Republican Blues
You may or may not be following the sort of hand-wringing over the Black Market Auction House coming in Mists. Although I believe the sort of philosophical questions the BMAH raises are legitimate, I do not share Rohan’s (and others’) conclusions.
What I find amusing, though, is Zarhym’s rather tactless approach at community management:
No one should count on this even being close to a viable option for gearing up a character. If you can raise that kind of gold in the game, you’re going to have much better success paying your way into raids for gear than hoping the right items appear for you in the black market AH (which doesn’t include set pieces), hoping you can afford to outbid everyone else on your realm, and hoping you’re the last one to bid before the auction ends.
Sure, it’ll have some of the best rewards for sale. But that doesn’t mean it’ll be remotely reliable for one person to gear up quickly. It’s the black market, after all. :)
Ultimately the system is going to benefit the extremely wealthy and the extremely lucky. But in all likelihood the benefits won’t at all be consistent, even for those who can pony up the gold. (source)
Yes, because god only knows that what the extremely wealthy and extremely lucky need is more systematic benefits. And what a way to come right out and say “You can eat cake,” right? I can almost hear the argument on Fox News that goblins are the job-creators of Azeroth, giving millions of players the opportunity to pick tomatoes farm herbs and run dailies to afford their repair bills and marked-up enchants.
Kidding aside, I am not entirely sure why Blizzard does not simply come out and say “The BMAH is a gold sink. That is its sole purpose.” Prior gold sinks like the Mammoth and motorcycle and Vial of the Sands were fine, but pretty narrow in scope – they catered pretty exclusively to the Pimp My Ride crowd. The BMAH on the other hand hits everyone with a modular storefront filled with recycled content.
I anticipate the BMAH as being wildly, wildly successful at its unstated goal. As for whether the side-effects actually leave the realm of the hypothetical or not, we will presumably find out this Fall… or whenever the hell Mists goes Live.
Melee and Kiting
In the extreme off-chance you have not been following the gripping drama unfolding in the comment section of my post about Guild Wars 2 questing (which long ceased to be about questing), let me summarize my position on the design intention of melee kiting mobs.
…actually, wait. Let me quote GW2’s Jon Peters instead (emphasis mine):
Hey all. I wanted to talk about this a bit since it is a hot topic here and also on the internets. The intention is that both styles are viable. Certainly right now Melee is more difficult than ranged. There are some things we will try to do to address this, but I think the more you play you would find they are closer than you think.
First what’s already there:
- Melee does more damage. Melee damage is simply higher than ranged damage across the board.
- Melee has more control. With a few intentional exception Melee has a lot more control than ranged.
What Melee needs:
- defensive tools on more weapons, particularly on lower armor professions.
- ai needs to favor Melee a bit less than it currently does.
What else:
Finally because of the more action based nature of combat Melee needs to be taught better. Effective Melee requires skills that translate over from FPS games which are notoriously harder on casual players. You have to wasd to move, constantly aim with your mouse camera, and hit skills on 1-5.
Some tips:
If you have learned any good Melee tips that you think we should pass on to newer players feel free to post them here. I’ll start with a few tips of my own.
- If you don’t have mouse look on when using a skill you will turn to face. I sometimes let go of mouse look as I activate to help me aim through the chaos and then click it back down in between attacks.
- Melee has a lot of hard hitting skills and good setup. Utility skills Can really help set up big Melee attacks. Bulls charge on warrior, scorpion wire on thief, judges intervention on guardian.
- Know when to run. No matter what you are not a tank. You have to move in and out avoiding damage. If you have to soak damage try and bring boons like Protection and Regeneration or conditions like Blindness and the very undervalued Weakness.
Thanks for reading this all. Rest assured we will keep working on this and just keep in mind the subtle differences in GW2 combat that take a while to sink in.
The above was posted May 1st, the same day I basically pointed out the same thing, vis-a-vis the melee vs ranged discrepancy, with my first GW2 beta weekend impressions. As of the second beta weekend, there has been no improvement I could detect. Jon mentions that melee deals more damage “across the board,” but what difference happened to exist was not perceptible to me.
But for the sake of argument, let us assume Jon is correct. Let us assume, as Conwolv does, that I “like to make up excuses for [my] poor playstyle” rather than have any possible legitimate complaint. Let us, in other words, look upon the design principals as they exist in their purest form:
- Melee deals more damage | It is more difficult to get/stay in melee range.
