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Yearly Attempt: FF14

I have resubbed to FF14.

It took a curiously long amount of time to figure out where to download the launcher for the game. In fact, had it not been the fact that I was socially committed to trying the game again, I might have just stopped right there. I understand that things might be confusing if random people were presented with a 25GB download link right off the Square Enix page and then prevented from opening it because they didn’t technically buy the game.

But seriously? I shouldn’t have to Google how to download your MMO.

Once I downloaded the launcher, reinstalled, and resubbed, I logged into my original character from a year ago just to test the waters again. And boy ole boy, do I get what the Blizzard devs have talked about before vis-a-vis not wanting to confuse returning players. Coming back to WoW is an intimately familiar experience. Granted, it is probably moreso because I had been playing that for almost a decade now.

Coming back to FF14 after having played for a month a year ago is a whole other story. Can I teleport around town at will, or do I need to need to be near one of the Aethershards? Where the hell are the mailboxes? What was I doing again? Why can’t I see the armor I have in stock?

When I left off, my character was a level 25 Arcanist/level 13 Thaumaturge on Hyperion. Meanwhile, my friend is on Cactuar. Do I pay the transfer fee? It seems to be a bit silly given the low levels, but it is difficult to tell the value of “skipping” as much of the painfully boring FF14 early game as possible. On the other hand, I don’t know my ass from a hole in the ground either, so maybe another go-around in the level 1-40 tutorial was in order.

This time around, I learned my lesson and rolled a melee character (Pugilist). Thus far… things are okay. Level 1: Press 1. Level 2: Press 1, then 2. Level 6, Press 1, then 2, then 3. I am eagerly awaiting level 10 when I actually get a reactionary button (triggers after I dodge), and then level 15 when I get a melee DoT to weave in. It may sound boring – and it absolutely is – but it is worlds better than casting Ruin a million times.

I am not 100% convinced I’ll settle on the Pugilist/Monk path. I managed to find a guide or two regarding endgame rotations, and the Monk seemed to be heading in the Feral druid direction of All the Things. Ninja just sound bizarre. The Dragoon looks fine, as does the Bard to an extent. Considering my newly rolled toon is just level 8, I have quite a ways to go.

Overall, things are fine for now. I am not buying Heavensward, as A) I doubt that I make it to the vanilla endgame before the end of this month, and B) it is included for free in the Stormblood expansion. I do not anticipate playing FF14 for even as long as I played Guild Wars 2, but I do plan on completing the main story quest and seeing what all the plot fuss is about. Assuming there is any.

Wildstar: the First 4 Hours

Okay, let’s get started.

Auspicious.

Auspicious.

This screen was a bit disconcerting considering I hadn’t even made a character yet. As it turns out, it was defaulting to the beta server which… still exists? Weird.

Here we go.

Here we go.

I have mentioned it before, but I have a huge issue with character creation in any game. Namely, analysis paralysis:

Analysis paralysis or paralysis of analysis is an anti-pattern, the state of over-analyzing (or over-thinking) a situation so that a decision or action is never taken, in effect paralyzing the outcome. A decision can be treated as over-complicated, with too many detailed options, so that a choice is never made, rather than try something and change if a major problem arises. A person might be seeking the optimal or “perfect” solution upfront, and fear making any decision which could lead to erroneous results, when on the way to a better solution.

Pretty much the only reason I purchased Wildstar and am playing in the Head-Start is because I have some friends who have decided that it was a good idea to get back together. Which is great… but these are largely the same people (with two big exceptions) who quit WoW a few expansions ago, quit GW2 within the first two weeks, and otherwise jump from game to game. In other words, there be issues.

In fact, there were some issues right from the start: one of the friends is gung-ho for PvP servers and already rolled on Warbringer as Dominion, then tagged us all in a Facebook post to let us know. There’s little doubt that if I went with him, most everyone else would follow. So, do I try and keep everyone together? Or do I herd as many friends as possible to a PvE server where the likely 1-month survivors will have more fun? Once that (easy) decision was made, I had to, you know, pick a PvE server. Obviously the Full ones were out, but should I go High or Medium? What is the server known for? And what kind of question is that, on Day 1 of the Head-Start?

Precipice.

Precipice.

Ultimately, I defaulted to Exile on Evindra, simply because I saw a few other bloggers mention it.

While this over-analysis might seem strange, from my perspective few people realize how absurdly critical realm selection is. Had I not picked the Recommended server on Auchindoun-US back in the day, my six-year relationship with these people would have never existed. Hell, I resisted getting a mic for almost all of TBC precisely because I did not want to grow attached to people I would never meet but nevertheless feel an obligation towards. Now? We’re sharing hotel rooms at GenCon.

