Monthly Archives: July 2012

Population vs Community

Population is the antithesis to community.

In other words, the bigger a community grows, the more it ceases to be a community at all.

com·mu·ni·ty [kuh-myoo-ni-tee]
noun, plural com·mu·ni·ties.

3. a social, religious, occupational, or other group sharing common characteristics or interests and perceived or perceiving itself as distinct in some respect from the larger society within which it exists

A lot of words have been said regarding the degradation of the “MMO community” or a community specific to an MMO, typically in the context of developer mistakes decisions. While my argument technically supports those who claim that, for example, WoW devs killed the WoW community by pooling the population together via LFD and the like, the actual mechanism of community destruction was simply the existence of more warm bodies.

The more people you get together in one place…

  1. The lower the chances you have of seeing any individual again.
  2. The easier it is for good players to get lost in the crowd.
  3. The easier it is for extremely bad behavior to get noticed.
  4. The more incentive someone has to behave even worse (for attention, or other gain).

You may have heard about Gabriel’s Greater Internet Dickwad Theory. I suggest the “Anonymity” component is redundant with Crowd. In sufficient numbers, even one’s real name becomes irrelevant, assuming it isn’t duplicated to begin with, i.e. John Smith. Think back to the cliques that formed in high school. Chances are that the negative behavior of the members of the clique did not persist on the individual level when they were split up (beyond, perhaps, a catalyst). For myself, I distinctly remember the dichotomy between how much the football team could be assholes during lunch, but how well behaved (and friendly!) they were in Art class, including the ringleader (so to speak). Even if we assume that such a clique required X amount of sadism in order to remain a member, the fact that it was apparently modulated on the basis of number of witnesses is telling.

I bring all this up as a means of arguing against Milday’s mourning of the loss of “community activism,” for lack of a better term. To her, things were better when people behaved out of fear of Scarlet Letters and social ostracization, rather than behaving well simply for lack of griefing tools. It is impossible to steal a resource node or ninja a dungeon drop in Guild Wars 2, for example, and that is apparently a bad thing. Better that someone could behave badly and such behavior be punished, than a world with no wrong to be done.¹

And, hey, perhaps Milady is even right. Maybe that is better.

The problem is that social ostracization only works on a community level. Could a ninja get blacklisted in the “glory days” of vanilla and TBC? On smaller servers, sure. Or maybe even on larger servers in the “community” of people running dungeons at 3am. But then again… were they really blacklisted? Paid name changes were rolled out in October 2007; server transfers existed since mid-2006. Alts existed since Day 1. And, let us be serious here, social ostracization only works anyway when both A) the entire community acts as one unit, and B) the target even cares. Your “xxIllidanxx is a ninja” spam might have inconvenienced xxIllidanxx for the 30 minutes you posted in Trade Chat², but what about the rest of the time? Chances are that he still got a group eventually, either because someone was really that desperate or they simply did not know. Or perhaps enough of his ninja friends logged on today.

The flood of LFD strangers circa end of Wrath makes social ostracization in WoW dungeons moot, of course. But I would say it was moot to begin with, given the size of WoW as a whole and the underlying level of persistent churn. There will always be more people. Even if you stopped xxIllidanxx in his ninja-looting guild-hopping TBC tracks, such that he reformed or quit the game entirely… xxArthasxx is right behind him. And xxDethwingxx. And xxlegolasxx. And so forth and so on ad infinitum. Not necessarily because there are infinite jerks/morons in the world (there is), but because the underlying incentive to behave badly still exists.

In the land of law-abiding citizens, the one criminal is king, to bastardize a phrase.

Should we simply throw up our hands and endure bad behavior? Of course not. But with games of sufficient size, the only solution that works is a systemic one. Guild hopping a problem? GW2 lets you join multiple guilds. Ninja looting and/or Need Whoring getting you down? Individual loot has rolled out in Diablo 3, GW2, and is coming to a LFR near you. Even Copper Ore nodes cannot be stolen in GW2, only shared.

The only downside to systemic solutions is what Milady refers to as the Automatization of the Social. In other words, if you provide in-game incentives to positive social actions – such as getting XP for helping resurrect dead players – one can no longer tell whether the action was performed for altruistic reasons, or selfish ones. I might suggest there is no difference between the two (altruism typically feels good), but I also recognize the potential pitfalls – I hardly ever thanked a stranger for rezzing me in GW2, whereas it would have been a bigger deal in WoW.

The key though, is simply recognizing all the new opportunities be sociable. Ever do Diablo 3 co-op and then stop and ask if your wizard partner needed the rare staff you picked up? Would Need vs Greed been better there? I say that voluntarily giving up a “secret” item is more social than simply not hitting Need. I have mentioned GW2’s resource node sharing several times now. In WoW, maybe there was social interaction is letting the other Miner grab the ore when you both show up. Or maybe you ganked them/stole it while they were in combat. In GW2, since you both can take the same node, you have an incentive to work together to kill the spider guarding it. That’s more social than what came before, IMO, because even if you gave the stranger the node in WoW, it allowed you to get to the next node faster, or the knowledge to move to a less-farmed area to maximize your own gains.

