.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

[GW2] Grinding WvW

I have 4 achievements left to get for the first season of WvW before I get that shiny key of who-knows-what. So far it has been generally easy. Jumping puzzles, a mad karma train with Blackgate, and the usual killings have led to a lot of play and the achievements.

Now I’m onto 3 more easy ones that require a tad more focus to complete. I went about halfway through Ruins achievement just with “normal” play. Repairs too… got about halfway, but I admit I did focus a little when I saw a damaged gate or wall. Finally supply camps too got about halfway in normal Tier 1 play. I will probably finish all three before the week is out.

My final achievement is the one that worries me a bit. I basically have three options: 225 yaks, 225 sentry point captures, or 50 WvW ranks. Now I read and read on how I should be able to complete 50 WvW ranks in a mere weekend. Yet, here I am with most of the WvW season’s achievements under my belt, and I’ve only achieved 20 ranks. I just don’t seem to be getting them that fast, and to me it doesn’t feel like a “sure thing”. Continue reading [GW2] Grinding WvW

[GW2] Chamber of Nightmares Thanks and Bug Report

Logan Thackeray is one of the potential end boss fights in the Chamber of Nightmares mini-dungeon. This single factor may make this one of the most popular updates in GW2 history. In my guild, Logan’s popularity polls around that of Rurik, so the chance to kill him is celebrated.

Logan is, however, a decent opponent, rather than being completely useless, and I do not recall him whining at all. This makes it entirely too obvious that it is a hallucination.

: Zubon

MMO Accounting

You know how I love real world applications of game principles and applying game principles to real world analysis. Today’s news provides a good one: healthcare.gov enrollment numbers were reported. While I fear mentioning politics, visible cartoon exclamation points appeared over my head when I saw the US government copying an F2P game press releases in announcing how many people signed up at the website but refusing to mention how many of them are actually paying customers.

: Zubon

The comments are not a forum for arguing for or against policies, but feel free to discuss PR, the presentation of data, game business models, or the prospect of time-traveling pandas.

[GW2] A Taste of the Poison Paradise

Last night facing The Nightmares Within update was rough. At first I gleefully skipped in to the toxic tower with Mrs. Ravious, the inside of which is a mini-zone akin to the Queen’s Pavilion. I crossed the threshold from the safe area and “wham” I was dropped like a sack of flour. Now wait a minute, I’m a celestial/berserker well necro… I don’t die easily. Yet there I was facing floor.

Guild Wars 1 players of yore have been comparing the inside of dark tower in Kessex Hills to open world versions of the famed Underworld and Fissure of Woe instances. They are tough. There are loads of elite enemies with all sorts of condition hate. There are mines that can kill any ‘zerk in a single hit. There are twists and turns, and there’s an environmental poison to make sure players don’t hole up. It is a nightmare.

My knee jerk reaction was frustration. It felt like a zerg was necessary for playing the content. However, this puzzle of a zone was simply too complex for a zerg used to such challenges as Scarlet’s Invasions or the graveyard run of Queen’s Pavilion. Nope, there were dead bodies everywhere. Once in a while I would get lucky with a zerg that had enough force and self-awareness (rez’ing) to bash through easily. Still, it was a challenge. Continue reading [GW2] A Taste of the Poison Paradise

[GW2] Crowd Control in the Tower of Nightmares

The interior of the Tower of Nightmares has periodic group events. These collect players into groups, which is necessary because trying to run through solo is nigh unto suicide.

There is a group event at the entrance. This groups up people like in the tutorial. The event ends, and a small zerg descends upon the maze. Halfway through, a champion awaits, and dispersed players unite to defeat it. Thus gathered, they proceed to the second section, now able to safely proceed as a group rather than dying in a thin line. And so on.

This is good design. It organically groups people without their even noticing it’s happening. It promotes and rewards doing the right thing to succeed.

: Zubon

We led a guild group through the tower a few times to help people unlock the travel points. I had a chant of “If you run ahead, you will die alone. Don’t stop to rez those people or you will die too.” We would built up a large enough group behind us to stop and rez the people who still charged ahead into the mass of death.

Exit and Voice

A principle sometimes used to contrast economics and politics is that exit is more powerful than voice. That is, the capacity to take your business elsewhere has a stronger influence on most companies than asking them to change things. This is contrasted with politics because your exit options are smaller in political situations: you might leave your town, but things need to get pretty dire before you leave your country. (It is a related truism that you can quickly judge the freedom and prosperity of a society by which way the border guards face. No one was trying to sneak into East Germany.)

Gamers treasure voice. I mean, here we are on an online gaming blog, so we talk at length about what we like and would prefer. The advantage of voice is that you can send a more precise message. “I think it was a bad idea to add the Living World PvE content to the WvW zones. Please remove it.” Exit is a blunt weapon: you leave, and the company can draw its own conclusions. Of course, the discerning company is going to draw its own conclusions anyway, because what people say and what they do often differ (another major economic principle).
Continue reading Exit and Voice

[SC2] Verbally Raised Stakes

The cut scenes in StarCraft 2: Heart of the Swarm reminded me of Borderlands 2, and more particularly Yahtzee’s review of it. Every boss is a more powerful threat than you’ve ever faced. I apparently broke into the three most heavily defended locations in Dominion space and fought at least three beings who were more unimaginably powerful and/or cunning than any opponent I had ever faced. Of course, all the fights were easy, and almost all the bosses died in cut scenes. But hey, all the other cut scenes talk about how Kerrigan is now more powerful than the Queen of Blades ever was, than has even been witnessed, etc.

: Zubon

In the United States, every presidential campaign is The Most Important Election Of Our Lives.

[SC2] F2

I am playing StarCraft 2: Heart of the Swarm, and its user interface has the zerg-iest thing ever: F2 to select all combat units. When you get that button, the game gives you about 100 zerglings and tells you to have fun storming the castle. This is a horrible thing to teach players to use in a game that rewards skilled micromanagement of attack units, but it works just fine in normal difficulty of the campaign, and nothing is more zerg than just taking every unit on the map and throwing it at the enemy in a massive rush.

RP via interface: love it.

: Zubon