Category Archives: Guild Wars 2
(Un)Foreseen Consequences
I want to start off with a quote from Ravious of Kill Ten Rats:
“Players are simply wrong when they say Guild Wars 2 has a “failed” economy. Players that claim failure have a misconception of the economy they believe the MMO should have. It isn’t failed because supply and demand are working, just not in final products. The supply of a final product far outweighs demand, even with the trash compacting Mystic Forge. Still I’ve seen plenty of profit that can be made with small amounts of market inefficiency or player laziness. A failed economy would not provide such opportunities.”
My very first reaction was the following mental image:
To be fair, yes, it matters what kind of economy one thinks is appropriate for an MMO. Personally, I am a fan of the whole “labor + resource = increased value.”
The week of Ravious’ post, we got a slew of Guild Wars 2 ping-ponging hotfixes. One of them was a sudden removal of Cooking materials from vendors; prior to this, the game’s only “Advanced Profession” could be leveled 1-400 for roughly 80 silver and a few thousand Karma. Some of the removed items, like the notorious Stick of Butter, suddenly started showing up in copious amounts in the bags of goodies that humanoid mobs drop. While there was an initial panic going from vendor to drop, Butter was quickly selling for 1c because it dropped in 5-8 stick increments and seemed to replace actually good drops 50% of the time. Then you had other crafting mats in the Tier 2 level going for vendor+1c even as their Tier 1 variants were still making bank. At one point there were 8 million Soft Wood Logs on the AH, for example.
Last Friday, ArenaNet’s generically-named in-house economist, John Smith, came out with a similarly generic post on GW2’s economy. The entirety of the relevant bits were the following:
We’ve noticed several markets that are clearly out of sync in terms of supply and demand. It isn’t interesting or fun to have a market flooded with items that contain very little value, so we’re making adjustments to the game every day. Players can expect to see these markets even out over time.
While adjusting the supply and demand will bring markets closer to non-vendor based equilibrium, there is still the matter of massive surplus of some items. To address the surplus, we’ve created some new, limited-time Mystic Forge recipes that use these items. These recipes create boxes that give chances for gold and some cool items.
The “adjustments” they made were recipes that called for 500 Sticks of Butter (Soft Green Logs, etc) + two other items to create a chest that could have up to a 2g vendor item plus some other cosmetic items. As should come to no surprise, the price of Butter (etc) skyrocketed. No doubt a large quantity of these over-supplied items left the economy permanently as people gambled their money away. And I have to hand it to ArenaNet, insofar as utilizing the Mystic Forge as both a hole to throw items into and a money sink simultaneously.
But I have no real confidence that John Smith knows what he is talking about.
Pondering over this whole economic episode has led me to think about the interactivity between all these moving parts and the unforeseen consequences. For example, I am a huge fan of individual loot and resource nodes; in fact, I think they are one of the best “innovations” of multiplayer games since… well, possibly ever. But if two players tap the same mob/node and get 2x more loot than they would in other games, that means games with individual loot/shared nodes will (potentially) have twice as many items dropping. You cannot just “solve” the issue by cutting drop-rates in half though, or making crafting professions require twice as many resources, because that leads to a dissatisfying single-player experience.
Then you build your game around Dynamic Events with huge, scaled mob encounters with AoE all over the place. Provided you have the chance to deal enough damage, it is not uncommon to go from zero to full bags of gear from just 1-2 of these Events. You are selling bag space in the cash shop, so you have an incentive to keep bag space tight. But being able to sell to the AH from anywhere – itself a supremely good-feeling feature – means players would rather list all this excess gear for vendor+1c despite it being at a loss, simply because a loss is better than destroying the gear entirely.
Nevermind the crafters dumping gear on the AH in 5-level increments, competing not just with each other but with all the generic item drops too. Considering you can get +10 levels worth of XP per crafting profession, and the cost of switching inbetween them is fairly trivial (compared to losing all your progress) there is always an incentive to at least start one or more professions on all of your characters.
This preponderance of vendor+1c gear means the average player can “Lease” upgrades throughout their adventuring career – buy the level 30 sword for 80c, use it until level 35, sell it for 79c, then buy the level 35 sword for 90c, and so on. This leads to the Diablo 3-ification of gear upgrades, making drops/Karma/quest rewards simply vendor-fodder for the 24/7 AH pellet machine. The entire concept of character progression breaks down, generally at the same time you unlock your level 30 Elite Skill and otherwise experience no further change to your PvE play-style.
I do believe Guild Wars 2 brings some extremely nice innovations to the MMO formula. However, I am getting the distinct impression that other MMOs do not have these features precisely because of all the unintended consequences they bring down the line. It is clear ArenaNet believes the Mystic Forge Will Fix It™ but I simply do not see how. Limited Time recipes eliminate surplus stock, but the fire hose of drops (and the roundabout incentives to post them all) continues unabated.
If John Smith can economy his way out of this, without ArenaNet dialing back all the player-friendly features, I will be hugely impressed. Otherwise, their best hope is probably fewer people playing the game.
Wirehead
I have obviously been posting a lot about Guild Wars 2, mainly because that is what I have been doing for the last few weeks. There are some additional such posts in the pipeline. But behind all this seeming enthusiasm lies the similar feeling of… offness that Spinks talked about.
While playing, I feel an irrational need to hit every resource node I come across. It feels good. Which is… good. Fine. But when I think about the game as a whole, I see no future in it for me. So many people online and in-game mention that the lack of endgame progression is not an issue because you are not paying a subscription. “Just stop playing.”
…but this is an MMO.
An MMO, to me, makes no sense to play sporadically. If you are not committed to the idea of playing often (or everyday), what are you doing? Why am I hitting resource nodes and selling things and hoarding gems if I will be uninstalling in a few months? Doing something only tangentially fun for weeks (e.g. dailies) makes sense to me if your final reward is something you can reasonably use for X amount of time. If you immediately stop after achieving the goal, my time retroactively feels wasted.
Nevermind how the “community” aspect is supposed to develop without player continuity.
Think about Tiny Tower, or 10000000, or any number of “time-management” iOS games. I bought 10000000 off of a Penny Arcade recommendation, and it is basically Bejeweled with RPG elements. I got really into it, maximizing resource gains, plotting out upgrades, “grinding,” and so on. Then I won. And felt empty.
I get post-game depression fairly often, a vague feeling of loss. Even if I had fun along the way, the post-game mood usually makes me question why I bothered in the first place. What mitigates such feelings is usually the sense that I still accumulated something, be it twitch-skills from FPS games (pro skills from Counter-Strike carry over into Battlefield 3, etc) or the experience of a story in the case of many RPGs or proper books. I played Xenogears over a decade ago for 80 hours one time, and I still think about it occasionally.