In Conclusion…

Any non-static community will “degrade” over time as the benefits of bad behavior naturally escalates with each additional member. The only real solution is changing the fundamental interaction between members, such that the more odious bad behavior becomes more than disincentivized, but impossible. With each additional participant in a Prisoner’s Dilemma, the more likely the worst possible outcome comes to pass. Ergo, it is best to never present the Prisoner’s Dilemma at all, if you can help it.

Out of all of the social engineering experiments we have seen in the MMO space, the results of individual looting/resource nodes is the one I am looking forward to seeing the most. It is a fundamental shift away from zero-sum – I win the item, you don’t – to win-win. At least in theory. Maybe it will turn us all into asocial solipsists playing our single-player MMOs.

In which case… well, I still consider that a win-win compared to the current paradigm.

¹ Which should make one question one’s assumptions about the desirability of Heaven, eh?
² Ironically, xxIllidanxx would have a good case against you for in-game harassment.

Can There Be Too Many Zombie Sandboxes?

Nope.

In fact, the default answer to any question of “Can there be too many X games” is No.

A game does not magically get worse because there are a lot of similar titles on the market; you might get tired of playing the same theme/setting multiple times in a row, but whose fault is that? I will take a thoroughly unoriginal knockoff game that is actually fun over the groundbreaking original snoozefest any day. The key is that each otherwise copycat game that comes after needs to be better than the one before. Do that, and you’re golden in my book.

I bring all this up because I just read Keen’s brief write-up of a zombie sandbox pseudo-MMO called The War Z. Not to be confused with World War Z, the bestselling 2006 book, of course. Or DayZ, the zombie sandbox mod that caused me to purchase ArmaII during the most recent Steam sale. Or The Dead Linger, the fairly recent zombie sandbox pseudo-MMO Kickstarter that I originally thought was what Keen was talking about. Or Dead Island, of which I have logged 30 hours playing in the last 10 days. Or Left 4 Dead 2. Or…

…well, there have been a lot of zombie games, eh? Technically even Minecraft.

But you know what? Zombies still have some life in them. If these upcoming games are actually fun, I say bring them on. I just signed up for The War Z’s beta, so we’ll see how that goes.

Exploitgate 2012

If you haven’t already heard, there was an exploit discovered in Diablo 3 that allowed Wizards to become invincible, permanently. By “discovered,” I mean formally discovered, since there was a Youtube video uploaded June 22nd ostensively showing the same thing. As in, this exploit has been active for at least a full month.

And it was not even something super-complicated. From the Kotaku article:

Step 1: Select Teleport – Fracture. Bind it to a key
Step 2: Select Archon, tested with Improved Archon
Step 3: Hover your mouse over or near your charcter
Step 4: Press Teleport
Step 5: QUICKLY(!) Press Archon

Blizzard has since pushed a hotfix to plug the hole, complete with rolling restarts, yadda yadda. Of course, the Wizard hotfix did not fix the Barbarian exploit that allowed them to gain +8% of their HP with every attack. That process is pretty simple too:

1. Have Furious Charge with Dreadnought Rune
2. Charge into opening cinematic (before it begins)

Now, if you are like me and played with/as a Barbarian, you might be wondering how that sort of life gain is even considered an exploit – Barbarians gaining insane amounts of life back and breezing through Inferno has always appeared to be the class Working As Intended™. But then, Kripparrian made a Youtube video that was all “Yo dawg, I heard you like exploits, so I put an exploit in your exploit.”

Honestly, his Jay Wilson joke is probably better than mine. And so are these.

There are a lot of different directions the resulting narrative can go – should we start postulating about the economic damage generated by these exploits, or what happens to one’s Battle.net balance when banned? – but beyond the delicious embarrassment of it all, what can honestly be said that was not already predicted months before the game was even released? Everyone knew there would be exploits. Everyone knew the existence of a cash-shop makes exploits worse. And here we are.

It does make me slightly nostalgic for WoW, though. Remember when exploits were more whimsical? You had your cutting-edge hardcore raiding guilds with their Saronite Bombs and trash mob buffs from other boss rooms. You had have your Mining bots teleporting under the ground and dumping 400+ stacks of ore on the AH with 12-hour auctions nearly below vendor price. Maybe some people sneaking through the Arathi Basin gates before the start put a damper on things, but it was only really terrible if AB was the random daily that day.

This Diablo 3 thing, though? Good lord. Nothing like knowing someone else probably made off with $1000 in drops by trivializing the content you are smashing your face into, to take the wind out of your sails. Hell, any one of us might have bought an item from them. If I hadn’t already stopped playing, I would at this sort of news.

The Final GW2 Beta Weekend Impressions

I have had words regarding Guild Wars 2 previously. Based on my experiences mere minutes ago, I am almost ready to recant all of them.

Err… the bad words, that is.

