Monthly Archives: October 2012

Off the Chest: Unlearning Convenience, One-time Events and what would you do in a Sandbox?

otc

It’s one of those days where I have too many thoughts on different blogging topics which don’t warrant a blogpost of their own but still, in my mind, ask for more dedicated commentary. I tend to leave longer replies on my fellow bloggers articles for this reason and often that’s good enough; yet for a while now, I’ve been thinking about a format or style of post that allows rambling on various topics that have come up, vexed me and yet didn’t quite make it into a single post – usually because I feel somewhat late to the party or then I simply cannot bring myself to present you with anything less than a WoT. It’s true.

Be that as it may, I herewith introduce “off the chest” as my on-and-off, multiple-subject (and likely ranty..ier) commentary, where articles are shorter wrap-ups or openers to bigger subjects and where I get to be wonderfully incoherent. Summary posts can be quite enjoyable, so maybe these can deliver some information or entertainment to somebody sometime (or else they’ve just been of highly cathartic value for myself)! Without further ado, three topics I needed to get off my chest for a while now, in no particular order.

Unlearning Convenience

One of the fascinating things about the mixed MMO community in Guild Wars 2 is that you can tell who the ex-WoW players are after a while, judging by the degree of convenience they are used to or rather, the degree of discontent they voice in that particular area. After an era of WoW and not GW, I absolutely am a spoiled MMO brat: for example, I expect a lot of menu choices and customizability for things like name tags or combat info (ally healthbars anyone?), I want the market place search to be refined so it’s actually functional (armor class search?) and I expect a quick disconnect/relog from WvW not to throw me back into a queue of doom with no way to rejoin my team mates. Stuff like that, missing polish like that, is just horribly frustrating and it gets more frustrating the longer ANet take to fix it. These may be small(er) issues and not top prio in a launch week or even month – but come on, address this shit already!

How long is the average MMO player of today willing to ignore disfunctionalities or little bugs after a fresh MMO launch? How long is your personal tolerance span? Rather than Halloween content I would’ve welcomed some long overdue fixes, some of them as old as open beta! And I haven’t even yet mentioned the camera / first-person view, botting or culling problems. These are not “aspects of GW2 that are just different”, these are issues that need fixing ASAP in any MMO! /GnaRghL

One-time Events

Speaking of Halloween, GW2’s one-time only Halloween event of this Sunday past has sparked quite some debate and of course both negative and positive reactions. This is an incredibly interesting subject because it shows us just how ready today’s MMO audience really is for the often hyped “unique content” and “meaningful impact”. Or to quote a passage in my last post’s comment section:

I think we do not need to content ourselves with impact only ever existing in offline/single-player games. like you said, GW2 makes some good attempts – but they could be much better even. I think MMOs need to lose the idea that everything is always available and repeatable for everybody. much of the generic feeling comes from everything that players do happening over and over, respawning, resetting….why? why not make some events more unique? what if somebody misses them – so what? you could add small content patches for this on a fortnightly base, like I suggested a while ago in an article on expansions. give players a real sense of story progression, unique experiences and impact. let them change things permanently!” (Syl)

That’s the thing: you can’t have it both ways. You can experience triggered quests that are available all the time, or more random events to which you are sometimes too late or early. You can finish quests with zero to marginal impact on the world and people around you – or you can witness really memorable events. Once in a while. And you can most certainly miss those. There is a flipside to that coin of memorable and special MMO moments that gravitate towards simulation and open world a lot more than towards gamification.

I actually missed this Sunday’s Halloween event in GW2 as I was on holidays in France; and yes, I am a little sad about that. On a less personal note however, I am very happy ArenaNet made this decision. Maybe next time I’ll be around for it. Either way, now the community has something to talk about and tell each other! Missing the Mad King’s appearance in Lion’s Arch or having to re-watch it on youtube is a price I will gladly pay for MMO worlds to become less generic, feel less repetitive and predictable! But that’s me and my idea of games worth playing. And living in, really.

So, what would you do in a Sandbox?

It’s become a trend of late to invoke the mystical spirit of the sandbox wherever MMO players feel the blues and are simply unhappy with their choices in current games on the market. I get that dissatisfaction and I’m in fact more than up for future MMOs to revert to a more open world state of play, with less orchestrated content. Still, I wonder how many players have truly ever experienced a sandbox game, stuck with a sandbox game? And what is it exactly you wish for, from your next sandbox MMO. Do you know? I’m not so sure we all mean the same things when we talk about sandbox elements (worth having).

Pure sandbox games ask a lot of a player base, both in terms of time and commitment The feeling of freedom or impact doesn’t come for free. So, if by any chance you belong to let’s say a player demographic depending on a) linear progression, b) endgame, c) set achievements or d) in fact any kind of pre-conceived content….I have bad news for you: you won’t like a sandbox! You won’t thrive there. If you already felt that GW2 was “finished” after four weeks, if you lament endgame and progression and ask questions like “what to do next?” in an MMO, the sandbox is not for you. While we’re at it: there’s no “rushing through” or “winning” a sandbox. There’s a lot more in terms of self-defined progress, achievement and goals than in a themepark or playground or whathaveyou MMO. 

Can you deal with that? If so, I hope you’re also up for outdoor PvP and griefers. The big, shining beacons of sandboxy gameplay currently out there, such as EvE Online or Darkfall, are basically MMOs that revolve around the simple principle of “building clans and defending clan bases” and then “warring against other clans and clan bases” (terminology may vary). This is by the by, what the sappy memories of vocal UO and DAoC veterans are made of: strife. Territorial (or resource) warfare with all its little neat side-effects. That’s also why community building was so important in these games to begin with. Sure, you could do many other things too, but erm…..territorial warfare impacting on you! 

