I have not been playing Wildstar for months, but I try and keep abreast of its various developments. The most recent was a disabling of the free realm transfers ahead of the incoming megaserver merge. It was later clarified on Reddit that the free realm transfers would be coming back once everything is stabilized… but only for PvP –> PvE transfers. Some player, clearly new to the MMO scene [Edit: or used to WoW] , asked the bright-eyed question of “Why?” InRustTrust helpfully explained the hitherto ironclad logic:
The restriction is, and always has been, purely because the people on PvP servers don’t want you to just level up your character in complete peace, obtain all the gear they competed over and free of the ganking they had to endure, and merely transfer past all that. I don’t know why this is ever shocking to anyone. It’s like this in practically every MMO and the reason is always the same.
I say “hitherto” because A) I like fancy words, and B) does that explanation strike anyone else as increasingly asinine?
It is certainly true that such a rule strikes a chord of fairness. But what are we really saying here? What are the developers committing to? There are precisely two megaservers in North America, with a one-way funnel between them; any server transfer is basically a permanent loss for the PvP megaserver. So anyone who originally joined their friends on a PvE server only to lose them, now has to sate their frustrated bloodthirst in battleground queues. Or anyone who wasn’t sure whether they could stand it, or anyone who didn’t originally know the difference, or anyone looking for a change in scenery, or for any number of reasons. Including, I’m sure, X amount who wanted to level in peace but are itching to gank lowbies.
Would it be unfair? I ask… who cares?
No, seriously, just think about it. Are we really regarding leveling up on a PvP server as some kind of rite of passage? That you cannot gank lowbies unless you yourself were a lowbie to be ganked? It spawns all sorts of interesting questions. For example, I leveled up on the PvP no-pop server of Auchindoun in WoW. There were a few ganks along the way, sure, but my experience had to be night-and-day different from someone who leveled up on a High-pop PvP server. Am I “worthy” of the same “respect” as those who had it worse?
I mean, principles are great and all, and I recommend everyone having a few. But on occasion I also recommend examining them and seeing if they are still relevant to your interests. Having a PvE –> PvP server restriction is 100% arbitrary and I can’t see what real benefit it brings, especially when PvP servers are historically the most empty to begin with. Can Wildstar really afford to turn away geared endgame players from possibly generating endgame shenanigans on PvP servers? “It’s not fair!” So add an achievement: Leveled On A PvP Server [+10].
It’s a PvP server, people, everyone should be falling over themselves getting more (carebear) targets to transfer. Right? The sanctity of the hazing ritual that is leveling on these servers is not sacrosanct. The PvP person who would quit over this clearly was not interested in a world PvP endgame. The only people you have to watch out for would be the lowbies who might see an increase in getting ganked… but then again that is precisely what they signed up for in the first place. Arguably those masochists would like it even more.
So come on, Carbine, be the
first (?) next to put this sacred cow out to pasture.
Ever sit down to play a game, and then experience an existential crisis halfway through? I just hit that in Wildstar.
Earlier in the week I had hit level 25, unlocking hoverboards and “tier 4″ abilities. With the latter, it basically means I can unlock expanded nuances to the abilities that I have on my bars, if I sink enough Ability Points in. For example, one of my attacks deals extra damage to enemies below 30% HP – the tier 4 unlock changes the threshold to 70% HP. Needless to say, this sort of milestone requires you to sort of comb over your action bar to see if you can find hidden synergies or if the tier 4 unlock makes an otherwise lackluster ability more useful.
On top of that, I was beginning to mentally prepare myself to actually start queuing for LFG. Yes, I have been talking about Veteran Dungeons and the like these past few days/weeks without firsthand experience with them. The primary reason for that is because of the reports I have been reading elsewhere, and the sort of Socratic musing on whether this sort of thing sounded like something I wanted to do in the first place. Given the state of Medic DPS, or more specifically my DPS, I thought I would try healing first. But instead of just jumping in blind and subjecting random people to my ignorance, I thought it a good idea to at least get a feel for healing in PvP.
You can probably guess where this is going.
The two BGs I played were perhaps the most awful experiences I’ve had in Wildstar thus far. And don’t get me wrong, I’ve done a dozen or so BGs on my other (lowbie) characters. Part of the problem is the classical healer dilemma in that you are pretty much useless on your own; if no one actually endeavors to capture flags, or if most everyone is terrible at PvP, you have no way of steering the battle yourself. Wildstar has an extra healer punishment in two more directions. First, the majority of heals are telegraphs just like everything else, which means that that near-dead teammate you are attempting to save will be precisely-dead when they dodge-roll out of the way of your heal.
