Alright, maybe Virtual Realms were the unannounced feature of 5.4. Or the tutorial zone, aka Proving Grounds. But, no, probably Virtual Realms:
New Feature: Virtual Realms
- Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
- Players belonging to the same Virtual Realm will have a (#) symbol next to their name.
I guess they finally solved that otherwise insurmountable naming problem, amirite?
Anyway, there are two (other) reasons this announcement is the height of cynicism:
1) Server Merges by any other name.
I get it, you get it, we all get it. Actually saying “server merges” is a sign of the apocalypse and bad PR besides. Grouping several low-pop servers together “virtually” is putting lipstick on the pig of 1.3+ million subscriber losses in the last quarter. At some point though, it’s just sad. You aren’t fooling anyone with that ridiculous comb-over. Just shave your head and get it over with.
2) Aren’t you glad you just spent $12.50+ server transferring?
I read the comments on my earlier post, regarding how things “usually go on sale before they are obsoleted.” For as jaded and dour as I can be under normal circumstances, I generally have some minimum level of faith in humanity. Obvious displays of naked greed are actions that can still genuinely surprise me, even if I distrust the “altruism” of corporations as a rule.
But, Jesus Christ, did Blizzard just take a huge shit on their playerbase.
There was a running joke in the PlanetSide 2 community regarding something similar: Item of the Day. Usually, the deals are 50% off the Station Cash (i.e. RMT) price of some garbage item or another, including items that are way cheaper to purchase with Certs. Every now and then though, some recently-released gun or something will pop up, prompting a lot of sales. People always joked that whenever something good snuck its way into the rotation, that meant it was getting nerfed by next week. And the shitty thing? It usually did.
The assumption got so pervasive and accurate that Higby, one of the PlanetSide 2 devs, actually stepped in and rolled back a planned nerf to one of the vehicle weapons that had just went on sale. He assured the community that these sales are planned out 30 days in advance, that the sale/nerf cycle was just coincidence, but who can you really believe when it comes to capitalistic incentives?
That question is not so rhetorical anymore. It was not an accident that Blizzard put server transfers on sale for the first time in their 8+ year history a mere week before announcing (free) server merges. Maybe they see some distinction insofar as players can choose where they go versus leaving it up to random chance. It’s still absolute bullshit though, because how many people would have bought a server transfer if the sale was this week, or next week? QED.
I mean, this is a new low that even EA hasn’t achieved, not for lack of trying.
After talking about this F2P title on and off for the most of last year, I decided it was about time to put my conjecture where my mouth is. Err… hands? You know what I mean.
After quite literally dusting off my PlayStation 3, I started the process of downloading the 1.3gb game. To kill some time, I started playing Journey while downloading Dust 514 in the background. I didn’t make it more than five minutes before stopping Journey and doing some research as to how I could take screenshots on the PS3 because damn. An hour later, I stopped looking at $150 video capture cards and finished installing Dust 514. Ten minutes later, I begin updating the game. Forty-five minutes later, Dust 514 finishes downloading and installing a patch larger (!?) than the entire original download.
Now, if it has not already been clear from historical record, let it be noted that I am not much of a console gamer. This was not always the case. In fact, all the way up until the end of the PS2 era, I was a console purist. With the notable exception of Balder’s Gate and the original Deus Ex, I felt like PC RPGs were cheap imitations of the holy JRPG (i.e. Squaresoft), which could do no wrong. In my prior life as a freelance RPG reviewer, I have 60+ “published” RPG reviews attesting to that fact; I even gave Planescape: Torment a below-average score because the combat system was bad.
I’m bringing this up to illustrate the fact that this entire console generation has left me behind until now. Or, rather, I left it behind. Although I was in college during the Halo heyday and thus have experience playing its first three iterations many times in the fraternity house, I never personally owned an XBox. Ergo, my skill at thumbstick shooters is abysmal. Give me a mouse and keyboard and I will shoot your aim-assisted face off any day. Ask my thumbs to do more than spam the Spacebar though, and I’ll have some rehabilitation issues.
