Yesterday we discussed bad designs made brilliant. Let’s talk about designs you hate that others love, perhaps because they are bad designs. Continue reading Bad At and Good For
Category: Guild Wars 2
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.Small Thoughts, Small Complaints, Small Post
I am very surprised at the degree I continue to log in to Guild Wars 2. In a constant period unspoiled by content updates, expansions, etc., I usually flit around 2-3 MMOs. I don’t nibble as much as Syp, but I do enjoy small plates. Guild Wars 2 has continued to be my main MMO, and I am having a blast with alternate characters, which is something I rarely do in most MMOs. I will have to discuss my WvW-only character in a future post.
I am slightly frustrated having a necromancer main with the gear options. It seems there are a bunch of cool scepters and staves, but the artists seemed to have forgotten to colorize some for the necromancer. Are there any green-plague glow effects? Seems like fire and ice elementalists get a lot of love. I’ve decided that I love Memory of the Sky for my staff because of the dichotomy of light and dark with necromancer’s staff skills. I would kill for a green-tinted Wayward Wand as a scepter, but my choices now seem limited to ice, skulls, and eyeballs.
In Lord of the Rings Online I am finally hitting Rohan proper with the Norcrofts zone. Overall the Rohan expansion is really good for a quest-based MMO. The flow is exceptionally good. The stories are also nice with some decent gems scattered around. There is also some conventional silliness like a fell-beast cool with watching me burn down it’s roost or me having to constantly interrupt a funeral to advance a quest line. Still I am enjoying the expansion. I’ll have to discuss mounted combat, revisited, in a later post too.
I would play it a lot more if the client was not an inefficient woolly mammoth of a program. With my computer running Guild Wars 2 on max settings, I can be in the game in less than a minute. Lord of the Rings Online is at least a couple minutes. It is a shame too because the quests are so conducive to small bites of playing. I also hate that the client won’t run windowed unless it changes Windows 7 to basic view. I’m sure optimizing load times and compatibility with Windows 7 graphic mode is near the bottom of their engineer’s to-do list.
Guild Wars 2 Wintersday event is coming on December 14, and the Lord of the Rings Online Riders of Rohan 3-mans (Goblintown, Mirkwood, and Misty Mountains) have less than a month to be released. That is about where I am heading.
–Ravious
Bad Design Can Be Great Design
Good jobs take advantage of your strengths. Great jobs take advantage of your weaknesses.
A system that is bad design in most games can be a great feature in a game that consciously builds around it. Continue reading Bad Design Can Be Great Design
[GW2] Boundless Dailies
Most MMOs have some form of “dailiesâ€. Dailies are activities that have a time-limited activity cap. The most common type is a daily quest, which is only available to complete once per day. Dailies are used as a time gate towards progress, or they are used to let casual players maximize rewards for their time. Guild Wars 2 uses a daily PvE achievement based around four tasks to maximize experience points and karma. The main difference from most other MMOs is that the four tasks can be accomplished nearly anywhere.
For a look at a more conventional MMO, let’s take Lord of the Rings Online’s Hytbold content. Hytbold is a personally-phased town in Rohan that has been ravaged by war. It is up to players to reconstruct the village by doing dailies. Each day there are 16 quests split between 4 zones from the new Riders of Rohan expansion. I am not there yet, but knowledgeable guildies told me it would take 40+ days of 16-quest dailies to complete Hytbold. It’s easy to see the direction behind Hytbold. Dailies are centered around content where most players will be. Dailies correspond to a unique reward. And dailies will keep people coming back for quite a long time. While Hytbold is unique in many aspects, its use of dailies is the norm in most MMOs.
Guild Wars 2 turned dailies on its head, for better and worse. Continue reading [GW2] Boundless Dailies
Rally!
An exciting mechanic I do not see in enough games is a state between fully capable and dead. Some games weaken the player as injuries accumulate, but most follow the trope codifier in letting you (and your enemies) operate at full power with 1 hit point and instantly die to the next falling leaf. For this post, I am less interested in gradual weakening than a transitional dying state. This is variously known as dying, downed, unconscious, “fight for your life,” bleeding out, second wind, etc.
[GW2] Happy Dragon Hour
I find myself irrevocably drawn to the Dragon Timers used to countdown when big, repeatable world events will start in Guild Wars 2. My favorite is on the weekends when I can leave the website up and do chores and play with my kids until the appointed time. Two hours until Claw of Jormag’s window opens; plenty of time to go outside and deal with more leaves. Most dragons are even nice enough to give me a bit of a notice before swooping down to get bashed good.
It’s silly in a way for there to be a timer. It takes some of the fun out of it seeing behind the curtain, and yet like a migratory tribe of cudgel-bearing Irish we form up every few hours to kill some dragon dead. A few of us bring munchies. Some of the rich lads bring wee banners to share in their good fortune. There is good natured chatter before the big oaf lands, and all together there is a comfortable community surrounding the clockwork.