As way of preface, since the Sylvari and Asura were available for the first (and last) time, I decided to forgo retesting that Thief nonsense in Queensdale and focus on the new races. The following points/impressions are in the order that I experienced them, with the ones that inspired my opening lines coming at the end.

Point 14: Sylvari are People Too!

For being walking sentient plant gonads (look it up), the Sylvari speak and threaten like typical meatbags:

Plant tongues? Couldn’t it just… you know… grow back?

That was not even the most interesting bit of shrubbery dialog. This was:

Cue angry conservatives.

I was not even out of the tutorial yet and already I am being told two dude plants love each other. Not that there is anything wrong with that, of course.

Nevertheless, presenting a gay relationship right at the beginning struck me as an unexpectedly bold move on ArenaNet’s part. Every single person that rolls a Sylvari character is going to be seeing this (if they are paying attention), as opposed to hiding it in random NPC dialog.

Then again… is it really all that bold? Sylvari are plant people modeled as pseudo-elves; male elves in videogames are traditionally metrosexual at a minimum. If ArenaNet was really bold, they would have transplanted (har har) this situation over in the human section. But, as far as steps go, this one ain’t a bad first one.

Point 15: Visuals, Jumping Puzzles, and View Points

As far as zone visuals are concerned, the Sylvari thus far take the vegan cake. Alternatively, ArenaNet may have boosted the graphical optimization several notches with this build. Either way, I always have respect for artists who are capable of taking the cliche – plant people living in a giant tree – and still making everything interesting to look at. Remember when you strolled into Northrend during Wrath of the Lich King in WoW, expecting every zone to be snow, snow, and more snow… and being more than a little pleasantly surprised? There is more than enough stereotypical plants to go around here in Sylvariville, but their configuration remains fairly fresh.

A dastardly one at that.

Speaking of jumping puzzles, I am not sure if they are brand new to this build or not, but… there are jumping puzzles now. Hard ones. The one in the screenshot above took probably ~20 minutes to complete (I’m a pro) and even awarded an achievement for making it onto the cliff over on the left. To be honest, I thought the whole thing was a part of the Skill Challenge – the actual challenge was, no joke, clicking on an item in your inventory you got from clicking the bush at the bottom – so I was a little disappointed after the fact.

In any case, another new addition are Kodak Moments View Points: map icons hidden in relatively hard-to-reach locations that start Assassin Creed-esque flybys. Sometimes literally:

Will this be filed under “Homage” or “Parody”?

To be honest, View Points are kinda pointless insofar as they do not reveal anything of note, but I suppose they incentivize climbing on top of things. If you are into that sort of thing. Actually, I do have one minor gripe with that…

Point 16: You Fall Too Fast!

I noticed the instant-terminal-velocity way back in the first minutes of the first beta, but until View Points and Jumping Puzzles were introduced I never had a reason to gain unsafe amounts of altitude. Falling anywhere in Guild Wars 2 feels like you are falling into a black hole. Know how characters sometimes feel “floaty” in MMOs? Imagine the opposite of that. It’s jarring. It may be a minor point, but I was tired of not talking about it like nobody noticed.

Point 17: Necromancers are Boring

While on the character creation screen for Sylvari, one class choice was immediately obvious: Necromancer. Or, well, Engineer might have worked too. If you pick anything else you are squandering the opportunity denied to Draenei Warlocks and Undead Paladins everywhere. Fight the power!

While I breezed through questing as a Necromancer (*cough* ranged are OP *cough*), I never really liked any of my base skills. Sure, it was fun being able to run around with a Blood Fiend, two Bone Minions, and a Shadow creature all by level 10, but everything else felt… meh. Death Shroud as my F1 ability was incredibly disappointing; I do more damage normally, and if it exists solely as a defensive move, well, that still sucks. Overall, the class just seems too damn meta. Dispel buffs, steal buffs, corrupt buffs, use abilities that give yourself debuffs so presumably you can spread them around later… yeah.

Okay, ArenaNet, you have the convoluted PvP interactions down. Now what is a Necromancer supposed to do while questing? Auto-attack + press 2 every 8-12 seconds? Yawn.

Point 18: Elementalists are the Most Fun I Have Had in an Action RPG

In blinding contrast to Necromancers, I feel I need to repeat myself for emphasis: Elementalists are the most fun I have had in an Action RPG. Guild Wars 2 is not strictly an action RPG, of course, but it goddamn turns into one when you roll an Elementalist.

Green check-marks indicate fun abilities.

Necromancer was Press 1 (auto-attack) + Press 2 every ~10 seconds while your pets unfailingly tanked mobs.

Double-dagger Elementalist? Your auto-attack shoots three flame arrows in a spread pattern. Right off the bat you grok the strategic possibilities: the closer you get, the more likely your target will get hit by multiple arrows, increasing the deeps. But maybe you hang back and let your arrows hit the crowd… oh hell, naw! Get in there, boyz! Button number 2 is a channeled dragon breath you can use while moving. Button number 3 is one of my favorite in the bunch: it is a charging jump attack that leaves a trail of fire on the ground while you blow the area up when you land. Nothing says badass pyromancer like one jumping at your face with an explosion. Follow that up with button number 4, which is an AoE fireblast that leaves a ring of fire on the ground that burns enemies who step through it. Flame Wreath this, beotch! Finally, button number 5 is another cone-shaped attack that simply deals extra damage to Burning enemies, such as those who took damage from button(s) 2, 3, and/or 4.