Second… well, this is probably more of a personal problem, but actually picking which abilities to use is a depressing experience. It isn’t like you can just pick all Support powers and do well. Actually, you can, but without attacks of some sort you won’t be able to prevent flag flipping and such. So you are put into a position where you have to give up actually good abilities for weak-ass attacks, which you end up spamming all the goddamn time because the people you heal are goddamn useless. Just imagine the Exiles as the Alliance, and the blanks fill themselves.
And that’s when I realized that I don’t really like my Medic. Not just healing, which is a total clusterfuck, but… all of it. I enjoy the concept of the class, and even the sort of niche it occupies as an AoE healer. But guys, there is a profound sense of deadening when you realize how utterly shallow the combat system is. I get why Carbine did things this way – the only way the bullet-hell gameplay works is by reducing everything down to 5 buttons – but it puts enormous pressure on those few abilities to be fun to press. This isn’t like WoW where you can go Arcane or Frost if you dislike the Fire rotation. Every (DPS) class is basically a Ret paladin. Enjoy.
Some of this isn’t fair criticism, and I know it. I have precisely zero PvP gear, which likely has something to do with it. Everyone gets bad teams from time to time. I haven’t found an Arena Junkies-esque website to theorycraft the most efficient PvP builds, which raises the likelihood that I was specced poorly. Maybe I should have went 50/50 with attacks and healing, under the assumption that the shorter the battle, the less damage needs healed. Or perhaps I should simply “HTFU” and get back on the horse.
That’s the thing about existential crises though: you just don’t care anymore. Supposedly Medics are being looked at for the upcoming content patch in July, and it’s entirely possible I’ll just log onto my Medic tomorrow like it ain’t no thing. There’s a non-zero chance I don’t log on at all though. Because at the moment, I really don’t feel like playing anything.
I have not personally succumbed to the housing endgame, but I absolutely see the appeal. My present domicile is named Function Over Form, and is primarily centered around having my own Mining and Garden nodes for resource gathering. Any decor that isn’t worth vendoring is placed as amusingly as possible, scaled up to the maximum. As it turns out, the scale on most of these items figuratively and literally go to 11.
If you were looking for more serious housing endeavors, examples abound. I especially enjoyed seeing the DIY jumping puzzles. The craziest, most underrated part? You can visit other peoples’ houses. You don’t even need to know them in-game; as long as they have opened their house to the public, you can stop by, and perhaps harvest their resource nodes (more on that in a sec).
Here is the method to do so, and please pass it along:
Wildstar is by no means the first MMO with player housing. I was questing with a few friends on Vent the other night, and one friend actually complained that EQ2’s housing system was more intuitive. I’ll, uh, take your word for that.
Carbine has done something really clever here though, in elevating the Show & Tell aspect by combining it with Challenges and resources. I have my low-effort housing solely to be able to low-effort mine resources every hour or so; the Shardspire Canyon FABkit in the back similarly allows me to complete an easy challenge for a shot at additional goodies every 30 minutes.
But see, you can get a list of a few dozen people who have opened their houses to the public and check out their setups. If they too have resource nodes or Challenges on their property to complete, you have an incentive to essentially cold-call them to become Neighbors. Collect a big enough list, and you can probably farm all day just in other peoples’ houses.
Maybe that doesn’t seem all that social. I will tell you though, that it got me to add a random stranger to my Friend’s List so I could talk him into letting me farm his creepy, albeit very committed Plushie-themed house on the regular. I’m already trying to come up with a naming convention to indicate people willing to 50/50 their nodes into a… well, a “neighborhood,” to our mutual benefit.
The fact that there is a Zone Chat specifically for people in their houses is goddamn brilliant, by the way.
Having said that, I now have a 2nd character parked at level 15 with very little impetus to move forward. It is difficult to shape into words why that is the case, as I even enjoy my Medic main. As others have mentioned, by level 15 you will have unlocked your house, your mount, and will have opened up enough abilities to get somewhat of a grasp of what buttons you’ll be spamming for the next forever.
