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[GW2] WvW Season One Achievements – By the Numbers

I play on a losing server, and I am at 14/15 less than two weeks into Season One, so the meta-achievement is pretty clearly doable. Not all the achievements are reasonable doable for all the servers, but I would guess most for most. The popularity of the Eternal Battlegrounds can be a barrier: players in some servers have long queues, servers without queues may not have much chance to take Stonemist Castle during hours you play (depending on opponents, say opponents who have a queue and are therefore at max pop in EB at most times).

When guildmates talk about the achievements, the main question is “225?!” You need to be either a regular WvWer or have big binges or both to get some of these. Pondering them, the numbers are individually reasonable, but then they are multiplied and added together in a way that makes the whole daunting. Some of us can knock it out in a week or two; others are too put off to bother even when they would certainly get it over 7 weeks.
Continue reading [GW2] WvW Season One Achievements – By the Numbers

[GW2] Reducing PvP in WvW

Judging decisions based on their foreseeable consequences, I presume the intent of the WvW seasons is to discourage players from fighting each other in WvW. The structure is stacked to reward players for fighting NPCs and creates punitive disincentives for fighting other players.

Of the 19 achievements, you get 2 from killing other players, one of which is set trivially low as a freebie. All the others are more efficiently achieved by avoiding players: play during the off-hours, ninja supply camps, but avoid fights because those will slow you down except for the couple of achievements you are certainly going to get just from the PvP fights you cannot avoid. There are no rewards for defending and 1 for repairing, which again is a one week (or one long night) achievement.

More so, you are trained to avoid other players because of the crushing population differences. When you have the “outnumbered” buff in your own borderlands, you can work out your odds of fighting the enemy head-on. After pre-season transfers, our server has one of the lowest WvW populations in the league, so we are continuously outnumbered even after concentrating our WvW forces on one map. It took less than a week for most of our WvWers to adapt and most of our PvEers to just give up on WvW, further exacerbating the downward spiral in WvW population. They have not given up on WvW entirely, but they should be able to get the meta-achievement around the halfway point of the season, and our Saturday morning “EB zerg” was already 9 players by the time I logged off. On the plus side, the remaining people we have are getting really good at siege placement while the big teams are getting sloppy.

To strengthen my previous whining, if the goal is to turn WvW into PvE, where small teams are trying to fight undefended towers and large teams are just hoping to find the small teams, pitting the #7 team against the #15 team is a great plan. This is also great for gaining WvW ranks and achievements, because you have a constant stream of mostly undefended towers and camps flipping.

As someone who thinks of himself as primarily a PvE player, this should be an unmitigated win for me, but it presently feels more like one part of the game has just been ruined.

: Zubon

Again, the picture will differ where the weight range is smaller.

Weight Classes

Last week’s comments on the NA Silver League explained the problem of server mismatch rather briefly. Let’s explore that at some length using boxing weight classes as a metaphor. TLDR: the week’s WvW matchup is only competitive if at least two servers are in the same weight class with no one from a higher weight class, so most weeks will not have competitive matchups for most servers. Continue reading Weight Classes

[GW2] Me and Bobby McGee

“Freedom’s just another word for nothing left to lose.”

The realization that our server has no chance to win the NA Silver league and few chances for even winning a week is remarkably freeing. Doing well, playing competitively, winning? These are not reasonable goals and can be laid aside. The only sense in which those ideas matter is at the individual fight level, and even then only until the zerg arrives to swat the gnats.

This is like the PvE situation, where (no matter what the personal story says) you have no hope of changing the world or reclaiming Orr. All that matters is what you do during the minutes you are logged on, which will be wiped away immediately afterwards except for a few motes of character advancement. We take it one supply camp at a time and live in the moment, because the larger situation is entirely beyond our control or even ability to meaningfully influence.

“It’s only after we’ve lost everything that we’re free to do anything.”

Also, we can expect to have the Outnumbered buff a lot, so all we risk is time and the silver pieces we spent on siege equipment.

: Zubon

At least that’s the theory. So far, I’m still really annoyed by bad play, being vastly outnumbered, and both servers attack us instead of having both of us attack the leading server.

[GW2] Server Transfer Wars

Looking ahead to WvW season one, my server of IoJ is going to be in silver league, getting absolutely crushed every week with no chance at all. Our larger WvW guilds transferred away, but that is not factored into what league we will be in. The running debate is whether we will be in last place or next-to-last, which will probably be determined by whether the last few WvW guilds leave. I don’t see anyone transferring TO the bottom servers in each league. As is said of the server competing with us for last place:

They need much more firepower to compete in this league, and being at the bottom of Silver League makes it unlikely their PvE players will be very interested in stepping their toes into WvW.

This is probably true in all leagues, so a system designed to encourage WvW will probably discourage ot in about 1/3 of the servers. And not necessarily the least populated servers: IoJ still has plenty of bodies, but the ones that spent their time primarily in WvW mostly just left, so you get a downward spiral as fewer people find it worthwhile/fun to visit the Mists.

I am not sure how I would design server vs. server competition with the possibility of server transfers without encouraging this sort of thing, but it seems immensely corrosive. I’m deciding whether I want to be the last rat on a sinking ship.

