Black Market AH
So the lede here is that Blizzard may be introducing a “Black Market” AH into Mists that is capable of selling, say, the Ashes of Al’ar. We can have the discussion as to whether that devalues the 0.13% mount or not in a moment. What I am more interested right now is in the very notion that:
- These mounts (etc) potentially becoming BoE or otherwise Bind on Use.
- This being a brilliant money-sink into a rapidly inflationary economy.
- Blizzard getting into the business of selling in-game items with in-game currency.
That last point may seem odd (vendors have been around since Day 1), but what I mean is not necessarily the selling of the Ashes of Al’ar, but of any of the mounts/items that otherwise are only obtainable by grueling hours /played.
The initial reaction may be to say that this is counter-intuitive; by definition, what Blizzard is doing is making these items easier to obtain, which not only reduces their scarcity, but allows players to actually eat the carrot. In the long view, players actually accomplishing their goals is bad for business. As the classical argument goes, the Black Market AH should be the equivalent of cheat codes, which hollows out the enjoyment that comes from restrictions and limitations – an infinite life Super Mario Bros is a less fun Super Mario Bros.
However, I must ask this: is a Konami Code-less Contra a less fun Contra?
Nethaera on the Blizzard forums mentions:
It’s worth noting that since we’re in beta, we’re still looking into what our philosophies are for what should and what shouldn’t be on the Black Market. We’re also trying to discern the frequency/rarity of what shows up there as well.
So perhaps we will not ultimately see the Ashes of Al’ar on the Black Market after all.
But… why shouldn’t we? I brought up Contra because, as anyone who attempted to actually play the game without the Konami Code can attest, the game was stupidly difficult to beat within the default number of lives. So much so, that I imagine few would even try without the Konami Code. Thus, the Konami “cheat code” probably generated more enjoyment in the aggregate than was lost from “bypassing” the difficulty.
In other words, while the “legitimate” owners of Al’ar or the TCG items or whatever Blizzard ends up selling on the Black Market do “lose” something of value (scarcity), I believe the incremental gain by everyone else results in a net positive. Obviously, the average player doesn’t have the 200,000g+ that it will require to actually obtain these items, but they couldn’t get a group together to farm Kael’thas either. What the average player can do is farm herbs or run dailies and otherwise set X amount of gold as a goal to reach in the pursuit of Al’ar; something that was largely unobtainable before, but now has a “reasonable” path towards.
Will these undoubtedly obscene prices encourage gold-sellers? Maybe, maybe not. Just keep in mind that unlike the sale of BoE raiding epics – whose prices already can encourage gold selling – the final gold price of Black Market items are removed from the economy permanently, regardless of whether they can be resold or are BoP from the mailbox. Any reduction in inflation is a net positive for everyone.
So, I say: bring it on. And not just because I have oodles of gold with nothing else to buy.
P.S. The Daily Blink has the right idea:
D3-Day
As you slaughter more skeletons and zombies than should technically exist based on historical human population levels, remember this:
I never ended up pulling the trigger on the Annual Pass, and the RMAH fees Blizzard settled on are completely ridiculous, but hey. Give it the old college try, and let’s see what happens.
Photo Limbo: GW2
I take a lot of screenshots when playing games, and most are deleted. Of the ones that survive, a few end up being Photoshopped and added into posts. The remainder? Consigned to Photo Limbo. Until now that I need some filler while on vacation…
Speaking of names, “Azuriel” and about 15 semi-random variations were taken when I was playing the beta. As you can see here, the secret is that GW2 allows spaces. While other games have done this before (including GW1, I believe), let me reiterate how awesome that is. Clearly it can be abused, but it’s nice to be able to actually take the name you want by simply adding a last name to your character.
And finally:
This is why I don’t make male characters.
Quick & Dirty Guide to ME3 Multiplayer
There are a couple of things going on.
First, I removed the Currently page and turned it into a sidebar item instead. Time will tell if I actually update it with any more regularity than I did with the original page, but I’ll jump off that bridge when I come to it. In the meantime, it is accurate.