Part of the problem is commitment issues. Mobs don’t die in 2-shots anymore, so you better like who you’ll be grinding with. Is Medic really the best for me? In trying out the other classes though, let me just say that Carbine is going to seriously need to work on the ESPer and Engineer (I’d say Warrior too, but I’ll give it another shot first).
The Engineer problem is pretty straight-forward: the bots suck. Not only do the bots suck damage-wise – which is a big problem when they constitute 2 of your very early ability selections – but they have pathing issues too, which can lead to aggro issues. My Engineer is level 8 and it just doesn’t feel fun, and none of the upcoming abilities sound like they will be fun either.
The ESPer problem, on the other hand, is a complete breakdown in the class design. I can’t speak for it’s endgame performance, but there is almost nothing I like where I’m at. It is currently the ONLY class to have it’s “primary” builder require being stationary, which makes it worse than useless in PvP. Flag carrier running away? GG. Target runs out of your telegraph? Now they’re 35+ yards away and you’ll never hit them with anything. GG. Then you have it’s R ability with its… stay stationary to gain an absorb shield, interrupt armor, and PSI points? Only useable in combat? Let me just say that using that ability in PvP just leads to pretty much instant death, even in the lower brackets.
I’m mentioning PvP a lot with the ESPer as that is largely how I leveled with that toon. The Aurin/Mordesh starting area is abysmal, and meanwhile PvP is pretty outstandingly rewarding and fun. It takes around 3-4 games per level, and you pretty much consistently get 300-400 PvP currency per battle. The PvP gear has some “useless” stats to make it weaker in PvE, but you can unlock usable shoulders that will likely last you a half-dozen levels or more with pure PvE stats. Otherwise, you must rely on opening the PvP loot bags rewarded at the end ala GW2, to similar effect (read: none).
My goal with the ESPer was pretty much to heal exclusively, and in that area it is kinda okay. Most of its healing abilities are actually targeted (and stationary), which reverts the game back to WoW-mode; I moved the team window down to the center of the screen and basically used it like Healbot. I ended up unlocking a standard telegraph heal in the teens though, so I was able to be a bit more mobile as a healer.
So, yeah, ESPer, Engineer, and likely Warrior are about the three weakest classes at the moment. Carbine is on the record for saying that classes will be buffed up to the top level rather than top-tier classes being nerfed, so we’ll see exactly how they plan on solving this balance issue. I don’t see any way out for the ESPer other than making the level 1 ability a mobile cast though.
Okay, let’s get started.
This screen was a bit disconcerting considering I hadn’t even made a character yet. As it turns out, it was defaulting to the beta server which… still exists? Weird.
Analysis paralysis or paralysis of analysis is an anti-pattern, the state of over-analyzing (or over-thinking) a situation so that a decision or action is never taken, in effect paralyzing the outcome. A decision can be treated as over-complicated, with too many detailed options, so that a choice is never made, rather than try something and change if a major problem arises. A person might be seeking the optimal or “perfect” solution upfront, and fear making any decision which could lead to erroneous results, when on the way to a better solution.
Pretty much the only reason I purchased Wildstar and am playing in the Head-Start is because I have some friends who have decided that it was a good idea to get back together. Which is great… but these are largely the same people (with two big exceptions) who quit WoW a few expansions ago, quit GW2 within the first two weeks, and otherwise jump from game to game. In other words, there be issues.
In fact, there were some issues right from the start: one of the friends is gung-ho for PvP servers and already rolled on Warbringer as Dominion, then tagged us all in a Facebook post to let us know. There’s little doubt that if I went with him, most everyone else would follow. So, do I try and keep everyone together? Or do I herd as many friends as possible to a PvE server where the likely 1-month survivors will have more fun? Once that (easy) decision was made, I had to, you know, pick a PvE server. Obviously the Full ones were out, but should I go High or Medium? What is the server known for? And what kind of question is that, on Day 1 of the Head-Start?
While this over-analysis might seem strange, from my perspective few people realize how absurdly critical realm selection is. Had I not picked the Recommended server on Auchindoun-US back in the day, my six-year relationship with these people would have never existed. Hell, I resisted getting a mic for almost all of TBC precisely because I did not want to grow attached to people I would never meet but nevertheless feel an obligation towards. Now? We’re sharing hotel rooms at GenCon.
Maybe I would have met a different set of friends on a different server, and I’d be talking about them. Maybe I would have met no one and quit the game years ago. I’m aware that realm selection was just one step on a sequence of causality leading up to the Scarlet Monastery run that led them to inviting me to Invictus. But, dammit, this right here is where you start collapsing the waveform.