I will not think about Tiny Tower or 10000000 a decade from now. Nor, potentially, Guild Wars 2. Those games were/have been/are fun to play, respectively. But I am not looking for opportunities to kill time with amusing diversions. I do not have enough time, in fact. What I am looking for are opportunities to “invest” my time, or at least a simulation thereof, while having fun too.
Scott Adams once quipped that the last invention humanity will ever make is a Holodeck. As soon as that was built and marketed, humanity would collectively starve to death inside a Holodeck two weeks later. The future is actually much simpler than Holodecks or realistic VR headsets and such – the future is a wire in your brain that stimulates your nucleus accumbens directly. Watching college sports or playing MMOs or contemplating the vastness of the universe are all primitive methods of manually fondling your glands. The dark secret of The Matrix is that the overlay was completely unnecessary – a little bit of electricity in the right spot removes the inefficient middleman of reality.
The above may seem a non sequitur, but here is the connection: I feel Guild Wars 2 is simply a wire in my head. It generates good feelings, but doesn’t mean anything. It is a personal problem, of course. But all problems are ultimately personal problems. And I grow increasingly weary of doing fun things while simultaneously waiting for the other shoe to drop.
Playing Guild Wars 2 feels like going to Disneyland ahead of the apocalypse.
“So stop playing.” I’m sorry, I cannot hear you over the humming of this wire in my head.
Cheesing Alts
Guild wars 2 is remarkably unfriendly to guilds. The fundamental component of such a collaboration, in my opinion, is the guild bank… something that is sequestered behind a 2500 Influence timewall. After a week and a half, my small guild of WoW expats have just gotten halfway there.
But I get it, I get it. Can’t expect ArenaNet to sell $7.50 bank extensions if just anyone could create a guild and get 50-slots “for free,” small guilds be damned.
The good news for smaller guilds is that you can cheese the Influence system a bit with alts. A guild generally gets 10 Influence for each member that logs in each day. Each of your alts counts as a unique member. Ergo, if you log onto all five characters every day, your guild should get 50 Influence points during the “Attendance Checks.” You do not even have to do anything on that alt; just log on, and then go back to the character selection screen. Done.¹
Now, 50 Influence might not seem like a lot, especially in terms of guild groups rolling through Events – but that is 50 quick Influence points per account per day. Get five friends doing that everyday for 10 days and you got your bank. If you want your own personal guild bank extension, that is a mere 50 days of solo log-ins.
By the way, know what else is counted on a per-character basis? Resource nodes and chests.
Why log-in on unused alt accounts in the middle of a city when you could do so standing next to a Rich Copper Node (etc)? Personally, I have two level 12 alts parked in the Shamans’ Rookery area I talked about last time, such that when I give my guild its daily 10 Influence, I snag 2 silver worth of Copper Ore and then spend 2-3 minutes snagging a Splendid Chest to boot. And then I do it again.
If I was really feeling cheeky, I could go outside and farm the Potato… farm just south of there, snagging the normal chest along the way. Since this is the Norn starting area, chances are good you will get pushed into the Overflow server, which has its own version of resource nodes too. From my testing, it looks like ArenaNet closed the loophole that would allow you to gather from both the normal and Overflow farms. However, these farms are also character-specific, which means any alts parked nearby can loot it individually.
¹ It is entirely possible ArenaNet fixed this. I tried testing today, and it did not appear multiple log-ins caused the counter to increase immediately, like it did previously. Still, I have have a screenshot of our six-person guild’s Influence History tab which shows “7 members logged on for 70 Influence.” I’ll try and do additional testing in the next few days. The resource node/chest thing is 100% legit though.
Splendid Chest “Farming” in GW2
I do find the degree of “secrecy” surrounding Guild Wars 2 sort of amusing. It was not until this Reddit thread popped the lid off of Mystic Forge recipes that prices for Mystic Coins jumped 300% (and, briefly, 3000%) practically overnight. And that was four days ago. I am not expecting everything to be datamined two weeks after launch, but you and I both know there are thousands of players running around hoarding secrets until they get banned for exploiting, ArenaNet hotfixes it, or someone finally blows the whistle on the Gravy Train.
So… ahem. Toot-toot.
If you were not already aware, there are Splendid Chests scattered around the world, most commonly as jumping puzzle rewards. They reset on at least a daily basis, and some are much easier to get to than others. I am going to show you the four easy ones I “farm.”
To be honest, if I had wrote this post 1-2 days ago, I would be telling you how you could be looting your own-level blues and greens in these level 1-15 zones. In the time I was taking screenshots though, either something changed behind the scenes or I was simply crazy this whole time, as the Splendid Chests are spitting out unscaled, zone-level rewards. This can still occasionally be worth doing, as I note below.
If you consider Splendid Chests and “secret” locations to be spoilers but kept reading this post anyway, last chance to bail.
Click the pictures for larger versions.
Queensdale
This one is one of the fastest to get to from anywhere (assuming you use the HotM Express): exit Divinity Reach and head East along the water. Alternatively, there is a Waypoint across the lake, but it is often Contested due to Events down there. You will know you are in the right spot when you see three bandits hanging out near a wooden door. The bomb bandit on the left of the door is actually semi-bugged to constantly regen health, so watch out.
Inside Beggar’s Burrow itself, there will be bandits galore, often in linked groups of three. I typically have little issue solo AoEing them all on my Elementalist, but things can quickly escalate out of control if you are not careful. As noted, the bandits in there are on a ridiculously short respawn timer, so if you want to farm humanoids and the sticks of butter tiny sacks of goods they drop, this will provide endless supply.
The chest itself is up the ramp in the back, on a wooden ledge, guarded by a Veteran bomb-laying bandit. He can chain-knockdown you, so be careful.
Wayfarer Foothills
Bandits too stressful? Try this Norn area. Portal to Hoelbrak, walk outside, and head north then hug the west mountains. Or, just take the nearby Waypoint.
The first thing you will notice is the Potato farm in the Jotun village – around 6-8 plants. These mobs don’t hit too especially hard, but again, you might want to be careful with how many you aggro at a time. There is a Veteran Jotun in the back, guarding a normal, one-item chest. And, hey, a Point of Interest!
Literally within throwing distance North of that village is the Shamans’ Rookery. The cave is not so much a jumping puzzle as it is a trap puzzle: ravens will knock you back/off the ledges if you stray within their little red circles. Periodically, you will fight with NPC shaman, some of whom can also knock you around. Given my familiarity with the place, I have basically figured out that I can just run past them all before they get me in combat (which will slow you down, making the jumps impossible). At the end, there are two level 10 normal NPCs guarding a door, which opens after you defeat them.