Second, I have a new menu page entitled Design. The only item in there currently is my Quick & Dirty Guide to Mass Effect 3 Multiplayer. I thought about posting it in its entirety here, but the idea is that the guide itself is going to be a permanent resource that can and will be updated occasionally. Indeed, when I started writing it in the weeks after ME3’s release, the goal was to send it off to GameFAQs as there were no similar resources at the time. Unfortunately, someone beat me to the punch, so who knows whether it will be accepted there now. The goal for the guide itself is to be something I wish I had available when I first started playing the game. If that interests you, check it out.
In any event, the Design page will eventually be home to other projects I have been working on that I want to be able to upload in a semi-permanent location. Most will be game-related, but some may not be. Unlike these blog posts, I will not be vouching for their peerless quality and relevancy to your daily lives.
Finally, I am going on vacation for a week, starting tomorrow. It is unfortunate that I shall miss the launch day of Diablo 3 in the process, but I will try and trooper on from the condo’s 2nd-floor beachfront balcony. I may schedule some posts ahead of time for you to read, or you may have to waste away the hours of my absence by forlornly browsing the archives. Either way, it shall be full steam ahead starting back on the 21st.
SWTOR Drops an EVE in Size
In other words, SWTOR lost 400,000 subscriptions in the last three months:
Star Wars: The Old Republichas dropped from 1.7 million active subscribers to 1.3 million, publisher Electronic Arts said today in an earnings statement.
That’s a loss of nearly 25% for the massively multiplayer online role-playing game, or 400,000 subscribers. […]
Update: In a conference call this afternoon, EA said the decrease was indeed due to “casual and trial players” cycling out of the game.
It is worth noting, of course, that the 1.3 million current subscribers is circa March 31st; things may have stabilized or gotten worse sense then.
Remember the whole brouhaha concerning the free month of game time given to Bioware’s “most valued players?” That took place two weeks into April. So while that may still have been a cynical move to prop up subscription numbers, we can be reasonably certain that the 1.3 million figure is not being finessed by anything (the 1.7 million figure at the beginning of the year had some vague language).
I’m not sure I’m going to follow SWTOR with the same level of attention I give to WoW’s subscription/raiding numbers, but for some future reference, here is an Xfire screenshot:
I personally don’t like using Xfire as a metric – the sample of players here are playing SWTOR for 5.3 hours at a time if I’m reading that right, and I’d assume even happily subbed players play less over time – but there you go. Damning evidence of EAware’s hubris and impending downfall, or signs of a much healthier MMO than most releases have achieved in the last few years. Obviously 400k is nothing to sneeze at, but 1.3 million is much better than analyst predictions of 800k.
Spin that narrative however you please.
Out of Game
You may or may not have been following the Gevlon + Rohan argument about whether PLEX-selling – that is purchasing a RMT item that confers 30 days of game time in exchange for in-game currency – constitutes cheating in EVE, or is “unfair,” or skipping content, or is ruining the simulation, etc. It has been a fascinating series of posts precisely because I find it almost impossible to relate to their worldview at all. Parts of the argument have the contours of unassailable logic; see Rohan’s near prose when it comes to inconveniences. And yet some part of my mind reels backwards each time I get too close to accepting their premises.
So, let us back up a bit: what constitutes out-of-game resources/thinking?
I still think PLEX is unfair. All the arguments for PLEX have sidestepped the basic unfairness issue, and pointed to the good effects that PLEX has. But at it’s heart, Eve permits one faction of players to skip content for real money, but does not do the same for other players. It weakens the fidelity of the economic simulation that is Eve Online. […]
PLEX is like the designated hitter rule in baseball, or shootouts in hockey. It’s legal, it’s in the rule book. It’s popular, the crowds enjoy it. It might even be necessary for the continued health of the game. But baseball without the designated hitter is a purer form of baseball, as is hockey sans shootouts.
See what I mean about contours of unassailable logic? PLEX can exist within the game, in your cargo hold or on the AH, but it is not of the game, so to speak. You cannot be mining an asteroid and a PLEX fall out; you cannot assemble a PLEX from a blueprint. Every PLEX that exists came into being from a cash transaction outside of the game. In a very real way, it is a breaking of the 4th wall. Rohan is essentially correct.
…and yet, I cannot shake the nagging feeling of the arbitrary.
