Malf on 17/1/2017 at 11:59
I was thinking about that actually. Have any of you lot got the original Guild Wars?
While the second game is basically just an MMO, the first game is a completely co-op experience, requiring players perform dedicated roles in order to succeed.
Might be nice to go back and play through the original campaign with some new characters. AND NO AI HEROES. Heroes, while convenient, completely killed the co-op spirit of the game. They performed their roles so well, you could happily play the entire game without help from another human player.
Thirith on 17/1/2017 at 12:09
That's exactly it, though I think that it's linked to speed (though I don't know whether the one is a cause or a result of the other). When we played that coop snapmap, there was zero need or benefit to cooperating. Our best laid plans in GTA often go hilariously wrong, but we're still playing - and dying - together, and that's what I enjoy best: experiences where playing in coop feels significantly different from playing alone, where it actually makes sense to say that the two of us watch this entrance while the two of you get to higher ground so you can snipe bad guys. I can say without hyperbole that some of the GTA heist missions were among my favourite multiplayer moments, and possibly even favourite gaming moments altogether, exactly because they require some degree of cooperation. (I've not played much Left 4 Dead with actual real people, but I expect those to benefit from actual coop, regardless of the game's relatively high pace.)
Malf on 17/1/2017 at 12:24
Yeah, that's another game that's been mysteriously absent from our sessions. I loved the first game, but was kind of burned out on it when the second came out, so never played much of that. While I don't think I've got the patience for the highest difficulty level any more, I'd happily play on normal with you lot.
And the clutsiness of GTA V? I think that's why Magicka would be a great game to play in these sessions. You're constantly relying on each other, but the magic system is just complicated enough to mean that there'll be the occasional mishap when someone shields you just as you're casting a fireball.
Thirith on 17/1/2017 at 12:29
I'd definitely also be up for L4D (both the first and the second game); will check for the next session I'm in charge of (if you guys'll still let me :p ) if that's an option. After an hour of Arma, killing some zombies that don't shoot you in the head at a distance of 1km through thick foliage might actually be quite nice.
henke on 17/1/2017 at 12:47
Oh yes, I'd be up for some L4D1 or 2 as well. :)
Jeshibu on 18/1/2017 at 11:16
Quote Posted by Malf
Yeah, I've mentioned Magicka before when we've been playing. Those accidental deaths are awesome.
As for dibs on the Infiltrator, go for it :)
I'm partial to any of the classes myself; I love the Support's slomo, healing and ammo powers, the Hacker of course gets to control a small army through the persuadotron (and drones), and the Soldier gets grenades and BIG guns.
I take it we'd prefer to play from the beginning?
Yeah, I need to actually boot it up for the first time sometime before then, so from the start would be good for me. I'll install zDaemon too.
Quote Posted by Malf
And Jesh has D3?!
JESH! GIMME YER ID!
I've just hit and passed Paragon 600, so I might be a little overpowered, but on the flip side, it means I can level people incredibly quickly.
I don't do the seasonal thing any more though. Got bored levelling from 0 every time.
I'm Jeshibu#2162. Me and Sulphur have been leveling pretty fast normally though. The immediacy in this game is quite something. I'm playing witch doctor now, and I'm enjoying all the goofy shit you can do with that. Put spiders on things, piercing toads, zombie towers... is this the only comedy class?
Malf on 18/1/2017 at 12:50
They've all got light touches, with the Demon Hunter probably being the most grimdark, but even there, you get vicious attack ferrets.
As for levelling fast.... yeah, heh, I levelled a random dude from 1-70 in 25 minutes last night. And that was with a slow rift in the mix too. I've been playing at Torment 13, which meant Torment 6 enemies were exploding with one hit.
I'll add you tonight. I completed the last of the Darkening of Tristram event achievements last night and am at a loose end with my "Pinball of death" monk. And I'll grab your ID too iffin yer willin' Sulphur.
Of course, if you would rather not be speed-levelled, and would to prefer to level naturally learning skills and abilities as you go, just tell me to sod off :D
You guys playing Season or vanilla?
Sulphur on 18/1/2017 at 16:04
We're doing vanilla, and the (relatively) leisurely pace is pretty fun, gives us time to enjoy the sights, throw jars of spiders at things that also turn out to be spiders while Jesh tries to be polite about my incinerating everything with a death laser, etc.
Not sure about ploughing through the difficulty levels at length, since it goes all the way to Torment XIII and that seems like it'd be a bit of a grind, but I don't see an issue with, say, rolling another character in a different class and levelling them up for short bursts of crazy fun times. I'll message you my ID when I'm at my desktop. It's Sulphur#numbersomethingsomething.
Malf on 18/1/2017 at 16:30
Yeah, I need to try playing my Sorceress more. I was quite a fan of her vortex power and lobbing a big ball of electricity at monsters in order to amplify the power of the next attack. Archon was quite fun too.
No idea how the sets play with them either; that's where the real meat of D3 is. Sets open up completely new play-styles for the classes. And specific legendaries help as well, especially things like the Demon Hunter's Kridershot, which changes an attack that used to consume resource into one that generates resource.
My monk's current set means I never want to have too much or too little resource, I want to stand still to do maximum damage, and my blink move amplifies damage, meaning I constantly move in combat solely by teleporting everywhere then using an ability to suck enemies into punch/kick range.
Yet the previous set I had relied on spreading an effect between enemies that meant when one died, others nearby would take damage, and if THEY died, others near them would take damage, etcetera, etcetera.
Best way to get an idea of what currently works best is to right-click your portrait, show leaderboards, then look at the builds of the people currently at the top.
Malf on 21/1/2017 at 09:58
Thanks to Sulphur helping me test it this morning, the voice chat for tonight's session will be via Mumble on my Raspberry Pi server :)
Connection details are in The Fighting TTLGers Steam Group Announcements.