Also of note is there is always a Rich Copper Node towards the beginning of the jumping puzzle area on its own island. If you stand on top of the torch pillar, you can actually make the jump back onto the ledge. If you don’t make the jump there, or fall off at any other point, you can probably just run past all the level 7 shadow mobs down below.
North and East of the Rookery is the Wurmhowl Spikes. This area could not be any more straightforward: a few groups of 3 linked mobs, and then finally a mob pile at the bottom (with an Veteran). Aside from the linked mobs, you may want to watch yourself out there because there is a very frequent Dynamic Event escort quest that runs nearby. Depending on the number of players in the area, I have seen level 17+ mobs spawn beside the road and aggro on me. Since the game forces you down to level 13, those level 17+ guys can be very touch-and-go.
Kessex Hills
I was not going to bother posting this one, as it is significantly harder than the others, and more out of the way besides… but, you can decide for yourself. If you never been in this area, just head straight South out of Divinity’s Reach and hoof it across the zone. Once you grab the Gap Waypoint, just head North.
Inside will be relatively high-level bandits, including one of those annoying bandit cannons. Towards the back of the cave, there will be two linked bandit Veterans, who forced all my cooldowns. After that, you can see the Splendid Chest through the cage, but as Admiral Ackbar would say: It’s a trap! I do not remember if you have to click on the cage door or attack it, but either way the two Veteran Ettins will bust out of their cages and immediately attack you if you are nearby. I recommend running out of the cage area to give yourself some time to prepare.
Then… you know, solo those two Veterans like a pro, loot chest, ????, profit.
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As I mentioned upstream, I was pretty sure these Splendid Chests were giving out level 25-30 gear for me a few days ago but are not anymore. Oh well. The level 8ish gear can be Salvaged into juicy 20c+ mats, the mobs drop 20c+ items, and you run across 10c-20c+ resource nodes. If you find yourself just aimlessly wandering around looking for something quick to do, well, here you go.
I know of another Splendid Chest in south Plains of Ashford (aka Charr starting zone), but not only is it way the hell far from everything, it is a Jumping/Trap Puzzle with capitals J, T, and P. There is another in the Norn area that I could not remember how I got to, but it suffers a similar issue.
Hopefully you have found this useful and the title not too misleading.
Systemic Concerns About the GW2 Economy
It may seem a bit premature to wonder about the Guild Wars 2 economy, considering the game has only be out for a week or so. But a comment by Chris K over on Syncaine’s GW2 Review post got me thinking about whether the game’s structure makes the economy unlikely to ever “recover” from its current bizzaro state:
“The trend [of crafting being pointless] will not persist. Currently people are levelling crafting only for the xp gains. It is, essentially, buying levels with gold. When the majority of these people hit the level cap then you’ll start seeing a decent economy forming.
At least I hope so…”
I have reported before that the GW2 devs made it a point of pride that the crafting system alone can get you to level 80, assuming you feed an alt enough mats. But Chris makes an astute observation that crafting, even when the market is vendor+1c, has a point: easy, scaled XP gains.
So think about it. Going 1-400 in one profession will net you 10 levels of XP at increasingly large costs (primarily in vendor mats, but also karma recipes, etc). Or you could simply go 1-40 (etc) in all eight crafting professions and net 8 levels’ worth of XP much more easily. Why wouldn’t you do this on all your alts? Or your main for that matter, considering that you continue earning Skill points for “leveling” past 80 to spend as Mystic Forge currency.
Changing crafting professions to a new one is a completely painless process with no upfront costs, and all your progress in a dropped profession is saved. Switching back to even a 400-level profession only sets you back 40s – not a completely trivial amount at current gem exchange rates, but way less than I expected. There are no profession bonuses that I know of, and even if there are BoP gear recipes, the lack of gear progression at endgame makes it a mostly moot point.
All of this + the global Trading Post + the existence of Buy/Sell Orders makes me think it unlikely that the Guild Wars 2 economy will ever meaningfully mature from its current state. I have every incentive to start all eight crafting professions on all five of my character slots, and so does everyone else. Doing exactly that will continue to put huge Demand pressure on low-level mats, even if gold inflation raises prices across the board. I can maybe see higher level gear selling for more than vendor+1c once fewer people are leveling crafting past 125 (etc), but the moment it does there will be ten thousand wannabe goblins squeezing into the margins.
Not that I am particularly complaining about the ease in which I can finance cash shop purchases here. I just think ArenaNet really screwed up in the incentive department, on the same level and scale as Blizzard did with Diablo 3. I never thought I would look back on WoW’s discrete Auction House markets and extreme Profession-hopping disincentives with nostalgia, but here we are.
If there is ever a Crafting system failure metric, the “vendor+1c” phenomenon is it.
Making Gold in Guild Wars 2
All you really need to know about making money in Guild Wars 2 is the following:
This was true before the Trading Post officially came online, and it is especially true afterwards. If you cannot afford your level 40 Trait book (i.e. 1g) at level 40, you are doing it wrong. And not only are you doing it wrong, you are literally throwing real cash money away too.
First, some perspective:
The 100 gem exchange rate has fluctuated up and down since release, but it has generally stayed between 34s and 24s pretty consistently. As of today, it is 25s 25c. Technically you can buy gems in increments as small as 1 gem, but I am using 100 gems as a convenient unit of measurement. As you might have noted, the cash exchange rate (in the US) is 800 per $10, or $1.25 per 100 gems. Useful things like extra character slots will set you back $10, extra bank space $7.5, and so on.
…or you can buy them for 2g 2s and 1g 51s 50c respectively. Which I am about to do as a level 25 character. Here are my main methods:
Step 0: Low-Hanging Fruit
Sell your Unidentified Dye.
At the time of this writing, this item is selling for 6s apiece and you likely have accumulated 5+ by the time you reach level 25. While you may actually be a person who likes tweaking the colors of your character, in my opinion using these items instead of selling them is a losing proposition. Dyes are character-specific NOT Account-Wide, the dye colors you get are random, and since they are selling for 6s apiece, you are paying almost $0.32 each time you double-click.
Many of the “good” colors like Black are going for 2g+ by themselves, but rolling that dice is like scratching lotto tickets. And besides, if you follow this Step and the others, you will likely accumulate enough money on your own to straight-out purchase the colors you want instead of getting yet another Key-Lime Green Dye.
Assuming, of course, you want to spend $10 to make your toon wear a darker shade of black in the first place.