Enough preface, let’s dive in.
God damn this game is ugly. This seriously looks like I’m watching a 480p Youtube video of someone playing Turok: Dinosaur Hunter. Yes, the Nintendo 64 version. Don’t get me wrong, it looks better than Darkfall, but it also looks like it was drawn entirely in watercolors on a soggy canvas. Or I’m looking at it through goggles filled with river water. My first red flag should have been the 1.3gb download, I suppose, although Skyrim was Skyrim with just 5.8gb. Then again, that was on the PC…
I made Azuriel Inanage a Gallente something something race, a decision based entirely on the look of the face mask. In my defense, the entire race decision seemed somewhat pointless considering everyone is in armor all the time, mercenaries can fight for any race, and you can train every race’s gear. I sat through several tutorial screens which showed me around the basic lobby interface, with its amusing “Would you like to learn more?” Starship Trooper prompts. They start out giving you 500,000 Skill Points and 250,000 ISK and then… basically drops you off at the pool.
Now, I still struggle with the judgment as to whether a game developer deserves a pass for this sort of design. Is it the noble “sink or swim” attitude, or is it “crunch time, we’ll fix it in a patch later” lazyness? I’m personally willing to muddle my way through a considerable amount of bullshit in search for that one kernel of fun, but that’s mainly because I’m a masochist at a minimum it becomes easy blog content. And I am not even really saying that Dust 514′s Skill/etc system is hard. It’s just… opaque. 100% function, 0% form.
You basically cannot spend Skill Points until you pay ISK for a Skill book that unlocks that specific Skill. So to start, I needed to purchase Skill X for Y ISK and then spend Z SP to unlock Rank 1. Some of the skills are “empty,” in that their sole function seems to be to sink ISK/SP by forcing you to rank up just for the privilege to access other skills. Others are more functional, like increasing shields by 2% per rank. The system seems to promote unlocking as many Rank 1-2 skills as possible (these ranks only cost 18k-36k SP), but you are gated pretty hard by ISK, at least at first.
So let’s go get some ISK.
It is worth noting, before I get into the outcome of my first few matches, how this game works. You start out with a few different loadouts with basic gear that you can always equip no matter what. Every other thing in the game, from weapons to side-arms to grenades to the very dropsuit you wear is a consumable resource. Meaning, each time you die and respawn, you lose everything you were wearing. Did you just buy some uber-gun but get ambushed at the spawn point? It’s gone now.
I suppose this is designed to evoke a feeling of risk and gravity as a counter-point to the more standard suicidal FPS inclinations. I wouldn’t say that I am completely risk-adverse per se, but I absolutely hate the feeling that I would have been better off not playing at all. Losing WoW Arena games back when hitting 1800 represented a huge leap in combat effectiveness, for example, felt brutal; there was no worse feeling than starting at 1780 Rating and then losing six games in a row. Dust 514 evokes that same feeling, as not only can you lose a bunch of purchased gear right away, but that gear also represents ISK you could have spent buying Skill books instead.
As it turns out though, those ISK concerns may be moot.
My first match was pretty bad, entirely due to my aiming like… well, like I was holding a gun using just my thumbs. It was a “Skirmish” map, which breaks down as a pretty standard cap and control game. At the end of the match, it turns out I received ~150,000 ISK for losing. Based on my experience thus far, the payout seems to be mainly based on time spent; the difference between a win and a loss seems to be around 50k ISK. Also, you can end up receiving “salvage” in the form of guns/equipment. I am still technically in the “battle academy,” aka the kiddie pool, but I would be surprised if you end up earning less out in the game proper.