- Melee is at greater risk of damage | Melee takes less damage.
- Ranged deals less damage | It is easier to stay on target.
- Ranged is at less risk of damage | Ranged takes more damage.
Do you believe the above is good, balanced game design?
Go ahead and write down your answer.
.
.
Write it down?
.
.
If you wrote “Yes,” you are wrong. Don’t feel too bad though, as Blizzard makes this mistake repeatedly, and ArenaNet appears to be on track to do the same for different reasons.
You see, the problem with the above “balanced” game design is the notion that both ranged and melee are intended to ultimately be viable, e.g. be equivalently good at damage. If ranged DPS is as good as melee in the long-run, that means there is no benefit to it being more difficult to get into/stay in melee range. If melee has greater burst damage to compensate, that merely imbalances PvP and/or forces encounter designers to include adds that need to be killed quickly… and somehow make it so that ranged cannot simply kill them in the time it takes melee to switch targets.
Similarly, “risk” is not a particularly compelling balance mechanism for two reasons. The first is simple psychology: most people are risk averse. Would you rather have $50 right now, or $100 if you win a coin flip? Both have an average payout of $50, so there is no difference between the two… right? Second, there are “perceived fun” barriers that designers have to keep in mind when crafting encounters. Instant-death mechanics are probably not fun for a lot of people, even if that is a way to balance ranged having an easier time avoiding said attack than melee (whom would only take 50% damage or whatever). At the other end, if melee doesn’t take enough damage, they could potentially ignore the mechanic altogether.
There are potentially ways to balance the melee vs ranged rift, but the bottom line is that a “mirrored” approach simply does not cut it.
Flying the Melee Kite
This brings me back to the GW2 melee problem.
Simply put, melee has every possible disadvantage. Instead of melee taking less damage per the balancing mechanism for #2, melee takes the same or more damage. You have less time to react to “Dodge This!” abilities, nevermind how few of those abilities ranged even has to care about. As Jon points out, “You have to move in and out avoiding damage.” What does ranged do? Move… backwards? To be honest, at the levels I played, my Ranger never had to move at all if I lead off with a snare. And here is the thing: even if that changes later, I would not be doing more than my melee toons already do.
More often than not, melee characters having to kite mobs is a sign of design failure. What else could it be, by definition?
One of the interesting defenses that a commenter named Fn0 presented was the following:
GW2 goes further. Capiche? It is not the same. GW2 allows you as melee (as in, you started melee at level 1) to spec as full-blown ranged with the blink of putting a ranged weapon equiped. In GW2 you can respec in battle with they key ` which allows one to, for example, switch between melee and ranged. This means we are much more hybrid than in previous MMOs.
It is an interesting thought that ArenaNet might be endeavoring to do away with both class roles (i.e. the Trinity) and any distinction between ranged and melee classes. I do not believe the argument works particular well, given that melee vs ranged is still a balance issue regardless of whether each class can be both – just because a Thief can be ranged 100% of the time doesn’t fix the fact that melee is imbalanced. And I have a more subjective problem with the idea of presenting Thieves, Guardians, and Warriors as “ranged” archetypes. But it is an interesting thought just the same.
Having said all that, what do you guys think? Is kiting a “standard strategy for melee in all MMO games?” Even in questing and general PvE? Are the discrepancies between melee and ranged classes something you think about at all? I have not played TERA, so I would also be interested in knowing how melee vs ranged is handled in that game. And if you played a game where you thought things were balanced pretty well, let me know that as well in the comments below.
Reviews: AaAaAA!!! – A Reckless Disregard for Gravity, Frozen Synapse, From Dust
Game: AaAaAA!!! – A Reckless Disregard for Gravity
Recommended price: $0.99/Bundle
Metacritic Score: 81
Completion Time: ~3-4 hours
Buy If You Like: Falling simulators, super-twitchy Pilot Wings
It is both easy and difficult to describe AaAaAA!!! as a videogame.
It is an indie game with personality, in which you use the WASD keys (and sometimes mouse) to control your descent as close as possible to floating buildings, through Score Plates, and hopefully landing at the bottom area at a speed somewhat less than 54 m/s. Points are awarded for Hugs (every second spent within a few feet of an object), Kisses (one-time bonus for getting close to individual buildings), giving a thumbs up/flipping off your fans/protestors on nearby walkways (i.e. Left or Right clicking while in range), spray-painting government buildings (pressing Middle mouse button near green-striped buildings), and some other miscellaneous actions. If you land safely, your points are tallied and you are given up to a 5-star rating, which rewards Teeth (the game’s currency) so that you may pay to unlock new levels.