By the way, the Transmog tokens are selling for ~50c as well, which is likely of much better use to you than making your sword look fancy for two levels or less when you get another upgrade.
Step 1: Stop Salvaging
The first instinct you should develop is a desire to VENDOR every non-upgrade piece of equipment you pick up instead of salvaging. Getting 25c for that sword may not sound like a lot of money, but four of them is 1s and that quickly starts to add up. When you salvage, what you are really doing is spending ~3.5c to destroy a 25c+ item into 1-3 crafting components which damn better be worth more than 9c apiece or you are literally throwing money in a hole.
Sometimes Salvaging will indeed net you a profit. Cloth armor below level 20 will typically salvage into Jute Scraps, which are selling for 24c or more. Some low-level heavy armor will similarly salvage into valuable 17c Copper Ore.
Another thing to keep in mind are the Runes/Insignias/etc in Green items – many are generic, but some sell for 1s or more by themselves. You will likely have gotten a few Black Lion Salvage Kits from 100%’ing zones or doing Story missions, so this is the situation in which to use them effectively.
Step 2: Stop Crafting
I can understand that this will be tough for people to internalize – even I’m having a hard time resisting – but between a globalized Trading Post and sanctioned RMT gold-buying, crafting simply makes no sense. Arguably, it never made sense in a game without endgame gear progression, and absolutely makes little sense in the asinine crafting model that ArenaNet is offering.
Just look at what is happening right now:
If that picture isn’t clear, I am buying a massive amulet upgrade for 1 copper over its own vendor price.
A globalized Trading Post means the margins for any crafted good are always going to be razor-thin; it is not about competing with 1-2 Auction Barons, but all Auction Barons everywhere, including the ones willing to work for pennies a day. Supply for most goods is effectively unlimited, so there is no “cornering the market” without cornering ALL the markets. A few niche markets may develop along rare recipe drops (assuming they exist) or legendary materials, but again, they are “niche” across all servers… so not very niche at all.
Think about it for a second. Every weapon or piece of armor you could possibly craft can and will be crafted by somebody else. They will craft said piece multiple times because that is what they need to do to level up their skill, and they will need to sell that piece to pay for all the money they are sinking into the crafting system. Just like 200,000 other people.
When it comes to crafting gear, it is truly a Buyer’s Market.
If you want upgrades every 5 levels like you would get with crafting, simply buy the vendor+1c priced goods instead of effectively paying 10x that amount using mats that you could have sold. Prefer specific stat loadouts that are not represented very well for some reason? Look at the random odd-level gear, e.g. level 21-24 instead of level 25. It might be pricier, but you will have saved an enormous amount by selling your mats. Or, you know, pick up that +Healing +Vitality weapon with the higher DPS and stop trying to twink your very first character.
All of the above ties into the next step:
Step 3: Sell All Your Materials
Tiny Totems are 48c. Tiny Claws are 51c. Vial of Weak Blood is 41c. Jute Scraps are 24c. Copper Ore is 17c.
That last one means each Copper Ore Node is 51c, every five nodes is 2.55s, and every 397 nodes is an extra character slot. That is not counting any of the jeweler pieces you might pick up, or the heaps of other mats you will acquire from killing mobs inbetween nodes. And with GW2’s overall game structure, you can easily collect this amount on your way to 100% map completion in starter zones, no grinding required.
Although, if I’m honest, dicking around Queensdale and other starting zones can be remarkably lucrative. Gear drops are scaled to your own level (e.g. level 25 gear), but the incidental drops like Tiny Totems, Vials of Weak Blood, and those loot bags all drop the same regardless of your higher level. It kinda make me worried in a way, since right now it appears that a level 80 character farming the starting zones might be the way to go given the remarkably low price on endgame ore/wood/etc. We will have to see how it pans out.
Step 4: Never Skip Events
Killing mobs = loot.
Killing lots of mobs = lots of loot.
Killing higher-level mobs = better loot.
Tagging hundreds of higher-level mobs with random AoE in a (badly) scaled Event = Loony Toons amount of loot.
In practice, I imagine there is some behind-the-scenes algorithm that stops Event mobs from dropping loot in the same proportion to random questing mobs. But every since I began to realize that each piece of gear is 10c-30c to a vendor, I will drop everything and run halfway across the zone to “participate” in every Event. What I am looking for are those seemingly endless, bag-filling trash waves where everyone is spamming their AoE buttons. Do the same as them, just spam your Loot key too.
When the boss rolls out though, feel free to tag it and bail. For some dumb reason, Veteran/Champion level mobs do not seem to drop better items (or often any items). So if you have seen this Event before and know there is no treasure chest at the end, there is not much point in sticking around.
Step 5: “Help” Your Neighbors
No doubt this will be controversial along with the boss tag-n-bail I suggested above, but it’s worth noting that you only have to deal 1 point of damage to a mob to get full looting rights when it dies. If you are cruising around the countryside and see a random stranger doing their thing, bust out an instant-damage ranged attack (if you have one) and send it at the mob they are fighting.
If you see some sparkles, congratulations, you win. If not, no worries, continue doing whatever you were doing before.
It might seem unfair, and it technically is from an effort vs reward perspective, but… well, in an absolute sense you did in fact help that stranger and subtracted nothing from them, e.g. their chance at loot remained the same. If this kind of social injustice concerns you, well: don’t blame the player, blame the game.
Step 6: Never Repair
Each time you die, a piece of your armor gets “damaged.” This does not, in fact, mean anything. As the tooltip for the ugly, puke-orange shield states, your items do not start losing effectiveness until they are ALL damaged. While death is a lot more common with the Dynamic Death Trap Events and such, the likelihood of you dying 6+ times in a row before getting an upgrade is actually pretty remote.
Ergo, save your 1s-5s+ repair fees and put it towards replacing said damaged gear with pristine upgrades. Or just pocket it entirely and wait for drops.
Step 7: Be Choosy with Waypoints
If you have not already noticed, the costs for Waypoints is based on your level and the distance traveled. Before too long, they will start costing more than 1s apiece. Needless to say, this starts adding up the wrong direction. The good news is there are a couple of ways to mitigate the sink.
First, instead of using a Waypoint to go from capital to capital, use the Heart of the Mists Express. Press H, go down to the PvP tab, click the Mists button, run into the Lion’s Arch gate, Waypoint your way to the gate area (assuming you have been here before), then take the gate that corresponds with the capital you want to go to. Bam! You just globe-trotted for free. The cool thing about the HotM Express is that you can use it to return to your own capital if you find yourself in some Queensdale cave and don’t want to pay the cover charge; just think of it like a Hearthstone with a 4-loading screen cast bar.