Given how much ISK you get either way, any consumable equipment concerns are severely diminished. Even a top-tier assault rifle only costs ~11,000 ISK. There was not a full match in which I died more than 8 times, so I would still have turned a profit despite losing all those guns. Plus, presumably a better weapon would mean dying less in the first place. The value of a whole suit loadout is probably more substantial, but quibbling over the 700 ISK mid-tier guns suddenly seems silly. If this is the paradigm though, why bother with all the ISK nonsense to begin with?
Ah, right. Free-to-play.
Instead of purchasing items individually, you can buy blueprints which give you an infinite supply of them. These blueprints, assuming they don’t drop as salvage, can only be bought via Aurum, the RMT currency. Now, Dust 514 is probably cheaper in the scheme of things compared to, I don’t know, Planetside 2. But in this particular case, the game mechanics themselves feel a bit more insidious. Granted, it could just be my bias showing through, especially given how Dust 514 lets you preview the weapons or effectively “buy them” for significantly less than the Planetside 2 equivalent.
Honestly, I just don’t like consumable anything, even if I have more than I would ever need. I’m the guy still hesitating to use the stockpile of Elixirs while fighting the final boss. It makes no rational sense, but there it is. Ergo, I’m leery of CCP having my number, so to speak, when it comes to these blueprints. I’m not actually going to buy any, but I will feel bad all the same.
Anyway, those are my Day 1 impressions of Dust 514. Like always, I will stick with the game for a bit longer just to ensure that I give it as fair a time as is possible under the circumstances.
So, it has been almost 6 months since I started playing PlanetSide 2. Am I still having fun?
Short answer: Yes.
Long answer: …yes.
Aside from a brief 1-2 week experiment with Outfits (aka guilds), I continue to have fun despite playing solo. While many of the problems I outlined in my prior article are true regarding organized PvP, they are perhaps a tiny bit less true now. Anti-Aircraft units have not been nerfed, but I am a bit more cognizant of of where they might be and thus avoid them. Or perhaps, given the server mergers, there may simply less people playing.
The biggest “problem” I consistently have with PlanetSide 2 are its break points.
Have you ever sat down at an MMO (or any game) and find yourself easily able to play for 2, 3, 4 hours at a time? That sort of thing doesn’t happen by accident; it’s part of a game’s intentional design. In PlanetSide, I occasionally sit down prepared for a long night of gaming… and then log off after 30 minutes. Finding a compelling fight isn’t necessarily the problem: the problem is finding the next one.
Momentum can stall. Spawning at a Sunderer and throwing yourself into the meat-grinder attack of a base feels awesome. And then you win. Err… what now? Sometimes the attacking force splits up. Sometimes you stay together as a cohesive unit, only to find that the next base you find is empty. It can take 8+ minutes to cap even an empty base. That is eight literal you-only-have-41 million minutes of your life, staring at the wall.
Part of why I stick with this game though is because of how much communication and iteration there is between the devs and the community. There are major game updates roughly every two weeks. The community asked for test servers so broken mechanics and (new) bugs stop appearing, and now we have a Public Test Server. The devs are pretty active on the Reddit forums, soliciting suggestions and advice.
I don’t think the designers have all the right answers – the devs clearly have some issues coming up with interesting Vanu mechanics, not unlike the issues Blizzard has with the paladin kit – but they are visibly trying. I am excited in particular regarding the upcoming lattice system. Assuming everything works, this could go a long way in fixing the problems with the gaps in engagement I experience after capping a base. And changes to the capping of a base – where destroying the Spawn Control Unit allows an attacking team to actually move on – will lessen the dead time after overwhelming a position.
So… good news all around.
If you are curious about the personal effects of Cert-Gate a month later, let me assure you that I don’t feel like it has changed all that much about the way I play. Yes, I have most every upgrade. Yes, I care a bit less about capping empty bases, given that I don’t feel like the 2-5 bonus Certs are worth 2-5 minutes of my time. On the other hand, I naturally have a hard time committing all of some limited resource to something. For example, I have ~2800 Certs left out of my stockpile. There are two guns I could buy with those Certs… but I won’t. Because I know that there will be new shiny things coming out in a few weeks, and I like the option to purchase those instead. But I might not buy those, and instead hold out for the new gun releases after the next batch. And so it is almost as if my 2800 Certs don’t even exist. It’s a bit irrational, but that’s how I roll.
