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[GW2] Just A Small Patch

It’s kind of a joke, with the 5000+ word patch notes, that Guild Wars 2 just received it’s small January update. It will pale in comparison to February and March. Is it a fraction of a campaign-size update season? I don’t know, but in my few hours last night the game felt a lot shinier.

I spent most of my time in Orr last night. Destroying the Orrian Balthazar went great, for once, and it was nice filling out my Obsidian Shards I need for Gift of Mastery. The Grenth priest event on the other hand was brutal. Polish was apparent across Orr. I heard a lot of players saying that given the changes they were planning on returning there instead of constantly running dungeons. I know the dungeons got a lot of updates as well, which hopefully will feel similar. Continue reading [GW2] Just A Small Patch

[GW2] Roundtable with GW2Hub and Massively

Continuing our Guild Wars 2 round tables, I chatted with Guild Wars 2 Hub’s Lewis B and Massively’s Elisabeth Cardy about something that’s been on my mind as I find myself spending more time in WvW. The balance of classes in WvW cannot be ignored. ArenaNet is talking about balancing area-of-effect (AoE) abilities, which some classes can do better than others. However, it also feels like there are two other abilities that have become critical to WvW, and unlike AoE abilities, these are class-based abilities. I’m talking about stealth (mesmer and thief) and Portal (only mesmer). What do you two think about these two very class-restricted abilities having such a great impact in WvW? Continue reading [GW2] Roundtable with GW2Hub and Massively

[GW2] Sunday Papers

On this lazy, rainy Sunday morning it’s nice to snuggle in with a good read. Have you checked out The Orrator? Long time MMO blogger, Steve “Slurms” Lichtsinn who has written and talked over at Multiplaying for some time has really found a genius node. I am really impressed because he really keeps on hitting really good faux-Tyrian articles that touch on current Guild Wars 2 memes and issues. I really like that he intersperses the articles with relevant ads. Definitely check it out.

If you are looking to get as creative as Slurms, there are now 5 ways to win 7 signed Collector’s Editions. I’ll just replug Syp’s contest since he is dutifully keeping tabs on the other MMO blog contests that pop up, and Guild Wars 2 Guru has 3 of them to give away too.

Also Borat kegbrawl. Is Happy Sunday, yes?

–Ravious

[GW2] Market Patterns

Even without the use of super helpful tools like GW2 Spidy, I am beginning to see plenty of patterns in the market. There is quite a distinction in trade and volume for the weekend as MMO weekend warriors have heavy impact on the market. There is plenty of money to be made by flipping items, and it really does require just a couple of minutes a day.

The surprising market, for me at least, is the money that can be made on intermediate crafting components.  Flipping raw materials is extremely difficult, and the final items seem to lose a lot of market value over their components. However, flipping the intermediate components like sword hilts or bow strings or sandal pieces is pretty profitable. Continue reading [GW2] Market Patterns

[GW2] Flame and Frost Preview

Each month ArenaNet has a nice web page detailing in easy-to-chew form what is to be expected from that month’s update. For the end of January, Guild Wars 2 is getting Flame and Frost: Prelude. The earth and sky are the enemy in this one, which have led to norn and charr refugees streaming in from Wayfarer Foothills and Diessa Plateau. With that in mind, the concept art wallpaper for this update looked like norn refugees. I am not sure where people got Cantha, although having a horse in Guild Wars 2 concept art is a tad interesting. No mounts anyway, says ArenaNet as they chalk up the errant horse to “art”. Continue reading [GW2] Flame and Frost Preview

Further Match-3: Tower of Elements

Following up on Sunday’s post, our old friends at Frogdice wanted to mention that they also have a fantasy-themed match-3 game called Tower of Elements. It is a tower defense game, a genre of which I am a fan.

I have played the demo but am not tempting myself with a new tower defense game just before a conference. I’m not sure how well it clicks in the first ten levels. It’s match-3 gameplay. I’d look at how that varies in the late game, but after you beat the tutorial you don’t get the option of seeing anything except the credits, so I can’t see what I’m missing by not buying. You need to match tiles in the right row to attack the enemy, which is rather particular for small monsters like rats. It seemed to go well with the strategy of “spam matches at the bottom of the tower, and other matches up top will just happen.” Vertical matches were more useful for covering ground, but I imagine the later levels have enemies who need many hits and who might care about what element you use to attack.

