OTOH Experiment
Everyone knows the importance of first impressions, and how they can color every experience thereafter. The situation is a bit more dire when it comes to blogging (or at least it feels that way), because once we nail something down with words, it not only helps cement the first impressions in our own minds, but it also becomes baggage that gets checked any time we say something contrary in the future. You would not see Wolfshead or Syncaine posting about how much they enjoy Mists of Pandaria, for example, even if they were genuinely impressed; so much of their identity and “e-cred” is wrapped up in historical posts about hating WoW that everyone would assume they are trolling at best, or hypocritical at worse.
I was thinking about all that this weekend, as I mused over the sort of feedback and counter-arguments I have been getting about my Guild Wars 2 posts. Do they have a point? Am I letting my first impressions and foreknowledge about the “endgame” color my moment-to-moment enjoyment? Am I not talking about the fun/interesting things because I subconsciously fear “contradicting” myself?
To answer these questions, I decided to try an experiment I am calling: On The Other Hand. The idea is to carve out a space between playing Devil’s Advocate and cleaning the slate as much as possible for a second impression. The experiment does not involve me being relentlessly positive or pretending to like things I do not – it merely gives me mental room to acknowledge that I may have been unfair in the past.
I’m wrapping this all up in a fancy “experiment” instead of just coming out and admitting possible wrongs, because… well, it is easier. Hey, I never pretended to be a humble guy.
In any case, the first night of the experiment actually happened on Saturday when I strolled into a zone I had never been to before; took some screenshots, jotted down some notes. Since I spent all day Sunday playing FTL (ominous foreshadowing?) I am going to try and run the experiment for another day or two. The end result may be in one big post, or several smaller ones. I especially want to try to get back into a third dungeon.
So look forward to that, or dread it, as is your predilection.
GW2 Checkpoint: Month 1
One of the best 1-month reviews I have read is Julian’s over on KTR. Not so much for the content of the review, but rather for evoking that sort of hollow feeling that I find Guild Wars 2 gives off.
Guild Wars 2 is like bungee-jumping without the cord. It is all fun and excitement on the way down, but there isn’t anything that snaps back and keeps you in the experience.
A lot of the reviews I have been reading (save one) do not do much in the way of differenciating between the game and the MMO aspect. From a game aspect, sure, it will give you more than a 2:1 return on hour of entertainment per dollar. If you are looking for a one-month stand, so to speak, by all means GW2 is your girl. In fact, with all the dynamic events and no-strings attached spontaneous grouping, it is practically a swinger’s paradise.
If instead you are looking for an MMO you can develop a relationship with, one that both allows investment and a perceived return for time spent, you are still basically stuck with pandas or space trolls.¹
But let me zero in on a couple of areas, including the ones I called out pre-launch.
Hearts/Questing
A lot of people talk about the freedom aspect of GW2 questing, of spontaneity. And it is true. But it is a freedom derived from walking around not giving a shit.
It still boggles my mind how little press the complete elimination of quest text has gotten. I have talked about this before, but a month in, these Hearts feel worse than the most banal of WoW’s daily quests. I do not care if you never read quest text anyway, the point is that a writer/designer still had to at least go through the motions. Where are the motions here?
Have you even tried talking to these Renown Heart guys? The dialog interface is awful, and outside of Gravedigger Dumpy, it all feels like it was written by an accountant. Has anyone actually encountered a coherant narrative in the Renown Hearts? I haven’t. And what I mean is have you actually been interested in what is going on beyond the strict gameplay elements introduced? Do you remember any of the NPC names?
This is not about “location-based” questing, this is about questing without context. And if you have filled one meter, you have filled them all.
I have not reached the conclusion of the Story quests, so I shall reserve final judgment on them. But to be honest, most of what I have seen has been phoned in. Story mission difficulty oscillates between trivial and broken, the tone of the narrative is all over the place (one minute everyone is Lawful Good Looney Toons villains, and the next we torture/kill in cold blood), and I have seen no indication that this story is any different than every “dragon terrorizes the land” story ever made. Including and especially the one presented in Cataclysm, which I suppose is unfortunate timing on ArenaNet’s part.
