Wednesday, April 29, 2009

XBL Activity

DLC really drives Xbox Live activity. The Mythic Map pack DLC pushed Halo 3 back on top of the lists, above the two Call of Duty games. And the Survival pack DLC bumped Left 4 Dead all the way up into the #5 spot last week. Halo Wars clings to the top 10 in the #10 spot.

Tuesday, April 28, 2009

Clan night tonight. 8pm PT. Left 4 Dead.

Be sure that you have downloaded the free Survival DLC pack before you play tonight (preferably before 8pm). It's relatively small at 101MB, so shouldn't take that long. And because I've linked it here, you have no excuse for not having it ready, since you can send it to your Xbox remotely.

Also, I'll have to drop at 10pm, which typically means clan night ends. So get on early so that you can get your games in.

Sunday, April 26, 2009

Left 4 Love

This wallpaper hit the interwebz today. Original posted here.

Saturday, April 25, 2009

1337 DMV

This dude is even more dedicated than I am.

Wednesday, April 22, 2009

Halo War Updates

Details on two upcoming downloads have been released by Ensemble Studios.

The first, a free title update, was previously posted about on this blog. They've also announced some tweaks to the air units:

  • The Covenant Vampire is getting a boost, with its attack damage being increased by 15% with every upgrade.
  • The Anders' Hawk, is being made more expensive, going from 900 to 1350 supplies. In addition, her Cryo Bomb upgrades are also going up by 50% at every level.
A DLC pack has also been announced. It includes new achievements, so I would assume that it will not be free. It adds three new multi-player game modes:
  • Keepaway Mode: This is the Halo Wars adaptation of "Capture the Flag." Teams battle it out to capture a free-roaming Forerunner Sentinel to score points before the other team. Capture three to five sentinels to claim victory.
  • Tug of War Mode: This mode is all about having a stronger army than your opponent. Defeating enemies is essential, but success is determined by a combination of the army, buildings, and resources left standing in the end.
  • Reinforcement Mode: All active battle units are provided in successive waves. Adapt to their tactics and use the ever-changing set of units to outwit and outlast the enemy.
Strategic Options also adds four new Achievements worth a total of 100 points:

  • One and Done: Score the winning point in a game of Keepaway against Legendary A.I.'s
  • Pull Hard, Pull Deep: Win and never trail in a Tug of War game
  • Freak on a Streak: Gain at least 15 population from a single wave in a Reinforcement game
  • Living Loving Bug: Obtain a Scarab during a Reinforcement game

Tuesday, April 21, 2009

Left 4 Dead Survival Pack

Now available free for download on Xbox Live marketplace. Click here for direct download link.

No clan night tonight

There's a poker conflict tonight, so we won't have a formal clan night. I would expect some folks logging on between 9-11pm if you're looking for games though. The Left 4 Dead title update should be out today with support for the new multi-player maps and Survival game mode. If you don't get prompted for an automatic update when you launch the game, click here to look for an XBL Marketplace download.

Saturday, April 18, 2009

Halo Wars Rock, Paper, Scissors in More Detail

Tim "Timotron" Deen, Lead Technical Designer on Halo Wars, gives more insight on the "Rock, Paper Scissors" aspect of the Halo Wars combat system.

Coming into any RTS (and Halo Wars is no exception) can be a daunting task for new players as they learn the relationships of the game units, especially game units that are not direct counter or game units that are just soft counters. As such this article will attempt to delve into a more detailed look at the Halo Wars counter system and dissect it for the players into a set of discrete rules and show how the rules apply to the game. Finally before we start a term used often in this article is “RPS” which is shorthand in a RTS for “rock paper scissors” and is used to describe the rule sets that govern which units win fights.

Now then a detailed look at the Halo Wars RPS reveals that it is a layered system of 3 RPS systems with a specific order of priority in application. Also each RPS system provides a different flavor to the game and serves to provide a specific combat flow purpose. Additionally the RPS relationships are split into the two separate buckets of “soft kill” and “hard kill”, “soft kill” relationships are where the units have a medium advantage in combat and “hard kill” is where units have a very strong advantage in combat.

  • Highest priority RPS
    • Counter unit RPS
      • Counter units hard kill their countered unit type
      • Counter units are soft killed by mainlines that they do not counter
  • Mid level RPS’s
    • Scout unit RPS
      • Hard kill counter infantry
      • Soft kill air
      • Soft killed by mainline infantry
      • Hard killed by mainline vehicles
    • Spartan RPS
      • Limited hard kill normal vehicles and air
  • Lowest priority RPS
    • Basic unit RPS
      • Infantry beat Air
      • Air beats Vehicles
      • Vehicles beat Infantry
      • Mainlines are better than counters against buildings*
Note: * the cobra and wolverine has a minor siege counter role as a special bonus for UNSC.

