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Collective Individualists, or Individual Collectivists

I usually do not participate in theme weeks, but Stubborn’s recent Individualist vs Collectivist post struck a chord. A discordant one.

But first, as always, we have to define the terms of the debate. Throughout Stubborn’s post, for example, he seems to be using “grouping” as interchangeable with Collectivism. While grouping is certainly something Collectivists do, that is like calling me a Landscape Artist when I mow the lawn. The intention matters.

But rather than get too philosophical about it, I have an easy quiz you can take to determine whether you are a Collectivist, or at least have Collectivist tendencies. Have you ever felt:

  1. Shame, or
  2. Guilt, or
  3. A sense of obligation

…to do or refrain from doing some action in an MMO? If you answered “yes,” congratulations comrade, you are a Collectivist!

I knew the precise moment my WoW days became numbered: six weeks after having killed the Lich King in ICC. There I was, logging on at 9pm sharp, trying to drum up support for yet another ICC run that I did not want participate in, let alone tank and raid lead. So why did I do it? Because I knew that 4-5 of my guild mates wanted to do it, that if I did not personally pull the group together the raid would not form, and that each raid which failed to form would drive said guild mates further and further away (into other guilds, or simply away period). Collectivism is about putting the needs of the Collective ahead of your own. You sacrifice your own enjoyment for the benefit of the whole, because the guild/group/corp/etc is intrinsically linked to your own enjoyment.

Contrast the above with Stubborn’s assertion that Diablo 3 ranks highly on the (arbitrary) Collectivist scale:

D3 gets the most collectivist score because it has no add-ons, heavily emphasizes grouping at harder difficulties, and has individual loot.  I’d give it a 5, but I have hopes for more collectivist MMOs to come around, and besides, it stinks.

Do you care about the other people you group with in Diablo 3 beyond their potential function as loot efficiency creators? Do you feel guilt for leaving such a group, or a sense of obligation to stay, or shame when you “fail” them? Probably not.

But… maybe you do. In which case, this debate becomes even more abstract as we are awkwardly forced into quantifying how much a game may or may not encourage Collectivist tendencies in players. Is the game anti-Collectivist, or are the players simply pro-Individualists (read: rational entertainment consumers)?

Here is how I see it: Collectivism is something you bring into the game from the outside.

A game can force you to group with other people in order to play, but whether you identify with that group is 100% up to you. Everyone readily agrees that WoW’s random LFD groups are five individuals looking for loot, but Trade Chat groups were not the opposite by default. Did I have a higher tolerance for failure back in TBC? Yes… because if I did not carry that terrible player through heroic Shadow Labs, it meant I was playing zero dungeons tonight. Walking that player through detailed text explanations of each boss encounter was necessary like wearing a shield and pressing Consecration was necessary – in both cases I was simply pressing buttons, not connecting to another human being.

Perhaps I should just quote Samus, who needs nominated for Best Metaphor of the Year:

Any social element is IN SPITE OF the design of these games. You are sitting in a room with all the chairs facing the wall, praising the room for the great conversation you still managed to have.

Having said all that, I can still agree with Syl vis-a-vis being glad that MMOs like Guild Wars 2 are moving towards “bonus instead of malus” incentives for grouping. If I wanted to be social (the most important step!), many MMOs would make being social difficult; simple things like penalizing group XP, throwing quest barriers up, and placing people in awkward Mineral Rights scenarios (“You take the Copper node.” “No, you!”). These days, I would also include general looting rights, even in raiding. While loot system is traditionally the backbone of a raiding guild’s identity – Loot Council vs DKP vs Main spec > Off spec rolls, etc – it can also be divisive. I might like playing with Bob, but if he is in a guild with Loot Council… well, we can no longer be friends raid together.

Ironically, in a certain light, relaxing these grouping barriers actually seems to make games more Individualistic. And it does. Everyone says LFD is the most Individualistic, community-destroying feature ever… and then praise GW2’s auto-grouping, auto-scaling, individual looting, no-words-necessary Dynamic Events in the same breath¹. And the multiple guilds thing, which is great, but sort of undermines the whole guild loyalty/identity thing though, right? Maybe, maybe not.

I feel like this is one of those rare situations in which the otherwise terrible relationship cliche of “set the bird free, and if it comes back, it was meant to be” is applicable. After all, even a sociopath can fake relationships long enough to get the loot, so to speak. A Collectivist cares about the Collective, and will return even if they are not penalized for leaving. A closet Individualist on the other hand… well, they need the handcuffs in spite of themselves.

