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[GW2] Season 2 Living World Review

The short of it is: it is a vast improvement over Season 1. There is more permanence, more cohesive, apparent plot, and a strong heading. ArenaNet seems to have gone from “too many cooks in the kitchen” to “yes, chef” in one Living World season. Also spoilers.

Permanence!

The most objective improvement is that almost everything is now a permanent fixture. Every launch period (2+ weeks) a player can log in to snag the personal story chapter for free. Thereafter it costs 200 gems ($2.50), or 20 something gold. After that, whatever instances and achievements that come with the chapter are at the player’s whim. There are no timed achievements. Either the achievements are tied to the story instances or to the zones themselves.

ArenaNet also chose to devote most of their attention to permanent zones rather than instanced, temporary pop-up areas, such as the Tower of Nightmares, or temporary activities to zones, such as the Marionette. The debris left behind by the temporary activities and areas makes areas of the zone feel unfinished. Continue reading [GW2] Season 2 Living World Review

[GW2] The Vinewrath

There is a lot to talk about with the latest Guild Wars 2 update, which closes out Season 2 of the Living World story. I am going to go from least spoiler’y to most spoiler’y in my posts about the update. First, I am going to talk about the Silverwastes and its boss.

The latest two zones are what I would consider highpoints of MMO zone design because each zone has its own rhythm and life. My least favorite MMO zones are ones where there’s a bit of everything, and none of it really ties together. My favorites are ones where when I enter the zone I know what the cadence will be. Dry Top is an event farming zone with handy dandy hourly timer and reset. Silverwastes is more chaotic, and also more rewarding. Continue reading [GW2] The Vinewrath

Difficulty and Creativity

Lower difficulty accommodates a broader range of playstyles and options. Higher difficulty increasingly demands optimization and can make every fight a puzzle boss.

There are more and less effective ways of accomplishing goals in games. For many people, theorycrafting and metagaming are the game, and the real fun comes from figuring out how to manipulate rules and situations for optimal effectiveness. There is a lot to be said for this approach to fun. If you enjoy strategy games, this is probably what you enjoy. Wringing the most value out of every move and option is the heart of strategy gaming.

Many care less about that. They have concepts they want to play, toys they want to use, or “I’m just here to have fun.” It does not matter if the flamethrower is 20% less effective per point than the shotgun; they just want to watch the world burn. At an extreme, there are those who love the difficulty of execution, and they will intentiontally make suboptimal choices to prove they can succeed under those conditions.

High levels of difficulty tend to restrict the range of viable options. In easy fights, like solo MMO play, a silly concept build works just fine, and a perfectly optimized build just saves a little time. As difficulty increases, the number of viable builds narrows (given constant player skill). Difficulty gets tuned this way: playing at the highest difficulty, you may need great execution and a great strategy and an optimized build. If not, the highest difficulty could be made even harder.

The Queen’s Gauntlet in Guild Wars 2 was a good example. You could sleepwalk through most of the fights with an optimized mesmer, and I’m told that warriors were also strong. Other classes needed to struggle and adapt more. Stronger classes and builds could keep their usual skills and talents; some people needed to switch up weapons and abilities to beat some bosses. More skilled players could do more with less, but the DPS check (X hit points, Y seconds to defeat it) limited that.

You can also optimize fun and silly builds to make them viable at higher difficulties or use optimized builds for casual play to compensate for unoptimized playstyles (inexperienced, lazy, drunk, limited physical capabilities). One of the joys of character optimization in Dungeons and Dragons 3.5 was seeing experts take mechanically weak ideas and make them viable characters rather than burdens that needed to be carried by the rest of the party. “We swapped some feats on your whip-wielding halfling cleric, and if you take these spells, you should be back up to par.” The car looks the same on the outside, but because it is souped up under the hood, it handles better when conditions get rough.

: Zubon

[GW2] Double the Legendary, Double the Fun

Mrs. Ravious is now the proud owner of two legendaries. It definitely helped that the RNGhost in the Machine decided to give, ironically, Mrs. Ravious the Leaf of Kudzu precursor for the holidays. Her Christmas gift last year was the Leaf of Kudzu. This year it was put up on the auction block with the proceeds turning in to Dawn, the precursor for the legendary greatsword Sunrise.

Then for the holidays she farmed well… everything, and I led her through Ascalon Catacombs a dozen or so times. I now stand next to my wife like a filthy casual.

I kid. She hates that I don’t have a legendary, but I don’t know which legendary ArenaNet made to look good with necromancers. Wait, yes I do. None. They made none legendaries for the stepchild class of PvE. I guess if I want to be some anti-necromancer, bubble-gum angel holding-a-rainbow… necro like Noscoc I could do that. Continue reading [GW2] Double the Legendary, Double the Fun

[GW2] Where I PvP, Again

Before this I had played enough PvP in Guild Wars 2 to make it to a ways in to the Deer rank. This is very little, honestly, compared to the amount of WvW and PvE I have done. I was still okay with my necromancer, mostly in condition form, and I enjoyed watching PvP tournaments and streams on Twitch.