If you need to go from a capital out to the field, you can shave 5-10% off the total cost by simply walking outside the front gates of the capital before using the Waypoint. Since inter-city Waypoints cost nothing, there is really no good reason to not take the one closest to the front door, step outside, and pocket the change.
Finally, well… you may just want to walk sometimes. Some walks are more feasible than others, but all of them will get you out in the general location of resource nodes and profitable random Events. And, hey, I have heard people talk about this “exploration” thing, if you swing that way.
Bonus Step: Buy Some Cheap Food
Seriously folks, crafting is broken:
Whether you are out either adventuring or farming, you might want to stop by your local Black Lion Trading Company representative and browse their 1-Copper Menu. Although I am not level 35, I can still appreciate those noble Cooks who slave away making +18% Magic Find, +40 Power buff treats that last a full 30 minutes and then sell them at a tremendous loss for basically no reason. Know that 1 silver piece I saved you when you followed one of the seven steps? Feel free to purchase 100 of these delicious treats.
For those below level 35, there is still a wide, wide selection of 1 copper buffs, including more +Magic Find ones, if not exactly as high as the Cherry Tarts; you can browse the Wiki entry for their specific names. Some of the other cool ones are the most basic to craft, like Handful of Bjorn’s Rabbit Food (+20 Vitality for 1 hour, no level requirement) if a bit “pricier.” Honestly, when the cash shop is selling 50% XP boosters for 150 gems, getting a 10% XP boost for even 10c is truly a bargain at twice the price.
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Considering how much of a Buyer’s Market GW2 has turned out to be (thus far), any concrete “do this to be rich” advice will probably come in the form of where chests respawn or the most lucrative Events are located. I know of at least one sort of “challenge chest” in the Norn area, but I am almost fearful that looting it even once every few days might constitute an exploit. Nevertheless, I will try and collect their various locations in a future post for your own perusal.
If you have your own gold tricks or locations and feel like sharing them in the comments below, by all means do so.
And on the Seventh Day…
“…He vowed: ‘Forsooth, verily shall ye never again take up an MMO at launch. So sayeth the LORD.'”
-Commonsensthians, 1:1
Given that I fancy myself a topical blogger now, and that my prepaid prepurchase of the prelaunch of Guild Wars 2 was predicated on previewing, this is yet another Commandment that I am probably going to break in the future. However! If you have been waiting to jump into GW2 for whatever reason, let me say that I envy you. The game will either be better, or you will know exactly how dumb it is/stayed.
Stream of consciousness-style:
Characters
I have made characters. Lots of characters.
- Asura Elementalist, level 19
- Sylvari Engineer, level 13
- Norn Ranger, level 12
- Human Guardian, level 6
- [Deleted] Charr Warrior, level 3
- [Deleted] Human Mesmer, level 3
I typically do not play MMOs this way, insofar as splitting my time amongst many alts right away, but GW2 in particular makes me worry that I picked the “wrong” class. You see, I actually enjoyed my Engineer quite a bit, but… well, once I unlock all of the weapon skills, most of these classes just fall apart in terms of interest.
The Engineer in particular gets hit hard because dual-pistols is the only rational weapon choice for leveling; which means pressing 2, 3, 4, backpedal a bit, mob dead. Over and over and over again. For 80 levels. Given the Engineer mechanics, you cannot swap weapons in combat, although you can spice things up by dropping turrets or swapping to a Flamethrower, Landmines, Grenades, etc. But none of those alternate weapons seem to work better than dual-pistols, unless people are accidentally tanking for you. In which case… nope, dual-pistols are still probably the strongest.
Since my friends are now in the mid-20 range, I have been focusing on the Elementalist, which is honestly what I should have been doing all along. I stick in Fire mode 99% of the time, but unlike dual-pistols with the Engineer, it somehow feels different. I think the main thing is how one of the “rotation” buttons requires ground targeting, which necessarily changes from mob to mob, spicing things up (dual-pistols is all straight tab targeting with inherent AoE).
I deleted the Warrior and Mesmer so early for a few reasons. First, the whole Mesmer mechanic of summoning and sacking phantasms/clones did not seem like something especially fun. In PvP? Probably pretty fun, or annoying to the opposing team, which is another way of saying “fun.” The warrior was deleted for much simpler reasons: I died at one of the newbie Events right past the tutorial. Remember how I warned everyone that if you were melee, popular Events would kill you practically instantly? Yeah. If you want to be stuck as a Longbow-Rifle warrior, go right ahead, but I was not looking forward to 80 levels of getting owned in Events when I could be dropping meteors and volcanoes and having fun.
Before deleting either class though, I did take them to the PvP lobby to take a look at their Traits lines (aka Talents) and later Skills. The warrior was pretty straight-forward and boring to me. The Mesmer had some pretty cool ones that got the PvP juices flowing though. For example, how about a wall of crazy magic that automatically turns all your teammates invisible when they pass through it? I was imagining dropping that when storming the bases in Warsong Gulch… until I remembered that this was a whole different game, the invisibility lasts 4 seconds, and this would take a coordinated team effort that isn’t likely to happen unless I am in some PvP guild running premades. Which is too bad, because the Mesmer can also make a portal entrance/exit that can be used by anyone to zip you between the two locations instantly as well.
Auction House Trading Post
As of today, still down.
It does periodically come up from time to time, and I make oodles of coin in that brief window. However, I do recognize that actually making money from the Trading Post will not be a particularly long-term endeavor. Crafted goods were generally selling at 1 copper above their vendor price, which is actually selling at a loss considering the obscene ArenaNet 15% cut. Mats are where it is likely to be at, so to speak, but once the Trading Post opens for real, it will be a race to the bottom against botters and their crippling 72 bans.
Where I made my money this past week was selling the Unidentified Dyes for in the neighborhood of 10 silver apiece, which is pretty astounding. It might not sound like a lot of money in any typical MMO, but keep this in mind:
At the time of this writing, I have accumulated 400 gems in this fashion, all for less than 34 silver per 100. The real money exchange rate works out to $1.25 per 100 gems, so I’ve made a cool $5 selling roughly 1g 20s on one character. In case you need reminded, my highest toon is level 19. Incidentally, that is more than I have made in Diablo 3 for the entire 2-3 months I played.
So when I tell you I am very annoyed about the Trading Post being down for the vast majority of the prior week, that is not “entitlement” speaking. This is SRS BSNS. God only knows what the exchange rate for in-game currency is going to be a month from now.
Hint: not likely 30s per 100.