The counter unit RPS provides hard counters to punish players who attempt to run a single unit army and is the highest priority counter system. Next the scout unit RPS provides balance in the early game against counter infantry and air before their main counters come online, while the Spartan RPS provides a specific counter to vehicles in tech level 1. Finally the basic unit RPS provides a low level bias to the combat so that the units not directly involved in a higher level counter system will still have a rule that applies to them.

The final item to cover in this article is to go over just what categories units fall into in halo wars for defining what they are. First all units have a role category assigned to them such as mainline or counter, and second they have a unit type assigned to them such as infantry or vehicle. The combination of those two items defines the unit’s base combat relationships to other units.

Unit Categories
  • Role
    • Mainline unit
    • Counter unit
    • Scout unit
    • Special unit
  • Type
    • Infantry
    • Vehicle
    • Aircraft
One caveat before concluding is that results will vary in actual game play due to players employing micro management of units and in situations where the opponent has superior upgrades or numbers. Now with that caveat said hopefully this article will give everyone an idea of how RPS design is expressed in Halo wars and why many of the units have the combat advantages that they do.

p.s. Here's a partial chart of Hard and Soft Counters below. Click for huge:

Friday, April 17, 2009

Surviving the L4D Survival Pack

From the developers this week:

Survival Mode pits your team against never ending waves of infected. Sounds simple. Just trap the survivors in a small part of a map, unleash the hordes, and record the longest time. Survival Mode, which will be released next week, is actually a bit more than that.

Our goals for Survival Mode are to deliver a mode of play distinct from Campaign or Versus, have games that regularly last under ten minutes, and emphasize competition with team play through leaderboards.

Survival Mode draws on the planning and communication aspects of a successful Finale or Crescendo event, while taking it to another level. It rapidly hits a fever pitch that only a well coordinated team will be able to successfully survive. Everything from simply covering a reviving teammate, to making every shot count to minimize reloads becomes crucial in Survival Mode.

Given the importance of pacing in Survival Mode, we need to define as precisely as possible how the difficulty ramps up during the course of a round. We have numerous variables to work with: mob spawn frequency, special infected spawn frequency, number of each type of special infected, total number of special infected, tank spawn frequency, total number of tanks, and so on. We need all of these variables to work together to create a fairly smooth difficulty curve.

If the curve ramps up too sharply, we find that teams of all skill levels tend to hit a wall at the same time. There isn't enough variation in the times to separate great teams from average ones. If the curve is too flat, then average teams will have a good experience, but really good teams can grind on long enough to cross the line from having fun to just getting worn out.

It might seem that just gradually increasing spawn rates and numbers of infected will create a nice smooth curve, but it turns out to be much trickier than that. Each type of infected has its own spawn schedule, so even though the individual spawn curves may be designed to be fairly easy at a particular point in time, sometimes they overlap in just such a way that the players find themselves in a really bad situation far earlier than we intend.

For example, a tank will be much harder to fight if a mob of common infected spawns at the same time - and nearly impossible if three hunters also show up right at that moment. A similar situation can happen due to variables outside our control - a team may not dispatch a tank or mob quickly enough, causing subsequent waves to start arriving and piling on to an already difficult battle. It's also hard to anticipate when teams will need to make an ammo run or heal up, both of which can be extremely difficult only a few minutes into the round. In order to help visualize these overlap points and the collapse of each spawn curve, we graphed out the wave behavior of infected over the course of a survival round.


The last variable we added was the "lull" - a short interval of time during which nothing new will spawn. Each lull gets slightly longer as the round progresses, but that's no guarantee the team will actually see the lull - it just prevents new infected from spawning. It doesn't help with infected that are already in the arena. Killing mobs and tanks as quickly as possible is the best way to ensure that a team can take advantage of a lull to heal, resupply ammo, or just move to a better location with more supplies.

Given the extreme pace of Survival Mode, the number of zombies killed in a single round often outnumbers an entire campaign. Even optimizing towards using pistols to eliminate common hordes, ammunition usually becomes an issue at some point. As ammo piles provide a unique infinite resupply for players, they tend to be in relatively less defensible positions in the Survival arenas. This means making an all important ammo run is rarely a safe proposition and requires good teamwork and planning. Timing your resources correctly to be able to make a run when necessary can make or break a team. The perfect pipebomb or well placed molotov can mean the difference between a cakewalk and catastrophe.