Dynamic Events
As I said last time around:
If anyone in-game talks about Events a month after launch, it will solely be in the context of “Where do I level now?” and “Where are all the Events?” and “I’ve been waiting for X Event to spawn for six minutes now!” and “Lame, the Waypoint I wanted to use is contested.” Events are not Guild Wars 2′s killer app. Events are fun the first time, promote spontaneous grouping in the immediate area, and technically have branching paths, I guess.
Events also scale horribly with a lot of people (melee in particular get hammered by dozens of instantly spawned +2 level mobs), are boring the 2nd/3rd/nth time around, interfere with normal questing/exploring in the area (yay, 20 kobolds just spawned in this cave again), are not easy to find or fun to wait around for, and become just plain tedious when completed alone. Regardless of how successful or not GW2 does sales-wise, it will not take but a few weeks for the playerbase to diffuse across the leveling/zone spectrum, making the outdoor-raid-esque feel of beta Events turn into the Warhammer’s “Forever Alone” Public Quest ghost towns.
At a minimum, I try to complete the Daily Achievement during my play session, which requires 5 Events. For every day of the prior week, I have had to cheese the achievement by logging onto an alt and flailing about in the rapidly reseting starting zone Events because I simply did not encounter five working Events in 2 hours of level 50-60 gameplay. When non-bugged Events do spawn, a handful of people usually appear out of the ether, but the mood is more akin of starving dogs swarming over table-scraps than “oh, hey, here’s another one of those things which the leveling system is supposedly built around.”
Which is just as well in the scheme of things, because the majority of Events are worse than the Renown Hearts under close scrutiny. Kill X waves of Y monster. Pick up Z items and return. Aaaaaaaaand that’s it. Maybe I am doing the wrong Events? If so, go ahead and tell me where I can find these good “Dynamic” Events and how long I would have to wait in that general area to trigger them.
WvWvWvWvWpppfffft
Is there anyone who is playing GW2 who feels like WvW was designed/executed properly? Anyone?
What I will grant is there are a lot more Waypoints than there was in the beta, making the graveyard slog not as bad. And it is nice that they are dropping the bags of loot from dead players at your feet now instead of asking you to drop down from the castle walls to collect your tokens. Then again… why are you asking players to furiously press F as they dodge and strafe in the press of the zerg, with people dying left and right? Is it a cynical design ploy to help throttle the volume of items generated in these encounters, since X% of legitimately earned items inadvertently go unclaimed?
Dungeons
Ho boy. I have completed two thus far, and… I am going to save my descriptions of them (and hopefully the others) for a future post.
By the way, I spent 45 minutes trying to get a party together for Twilight Arbor story-mode two days ago. As in, I was apparently incapable of getting four other random people grouped together. Is the lack of a LFG tool really a boneheaded mistake that every game designer is going to have to make from now on? Because let me tell you, limiting your LFG “tool” to self-flagged people only in that map is bullshit design that should have been laughed out of the office in 2012. Dungeons were already going to be a niche activity no matter what ArenaNet did, but to further drain the available pool down to “someone with an hour to kill, who hasn’t done the Story mode yet, who happens to be on a level 30/40/50+ character in a level 1-15 zone for some goddamn reason, who specifically replies to map chat requests” is beyond asinine.
With free server transfers, cross-server guilds, multiple guilds, and anonymous grouping, “saving the server community” is not even remotely a legitimate concern.
MMO Aspects Aside…
As a single-player game, it is probably worth your $60. Combat is nowhere near as responsive as WoW, character progression basically ends at level 30, and of course there is no endgame. But what Guild Wars 2 does succeed at is simulating an MMO without all that messy commitment. Which is kind of a shame considering how it succeeds in providing incentives for cooperation that most real MMOs curiously lack altogether, or feel necessary to induce via the threat of pain and loss.
