)

10 (0)

6 (-2)


High Constitution ensures the Mosshorn is true to its hardiness.

Being large, bulky animals, I imagine them to also be physically strong, though maybe not as much as predators like lions which have 17 Strength. The horns are particularly helpful.

Mosshorns don't look fast to me because of their short legs.

Mosshorns don't appear to have any heightened or special senses, so I'm keeping their Wisdom at the average of 10.

Being isolated in the wild has likely negatively affected Mosshorns' ability to socially interact with other species, so I set its Charisma to 6, which is lower than many animals' 7 Charisma.

Item Drop Speculation

I'm curious where this Kweebec wants to drop this Mosshorn onto. Regardless, the Mosshorn looks happy.
Fan art by DairyPanda; used with permission
This is the part where I sound less like Sucrose and more like Tartaglia.

Right off the bat, I imagine that considering how rare I imagine the Mosshorn to be, maybe leather armor made of Mosshorn hide is more durable and provides more damage reduction and/or max HP than standard leather armor. (The tooltip concepts show a Soldier's Chestplate with a shield icon (probably defense), a heart icon (probably max HP), and an icon of two crossed swords (probably attack).)

If the Mosshorn is being hunted to near-extinction by a sentient species, that species may use Mosshorn...uh, horns as a part of their weapons. I imagine them to not be as durable or sharp as other animal horns because, again, I don't imagine Mosshorns to be predators.
Other than that, the other plausible reason I see for using Mosshorn horns is as a decoration.
Even less plausibly, they may be used in alchemy...but I have no idea what they'd do. Would you grow a thick hide upon drinking a potion with these horns, perhaps?

I wouldn't dare eat Mosshorn meat, though, considering Mosshorns' swampy habitat and intentionally ugly design.

Combat Speculation

Hostility

Ahhh! Mosshorns everywhere! Make it staaahhhp!
Fan art by RighteousPebble; used with permission
Many herbivores in real life do not willingly attack other animals, so I assume the Mosshorn to be a neutral mob.
It's safe to assume that attacking pretty much any real-life animal that can fight back will cause that animal to fight back, so I assume the same for the Mosshorn. After all, I wouldn't want to mess with its horns...especially horns as big as our boi RighteousPebble did 'em.

Attack Style

Mosshorns will most likely attack by charging straight towards their foes. Charging is what horns are made for, after all.
Again, because they're not adapted for combat, Mosshorn charges may be slower than other animals, giving the player more time to evade.
I still wouldn't dare block a Mosshorn's charge with common pikes or shields, though.

Mosshorns have big jaws, so their secondary attack might be a bite.
I imagine Mosshorns can't stretch their muscles very far, so their bites may be short-ranged and slow compared to other animals. However, this compensates in case the Mosshorn doesn't have room to charge at a foe, such as in an overgrown forest.

How To Kill

My Ax-Craziness intensifies.

Rule #1 for fighting a Mosshorn: Never be in front of it.

Fists and Melee Weapons

Use physical obstacles such as trees and your own walls to stop a Mosshorn charge. While it's stunned by the impact, beat it up with quick attacks.

Anti-cavalry weapons are the most effective against Mosshorns. In particular, I'd use a halberd to REALLY chop into their innards.

Ranged Weapons

Easy. Just stand on a tree branch and spam arrows or thrown weapons on 'em.

Magic

Animal hides can spontaneously combust, so fire is effective against Mosshorns. AoE Pyro damage, anyone?

Wind wouldn't be as effective on Mosshorns because I imagine them to be solid and heavy.

Their thick hides may make them resistant to cold damage.

Pet Mechanics Speculation

I mean, of course, people want to tame this thing.

Taming

Considering this is a fantasy creature in a lore-enriched game, I think taming a Mosshorn would go beyond simply feeding it like in real life and in simpler video games.
Maybe there would be a quest to find the Mosshorn's missing family members.

Realistically, this would be difficult to find out unless the player has the ability to speak and understand "Mosshorn language". Some players may want to figure out how to get the quest through the game itself rather than open an external resource like a wiki.
There are many hypothetical ways to do this. Maybe spellcasting players can learn a spell to communicate with animals. Maybe there's a mage or scholar in the world who can either translate the Mosshorn language or is skilled in Mosshorn biology or history.

