Contador nichichanilimonada

viernes, 29 de marzo de 2019

Valkyria Chronicles 4 Save Game

Valkyria Chronicles 4 PC/Steam Save Game


Valkyria Chronicles 4
 is a tactical role-playing game developed and published by Sega. It is the fourth game in the Valkyria Chronicles series and the 5th installment of the entire Valkyria series. Valkyria Chronicles 4 occurs in the same timeframe as Valkyria Chronicles and Valkyria Chronicles 3.


Valkyria Chronicles 4 Save Game Info:

Obtained A Ranks on All Missions
Obtained All Decorations
Upgraded All Classes to Max Level
Watched All Event Scenes


Valkyria Chronicles 4 Save Game Installation:

1. Back up your original save data, in case something wrong happen you can revert to your old data

2. Extract "Valkyria Chronicles 4 Save Game.rar" using WinRar

3. Copy the save file to: "Documents\SEGA\VC4\gamesaves\"


jueves, 28 de marzo de 2019

Motor World: Car Factory - Gotta Build’em All!

As a Game & Monetization Consultant I'm constantly playing mobile games. I tried to play every game that popped up into the Top 100 free and grossing charts, but I've been really struggling to do that on top of all my other responsibilities. Also as I was doing this, I started seeing similarities between games so I've decided to play only one game of a particular idea. One of the more recent and obvious ones is all the "4 pics 1 word" games. I certainly don't need to play more than one of those types of games unless I'm doing a personal study on them like slot and trading card games last year.

Early March I came across a game called Motor World: Car Factory. From the screenshots and description I thought I'd give it a try, and I think you should too!

What it did right


Art & Sounds


I know this is subjective, but if you like pixel/8-bit art then you'll love the art in this game. This is obvious if you'd seen pictures of the game. The game also uses iconic video game sound effects which can be appreciated by almost all players.


Collection mechanic


I love collection mechanics in games! At the time of writing this, the game has 92 different cars and I've collected 84 of them. On the collection screen the developer uses the tagline "gotta build'em all." Being a Pokémon fan, I enjoyed this play off "gotta catch'em all." (Pokémon being another game that I would obsess over collecting all the different monsters)


Sales/Promotions


The game does a great job of promoting IAPs with discounts/more currency per price point. They got me with the beginners pack for $1.99. I blew through the premium currency (upgrading workers to engineers) and mystery cards within minutes. 


Upselling IAPs


Click on something that costs more premium currency than you have and see what happens. They bring up a new lower $2.99 price point. $2.99 is easier to spend than the minimum $4.99 IAP price point. They got me with this one as well because I wanted to upgrade the rest of my workers but didn't need as much currency that the $5 or $10 IAP gave… or so I thought. 


Varying gameplay mechanics


I really like the addition of the CSR style racing in additional to building and collecting cars. I also like catching spies and trying to get the little leprechaun guy on the motorcycle. These little additions help make it feel like there's something to do while you wait for your workers to hammer on a new car. 


Offline gaming


I travel for work and don't always have the ability to play online, but I do play online most of the time. If online connectivity isn't absolutely required for the gameplay then there's not much reason why you can't enable players to play offline.


Discourage cheating


Ok so I don't usually call it cheating. I normally say it's a clever use of in game mechanics. ;-) Anyways, if a game can be played offline, players can normally move the local time on the device forward to reduce long wait times. However, when you do this in MWCF the developer has some timestamp check and displays the below message. Players lose all their current doughnuts, and in my case, added 50-some hours on all of my cars and shops. I wasn't mad about it. I actually thought it was funny. 


What could be improved


Name


This is completely subjective, but I think the name could've been something easier to remember. I've got the name down now because I've been talking about it for the past month, but I could never remember the name the first week or two. I would tell people to play some Car World/Car Factory/Motor Car game. Why couldn't it just be Motor World or Car Factory? Something shorter? 

