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[GW2] Healing Spring

Rangers’ Healing Spring is amazing.

I leveled a ranger, and I unlocked Healing Spring for his first dungeon run. It is a medium-sized, 15-second water field with a 30-second cooldown. Water fields combo for healing and regeneration. The base healing is nice, but the ability to proc regeneration and area heals is what makes this great for a group that uses finishers to exploit fields.

Staff elementalists get two water fields. One has a medium duration but small area of effect. One has a huge area of effect but tiny duration, along with a long cooldown and the rare “must stand still to cast” induction. In either case, you need to be in water attunement, which involves either using both in succession or managing your attunement cooldowns. They can, however, be used at a range, while the Healing Spring happens at the ranger’s feet.

50% uptime on a healing field is great, and that first dungeon group had two rangers. Placement options are worse than an elementalist’s fields, but you can hit “6” anytime without attunement issues. Staying in the field while I attack, I can stack enough regeneration to last until the cooldown ends.

You play a ranger for ranged DPS with condition stacking and a pet. I did not expect to get a great support ability as an unadvertised bonus.

: Zubon

Quote of the Week: Togetherness

When you play with a set group, much of the ‘content’ is experiencing the stuff together, so even bugs or grind can become a source of amusement because you have 10 people in vent bitching about it and laughing rather than just you smashing your head into it solo.
SynCaine

This is something I address frequently, but from another direction. If you the player are supplying most of the ‘content,’ it does not matter what the game is. We just need something as an excuse to do it together. I, as the customer, tend to demand that the game keep up its end of this transaction by contributing something, sometimes anything to the process. It is dumb to pay a monthly fee to a company that is not comparing favorably with playing Hearts. Many games contribute negatively, making it harder to play with your friends. Don’t pay for that.

Just because you had a good time does not mean that it was good. “So bad it’s good” is still bad. The items SynCaine cites are still bugs and bad grind, even if you can find a way to enjoy them. It would be objectively better to have good content to share and discuss, rather than simply “misery loves company.”

Our guild has a lovely time gathering for the 30-second cut scene reveal, but the event did not add much beyond creating a Schelling point. We created the content by being there, but we can/have done that nightly be declaring guild events. We had a guild event the night before: the Mad King’s Clock Tower. Many of us had a good time talking, groaning, sharing advice, shouting about norn and charr, adjusting graphics settings, etc. We all got the achievement. We appreciated the art, and we recognized which aspects were not conducive to a good experience.

I am not looking for products and experiences where I get out of it what I put into it. I can get that anywhere. The things I really value give me back more than I put it. Demand more.

: Zubon

Comment of the Week: Mouse Stampede

Next year we hope that the Mad King turns them all into skritt.
Jonathan

Beyond eliminating the primary problem with the Clock Tower, this also creates justification for implementing strange and pro-social mechanics. The skritt are a hive-mind species, so skritt content should be nigh-impossible solo and potentially trivial in a zerg.

Imagine a path with occasional shinies. They draw skritt or their attention, turning the camera or attracting the character like gravity. Reduce that effect based on the number of nearby skritt, so that one skritt would be be forced to look at the shiny (and maybe zooming in) while a group would be mildly distracted. Imagine if having other skritt around made platforming easier, with platforms treated as wider and inclines less steep on the basis that the skritt are clambering over each other like fire ant rafts. How about “as long as another skritt within a meter of you is within a meter of … a skritt within a meter of a surface, none of the skritt involved can fall”? I don’t know how well any of these would play out in practice, but as opposed to the content where you want everyone else to fail within the first 30 seconds, the skritt are the perfect race for developing mechanics that encourage or require helping your friends to the finish line.

: Zubon

[GW2] Cooking Tips (Not Spoilers)

Cooking is the only GW2 crafting skill with legitimate discovery rather than following obvious formulas (although Artificing potions can be non-obvious). On many puzzles, people are looking for tips rather than spoilers, so let me give you a few pointers on the skill advancement side.

