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[LoL] Leaving

I am back to having 4v5 games 50% of the time in League of Legends, so I am giving it up for at least a few months. It is a roaring mix of people who never connect to the game, miss the first 5-10 minutes, AFK after one tower goes town, intentionally feed, wait at base for 200 gold, or (to take my last example) have their mothers tell them to come eat dinner 20 minutes into a game.

Whatever system discourages leaving games has no visible impact. It is tolerant, because technical problems happen. You need to accumulate some number of offenses before action will be considered, and then punishment is possible, and then it may rise as high as a temporary ban. I presume some number of time bans will eventually lead to a permaban, but my short Tribunal history shows no permabans for that, as opposed to cursing at people. In a F2P game, you can have as many accounts as you like, so the main penalty is that you need to log back on and have less IP. Basically, you can do whatever you want, and you have no skin in the game; the sort of person who might get permabanned on a level 30 account would love the chance to start a new account and smurf/troll the newer players.

I have mainly been playing ARAM because the average toxicity seems lower. The attendant lack of concern for playing the game (“eh, it’s just ARAM”) is rather upsetting. I presume I could have fewer of these people if I played high ELO ranked games on Summoner’s Rift, but I don’t feel willing to wade up the stream of toxin to get there. Also, I am far from a platinum player, so I am worried the game would suggest that I park for a few months midstream.

: Zubon

[LoL] Efficient Communication

League of Legends has a simple vocabulary for praise and abuse. “That” before something means “is very good or inherently overpowered.” “This” before something means “is very bad or inherently useless.” You’re in the middle of a game and don’t have time to type a lot of invective, but the most important thing in the world is making sure other people know you are better than them at online games, so you can quickly insult your teammates with “this cait” to make sure everyone knows that your team is only losing because Caitlyn is not performing up to your expectations. Make sure to put it in all chat so the other team can share your scorn for your teammates. Alternately, if “this cait” is on the other team, this will let them know that their team is bad and they should feel bad. Because that is the kind of community the game still supports, even after things have improved.

This also technically gets around using profanity and verbal abuse, although Tribunal reviewers (and most other players) will recognize that people who use a lot of “this cait” will also throw out streams of profanity and racial slurs.

“that cait” is usually reserved for opponents, rather than praising teammates, again to emphasize that losing is not your fault. Ashe, of course, gets it more frequently on either team because of the meme.

: Zubon

[GW2] Dragon Ball Hints and Tips

I found it very interesting as I was mind-drafting this post to find that Jeromai had already covered just about everything I had to say about Dragon Ball. It’s a good read, and I want to reiterate some of the points to both players and ArenaNet.

Hints to Players

Your First Team Will Suck – Jeromai goes in to considerable detail on why, but consider it a warmup and also a reason not to quit matches to find a different pool of players. Your first team will suck there too.

Jump Pads Don’t Dodge – as awesome a mobility feature as the jump pads are, they will not stop a dragonball from hitting you. I love chasing players down the chutes and kill them as they jump upwards.

Corners and Pillars Do – taking tight turns down the chutes and using the pillars on the top level are some of the best ways to make sure that an opponent’s dragonball is obstructed.

Know Your Health Escapes – in a firefight knowing when to dodge, fall, jump in to a health pickup will make you win.

Don’t Be Chased – my favorite kills are when players try and run away from me down the chutes. I am just getting free shots at your backside. If you have to run away, at least use your other skills. You can throw #2 behind you, for example.

Duos Are Best, Threes a Crowd – I find that sticking with one other player is best. You can take down solo opponents with ease, and not hangup on one another.

Hints to ArenaNet

Rewards Commensurate with Skill – good PvP is hard on the player. Make it justly rewarding. Right now the rewards for mindlessly chasing down holograms are a magnitude greater than a Dragon Ball match. Giving rewards to top players on both sides will keep the losing side playing.

Random Arenas Need Randomness – I don’t understand why there is a switch team function to being with. The only reason to switch to a team is if that team is winning, and those people are not the ones that are going to leave the match. There should also be a wider pool of players to shake up matches a bit more too, but that might be a server limitation.

Personal Achievements Triumphant – 20 wins is edging on too many for an achievement, and it is weighed down by the reliance on a decent team. Having that replaced with personal kills, for example, would have decreased the reliance on an oft-horrible team and given more reasons to stick around.

–Ravious

[GW2] Smashing, Bashing

The newest Guild Wars 2 festival is upon us. The Dragon Bash Festival is a couple week event centered mostly around Lion’s Arch and surrounding areas. It is beautiful, fun, and tiring all at once. There are some fantastic moments and rough edges as is likely to be expected in an MMO where new content is flying down from on high every two weeks.

The highest point of the festival is the art. Jeromai has a nice post with a lot of screenshots showing off the beauty of Lion’s Arch in dragon festival form. Bhagpuss also decided to post on the festival in screenshot form, albeit in a more comical sense. It is amazing, and I’ve stood around for many minutes just watching the holographic dragon. It’s so much to take in I keep finding neat little things all over the place even if it is just a placement of a dragon target or a new sign. If you haven’t signed in to Guild Wars 2 in awhile, I would say that updating and logging in just to walk around Lion’s Arch is worth it. Continue reading [GW2] Smashing, Bashing

Quote Mine

Eric at Elder Game is just winning all over the place in a post that covers a variety of balance topics. Two sample quotes:

I haven’t played much in years, but as far as I can tell, post Cataclysm, [WoW’s] balancing plan has been to say “fuck solo balance, we’ll just make it insanely easy for all the classes, and then nobody will care enough to complain.” Which… is a valid approach for certain audiences. [Like me! -Sandra]

One of my rules of thumb is that an MMO shouldn’t balance gameplay via tedium. By that, I mean a designer shouldn’t say “Well you could become overpowered by doing X, but you’d have to do X for 500 hours, and who’s going to do that?” MMO players, that’s who. Because of the competitive environment, a lot of them will do whatever it takes, and they’ll curse your name for “making” them do it, all at the same time.