Realm decided, I was immediately presented further dilemmas:
Just kidding. That’s an easy decision.
So, as of right now, I’m (steam)rolling around as an Exile Medic named Azuriel. The class is pretty fun thus far, which is quite a relief as it was one I did not have any beta experience with. Mobile and hard-hitting Science? Yes, please.
I’m still interested in Engineer assuming that the DPS/fun issues I had in beta are addressed, and I have yet to try Warrior or Esper. I’m weary about being rooted to the ground for my primary attack with some of these classes, but at the same time you unlock alternate filler attacks later, so… it’s tough.
Two other items of note:
First, in perhaps the most comical bug fail I’ve ever seen, clicking the Report as Spammer button on any of the numerous gold sellers in chat results in an instant Crash-2-Desktop. The spam cleared up by itself once out of the starter zones, but I’m still laughing at the implicit message being sent.
Next, the opposite scenario of a full designer win:
I am a little hesitant to declare total victory, but preliminary reports indicate Skill Trainers have been consigned to garbage bin of bad game design where they belong.
Okay, seriously, last time I abuse a (this) misleading title.
Two items of interest today. First, Blizzard finally took a step to address BG faction imbalance (read: queue times) in WoW… by opening free Horde –> Alliance transfers on a single realm:
We consistently watch queue times for all areas of the game to try to identify problem areas where we can step in and make an improvement. Battleground queue times specifically tend to be a direct result of how many people are entering the queue at any given time from both the Horde and Alliance, within an entire region. While a number of factors can lead to longer queue times, faction interest in queuing for PvP tends to be the primary influence. For that reason we’re going to be trying something new. For a limited time, and only for select realms (for this first test just a single realm), we’ll be opening faction changes for Horde characters to change to Alliance for free.
While time will tell how much this works in solving queue times, I have been watching Blizzard dance around this issue with considerable amusement. Because honestly, the solution that actually works is the one the devs are least willing to implement: same-faction BGs. Bam! Faction imbalance solved. Instead, Blizzard is treating random BGs as some sacrosanct, final line in the sand:
Faction imbalance is definitely something that’s contributing to the lengthy queue times. That said, we agree that allowing Horde vs Horde and Alliance vs Alliance Random BG’s isn’t a great answer. We’ll do it if it’s absolutely necessary (Rated BG’s allow for same-faction battles for exactly this reason), but we’re going to look at all other options first.
Honestly, even if we can’t find another good answer, we’re not sure queue times are so bad, at least at the moment, that same-faction Random BG’s would be worth it. Horde vs Alliance, Orcs vs Humans, Elves vs Trolls etc. has long been a strong core of the Warcraft universe. We want queue times to be faster for everyone, but we also don’t want to lose that.
Err… guys? It’s a goddamn random BG. Nobody cares. Horde have been battling Horde in Arena and Rated Battlegrounds (gasp!) for years. It would not be at all difficult to provide lore-based justifications for this combat. I mean, the Horde is fighting the “Iron Horde” in the next expansion, for god’s sake. One team is Horde, the other consists of “Twilight Cultists.” One team is Alliance, the other is “Scarlet Crusaders.” There are literally dozens of viable factions introduced in each expansion that could make these fights make sense, if anyone at all really cared about the “strong core of the Warcraft universe” nearly 11 years since the release of Warcraft 3: Frozen Throne. And it’s not like they could not get that same Horde vs Alliance kick from, I dunno, the actual story as told by quests and such. World PvP could still be whatever.
There are few things worse in any game than having to wait out timers. Sure, some people pine for the days of 30-minute boat rides in EverQuest and such, but you could theoretically chalk that up to “immersion.” There really isn’t anything that can be said for BG queue timers; the whole thing is arbitrary from the start. I’d like to believe that we will see same-faction BGs from Blizzard sooner rather than later, but the hills people choose to die on are varied and nonsensical on the whole.
Second item: fun with “Peace-decs” in EVE. While technically recycled, the article is interesting to me because it turns the traditional EVE “PvP sandbox” thinking on its ear.