Across the main post and comments, Gevlon says:
You can only skip grind. If you skip competitive elements, you are cheating. Skipping any competitive element is cheating. Otherwise you are on the slippery slope of “I just skip one more element” until the point of you skip it all and buy a pilot with top killboard stats and peacock around without actually killing anyting yourself. That’s not against the ToS either. […]
@Ephemeron: true that for most people getting E15 is probably just as long as solo mining 500M ISK but it’s an out-of-game skill. Again, if we accept this, the conclusion is “the best way of winning EVE is being good in RL money making”
@Azuriel: you are an inch from being banned from here for being an idiot.
The second account ship obeys the same rules as the first. With 2 hulks you can mine twice as fast, true. But can lose two times more ISK to a ganker.
Real life money is real life money. Buying things in real life with it is normal. Having lot of money is winning RL. But a game is separated from RL for a reason. Buying an EVE-ship by having RL money is just as bizzare as buying a car from ISK.
Putting aside the unfounded belief in the objectiveness of sandbox competition, I see the contours in this argument as well. The ISK from the sale of the PLEX cannot be affected by anything Gevlon does; the credit card which creates the PLEX cannot be ganked, unlike the ship earning 500m ISK mining Veldspar.
But let us go back to our question: what constitutes out-of-game resources/thinking?
Where things break down for me, in both arguments, is when it comes to the arbitrary natures of the distinctions being made. Gevlon, for example, is perfectly fine with multi-boxing. He himself has three accounts running so as to have three separate characters gaining skill points… in an apparently competitive game. But at what point did a second and third account not count as buying advantage using real-life money? Those additional accounts are supporting the primary one: his original “competitive goal” of buying and piloting a Titan is only becoming a quicker reality due to the additional skill point paths he is paying a premium for. Using just one account, his goal would be months (if not years) farther off, as he cannot train Trading and Combat skills at the same time.
I find Rohan’s argument similarly arbitrary. What makes PLEX so especially odious and disrupting? The nakedness of purchasing it from CCP? Consider for a moment other out-of-game transactions. Does multiboxing reduce the fidelity of the economic simulation? Although both of your spaceships exist in the “pure” game world, the reality is that you are paying for an advantage over those with one account. A normal player cannot be in two places simultaneously, nor specializing in two separate skills, nor being able to jump around and trade on six different stations. And let us not pretend opening a 2nd account is any less naked than PLEX.
For the moment though, let us assume that multiboxing is fine.
Is it fine to accept ISK from a friend whom also plays the game? Is the competitiveness of the game intact, should he simply pay for all of your ship fittings and cover all of your losses? Does that constitute out-of-game? Let us even assume he received all of his ISK “legitimately.”
Suppose that instead of simply gifting you the ISK, your friend grants it as payment for letting him copy your homework. Or for driving him to the airport. Out-of-game? What if you offered to pay his EVE subscription for a month, in return for 500m ISK? Your friend still risked his ship getting ganked, still had to undercut Gevlon’s Veldspar by .01 ISK on the AH, and so on.
Rohan and Gevlon’s arguments have such shapely contours because they imitate the elegance of Plato’s Forms: the “pure” EVE is such, and self-contained. But it’s not. Other people exist, and the relationships can cross over between in-game and out-of-game. Ever play Monopoly? You may not have been able to buy Boardwalk by slipping the Banker a real $20 bill, but in the last game I played every single one of us brought in out-of-game resources in the form of favors, grudges, and so on. I gave my friend Andreas a railroad essentially out of spite; he had done nothing in-game to warrant such a one-sided transaction, but I was tired of Aaron winning all the time.
Point being, I can understand how PLEX appears as an “obvious” case of Pay-To-Win (assuming you subscribe to the notion of ISK = winning)… but I see no rational reason to draw such otherwise arbitrary distinctions. Using a Vent or Mumble server to coordinate attacks is an out-of-game maneuver. So is helping a friend with ISK, either freely or for services rendered. I would even argue that reading gaming blogs and Wikis and other 3rd party websites are absolutely out-of-game resources regardless of whether you can open up a browser in-game or not.
Where is the clearly delineated line? Does it start at the cash shop, or at the relationships you bring to the game? Is there one at all?
Advice for New Bloggers
So, according to my Google Reader, there is a new blogger initiative going around like a bad case of the clap. I am not much of the “get involved” type, even for easy publicity purposes, but I do happen to have three pieces of advice I wished I had received when I started ~15 months ago. Or most likely, three pieces of advice I had actually believed.