On the other hand Motor World might be part of a long term strategy and the developer is planning out several games under this overarching name. (e.g. Motor World: Drag Race or Motor World: Car Battles)


Missions


I really like questing and missions in games. It gives the player some kind of motivation to keep playing. MWCF has missions and they're grouped in sets of three, but I only completed 4 or 5 sets of missions before they greatly increased in difficulty or time needed in order to complete the missions. I think these should've been less difficult to accomplish to give players a sense of accomplishment while players worked on shops/cars with really long build times.

I also wouldn't mind racing more often, but what if I don't have friends to race with? I'm not about to spam all my friends to play a game to experience this, when I could race the AI in missions.  


UI when building


Perhaps this was intentional (to make users hit the speed up button), but the speed up button and arrow to add more workers are on top of each other. I don't think you actually need to click the arrow to add more workers, but its common player behavior to tap the arrow and if I click on the car half of the time it opens a menu for that worker. Obviously this hasn't stopped me from playing but I do get annoyed that it's this difficult to do a simple task of adding more workers. Couldn't they be off centered? Maybe that drives UX designers nuts? Maybe this was tested and it looked bad or didn't work with multiple cars in the production line. I know it's minor but I'm probably not the only one.


Longevity… a little lite on cars


Technically perhaps the missions are endless, but there's a definite end to the content/cars and it's maybe a little lite in my opinion. I'm working on a couple more cars, but then I'll be done. I won't invite enough players to get that car, I already purchased over 20 mystery cards and only got 1 car so I won't get the rest of the mystery card cars and I can't breed any more cards to get new plans. I understand it's easy for me to criticize the amount of cars from the outside because this could've been a large undertaking for the developer, but in an ideal world you'll have maybe 92 cars at launch and then 1 month later release an update with maybe another 30 cars to let players know that you're updating and frequently. It doesn't matter how frequent, but giving the perception of content updates is arguably more important than actually following through.

I've had a good run with MWCF at 1 month and spending $15, but I'm getting close to churning. 


Not compelled to spend $100


It's not evil to make F2P games that people want to spend money on like some think. I'm paying for entertainment and happy to do so. Don't confuse this with preying on "whales" to make a living. I've spent $15 and would do it again. However, I've reached the point where I won't spend anymore. I think what is lacking is something with incredible value that's incredibly expensive or difficult to obtain. I could spend $100 and buy one of the 'elite workers' but I don't really need it against a group of engineers. I could also buy more mystery cards but I'm sick of getting cards with less than 1,000 coins or experience. 70+% of cards have been a rip off since they didn't grant awards that were at my level (50+). If the experience or coins were worth a value that was at my level then maybe it wouldn't feel like such a rip off for spending hard currency. 

All-in-all I think the game is great, and would certainly tell the developer the same. The pros certainly outweigh the cons, and some of the constructive feedback is minor or subjective so I couldn't say with 100% certainty that improving these areas would lead to positive changing in metrics. A/B testing would tell if they're good suggestions or not. I just felt compelled to write observations with the game because I spent a good deal of time playing it. 

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Gobliiins - Collecting Reagents

By Ilmari

Happened last time: the goblins were asked to collect three magical reagents - Airain's Mushroom, Arachnide's Elixir and Bald Plant - which the wizard needed for curing the goblin king.


I hope his ears are waxless

In this level the obvious goal was to get past the Igor wannabe. The basic solution was pretty simple.


No, it did not involve the monster mask lying on the path
By spelling the weirdly shaped antenna on the coffin, I could woke a zombieish creature, who was able to frighten Igor away. Behind Igor I found also Airain's Mushroom. The problem was that the zombie frightened also the goblins, which ate a lot of their energy. It was back to square one, if I wanted to get through unscathed.

This time the key to the solution was hidden in the statuesque figure at the center of the screen. Near the hand closest to Igor grew a some sort of plant. When Hooter tried his skills with it, the plant grew roughly double its original size. Only BoBo was able to climb the plant and get to the hand of the statue. Punching now the face of the statue revealed a tongue coming out of the mouth, and another punch hid the tongue back in mouth. The solution was to put the two remaining goblins on the tongue and punching them to safety before the zombie could overtake them.