For the uninitiated (which technically includes me as well), EVE has three security zones: hi-sec, low-sec, and null-sec. If you are out mining in high-sec, anyone who shoots you will get killed by space police within a few seconds. One way to get around that is for a PvP guild to “war-dec” your guild, which gives them the ability to shoot you without repercussion for as long as they pay the upkeep to the war-dec. What can you do? Nothing. Technically, you can quit the guild that has been war-dec’d or join an NPC guild or perhaps just not log on at all until the whole thing blows over. The developers likely hope that you either fight them or hire mercenaries to kill them or something of that nature. Or maybe they don’t particularly care.
This hypothetical “peace-dec” is the opposite of the war-dec: your guild pays a sum of money + upkeep costs to prevent another guild from being able to fire on you in hi-sec. Sounds fair, right? Holy shit though, watch the PvPers freak the hell out at the suggestion. For the inherent symmetry of the peace-dec thought experiment highlights how much of a non-sandbox the EVE universe might happen to be. I mean, is a sandbox a sandbox if other players dictate how you can play? It’s an interesting question. It’s also interesting seeing PvPers get mad at being threatened with the inability to play the game how they want to, when the existence of war-decs necessarily prevents PvE players from doing so. Why is turnabout not fair play?
In any case, the idea of a peace-dec is really growing on me, even for other games. For one thing, imagine the money-sink capability. Even if there were only a 5% chance of dying from a ganker, I’d imagine that 90%+ of the players would consider X amount of their earnings a worthwhile sacrifice for the peace of mind. Then, as you get more comfortable in your PvP ability, you can stop paying the upkeep and gain a greater profit for your skill, even if you are farming the same area. Plus, you could have instanced PvP for those who want fights they don’t have to look for. Who loses under this scheme, and why do we care about them?
The latest Dev Watercooler is out concerning major changes in the upcoming WoW expansion, and yet it is one of the most content-free ones I have ever read. I’d say it was all bones and no meat, but you can usually suck some marrow out of bones. But this? This tells us nothing. And so we’re going to have to fill in the blanks with our own rampant speculation.
There is but one new morsel concerning the Stat Squish (emphasis added):
It’s important to understand that this isn’t a nerf—in effect, you’ll still be just as powerful, but the numbers that you see will be easier to comprehend. This also won’t reduce your ability to solo old content. In fact, to provide some additional peace of mind, we’re implementing further scaling of your power against lower-level targets so that earlier content will be even more accessible than it is now.
That is just about the only possible concern there was with the Squish, so I’m glad it’s taken care of.
To keep racials more in line with one another, we’ve decided to bring down the couple high outliers, then establish a fair baseline and bring everyone else up to that. We’re accomplishing this by improving old passives, replacing obsolete ones, and adding a few new ones where necessary. Ultimately, our goal is to achieve much better parity among races.
Know what would be really nice? What they consider a fair baseline.
I almost wonder though, if I am parsing that paragraph correctly: is anyone else getting the sense that perhaps activated racials are being left alone? Blizzard did mention Berserking (a Troll racial) as being “extremely powerful,” but I find it difficult to imagine how, say, Every Man for Himself could be redesigned to be equivalent. Unless maybe every race is getting some kind of PvP-ish active racial and then the passives will be the PvE knob. All I can say is that I’m happy this is getting looked at, as I have regretted rolling my paladin as a Draenei since pretty much the beginning – Gift of the Naaru has consistently been the most useless active racial in the game.
For Warlords of Draenor, we decided that we needed to pare down the number of abilities available to each class and spec in order to remove some of that unnecessary complexity. That means restricting some abilities to certain specs that really need them instead of being class-wide, and outright removing some other abilities. […]
One type of ability that we focused on removing is temporary power buffs (aka “cooldowns”). Removing these also helps achieve one of our other goals, which is to reduce the amount of cooldown stacking in the game. In cases where a class or spec has multiple cooldowns that typically end up getting used together (often in a single macro), we merged them, or removed some of them entirely.
Two interesting bits here. The first is a sort of roll-back of the “bring the class, not the spec” theme of the last two expansions. It’s possible that they’re not talking about the sort of active/passive raid buffs that made it easier to get a 10m raid together, but it’s a bit hard to imagine how else it would work in practice. I mean, are we talking about removing Heroic Strike? Slice N’ Dice? Only letting Frost DKs have Dark Simulacrum while Unholy DKs get Necrotic Strike? This is way too vague. But my point is that if these currently-class-wide abilities have any utility at all, only allowing one of the specs have them is going to create a demand for that specific spec. Which is fine in the abstract, I suppose, but it’s definitely a movement away from specs being more of a play-style decision than a mechanical one (outliers aside).