All of that is just double-daggers under the Fire sign. Pressing F2 at any time brings up the Water sign, whose auto-attack is spinning icy hula-hoop of death¹ which passes through all enemies in a line and debuffs with stacking Vulnerability before boomeranging back and hitting them a second time. F3 is the Air sign which, admittedly, is pretty lame aside from the 1,200-ranged charge attack called Ride the Goddamn Lightning. Finally, F4 busts out the Earth sign, with all its fairly Necromacer-ish short-ranged-but-powerful Bleed attacks.

Again, all of that was with the same weapon loadout. Most classes in GW2 have 5 abilities per weapon combo, changing only two per offhand switch. The Elementalist gets six (6) no matter what you switch around. I did not make it to level 10 to check, but presumably I could go from double-dagger to scepter-focus and get 20 different abilities to play around with each time I press the ` button. Other classes may get a similar number of abilities overall (since the Elementalist cannot wield as many different weapon types), but none of them have as much access to these abilities at any time. We are talking about 10 vs 40 here. It’s ridiculous. And even if there is some kind of Elementalist-only weapon-swap limitation, it’s still 10 vs 20.

If it was not obvious by now, check your pulse I had a ton of fun playing the Elementalist. At the same time, the Elementalist is so clearly some designer’s pet project it is not funny… and that worries me. Nothing comes close to this class’s complexity, and I have to wonder at what (eventual) cost. Thieves can press F1 to Shadowstep and get “stolen” one-time-use abilities, Warriors press F1 when their Rage Adrenaline meter fills up, and so on and so forth. Are Elementalists going to be balanced around correct usage of 20+ abilities? Or will they simply be OP as they stab you in the face with their explodey burning rings of fire?

I have already heard grumblings vis-a-vis Elementalists dying practically instantly in PvP, so maybe this issue “fixes” itself. I hope not. I want an Elementalist main and to run some BGs.

Point 19: Asura Females (Can) Straddle the Line between Cute and Uncomfortably Cute

If you were originally put off by the Asura concept art (like I was), feel free to give it a spin:

Wha… no! The pink one-piece swimsuit makes it worse!

If you liked the original concept art look, or are afraid of what your probation officer would say if he walked in while you were playing, ArenaNet still has your back:

Morgan County Parole Board and Mordor Approved.

Luckily for everyone, Asura act more like Goblins/Gnomes from WoW rather than Elin from TERA. And they go back to looking like the cute, cocky nephews and nieces of Yoda from Episode 2 in the main world:

Muuuuuch better.

My Asura was the Elementalist, by the way, so that Episode 2 reference was especially apt.

Point 20: It Will be an Interesting Ride, One Way or the Other

Lest I be confused for someone with boundless optimism in the integrity of the human race, I still have major concerns regarding damn near everything I said previously under the Guild Wars 2 Category tag. Things like unbalanced melee, bad pacing when it comes to Personal Stories/questing in general (the Sylvari starting zone was smooth as butter, but I still had to grind mobs in the Asura zone twice), how Thief, Guardian, and Necromancer gameplay feels pretty bad, suspicions regarding the cash shop and how it affects future game design, and so on and so forth.

In fact, regarding the latter, I was reading a comment to this post over at Keen & Graev’s mentioning being an altaholic. Uh… not unless you pay $10 per slot beyond five. Five slots, eight professions, you do the math. And it is not as though you can roll on another sever either – “guest” anytime anywhere, but it will always be a pain in the ass if your friends rolled elsewhere unless there is an “auto-guest on X server upon login” option. Maybe an extra $15 here and there is nothing as long as it doesn’t happen faster than once a month. But for me, there is no such thing as a friendly, on-your-side cash shop.

Anyway, that is that, my friends. I might have some leftover screenshots, but they will definitely have to wait until next time.

¹ Don’t tell me you never gave a hula-hoop a reverse spin before tossing it down the driveway.

Blue Balls

I debated titling this “Diablo’s Blue Balls,” but [spoiler] Diablo doesn’t have balls.

To the ongoing amazement of all (including myself), I have continued to play Diablo 3. You know, the game that I quit twice? In fairness, “playing” consists of 40-60 minute circuits of Act 1 Inferno with 177% Magic Find as I farm random items to sell on the AH for gold to purchase actual items, so that some semblance of progression can be squeezed from the rock that is Act 3 Inferno.

After three days of putting off another progression attempt like one does a dental appointment or a particularly difficult bowel movement, I finally sat on the chair and grit my teeth while awaiting the verdict. It was worse than I imagined. The “awesome” 1.5 million gold weapon I purchased actually decreased my DPS and survivability. In a panic, I scoured the AH for other upgrades… upgrades which helped in the sense of elongating the amount of time it took my face to collapse from the champion pack curb-stomp.