Like this!

The next level was all about spiders.



Like in the previous level, I had two goals: to get out of the cave and to find Arachnide's Elixir. The first task was this time quite simple. There was one spider guarding the second bridge - when enchanted, it climbed upper - and a second spider guarding the cave - it had to be shot with the pistol found on the cave floor.

The elixir was a bit harder. It certainly wasn't the bottle you can see in the screenshot - that one was just full of small spiders. Instead, it was in the possession of the middle spider, and second spell made it drop the bottle. All I had to do still was to find something soft to soften the fall of the elixir. This I could find by shooting the leftmost spider, since there was a pillow hidden behind it.


Things I've learned in adventure games: if you need to drop a vase or other easily breakable objects, you can always find a pillow designed for just that purpose in a dark cave

At the next level, I had to play the gardener to get the Bald Plant.



There was a bag of seeds up in the tree, but I couldn't just take it.



The trick was to let Hooter do some magic, which moved the bag to a better position, where Dwayne had the chance to take it. Next I had to just plant the seeds and the plant would grow by itself, right?


Wrong

I had to punch the scarecrow, which would move and scare the birds before they could eat all the seeds. Still, the plant wouldn't grow, what should I do?


Let there be water!

After getting the plant, an old friend arrived.


I don't like that grin

The wizard had tricked us, as he has needed the reagents just for his nefarious purposes and some spell had prevented him from getting them himself. It was off to the dungeons for the poor goblins…

Session time: 1 h 15 min
Total time: 3 h 40 min

miércoles, 27 de marzo de 2019

The North, Pohjola



The North, Pohjola is a strategy game which resembles David Galindo's The Sandbox of God. Players have to help a tribe survive a harsh winter season by making decisions limited to the four cards drawn in each round. The game ends once all thirty cards from the deck have been exhausted, and scores are then calculated for online submission.

Population count is represented by a percentage at the top left of the screen. Temperature can be manipulated by choosing the right cards to maintain a warm surrounding for your tribe. Certain cards award bonus points, and may only affect proceedings when their specific conditions are met.

Name: The North, Pohjola
Developer: Fire Dragon
Category: Strategy
Type: Freeware
Size: 10MB
Download: link 1, link 2

martes, 26 de marzo de 2019

Dark Souls 3 Tournament Bracket Is Live!

The Portable War Of 1812.

I have found over the years that in many ways I am a "bear of very little brain". To be more precise, I am one of those who learns to do better by doing than by just reading or being told something (as long as I have read or been told what I need to know before trying).

Anyway, one learns to cope but the process often involves "do overs" and I've learned not to judge rules in particular without at least three games with analysis in between. Two games is however, enough to report on.

PNW Game 1.  Not having a ground scale to work with, I used the frontages of the armies as a basis for scaling map to table. For the 1st game I decided (against my better judgement) to use the single deck activation option.

The US had 7 infantry units, the 2 small regiments in the 1st Brigade being amalgamated for game purposes, a unit of light cavalry and an artillery unit not yet on table. The army counted 33 SP's if you leave out the Commander which I did since I was not allowing him to use any of the commander bonuses as previously mentioned. This gave them an exhaustion point of 11.

The British had 2 infantry battalions and a bunch of detachments which is where it got tricky. I ended up putting 2 Elite rifle units for the Voltigeurs and Mohawks and another for the combined flank companies and Canadians in the gully and a 3 SP infantry unit for the detachment from the 89th Foot. They also had a gun and an off table gunboat. In retrospect I should probably have reduced the SP's  of the detachments and Voltigeurs 1 more each. I also should have counted the offtable gunboat as firing indirect unless the target was right on the riverbank. At any rate that gave the British 22 SP's and an EP of 8. (I didn't count the gunboat)

I then proceeded to deploy the troops historically and follow the original plans as long as possible.