This search quest has many ways to be exciting.
Personally, I like to save a Mosshorn from a group of cultists or poachers.
On the heartwarming side, the lost family member may be in danger of starving to death and the player might have an opportunity to feed it.
We might even see a unique animation where the Mosshorns are excited about their reunification, similar to Minecraft animal breeding but better.

After all, as the Hytale website itself said, "What's better than one Mosshorn? Two Mosshorns."

Utility

Carabao image from Wikimedia Commons
I imagine the Mosshorn could be used as a work animal similar to the carabao, a farm animal native to the Philippines. They can lug around loads heavier than horses can carry, I think.
Mosshorns can probably be used as an alternative mount, though mainly for domestic work rather than combat or long-distance transport. (I mean, what better way to further promote this already popular mob?)

Racing

This one is inspired by Rhyhorn racing in the Kalos region, the setting of Pokémon X and Y. Rhyhorn has a pathetically slow Speed stat of just 25.

I imagine that raising a Mosshorn to become fast would be a challenge compared to already-fast animals like horses, so there might be minigames either in the world or buildable by players where the player can race against AI opponents or other players. The rewards for winning races might be greater; they could give faction reputation, a trophy that can be remade into a useful crafting item like an ingot, or access to a new location.

The first AI opponents should probably be ordinary farmers so newer players have an idea of what to expect (especially if they go Leeroy Jenkins). The difficulty should spike up moderately on the next race--maybe into skilled horse riders who learned how to ride Mosshorns about a week ago--to tell new players that Mosshorn racing is no joke.

EVIL Mosshorn Faction!

Warning. Code Red. Ax-Craziness has reached maximum level.

Origin Story: Exploited Loneliness

For years, the Mosshorn race has been largely lonely. Being constantly on the move, they're somehow almost never able to reunite.

Void-affiliated mages (Outlanders, maybe? Or alien/unholy creatures directly affiliated with Varyn?) have studied the Mosshorns and exploited their loneliness, convincing them that the civilized world is the cause of their endangerment; that the Mosshorns have been mass-hunted by the Ferans, humans, Kweebecs, what-have-you. (I know the Kweebecs don't wear fur or eat meat, but let's let this slide For the Evulz.)

These Mosshorns are more aggressive towards groups of non-Void living animals and sentient beings, even if they pose no threat. The player can be hinted at this by NPC hunters saying that all the game in their usual hunting areas has been gored to death, apparently by horns, without being eaten. Some hunters may even say they've been attacked by "furry rhinos".
In combat, these Mosshorns become stronger when fighting paired-up foes, even stronger against three foes grouped together, and so on. Splitting up in combat is vital when fighting these.

Oh, by the way, this was inspired by the Mondstadt story in Genshin Impact. I won't spoil it, though.

Gang War: Bases

In addition to Void bases in Orbis, Mosshorns may continue to live in their home swamps without any structures. As such, Mosshorns in these bases are completely reliant on the natural terrain.

Mosshorns are far more likely to pair up than other factions, making it difficult to attack them stealthily.

To give them some degree of intelligence, Mosshorns may know how to camouflage themselves with the scorched grass. They may also know how to stand in a shield wall-like formation.

Mutated Mosshorns may have a ranged attack in which they pick up the earth with tentacle-like horns and throw it at their foes.
(Otherwise, players can just cheese Mosshorn gang wars with ranged attacks and pillar-jumping.)

Gang War: Offense

AoE ranged attacks--ideally fire attacks--are probably the best counter to Mosshorn formations, especially if they don't take advantage of water from the get-go.
Goblin bombs are a cheap way to deal with these formations, while flint and steel are even cheaper but have a small AoE.

Vaporizing swamp water is essential to prevent Mosshorns from extinguishing themselves or making it harder for the player to reach them in melee combat.

As a melee-only alternative with no explosions or fire, heavy armor, a shield, and a big-bladed spear might stop a Mosshorn charge.
Just make sure your equipment are top-of-the-line because Mosshorns are probably heavier and tougher than your standard cavalry charge formation.

Gang War: Defense

Lava moats and fountains are probably the easiest way to defend against a Mosshorn attack; they wouldn't even dare get close unless they like to Attack! Attack! Attack!