  • You can use the skill advancement spoilers without spoiling the fun. An optimized list of cooking recipes will use the discovery window perhaps a dozen times. At 400 skill, you still have almost all the discovery fun available to you, and all of it is unlocked instead of having red ingredients you cannot use yet. Your Explorer tendencies will help your Achiever reward, but getting the full Achiever reward will not undermine your Explorer discovery. If you want to play an improved version of Doodle God, it is even better at 400 skill.
  • You will not have access to everything without leveling. Some ingredients are available only after completing hearts. If your main character is not your cook, however, s/he can buy 10 bags of ingredients from any heart vendor, and now you have a full stack in your storage for your cook.
  • In most skills, you advance through discovery instead of grinding. In cooking, you advance quickly and cheaply by discovering a cheap recipe and grinding until it is no longer orange. Bake a dozen cookies, not just one. Consumables stack, so this is also how you avoid filling your inventory. (This also helps for some portion of the weapon-crafting skills, since you can make a stacks of maintenance oils, sharpening stones, and ogre-slaying potions.)
  • Dessert is good. Desserts do follow a pattern, so you can learn quickly through pies, tarts, and cookies. Pies are especially rewarding because you make the filling and the pie in separate steps. Sugar, flour, and water are cheap and endlessly available, butter and chocolate are the same at the trading post, and many karma merchants will sell you fruit in bulk.
  • There is a farm just north of Lion’s Arch. Finish that heart for cheap, readily available produce.
  • Peaches are available in bulk in west Fireheart Rise. Peach recipes give you the difficult points cheaply, and you get the second-best +Magic Find foods in the process.

The discovery aspect of cooking also makes it very different from other crafts in that learning makes it easier and cheaper. The learning curve for the other seven skills is exactly the same curve, so one you know the basic discovery pattern, you know all the recipes for all the skills (+/- 2%). But you still need to farm all those materials, and knowing more does not help that. For cooking, now that you have found hundreds of recipes on your main cook, you can train anyone else 1-400 at a quarter of the cost in 5% of the time. You can get better.

: Zubon

Estimating Difficulty

When A Tale in the Desert introduced barley as a growable crop, they also added a technology that could be unlocked by donating 100,000 barley to a university. How did they get the number 100,000? Nekhmet (one of the developers) grew a bunch of barley, they figured that the players would learn more efficient techniques (ATitD uses player skill-based crafting), and then they multiplied to get a large but not ridiculous number of hours of work. It turned out that Nekhmet was a prodigy at growing barley, at that technology was unavailable for months until ad hoc additions to the game allowed barley output to double and triple.

When Guild Wars 2 introduced pumpkin carving, a few hundred pumpkins were hidden around the world. It was an exploration achievement: find 150 to unlock the title. A technological problem let the same pumpkins respawn after carving, and they spawned on a per-character basis for a per-account achievement, so you could get the title without leaving Lion’s Arch.

When The Lord of the Rings Online introduced Mines of Moria, the dungeon fights that were its endgame were a mass of bugs and exploits, some of which were obviously unintended (stand in a doorway while a door closes: your weapons are on one side, your body is on the other, and the boss cannot hit you) while others surprised the players when they were declared “unintended” (kite the boss around his throne so that it is between the two of you when he uses his devastating area effect attack).

When City of Heroes introduced the Hamidon raid, players found a variety of ways to beat it, ranging from sniping it from beyond its range to capitalizing on teleportation and invulnerability to avoid damage. For months, every technique used was patched away as an unintended exploit. Some developers claimed that there was an intended way to beat Hamidon, but the players never seemed to find the “intended” one, and it is not clear whether it would have actually worked. Hamidon was later reconfigured into a fight with a more obvious “intended” approach.