Dynamic (Death Trap) Events
While I will admit that some of these Events have been interesting gameplay experiences – taking out bandits before they set up poison traps for Skritts, or disabling the traps before the Skritt trigger them is probably not something a traditional MMO quest can do – the vast majority of the ones I played are simply trash farming. Which is great for making money (see above), but does not deviate much from the “zerg ALL the things” stereotype I had from the betas.
And then I started running into Events that are either poorly designed, poorly tuned, or (Badly) Working As Intended.
Let me unpack that collage of failure for you.
First, I was originally questing in the area to fill up a level 15 Renown Heart. Suddenly – or should I say “dynamically”? – the entire complex was filled with level 16 mobs. I died pretty much instantly. After respawning, I came back inside to see if I could chip away at the Renown Heart still, and perhaps see if there were more players around to take down the Event proper. But then I got confused. The Event says it is level 14. All the mobs are level 16, pat around in groups, and even the ones by themselves were generally chained to another mob 20 feet away. I did eventually find a group of 5-6 players, but I was never able to tell whether they were on the premises the whole time (which might explain the higher-level mobs) or if they came in once the Event popped on the radar.
The very next area North of here was the 15-25 zone, and immediately featured two more Dynamic Death Traps. Remember people telling you to complete Events and then follow the NPC when they run back home? Sometimes it results in some exposition dialog, or even another Event. And sometimes it results in instant death.
There was zero warning that the very next step was going to be [Group] level boss Event. None. Again, it is possible that there were “enough” people in the general area (that I could not see) that would make a level 16 Champion spawning from a collection quest make sense. I saw one dude, who died with me, twice.
By the way, at the current exchange rate, each death costs me $0.0125.
After respawning and heading in the other direction, I encounter this lovely Renown Quest:
What exactly a level 21 mob is doing in the level 17 Renown Quest area, I have no idea. But, you know, I am a total pro and (slowly) take these fools out. Heart completed, I notice a Dynamic Event spawn nearby. Given my prior experience getting nickle and dimed to death, I said to myself “fuck that noise” and started heading back to the Renown guy to check for upgrades. I make it about ten feet before this happened:
What a swarm of eight level 20 mobs are doing heading towards a level 17 Event is a secondary concern to why they have to…
…you know, what? Whose mind do I imagine I’m changing here? You are either already drinking the Kool-Aid or you are not, and I am fine waiting for the first bodies to hit the floor.
And it is not as though there isn’t other things I could be doing, like…
WvWvW
Just kidding, perma-queues.
I will say that I am impressed by ArenaNet having free server transfers open during this time when ~70% of all available American servers are Full, even at 4am. I have talked a bit with my friends as to whether we want to bail from Northern Shiverpeaks and go down to a Low pop server, but the downside to that would be lack of people in the world for Dynamic Death Trap Events, grouping in general, and so on. Given the PvP guilds located on this server though, it is quite possible that no one else will ever be able to zone in. Damned if you do, damned if you don’t.
Crafting
By the way, I hate the crafting system thus far.
Hmm… maybe “hate” is too strong a word. It’s boring. You only make items in 5-level increments, e.g. level 5, level 10, level 15, etc. Every recipe is Piece A + Piece B + X, where X is either a mob drop, or a token you create from a mob drop. It creates an illusion of “hundreds of different recipes to discover!” when the reality is that a pair of boots with +Condition Damage on it is not really different from another pair of boots with +Power. Yes, if you were stacking Condition damage or something, it matters.
But do you understand what I’m saying? Within 30 seconds of crafting two different boots, I implicitly knew the recipes for (possibly?) every pair of boots in the game. Six different mob drops –> six different tokens + six different super-tokens = 12 variations of each item * six levels of the base material (Jute, Wool, Cotton, etc). Looking at the Wiki for Tailoring, it looks like there are 14 token variations instead of 12 at higher levels, but come on.
Anyone remember Spidersilk Boots? I do. Seeing that recipe for a blue item was the precise moment in WoW that I became keenly interested in crafting and doing things with the AH. Contrast that with what I described above; simply rearranging stats around is a Diablo 3-esque crafting system, not an inspiring one. Maybe all the cool crafting stuff happens at higher levels, or at the Mystic Forge. Maybe there are super-secret recipes no one knows about.
Regardless, right now GW2’s crafting system feels like it has been designed by an accountant.
Immersion
One final (positive!) thing I want to talk about today is actually an area where Guild Wars 2 nails down a quality I did not fully understand: immersion.
A lot of people pretend that immersion is some kind of objective term, that the things that pull them into or eject them out of a game are universal Truths. Those people are wrong. Sense of immersion is a personal thing, which should be immediately obvious to anyone who is into fantasy or sci-fi novels but thinks Twilight (etc) is dumb. Different people look for different forms of escapism. Suspension of disbelief is a voluntary action, or at least is informed by your own tastes.
What GW2 has taught me thus far is that I (hitherto subconsciously) place a heavy emphasis on a sense of existing in a 3D space for immersion. It might be easier to show you what I mean:
This fence is Real to me, as it exists in a 3D space and I can interact with it. Namely, by standing on it. You probably do not know this about me, but one of the first things I do in an MMO is find a fence and try and stand on it. Why? Because it tells you a lot about the “depth” game. If the fence is simply a 2D texture papered over an invisible wall, you know there is not likely to be many “real” objects in the game. God forbid if you cannot jump at all.
And I apparently have a thing for fences. Don’t judge me.
While it is also impressive how our feet can actually appear to stand at the correct levels of the fence, I understand that that is more of a “trick” compared to the 3D object itself. A good trick, for sure, but a trick nonetheless.
The above is another one of my favorite screenshots. It looks better in motion, but it feels even better inside my head. GW2 evokes the sense that these floating islands actually exist, that the character I control is not just an elaborate 2D model but an actual set piece moving in 3D space. Immersion success. Indeed, I usually find myself frustrated when I come across a hill in-game that I cannot find some way of climbing straight up, as opposed to going around the “right way.” The hill exists, therefore I keep trying to find that slightly less sloped polygon so I can shimmy my way up to the top. It does not cross my mind that there might be an invisible wall around the hill edge, because invisible walls are for fake-3D games.
And the weird thing is that I’m not even that into platformers.
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With all of that off my chest, in the next GW2 post I might spend some time handing out gameplay tips in the same vein as the Quickstart guide. Because while the things I complain about do legitimately annoy me, GW2 has subsumed the entirety of my gaming time since the head start. Which, if I’m honest, is not something that happens very often.