The Hospital Elevator, for example, might seem like an easy Crescendo Event to conquer. Hit the elevator button and holdout until the doors open for a quick escape. In Survival Mode, however, the area begins locked down. Areas open as the hordes come in, breaking down the doors to reach the survivors. In each room there are additional caches of vital pills, pipes, and Molotovs. By moving from location to location, using up the plentiful supplies as needed, a team can maximize their time in a game where the elevator never arrives to offer escape. In other maps, items may be less plentiful and require careful planning on their usage. Managing one's inventory and resources works hand-in-hand with teamwork in Survival Mode.

Wednesday, April 15, 2009

Xbox 360 Warranty extended for E74

From Major Nelson yesterday:

Hey guys, there have been a stories recently about the E74 error message that I wanted to address. The team is aware that a very small percentage of our Xbox 360 customers have reported receiving an error that displays E74 on their screen and after investigating the issue, we have determined that the E74 error message can indicate the general hardware failure that is associated with three flashing red lights error on the console. As such, we will be covering any repairs due to the E74 error message under the three year warranty we announced related to the three flashing lights error, as well as reimbursing any customers that have already paid for an E74 related repair. This applies to new consoles for the original retail purchaser, whether purchased before or after this change. You can read additional information on the warranty extension on the Xbox.com support site. Today’s announcement reaffirms our commitment to customers that we stand behind our products and deliver a great Xbox experience.

Tuesday, April 14, 2009

EXP Required for Halo Wars ranks

I've previously posted about the Halo Wars ranks, but wanted to provide a little more detail now that we've been playing it a little more. We've logged 11-20 multi-player games each over the last month, and averaged 2,136 points per game. We are all currently Recruits and have been consistently getting matched against teams with Majors and at least one Commander. Assuming our average of 23 minutes per game, these are the approximate number of games and times it takes to make each rank:

  • Recruit (1 pt): 1 game (23 minutes)
  • Lieutenant (80,000 pts): 38 games (14.5 hours)
  • Captain (200,000 pts): 94 games (36 hours)
  • Major (400,000 pts): 188 games (72 hours)
  • Commander (800,000 pts): 375 games (144 hours)
  • Colonel (1,600,000 pts): 750 games (288 hours)
  • Brigadier (2,400,000 pts): 1,124 games (431 hours)
  • General (3,200,000 pts): 1,499 games (575 hours)
The Ranks are clearly totally unrelated to TrueSkill, as our TrueSkill has been increasing exponentially without a corresponding increase in Rank.

Clan night tonight. 8pm PT. Left 4 Dead.

First come, first served. Show up as close to on time as possible.

Halo Wars Title Update

A title update to be released in the near future has been released for Halo Wars. The first piece of news is that the Prophet of Regret's speed on land has been reduced to match the other leaders. This helps balance the Prophet Rush that was stymieing a lot of players. The second piece of news is that the Flaming Warthog and the Honor Guard Wraith will now be available in Multiplayer battles against other players. More to come later, I'm sure.

Monday, April 13, 2009

Mythic Map Pack Now Available

The Mythic Map Pack is now available for purchase by itself via Xbox Live Marketplace.

Click this link to download directly to your Xbox.

This is the same map pack that comes bundled with the Legendary Collector's Edition of Halo Wars, and includes Sandtrap, Assembly and Orbital. It currently costs 800 points (about $10). The Legendary Map Pack is also still for sale for 600 points, and Bungie maintains there are no plans to make either map pack free. Since we are not playing Halo 3 regularly as a clan anymore, I leave it completely up to you as to whether or not you should go out and get these. Currently, I am the only one I know who has these maps, so there is certainly not critical mass. OmniscientDeath, BeerMonkeee, MEAN MR MONKEY, and CoolerSopranos2 have all played the maps in matchmaking at my house. If you're interested in what they think, comment on this post.

Both map packs come with new achievements. Assembly is a visually stunning map that feels a lot like Midship or Gemini from Halo 2. It's a symmetrical map that's based inside of a Scarab factory. The environmental graphics are fully animated, and you occasionally see huge Scarab parts going down the conveyor belt overhead. Orbital is a very large indoor map with some interesting gaps and potential for Mongoose mayhem. Sandtrap is an enormous outdoor space with three unique playing areas. Sandtrap can be completely blanked out and is really designed for Forge. A near perfect recreation of Foundry has already been reconstructed within Sandtrap.

Wednesday, April 8, 2009

In Case of Zombies

Posted to the failblog this morning.

Tuesday, April 7, 2009

Clan night tonight. 8pm PT. Left 4 Dead.