Guild Wars 2 has a pop-up warning when you start the cooking crafting skill, telling you that it is more expensive in terms of time, silver, and karma than the other trade skills. Cooking is the fastest, cheapest, easiest craft to take to 400 skill, notably having the last points available for a few hundred karma worth of peaches where other skills require dozens of drops or even globs of ectoplasm.

Can you cite a dozen examples from your gaming history where “hard” content was trivial while “easy” content was literally impossible at release? Can you see why I am suspicious of any player claims about how hard something is supposed to be, what the developers’ intent was, or who this is for?

: Zubon

#tylertweets [GW2] Edition

  • In the twilight of the WoW era (is it?), we must ask again whether mailboxes are essential to the online social dancing experience.
  • The deeper message of the bots is that the game really is that shallow.
  • Vendor+1c: the ultimate expression of ZMP workers?
  • A human plays a charr. The charr wears a Halloween costume. We reveal our selves by the ways we disguise ourselves.

: Zubon

Incomplete explanation, but it’s really just a bit of inter-blog silliness.

[GW2] Annals of Wonderful Art Design: Mad King’s Clock Tower

A downside of making the Mad King’s Clock Tower time-limited (both the 90 seconds per run and the 1 week per year) is that it is beautifully done. It has just enough kaleidoscopic phantasmagoria without being too busy. You get a ruined clocktower where the ruins hang in the sky, with gears and rubble swirling, along with green mists, skeletal arms, and constant movement. It feels like there is more than there is, but except for the initial jumble of rubble, it has an elegant simplicity. You want more time to stand in that initial jumble and appreciate the art.

I had hoped for a vista at the top or some way to regard the structure, but you end up inside the tower. You do start with a vista of sorts, a quick pan up the side that shows the path of the jumping puzzle. (There is not a lot of “puzzle”; execution under adverse conditions is the hard part.) It is definitely worth visiting for a look, although do not expect to finish a 90-second run in under an hour.

: Zubon

[GW2] Annals of Horrible Game Design: Mad King’s Clock Tower

We have a new contender for the worst piece of content ever put into a game. The Mad King’s Clock Tower is the holiday jumping puzzle for Guild Wars 2.

Begin your mix with every problem caused by character models and camera movement. Add in a map with lots of spinning, with ups and downs, so the camera will definitely be moving around things and objects will be between the camera and your character. Add in a time limit.

Now come the brilliant part: make it impossible to run alone, so that other players’ characters block your view of your character and the platforms. Let any of those characters throw up a speech bubble to block the rest of the view. Implement it during a holiday event and make it available for a limited time so that more players will run it, and all the Achievers and completionists will keep running to make sure the population stays high. Just in case they pass it, add a great reward at the end that is available per-character so they have a reason to keep coming back, with little rewards along the way to give them even more incentive to keep filling the map and blocking the view. Don’t advertise that the jumping puzzle is not a requirement for the holiday meta-achievement.

Take a game designed around the idea that we are all on the same team, then make it so that having anyone around makes things much harder, especially the 2/5 of the races that are much bigger than the others. Not only does having other players around make the content harder and worse, there is no way to avoid them except moving to a low population server and playing during off hours so that there are fewer.

Note that there is no combat. This is actively anti-social Socializer content.

: Zubon

Update: many people (mostly elsewhere, since we do not have many comments yet) are confusing the argument “hard because of bad design” with “hard means bad design.” The difficulty is not the problem — the source of the difficulty is what makes it a problem, somewhat the interface issues but mostly the design that makes the content worse as more people play it. That is a rather critical flaw in a multiplayer game.

Quote of the Week: Leeky Dragons

It is very typical of the GW2 experience that you might run off to pick vegetables in the middle of a boss fight.
Spinks

I know the spawn she is talking about, and I frequently pick those leeks during the Claw of Jormag fight. You can also see a dozen players pause between dragon crystals to mine the rich mithril vein. Everyone who did not stop mined it during the last dragon pre-event.

: Zubon