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[GW2] Heartbreaker

Many Guild Wars 2 hearts ask you to collect or retrieve things. Somewhat breaking the logic of the hearts, you do not need to do anything with those. Picking them up gives you credit. You get more credit if you return them, but by the time you carve your way out of the bandit caves, your bandit-slaying has probably filled the heart already.

The game mechanics work just fine, but the logic is sometimes broken. Continue reading [GW2] Heartbreaker

[GW2] Re-Finding the Forest

I feel like I have played enough of Guild Wars 2 to review it, and yet I don’t even feel close to seeing everything. I have not done any PvP since launch yet for no good reason except the forthcoming. I am only level 55 with only the most western portion of maps at 100%. I have not done any explorable dungeon modes since launch. There is still so much to see and do.

Wooden Potatoes says that he feels that about 250 hours is when end game starts. I know I won’t even come close to that /age by the year’s end (unless I AFK me some festivals). I still have so much to see, and the training wheels have definitely come off. I feel like I am being pulled in a plethora of directions, and I am having trouble choosing which way to go. I’ve come close to 100% chasing burnout… Continue reading [GW2] Re-Finding the Forest

Dear Bookah

Those caverns diverging in the cliff face, I am sure, are nothing more than relics of another time, empty hollows, barren antimatter laid down for a final translocation. I wash the blood from my armor and grip my weapon ever more tightly, my shaking arms will barely support waylays with the Inquest against the lake labs, much less my gifts of guidance to you. Continue reading Dear Bookah

[GW2] Bags of Butter

As of yesterday, you can craft with materials from the vault and ten cooking items have been added to world drops instead of karma merchants. When the former is complete (discovery still requires items in inventory, and cooking is all about discovery), that will be awesome and the logical next step from having that huge crafting vault, although the present dis-economies of crafting are broadly known.

The latter we stumbled upon because sticks of butter have been added to the tier 1 drop bags. Some enemies, you see, will sometimes drop a bag o’ stuff as loot. You build up a bunch of these while fighting bandits or centaurs, then double click them to see what is inside. They usually have crafting items and/or a bit of coin. Last night, we found that a great many ettins had four to seven sticks of butter in their pockets. Naturally, we wiped off the lint and put butter in the vault, where it belongs, next to the vials of blood.

It is very nice to get the occasional bit of cinnamon while taking wood from trees. The drop rates on the cooking materials feels a bit high, as I would not want these to displace the rarer, more needed blue crafting drops (like all that blood I am taking from enemies with my field medical kit). Still, anything that gives ettins better access to butter is an improvement in civil society.

: Zubon

[GW2] Everybody Nodes

It has been said before, but it bears repeating: non-exclusive nodes for crafting materials are a great design decision for cooperative play. We can both harvest from the same tree, rock, or carrot. It takes away racing, avoids enmity between players, and keeps goldfarmers from timing respawns and monopolizing spawns.

If xp per monster is non-rivalrous, why should materials per node be?

: Zubon

[GW2] Black Lion Boiler Room

The Guild Wars 2 Black Lion Trading Company is an amazing feat in MMOs. Every time I play I am amazed at how intuitive and powerful it is. There is room for improvement for sure, with the biggest improvement simply being the ability not to get crushed by hundreds of thousands of players. Yet, this is possibly my favorite trading place in an MMO yet.

Magnitudes and Multitudes

I wish I could be John “The Merovingian” Smith for one day. The amount of data that hundreds of thousands of players are providing within the gem exchange and trading post has got to be wonderfully suffocating. Money is finally moving in Guild Wars 2 with the trading post being up more than not, and the ability to see all the streams has got to give Mr. Smith something of a god complex. Continue reading [GW2] Black Lion Boiler Room

Dear Bookah

Dear Bookah. The morning after I exited from Rata Sum, golem games and combat in my ears, plasma-tinged air in my mouth and the pleading of some deflated asura always at my ankles, I felt as though everything had conspired to this one story. I remembered nothing but a few answers to my past, various world-ending hypotheses in my head, and my colleagues threatening to drag me under to where only the most listless of sentient creatures ponder.  Continue reading Dear Bookah

[GW2] Over-compensation

In The Essential 55, Ron Clark says to err on the side of over-celebration. Cheering something only marginally worthy is less bad than not cheering something that deserves it.

Guild Wars 2 rewards everything and goes on to reward everyone for everything. Guild Wars 2 does not care if you level too quickly. It believes that it is better to reward your minimal participation. Arriving at the tail end of an event? Pitch in anyway, get some karma. You contribute one attack to someone’s fight? Full rewards!

Every other MMO I know works on the principle that xp is a scarce, rivalrous resource. Higher leveling speed could mean fewer months subscribed. Keeping people from receiving the unearned (and exploiting) is a greater concern. With xp as a limited resource per enemy, ensuring that you do not take more than your share is an issue of fairness. Most games limit unfairness through tagging and limit exploitation through additional penalties for outside help.

Tagging does prevent rogue solo DPS from exploiting tanks. For those who did not play in that era, there have been xp systems under which a tank could engage and take aggro, only to have someone with more damage swoop in and take most or all of the xp at no personal risk, and back in the day death penalties meant meaningful risk. Xp systems might reward whoever gets the first hit, the last hit, or does the most damage (or some more complex calculation).

Guild Wars 2 takes a different approach: everyone gets full xp. If you have done 90% of the work and see someone get equal rewards for tossing in one attack, that can grate. The leech has not taken anything from you, and even contributed a little, but still, unfair! That is an attitude we will need to get past. The current system encourages everyone to help everyone, even for very small values of “help.” Encouraging help only trivially useful is less bad than not encouraging help that could make a difference.

I have noted for years that, in MMOs, the polite reaction to seeing someone in a life-or-death battle with three trolls is to ignore him/her unless s/he explicitly asks for help. That is weird. I would much rather establish a norm of “everyone helps everyone,” whether you are nice or just greedy. It is pro-social design. We just need to develop a new concept with positive connotations in place of “leech,” with bonus points if it can incorporate “drive by.”

: Zubon

[GW2] The Appeal Brief

If you find that you’ve been caught red-handed with an exploit in Guild Wars 2, here is some good data on the success rate of various appeal inquiries:

Players who wrote, “I’ll delete the items,” are getting their appeals approved. Players who wrote, “f— off, I’ll see you in hell before I delete these items,” are not getting their appeals approved.

~ MO (via Reddit)

It might also help more if you learned to say sorry.

In other news, be sure to check out this truly fantastic jumping puzzle guide at Hunter’s Insight. The fact that he tries to keep it puzzle spoiler free and just wants to get players to the beginning is a really good idea.

–Ravious