Mass bombardment is much easier here because player bases have the advantage of familiarity to the player, as well as potential high ground if the player added such. (I plan to protect my own base with a Trump wall.)

If all else fails, fall back to a staircase mine and constantly block your way with sturdy blocks...especially if your base is just a small, simple wooden house on the ground.

Monday, December 7, 2020

My Opinion on Genshin Impact 1.1's Updated Resin Mechanics

I know, I know, I'm late for the party, but screw it. I got this idea very recently while...how do I say this...talking to myself in my brain.
I posted this on a weekday since I put less effort into this post. Additionally, I want to transition back to Hytale as part of my main content since, in my mind, I'm primarily a Hytale blogger.

I am no stranger to video games that have Anti Poop-Socking, usually in the form of an "energy" or "stamina" mechanic. In 2009, I first experienced it with Zynga's Facebook game Mafia Wars. Since late 2018, I regularly play Fire Emblem Heroes.
As such, I think of myself as one of the few people who don't complain about Genshin Impact's Original Resin mechanic, even back when Version 1.0 only let players have 120 max Resin that regenerates at a rate of 1 per 8 minutes. (Some game features cost between 20 and 60 Resin.)

In Version 1.1, the max Resin was increased to 160, allowing players to not play Genshin Impact for a longer amount of time before Resin regeneration freezes at the max value. It now takes ~21.33 hours to restore Resin from 0 to 160.
It also introduced Condensed Resin which is basically 40 Resin turned into an item. Using it on a game feature that normally costs 20 Resin would double the rewards for just one fight. Because only 3 Condensed Resin can be carried at a time, a player can effectively have a whopping 280 Resin.

Aside from more playtime, how has this benefited you?

I currently have an unpredictable schedule, especially when it comes to my sleeping habits and when Mom and Dad want us to leave the house. This sometimes prevents me from playing Genshin Impact as soon as I wake up, increasing the chance that my Resin freezes at 160.

In my first few weeks of playing Genshin Impact, I also fell into the pitfall of spreading my resources to multiple characters. None of my characters are currently able to deal over 1000 damage with their Normal Attacks and it takes me about 2-5 minutes to do a Daily Commission or win fights that involve spending Resin (including most boss fights). Not to mention the time it takes to manually run from a Teleport Waypoint to a point of interest--approximately 1 minute counting the random stuff I pick up along the way. (I don't have the Portable Waypoint yet; I have Reputation Lv. 5 in Mondstadt. I just need one more level.)
Under 1.0 mechanics, it would take me approximately 21-60 minutes to complete all Commissions and use up all my Resin. (Minimum value assumes all 120 Resin is spent on 40-Resin bosses. Maximum value assumes 20-Resin fights.)

With 1.1, I only have to seriously spend 40 Resin. I use the remaining 120 Resin on Condensed Resin, allowing me to go back to work/family business without thinking about Resin freezing. I spend that Condensed Resin later in the day, usually on the Ley Lines which give Mora. (Because in terms of Mora, I have no Mora.)
This cuts down my Genshin Impact playtime to approximately 15-30 minutes, or a ~28%-50% drop.

help i feel greedy (intentional bad grammar)

I'm satisfied with the current Resin system but screw it. Considering how hard it is to grind up a single character, as well as the continuous introduction of new and powerful 4-star characters, I feel like we need just a little more. I still see dissatisfaction with the Resin system among the Genshin Impact community.

How about increasing the Resin cap to 180 and the regeneration rate to 1 per 7 min 30 sec? I think it's not that big of a change--it would take 20 hours to regain 160 Resin and 22.5 hours to regain 180.
Don't buff up the Resin mechanic beyond those two changes or the buffs might defeat the purpose of Anti Poop-Socking.

Side Note: Which Character Should I "EV-Train"?

Currently, I'm focused on shoving "vitamins" into Klee because of the abundance of Cryo enemies in Floors 11-12 of the Spiral Abyss.

Tartaglia, however, is my favorite DPS. His attacks in Melee Stance are very fast and can continuously damage multiple surrounding foes with Riptide. Beating up Pyro enemies with him or supporting him with Xiangling is especially fun because of his ability to spam Vaporize for that sweet 2x super effective damage.