So, yeah, I’m still having fun. PlanetSide 2 isn’t my main game (largely because it can’t be, given the breaks), but it is still a game I constantly think about and can’t wait to play for a bit when I get home. And the best thing? I don’t have to make apologies to anyone for those days when I just don’t log in.
Who is enjoying the MMO single life? This guy.
SOE dropped the bomb on Planetside 2 a few hours ago. In the latest 38mb patch, these seemingly innocuous patch notes appeared:
- A certification grant has been done for players who purchased duplicate weapons on multiple characters.
- Please note that if this causes a player’s certifications to go over 10,000 they will not accumulate any more certification points until some have been spent to bring it below the cap.
When Ps2 first launched, all the weapon unlocks were on a per-character basis. Fairly recently, SOE decided that one of the perks of purchasing faction-agnostic weapons with Station Cash was that it would unlock the weapon on all of your characters. Usually, the choice is 700 SC (~$7) or 1000 Certs for a weapon, with 1000 Certs representing a pretty significant investment both in time (I accumulated around 9,000 Certs after 150+ hours) and opportunity cost (spending Certs on class upgrades, like more fuel for your jetpack). Still, using Certs to unlock weapons means you can play for free; so being able to unlock one weapon and use it on every faction makes the Station Cash option that much more competitive. “But wait,” players reasonably asked, “what about all that Station Cash I spent on weapons I now have a useless duplicate of?”
Well, today we have SOE’s response: Certification reimbursement. But something has gone horribly, horribly wrong:
Yes, you are seeing that correctly. SOE has reimbursed me twenty-six thousand (26,000) Certs.
The official version of things is exactly what I wrote above: SOE decided to reimburse the people who bought two of the same gun on two same-faction characters at a 1 SC for 2 Cert ratio. Did I spend $130 on, frankly, poorly-planned purchases on redundant toons? Of course not. As it turns out, the database query also captured all transactions in which you bought an item that was later a part of a bundle that you purchased anyway. For example, I bought the rocket pods for the jet only to find out they were included in the “Vehicle Starter Bundle” along with a lot of other juicy weapons; while I did not get a discount for already owning the rocket pods, the rest of the bundle was still a good enough deal to purchase.
The result is 26,000 Certs. On each of my three toons. And SOE has said they aren’t going to roll them back.
This is a literal case of the common WoW “log on, collect epix” hyperbole. The only thing I cannot buy with these Certs are helmets, camo, and other such visual extras. Oh, and XP boosts, but I don’t think I will ever be interested in such things again.
So I bought things. Lots of things. And upgraded everything else. A new pump shotgun came out today, this time with 11 pellets to the standard 10 at the expense of a slower rate of fire. Just last week I bought each faction’s pump shotgun for SC as they were 50% off. But who cares? I need to chew through these Certs because there is actually a 10,000 Cert cap beyond which you can’t earn any more.
I stopped spending Certs after going down to around 4,700 as I found myself starting to purchase ridiculous shit. Did you know the Medic can carry around two sticks of C4? I would never have unlocked such nonsense for 700 total Certs, but now I have it. Forever. I can also give out Empire-wide orders and listen in on Commander chat now. Just ’cause. I was actually starting to worry about squandering my giant pile of unearned Certs – it is small enough to only purchase four new weapons – but it occurred to me that I still have a bit over 50% of the total amount of Certs I have ever had.
Let that last sentence wash over you for a second.