In any case, we will just have to check in two months from now and see where things are heading into the holiday season. I am asking Santa for an actual LFG tool in GW2 and for Blizzard to tweak/remove the rather archaic-seeming mob tagging mechanic, myself.
¹ Yeah, yeah, or Tolkein, or rift chasing, or whatever else you are playing long-term.
Breaking the Magic
For the first time in almost four weeks, I played a different game. This is bad news for ArenaNet.
Okay, maybe not really.
I have mentioned before that I dislike playing multiple games: my M.O. is to spend my entire focus on one item, suck all the marrow from its bones, complete it, and then move on. Part of the reasoning behind this behavior is that I have zero expectations I will play a game again. And the reasoning behind that expectation is that much of the fun I derive from playing a game is conquering its systems/logic and experiencing its story, neither of which usually holds up past initial completion. And where am I getting all this replay time anyway?
There are exceptions of course, the Fallouts and the Skyrims and FPS games. Some games I play for the visceral joy of it too. For as much as the hotkey MMO combat style is derided, I do generally find it entertaining. In fact, I would suggest everyone has to on some level right? How else do you stomach 200+ hours in these MMOs?
Anyway, I had wanted to spend some of my gems on Character Slot expansions to give the Warrior and Necromancer another shot. Nope, the AH was down. Again. I almost logged off for the night right then. Instead, I set my jaw, and did my level best to go through the motions. The moment I got my Daily Achievement or whatever it is called, I logged off.
Slouching back in the computer chair, staring at the empty computer monitor, what I was feeling was this:
Then I realized: “Hey, I have plenty of other games that actually feel meaningful to play.”
Existential crisis averted.
Of course, a roguelike is perhaps not the best rebound game, especially as brutal as FTL can be. Nevertheless, sixteen hours later, I am feeling pretty good about completing Easy four times and moving back to the most misleading “Normal” difficulty ever designed with a straight face. And after that? Plenty of indie games, Battlefield 3 just released their Armored Kill mini-expansion, and hey I bought Borderland 2 for like $36 before it came out. Maybe I should get to downloading that, eh? Guild Wars 2 will merely be the background flavor at best, as I continue slogging my way to 80 and through what passes as a story so I can say I did so.
Although Mists is penciled in on the To Do list, I won’t be there on Tuesday. Probably not. No, no, definitely not. Well… ugh. We’ll see. Best time-frame I can give is: Soon™.
Can’t Stop the Tide
Sometimes I wonder why I ever took the “RMAH combats gold sellers” argument seriously.
In that screenshot I took over the weekend, 1600 gems would net me an auspicious 4g 6s 66c for basically $20. The gold-seller was advertising in Map chat that $19 buys 10g. Or, 20s 33c vs 52s 63c per $1. That is a 2.5x better exchange rate.
Maybe these developers are going after the middle margins: the people that might of bought gold from shady websites, but give out a sigh of relief over the legit channels. Or maybe the devs simply looked at how much money was changing hands – and how much was sitting on the table! – before deciding that getting more than a $0 piece of the pie would be profit.
As you can tell by my gem count, I am not exactly complaining here¹. That 1700 amount and the four bank slot additions I have unlocked were all procured via in-game currency. I am level 55. Just sell everything, and you will be fine, I promise.
Well, you will be fine unless you enjoy staying in similar locations or doing the same dungeons. In which case, ArenaNet has “anti-farming” protocols to dynamically (!) lower drop rates of items, and other rewards based on… well, rather opaque criteria. Near as anyone can tell, it is based on the type of enemy one is killing, which causes trouble in the endgame Dynamic Event-driven zones that features waves of all the same type of creature.