Then they changed things. No longer could I really hide in a server with 8-10 players on a team. Now they were getting pretty strict about PvP being a 5v5 ordeal. Being a 20%+ reason why your team lost is a lot more scary than being able to hide in a crowd.

What got me out of my shell was (1) the understanding that there are a lot of players hitting that PvP button a lot worse than I was, and (2) the Wintersday reward track being really good. So, I went in to PvP once again with a goal because, afterall, I had a carrot I had to chase. Continue reading [GW2] Where I PvP, Again

[GW2] Daily Change

GW2 has revamped dailies. I’m torn, to the extent that I still care about GW2. It makes it easier and less interesting to coast and not care, which is probably not a good thing; Ravious, any insight into how this affects play for someone emotionally invested?

GW2 now has daily login rewards. Okay. It’s not a horrible mechanic, even if it feels like a F2P gimmick. The implementation here is better than many because it does not demand that days be continuous. If you don’t log on for a week, your login rewards progress stays on track.

WvW and sPvP achievements are still more or less the same. They tried to sell that one, but no, rotating amongst the WvW objectives is not a new thing. The newish bit is asking you to win in sPvP as a particular class or two per day for a bonus chest.

PvE dailies are the big change. This seems like another step in the continuing march away from the pre-launch design philosophy, here away from “play however you like.” The picture on the link above is representative: daily achievements are now very specific, such as defeating a particular world boss, one of the gathering types in a quadrant of the map, or completing events in a particular zone. If population spreads over time, this may not be a bad design plan, because it channels players back together in the zone of the day, the way Zaishen dailies do/did in GW1. I have not seen how well that works; I have seen mass piles on a world boss, but I have not had the interest to complete 4 quests in whatever random zone was picked today. I am not part of the population being channeled there.

The channeling effect must be minimized by the range of dailies. In the linked example, players are simultaneously being channeled into three different zones and then another quadrant of the map. You get all the restrictive feeling of highly specific dailies while still spreading your players across a fair amount of the map. Maybe that’s better than spreading them across the whole map? It seems like a lot of design philosophy to give up for a small gain.

: Zubon

[GW2] Maguuma Wastes Review

Season 2 of Guild Wars 2 finally feels expansion-y enough to talk about in a way where I can review it beyond “this update is cool or bad”. It’s strong enough to see a trajectory in design by ArenaNet. The storytelling is different. The goals are different. And biggest and most noticeable of all, we have new zones. We have zones which feel as important as the core zones, excluding Southsun Cove. That is what I want to review. Continue reading [GW2] Maguuma Wastes Review

[GW2] Seeds of Nightmare

Back from disease and travel, Mrs. Ravious and I played through the Seeds of Truth update, which is the seventh episode for Season 2 of the Living World. In the usual Season 2 fashion (especially this second half) there is a story instance and then two action sequences. There will be spoilerosity as I want this post to focus on the story of the update. I’ll get to the other updates in the maps and what not later.

So to catch up, the story is now revolving how one of Glint’s dragon eggs can change the world. Except that Caithe, one of your buddies from the core game’s story, just up and stole it once you got it off the Zephyrite leader’s still warm corpse. That was the cliffhanger last episode, and now the Living World starts to tell us why. Or, at least the seeds of why. Continue reading [GW2] Seeds of Nightmare

Family Sickness Fun Time

Well, it sucks I’ve been out of touch. We’re on round two of sickness in our family. Now everybody is on antibiotics. Hopefully that’ll do it. I still game. Have to be bedridden not to, practically.

Shadow of Mordor

I sold my friend on the game this weekend with the help of another one. He was interested to begin with, but it became apparent how great the game was when neither me nor my another friend seemed to agree on the best way to play. He liked doing the whole ninja thing, which I found cowardly, and I liked using the zipline shadow strike where you basically use an orc’s head to hookshot wherever you need to go. My friend said it was a waste of two arrows.

I am nearing the end of the game. My bars of progress are getting fuller, but it has never felt grindy like Assassin’s Creed often does. Less is more Ubisoft. I don’t need 20 gorram sparklies per map unless they mean something.  Continue reading Family Sickness Fun Time

[GW2] Living on the Edge

How is gameplay in the Edge of the Mists these days? My experience was a distillation of the WvW experience to almost pure karma-training.

There are three zergs of random sizes, each capturing objectives in a spiral, with the occasional overlap or intersection that leads to a one-off fight. There is little to no incentive to defend beyond the free points of catching unaware opponents from behind. I have never seen anyone care about the reward for having the higest score, and I do not even know what it is.

GW2 players were asking for more permanent PvE zones. I do not know if the developers meant to create one in WvW or if that is just a statement on the GW2 playerbase. But hey, it’s been a while, so maybe things have changed since my last visit.

: Zubon