The big question mark, at least on a personal level, is where things go from here. After the 1.5 hour spending spree, I still participated in one of the newfangled Alerts. Let me tell you, it was great fun zipping around in a kitted-out Scythe with a 5-minute timer instead of a 9-minute one. Prior to today, I had been conflicted as to whether my next big purchase was going to unlock a second stick of C4 for the Light Assault (finally allowing me to potentially take out a Sunderer solo) or if I was going to unlock Rank 3 of my Scythe’s hover frame. I had previously waffled so much over the decision that I ended up hitting 1200 Certs a few days ago and purchased a submachine gun for my Infiltrator instead, practically unlocking a brand new play-style for the class.
But… now? Will I feel the same way about Planetside 2 without the progression angle? After all, I lost complete interest in WoW PvP once I had full Honor gear last time around. For now, I think SOE is safe; the core mechanics of shooting people in a wide-open world is great fun.
It is an open question though, how SOE will weather the building rage on the forums and Reddit. Not everyone got 26,000 Certs, and I can imagine what all those Battle Rank 90s are feeling to have my BR 38 ass flying/driving/shooting circles around their more generalist loadouts.
Hyperinflation has come to Auraxis in a major way, and the future is looking quite a bit grimmer than it was just yesterday.
Faction-specific rocket launchers in PlanetSide 2 were released last Friday. As is often the case, what is complained about most on paper is the opposite of what occurred.
The launchers are the Striker, the Phoenix, and the Lancer. The Striker is sort of like a heat-seeking rocket-launching minigun. Well… sorta. Essentially, you lock onto a ground or air target, and then launch up to your full clip of five heat-seeking rockets. There was already a rocket-launcher that did exactly this minus the five rockets (the Annihilator), but this one does happen to deal more damage overall. The downside, as it is with the Annihilator, is that there is no dumb-fire mode, i.e. you can’t just shoot the rockets without locking on. Technically one flare from a jet or IR smoke from a tank will ruin all 5 of the shots, but considering most (good) pilots wait until they hear the rocket tone before dropping a flare, it might technically save you some ammo if you wait a second before releasing rockets 2-5.
The Phoenix is a camera-guided rocket launcher that was proclaimed the weakest on paper and yet is, unsurprisingly, is the most powerful. While the turning radius on the rocket is not especially good for the first 50m+ (to prevent steering rockets indoors), you can absolutely fire from behind a rock, fly through some trees, and then hit the back of a tank that was itself hiding behind another rock. Or, as this video amply demonstrates, simply steer it into any infantry, killing them instantly. Or fire it just to scout out the terrain. It even technically has a dumb-fire mode insofar as you can just fire it at close-range without needing to lock onto anything, or simply exit the missile “vehicle” and let it sail into a lined-up shot.
The last, most fearsome-on-paper launcher was the Lancer. In essence, the Lancer is a plasma railgun. Line up a target, hold down the fire button until it charges up to three levels, and fire… for slightly less damage than the default rocket launcher. And then leave a very pretty, very obvious 4-second contrail leading exactly to your precise location. The Lancer is so powerful, in fact, that it is… receiving buffs!
On the SOE forums and Reddit, the thought was that a group of 6+ Heavy Assault classes equipped with Lancers would be able to one-shot any vehicle within a 500m range “without warning.” What never really made any sense about this argument was A) how it was unfair to die in a 1v6 scenario, B) how much warning a vehicle driver really has against a salvo of 6 normal rockets, C) how this is any different than 6 Engineers dropping 12 anti-tank mines all over the place, and D) what are the other 5 tanks doing? All of these questions were in addition to awfulness of the Lancer as released. Far from hit-scan accuracy, the Lancer was released with a random cone of fire with three projectiles, with any missing the target resulting in less damage (e.g. it wasn’t a graphical glitch).
It bears mentioning, in passing, that the Lancer does significantly reduced damage to player targets. There is also a dumb-fire mode of sorts, in firing off only a level-1 charge. If fired from the hip, this shot is about as inaccurate as a hip-fired sniper-rifle.