Who was this designed for again? Because the botters can simply teleport around the map, and banning them is kinda pointless considering they use hacked accounts anyway. If it is to protect the economy or protect players from themselves – which seems odd given how many tokens/Karma/etc you need for things – the snide comparison between GW2 and the “energy management” iOS/Facebook games becomes dangerously apt.
In other news, I am happy to report WvW is working correctly:
According to the official rankings, the bottom three realms are…
1074.472 Northern Shiverpeaks
833.028 Devona’s Rest
634.207 Kaineng
There may or may not have been intentional rank tanking going on; at launch we had some major PvP guild, then they left for two weeks, and now it looks like they have returned? I suppose this behavior will level off once the free transfers are closed and the “real” rankings return. But at some point, I almost wonder what will prevent the various realms from simply win-trading their way across the merry-go-round. The incentives are all there vis-a-vis Karma and currency. And I almost think that would be preferable to the sort of Loss Point domination the system allows along the margins.
Has it occurred to anyone else that perhaps the mythical DAoC RvR experience was a time and place thing?
Regardless of all of the above, the wire keeps on humming away. I even did a dungeon over the weekend, and it was fun! Sort of. I will need to investigate further to be sure.
¹ On some level though, I do consider cash shops a mild form of exploitation. Human beings make irrational economic decisions all the time, and I put digital goods right up there with casinos in terms of ethical business dealings. Let’s not pretend ArenaNet is doing that soccer mom dumping $200 into the cash shop any real favors here.
(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.
______
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.







Zombie Guilds
Sep 26
Posted by Azuriel
Have you ever found yourself stuck in a zombie guild?
When I started playing GW2, I joined the 5-6 remaining members of my ex-WoW guild. Saying “5-6” is a bit charitable consider only three of us were still playing by the time I turned off the sub last year. In any case, we started a GW2 guild and… one month later it is back to 3-4 “active” members. “Active” in quotation marks because we have different schedules most of the time, different levels¹, and different goals.
We have not recruited any more people because… why would we? It is a guild of friends! Just like with relationships, it also seems rather irresponsible getting other people involved if we don’t have a clear idea what we want. After being a guild leader for 3+ years, I just don’t have the stomach for recruitment or the trappings of obligation anymore. And as is the usual case, if I don’t do it myself, it doesn’t get done.
We have been discussing joining a zerg guild or at least an active one. But how? How would I know what guilds exist on my server, what the social environment consists of, what kind of people they are looking for? Should we just keep joining one randomly? I got into Invictus 4+ years ago by pure happenstance: I tanked a Scarlet Monastery run back in TBC. It was a leveling guild that beat the odds and turned into a raiding guild under my benevolent dictatorship. I never handled recruitment, leaving that to the members with the proven ability to somehow be at the right place at the right time picking up the right people.
So… I feel trapped in a zombie guild. If I didn’t know my friends, chances are I would have let myself get absorbed into whatever guild blob I ran into first. But since I do know them, I care about getting absorbed into a hypothetical guild I’m fine with but they dislike. Or vice versa. There is also a residual social guilt knowing that we would be joining as a premade clique, something I hated with a passion when I was a guildmaster.
Maybe in the zerg, none of it will matter. Maybe once I take the initial plunge back into the “social pool,” so to speak, the water will feel fine. I just know the status quo is unsustainable, but it can be worse.
Ugh. I’m going to play some Steam games.
¹ I will talk more about this in the 1-month GW2 post, but suffice it to say, running low-level content with my main character actually feels worse than the traditional system of you just one-shotting everything for them. I had been under the impression that XP/Karma/rewards would be scaled up to your own level, but obviously that is not the case. So you exist in a pseudo-OP mode where you are powerful enough to make mobs trivial until they suddenly aren’t, all the while earning less than you could be. Nevermind if you have already completed those same zones.
Posted in Commentary
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Tags: Guild Master, Guild Wars 2, Recruitment, Zerg Guild, Zombie Guild