Updating with a golden quote from that thread I linked: “I figured I would start the discussion of what this crapfest of a league will look like. I honestly feel bad for the other servers in Silver league” There will be a few competitive servers and 6-7 victim servers.

: Zubon

[GW2] Creep Count Crowdsource

Readers, many of you play Guild Wars 2, so I come to you with the question: in what ways have exotic-rarity items become easier to acquire since launch? The ones that immediately come to mind for me are:

  • exotic drops added to more drop tables
  • guaranteed rare or better drops from some classes of events
  • increased champion and boss rewards
  • increased karma rewards, particulalry from daily/monthly achievements
  • increased WvW badge rewards, particularly from achievement chests
  • anything that increases rare-rarity items, because you salvage them for materials to craft exotics
  • anything that increases ascended-rarity items, because that frees your resources to pursue exotics

Others? In the vaguely ongoing debate about the perceived need for ascended-rarity items, I noted the argument “exotics are too easy to get.” One of the things that struck me after my return to Guild Wars 2 was that I had multiple level 80 characters fully outfitted in exotics about as quickly as taking them to a tailor to be fitted. I was tempted to say that ascended items only became “necessary” because the difficulty of acquiring exotics had been lowered so much, but that is the wrong order of events. I left town as ascended items were introduced, and fully outfitting characters in exotics was not exactly trivial at that time. I imagine the following dialogue:

Dev: We need ascended items because becoming fully geared in exotics is far faster and easier than we had intended.
Player: It’s not all that quick or easy.
Dev: Really? Give me a minute here. [UPDATE] Okay, now getting exotics is far faster and easier than we had intended, so we need the ascended items.

: Zubon

Queuing and Cash Shops

One thing Disney does really well is queuing. The theme parks manage lines well and almost all have a “pre-ride experience,” something to do/see while waiting. For example, if you are waiting for The Little Mermaid ride, the line winds through a structure that looks like a rocky cove, children are encouraged to point out items for digital crabs to take to Scuttle, and later Scuttle is holding court with an extended routine about the items crabs are bringing him. The Haunted Mansion has a graveyard with humorous epitaphs, an area to take pictures with some sculptures, interactive musical and water-shooting mausoleums, cast members in-character as household staff of the doomed, and then several tiers of queues as there is an outside line, a room where riders are collected, a next room where the walls grow (copied from Disneyland, where an elevator was needed for space reasons, I am told), and then a final queue before the actual ride. You are still waiting, but it feels like there is something to do, and when the lines are very short it sometimes feels like you are missing something if you skip that content.

Disney is also starting to use a Fastpass system whereby you can schedule a time to come back and skip towards the front of the line. You are queuing virtually and can do other things, which moderates the lines at the most popular attractions.

Across town, Universal has some pre-ride experiences, but is instead trying to monetize their lines. They have an express pass system, whereby you can pay more to skip to the front of lines at popular attractions. The marketing for this is delicate, as they are explicitly advertising long lines as a reason to give them more money. As an MMO player, you are familiar with “pay us to skip the built-in hassles.” Of course, that same marketing encourages everyone to think of the park as having long lines, annoys the people paying the normal amount because of P2Win, and then they cannot even celebrate the express passes as being popular because skipping to the front just becomes another line if too many people are paying for the privilege.

: Zubon

Taking Advantage of the Disney Meta

There is a certain class of fan that treats a day at the park like a game. Most time on rides and least time in line wins. With the addition of FastPass, the strategy has become even more Serious Business.
TV Tropes on Disney Theme Parks

In one of KTR’s great missed connections, I am at Disney right now. Here, as in your game’s forums, you can take advantage of the people who very seriously study your form of entertainment.

Most of our readers are not serious theorycrafters who believe others are borderline griefers if they are intentionally being less than maximally efficient. Those theorycrafters, however, are really useful to the rest of us because they find the efficiencies, and that knowledge can spread freely. You need not be maximally efficient to learn how you can do what you already do better with almost no effort.

Enter tourings plans. People have already figured out which days at the park are the busiest and what order to ride rides to minimize your time waiting in line. You do not need to take the maximally efficient route to knock an hour or more off your waiting time, which is a good thing both for you and for the people who would be standing behind you in those lines.

Bonus note 1: in the off-season, all lines are shorter, so I have stood in perhaps an hour of lines over two days. Bonus note 2: if you are relatively sedentary, as gamers often are, practice walking and being on your feet for hours. After two not-full days at the parks, we have one member of our party who wants a day off. That leads to bonus note 3: schedule a day off amidst a multi-park trip, preferably Saturday.

: Zubon

[GW2] Experience With the New Patch So Far

Guild chat does not work for some people. I am one of them. Sparkfly Fen, the center of the new content, is on perpetual overflow.

I cannot play the new content with my friends or even talk to them, but other than that and the bugs, it is going well so far. Reasonable expectations: in a few patches, the game will be back to where it was last week, and by the time I am on vacation, the new content will be playable.

: Zubon

Unrealized CoH Dreams: Origins

City of Heroes did great things with scaling that other games are still struggling to adapt, but its character origins were a vestigial feature that never panned out. The early designs made origins important, but that did not translate to the final game.

City of Heroes used “origin” where another game might use “race,” just as it had “archetypes” instead of “classes.” Continue reading Unrealized CoH Dreams: Origins