Up until now, I have been treating Diablo 3 as I treated daily quests in WoW: a not entirely joyless task in service of the greater goal of progression. The allure of rare items netting real money certainly added spice to the stew, but the endpoint always was taking down the titular Diablo on Inferno. As has become increasingly clear, that goal is no longer entirely reasonable.

Mike Morhaime has some words to say about Diablo 3 at this two-month mark, although you have to swim through six paragraphs of PR bullshit to find any:

You’ve seen some of that work already in patch 1.0.3, and you’ll see additional improvements with patch 1.0.4. On the game balance front, this update will contain changes designed to further deliver on the team’s goal of promoting “build diversity,” with buffs to many rarely used, underpowered class abilities. Another topic we’ve seen actively discussed is the fact that better, more distinct Legendary items are needed. We agree. Patch 1.0.4 will also include new and improved Legendary items that are more interesting, more powerful, and more epic in ways you probably won’t be expecting.

[…] On the flipside, we are also committed to ensuring you have a great experience with Diablo III without feeling like the auction house is mandatory, which was never our intention. Thank you for all the feedback about that.

[…] We’re also working on a gameplay system that will provide players who have max-level, high-powered characters new goals to strive for as an alternative to the “item hunt.” We’re not ready to get into specifics just yet, but I can say that we’re actively taking your feedback into account as we plan out the future of the game.

After thoroughly washing my hands, what I got from all that was: nothing.

To suggest that the designers never intended the AH to be mandatory is simply ludicrous. I do not mean that in a “greedy corporation cash shop” sense, I mean that in a “did these morons ever do any projection analysis of what the hardest difficulties require in their own goddamn game” sense. It matters not that a pro player can cheaply gear themselves well enough to go through Act 2 when all that budget gear came from other players. Was the design really that a player would spend 2+ months farming an Act for upgrades to progress to the next one when that is eight times as long as it took to get there in the first place? And, please, spare me the Diablo 2 anecdotes unless it involves the necessity of specific gear to finish the final boss.

…that is kind of the rub though, right?

As a player, I want both the fun to never end and the satisfaction of a completed experience. Meanwhile, the designers of MMOs and cash shop games want to delay the gratification for as long as possible while still retaining player interest. If the tacit tension between both parties is maintained successfully, both profit. After all, a game that abruptly ends before the player wants it to is just as bad as an unfinished game drained down to the curdled dregs at the bottom of an otherwise bone-dry barrel of fun.

…except that is wrong. The latter is worse than the former, and you do not even really need balls to appreciate that fact. Simply examine every unsatisfying ending to any game you have played – the one quality they will all have in common is lack of closure. Of release.

If Inferno was easier, there is little doubt that I would have completed it and shelved Diablo weeks ago. Many could argue that Blizzard was doing me a favor by setting forth this Sisyphean task, as those are (presumably) weeks of fun I would not have otherwise had. But that is not what happens. What happens is I sit here, without even the satisfaction of a logical endpoint, miserably looking back on those weeks of “fun” with a jaundiced eye and two blue balls.

And what I see is time spent playing Diablo 3 when I could have had more fun playing damn near anything else.

Crossing the Streams

I am not going to talk about gaming today.

The Steam Summer Sale is in full swing, but all I am doing is buying games I am not going to play until months later. I mean, seriously, when am I going to play five Prince of Persia games? For $12.24, the answer is: probably someday at that price. The current routine is one farming circuit in Diablo 3, followed by probably ~2 hours of Battlefield 3, and capped off with a game I am actually trying to finish (Greed Inc). When I finish the latter, I will slot a new one in. Or maybe I will finally tire of one of the first two, and suddenly have 20+ free hours a week to rip through my growing collection.

By the way, it occurred to me that I have inexplicably not reviewed Fallout: New Vegas or Skyrim yet. Although I have plenty of material for both, I hate reviewing things months after I stopped playing them. Ergo, those are back on the table too. Eventually.

Anyway, what I really want to talk about is manga.

Cue exit stage left, if that is not your thing. Although if this isn’t your thing:

OMGWTF GTO

…then we can’t be friends anymore.

When I went on the beach vacation earlier this summer, I wanted to some light reading material. Not having a tablet or e-reader, I wondered if my iPod Touch would be enough to read something. Books? Kind of a pain. Manga? Surprisingly well. Rather than go through the hassle of uploading them as pictures and dealing with weird resolutions, I looked around for an app that did that. I found one: Manga Storm.

Like many apps, you can try it for free with an ad bar down at the bottom of the menu screen, or “unlock” it for $3.99 (which I recommend). It basically can search through five separate manga depositories – MangaFox, MangaReader.net, MangaEden, Batoto, and MangaHere – and pull anything in those catalogs for free. You can even download all the chapters, so you can read them later sans WiFi.