Of course, the thoroughly legitimate fear is that there ain’t that many Collectivists after all. And I am inclined to agree. So it is simply up to you to decide whether or not the chance of fake becoming real via going through the motions is worth all the cognitive dissonance and hand-waving.

I say open up that cage and let’s see what happens.

¹ LFD might be worse for basically never grouping the same people together again, but simply seeing the same few dudes in Events multiple times is not all that more social by itself. It is the difference between paying for gas at the pump and paying the cashier inside.

Comparison Shopping

During my daily Dealzon (PC) browsing ritual, I came across this rather unfortunate side-by-side apples vs oranges comparison:

1 apple vs 36 oranges, most likely.

I already own GW2 and have no compunction about skipping TSW, both MMOs are going after very different sorts of players, etc etc, yes I know. But… just look at that picture for a second.

Dunno about you, but it gave me pause to consider the relative value of money and how in the world the average person chooses which product to buy when they see two things on a (virtual) shelf. Has $2.12 ever bought a bigger difference?

Just idle thoughts. Carry on.

The Final GW2 Beta Weekend Impressions

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

Err… the bad words, that is.

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

Point 14: Sylvari are People Too!

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

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

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

Cue angry conservatives.

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

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

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

Point 15: Visuals, Jumping Puzzles, and View Points

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

A dastardly one at that.

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

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

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

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

Point 16: You Fall Too Fast!

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

Point 17: Necromancers are Boring

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

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

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

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

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

Green check-marks indicate fun abilities.

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

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

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

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

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

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

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

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

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

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

Morgan County Parole Board and Mordor Approved.

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

Muuuuuch better.

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

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

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

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

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

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

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:

  1. Melee does more damage. Melee damage is simply higher than ranged damage across the board.
  2. Melee has more control. With a few intentional exception Melee has a lot more control than ranged.

What Melee needs:

  1. defensive tools on more weapons, particularly on lower armor professions.
  2. 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:

  1. Melee deals more damage | It is more difficult to get/stay in melee range.
  2. Melee is at greater risk of damage | Melee takes less damage.
  3. Ranged deals less damage | It is easier to stay on target.
  4. 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.

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.

This needs to be in all games, ASAP.

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:

Oh, RMT. Is there ever a bridge too far?

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:

Kinda like a Background Check.

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.

Oh, good.

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:

  1. Test the Norn/Charr areas more thoroughly to see if I run into the same pacing issues I experienced in Queensdale.
  2. Verify whether it was user-error in Queensdale after all.
  3. Level a character high enough to see how the “trinity-less” dungeons work.
  4. Sell my gems on the AH so I’ll have more than 10 silver to rub together.
  5. 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.

Step 1, Start doing the Personal Story.

Step 2, decide you want to help farmers for a while.

Step 3, Get a little ahead of the curve.

Step 4, Start getting worried.

_________________________

[Edit: The following picture was accidentally left out of the series, and provides some much needed context for the remainder]

Step Missing Link, I have done all that you asked.

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]

_______________________

Step 5, Just do it.

Step 6, Back to doing what you want to do.

Step 7, Have some fun.

Step 8, Go play another game.

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:

Badass GW2 character, i.e. me

Go ahead, you can stare.

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:

  1. Auto-attack.
  2. Heartseeker: Leap attack; more damage the less HP target has.
  3. Leaping Death Blossom: jump behind enemy, inflicting 3 Bleeds.
  4. Dancing Dagger: Ranged snare that bounces between 4 enemies.
  5. 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:

  1. Auto-attack.
  2. Infiltrator’s Strike: Shadowstep to enemy, press again to teleport back to original location.
  3. Pistol Whip: Stun, then stab with sword.
  4. Black Powder: Basic shot + blinds nearby enemies.
  5. 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.

Genius!

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.

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

Oh Gravekeeper Dumpy, never change.

Start’em young.

Better reserve XxArthasDKlolxX while you can.

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:

Is it hot in here, or is it just me?

This is why I don’t make male characters.

On (or Off with) Their Head(s)

Aside from the things I previewed already, there was another dimension to the Guild Wars 2 beta: the turning of most of the classical MMO arguments on their head. You know the types, the ones that start perennial flame wars on forums? Nearly every single one showed up to the party, and Guild Wars 2 spilled its beer all over them. Stodgy old classics like:

1. Portals ruin exploration and make the world smaller!

Guild Wars 2 features Waypoints which, once discovered, can be instantly teleported to from anywhere in the world for a small fee. Here is a piece of the starting Norn zone:

Flight paths are sooooo 2004.