Tile drops happen instantly, and I never realized how satisfying it was to have the next row of tiles fall into place until I did not have it. You know that moment when you get a big chain and tiles just keep falling into place? Thunk, next, thunk, next, thunk. Of course, you might really hate that if you were waiting on the chain to get your next fireball going. Instead, you get huge waves of those fireballs when you do set off a big chain, which is satisfying in a different way. Either the demo is rigged or it is really easy to get chains with five tile colors.

“Click on the gold in the next few seconds or you lose your treasure” is a game mechanic pet peeve of mine, but the items you could buy with gold seemed unimportant when you could spam walls of fireballs. I never used an item outside the tutorial, but they are one of the mechanics to deal with “there’s a rat on the bottom row and I don’t have 3 to match down there.”

The art and sound are not carrying much of the weight. It is not adding much or causing a distraction. It is not appealing to nostalgia with pixelated art, which I appreciate considering how many small publishers are doing that lately.

Frogdice also wanted to offer a 50% off code: CFXR000QV

: ZUbon

Quick Review: 10,000,000

link

A variation on the Bejeweled “match 3” formula, you are gradually escaping from a dungeon. It plays a bit like Warriors End, although you are plowing through monsters rather than fighting one opponent. You also collect crafting materials to upgrade. Graphics and music fit the 8-bit standard so popular as “retro” at the moment.

This could be amusing on a mobile platform, but it does not offer a lot if you sit down to play for a block of time. Like Bejeweled, once you understand how the system and its few specials work, you have mastered the game. There is not much Raph Koster fun here, but it is a small variation on a comfortingly (or stultifyingly) familiar formula. Running the dungeon would pass a bus ride nicely, but it will not satisfy an itch for deeper play.

I found myself disappointed by the treadmill nature of the upgrades. You know this formula from MMOs: enemy hit points rise at least as quickly as your weapon damage, so your numbers increase but you do not become more powerful. Many flash games with similar upgrade systems make the improvements still feel meaningful by sending you through the weak enemies before getting to the big ones; that can feel boringly repetitious, but you really do notice when your Super Upgraded Sword clears ten enemies in less than a second and you zip through, rather than starting somewhere level-appropriate so every monster still takes the same amount of time despite your thousands of gold pieces spent at the blacksmith.

On sale at Steam for a couple of days as I post this. A full playthrough has a few hours of content; going for all the achievements will take longer, especially since there are two for low level runs. With the game’s upgrade and score systems, I’m pretty sure you can get those two by upgrading slowly, carefully keeping your score low, then sprinting for 10,000,000 all at once (and start over completely if you get a good but not perfect score that ends the “low level” part).

: Zubon

One Nash Equilibrium

  1. The business cannot expect customer loyalty. Get as much out of him/her as you can while you can.
  2. The customer sees the business trying to exploit him/her as much as possible as quickly as possible. The customer feels no loyalty.
  3. Go to 1.

Charities can operate much the same way: past donors are likely future donors, but someone who is “thinking about donating” will probably still be thinking about it a year from now. Keep returning to that well.

As a blood donor, I am troubled.

: Zubon

[GW2] The Daily Grind

I have plenty of goals in Guild Wars 2. Their importance is like some weird slurry of where the wants and pressure change the densities of each goal. Right now I really want a permanent trader contract, as unfeasible as it is, but I am working towards it mostly by playing the market. I can easily create my Ascended back piece now since I finally got some pink goo, but that would cost 5-10% of the amount of the trader contract. I also need to kill Zhaitan, finish the Vigil banner, get another character to chef mastery, finish 4 more crafting professions, etc. I have no doubt I will not even come close to a permanent trader contract before another batch of particles floats to the top of my chaotic slurry.

There is one thing I do almost every day regardless of my goals: the daily achievement. Usually I play how I want to, and then nearing the end of my gaming time I shift gears to efficiently complete the daily. This usually means tracking down another 2-3 events and 6-8 more enemy types. Psychochild comments that, at least with regard to events, it does not bode well how quickly I have turned the system in to a grind. I’ve thought a lot about his comments especially with the daily achievement in mind. Continue reading [GW2] The Daily Grind