The really popular stuff like One Piece and Naruto cannot be accessed for some reason, but a ton of other quality manga can. My recent history includes:

  • Berserk (current to Ch. 330)
  • Gantz (current to Ch. 367)
  • Chobits (complete)
  • GTO (complete)
  • Nausicaa (complete)
  • Sekirei (current to Ch. 132)
  • Yokohama Kaidashi Kikou, e.g. YKK (complete)

By the way, if you never heard of YKK, I recommend it. It follows the deeply serene adventures of an android in the most relaxing post-apocalyptic setting I have ever seen. There is no violence or real drama, but it was pretty effective at evoking feelings of future-nostalgia. One of my favorite sections was this one:

Streetlight people.

I bring all this up for several reasons, but the biggest is as a means of soliciting manga recommendations. Do you guys have any? As my history list earlier hopefully demonstrates, I am fairly open-minded when it comes to the medium. All I am looking for is at least two of the following:

  1. Interesting plot.
  2. Good artwork.
  3. Angst.

Manga like Sekirei skews towards the ecchi side of things, but I have zero problems with that. The end-goal is filling in those empty minutes while waiting for a BF3 map to load or for me to get tired enough to actually sleep. Ordinary, or extraordinary; slice-of-life, or epic magnum opus; new, or old; juvenile high school comedy, or Grave of the Fireflies. I want them all, if they meet 2 of the 3 criteria. Or maybe even just one… I’m running out of Angry Birds: Rio levels and I’ll be damned if I go back to Tiny Tower.

P.S. Feel free to send an email (check the About page for the address) with your recommendations if you fear a comment will harm your gaming geek cred.

Gold for Cash

The Diablo 3 RMAH is now selling gold:

That balance is from selling items, for the record.

After clearing Act 2 Inferno with an average elite group success rate of 76%, I found my Nephalem stacks falling off as I repeatedly lured elites away from the exits to stages in Act 3. Any semblance of self-respect vanished after I spent more than an hour and 120,000g in repairs just making my way across The Keep Depths Level 2. Yes, a single, nondescript floor. The “Checkpoint!” pop-up honestly felt like a level-up or Achievement. And I suppose it was both.

I have heard grumbling about stealth buffs to elemental damage in one of the 1.03 hotfixes, but given I was already running around with 900+ resistance – way above the recommended level that people who kill Inferno Diablo use – and the fact that Ghom was physically impossible (a friend cheese-Barb’d it for me), I decided to book it back to Act 1. Let me tell you: after my experiences in Act 2 & 3, Act 1 was clown shoes. Even after stacking 150% Magic Find, the only things that kill me are the Arcane beams and unfortunate Freezes when I am not paying attention.

I bring all this up as a way of saying that I have been farming Act 1 basically once a night for the past week or so. The route I take is TryHard‘s, completing it in about ~40 minutes and netting ~140,000g in gold drops and vendor loot. There are usually about a half-dozen rares that are sellable in addition to that, although until recently I was not particularly successful. Now that I have a firmer grasp on which combinations/stats are more valuable…

This is more like it.

…but today all of this has changed for me.

That 722,500g is no longer a means of purchasing a better weapon with more Life on Hit for progression… it’s $2.24. Nor is the 900+ DPS 1H weapon I snagged for a 1.5 million gold bid (a true steal) actually 1.5 million gold – it’s a somewhat ludicrous $4.65 cash shop transaction. That I did not whip out my credit card is irrelevant; like most AH goblins, I have preached the opportunity cost hymn too much to ever look at such things differently. Given that I could use the weapon to help clear Act 3 and then resell it for 3 million, perhaps it is more like a loan. Or a Vegas gamble at the nickle slots.

One final thing I want to mention, is the somewhat bizarre realization I had earlier tonight when examining the RMAH for signs of weakness. The minimum buyout price over on the cash side of the AH is $1.25. That means, on the low-end, every single item over there is the equivalent of at least 403,225g. I can assure you that the vast, vast majority of items over there are not worth 403,225g. Nor is the 300k-400k gold Blizzard transaction fee.

I almost wonder if opening up gold purchases will (ironically) kill the cash part of the RMAH.

Spin Doctors: The Secret World Edition

Do you know what I like more than an MMO being treated as a single-player game in nearly 100% of its (blogged) reporting? An MMO with an official State of the Game developer post seven (7) days after launch.

I know that developers of The Secret World are not the first to write the following, but I was especially amused this time around (emphasis added):

We’re going to be releasing fresh and tasty new content FREE to our subscribers on a regular, monthly basis. The first update is due on Tuesday, July 31st, and we will be releasing more details about that particular update later this week — including a couple of fun surprises. (You’re going to love it.)

[…]

* Mission packs on a monthly basis! The first few packs will contain new investigations for every adventure zone in the game — but we also have more action and sabotage missions planned for the near future. These missions will feature fully voiced cut-scenes and new media pop-ups, and will match the quality of the missions currently in the game. Oh, and like everything else in our monthly updates, these packs are FREE for our subscribers!

Allow me to summarize my feelings with the following:

MMO Logic.

