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[GW2] One Shot

Maybe it’s a matter of scaling, but the GW2 tutorials (and several early events) have the horrible design of including bosses with AE one-shot abilities. The boss spawns, activates an attack you’ve never seen before, and 15 people are on the ground. This is not a fun introduction to the game.

Maybe they’re trying to introduce everyone to the “downed” mechanics during the tutorial. You struggle with that while the people who were not in the AE finish the tutorial event. Congratulations on your victory, hero!

Don’t assume someone five minutes into the game will recognize what is about to happen.

: Zubon

[Eve] Shooting Blues

My lack of Eve updates should not be confused with a lack of gameplay or a waning of interest in New Eden…   Rather, INQ joining Surely You’re Joking [HAHA], one of the top wormhole alliances in the game, has created a serious obstacle to my ability to discuss the goings on in Eve due to the saturation of operational secrecy and security concerns related to just about everything we do.

…and boy do I have stories…  I would tell you them, but then I’d have to kill you.  

Continue reading [Eve] Shooting Blues

[GW2] Tales of BWE3

I came back from a long internet-less vacation on Saturday night. Exhausted from driving for 9 hours, I still had the will and energy to play a bit of the final hours of the Guild Wars 2 beta weekend event 3. Like Zubon, I knew going in to this beta weekend that for pre-release play, I was satiated until launch. Yet, it was still fun to get in there and play, even if temporarily.

Metrica Province

I decided to try an asura guardian in order to get a sense of the asura. I was actually a little unprepared for how my vision of their advancement over 250 years did not align with ArenaNet’s. Instead of the sterilized environment of Science, I was expecting, the asuran region still maintained a lot of organic depth. Sure, it was no palette of nature that the sylvari hold reign over, but it was clear that within the Eternal Alchemy, the asura feel intertwined with their environment. Continue reading [GW2] Tales of BWE3

Quick review: QUBE

If you liked Portal’s gameplay, you will like QUBE’s at least 75% as much. The developer video included with Portal 2 explains their original plan: no portals, no Chell, no GLaDOS. QUBE is that, also with no story. What QUBE does have is about 4 hours of puzzles in an environment that feels a bit like running through Aperture Science.

QUBE stands for Quick Understanding of Block Extrusion. The first puzzles relate to colored blocks that do different things. Later puzzles start rotating rooms, using light and magnets, and letting you decide which color boxes should be.

The puzzles are not enormously difficult. Most of the time, once you understand what the tools in a room do, the solution is intuitively obvious. The more interesting puzzles come at the end of a sector, when you get complex interactions instead of new tools.

It can be glitchy. I had boxes teleport, spring away, and disappear entirely. One point requires precision platforming in the dark. About 90% worked as intended for me, and the rest eventually worked.

There is no story and only hints of a setting. There are no words. If you loved Portal for the humor and tone, this will not do anything for you. It just has puzzles in a 3D environment.

: Zubon

[GW2] Mounting the Learning Curve

Guild Wars 2 has special mechanics for its classes. I have no idea how they work and have no idea where in-game would explain it. I assume the wiki has some information. I also assume that there will be more information available somewhere, sometime, but that it felt suboptimal to implement that while major changes to those mechanics are underway.

I tried two new classes for the last BWE, Mesmer and Thief. I knew that Mesmer abilities revolved around clones and confusion. Okay, first fight, I have just my basic attack, here we go. Bam, bam, why is there a clone of my by the enemy? There’s another one. Oh, they’re gone. Trying that out of a few fights, my basic power was flipping between three different versions faster than I could read the text on what it was doing. Oh, so those little lights indicate how many clones I have out. I’m not entirely sure what the clones do beyond what it says (use one attack).

The Thief comes with a Steal ability, which picks up an ability from the target. That will involve learning some icons to make full use of it. Thieves stole the GW1 Assassins’ shadowstep, and they have Initiative dots. Initiative is … I don’t know. It looks like an energy system of sorts, because I at one point did not have enough initiative to throw a dagger. Skimming the forums, it looks like they’re mid-revamp (or maybe just balancing heavily), so it seems unprofitable to learn much now. Having played only a few levels, it only mattered once, and it mattered by stopping me from doing what I was doing. I presume it matters more later.

Part of a GW2 training area will need to be an explanation of what your class mechanics are doing. Maybe that comes later in life. I was only getting to Engineer kits on the first character I tried, and the Elementalist’s element swapping is intuitive once you notice the icons. I haven’t even looked at half the classes, so I may have quite a bit to muddle through. I can see level 20 players in groups saying, “Is that what that does?” for the next two years.

: Zubon

[GW2] Pre-release Cash Shop

Guild Wars 2 has been testing the gem (cash) shop in each of the BWEs. In this final BWE, they are doing it for real: you really buy gems, which you can use this weekend and then they will be reset for release. I find this an interesting economic model, and not necessarily a bad plan on their part, but I’m only as far as thinking, “…interesting.”

If you’re going to pre-sell the game, why not pre-sell the bonus toys, too?

: Zubon

Character slots seem to be $10 each, but I’m not sure where folks got the quote of 800 gems/slot. The game launches with 5 races, 8 classes, and 5 character slots (across all servers, characters are not server-bound except for WvW purposes).

Experimentation

As near as I can tell, this summer’s Steam sale is less about making money and more about economic experiments. Sure, the revenue is nice, but the long-term value to Valve will come from seeing how people react and buy. There are flash sales, community choice, today’s deals, pack deals, and a few other ways to see sales. They vary in discount, placement, and duration, but you’ll see the same sales appearing multiple times in multiple places. Missed that flash sale? No problem, it’s tomorrow’s daily deal, and you’ll get a chance to vote to bring it back in a few days.

It is a real time experiment in marketing with millions of people paying to participate.

: Zubon

[DayZ] Why Is This Fun?

There is no point to DayZ.  

There are no objectives.   You can’t win, nor progress, nor develop any significant power advantage over the environment, PvE, or other players.   You invest hours on end only to lose it all in the blink of an eye.  

All you can do is try to survive. 

You never thrive in DayZ.   You are always one meal away from death. Around every bend in the road, in every building,  every step you take brings you closer to your eventual demise.   You will die.  There is no survival.

Why then do I find myself on the tail end of a ten-hour DayZ marathon, wishing I could skip sleep and work and log in for another ten?

~Cyndre