1. Don’t “save” your best stuff.
I had big ideas. I was on a mission. All the other people I was reading had it all wrong, and the simple, elegant truth of my arguments would be clear for all to see. But I’d be damned if I wasted those articles on my newly minted blog that got approximately 7 hits yesterday… oh wait, those came from me refreshing the page. So, well, zero hits yesterday.
It will feel like a Catch-22 just starting out, but in all honesty, it’s not. Whatever articles/posts you have bouncing around in your head, write them, post them, get them out of your way. If you still feel like writing things after they’re posted, congratulations! You’re a blogger. If not, at least now you know. Besides, odds are good that the expertly laid-out posts you have planned to rock your (hypothetical) readers’ worlds… will fall flat. Meanwhile, that paragraph you zipped off at 3am will get 50+ comments.
Either way, your best posts are yet to come, so use every scrap of material you have right now and get some post histories going. And if your early work truly is a literary masterpiece, you can always dust it off and revisit it later.
2. They’re not kidding about the community thing.
If you want readers, be a reader. If you want comments, write some comments.
I’m not exactly an expert in generating traffic, but I guarantee if you post a funny/interesting comment and I read it, I’m clicking on your name to see if I can find more where that came from. If it links back to your blog and said blog is also full of that sort of quality material, it gets put in my Google Reader and in the Blog Roll, no solicitation required.
3. Find a shtick and shtick with it.
Blogging is both harder and easier than it looks. Every minute spent writing is a minute not spent on the fun thing you are writing about. Ergo, it is important to have fun writing about what you are writing about. Otherwise you are not going to be doing it for long.
Although “shtick” means gimmick, I am really referring to your personality, your recurring theme, your voice. Basically the thing you like doing.
After a while, I got tired of just talking about the WoW AH; at the same time, I really enjoyed talking about WoW’s design direction, making 2000-word arguments, and so on. So… I did. When I found myself taking screenshots and screwing around in Photoshop for hours, I started posting them. At first I worried said pictures would be cheesy – what other blogger does this sort of thing? – but I did it anyway. And people apparently enjoy them. Which is great, because I enjoy making them. It’s win-win.
So that is my advice to you, hypothetical new blogger. Post all the good stuff you got, engage other commenters/bloggers, and do what’s fun – even if that’s sometimes playing games instead of writing about them.
Speaking of that, I’m going to get back to my Deus Ex DLC.
The Guild Wars 2 Preview for the Rest of Us
With all the bourgeois previews (mostly) behind us, it is time for the Everyman take on the Guild Wars 2 beta.
I was going to split this post up and sell them to you across three different days, but you know what? I think you can handle it. So buckle up, girl scouts, and get ready to earn your Too Long; Read It Anyway merit badges.
Point 0: Selling Games is Hard
I decided to prepurchase the preorder by prepaying on Friday, which admittedly was cutting it close given that’s when the beta weekend began. Credit card in hand, I zipped over to the ArenaNet site and witnessed the impossible: the Guild Wars 2 Digital Edition was sold out.
Yes, an infinitely reproducible digital good was sold out.
Now, obviously, the actual digital data being infinitely reproducible is not the underlying issue; it probably has to do with a concern for beta server populations. As Blizzard can recently attest, the status quo is apparently being shocked that anyone, let alone millions of people, are willing to pay money to be in betas. Perhaps we should take this as a good sign.
I bring this up though, because A) I found it amusing at the time, and B) I simply went off to Gamestop.com and bought the digital edition there. I tried Amazon first, but apparently Amazon, bless their hearts, don’t recognize “prepurchases” wherein you buy products that don’t formally exist yet… and run-of-the-mill preorders don’t come with beta access.
In a way though, I am kinda glad that I bought from Gamestop. Not only was I supporting a retailer who is in open defiance of the increasingly anti-consumer game industry – a retailer, mind you, that was merely selling beta codes and not any actual product (the client was downloaded on ArenaNet’s bandwidth dime) – but ArenaNet also lost whatever X% retailer cut Gamestop takes out. Now that’s a marketing screw-up with teeth.
It’s 2012. Buying games shouldn’t be this hard.
Point 1: PvE is SWTOR meets Warhammer meets Rift
Disclaimer: I haven’t actually played Rift. Also, I don’t care what MMO did what first.