Obviously the above does not begin to capture the adrenaline that comes from a combination of induced vertigo, rocking soundtrack, visual overload, and split-second twitch action. There are 80 levels which can be completed in a relatively non-linear manner, plenty of dark humor, Steam leaderboards, and… well, yeah. AaAaAA!!! does not pretend to be anything it is not, and what it happens to be is a decently entertaining distraction.
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Game: Frozen Synapse
Recommended price: $5
Metacritic Score: 85
Completion Time: ~18 hours
Buy If You Like: Squad-based, ultra-tactical games
My initial impression of Frozen Synapse was that it was a terrible, terrible game. I am not at all a fan of the sort of Rainbow 6-esque “spend 10 minutes planning a room breach, then instant Game Over within the first 5 seconds” gameplay, and that is almost exactly what Frozen Synapse consists of. Additionally, when you “submit” your moves, the game actually features a 5-10 second loading screen as if my $1200 computer that runs Skyrim on Ultra-max settings cannot handle the AI calculations.
After stubbornly slogging through the game out of spite, I would come to discover that Frozen Synapse is actually a decently good game. And potentially one that would temper my distaste of this sort of ultra-tactical gameplay.
The key to enjoying this game is to understand the underlying rules. There are three basic units that follow Rock-Paper-Scissors rules: Shotguners kill first at close range, Machine gunners at middle range, Snipers at long range. The prior rules are overruled depending on which unit sees the other first (there are vision arcs), obstructions do count for something, and standing units beat moving units in “ties.” Rocket launcher units do not auto-fire, their rockets continue in straight lines, and kills only come from splash damage. Grenade launcher units can bounce grenades off walls, can only shoot over waist-high obstructions if they are nearby.
The real turning point though, came when I understood that the sense that the “computer cheats” stemmed from my not simulating how the computer can screw me. You see, you can spend a lot of time planning out your own moves within the intuitive interface, getting the timing down perfectly to kill the red units… when they are statically standing around. But as soon as the Submit button is pressed, the computer is going to engage in its own plans, and typically it does not include standing around looking at the corner.
So the solution is to plan out what the computer could possibly do to ruin your own plans. If the hostile machine gunner goes to the window instead of the door, will your shotgunner still get the kill? Instead of leaving it to fate and possibly losing a match 10-turns deep, make the computer do that, press Play, and see what would happen. The computer can still surprise you from time to time, but it almost became a game unto itself to see how many loose ends and blind spots my various tactical gambits contained.
It is worth mentioning that 99% of the maps are procedurally generated, and the same with troop placement, even in single-player. The campaign itself is fairly amusing and quite varied, with later missions really turning on the heat with super-units and occasionally not letting you see enemy units unless one of your own has a visual (e.g. typically getting shot at). If you thought planning enemy moves was fun, try doing it to the “ghosts” of units you lost track of for the last six turns. In addition to the single-player campaign, there is also multiplayer and instant skirmishes, although I had got my own 18-hour fill with just the campaign.
Ultimately, Frozen Synapse is not for everyone – it wasn’t even for me initially – and certainly not for anyone at the default price of $24.99. Catch it for $5 and/or as part of a bundle though, and it could definitely be worth your time.
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Game: From Dust
Recommended price: $0.99/Bundle
Metacritic Score: 76
Completion Time: ~5 hours
Buy If You Like: Literal sandboxes, water simulators
As a tech demo or proof of concept, From Dust is stunning. Whatever water/physics engine they have running this thing is ready for the mainstream. Water has currents, erodes earthen embankments, and wipes out landmasses in the form of tsunamis quite beautifully; volcanic eruptions spew lava that gradually builds up and up until suddenly it is overflowing into the stream nearby, creating a impromptu dam, and starting a bushfire in the process.
As a game though, From Dust skates the very edge between too simple and frustratingly complex.
The basic gameplay consists of shepherding a handful of tribesmen to the white totems around the map, so they can erect villages. You control a glowing worm-like cursor thing that can pick up sand, water, or lava, placing them in strategic locations to get said villagers across obstacles. Each village gives you more powers, such as the ability to Jellify Water (it turns into almost a solid, letting you part the sea Moses-style), Evaporate Water (lower the water table), Amplify Breath (lets you suck up/dump more matter), and four other abilities. Smaller totems dot the landscape, and getting a shaman safely to them will give each village a “kite” that can Repel Water or Repel Fire, depending on the map.