Maybe I would have met a different set of friends on a different server, and I’d be talking about them. Maybe I would have met no one and quit the game years ago. I’m aware that realm selection was just one step on a sequence of causality leading up to the Scarlet Monastery run that led them to inviting me to Invictus. But, dammit, this right here is where you start collapsing the waveform.

Realm decided, I was immediately presented further dilemmas:

 

How much Dunk in your Bundka?

How much Donk in your Bondka?

Just kidding. That’s an easy decision.

Aww shoot, indeed.

I’d pay someone, like, $5 for that name.

So, as of right now, I’m (steam)rolling around as an Exile Medic named Azuriel. The class is pretty fun thus far, which is quite a relief as it was one I did not have any beta experience with. Mobile and hard-hitting Science? Yes, please.

I’m still interested in Engineer assuming that the DPS/fun issues I had in beta are addressed, and I have yet to try Warrior or Esper. I’m weary about being rooted to the ground for my primary attack with some of these classes, but at the same time you unlock alternate filler attacks later, so… it’s tough.

Two other items of note:

Irony.

Irony.

First, in perhaps the most comical bug fail I’ve ever seen, clicking the Report as Spammer button on any of the numerous gold sellers in chat results in an instant Crash-2-Desktop. The spam cleared up by itself once out of the starter zones, but I’m still laughing at the implicit message being sent.

Next, the opposite scenario of a full designer win:

The devs as indeed listening, apparently.

The devs as indeed listening, apparently.

I am a little hesitant to declare total victory, but preliminary reports indicate Skill Trainers have been consigned to garbage bin of bad game design where they belong.

Checkmate, atheists.

Organized PvP

Everyone has heard the phrase “Less is More.” The converse is occasionally true as well.

A few weeks ago, several PlanetSide 2 servers were merged, and mine was amongst them. When it comes to player-generated content, you always need players to be in physical proximity for any of the magic to really occur. So, I should be all for this development, right?

Well…

In games like PlanetSide 2, organized PvP is too often boring PvP. When you look at this picture, what do you see?

Whatever is over there is screwed.

Whatever is over there is screwed.

If you said “a bunch of planes,” you would technically be correct. Each plane is a Galaxy, which is a 16-man troop transport. Dozens and dozens of fiercely-organized players could be spilling out of the sky, with no warning, deftly seizing territory almost behind enemy lines. Cool, right?

Not really. More likely, those dozens of troops will be landing on an empty base, sitting around shooting 1 bullet and reloading to give some free XP to the Engineers resupplying them ammo, until the base is capped and they move on to the next. Capturing anything less than a Bio Lab results in about the same XP as killing 3-5 people. And even if this Outfit lucks out and finds willing defenders, said defenders are likely to give up and respawn elsewhere than throw themselves beneath the tread of an organized zerg. Because… why would they?

When I log into PlanetSide 2, I do so out of a desire to shoot people. Fighting against an organized Outfit does not result in interesting gameplay for me, as I am necessarily foiled at every turn. Unorganized zerg clashes, on the other hand, are fun times – people flock from all around to any given Bio Lab fight – precisely because individual agency exists. It is your individual, focused skill against the seething mass of the average and distracted. Yes, the odds are low that you accomplish anything of consequence given any one of the dozens of enemies can undo your damage. But sometimes they don’t, because, you know, unorganized. And then you feel like the one-eyed man in the land of the blind.

Which brings me back to the Ps2 server merges. Simply put, since the change I have seen a large increase in organized Outfit activity. Which makes sense, of course, given that there are more people in a smaller space. The result is less interesting gameplay to me, however, as I either face an organized resistance or none at all – the unorganized defenders having been squashed or conscripted hours before. There simply isn’t room for a lone ESF pilot flying around, harassing the odd Sunderer. The landscape beneath my wings is either barren or blanketed with vicious Anti-Aircraft units, both scenarios a reaction to a prior sky full of organized terror.

One might imagine that the underlying design goal was for the two organized groups to meet upon the battlefield, fighting tooth and nail, performing novel tactics that can only emerge from such clashing of focused wills. One might also question what the designers were smoking to believe that such things ever occur naturally and spontaneously. Why struggle and possibly fail (!) when you can instead shepherd your Outfit into empty territory after territory, maximizing XP gains for all? Three kills give more XP than a base capture, but its doubtful everyone will have the opportunity to get three kills, assuming you even find that many defenders still sticking around when the dust of 17 tanks looms tall on the horizon.

No, PlanetSide 2’s organized warfare is the WoW random BG premade, seeking easy kills for the easy Honor. To get these Outfits to clash, SOE is going to have to fashion a similar solution: incentivize Outfit vs Outfit gameplay, ala Rated BGs or Arenas. Changing the hex system to a more linear one is no solution to anything. Scratch that, it’s a great boon to finding a fun, unorganized brawl. It is not, however, going to change how Outfits follow the natural inclination of organized warfare in the preference of soft targets to hard.

