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[GW2] WvW Season One Achievements – By the Numbers

I play on a losing server, and I am at 14/15 less than two weeks into Season One, so the meta-achievement is pretty clearly doable. Not all the achievements are reasonable doable for all the servers, but I would guess most for most. The popularity of the Eternal Battlegrounds can be a barrier: players in some servers have long queues, servers without queues may not have much chance to take Stonemist Castle during hours you play (depending on opponents, say opponents who have a queue and are therefore at max pop in EB at most times).

When guildmates talk about the achievements, the main question is “225?!” You need to be either a regular WvWer or have big binges or both to get some of these. Pondering them, the numbers are individually reasonable, but then they are multiplied and added together in a way that makes the whole daunting. Some of us can knock it out in a week or two; others are too put off to bother even when they would certainly get it over 7 weeks.
Continue reading [GW2] WvW Season One Achievements – By the Numbers

[GW2] Reducing PvP in WvW

Judging decisions based on their foreseeable consequences, I presume the intent of the WvW seasons is to discourage players from fighting each other in WvW. The structure is stacked to reward players for fighting NPCs and creates punitive disincentives for fighting other players.

Of the 19 achievements, you get 2 from killing other players, one of which is set trivially low as a freebie. All the others are more efficiently achieved by avoiding players: play during the off-hours, ninja supply camps, but avoid fights because those will slow you down except for the couple of achievements you are certainly going to get just from the PvP fights you cannot avoid. There are no rewards for defending and 1 for repairing, which again is a one week (or one long night) achievement.

More so, you are trained to avoid other players because of the crushing population differences. When you have the “outnumbered” buff in your own borderlands, you can work out your odds of fighting the enemy head-on. After pre-season transfers, our server has one of the lowest WvW populations in the league, so we are continuously outnumbered even after concentrating our WvW forces on one map. It took less than a week for most of our WvWers to adapt and most of our PvEers to just give up on WvW, further exacerbating the downward spiral in WvW population. They have not given up on WvW entirely, but they should be able to get the meta-achievement around the halfway point of the season, and our Saturday morning “EB zerg” was already 9 players by the time I logged off. On the plus side, the remaining people we have are getting really good at siege placement while the big teams are getting sloppy.

To strengthen my previous whining, if the goal is to turn WvW into PvE, where small teams are trying to fight undefended towers and large teams are just hoping to find the small teams, pitting the #7 team against the #15 team is a great plan. This is also great for gaining WvW ranks and achievements, because you have a constant stream of mostly undefended towers and camps flipping.

As someone who thinks of himself as primarily a PvE player, this should be an unmitigated win for me, but it presently feels more like one part of the game has just been ruined.

: Zubon

Again, the picture will differ where the weight range is smaller.

Hearthstone Beta Thoughts

I just got in to the Heartstone beta. Hearthstone is the computer-aided, online TCG or CCG, whichever suits you best, created by a small-squad Blizzard team. I was interested mainly because the UI grabbed me, and I like playing Duels of the Planeswalkers, which is the Magic the Gathering video game series. I am a long time CCG fan, and I frequently play Magic the Gathering with my gaming group.

A Lighter Faire

This is a light-hearted CCG. I remember picking up Pokemon a long time ago back when I did not fully understand the intricacies of Magic (like the stack, which is f’in critical to understand).  Pokemon is still pretty complex compared to Hearthstone, and that is part of Hearthstone’s charm. Continue reading Hearthstone Beta Thoughts

Weight Classes

Last week’s comments on the NA Silver League explained the problem of server mismatch rather briefly. Let’s explore that at some length using boxing weight classes as a metaphor. TLDR: the week’s WvW matchup is only competitive if at least two servers are in the same weight class with no one from a higher weight class, so most weeks will not have competitive matchups for most servers. Continue reading Weight Classes

[GW2] Me and Bobby McGee

“Freedom’s just another word for nothing left to lose.”

The realization that our server has no chance to win the NA Silver league and few chances for even winning a week is remarkably freeing. Doing well, playing competitively, winning? These are not reasonable goals and can be laid aside. The only sense in which those ideas matter is at the individual fight level, and even then only until the zerg arrives to swat the gnats.

This is like the PvE situation, where (no matter what the personal story says) you have no hope of changing the world or reclaiming Orr. All that matters is what you do during the minutes you are logged on, which will be wiped away immediately afterwards except for a few motes of character advancement. We take it one supply camp at a time and live in the moment, because the larger situation is entirely beyond our control or even ability to meaningfully influence.

“It’s only after we’ve lost everything that we’re free to do anything.”

Also, we can expect to have the Outnumbered buff a lot, so all we risk is time and the silver pieces we spent on siege equipment.

: Zubon

At least that’s the theory. So far, I’m still really annoyed by bad play, being vastly outnumbered, and both servers attack us instead of having both of us attack the leading server.