The second part about cooldowns is both welcome and terrifying simultaneously. Some cooldowns are simple macro-bait, but others… well. I hate to fall back on sacred cow terms like “iconic” and “class defining” but some actually are. I don’t think Blizzard would remove Avenging Wrath, for example, but that is almost always paired with Guardian of Ancient Kings. In fact, that’s pretty much the most classic (and visible) example of cooldown stacking I can think of. Perhaps both will stay in the game, but Ardent Defender/Divine Protection will be removed or rolled into Prot’s version of GoAK. What of the many Hand spells though? Lay on Hands? Could we see Devotion Aura go the way of the rest of the Aura spells? I could see Devotion Aura absorbing Divine Protection pretty easily…
At some point though, this is definitely something that can end up hurting.
Crowd Control and Diminishing Returns
The diminishing returns list up to this point has been a study in Rules Lawyering gone amok. “No, no, no. That’s not a Fear, that’s a Horror. And Controlled Stuns are nothing like Random Stuns.” All in all, there are 11 categories and 2 additional abilities that only DR with themselves. Which is not to say that the various categories didn’t serve an important function – making a wider variety of class/spec combinations viable in Arena – but the prospect of being locked in a CC chain almost indefinitely is a high price to pay.
Here is the shakedown according to the post:
- Removed Silence effects from interrupts. Silence effects still exist, but are never attached to an interrupt.
- Removed all Disarms.
- Reduced the number of Diminishing Returns (DR) categories.
- All Roots now share the same DR category.
- Exception: Roots on Charge-type abilities have no DR category, but have a very short duration instead.
- All Stuns now share the same DR category.
- All Incapacitate (sometimes called “mesmerize”) effects now share the same DR category and have been merged with the Horror DR category.
- Removed the ability to make cast-time CC spells instant with a cooldown.
- Removed many CC spells entirely, and increased the cooldowns and restrictions on others.
- Pet-cast CC is more limited, and in many cases has been removed.
- Cyclone can now be dispelled by immunities and Mass Dispel.
- PvP trinkets now grant immunity to reapplication of an effect from the same spell cast when they break abilities with persistent effects, like Solar Beam.
- Long fears are now shorter in PvP due to the added benefit of a fear changing the players position.
It’s difficult to get a read on how the DR merge will play out right now, especially considering we’ll supposedly see CC get cut altogether from certain classes/specs. At a glance, I can say that melee classes are likely getting the bigger end of the stick here with the removal of Disarm effects + ranged class CC nerfs. The Druid vs Paladin match-up won’t be so one-sided now that we can bubble out of Cyclone. Hunters are getting screwed with Scatter Shot + Freezing Trap being on the same DR. Warlocks are getting especially hosed with their panic-button instant-cast Horror effects diminishing the follow-up Fear, which is itself getting nerfed again anyway. What is that, 10 years of Fear nerfs in a row?
In any case, that’s about all the blood I could squeeze out of that Dev Watercooler stone. I appreciate birds-eye dev articles as much as the next guy (and probably a bit more), but I felt this one was really lacking in specifics. I suppose we’ll start connecting the dots once everything is data-mined on MMO Champ, although by then it’s likely everything will have changed again.
Words cannot describe my disappointment.
I am a particular fan of well-crafted treatises, clever turns of phrases, and compelling wordsmithing in general. And in that regard, it’s been a good week:
People tended not to cause too much trouble at the cultist areas in Silithus. We all had stuff to do and some of that stuff involved fighting things that could easily kill us. This meant that we didn’t want a fight, but if one started, we weren’t going to waste time trying to do any more PvE. It instantly escalated into a full-scale war. We didn’t need any sand for that, just something we wanted to do and someone getting in the way of us doing it.
Klepsacovic delivered in that last sentence something more profound than ten-thousand PvP forum posts. Blizzard has been attempting to recapture the lightning for years with successively unsuccessful variations of the sand mechanic, with seeming little regard as to why people chose to fight over the sand in the first place. Namely, they didn’t. Fights chose them, and they chose to meet halfway. No amount of gank-friendly daily quests will bring back vanilla PvP if the players themselves have lost the taste for blood.
So there I am, back home in Abella Cove. The rent’s paid til the end of the world. I’m not going anywhere. Ever again.