If anything, the meeting of strength to strength is the most unnatural result of all.

One Year

A year ago today, I made my introductory In An Age post.

I still laugh at this one.

And it was all downhill from there.

The archives technically go back to December 2010, as I had imported my Player Vs Auction House posts over here when I moved from Blogspot to WordPress and broadened my scope. Looking back, the beginnings of that transition happened when I wrote OT: Firelands, Difficulty, and Cataclysmic Malaise back in March 2011, which remains one of my favorite posts… especially when I established the conjecture as fact nearly a year later.

That is somewhat of a joke.

Incidentally, up until my Guild Wars 2 prediction post last week, the Established Fact one back in January was the most-viewed page on the site. Posting the GW2 predictions and the TSW subscription numbers (#3 highest) in the same week did fun things to my graph:

Numbers removed to protect the innocent, e.g. my ego.

Not that I write for the pageviews or anything.

To be honest, this website is pretty much my sole outlet to talk about dubious patch notes, tone-deaf dev chats, post funny pictures, and wax philosophical about gaming in general. So if you were wondering whether I had some special Plans for next year and beyond, it is basically going to be exactly what you’ve got thus far.

I enjoy what I do here, and hopefully you do as well. But even if you don’t, well, stick around anyway and maybe you’ll learn something. Or possibly the other way around.

___________

By the way, the Guild Wars 2 headstart went live as I was typing this. My original intention was to jump on the Jade Quarry server because other bloggers seemed to be going there, but it was Full after approximately two minutes of being online. Four hours later, it appears to be merely High, but I wanted to go ahead and jump into the game. So if you want to watch me gleefully man the cannons in WvW, feel free to join me on the Northern Shiverpeaks server.

I picked that server because it was the next largest in terms of guilds that wasn’t Full, or an “unofficial RP server.” According to this page, it may end up being the #6 server in terms of players. I will have more to say about all this later, but suffice it to say, I did not want a repeat of my low-pop Recommended server ghost town WoW experience. We’ll see what happens.

Bold and Spectacular… Server Merges?

This news is technically more than a week old, but there was a blue post made by Zarhym that really struck me as… well, read for yourself:

Having said all that, yesterday we discussed low-population and faction-imbalanced realms with our developers. They have some pretty bold and spectacular plans for addressing this in anticipation of implementing some of the features we plan to in Mists. I just don’t have a lot of information to share with you at this stage of programming and development.

My first reaction is in the title: bold and spectacular… server mergers? Assuming that is not what they are doing, well, what are they doing? What could they be doing?

I believe it was in a recent episode of The Instance that the hosts were talking about the concept of moving towards a server-less solution, or perhaps more accurately a “dynamic server” solution. We can imagine that instead of always logging onto Auchindoun or Earthen Ring or wherever, you simply log into a server. Once that server starts to fill towards capacity, people will start logging into a new server. This essentially eliminates low-pop and/or faction imbalanced servers entirely, aside from very last server booted up.

There are several obvious downsides to such a method. First, everything will be like LFD for servers; the likelihood of you making friends “in the wild” is severely diminished since you probably won’t ever see them again. A possible counter-measure would be to weight the system so that you are nearly guaranteed to be placed in the same “server” as people on your Friends List. Think that DK was a pretty cool guy when you were doing dailies? Add him to Friends, maybe see him again. What happens, though, if your Friends List network splits off to different servers based on their Friends Lists? Even if you make it possible to change servers through the UI or whatever, other issues crop up. For example, how will the AH be handled? One mega-AH, ruled by botters?

Aside from the dynamic server idea, I had the thought about simply moving towards LFR-ifying everything – not with queues, but with phasing. Imagine the following: you’re on a low-pop ghost town (i.e. Auchindoun), and you walk into Westfall for some alt questing. Instead of the place simply being dead, it is fairly vibrant… with people from other low-pop servers. Instead of an empty Auchindoun Westfall and an empty Dragonmaw Westfall, there is a kind of meta-Westfall that both servers share. Their AHs would remain separate, their Stormwinds would remain separate, their Tol Barads would remain separate, but any kind of dead zone would be shared. If a bunch of people congregated in Westfall for some reason, the servers could simply phase out the other side.

Or maybe “bold and spectacular plans” is simply LFD scenarios, or LFR Tol Barads.

All I know is that low-pop and/or imbalanced realms is a huge, systemic problem in two-faction games. In my four years, I never played on anything other than low-pop realms; any time I heard excitement over Sunwell-esque unlocking of vendors or world raid bosses or WG/TB-based PvP objectives, I always rolled my eyes. Those things do not work on Auchindoun, nor on many other servers. Fundamentally, you and I may as well be playing entirely different games.

If Mists is really focused on getting people out of cities and back into the world, Blizzard is going to have a big problem in low-pop realms when everyone is outside and they still can’t see each other.