I have, of course, been cheerleading the concept of single-player MMOs for quite some time now. But I almost wonder if The Secret World has gone too far, and otherwise fallen into the Uncanny Valley abyss between the two (*ahem*) worlds.

Instead of being interested in an MMO that is going the incredibly novel route of monthly updates, my very first thought was “$15 DLC packs each month.” In the abstract, all subscription MMOs function in this manner, right? And companies like Blizzard certainly are not doing anyone any favors by letting 6+ months lapse between content updates.

But… it’s not just me, is it?

I am not playing the game, but I would rather FunCom put out twice the content every two months even if they end up sitting on the completed work. It feels too fast. And weird, like an MMO with a $13.84/month subscription. Or a doctor who keeps insisting on showing me his medical license. It bespeaks a curious lack of faith in the product itself.

P.S. I smirk every time I see the following patch note in any MMO:

* And speaking of dungeons, we’re also working on a dungeon finder tool, allowing players to more easily put together a team to handle the instanced content

Does that make me a bad person?

2007 Called

…and it said attunements are still a bad idea.

I was not going to write on this subject, given how much of it is ancient history. Indeed, even now I am not going to spend a lot of words detailing how and why everyone is wrong. Only 7 words are really needed:

Attunements were unnecessary in accomplishing their goals.

In other words, every single thing attunements set out to accomplish can be achieved by doing something else. Epic quest lines? Those can still happen. Gating content? That is what the bosses themselves are supposed to do, but you can still go the Sunwell/ICC or gear check route if you like. Encouraging the spirit of cooperation (no seriously, Klep said this)? Since most attunements were for raids, this implies one is already in a raiding guild, presumably to raid, and thus cooperation is already secured. Alternative advancement at endgame? Achievements et tal, or the EQ2 method would be fine.

In the course of pontificating on this subject in the comment sections of three different blogs, the one attunement argument that I actually enjoyed was the “checking to see if you are ready to raid” one. You see, my primary umbrage towards attunements like the Karazhan key quest was how many components required a group. I tanked my way to attunement on my paladin main with the officer core no problem. And then, over the proceeding 37 weeks of raiding Karazhan, I had to make 15 additional Karazhan attunement runs for various people in the guild. People that had no problem being terrible raiders, or otherwise expecting the guild to provide them with endless dungeon runs so that they could guild-hop/get poached three days later. Who was getting attuned here? New DPS recruit #13? They aren’t being challenged by having Karazhan-geared raiders carry them through dungeon runs.

The one sort of attunement that I would consent to return would be personal attunements. The example I gave in a comment reply was:

Hell, if attunements were something that had to be completed solo (or at least could be) I would have zero problem with them. Sure, why not? Have one of the steps be “equip socketed, enchanted gear appropriate to your spec and deal 4000 DPS” and endgame WoW would be in a much better place.

I would 100% be behind that, not out of some kind of desire to demean casuals or new players, but out of an earnest desire to educate them. Where in WoW does it suggest to fill in sockets with gems, or that gear enchants exist? The Ready for Raiding achievement was amusing (less so for how few raiders probably have it), but imagine if it were a required attunement before zoning in to any raid content. Have it be some kind of solo instance tailored to spec/class and filled with fire that needs not be stood in, CC not to be broken, and a final mob that needs to be killed with some minimum level of DPS (that even a tank/healer could achieve). Hell, normalize the gear too.

Bam. I have just created an attunement with an actual, useful purpose related to the thing it is serving as an obstacle for. You know, unlike every other attunement in the history of the game.

Act 2: First Blood

As one might rightly assume, I encountered the infamous Infernal Act 2 brick wall.

The best sort of welcoming committee for melee.

To say I was “pwned” by the very first elite pack (Frozen, Molten, Plagued, Desecrator) is to suggest that the Allies merely dropped by Dresden in 1945 for a night on the town. The melee attacks alone were brutal enough to take me out in 3 hits, nevermind all the shit on the ground. As the respawn timer crept ever higher, I thought that those “discretion better form of valor” guys might be on to something. Unfortunately, the FMPD welcoming committee had other plans. No matter how far away I dragged them from the Checkpoint I kept respawning at, at least one was hanging around for his turn to teabag my corpse.

The cherry on top of this injury cake was when the Enrage timer went off. Fun fact: the Enrage timer is actually a debuff that simply kills you in seconds no matter where the fuck the elites are at. As I sat there stunned IRL as to how I can be killed by elites not even on the goddamn screen, I had to further endure the 10-second logoff Wait of Shame before I could scurry back to the AH. After spending something in the neighborhood of 500k (on top of the 300k I talked about last time), my stats ended up looking like this:

A 3 oz bottle of Vaseline doesn’t go as far as one might hope.

I came to the sad conclusion that perhaps I was going to have to alter my Noob Wind spec. So I did… grudgingly. I swapped Mantra of Evasion for Mantra of Healing with the 20% resist runes; I dropped Seven-Sided Strike for Serenity; I switched the rune for Breath of Heaven for the 1.5 second Fear. And… that’s basically it. Bought a 1h weapon + shield combo for when things still get really hairy, but the loss of 7000 paper DPS is almost worse than dying in-game.