With the heroic stoicism of a Norse god staring down Ragnarok, Bhagpuss spins a tale about player housing in Vanguard that almost makes me wish I had played the doomed MMO just so I could lose something in solidarity.
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.
That’s right, ladies and gentlemen. You know you are batting in the Big Leagues when you can bamboozle people into believing you are a member of the Press™ despite running a blog that is barely eking out Google pagerank from an Amazon book review and a bioterrorism article written in 2004 that happened to use the phrase “in an age” in the title. I suppose that this is sort of the gaming blogger dream though, wherein people send you free things and you write about them; instead of, you know, the standard procedure of having to purchase things to write about, like some kind of animal.
Whatever the case, Aventurine has inexplicably included me on their Press mailing list for Darkfall: Unholy Wars, and I am now entitled to the game itself along with 30 days of Press™ subscription for free. Rather than allow this inevitably comical misadventure go to waste, I downloaded and patched the game last Wednesday night.
It is worth noting why this post is labeled “Unfair Impressions”: basically, I have zero interest in Darkfall: UW. In fact, I would say less than zero interest. The sum total of what I know about Darkfall is that it is a full-loot FFA PvP game that some say is the most skillful MMO out there. They also say it’s terrible playing by yourself. Fantastic. Let me wander around, lost and confused, as I endeavor to stay as far away from other people as humanly possible.
Okay, I’m not going to mention how godawful ugly this game is. Not even once. The screenshots really speak or themselves. And as far as I’m aware, my settings are dialed to the max.
I am in the first town. I’m pretty sure this area is still a sanctuary, but I’m nervous about accidentally left-clicking someone. Okay, let’s follow the tutorial. “Buy an axe.” Alright, let’s see…
…good god, is this the vendor interface?
Alright, nevermind, let’s go out to a monster spawn.
Halfway across the bridge, I notice a dude standing around. Is he a ganker, waiting for me to cross into no man’s land? Is he AFK? Can I gank him? It seems like a trap, so I shuffle away and swim into the river. My default strategy when I feel threatened is to make killing me as annoying as possible. Not that it ever stops anyone, but I derive the same satisfaction I imagine a puffer fish feels when swallowed by… whatever it is that chokes on a puffer fish before dying to its poisonous organs.
Monster spawn time. Cave spiders. I… think they shoot poison at me, but it is hard to tell. There are 4-5 people in the cave killing spiders already. Do they know each other? Is this zone still protected? I give everyone a wide berth and hang out in the cobwebs. I kill a spider and loot its tombstone. Leather. Spider… leather? But wait, my little achievement tutorial thing says I must skin the tombstone. But I already have… or have I? Okay, let’s kill another spider. Except another doesn’t spawn in my area, and now there are more people in the cave and it’s late and I want to play something else.
Alright… how do I log off? I binded myself to a stone in town, so maybe I can hearth back? After searching the painfully bad UI, I see the option. I click on the button and… wait. Still waiting. I get that it would be too easy to escape a ganking if it were quicker, but a full 120-second hearth timer?
Good lord, maybe this was a bad idea.
Patch 5.3 is up on the PTR. You can look at the notes here. Nothing too crazy… just the removal of Resilience from PvP gear, gear scaling in BGs and Arenas (!!!), and LFR off-spec rolls (plus increasing chance of bonus loot based on bad luck). You know, the usual.
- Players can now choose to receive loot for a specialization that’s different from their current class role. This feature could be accessed by right-clicking on the character portrait and selecting the option from the drop-down list. Loot specialization is available for bonus rolls, Raid Finder, and Pandarian quest rewards.
- Protection for bad luck streaks have been added to bonus rolls. Each bonus roll that does not provide loot has a progressively better chance to award loot to the player.
- Additional information and explanation for the reasoning behind PvP changes will be available very soon.
- All characters now have a base Resilience of 65%.
- Resilience has been removed from most PvP gear.
- Season 13 Tyrannical gear had their item levels increased to ilevel 496, up from ilevel 493.
- Season 13 Tyrannical Elite gear had their item levels decreased to ilevel 496, down from ilevel 512.
- Battlegrounds, Rated Battlegrounds, and Arenas now have an ilevel cap. All gear will be scaled down to ilevel 496.
Feels like the 5.2 PTR was just three weeks ago, doesn’t it? I suppose Blizzard wasn’t kidding around (finally) about accelerated release schedules.