If portals truly do make the world smaller, you will be looking at Guild War 2’s map from an electron microscope. There were 17 Waypoints in the beginning zone alone; even assuming that number is inflated due to its newbie zone status, the World Completion box indicates there are 477 such Waypoints overall. There were more than a dozen in Divinty’s Reach, the human capital city. And keep in mind that Waypoints make portals feel like a trip to the DMV in a convenience comparison: you actually have to walk up to portals (how quaint), whereas you can teleport to Waypoints from anywhere.

My very first gaming blog post ever (originally posted on Player Vs Auction House) was a guide for people stuck in Dalaran when Blizzard removed the Stormwind/Orgrimmar portals circa beginning of Cataclysm. At the time, I felt like I was pretty clever coming up with a method that got you from point A to point B in seven and a half minutes. And it was clever, when the (solo) alternative could potentially take over ten minutes if you missed the boats. Yes, I’ve heard stories about 30 minute boat rides in older MMOs too.

With the extremely notable exception of WvW, there shouldn’t be an inch of the Guild Wars 2 world that cannot be reached in less than five minutes provided you have been there previously.

I have always argued that you make a world bigger by putting more stuff in it; size should be judged not by distance, but by density. Otherwise we can make a world 5% bigger by having players move 5% slower. Whichever argument reflects the truer nature of things, we will never get a more on-the-nose test case than when Guild Wars 2 launches. We are literally at the bottom of the slippery slope, two steps away from player omnipresence.

2. Points for losing?! Why don’t we just mail them epix?

Log in, press H, collect full suit of (legendary?) PvP gear.

This may not be an entirely fair comparison, as the implicit objection is towards “cheapening” gear progression by making it inevitable. Also, I am assuming that none of us gets uber-gear simply for turning 80 on the PvE side of things. There is something to be said though, about eliminating mechanical rewards (e.g. gear upgrades that increase performance) and focusing almost entirely on cosmetic ones. Will the PvP side of things stay fun enough in the long-run without the “crutch” of progression? Time will tell.

3. Guild leveling was needed to make guilds important again.

You can join multiple guilds simultaneously, no problem. Guild hopping to the max.

4. LFD has destroyed the sense of server community!

Server community? What community?

When Guild Wars 2 launches, you will also have the option to play with your friends on another world with our free ‘guesting’ feature. With guesting, your characters can play on any world where you have friends – with certain restrictions. For instance, you will not be able to participate in WvW while guesting. (source)

I suppose it will come down to how important WvW ends up being to you – I don’t think it’s quite the killer app, as others might – but otherwise there is no other reason for you to “stay” on any particular server. It is not entirely clear if you can “guest” yourself on just any random server, or if you have to be “invited” by friends, or join their party, or whatever. In any event, I would actually suggest this is about as close to “serverless” as a themepark can get.

5. No one talks in LFD, it’s like they’re all mute AI/bots.

Outside of WvW, this was about as chatty as I saw anyone:

Sir Booyah makes a point.

Different servers are different, betas are different than Live, and I don’t even know if that log was from the equivalent of Local Chat or Trade Chat, etc etc etc.

From my experience in the beta however, Milady is correct in being a little apprehensive about the Automatization of the Social. ArenaNet has eliminated kill-stealing and loot-ninjaing, they have incentivized resurrecting one’s fellow players, and they have successfully turned WvW into a Us vs Them affair in hiding the names of opposing players (“Green/Red/Blue Invader” is all you see). Emergent social interactions in Public Questing Dynamic Events have been so streamlined that no dialog is necessary.

And that… is kinda the rub.

I am not a huge fan of the blunt social engineering seen in old-school MMOs – “make friends or never hit level cap,” “play nice or get blacklisted and never run dungeons again” – but I am cognizant of how little purpose chatting in Guild Wars 2 will be, even in the middle of a impromptu 10-person group. Out in the world, it almost felt like I was in an LFD for questing.

In retrospect, perhaps Guild Wars 2 isn’t necessarily turning this argument on its head. What it is demonstrating is that the issue isn’t the random, transient nature of your group in LFD. Rather, it is the lack of necessity to interact that is the cause. Even the most mute LFD group in WoW had to coordinate who was standing in what beam during the 2nd boss fight in Blackrock Caverns, for example. Perhaps high-level dungeons will perform the same role in Guild Wars 2, and perhaps the nature of WvW will lead to the formation of like-minded individuals.

Out in the open world though, other players may as well be bots.

If it was not otherwise clear, I am not implying that Guild Wars 2 necessarily refutes all these classical arguments simply by existing. Rather, it merely appears to openly mock the collective wisdom of forum heroes everywhere. If things turn out well for ArenaNet’s gamble, there will be much soul-searching in the months following release. If not? Well… I’ll think of something.