He goes on to explain how playing fetch will be used as a balance technique.

The second quote was an explicit part of balancing the original Magic: The Gathering. The developers balanced the game assuming a relatively small card environment. “This card is powerful, but it is rare, so that won’t be a problem unless people start buying thousands of cards. In which case, our game is a huge success, so no problem.”

: Zubon

Prime Grind

Continuing further in Prime World: Defenders has answered some questions.

Yes, the rarer towers are unambiguously better than the basic ones. Early on, my mostly upgraded wooden tower was boring but practical. As a great lover of DoTs, my fully upgraded poison tower is awesome yet practical, but the better towers are generally of the rarer rarities, and they can be upgraded further from there. I am told that the dragon tower is especially excellent for the mid-game, but I have yet to find that card, instead finding multiple sun and lightning towers (crushing individuals and groups, respectively).

Yes, the later levels are balanced around a resource grind. You must complete side missions to collect and upgrade cards, or else your numbers are not big enough to complete the main maps. There is a daily login prize for some reason (currently disabled by bug), so you could theoretically just wait instead of grinding, and you will be ready for those later maps sometime in 2015.

This game reinforces the critical importance of threshold values. An attack that does 50% of an enemy’s hit points is worth about as much as an attack that does 90%. Not exactly, because you can mix heavy hitters with fast or AE attacks, but there is a huge difference between 99% and 100%. This is where the better towers and upgrades become critical.

Oddly, the game has some anti-farming code. I found the 4th boss trivially easy and repeated it to see how quick I could complete that map. The 4th boss is now worth 0 silver and 0 xp. You are supposed to farm, but you are supposed to farm the random missions. I have reached the point where I need to farm the easier random missions to beat the harder random missions to farm rarer cards to beat the main missions.

Hmm, maybe I just need that much farm for beating it cleanly. I am caught in the circle of farming. Back to the regular mission chain! [Update: nope, needed a little more farming. On tower defense, the margin between “can’t beat it at all” and “can beat it 100% perfectly” is small.]

: Zubon

[GW2] Farming the Community

Where ArenaNet has hit the highest marks for their live-game updates, in my opinion, is where it affects community interaction. For content on its own, even good content such as the Cragstead instance, it’s neat, and then I move on. It is where the Living Story has changed the momentum of daily playing where I feel ArenaNet’s dev energy has had greatest positive effect.

With The Secret of Southsun update Southsun Cove was turned in to the place to farm. It was a comfortable farm too. One could join a snake of players through the northern Southsun Shoals as they train along running over young karka. There was also the skelk wading pool, which just became too bloody efficient. My favorite was farming the instigator events. Continue reading [GW2] Farming the Community

Prime World: Defenders

I am about half-way through the campaign of Prime World: Defenders. It is tower defense with collectible card game elements, which sounds like a game designed for me. Tycho at Penny Arcade has similar gaming tastes, so his recommendation convinced me to pre-order before a really good sale. And hey, pre-ordering gives you a little sale plus some little bonuses.

If you like tower defense, you will like Prime World Defenders. It has minimal mazing elements, mostly choosing which towers to build and (slightly) upgrade along fixed paths. Enemies and towers have the standard mix of air/ground, fast/slow, groups & splash, stealth, healing, etc. You have spells (1 until you buy talents) and no hero unit; this is not action tower defense like Orcs Must Die! or Dungeon Defenders. You can buy talents to improve overall effectiveness.

The collectible card mechanics are the non-standard element. It operates at three levels. First, towers and spells are cards. You get the basic cards as you progress, and there are rarer cards to be found. Having found relatively few, I do not have an indication that rarer towers are absolutely better, but they can be upgraded further. Upgrades are the second level: you can recycle cards to level up other cards, and artifact cards have no purpose except to recycle for larger values. Evolution is the third level: you can recycle duplicates to level up a card in a slightly different way, which unlocks the ability to upgrade the tower on a map. Towers therefore have two level counters: towers can become permanently stronger, and then within each map you can pay to make each a level 2 or 3 tower.

This advancement is both good and bad. To me, in terms of quality of play, it is on balance bad. It makes balance difficult, because the same difficulty does not work for fully upgraded towers and fresh-from-the-pack cards. My one fully upgraded tower minces enemies, and I cannot imagine how devastating a fully upgraded rare tower must be (unless that balance went badly in another direction and it is not worth finding and upgrading them). It is hard to get a satisfying challenge under these circumstances; you do not know if you have good strategy or just good numbers. Difficulty is so far aimed low, so you can complete the levels despite poor strategy or low numbers, and you can go back later to complete them with no leakage and/or either achievement. I like that this also allows you to play around a bit more instead of looking for the One Strategy that meets highly tuned difficulty.

If that is good grind for you, you will love this. There is procedurally generated content so you can get some variety in map layout and enemy composition, and you could spent weeks collecting and upgrading towers. If you would prefer to skip leveling and have all the content tuned for the level cap, Defense Grid will probably be more to your liking.

: Zubon