I should consider raising the shield-creating characters I have: Diona and Xingqiu. Their Elemental Skills apply elements to themselves, allowing them to neutralize Ley Line Disorder debuffs with harmless elemental reactions.
Maybe Lv. 40 is just right for Diona and Xingqiu so they can take a few hits in case I don't see an attack coming.
My Lv. 58 Beidou should be just right.

Speaking of shields, Xinyan is on my wish list. She's the safest option for neutralizing the Condensed Ice effect which slows Stamina regeneration. (The others inflict either Superconduct which reduces DEF or Frozen whose effect is obvious...and annoying.)
Also, I just gotta catch 'em all. (Pokémon!) Even if it means only being able to catch the 4-star characters.
Edit, December 17, 2020: Screw it. I don't trust my luck in getting Xinyan anymore. I got one Razor, two Chongyuns, and a weapon in Zhongli's Event Wish. So much for the patience I built up while torturing myself with the While It's Warm event...

Raising my DPS characters is my priority because the faster I can win fights, the sooner I can stop playing Genshin Impact and get back to work.

Sunday, December 6, 2020

Genshin Impact Element Mechanics - Hypothetical Hytale Mods

Genshin Impact elemental reaction chart
Infographic by sunmilk
Concept art from Hytale
DISCLAIMER: Based on speculation and personal imagination, yadda yadda yadda.
Assume the Genshin Impact stuff will be part of a third-party mod.

Mods are among my favorite things that exist in video games, especially open-world games. The ability to mod a game empowers a community to breathe new life into an already great game. Many popular mods add many hours of gameplay, further extending the lifetime of a game.

Many fantasy video games have some form of elemental magic in their mechanics, but Genshin Impact is unique in that, thanks to the elemental reaction mechanic, elements blend together in more than just Pokémon-esque type matchups. The player can spread elements to other enemies with Anemo, reduce DEF by combining Cryo and Electro, and even blow up foes with Electro and Pyro! All of these mechanics work even on element-less foes!

Little is known about the importance of magical elements in Hytale's combat, though we know, like in Genshin Impact, elements are important to Hytale's lore. Every zone in Orbis represents an element, with zone 3 officially confirmed to represent water. Gaia represents 5 elements as well as nature and light (which aren't officially confirmed yet to be magical elements, though I like to think they are).

While unconfirmed, it's generally agreed upon that zone 1 represents Earth since it's the greenest zone and has the lushest plant life. The Kweebecs are encountered here.
Zone 2 represents Wind because sandstorms occur here.
Zone 4 represents Fire because volcanoes. 'Nuff said.
Zone 5 represents Lightning because of the lightning bolts protruding from the obscuring black clouds.
Zone 6 represents Void (probably darkness) because of the dark purple clouds.

For the purpose of this post, I will split Earth into Dendro and Geo, and Water into Cryo and Hydro in order to fill all of Genshin Impact's seven elements. Zone 3 officially represents "water in all its forms". On the other hand, you can't really have plants (Dendro) without soil (Geo) to grow them, can you?

Zone 1: Dendro and Geo

While zone 1 has been confirmed to be among the easiest zones, modding it to add Genshin Impact mechanics makes it rather underwhelming.
As of Genshin Impact Version 1.1, Dendro only reacts with Pyro, inflicting Pyro damage over time. The Kweebecs are Hytale's equivalent of Pikachu popularity-wise, so giving them Dendro right out of the box would be an injustice...especially since there's a YouTube channel called Kweebec Corner which is openly and proudly racist against Trorks.
Geo, on the other hand, is a defensive element. While it's friendly for new players who want to Attack! Attack! Attack! since shields produced by Geo can potentially allow them to No-Sell incoming attacks, that's boring and slow. Why block attacks when you can simply kill the enemy in a few seconds?

So let's spice up these underwhelming elements, shall we?
In my D&D campaign, YoSquid chose Dendro to be one of the elements I use. I knew Dendro was trash so I made a Kweebec-themed spear to make up for it. It entangles foes with vines upon hitting 'cause I wanted to stay consistent with the Kweebecs' friendly personality by capturing foes rather than killing them. In a co-op playthrough or while dual-wielding, players can use this spear to set up for a Burning elemental reaction.
There are speculations for Dendro elemental reactions such as this Reddit thread by Laferidge in the official Genshin Impact subreddit. The first one I thought of before reading the thread was Metaspark's Dendro + Hydro reaction, Overgrowth: in the case of my Kweebec spear, it would grow and strengthen the vines, dealing additional Dendro damage and keeping the foe restrained for longer.