I still have issues with many some elites, but at least I have enough time to react to said fact before being ground into a thick paste.

The fact that I am still having occasional issues is somewhat perplexing though, considering the Inferno Act 2 Monk 200k video floating around. If you haven’t see it, the basic premise is a dude went naked to the AH with 200,000g and walked out with enough gear to progress through the entirety of Act 2 Inferno as a Monk… skipping only 3 elite packs along the way. And made a profit with vendor gold alone. I went ahead and did an unbuffed comparison shot of his stats from the video and my own:

Yikes.

I quite literally have 400 more resist than this guy, and I still have issues? The biggest difference – aside from his rather ridiculous amount of Increased Attack Speed – is his spec: Deadly Reach. Ah, yes, the ranged monk. For what it is worth, I did actually try Deadly Reach for a while but couldn’t make it work; without all the extra IAS, you cannot actually kite all that effectively, nor trigger the 3rd punch for the +50% armor bonus.

Then, I noticed something else about his video… the elites he actually faced.

  1. Fast, Illusion, Electric, Plague
  2. Nightmare, Electric, Waller, Health Link
  3. Waller, Fast, Electric, Plague
  4. Frozen, Reflect Damage, Health Link, Waller
  5. Teleport, Jailer, Nightmare, Fire Chain
  6. Fire Chain, Arcane Enchanted, Mortar, Reflect Damage
  7. Molten, Electric, Plague, Fast
  8. Mortar, Waller, Shield, Plague
  9. Plague, Fast, Fire Chain, Vampiric
  10. Mortar, Illusion, Knockback, Waller
  11. [not shown]
  12. Extra Health, Nightmare, Jailer, Fire Chain
  13. Extra Health, Teleport, Vortex, Plague
  14. Electric, Plague, Avenger, Wall
  15. Health Link, Desecrator, Fire Chain, Fast
  16. Desecrator, Teleport, Shield, Molten
  17. Fast, Frozen, Extra Health, Electric
  18. Vampiric, Mortar, Nightmare, Minion
  19. Avenger, Molten, Teleport, Nightmare
  20. Teleport, Avenge, Molten, Electric
  21. Frozen, Vampiric, Jailer, Arcane Enchanted
  22. Molten, Shielding, Arcane Enchanted, Electric, Minion [skip]
  23. Extra Health, Arcane Enchanted, Reflect Damage, Waller [skip]
  24. Molten, Knockback, Illusion, Reflect Damage
  25. Nightmare, Teleport, Illusion, Fire Chain
  26. Knockback, Molten, Reflect Damage, Minion
  27. Fast, Waller, Reflect Damage, Teleport
  28. Arcane Enchanted, Fire Chain, Reflect Damage, Vortex
  29. Frozen, Knockback, Extra Health, Reflect Damage [skip]
  30. Knockback, Mortar, Frozen, Shield

You are goddamn right I wrote them all down. Aside from the four I marked in red above, the elites he faced in the video (barring the occasional enemy type) were a total joke. Could he have faced down my FMPD welcoming committee with his spec? Maybe, maybe not. I have grave doubts.

Sour grapes aside, his video has educated me in various ways. For example, his +631 Life on Hit is obviously doing more for him than my +1027 considering he is getting nearly a full extra attack per second – nevermind all the extra Spirit he generates. The single-minded focus on Dexterity was similarly interesting given how much effect it is having: 229% more damage from his 612 DPS weapons, making them nearly on par with my 1000+ 2H. I am not entirely willing to go Deadly Reach just yet, but I can definitely spend another ~5 hours “playing” Diablo 3’s AH to repair my errors.

And if it sounds like I am enjoying Diablo 3 better overall, you wouldn’t be wrong. The cheeky among you might suggest that it is because of the increased difficulty, and I am inclined to agree – Act 2 has been the only stretch of road I have not been zipping down at 80 mph in a 65 mph zone. Indeed I thought Act 1 Inferno was about as hard as Act 2 Normal in the scheme of things, given the latter’s lack of gold for upgrades and all the locked abilities.

After 38 hours /played, it is about goddamn time some fun was had.

The end is probably nigh however, for all the reasons I have seen in the comments to my own posts (and elsewhere). “Farming” Act 1 Inferno holds about as much appeal as sticking my balls in a toaster, and… well, actually, that is basically the way forward here. Or giving in to the Deadly Reacharound build. While the thought of maybe getting a $200 item drop soothes the chaffing a bit, I already spend more time in the AH than in-game. I don’t know how much longer…

…hold on, I have an email.

Pics or it didn’t… damn.

BRB, grabbing my toaster.

P.S. Congrats to Anderasill, the owner of the above screenshot + $173.40 ($200 minus fees) and a winner of the Diablo Annual Pass Challenge (Hardcore). She actually got Diablo 3 via the Annual Pass, so there’s that too. And she probably could have saved herself the 15% transaction fee since I know damn well she’ll just spend all that money and more buying the new WoW pets.