I played up to level 12 as a human Guardian (e.g. paladin), level 8 Norn Ranger (e.g. hunter), level 6 human Thief (e.g. rogue), and level 4 Charr Warrior (e.g. PvP god-mode). If you are like me, none of that probably means anything to you, but I am including it for reference purposes. The important thing is that I spent the bulk of my playtime as a weak-ass melee paladin, which is triply redundant for reasons that will become obvious shortly.
Click the map below for a larger version:
You have probably heard a lot about “dynamic questing” and “revolutionizing the quest experience.” If that sort of thing is in Guild Wars 2 (or the beta), I did not see it.
What happens is you have a main storyline quest that puts you into your own instance ala SWTOR. Each step of said quest greatly outpaces your own level, which forces you out into the world to level up. The general idea is to open your map, go towards the empty heart icons which are “quest hubs” of sorts, and hope you kill enough stuff or encounter enough dynamic events to level you up enough to tackle the other empty hearts. Generally speaking, I was NOT able to complete every hub and dynamic event I came across AND still have achieved the appropriate level to move onward. That is to say, I did everything I could see to do, and I was still 1-2 levels below what the game recommended I should be at to continue the story quests.
Redoing dynamic events or straight-up grinding mobs was certainly possible, but considering this is a game that sells +50% XP potions in a cash shop, I would start getting worried.
A few months ago, WildStar put out a Dev Diary in which they explained how they took the traditional quest log text and pared it down to a Twitter length of < 140 characters. This was derided at the time by Syp at Biobreak as “dumbing down” quests. Guild Wars 2 beats WildStar to the punch by having no quest text at all. The “dynamism” of GW2 questing is that you never have to talk to NPCs: simply walk in their vicinity, glance at the upper right corner to see what they want you to do, and then do one or all of those tasks. Dynamic Events are the same: get notification, head towards orange circle, do multi-part Public Quest.
The first real human quest hub, for example, is at a farm. Once you get close enough, the quest tracker indicates you can water plants, feed cows, or kick in wurm holes. You can talk to an NPC for additional explanation – perhaps explaining the mechanics of watering plants – but it isn’t necessary. Each performance of any of those activities increases a completion meter, which means if you were bored enough, you could complete the whole thing by watering corn. Or if you wanted all combat, just kick in the wurm holes. Every 10 minutes a “dynamic” event of bandits attacking said farm will begin, which is separate from the quest hub itself. On one character, the bandits started setting fire to the bales of hay at the farm, which may have been some indication that an earlier stage of the Event failed, I dunno.
There is (voiced) text in the story quests, but everywhere else reading is at least implicitly discouraged. It got to the point where I loathed to even read what they wanted me to do in the quest tracker – with all this crazy activity happening around me, I felt out of place standing slack-jawed in a field, staring into the upper-right corner of the screen. “Reading? How quaint.” And I am a reading guy!
By the way, allow me to confirm the total marginalization of grouping. Essentially, the only reason why you would need to group in a specific party is for chat purposes and possibly to see each other on the minimap. Otherwise, there is no kill stealing, there is no loot ninjaing, and everyone gets shared credit for everything provided you tag the mob too. Remember the Firelands daily quests wherein a warlock could drop one debuff on everything and get shared credit, compared to melee classes that were largely screwed? Same deal here, same weaknesses.
If you are wondering how Dynamic Events scale with (increased) player participation, the answer is “Badly.” As the number of players increase, the number of mobs ramps up and so do their level. The farm I talked about earlier has a recommended level of 2; with about a dozen level 2 players nearby, we were besieged by LEVEL 5 BANDITS, all of whom had ranged attacks. Needless to say, playing a melee class that requires placing runes on the ground for enemies to stand on was a recipe for disaster (and instant death).
Point 2: Combat System
Speaking of disasters, had I not played a rogue on Sunday, I would have written off all melee classes in Guild Wars 2 PvE. You might want to anyway, just to be on the safe side.
It is not so much that soloing was impossible, it is the simple fact that melee have zero advantages compared to ranged, and every possible disadvantage. Dodging wasn’t necessary for the mobs I encountered in the world, but any time I was in a juiced-up dynamic event, the sheer press of ridiculous damage either killed me instantly or had me frantically trying to kite while ranged players merrily AoEd everything down. Some mobs’ “Dodge this!” cues are more obvious than others, but as anyone with a functioning brain stem can imagine, melee classes have less time to react to them assuming they even notice the animation at all amongst the sparkles and general fisticuffs.