This was the point where I discovered that I was having trouble remembering all the details of the rules (as simple as they are, the rules are still more complicated, or at least detailed, than any I've played in ages). In particular, after all these years I have trouble remembering that units roll to hit themselves in melee. (Ok that's a deliberately contrary way of putting it.) I decided to rename the melee roll as a Saving Throw and that made enough sense that I was able to remember.

What surprised me though was that I hadn't really appreciated how deadly shooting was. A stationary infantry line has a roughly 85% chance of scoring a hit against a target in the open. Even in woods it has a 2/3 chance of hitting dispersed riflemen who have a 1/6 chance to reply effectively. It took me to the last turn to realize that the riflemen could form line in the woods and thus shoot better with no lose in manoeuvrability in the woods. This seemed superficially wrong so I rationalized it as the line representing a unit with a proportion of men skirmishing with the rest in support to the rear.

Since the US forces historically seem to have begun in column with a screen of skirmishers I deployed them in column. In game terms this was as slow as the line but less effective. Even when the columns charged the faux riflemen, the charge bonus was only against line not dispersed. In the ensuing melees the Americans rolled low and suffered heavy SP losses as they pushed the Voltigeurs back. These latter, being Elite, usually rolled up and happily gave ground to avoid losses. So far the result was reasonably historical if a bit too deadly.

In the plain, the US infantry was suffering from deadly artillery fire and struggling to cross the gullies under fire (I treated crossing the gullies as fording a river). By the time they struggled into small arms range of the main British line it was all over. They had lost their 11 SP's. Since the British had no strategic need to drive the Americans back, the battle was over. The US had drawn 80% of the activation cards and suffered 80% of the casualties.

I stopped to review the game then decided to shrink the battlefield slightly, add the extra SPs for the general, change the activation method to rolling for initiative and replay the game with a better understanding of the rules.

The resulting game was quite interesting and enjoyable although the US again did not manage to come anywhere as near to success as they did on the day and their artillery barely made it onto the table. I think the British might need to have their SP's weakened a bit as well as reducing the firepower of the gunboat. A new battleplan for the US might also help.



I'd like to try out the Corps game using fictional armies but those troops are still out of service  and I have other things I want to do so it'll have to wait.

Stuck In The Middle


I read this Tenkar's Tavern post yesterday, but this is my first opportunity to respond.

Yeah, the middlemen get squeezed.  Those seeking neutral ground will eventually see themselves taking up less and less space.  And that's a shame.  Because politics shouldn't intrude on everything... especially a leisure pursuit like roleplaying games.

To be clear, I'm also a moderate, a centrist, a classical liberal who'd rather not get involved in the culture wars of increasing polarization.  But it wasn't so long ago that free speech, rationality, the rule of law, and focusing on gaming were nonpartisan issues that everyone could agree on.

That is not what's happened over the last 3 or 4 years.  Social media is everything and everything has been influenced (corrupted?) by politics.  The more radical, the better... according to the loudest and least compromising among us.

Any clearheaded person can see that Erik Tenkar contributes to the RPG HIC (Hobby/Industry/Community).  And Pex, as Erik's mouthpiece, has every right to post links to whatever the Tavern is talking about at the moment.  Those SJWs over on Discord can believe what they want... because they're creating a reality all their own.

If Erik and Pex hadn't distanced themselves from me, I'd be there to fight alongside them.  But instead, they chose to throw the baby out with the bathwater and are now being ostracized within certain segments of the HIC because not enough babies were thrown.  Yes, also a subtle jab at post-birth abortions that's now part of mainstream Democrat policy!

Hoist on their own petard.  Sad, but not unexpected.  Live together or die alone, as Lost so eloquently stated.  Meanwhile, I'll be here patiently waiting for my apologies.  Fighting the good fight.  Designing games and doing my za'akier thing.

Good luck to everyone who wants to stay on the sidelines, where it's "safe," and go about their business without getting involved.  Eventually, you too will be swept up in the mob.  Wake up before you suddenly find your head upon the guillotine of social justice!

VS