While it will be interesting to see if the Lancer is buffed into usefulness, at the moment (and likely even post-buff) the Lancer is not terribly useful for the solo player. Outside of alpha-strike coordination – something extremely difficult to pull off give that a max-charge shot is fired automatically/cannot be held – the average tank gets an extremely obvious warning in the form of ~20% damage and a convenient highlighted path by which to judge whether a nearby rock would provide sufficient cover. And this is besides the fact that the most common vehicle strategy, behind a rock peekaboo, defeats the “OP” Lancer just as hard (if not harder) than anything else.
Anything other than a camera-directed Phoenix, of course.
Sometimes the grass is actually greener on the other side. But I am far too deep in VS microtransactions to make a switch now. Sigh. The worst MAX, the worst launcher, the worst main tank, and the worst balancing mechanic (sacrificing bullet damage for bullet drop is irrelevant when combat occurs before bullets actually drop). The only actual advantage to VS are the Scythes, which would be a painful loss since NC has the worst possible jet.
I really do despise games with “unique” factions – more often than not, you just get punished for commitment.
Everyone has heard the phrase “Less is More.” The converse is occasionally true as well.
A few weeks ago, several PlanetSide 2 servers were merged, and mine was amongst them. When it comes to player-generated content, you always need players to be in physical proximity for any of the magic to really occur. So, I should be all for this development, right?
In games like PlanetSide 2, organized PvP is too often boring PvP. When you look at this picture, what do you see?
If you said “a bunch of planes,” you would technically be correct. Each plane is a Galaxy, which is a 16-man troop transport. Dozens and dozens of fiercely-organized players could be spilling out of the sky, with no warning, deftly seizing territory almost behind enemy lines. Cool, right?
Not really. More likely, those dozens of troops will be landing on an empty base, sitting around shooting 1 bullet and reloading to give some free XP to the Engineers resupplying them ammo, until the base is capped and they move on to the next. Capturing anything less than a Bio Lab results in about the same XP as killing 3-5 people. And even if this Outfit lucks out and finds willing defenders, said defenders are likely to give up and respawn elsewhere than throw themselves beneath the tread of an organized zerg. Because… why would they?
When I log into PlanetSide 2, I do so out of a desire to shoot people. Fighting against an organized Outfit does not result in interesting gameplay for me, as I am necessarily foiled at every turn. Unorganized zerg clashes, on the other hand, are fun times – people flock from all around to any given Bio Lab fight – precisely because individual agency exists. It is your individual, focused skill against the seething mass of the average and distracted. Yes, the odds are low that you accomplish anything of consequence given any one of the dozens of enemies can undo your damage. But sometimes they don’t, because, you know, unorganized. And then you feel like the one-eyed man in the land of the blind.
Which brings me back to the Ps2 server merges. Simply put, since the change I have seen a large increase in organized Outfit activity. Which makes sense, of course, given that there are more people in a smaller space. The result is less interesting gameplay to me, however, as I either face an organized resistance or none at all – the unorganized defenders having been squashed or conscripted hours before. There simply isn’t room for a lone ESF pilot flying around, harassing the odd Sunderer. The landscape beneath my wings is either barren or blanketed with vicious Anti-Aircraft units, both scenarios a reaction to a prior sky full of organized terror.
One might imagine that the underlying design goal was for the two organized groups to meet upon the battlefield, fighting tooth and nail, performing novel tactics that can only emerge from such clashing of focused wills. One might also question what the designers were smoking to believe that such things ever occur naturally and spontaneously. Why struggle and possibly fail (!) when you can instead shepherd your Outfit into empty territory after territory, maximizing XP gains for all? Three kills give more XP than a base capture, but its doubtful everyone will have the opportunity to get three kills, assuming you even find that many defenders still sticking around when the dust of 17 tanks looms tall on the horizon.