As a reminder, players who are on-line when we start the first level of a campaign get priority into the game. We are limited to 8 players per party lobby, and I will prioritize regular clan players over irregular friends. If we have more than 8 clan players to start, I'll make a call as to how to split everyone up fairly.

Saturday, April 4, 2009

Left 4 Dead Health Packs

Health packs in Left 4 Dead are one of the most powerful and mis-used items in the game. It is very important to understand how to maximize their potential. Health packs serve two purposes:

  • Healing a survivor. This may seem obvious, but health packs in L4D only restore 80 percent of a survivor's available health. If you are at 50%, a health pack will give you 40 hit points to heal you to 90% (80% * 50% = 40%; 40% + 50% = 90%). If you are at 30%, a health pack will give you 56 hit points to restore you to 86% (80% * 70% = 56%; 56% + 30% = 86%). The lower your health, the more benefit you will get from a health pack. This also means you can never heal to more than 99 percent. If you're using a health pack on somebody (you or a teammate) isn't red, you are wasting health restoration points.
  • Resetting the incap counter. Once a survivor has been incapped and helped back up twice, they start slowly bleeding out. Their screen turns black and white, and they will die on the next incap. The ONLY way to prevent death from three incaps is by taking a health pack. It restores their health and resets the incap counter.
That said, here are some good and bad times to use a health pack.

Bad times:
  • Early in a level where you got brutalized by the horde and are at 40-99% health. You aren't moving that slow at this point, you don't need to waste the health pack. Save it for a better time.
  • Right after you've taken pain pills. Pain pills temporarily restore all you health. Taking a health pack at this point wastes the pills.
  • When your entire team is a similar health/damage level. If everybody on your team is at 20-30% health and moving kind of slow, taking a health pack by yourself will make you too fast. You'll tend to run ahead and get separated.
  • Right before trying to mess with a witch. Even the best players in our clan can not take out the witch successfully 100% of the time. The witch's primary attack is an auto-incap and immediately zeros out the survivor's health. As long as the rest of the team is close enough to take the witch out pretty quickly after the intial attack, it often makes sense to send the weakest player in to piss her off.
  • In Campaign mode on Expert: You should NEVER take a health pack until you've been incapped twice and your screen is black and white. Health packs NEVER appear on the level, only in safe rooms. They should only be used to reset incap counters or to heal before picking up a new pack.
Good times:
  • When a survivor has been incapped twice and their screen is black and white. This should always be a priority. Having a dead survivor is almost always the worse of the alternatives. Reset their incap counter so that you have an extra gun, and an extra survivor to revive you when you get incapped.
  • To pick up a new health pack. Never leave health packs unused. If you see a health pack on the level, and everybody is already holding a health pack, the player with the lowest health should heal, and then pick up the new health pack. Often times there will be health packs at the site of a big battle. It is usually better to use the health pack(s) AFTER the battle, than before.
  • Once everybody is inside the safe room. On Versus, you get points for much health you have. Everybody should heal before closing the door to maximize your score. Don't stand too close to the door while survivors are healing though, because the Infected can still get you until the door closes.
  • When you are the weakest link and speed matters. If you are the only survivor who has significant damage to the point where you are slowing down the party, and where the team would do well to progress quickly, then you should heal so that you can keep up. This typically means you are below 30 percent health, and you are in a wide open area. Because of how the horde spawn spots are set up, there are not too many places in L4D where speed is more important than saving health packs. So use them wisely.
Remember that the way we play L4D in Versus, both teams can hear each other the whole time. You basically have to announce that you're using a health pack so that your team mates don't run off ahead. Once you've announced it, you've basically advertised to the Infected that your team has spent one of its four precious health packs (and are now weaker for it), and that your team will be sitting in one spot for a while waiting for you to heal (and be vulnerable to easy Infected attacks).

Friday, April 3, 2009

Halo Wars Reviewed

Thursday, April 2, 2009

Don't Stop Believing

A bunch of Journey songs have just been released for Rock Band 2. And yes, Don't Stop Believing can now be yours for a mere 160 XBL points. Click the link to download it directly.

Wednesday, April 1, 2009

Happy April Fool's Day!

If you haven't figured it out already, there is no GameStop Economic Stimulus promotion. Just a clan celebration of April 1st. w00t!

Free Games at Game Stop

Gamestop announced their Economic Stimulus promotion today, and will be giving away copies of Left 4 Dead, Call of Duty World at War, and Mythic Map pack codes for Halo 3. Each store has 100 copies of each, so the first 300 in at every store get a freebie. If you haven't picked up L4D yet, go get it and join in the clan night fun! If enough people can score the Mythic Map pack codes, I may bring Halo 3 back to clan night. Forget about Cock of Dooty though, that game sucks.