Turning Off Sales
File this under Double-Take (emphasis added):
Mike O’Brien: […] My priority — our priority — is ultimately making sure that players have a great experience. We spent five years working on Guild Wars 2, and we’re going to spend years and years supporting it. If we got to a point where sales continued to be off the charts, and it threatened the experience that players are having with the game, then we’d just turn off sales.
Q: Turn off sales?
To clarify what I mean by that, we sell the game on our website and we also sell the game at retail. And we know how many boxes we’ve created, so we know how many copies can possibly sell through retail. If it gets to the point where sales are so high that it would be unwise of us to keep selling on our website because it wouldn’t leave enough slots for all the people who’ve already bought and all the people we know are going to buy, then we’d just turn off sales.
That would be a shocking thing to do, obviously — not something that you ever see in the games industry — but for me it’s an easy decision, because for me, Guild Wars 2 is a long-term project. I want players to keep having a great experience, and I know if we had to turn off sales temporarily, it’d be okay. (source)
Wha… err… I don’t even…
Remember waaaaaay back on May 1st, when I did the Guild Wars 2 Preview for the Rest of Us? My first screenshot was this:
As it turns out, it may have been a harbinger of things to come.
This sort of news story can probably be a pretty good Rorschach Test for people. Another sign of of ArenaNet’s “dream team” working outside the box? Baffling corporate hubris? Turning cash-strapped business model lemons into delicious PR lemonade? I mean, presumably, the standard sort of business reaction would be “open more servers,” even if the WvW interaction necessitates opening them in increments of three. Then again, I suppose if they had to close servers down later, they would similarly have to do so in increments of three.
As of the time of this writing, there are 7 Full, 13 High, and 1 Medium population US servers. At 3:30pm EST in the afternoon. [Update] Eleven hours later, there are 17 Full servers and 4 High population ones. Yikes. [/Update]
The game has not been out for a full week yet, of course, so there is understandably going to be some level of churn to reduce the load. Or maybe not, if GW2 is a runaway hit. Either way, my immediate reaction to Mike O’Brian’s words is one of… well, not exactly suspicion, but definitely a cocked eyebrow. Are they truly going to stick with just 21 servers no matter the load? Is the “increments of three” thing the concern for them?
Given my prior predictions vis-a-vis Dynamic Events, I almost wonder if keeping what population exists tightly packed into each world is exactly the business model ArenaNet is going for here. No one buys clothes for a ghost town stroll, and Events become increasingly asinine (if not impossible) when done alone. Keeping servers dense by artificial scarcity ensures that a critical mass of sorts is maintained, solving both problems.
Either way, pretty unusual news.
[Update] Yep, there is an “official” Facebook post (sigh) about them taking down GW2 sales from the website.
[Update 2] There are now 3 additional servers on the list: Devona’s Rest, Kaineng, and Eredon Terrace. How do I know they’re new? There are 24 servers now instead of 21, and those three are listed as Low population when there isn’t even a single Medium pop.
Misleading Product Titles
Out of all the possible game launch issues, I find this one especially embarrassing:
By the way, having to scan a Twitter feed for bug updates to a problem acknowledged on Facebook is perhaps the least responsible use of social media technology ever. I am talking 1998 Geocities auto-playing MIDIs level of ridiculousness.
Some people have said they can get in/make guilds. Good for you. It has not worked for my small band of players as of this posting, and it is still listed as a bug on the Guild Wars 2 webpage. The good news is that ArenaNet has a workaround!
I would almost be tempted to try that if WvW for my server had not been in a permanent queue since the pre-launch happened.
On a final note, I take back every good thing I said about one-server games. See, I enjoy(ed) the fact that you can have a name with spaces in Guild Wars 2; it gives you more options, allows for some creativity, naming-schemes, and so on. But the more I think about it, the more asinine it feels to require unique names across the entirety of the playerbase on every server everywhere. We already have the equivalent of “Battletags” for use on the forums and our accounts (e.g. Bob.4375), so why require unique names? The more successful the game is, the more annoying this problem becomes. And it is not as though this is some kind of technological problem: Blizzard has been doing this cross-realm shit for years, nevermind whoever did it before them.
This name thing is especially an annoyance to me in terms of guilds. I liked the name Invictus, in spite of it being a fairly common guild name and yet another “Ominous Latin Noun” (which is itself an ironically standard name). But, no. Some random guy in Wisconsin six servers away claimed ownership first, now and forever, leaving me with choices like The Invictus, XxInvictusxX, Invictus 2: First Blood, and a cavalcade of increasingly poor choices. Is it entitlement to simply desire the ability to title the group of friends you are hanging out with? Maybe.
Then again, the name of the goddamn game is Guild Wars 2, so you would assume that… well, nevermind.
P.S. While I was researching whether guild names are indeed unique across all servers, I came across this interview that I must have missed. It is somewhat topical given the raised eyebrows surrounding the news that some guy hit level 80 in GW2 before the official launch date:
Post: Guild Wars 2 has a maximum level cap of 80 — which is pretty damn high. And with high level caps, there’s always a feeling that players need to grind their butts off. Is there anything in place to prevent that urge or need to grind?
Eric Flannum: We regard leveling as a good measure of progress and not as the ultimate goal of the game. There is an amount of time at which a single level becomes useless as a measure of progress because you can’t make significant gains in a single play session. We are continuing to tweak and tune just how long we think that is but we currently put it at around 90 minutes. Since we aren’t interested in leveling as an end goal this allows us to cap our leveling time at around the 90 minute mark. This means that our leveling curve flattens out relatively early in the game. For example it currently takes about the same amount of time to progress from 79 to 80 as it does to go from 49 to 5o. This allows us to avoid the grind often associated with the later levels in an MMO. (source)
The flat leveling curve is not news, but I was not aware ArenaNet specifically put a 90-minute target down. That is about 120 hours until 80, or roughly 1.5 months if you play ~20 hours/week. Dunno if they revised those numbers since that interview, but it certainly feels a little bit faster than that. And that “we’re not interested in leveling as an end goal” certainly strikes me as a bit amusing since Diablo 3 very publicly turned an aboutface on that very issue just last week.
The GW2 Quickstart Guide
So you bought Guild Wars 2 and downloaded it. Now what?
The following is a collection of tips and tweaks that will hopefully make your beginning experience that much smoother in Guild Wars 2. For the purposes of this guide, I am going to assume you already made it through character creation.