The learning curve for From Dust is quite gradual, but the difficulty complexity ramps up significantly towards the end. Special plants start appearing that either soak up water (bursting when too full, or releasing when fire gets nearby), evaporate water (and set fire to nearby plants), or simply explode when near flame (being the only method of destroying rock). Meanwhile, that river of lava you had been ignoring for the last three minutes has “suddenly” changed course and now your third village is aflame. Truly, nothing just suddenly happens – everything follows well-defined logical rules – but you can easily find yourself running back and forth putting out literal fires only to realize that something else you had been neglecting rendered your prior efforts moot.
Ultimately, I found the challenge invigorating, the mechanics sound, and the visuals gorgeous. My problem was just that the game… felt somewhat hollow. It is difficult to describe; perhaps it was almost too much of an emphasis on the mechanics? All that I know, is that From Dust came across to me as a tech demo or proof of concept, albeit one that is quite worth a second glance provided the price is right.
A Sudden Renewed Interest in Diablo 3
At some point yesterday, this happened:
The real-money AH went Live on Tuesday, but it was not until I went to check on my auctions the next day that I realized it. After collecting my meager sales, I decided to see if the RMAH side of things used the same 10-item limit as the Gold AH. As it turns out, you get a full ten more slots to sell things. So, in the interests of clearing out some Stash space, I tossed 10 items up on there. I let the AH set a default bid/buyout price, which simply appears to be adding a decimal to the vendor price, e.g. something that vendors for 231g becomes $2.31.
…and someone bought the Eviscerator’s Sink.
Blizzard sends you an email too:
I have no idea what kind of item Eviscerator’s Sink is. My highest-level character is 40, and I technically stopped playing the game a week ago. I vaguely remember the item being in the level ~26 range, which makes the sale all the more bizarre. A quick search of the RMAH shows there are actually quite a few four-digit DPS level 60 items up for $1.25 buyouts (the minimum, netting the seller a whopping $0.25 each). So… was it a misclick? Or did somebody somewhere really want to be awesome for the next two hours?
The title is a bit facetious, although I did experience a brief spell of euphoria. That was quickly dispelled upon the sobering realization that I would have to continue playing Diablo 3. I stopped halfway through Act 2 Nightmare because I had encountered a Whirling Dervish champion pack with Vampirism and Lightning (?) qualities, as a Monk. What ended up happening was I would blow a lot of cooldowns attempting to kill them right away, they would start their Bladestorm-esque attack with a 15-yard range, and by the time I was able to move out of the damage, they had regained all the health they had lost.
Could I have augmented my talent loadout to better combat their abilities? Yes. Could I have simply avoided them? Sure. Could I be bothered to do any of that when I have a perfectly fun Battlefield 3 as an alternative? Hell-to-the-no. I did end up killing that champion pack, but when they dropped garbage rares outclassed by blue items I bought hours earlier, the loot-for-loot’s sake gameplay got suplexed by Final Strawman. Maybe I will return once melee is buffed to actually, you know, be able to reliably stay in melee range when attacking, but the future isn’t looking bright.
For me to pick Diablo 3 back up, I mean. Blizzard already made their $60 + $1 from me, and 3.5 million other people, so no water off their back. Especially not with their gold-plated umbrellas and fancy weather machines.
And The Rest
Let’s go ahead and wrap up the rest of my Guild Wars 2 impressions.
Point 10: Making Bank
Guild Wars 2 has, by far, the best inventory management system I have seen in a videogame. And it was a feature I only discovered accidentally in my final few hours of playtime.
It is called the Collectible Tab and it is to my eternal shame that I did not take a screenshot.
Essentially, the Collectible Tab is hundreds of organized, square silhouettes that represents all of the trade and crafting goods in Guild Wars 2 (and maybe more besides). Instead of you needing to waste precious bank space with your stacks of Jute scraps (e.g. Linen Cloth), you merely drag it to the Collectible tab and it automatically gets sorted and contained in its own little square. Or, you know, you can simply right-click the item and select the “Deposit Collectible” option. From anywhere. And by “anywhere” I mean, literally, anywhere you can open the Inventory screen. Farming bandits and find your bags are overflowing with the pilfered trophies from corpses of men you murdered in cold blood? Two clicks and you are done.
