A Decade of Guild Wars

Guild Wars is 10 years old!

It amazingly still has a small, active population. I’ve heard that because of the server architecture the cost to maintain Guild Wars is minimal, and the population that has made their home in the game should have no fear of foreseeable shutdown. Guild Wars 1 is going to be around for a while, especially since I still see people going back and buying the game for a mostly single-player experience.

I know I played in early beta events, but my first strong memory was the Collector’s Edition snafu. It appeared that there were manufacturing or shipping problems with the Collector’s Editions, and while I had the headstart period, if I recall correctly, my account would shut down after that. So I did the logical thing and bought a normal edition, being a poor grad student, and then later bought my Collector’s Edition to layer on top of that. My favorite memory is here, when I wrote about Guild Wars ending development.

I still have that Collector’s Edition, as well as the two other Collector’s Edition for Factions and Nightfall. I still look at them fondly from time to time.  Continue reading A Decade of Guild Wars

[GW2] Lick ’em, Stick ’em Hylek

gw2hot_04-2015_Zintl_with_ItzelSlowing down from the big features after the Stronghold beta, ArenaNet discusses some of the new denizens of Heart of Thorns – the hylek tribes. Players should be familiar with the frogmen who appear mostly in Maguuma areas. I feel their biggest gluts are in Caledon Forest and Sparkfly Fen where they have  meta-event surroundings their territory.

The new hylek tribes are surfer-dude tree frogs – Itzel, and down-to-the-earth, end-of-the-road bullfrogs, the Nuhoch. The latter of which surprisingly has no “L” in their name. I think the article is a pretty good read for lore fans.

What I want to discuss is the core game’s “lesser races” versus what could be in the Guild Wars 2 expansion, Heart of Thorns. By “lesser”, I mostly mean non-player character races. Continue reading [GW2] Lick ’em, Stick ’em Hylek

[GW2] Stronghold Engage

star-trek-picard-engageThe Stronghold 24-hour live client beta for Guild Wars 2 was a ton of fun. Mrs. Ravious and I had a blast duo-queuing. It is going to be a fun addition to the PvP modes, but its future is in question.

Engage

I think Stronghold strains towards the edges of PvP. The core of PvP is arena deathmatch. Nowhere to run, kill or be killed. The current darling is probably Smash Bros. Guild Wars 2 has the Courtyard map for deathmatch, and I hate it. Continue reading [GW2] Stronghold Engage

[GW2] The Slight Sting – WvW Pride

Tough Love Critic (TLC) has a very good article over on his blog about the tri-fold pride problem in Guild Wars 2 World vs. World gamemode. It’s well worth the read, and in summation he writes:

How bad rewards are, how effective the zerg is, and how terrible the scoring system is should never be covered over because “that’s the way things are, take pride in what you do have. These deep flaws need to be corrected, otherwise WvW will always be fighting staleness as “the new” fades into a realization that key parts of the game mode are still awful.

This is another thing I was mulling over the weekend, and especially Sunday night when my SBI guild heads to the field for an hour or so. Then it was like the bell rung for Cinderella, and poof everybody just disappeared back to PvE pumpkins. Mrs. Ravious and I were standing there quite puzzled wondering what to do now that SBI did not have a commander on the field.  Continue reading [GW2] The Slight Sting – WvW Pride

[GW2] Legendary Hearts Echo

Full credit to Bhagpuss for the title and idea behind this post. Legendary hearts is such a good way of putting the idea behind last week’s Guild Wars 2 Heart of Thorns announcement. It’s so good that I have to echo it.

Briefly, getting the precursor weapon for a legendary weapon is going to require use of the mastery (expansion) and collections (currently live) systems to gain a recipe to craft the precursor. It’s also a multi-step process, as in there will be three-tiers of precursor to gain. Here is a third-tier Moot precursor that hasn’t been attuned to YMCA yet: Continue reading [GW2] Legendary Hearts Echo

[GW2] Let Me Stress This: Amazing!

I was able to putz around in the Guild Wars 2 beta stress test yesterday. I think Jeromai’s comments all around, I can just echo (or see my comment there as well). It was a fun, very well polished slice. All it tells us, I feel is general direction of the upcoming PvE. It’s a good direction for sure, but not wholly indicative of the final result.

There was one truly amazing thing. It blew my mind. Bleed stacks over 25. 

Now since my main for years was a condimancer, who has recently switched to a powermancer to play around with daggers, I am ecstatic. I love conditions. I love the ensured death from DoTs (damage-over-time). ArenaNet design lead Jon Peters writes that what we saw was a first [public] test of  ArenaNet working on condition caps. I am ecstatic that this may be another feature for Heart of Thorns, or possibly before!

But, that’s not what was amazing. Continue reading [GW2] Let Me Stress This: Amazing!

[GW2] Have We Been Beta’d?

I’ve been working on one of the rare collection achievements as a long-term goal waiting for Guild Wars 2 Heart of Thorns. It is a “hardcore” goal requiring a lot of commitment, and if you don’t want to go insane, a lot of community support. Luckily there’s all of that in my wheelhouse, which I will write about later this week.

Anyway, I started pondering ArenaNet’s greater plan. We had years of Living World updates with new systems, new zones, and a general polishing of the entire core. Now we have an expansion coming. Everybody, facetiously, wanted an expansion. That was the Guild Wars 1 way. That’s what most MMO’s do. We aren’t paying a subscription for this constant update nonsense so give us a huge content drop we can buy.

Perhaps, I pondered, whilst sifting through hundreds of handfuls of sand… Perhaps, ArenaNet was not ready for an expansion. Continue reading [GW2] Have We Been Beta’d?

Sky Saga First [Alpha] Impressions

I would never have known about Sky Saga if it wasn’t for the rage-induced community support group that the Windborne game’s Steam forums had become. Sky Saga was suggested by one player as an ointment to the afterglow of the production-stilled Windborne. I checked out Sky Saga’s website. Someone on Twitter also mentioned to me it was guided, similar to HQM Minecraft or Windborne’s quests.

The suggestion to try Sky Saga was enough to sign up for the “alpha”, which is fairly open. The servers are open right now for a limited time, and I was able to play around over the weekend to get a feel for the game. Continue reading Sky Saga First [Alpha] Impressions

[RR] Werewolf the Forsaken 2e Impressions

I was a weird kid with tabletop roleplaying games (RPG’s) growing up. I played RPG’s with my friends, yes. The weird part was that I did not own a core book until high school (Changeling 2e was my first, but we’ll talk about that later this year). Every RPG I played was kind of cobbled together with no base rules system. I didn’t have enough money to buy a corebook, or rather I never saved up enough. The cheaper and shinier supplement books I did accumulate.

The most supplements I bought for a game line whose corebook I only owned last year was Werewolf the Apocalypse, which is a game about tribal werewolf superheroes fighting with spirit allies against Captain Planet-style enemies of the earth. Ridiculous, 90’s, and over-the-top fun for a game that’s way more fantasy than modern. “When will you Rage?” was the tagline. This system was near and dear to my heart, despite my weirdness, and I bought many supplements.

White Wolf recreated Werewolf in the new World of Darkness line as Werewolf the Forsaken (WtF). No longer did you play world roaming heroes. Now it was all about defending territory and surviving against all odds. The best description I heard for the game was you were playing a hated prison security guard trying to keep all the spirit and werewolf inmates in-line while the townies thought you were a destitute human. It was a good game, but it lacked the feeling of purpose. Entropy and erosion seemed like dominating themes instead of success. Continue reading [RR] Werewolf the Forsaken 2e Impressions