I feel this is a remaking of old ground in a new light. Remember Hogger of ages past, says one blogger, that’s all this is. I agree in spirit that it feels not much different than boss camping. Except the Hogger dragons of Guild Wars 2 feel more like happy hour than a locked gate. Continue reading [GW2] Happy Dragon Hour
[GW2] AMAA Ascended Gear
Chris Whiteside, Studio Design Director at ArenaNet, headed up a lengthy Ask Me Anything (“AMA”) session on the Guild Wars 2 subreddit yesterday. A “transcript†is also available. The point of discussion seemed to be largely about Ascended items and the apparent destruction of ArenaNet’s “no grind†philosophy. This was no accident since Whiteside was a major deciding force in starting the Ascended gear as soon as possible in fragments.
My rage was non-existent for the most part. Unlike many, I simply could not believe that in one swoop ArenaNet would head towards a treadmill-based gear slog based around dungeons, which is heralded in so many conventional MMOs. Instead, their opening move just appeared that way. Continue reading [GW2] AMAA Ascended Gear
To-Hit Rolls
To-hit rolls are an RPG mechanic inherited from pen-and-paper systems. They represent an obvious intuition (attacks can miss) and use a binomial mechanic with a random chance. Many non-RPG computer games use a different mechanic: did the sword, shot, spell, or whatever hit the target?
One of the City of Heroes developers remarked that, had he to do it over again, he would not have included a to-hit roll or an accuracy stat. Every attack would hit unless some defense caused it to miss, and then you would have an indicator of why you missed. Continue reading To-Hit Rolls
[GW2] The Weekend Lost to Rocky Shores
Last weekend was a big step in Guild Wars 2 because it had an event centered around new, permanent content. Instead of creating a quest chain to introduce every player on their own time, ArenaNet created a story revolving around the event. It is this story that gives players the reason to explore the new zone Southsun Cove (as well as the new dungeon). For a good rundown of the event head over to Inventory Full.
Crowd Energy
Hunter’s Insight puts what I feel is the most important reason to have these one-time weekend events: putting a lot of people together is a lot of fun. There is something quite unique in knowing that this is it, this can’t be spoiled, when I see it it will be my first time and everybody else’s. The flow of reactions through the player mob compounds this feeling. I see comments of first impressions, which are sometimes the most honest comments available. Even bad content can be fun when played together.
This is likely an important concept to ArenaNet’s business model. Get people excited, and get them together. Excitement bleeds out across the internet for new sales. It also loosens pocketbook strings of existing accounts. I would guess from a developer standpoint, player excitement can be an excellent drive to create better content. It is clear that given the Lost Shores update was started after launch along with the amount of bugs, this content was driven hard.
Timely Invisible Bugs
The worst thing about this weekend was the amount of bugs and system strain. The opening event was a karka attack on Lion’s Arch. This was quite a treat given that all cities have nothing to fight. The ancient karka brought a swarm, and we had to drive them back off of Lion’s Arch real estate. The system lag was so bad that people were saying they could not get off their auto-attacks. My own auto-attacks seemed to be separated by a good 3-4 seconds, and using utility skills was practically out of the question.
This was a big disappointment because ArenaNet could have modified the overflow capacity so that there would be less players per instance, and also less system lag. Instead it seemed like each Lion’s Arch map was capped for normal play. The system did not like a combat scenario for the normal amount of Lion’s Arch players. Systemic issues also arose in the final event where player and monster culling was ridiculous. I could only see a fraction of the players and monsters at any given time.
My favorite moment to love and hate was when a veteran karka appeared on the karka hive’s stairwell a couple feet away. Rolling at me. It was such a “rocks fall, everybody dies” moment that I had to just laugh. Thankfully, I was grouped up with Massively’s Lis, who crashed, and our party rejoined in a less populated overflow where culling did not seem to be as big of an issue. It seriously made all the difference, and ArenaNet either needs to tighten the population cap on overflows for future events or they need to fix how player culling is handled. I would prefer a bit of both actually.
The other bugs were the progress blocking bugs from Phase 1 where players are sent across Tyria to learn about the devious Consortium corporation and the mysterious karka threat. The events for each quest bit simply did not work. Some players accidentally killed an NPC outright (who should’ve stuck around for some post-defeat commentary). Some NPCs decided to leave their protective entourage and vacate the quest area completely. Bugs being bugs, this issue was made exponentially worse because time was an issue.
A player having an hour to play on Friday night would have easily made it through the quest chain if it was bug free. A player only having an hour to play for Phase 1 would have basically missed out on most of it without much of a recourse.
Let’s Call It A Duck
Savvy readers, such as yourself, probably noticed that I used the “q”-word in the last section. Quests are one of the best storytelling mechanics in an MMO. Guild Wars 2 own personal story line is essentially an instanced-based quest chain spanning across 80 levels. Much of Phase 1 of the Lost Shores event was also quest-based except I needed to hear about it by mail.
Lionguard Kiel’s investigation bordered on so clunky it was humorous. All told it was a decent investigation quest in to figuring out what went wrong with the Consortium, a trading company rival of the Black Lion Trading Co. I would hit the next bit of content, such as badgering Blingg in to dumping some critical information to me, and I would get some mail. This mail for all intents and purposes was a vanilla quest turn-in screen, with the only difference being that I could retain or delete it when I wanted.