I did not think to check whether there is an upper-limit to the stack size of items stored in the Collectible Tab. All I know is that I no longer will need to do my OCD WoW bank routine wherein I manually alphabetize herbs by expansion, rarity, and the aesthetic qualities of the icon. Simply put, the banking system in Guild Wars 2 is built out of win.
Point 11: The AH on the other hand…
There is a very specific thing that happened to the AH, for a very specific reason, and it has soured my experience with it somewhat. What happened was this:
Basically, ArenaNet took the ability of players to retrieve their successful auctions from anywhere, limited it to the Trading Post NPCs, and then are selling consumables in the cash shop to allow you to pick up your items anywhere… for 5 minutes. Considering you can teleport to within 30 yards of the Trading Post NPCs at any time from any where, this might come across as a tad… nitpicky. Entitled, even.
But let us be clear what is going on here. You can sell, buy, and browse the AH from anywhere in the game world at any time. And during the first beta weekend, you could also pick up your successful auctions (money and items both) from anywhere as well. Now you cannot, and there is consumable cash shop item that temporarily restores the functionality. Granted, the Trading Post NPCs did not have much of a purpose before, but that is a design problem with an easy solution, e.g. remove them. Or leave them as reminders to those who forgot you can access the AH from anywhere by pressing “O.”
I can recognize the cognitive dissonance between my accepting as intuitive the fact that you cannot withdraw from your bank from anywhere, and the obviously analogous Trading Post situation. Maybe this is only an issue with my seeing the monetizing team in action – had this been in the first beta weekend, it might be that I wouldn’t have thought any different. Nevertheless, I seen what they did last summer, and I had/have a problem with this change.
Everything else about the AH is fantastic, although I must admit that Buy/Sell orders somewhat diminishes the thoroughly soothing gameplay I find in searching for AH bargains.
Point 12: Guilded
I did not actually join a guild, but I thought this was a good idea:
When you click on a Guild invitation, it takes you to a screen that allows you to actually look at said Guild’s roster before joining. This is another of those common sense features that you wonder why are not in more games. The only thing missing is a Cover Letter and perhaps a list of three things the Guild is bad at.
Point 13: Minecrafting
This is 100% a personal preference thing, but I’m not a huge fan of the crafting system in Guild Wars 2. There are a number of surprisingly complicated base recipes – when was the last time you saw a game that requires you to construct a wristguard strap and wristguard padding before combining the both with a 3rd ingredient to make a pair of gloves? – but the vast majority of recipes comes from the “Discovery” system, aka the Trial & Error system.
Or, perhaps most likely, the “Just look at the damn Wiki” system.
The bow in the above picture is a lame example, of course, but I otherwise find zero entertainment in such “just try it!” crafting systems. My brain simply doesn’t work that way; I am too damn methodical. Do you know the first thing I did when I built a crafting table in Minecraft? I put a piece of wood in the first empty square. Then I put another piece of wood in another square beside the first. And then I moved the second piece of wood over one square. And then moved it again, in sequence, around the remaining empty squares. Then I added a third piece of wood, and repeated the process. If you asked me to crack the combination code to a briefcase, I would start with 0-0-1 and end with 9-9-9, X number of hours later… if I did not simply throw the briefcase out the window beforehand.
Don’t get me started on Word Finds, or that Doodle God app.
I saw the following quote during the first beta, but I forgot to specifically notate it:
Originally posted by Linsey Murdock
Cooking is considered our advanced craft. It will cost you more money, karma, and time traveling the world than any other crafting discipline.
Pro Tip: Every cooking recipe in Guild Wars 2 is a real recipe for real food in real life (or a basic approximation). If you think you are close to figuring out one of the combinations, google a recipe for the food you suspect it might be, and odds are, you can find a bunch of recipes for things like that to try out.
If you like this sort of thing, you will like Guild Wars 2 crafting quite a bit. If you don’t, you will probably be Alt-Tabbing to the Wiki like myself.
Incidentally, this is also true of the crafting system:
Originally posted by Linsey Murdock
The way leveling XP gain works in crafting is this: For leveling a discipline from 0-400, you will gain 10 levels along the way. By maxing out all 8 disciplines, you will gain 80 levels. That means you could dedicate a character to crafting, feed it all the mats you get on other characters and level it all the way to 80 without ever needing to kill a thing. As hardcore crafters, we think that is pretty cool.