Improving the Framerate
Even if you have a super-computer, chances are good that you may only have 40 fps or less if you start out with everything at max settings. Two quick changes in the graphics settings gained me +15-20 fps, and will hopefully work likewise for you:
In text form:
- Reflections: All –> Terrain & Sky (+10 fps)
- Shadows: Ultra –> High (+5 fps)
I am not sure what possesses MMO companies to add graphical features that require computers from the future in order to run properly, but once you tune those two options down a step, you should gain around 15 fps with zero apparent loss of graphical fidelity. Every computer is different, of course, so your own gains may be more or less. Screwing around with some of the other settings resulted in the following for me:
- Shadows: High –> Medium (+5 fps) –> Low (+10 fps)
- Shaders: High –> Medium (+10 fps)
- Textures: High –> Medium (+10 fps)
Again, those numbers may not be accurate for your machine, or even my own machine for that matter – it could be I was simply in the wrong area for a legitimate test. Regardless, I did notice a reduction in game fidelity (i.e. graphics took a hit) when I started bumping that second set of numbers down, so if you like your shiny games to be shiny, stick with the slight Reflections/Shadows tweak.
If you find additional tweaks on your own, feel free to leave it in the comments below.
Improving the Controls
On the default option screen, the two biggest things are turning on Autoloot and increasing the Camera Rotation speed:
Turning off “Double-Tap to Evade” is a good idea when you start doing any of the jumping puzzles, and it may be a good idea to turn it off permanently anyway. I have not quite worked out what button to comfortably assign Dodge to though, as it has to be one in which you can reliably hit while navigating around with WASD. Right now, I have it assigned to V but may move it to C later (or see if my side mouse buttons will do the job).
Speaking of WASD, take the time now to disable keyboard-turning, you noob:
I also recommend moving “Interact” from F –> E, but that is just me. The idea behind it is that with Autoloot turned on, what you can do is run through that pile of bodies created by a nearby Dynamic Event and just spam the E key to pick up all the loot.
Improving Quality of Life
At this point, I am going assume you made it through your race’s tutorial, e.g. level 1-2.
One of the first things I recommend is to save up 72 copper and purchase the three basic types of gathering tools:
If you spot a vendor immediately upon zoning in from the tutorial, you will likely only have ~50 copper or so. Go ahead and purchase the Copper Logging Axe and one of the other two; the herbs are going to be more common, but the ore nodes are going to be more immediately useful for crafting. Otherwise, you can wait until after you finish your first Renown quest “hub” or so to get enough cash to buy them at the same time.
Once the gathering tools are in your inventory, double-click them to “equip” them and you will be ready to go. Each node you tap gives you the equivalent of ~3 or so mob kills and contributes to your Daily Quest achievement score (which itself nets extra XP and rewards).
Incidentally, you might have noticed the Salvage Kits in the vendor window above, or may have received such a kit from completing story quests. Salvage Kits basically “disenchant” old gear into crafting material. I do not recommend buying some right at the beginning of the game like with the gathering tools, especially since you will get several packs of them free from story quests.
If you find yourself lacking in funds, check your mailbox. Each Renown Heart you complete will get you a follow-up letter in your mailbox, which will contain some cash too:
Between gathering and Dynamic Events, chances are that your bags are going to get full in no time. The good news is that there is an app a button for that:
Open your Inventory (I), click the cog, select Deposit All Collectibles. Bam! All your crafting materials (etc) automatically get whisked away to the Collectibles tab of your bank. Want to use those items for Crafting? Any Crafting table will give you access to your Bank and Collectibles tabs, which lets you drop the needed item into your normal bag to use it for crafting purposes. Your bank and Collectibles tabs are Account-wide. There is literally no reason to not use that button, but you can deposit individual items by right-clicking and selecting Deposit from the menu if you wish.
If you find yourself not getting a healthy selection of weapons from drops, check out a weapon vendor. While such vendors can be found sparingly out in the world, it is likely the easiest to seek one out in your race’s capital city. The entrance to every race’s capital city is usually a portal right behind where you spawned from the tutorial. The main entrance is only meaningful for your first trip there, as every time after that you can simply teleport to a Waypoint inside from anywhere.
The weapon vendor will be a marked as a (tiny) icon with a sword:
The significance of these vendors is that you can buy every weapon type from them. While the weapons themselves are of low-quality, and expensive for low-level characters anyway, the point is that it is entirely possible to never run across, say, a pair of pistols on your Thief or a Longbow for your Ranger. Not only can you miss the opportunity to level up those weapon skills until you manage to get a random drop, but some classes are worlds more fun with certain weapons – you have not played a Guardian until you played a Guardian with a Broadsword, or an Elementalist with dual-daggers. So if you find yourself creeping up on 2 whole silver pieces and have not unlocked the majority of your weapon skills, I suggest making a shopping trip in town.
By the way, if you happen across an NPC (or object) in town with a golden boot above their head, talk to him/her/it. You will receive a ~5 minute speed boost to make your shopping/exploring trip that much easier.
Improving Globe Trotting
The last Quickstart tip I have is to help you move about the world. Did you roll a Norn and want to quest with your Sylvari friend? Or maybe you just want to check out the Charr area? It is easier than it looks.
- Press H, to bring up the Hero menu.
- Click on the PvP tab, along the bottom left.
- Click “Enter the Mists.”
- If this is your first time here, go ahead and do these tutorial Hearts.
- This next area is the “lobby” for PvP. Feel free to check out your level 80 abilities.
- Otherwise, run into the gate your should be facing. It should say “Lion’s Arch” when near.
- In this next area, press M for your map. It should look like this:
- Run North across the bridge, the hook around to the West.
- One portal for each starting zone.
- Pro tip: you can tell which starting zone a gate belongs to by the race of its guards.
- Go through one of them, grab the nearby Waypoint, then find your friend.
The good news is that there is a Waypoint right at the cluster of portals, meaning you won’t have to the do the PvP portaling trick again. On the other hand, traveling to a Waypoint clear across the world is fairly pricey for a low-level toon (something like 50+ copper for a level 8) so you may want to save those pennies by taking the “long way.”
As you might surmise, each capital will have a portal that leads straight to that Lion’s Arch cluster of portals. If you know your way around your own capital good enough to figure out where it is, feel free to cut out the PvP zone detour. The benefit of the above outlined path is that it is easier to tell someone to click a button and head North than it likely is shepherding them around the utterly massive capitals.
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And that, my friends, is that. Crafting is a bit beyond the scope of a Quickstart Guide, and I am not entirely sure how useful a Renown Heart/Dynamic Event rundown would be in comparison to just running around doing it. In any case, hopefully this post was useful in some way, either to yourself or as something to point a friend towards.
Now if you will excuse me, I’m still trying to figure out which character will be my main.

