As for Geo, I want to give it to the Trorks...for no lore-friendly reason other than balancing them with the Kweebecs. Trorks are physically imposing, after all, compared to the diminutive Kweebecs. (Trork settlements are mainly made of wood.)
Low-level Trorks would lack any sort of Geo-related equipment or skill, though high-level ones will. They specialize in destroying armored foes, forcing the player to be more reliant on speed.
Problem for the Trorks is, not only do I specialize in speed, but I'm also good at shattering armor with my fists.

Zone 2: Anemo

How utterly coincidental. Wind represents freedom for both the native Ferans of Orbis zone 2 and the people of Mondstadt in Teyvat. Maybe I should do a zone 2 playthrough with a Venti cosplay avatar.

On the surface, there's not much to do with Anemo without another element, especially because we don't know how magically inclined the Ferans' rivals, the Scaraks, are.
I suppose we can simply ignite a small flame or throw a water bucket during combat.

Sandstorms can be extra dangerous with Genshin Impact mechanics. If some fool walks around incinerating or zapping things all over the place, it can spread Pyro or Electro, respectively. This may require the player to protect their zone 2 house with non-flammable insulating blocks like...cobblestone. As for player equipment, better ditch the metal armor.

The Ferans become an extra dangerous enemy in co-op because I speculate they can use Anemo magic. This forces players to separate from one another while fighting, allowing melee-oriented Ferans to surround them one-by-one.

Maybe Scaraks are weak to Anemo because Anemo represents freedom from slavery. Also, Scaraks are insectoid and the Bug type is weak to the Flying type (which covers bird- and wind-related attacks like Drill Peck and Hurricane).

Zone 3: Cryo and Hydro

Oh boy. Along with zones 1 and 2, zone 3 is supposed to be beginner-friendly (though maybe not as much as zone 1), but add in Genshin Impact mechanics and this zone's difficulty suddenly goes through the roof. It just so happens that Cryo + Hydro = Frozen. Worse, these two elements are a single element in Orbis, so a mage who is stated to specialize in Hydro can also use Cryo effectively.

However, I argue that enemies native to this zone become helpless when Electro is involved. Electro + Hydro can inflict Electro-Charged which can stun foes that are otherwise immune to being frozen. Cryo + Electro can inflict Superconduct, making tanky foes easier for physical attackers to kill. Both reactions can damage multiple foes simultaneously, making it easier to stop gang wars involving large numbers of mooks (assuming your forces don't get frozen in the first place).

The native Outlanders, I imagine, are resistant to Cryo but not immune to it since they're still human. (The Colossus Outlander's humanity, to me, is questionable due to his mutated hand and...well, his abnormally large size. Also, it wouldn't make sense anyway to be able to freeze what I assume to be a boss.) I couldn't think of a properly creative fantasy way to represent how to freeze them, but imagine hitting them with a bucket of liquid nitrogen and water from a firetruck's cannon. (In comparison, merely touching water with your feet in Genshin Impact is enough for any Cryo attack to freeze your whole body.)

Zone 4: Pyro

This has a ton of room for speculation. We don't know if Hytale will require protective equipment to explore the more volcanic areas of zone 4 (like Breath of the Wild's Death Mountain), for example.

Assuming maximum Minecraft-esque restrictions, most elements are less useful or even completely useless in zone 4's volcanic areas.
Anemo can inflict Swirl and spread Pyro, but only Anemo damage will be dealt because most enemies are immune to Pyro.
Cryo and Hydro are useless since they instantly evaporate.
Dendro is near-useless since the Burning reaction inflicts...well, Pyro damage.
Electro has some use. Overloaded can knock enemies back and heavily damage Geo armor, but the reaction itself deals Pyro damage, not Electro damage. On a budget, an Electro-oriented archer or mage can send Pyro foes falling off a cliff...assuming they're not fliers.
Geo is, interestingly, the most useful element in zone 4's volcanic areas. Pyro immunity and Nether-like evaporation don't reduce its usefulness, on top of generating shields that protect excellently against Pyro damage. (Noelle or Zhongli cosplay, anyone?)