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Conclusion
That about sums up my impressions of this second beta weekend. If/when the third beta weekend comes along, my tentative goals will be the following:
- Test the Norn/Charr areas more thoroughly to see if I run into the same pacing issues I experienced in Queensdale.
- Verify whether it was user-error in Queensdale after all.
- Level a character high enough to see how the “trinity-less” dungeons work.
- Sell my gems on the AH so I’ll have more than 10 silver to rub together.
- Continue being angry at puppies, rainbows, and the laughter of small children.
So look forward to that. I know I am.
The Problem with GW2’s Questing
[Update: Please note the missing link photo]
Reading some of the positive comments about Guild Wars 2’s “Explorer-friendly” questing, I cannot help but feel… confused. I understand that there are people out there that do not like traditional questing. That is fine. The problem presents itself when ArenaNet decides to go through the motions and try and placate those of us who like our themeparks to have, you know, themes. And let’s not kid ourselves: Guild Wars 2 is a themepark. Maybe one with a few sandbox rides, but a themepark all the same.
Rather than attempt to explain the problem again, and why it is a problem how ArenaNet is handling it, I am going to simply show you. My apologies to those with 16.6k baud modems.
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[Edit: The following picture was accidentally left out of the series, and provides some much needed context for the remainder]
If the above is not immediately clear, I was looking at my map to see if there were Renown Heart quests undone in my endeavor to finish level 7 and start the next step in the Personal Story quest. The only available quests were set for level 8 characters, although I never saw what was down in the South-West. While it is possible to quest above your level, GW2 makes it abundantly clear that it takes levels very seriously – as evidenced enough by the fact the game will de-level you down to the “appropriate” level for questing to be challenging. [end-edit]
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To be clear, I have nothing against an Explorer-based leveling game, or one that allows you to reach max level solely by PvP or chain-running Events or even grinding mobs. Hell, I do not have anything against strict sandboxes either, even if I do not play them all that much.
The problem here is one of coherency. The Personal Story thus far is perfectly serviceable, all the way up to the point where you choose to attend a dinner party and discover you need to go play outside for an hour for an entirely arbitrary reason, e.g. you haven’t leveled enough. As Keidot pointed out in the comments yesterday, it does make a certain amount of theoretical sense to structure the game this way. If you can level solely by the instanced Personal Story quests, what is the point of the outside world? Grouping them up better (instead of spacing each quest out by 2 levels) could potentially leave you performing nation-defining epic actions by level 10, diminishing the weight of your future exploits. Clustering them sounds good, e.g. 1-10 and then 15-25 (etc), until you realize that there had better be 5+ levels of interesting grinding/Event activities to participate in.
I do not have an easy solution to this problem. And believe me, it is a problem. It is one thing to be given a vague motivation to go out and do random Renown (aka Heart) quests, and be satisfied. It is quite another to be following a storyline and then be constantly interrupted to complete tasks that have nothing at all to do with the storyline itself. People talk about joys of not having to read quest text anymore, and maybe they even believe that, but this sort of textual background radiation is what differentiates the character and tone of one MMO against another.
And nevermind what this suggests more generally about the designers’ (future) abilities to pace their own content.
Guild Wars 2: First Blood
So apparently I still pre-own Guild Wars 2.
Have you ever received a rebate check for a product you do not remember purchasing? That is about how I felt towards this Beta Weekend part deux. “Oh. This is still a thing, isn’t it?” I asked myself, rhetorically. “Better get on with it, then.”
When we last left our brave adventurer, I was on Point 5. So…
Point 6: You will never be as cool as me
Exhibit A:
I was tempted to leave that glamor-shot in its full resolution – you know, for the ladies – but it is already dubious as to whether the RSS feed can handle this level of BAMF, let alone with an extra thousand unfiltered pixels. Horatio Mazuma simply has that effect on people.
Point 7: Combat still feels… meh?
I spent a lot more time playing as the rogue Thief this time around, aka Horatio, and I am beginning to doubt the… legitimacy (for lack of a better term) of the combat system. When running around with double-daggers, your five skills are:
- Auto-attack.
- Heartseeker: Leap attack; more damage the less HP target has.
- Leaping Death Blossom: jump behind enemy, inflicting 3 Bleeds.
- Dancing Dagger: Ranged snare that bounces between 4 enemies.
- Cloak and Dagger: Inflict debuff and then stealth for 3 seconds.
Sounds cool, right? And it is. There is a kind of intuitive logic to those abilities, a sort of rhythm when you use them. Something woefully missing with many other weapon “combos.” For example, bust out a sword + pistol and you get:
- Auto-attack.