I did happen to face one level 11 elite mini-boss as part of some event with some other players nearby. By that point, I had actually discovered a reasonable weapon setup on the Guardian, and the whole experience might be transferable to dungeons.
Basically, while six ranged players were dealing damage (and running away when the boss randomly started heading their way), myself and another melee were trying to snare the boss without getting instantly killed by it’s melee. With a Greatsword equipped, I would do a charge/leap attack that Blinded the boss (next attack has 100% miss chance), maybe place a rune down if he didn’t immediately turn around, and then run away. Next was ranged AoE snare via the Greatsword, and right before the snare wears off, pressing the button again causes all those snared to be pulled towards me, AoE Death Grip style. Then running away. I then swapped to my scepter + shield, giving me access to a ranged root and some weak ranged auto-attacks. The shield unlocks a channeled ability which knocks back all hostiles in a dome around me, which I used at one point when a ranged player was trying to rez the other melee before the boss finished him off.
If all that sounded cool, well, it kinda was at the time.
Then I rolled a ranger, and had four or five different snares/roots by level 8. My base auto-attack as a brand new level 1 character was chucking an axe which ricochets off up to five enemies. In short, I could have done anything my Guardian did and more (i.e. actually dealing damage to the boss) with a class that has it easier anyway. ArenaNet apparently took the page (it’s only one page long, after all) from Blizzard’s Cataclysm raid design book in which melee can be replaced by ranged with no downsides. At least there’s no trinity, amirite?
Other than that? Combat in general feels about 85% of WoW, on a visceral level. As means of comparison, I would judge Aion’s beta combat at 50% and Warhammer’s beta (PvE) combat at 60%.
Point 3: Dungeons
Couldn’t test any, given the first dungeon is at level 30.
And, no, ArenaNet will not be having any lower-level dungeons than that.
Point 4: “Battlegrounds”
Whoo, boy.
When you zone into the Mists – a sort of PvP lobby that includes training dummies, vendors, bank access, various tutorial NPCs, and so on – you are auto-leveled to 80, all abilities/traits are unlocked, and you given a full set of PvP gear. You can purchase additional weapons and gems for free, if you want to try different set ups.
It is, in a word, overwhelming. And you can do it from level 1.
Joining a BG requires talking to an NPC and then choosing a specific server to join, which is decidedly retro. Once inside, you will play one of the two (2) BGs they have available until you forcibly leave; in other words, there is not a “leave BG” button at the end of the match. The two (2) BGs they have are both 8v8 Conquest-style maps with three capturable nodes and a different pair of gimmicks. One gimmick is the existence of two mini-boss NPCs which you can kill for a boost of 50 points and a team-wide, 30-second buff. The other map’s gimmick are the trebuchets, which allows you to deal ~50% of a player’s lifebar in damage if you hit them. It would probably be pretty powerful if you coordinated said attack with your team, but you always have the option of destroying the enemy’s trebuchets if you want to deny them the opportunity (and it can be rebuilt later too).
Commenting on PvP combat itself is probably useless, considering how important class balance is in informing the overall tone. However, I have some pretty foolproof (BG-specific) observations thus far.
- Don’t play Guardian. Paladins suck, as a general rule.
- Warriors are PvP gods. Again, as a general rule.
- Expect to be eternally snared, rooted, and otherwise CC’d. For example, Warriors have 2-3 gap closers, 7-second snares (most others are ~3 seconds), and stuns/knockdowns/roots. You can and will be killed in a CC-chain if two people are involved, or down to 25% HP if just the warrior.
- Classes won’t be balanced around 1v1, so burst DPS classes (warriors, rogues) will rule most BGs. Remember, it’s only 8v8.
- Classes won’t be balanced period, given skill ceilings. That is to say, if Move X is absurdly powerful, expect people to say “Dodge it, noob.” Or imply that you should have chosen a different weapon/skill loadout that “counters” it, with your psychic powers.
Some of that is facetious, some is inevitable.