I'll be generous and say the Scorched Ruins in the March 26, 2020 progress update and the Ghost Forest in the July 30, 2020 progress update don't have the same restrictions. (I assume they're in zone 4 because they're related to fire.) There will still be Pyro foes, though.
I imagine an adventurer who mainly builds with flammable materials would secure a perimeter within these zone 4 "border biomes" using Hydro to inflict Vaporize. When hitting a Pyro foe with Hydro, the Vaporize reaction causes the attack to deal 2x damage.

Notice how, in the 2nd paragraph, I only talked about the volcanic areas. I didn't talk about...the underground forests. They're filled to the brim with Dendro.
I'm not entirely sure what enemies we would face in the underground forests, though I assume the dinosaurs there are, in Pokémon terms, Normal-type.
Ah, screw it. Nothing a little fire can't handle, right? *lights match*

I know there's speculation going on about a sentient faction called the "Slothians" living in zone 4's underground forests, but I'm too lazy to think about the Slothians. I just feel Ax-Crazy right now.

Zone 5: Electro

Electro is generally a poor defensive element. Although it's immune to the Electro damage dealt by the Electro-Charged reaction, it suffers greatly from Overloaded and Superconduct.

Speaking of those two elemental reactions, they may play a bigger part in mining in zone 5 compared to the other zones.
I imagine much of zone 5's terrain will have more electricity flowing through it, so for destroying lots of blocks, just throw some Pyro bombs just like Klee. For quickly mining a few blocks like with an Efficiency V pickaxe in Minecraft, use a Cryo attack first to make the blocks easier to break.

Water may be extra hazardous in this zone since it's always electrified. If you don't have insulating equipment and you fall into the water, you're as good as dead.
Using a boat is required since wood is a poor conductor of electricity.

I just noticed: Many of my ideas seem to be designed to punish players who wear heavy armor since heavy armor in games is usually made of metal. There should be a config option to disable these "punishments".

Zone 6: Void

There's no "darkness" element in Genshin Impact...so, let's theorycraft my own elemental reactions!

Void Elemental Reactions

Cryo: Zombify. If a living unit dies while under this effect, it turns into a zombie under the caster's control. This is based on the ideas that cold temperatures can preserve food (hence why refrigerators exist) and undead in many fantasy settings are related to the cold, such as in Warcraft. (Players are immune to this reaction's zombie conversion effect but still take damage from this reaction itself.)

Dendro: Haunt. Dendro creations get corrupted, attacking any creature that isn't a fiend (i.e. demons) or undead on sight. This is based on haunted trees.

Electro: Glitch. Steals HP from the target, similar to how computer malware steals data from other computers.

Hydro: Infect. Poisons the target, dealing damage over time. Water is considered the "universal solvent", so if you pour poison into pure water, the water gets poisoned. Poison is commonly used by evil and roguish characters.

Pyro: Hellfire. Reduces the target's attack damage. I had trouble thinking of this one since I wanted to replicate the tormenting feeling of hell as described in the Bible while differentiating it from Superconduct which reduces DEF. I suppose the idea is, once someone goes to hell, there's no coming out of it, so resisting (i.e. fighting back) is hopeless.

Anemo and Geo inflict Swirl and Crystallize, respectively, as usual.

Void Creatures

Void creatures are immune to Void elemental reactions but are affected by other elemental reactions.

Unlike Orbis native creatures which typically only appear in a single zone, void creatures can be anywhere in Orbis (albeit most prevalent in zone 6). Although humans don't inherently have any element, spellcasters should watch out, especially if the void creatures can also control Anemo. Some Elemental Skills in Genshin Impact apply elements to the user, making them vulnerable to elemental reactions.

Void creatures can be exploited by Anemo-wielding players who can't use Void magic. Is there an annoyingly powerful non-Void Pyro enemy near the Void creature? Spread the Void to reduce that Pyro enemy's damage.

Void Terrain

Like in zone 5, water is deadly; this time, it's thanks to water absorbing evil energy.
If Hytale has a thirst mechanic, better bring water from another zone before going here.

This time, using Dendro equipment like wooden swords is dangerous since they may turn against their wielders. (Metal equipment is safe! Yay!)
Not like it matters since you'll probably have metal equipment at this point...unless you're a Leeroy Jenkins.