- Infiltrator’s Strike: Shadowstep to enemy, press again to teleport back to original location.
- Pistol Whip: Stun, then stab with sword.
- Black Powder: Basic shot + blinds nearby enemies.
- Head Shot: Basic shot + interrupt.
Those might sound alright, but in practice it just feels weird. None of those have a feeling of rotation or synergy, and it feels especially awkward to me when I couldn’t use Infiltrator’s Strike to “charge” to the next enemy because the return teleport option doesn’t go away for a long time. I suppose that this weapon combo may be better suited for PvP than PvE, now that I think about it. All I know is that the combat felt bad during this time period, and felt similarly bad when I was on the warrior unlocking other (possibly PvP) weapon skill sets.
Incidentally, the “play melee at your own risk” warning applies the same as before. I joined a “group” of players for a nearby event on two separate occasions with melee characters, and both times the mobs suddenly gained 2+ levels to “compensate” for the number of participants with predictably bad results. Nothing quite like running a level 6 event and then have a swarm of level 8 ghosts instantly spawn and mow down the front ranks.
Indeed, the more I experience the combat system in general, the less legitimate it comes across. Presumably you are supposed to be circle-strafing all the time to avoid positional damage, right? Or at least actively Dodging. But I am finding it incredibly difficult to ascertain the difference between a “Dodge this or else!” attack and a run-of-the-mill claw to the face attack. The mobs with a breath weapon? Sure, that’s simple. However, I am not in any particular mood to start memorizing the arbitrary Poker tells of a hundred different fantasy monsters when I am grinding XP yet again. In fact, let’s talk about that too.
Point 8: Quest Contortionist
By which I mean: the questing in Guild Wars 2 is disjointed.
You are given a “My Story” plot-driven series of quests which, at first blush, appears to be the “point” of the PvE game. There is some murder, some intrigue, a little treason, and enough hooks to get you to want to see where all this is going. But… you can’t. After finishing a quest wherein we decided to gather evidence against a particular government official, I found that the next step of the quest was 1.5 levels away. So… yeah. I opened my map, looked for a “quest heart” in my level range that wasn’t already filled in, and teleported to a field I knew bandits frequented so I could start farming the 0.5 levels I needed to gain before I could reasonably complete the quest hearts I found. Apparently there is an expectation that you will be filling in every heart and every Event in the area, or perhaps supplementing the XP gaps with WvWvW.
Or purchasing the +50% XP potions from the cash shop. Just sayin’.
Thing is, I did not care about these stupid farmers with their Israeli Settlements in centaur country. None of that had anything to do with the plot against the crown, which I was just in the middle of solving. Why am I out here again? There is zero connection. This is not equivalent to the sort of expansion-wide story arcs of WoW; this is literally a quest saying “I think Minister Wi was involved. Go gather evidence from that cave (Recommended level: 8).” And instead of doing that, I need to kill the spiders infesting the apple orchid because pies.
Point 9: Sharing is Caring
Remember how individual looting was the sort of wild-idea innovation that felt so good that you wonder why so many MMO companies did not jump on it earlier? Well, I have another one of those: individual resource nodes.
If the picture is not clear enough, both myself and the esteemed Luke Duke [Ass] are mining the same Copper Ore node. As in, both of us are getting the customary 3 ore from this node. What makes this noteworthy is that to reach this node, we had to defeat 5-6 giant spiders to get there. Had this been, say, WoW or many other MMOs, I would have either glanced warily at my competition and went elsewhere, or attempted to ninja the node while Luke Duke [Ass] was occupied with spiders. Instead, we each had a common cause, a reason to work together, to get to the same exact location. It was 1+1 = 2, rather than the zero-sum game it typically is.
_________
More impressions about crafting and other miscellaneous items will have to wait.
The Pulitzer Prize for Videogame Narrative Goes to…
…Diablo 3, of course.
Super Meat Boy had just pulled ahead with the judges, until this narrative bomb dropped:
Do not let that last line wash over you; let it sink in. “Auriel, archangel of Hope, has been captured by Rakanoth, the Lord of Despair.” Hope had been captured by Despair! Is there a word to describe a metaphor so superficial and goddamn literal that it becomes a mockery unto itself?
All I can think of is “nadir.”