Clearly ArenaNet values quest-based mechanics to tell stories. I don’t understand why then we don’t get a “event only” personal story. Instead I get quests-by-mail. It feels like a full step backwards. ArenaNet has a quest (the personal story). They have sidebars that can act like quest updaters and guides. However, they then use the mailing system instead to guide players on a quest. Hopefully ArenaNet can find a better way to tell these small linear stories for future events.
Content
This being a review of the event and not the Southsun Cove area, I was pretty pleased with the weekend event’s content. Phase 1 was an interesting storytelling exercise in the clash between Lion’s Arch and the Consortium, and the mega-event involving the ancient karka was pretty fun as a massive group event.
My favorite part of Phase 1 was getting to know the three “friendly” aquatic races a bit better. There were three events relating to quaggan, hylek, and largos, respectively. Each event had its own style which reflected the race. The Lionguard vs. Consortium story turned out to be realistically silly. The Consortium headed to Southsun Cove, whacked the karka’s hornet nest, and fled to the safest place they knew: Lion’s Arch. The karka retaliated against Lion’s Arch, and the Consortium didn’t want to say why. So I had to beat out a few answers.
Phase 3 involving the ancient karka was really fun, but it was horribly marred. Lionguard finally realize the Consortium sucks, and they have to kill the ancient karka to protect Lion’s Arch from further karka incursion. They do this by planting explosives in the karka hive, except this tactical maneuver rouses the ancient karka out of the hive. The next two hours are then spent as players are trying to move this ancient karka donkey back to it’s hole.
My favorite leg of the event was planting boulders into steam vents, and then the steam vents would build up pressure to shoot the boulders out at the ultra-armored ancient karka. There was also a part where players felled a huge tree onto the ancient karka, and another party where players had to explode gas vents to scare the ancient karka back. Lots of fun, except that the bulk of the two hours was in two phases of killing karka reinforcements. This artificially extended the event, and I went AFK very often.
In fact, I rarely let my young girls play my character for fear of item destruction and armor repairs. I let my three year old play through much of the kill karka reinforcements periood because a) the event was getting too long, b) I was getting bored, and c) with people knowing to rez each other I felt my character was really in no serious danger. I feel that this event should have been timed to one-hour. That is a good “required” game period.
I liked that I was there to fell the ancient karka, and I took a lot of good snapshots. Overall, I am happy that I had time to do it. I would do it again with the same knowledge, but I would have a tad different control over my time.
Fleeting Rewards
I would be remiss not to discuss the “all I got was this t-shirt” rewards because players did get some pretty good stuff from participating until the brutal end. Everybody that received participation for killing the ancient karka received a 20-slot bag and a really nice account-bound trinket. They also received two exotics and two rares. Some people received precursors for the legendary weapon, which turned appearances of decent reward into “this reward was f’in critical”.
I don’t agree with the random loot, but I do think that the set loot was exceedingly good. Real quick, with the random loot the precursor drop rate was increased. Therefore, anything that will give an exotic, now has a better chance of giving a precursor. Hit that loot bag thousands of times, and yes people will get precursors. The same probably now goes for Orrian map completion.
The set loot, I feel, for most players is going to be a must equip. 20-slot bag is going in to luxury. My biggest bag was 15 slot, and I only had one. A 20-slot bag costs almost as much as a full set of exotic armor. The trinket is interesting because it ups every stat, and costs approximately 13 gold (1000 karka shells to trade with Lionscout Tynuli). So that’s over 20 gold worth of unmarketable, must-equip goodies for showing up at the right time.
It’s hard to place myself in a position as if I wasn’t there, and it’s harder to take people seriously that did receive the rewards but are complaining on the grounds of if they hadn’t. Between this and the Mad King’s rewards, I feel ArenaNet is still experimenting with finding the best possible route.
Fin Soup
The event is over, and we now have a fantastic new dungeon and a dangerous new zone. These I will discuss after the U.S. holiday since I will be out of internet commission for awhile. The event for me was mostly positive, but I did put too much work in to enjoying much of it. Some people are still really rubbed raw from the whole experience. Others, like me, see mostly sunshine.
I am looking forward to more content introductions in this way. It is exciting. It can be a lot of fun. I hope ArenaNet takes all the feedback and is able to iterate in a positive direction.
–Ravious
[GW2] Lost Shores Tsunami
The Lost Shores update is here! I am a little bit surprised that it came well before the Lost Shores event starts (11/16, 1200 Pacific), but here it is. Lots of good improvements all around.
The biggest change, for me, is in the Items section. Now level 80 loot will drop for level 80 players as long as they are playing in level 55+ content. I feel this is fair, and it will stave off most of the issues of low level ‘EZ-mode’ farming. I am pretty sure that the calculated drop rate (i.e., gold/hour) is set according to the content level. Still PvE decompression from Orr is A Good Thing. The other advance is that killing champions and veterans (as well as dirty Sorrowsites in WvW) has a better loot table with a higher chance of getting a rare or exotic. I’ve never rolled an exotic from an open world mob, so I am hoping that now even with the RNG hate of me, I might. Continue reading [GW2] Lost Shores Tsunami