No, PlanetSide 2′s organized warfare is the WoW random BG premade, seeking easy kills for the easy Honor. To get these Outfits to clash, SOE is going to have to fashion a similar solution: incentivize Outfit vs Outfit gameplay, ala Rated BGs or Arenas. Changing the hex system to a more linear one is no solution to anything. Scratch that, it’s a great boon to finding a fun, unorganized brawl. It is not, however, going to change how Outfits follow the natural inclination of organized warfare in the preference of soft targets to hard.
If anything, the meeting of strength to strength is the most unnatural result of all.
Patch 5.2 should be out today. It is always a bit overwhelming looking at the huge, collated MMO-Champion post, but one thing should not be missed: 5.2 changes Mists from the most alt-unfriendly expansion ever to perhaps the friendliest one yet. Here are some of the changes I had been keeping an eye on:
New ways of gaining Reputation
Daily quests are fine the first time around, but grinding them multiple times is simply cruel. Commendations came out in 5.1, but you still had to do the dailies, albeit half as many. Now, as long as you fully unlock the Farm, you can do two work orders a day for 400 reputation apiece. Additionally, the first heroic dungeon and first Scenario of the day gives you 750 and 325 rep respectively. On top of that, the 5-person rare spawns on the new island have a chance of dropping BoA tokens that can be consumed for 1000 reputation with a particular faction. I am unsure if the 1-2 man rare spawns drop smaller versions of the same token.
While it may be still worth doing the actual dailies to compliment the bonus reputation, the point is we now have a choice again.
Accelerated Catch-Up Gear Acquisition
I am not sure what the official percent increase is, but the drop rate for the 5.0 LFR bosses and Elder Charm rolls will be greatly increased. The prices of Valor items from the vendors have been decreased by 50% and 25% for the 5.0 and 5.1 items, respectively. Season 12 PvP gear is now on the Honor vendor, as usual, but now you can buy the ilevel 476 weapons for Honor. Additionally, the new Conquest weapons will not have a rating requirement. Blacksmiths can make BoE versions of the Burning Crusade Blacksmith weapons, at either 463 blues or 476 epics.
Tangentially, if you have a tanking spec, you might actually be able to farm more Honor by running heroic dungeons than doing random BGs. One of the changes in 5.2 is that you get 100 Justice Points for each heroic boss kill. That means for every 8 bosses you kill, you can turn in 750 of the 800 otherwise useless Justice Points into 500 Honor (or 375 JP –> 250 HP). Even if there is a more efficient way of farming Honor – and assuming you’re not killing more than 4 bosses every 30 minutes – the fact remains that you can gain that Honor while also gaining +725 reputation of your choice plus Valor points.
This is actually starting to feel a lot like Wrath again, when I would tank the daily heroic on 3-4 toons a day.
On a complete different note, I spent nearly four hours yesterday attempting to get the last 24 Motes of Harmony necessary for my Scribe to craft one of the 476 BoA staves. The idea was to craft one of the staves, mail it to my main to upgrade twice, and then bank it for one of my other alts before the upgrade vendor is removed with the patch. I had (obviously) waffled quite a bit over whether this was worth my time, and just decided this weekend that it was. Unfortunately, between all the time spent leveling this weekend (my DK Scribe was level 85) and the mad dash last night, I damn near came away snuffing the small flame of my interest in WoW entirely out.
I ended up with 3.4 Spirits of Harmony, a gain of 8 Motes across levels 87-88.5. For a minute there, I honestly considering spending 4000 Honor at the vendor to get 10 Motes (400 H for a Mote is goddamn robbery), but I was hating life pretty hard at the end and I would still be short a few besides. I washed the taste out of my mouth with a little PlanetSide 2, but I am definitely not going to be doing something as crazy again. Those days are long over for me.
I finally buckled-down and purchased a 3-month subscription to PlanetSide 2 last night. I say “finally” because I had been waffling back and forth for quite some time on the decision, all of which has resulted in me losing out on +35% XP gains (which translates into faster Cert gains, which translates into character/weapon upgrades) for the duration of the indecision. I have been playing this game 1-2 hours a day for the past several months, so it is not a trivial amount of potential lost progress.