[GW2] Server Transfer Wars

Looking ahead to WvW season one, my server of IoJ is going to be in silver league, getting absolutely crushed every week with no chance at all. Our larger WvW guilds transferred away, but that is not factored into what league we will be in. The running debate is whether we will be in last place or next-to-last, which will probably be determined by whether the last few WvW guilds leave. I don’t see anyone transferring TO the bottom servers in each league. As is said of the server competing with us for last place:

They need much more firepower to compete in this league, and being at the bottom of Silver League makes it unlikely their PvE players will be very interested in stepping their toes into WvW.

This is probably true in all leagues, so a system designed to encourage WvW will probably discourage ot in about 1/3 of the servers. And not necessarily the least populated servers: IoJ still has plenty of bodies, but the ones that spent their time primarily in WvW mostly just left, so you get a downward spiral as fewer people find it worthwhile/fun to visit the Mists.

I am not sure how I would design server vs. server competition with the possibility of server transfers without encouraging this sort of thing, but it seems immensely corrosive. I’m deciding whether I want to be the last rat on a sinking ship.

Updating with a golden quote from that thread I linked: “I figured I would start the discussion of what this crapfest of a league will look like. I honestly feel bad for the other servers in Silver league” There will be a few competitive servers and 6-7 victim servers.

: Zubon

[GW2] Return of the Mad King’s Memories

Guild Wars 2 is experiencing the first nostalgic event. After the game’s launch just before September ’12, Shadow of the Mad King was the first big update that happened in October ’12. Of course, that update already had strong roots and expectations from Guild Wars 1, where the Halloween festival was considered one of the best. The Shadow of the Mad King was a great hit, and before the launch of Blood and Madness, people were getting excited about the return of the Halloween festival.

It is even more notable because this is the first update where ArenaNet had built up their foundation so as to push resources towards the other updates such as the previous Twilight Assault or whatever is coming next (possibly even some skunkworks). This isn’t totally true since The Secret of Southsun and Last Stand at Southsun both built on The Lost Shores, but in that case ArenaNet was not really building on a fan favorite. I’m not sure anybody knows what to do with Southsun Cove, but if it got dev resources I would love for it to become the preeminent champion farming zone. Continue reading [GW2] Return of the Mad King’s Memories

[GW2] Creep Count Crowdsource

Readers, many of you play Guild Wars 2, so I come to you with the question: in what ways have exotic-rarity items become easier to acquire since launch? The ones that immediately come to mind for me are:

  • exotic drops added to more drop tables
  • guaranteed rare or better drops from some classes of events
  • increased champion and boss rewards
  • increased karma rewards, particulalry from daily/monthly achievements
  • increased WvW badge rewards, particularly from achievement chests
  • anything that increases rare-rarity items, because you salvage them for materials to craft exotics
  • anything that increases ascended-rarity items, because that frees your resources to pursue exotics

Others? In the vaguely ongoing debate about the perceived need for ascended-rarity items, I noted the argument “exotics are too easy to get.” One of the things that struck me after my return to Guild Wars 2 was that I had multiple level 80 characters fully outfitted in exotics about as quickly as taking them to a tailor to be fitted. I was tempted to say that ascended items only became “necessary” because the difficulty of acquiring exotics had been lowered so much, but that is the wrong order of events. I left town as ascended items were introduced, and fully outfitting characters in exotics was not exactly trivial at that time. I imagine the following dialogue:

Dev: We need ascended items because becoming fully geared in exotics is far faster and easier than we had intended.
Player: It’s not all that quick or easy.
Dev: Really? Give me a minute here. [UPDATE] Okay, now getting exotics is far faster and easier than we had intended, so we need the ascended items.

: Zubon

[TSW] The Secret Waypoint

I am sure this is painfully obvious to most players of The Secret World, but it was a new and refreshing mechanic for me. Basically there is a “waypoint” system in The Secret World, but it doesn’t seem like it was really intended to be used that way.

To do so when out of combat type /reset in the console. This will kill you. Then choose the location you want to resurrect to from the map. Like most fast-travel systems you can only go to locations you’ve found. Anyway, at the resurrection point, hit your action button, and choose to resurrect there. This will eat up 10 durability per item, I think, which in a way isn’t much different than paying a waypoint or fast-travel cost in any other MMO. This has saved me so much marathon running along roads or through the much-hated Ak’hab buggies. Continue reading [TSW] The Secret Waypoint

Dungeons, Dragons, and Dagons

I’ve been enjoying the lessened impact of the Guild Wars 2 dungeon week by spreading more game time around. I dipped my toes a little bit back in to Lord of the Rings Online, played through a God of War game, and tromped through Magic’s Duels of the Planeswalkers 2014. Those have been my small bites surrounded by three following larger courses.

Dungeons (13th Age)

One of my non-MMO passions is table-top roleplaying (e.g., Dungeons and Dragons). My gaming group has gotten a bit lazy on the GM end, so we’ve been defaulting to Magic: the Gathering many nights, but we’re mostly a roleplaying group. I was the last active GM, and I learned a new system FATE to run Spirit of the Century with a vast helping of magic (more in the vein of World of Darkness). The campaign is pulp action set in 1933. Continue reading Dungeons, Dragons, and Dagons