The other interesting thing is… well, that’s it. You can earn Glory Points (aka Honor) for winning or leading the boards in some category, but I did not get the impression that the Glory rewards are stronger items, just cosmetic ones. For as lopsided and “unfair” that WoW BGs can get with the gear differences, I have always enjoyed having a purpose to play in addition to whatever fun is involved – losing stung less knowing I was still (slowly) crawling towards a new upgrade, and winning felt Double Fine (so to speak).
So, we’ll see how long people can enjoy playing two maps with just one game type with no overt rewards.
Point 5: WvWvWvWvWvWbbbbbbfffftttp
Most everything you need to know about WvW can be summed up in this picture:
Without anything to enhance your movement speed, it takes 2:25 (two minutes, twenty-five seconds) to run from the starting waypoint to the center of the middle keep. If the keep isn’t “contested,” a second waypoint will be available there if you own the structure, but from what I experienced, a single squad of three dudes is enough to disable the whole thing.
Personally, I don’t know why people enjoy this type of gameplay.
Don’t get me wrong, it’s tons of fun shooting people with cannons or arrows from the tops of walls. But the sort of knock on the keep gates, push enemies back, then… kill the big NPC boss? I mean, everyone’s favorite map in WoW is Isle of Conquest, right? And then all the crazy stupid amounts of FPS-crushing AoE? And how it is both easy to instantly die and impossible to remove the enemy from the field? Sign me up.
To explain what I mean with that last bit, you are probably aware of ArenaNet’s “revolutionary” take on death mechanics. Once you hit zero HP, you go to a downed state wherein you actually gain half your HP back but only have 4 abilities. If you manage to damage an enemy that dies, you rally, and self-rez. If everyone leaves you alone, you can press 4 to self-heal until you self-rez. A cannon can drop you in 2 hits without heals, but it takes 3-4 to “kill” a downed enemy. Enemies can “finish you off” by pressing the Interact button near your body, forcing you out of the downed state and into actual death.
But here is the thing: as long as you don’t release, you can always be revived.
So in the WvW battles I was involved in, there was a “natural” sort of pressing the attack, and then falling back to regroup. Each time though, the dead would patiently lay there, dead, gambling that the front would move back their way in the time it would take to release and run back. And they’re right, it’s typically a shorter to wait. What this also means is that a wiped attack can spontaneously regenerate if one (1) dude makes it to the field and starts rezzing people when no one’s looking. Which is great if it’s your group that died, and it is frustrating beyond measure when an outpost you successfully defended for over an hour falls in the two minutes it took to walk somewhere else looking for things to do.
All that being said, what WILL be fun about WvW is if you have a group of guildies running around with voice-chat. A small, coordinated group of 7-8 people can cause a LOT of havoc away from the zerged zones, perhaps behind enemy lines even. You may not be able to hold anything, but it will at least force the enemy to muster a task force to retake their own structures.
By yourself, though? Boring as hell. Unless you happen to be in a cannon with the enemy at the gates.
Final note: you are leveled to 80 while in WvW, but you only get the equipment and skills you zoned in with (there are vendors and banks inside though). This wasn’t a problem in the beta, of course, but I can imagine WvW being next to impossible against any group of actual level-capped players (and their level 80 gear). I suppose you could be on Supply duty – run to set of boxes, click, run back to structure that needs repaired, click, repeat – or even potentially manning the cannons, but it seems bizarre to make such a point about leveling someone to 80 only to make gear matter.
Conclusion
I might have some more to say about the other systems inside the game (crafting, etc), but that will have to wait.
Rather than suggest it’s worth $60 right now, let me just say I am not unhappy with my prepaid preorder prepurchase, at this time. Of course, it is “worth it” in the sense that there is no subscription fee, and thus I am grading it against (potential) hours of amusement per dollar, rather than any sort of long-term MMO rubric. In some respects though, I don’t feel comfortable judging the game right now either way, simply because I have seen less than half the classes, and none beyond level 12 (of 80, PvP doesn’t count). I somehow muscled through the low-level paladin experience in TBC for Christ’s sake, and no one would posit the 1-84 gameplay as being indicative of anything in comparison to endgame WoW, right?
So, I remain fairly ambivalent, albeit looking forward to the next beta weekend.


















Submitted Without Comment
May 4
Posted by Azuriel
Posted in Guild Wars 2
5 Comments
Tags: Guild Wars 2, Humor, Submitted Without Comment