But still, even with credit card in hand, I felt like I was getting suckered. Since Steam, I never pay full price for anything. And this is a F2P game, right? I know things are designed to part me from my cash. I could technically get everything (non-cosmetic) from gameplay, so why purchase anything? Or, you know, bide my time until the next double/triple Station Cash sale at least.
But… you guys have no idea how much fun I’ve been having with, say, that underbarrel grenade launcher. Or rocket pods on the jets. At what point does it become silly to intentionally have less fun for a long duration for a reward at the end, versus spending that same amount of time having fun with the reward?
Actually, the former sounds like… erhm… daily quests.
By the way, this means, to date, I have spent ~$85 (x3 SC cards, 3 month sub) on a F2P game. Mission fucking Accomplished, SOE.
PlanetSide 2 continues to be a part of my daily gaming routine. It’s a tough game to nail down though, balanced as precariously as it is between FPS and “MMO.” Battlefield 3 is probably the better shooter, and certainly can be paced better, but there are moments in the epic firefights of Ps2 that simply cannot be replicated in any other FPS that I have played.
Flying around in one of the “jets” is how I usually start any play session. Sometimes – more often than I like to admit – I die within a minute of taking off. Since my timer on the jet is 8 minutes long (I spent some Certs to bring it down from 15), I usually try and spawn at some sort of hotspot, hopefully in an already-filled platoon. Sometimes that is enough for the rest of the night. Other times we either win or are pushed back, and it becomes difficult to tell where to go afterwards. If I am more than 5 minutes away from any sort of action, I usually just log off.
I inadvertantly joined an Outfit (aka guild) a few weeks ago during the Double XP weekend. During that time, the coordination resulted in Certs raining from the sky and was pretty awesome. Other times… well. To be quite honest, actual coordinated “fights” in Ps2 are pretty boring. It is like running around in premades in WoW BGs: a lot of time spent rolling over a handful of randoms, while actively avoiding other premades. Capping empty, undefended bases is about the most boring thing you can imagine. At the end of the night, you have “claimed” territory that is fairly irrelevant to your gameplay the next day, barely getting the equivalent of 2-3 kills worth of XP per base. I caught myself thinking “I should have been doing daily quests in WoW instead” the other night.
That’s the macro view. On the micro view, I’m having tons of fun in the actual shooting.
For the longest time, I was stuck in a limbo zone of wanting to buy a new gun, but wanting it to go on sale first. About a week ago I finally buckled down and bought my Engineer (some guns can only be used by certain classes) the Solstice SF, which is basically a slightly-worse default gun… with the possibility of an under-barrel grenade launcher. It cost 700 Station Cash, i.e. $7, or technically $2.33 since all my Station Cash came from a Triple SC day.
I have an extremely hard time justifying purchasing anything in F2P games as I end up second-guessing everything. “Do I really need this gun?” “Remember that one time you threw down money on a F2P/DLC purchase and then quit the game two days later?” “Will I even be playing this game 2-3 weeks from now?” It is kind of a vicious cycle, or perhaps more of a self-filling prophecy – the longer I deny myself fun, the more likely it is that I quit playing. It is not as though I even need to be so miserly with my IRL money, I just derive zero pleasure from spending money on non-deals. It’s why I can have hundreds of dollars in Steam purchases for games I have never played, but waffle for weeks on a cash shop purchase for a game I’ve got 51 hours into and counting. My hesitation is actually even dumber than that, considering the SC was already bought and paid for months ago; why I cannot see the $30 as being a box purchase of Ps2 instead of dollars I can hoard instead is beyond me.
But, yeah. Otherwise, I am having inordinate amounts of fun in the jets, and now sitting on my own engineer’s ammo boxes shooting endless grenades at my foes. Now all SOE has to do is stop releasing patches that drop framerates.