Neither the Diablo series¹ nor the hack-n-slash genre is exactly known for their compelling narratives, and that is fine. Campiness has its place, and that is fine too. But the shit Diablo 3 attempts to pull with a completely straight face is simply ridiculous, bordering on insulting. It feels like placeholder plot, especially in a severely truncated Act IV.
Take, for example, the exchange I posted above. Scroll of Fate? What does it add to this story that such a thing exists, or that the character is outside of it? I am not talking about the idea of a Scroll of Fate and an unbounded main character – that is perfectly fine as a story device, such as in Kingdoms of Amalur, etc – but the Diablo series has never been about that. Remove that bit of dialog (please), and nothing materially changes about the narrative. Maybe there is a tie-in between the prophesy at the beginning of the game and this Scroll of Fate, but that link is so tenuous that the writer is either being too subtle by half, or in wont of an editor with a backbone.
And then there is the Enchantress, whom is introduced as a character by being a wizard kept in stasis for 1,500 years to aid the hero in his/her prophesied time of need. While there was apparently a legitimate attempt to have this add something to the story, I could not help but think that maybe the Prophet should have let the Archangel of Fate look at his crib notes since the hero was apparently featured in them.
It could be that all of this is a setup to an expansion (or two) in which we explore all the random, seemingly banal things the companions said. But, again, that would necessitate a level of subtlety on the part of the writer(s) that is simply incongruent with the John Madden-ning the Prime Evils do throughout every step of Acts II-IV. “What’s that, Diablo? I will never close your portals to Hell? I will never close your other portal to Hell? I will never make it past your lieutenant? I will never make it to you in time? I will never actually read in-game text that is not magic item properties after this and all subsequent playthroughs?”
Damn, you’re good.
¹ I realize that this is actually an arguable point. As one forum poster described, the narrative was much more poetic and Biblical throughout (most of) D2 at a minimum. The Moldy Tome, for instance.
Console Exclusives Need to Go
It is 2012. We should not be living in a world in which I cannot play The Last of Us without buying a six year-old, $250 console. I mean, look at this:
Metal Gear 4 wasn’t enough, but goddamn if The Last of Us pushes me to it. Probably not really, but who knows what kind of holiday sales there will be between now and then. Hopefully one that includes the Ico/Shadow of the Colossus HD pack, MGS4, and… err, the Uncharted series? Am I missing something else exclusive to the PS3 worth playing?
Also, looking forward to Far Cry 3. Luckily, it will be on the PC.





















Mass Effect 3’s Ending DLC Coming Tomorrow
Jun 25
Posted by Azuriel
I do not want to sound ungrateful or anything (at least until I see the expository scenes for myself), but… err, Bioware? Telling us on Friday that the ME3 Extended Cut DLC will be out on Tuesday comes across as somewhat guilty. You know, when you were a kid and tried to sneak in the one bad thing you just did into a stream of all the other random things in the hopes that Mom wouldn’t notice.
“AND THEN I PLAYED WITH BOBBY IN THE BACKYARD, AND THEN WE WENT TO THE CREEK, AND I CAUGHT A FROG BUT IT HOPPED AWAY, and I broke Mr. Wilson’s window, AND WE RODE BIKES TO THE PARK BUT IT WAS GETTING DARK SO WE CAME BACK, AND WE PLAYED POGS AND I TOTALLY WON THREE TIMES.”
I haven’t been giving the ending DLC much thought beyond casually musing how, at this point, Bioware could probably get away with not releasing anything¹. It has been more than three months, after all, which is the equivalent of 10 years in the modern news cycle. Mass Effect really isn’t A Thing to me anymore, especially after I sort of capped out of interest in the multiplayer.
Listening to this (low-budget) PR interview though…
Have you ever started dating an ex again? You remember how much fun you had together, how much everything just clicked. And then you also remember how (badly) things ended last time, getting a little steamed all over again with events long since past. The video basically evokes that, to me.
Anyway, the scab is coming off tomorrow, or whenever it is I am able to sit down
and make outwith ME3 again. Maybe never. Realistically, as soon as humanly possible.¹ I don’t actually believe they could get away without addressing the ending. Not because fans “deserve” a better one, but rather because I have no doubt Bioware would like to sell some actual story DLC. I imagine that the market for story DLC to a 3+ month old RPG is likely limited to the very people most pissed off by the ending.
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Tags: Bioware, Dating an Ex, DLC, Ending, Extended Cut, Mass Effect 3, Scabs