So, just in case any of the above gives you headaches but you still yearn for the sandbox…well, I keep my fingers crossed the next such MMO comes with big enough safe sectors! Or alternatively, still deviates enough from its predecessors to accommodate you. A real sandbox is about building your own little castle just as much as it is about destroying your neighbour’s. And it most certainly isn’t going to present you with linear progression and endgame. Don’t say I didn’t warn ya!

Zip-A-Dee-Doo-Dah,
Zip-A-Dee-A,
My oh my, what a wonderful day!

[GW2] Timing is everything. And a good thing too.

Much has been said about the dynamic shnynamic events in GW2, to a point where I have indefinitely banned the term to the same corner as “hardcore” and “casual” for MMO debates. There’s been quite some praise of course, yet as usual the whining has been the loudest on the message boards I frequent. Personally I think most of the negative critics are missing the point here completely, but let’s not get ahead of ourselves.

It’s true: the nature of dynamic events in MMOs is that you can be too late or too early, just being “on time” making for the perfect gameplay experience. It’s true too that it feels somewhat disconnected storywise to blunder into an ongoing event without much context. Alas, that’s an issue MMO players have to cope with – unless you prefer not having these types of more random mass-events at all, or only get phased variations thereof. Phasing wouldn’t work the same way for many reasons. Phasing really isn’t an answer to most common MMO questing/adventuring issues, to be honest.

More importantly though, I love that I can be either too early, too late or just on time for events in GW2 – the fact that stuff is happening out there whether I am a part of it or not. The fact that the world doesn’t only spring to life as I push the button since I am so horribly important. Strange things are afoot in Tyria. The world feels alive and yes, “dynamic” because of it. Even if I miss an event or only observe other players running it from afar, I enjoy that. I can try revisit that place later or join anyway and investigate. And when I actually do arrive on time and things start to magically unfold around me….well, there’s absolutely nothing that compares to that feeling in MMOs!

A year ago I read a splendid Skyrim review that captured precisely what makes that world feel so wonderfully open and alive. Unfortunately I cannot for the life of me remember the site. Anyhow, a game journalist talked about his most epic gameplay moment there, when he experienced the perfect dragon encounter somewhere on the road, after pursuing a wild horse that had raced off in terror. There were all kinds of hints like that one, foreboding the incoming dragon attack, NPCs running his way screaming just as the first huge shadow fell over his party and the dragon’s metallic shriek rang through the valley. Skyrim’s magic lies in moment such as this: when everything clicks and it feels as if the world was truly alive all around you, and you are just an erring traveler chancing on whatever lies around the next bend of the road. It’s a magical thing if videogames put us into that removed, immersed state of mind for a moment. It’s a rare and beautiful thing – a memorable thing. It’s the perfect simulation. Real life doesn’t happen according to your agenda all the time, either.

That sensation can never come a dime a dozen though and it shouldn’t. I don’t want to be on time for all the dynamic events in GW2. I want to be early and too late, so that when I am on time at last the scenery will take my breath away. Syp calls experiences like that “just an awesome moment“. To me they lie at the heart of the MMO experience. It’s why we need more randomness in games, more opportunities to be failed or missed, so that we may succeed and when we do, succeed with flying colors. If the minstrel tells us stories before a burning camp fire at night, they will recall most memorable moments and wondrous, rare encounters. And those are worth waiting for and certainly worth having.

And then, suddenly…

[GW2] 80 Elemental Ponderings

So I finally dinged 80 with my Elementalist in Guild Wars 2 yesterday, which has been my main character and class since the open beta weekends. Even if GW2 inspires alting more than other MMOs ever did for me, I can’t change my basic nature of being a very dedicated main=me player. That will probably never change…even if I am also leveling an engineer and hunter slowly on the side and really enjoy how different every class feels in playstyle and mechanics (and Elems actually get a bit of them all via conjures, hah!).

Naturally, I have started to try grasp the deeper complexities of my chosen main in GW2 over the past days and weeks. If I am going to play this, I want to play it right – and the Elementalist happens to give a lot of merciless feedback like that. It’s true that this particular class doesn’t make for the easiest ride of the lot; that is not to say that combat and leveling are hard, but there are many occasions playing your Elem solo in PVE when you feel things aren’t going so smoothly. This also changes gradually during the journey to level 80: there are highs and lows in terms of pacing and character progression/power during some level spans, which makes you lean towards more glass or cannon at particular times. What is probably true is that you need to be in love with the class, its basic premise, playstyle and versatility, or you won’t stick to it very long. All Elementalists will experience the following in various degrees while leveling:

    • Dying quicker than most, especially when compared to your other scholarly peers
    • Feeling damage and survivability drops sometime after level 30ish. I experienced an incredible low during my mid-levels which only got better towards level 65 or so, making it impossible to kill groups and struggling with higher lvl mobs in general
    • Underwater combat sucks. It keeps sucking until you reach proper high level. Also: Air is your friend here.

While weapon choice matters, I would go further and say for this class especially, keeping gear up-to-date at least every 10 levels (including gems, sigils etc. on all slots) is crucial – and so is spec. When comparing myself in combat with my partner’s Necromancer, I could only gape and the sheer amount of buffs and debuffs he had going on for himself, when I had erm…one to two. This made me start looking into my traits very hard, asking myself about my synergies and where are my boons?? Elems don’t have that many debuffs going on as some other classes do, but they can certainly unload some burning and bleeding. To make your buffs and debuffs effective though and help yourself to become more powerful, harmonizing your traits, skills and gear stats is of the essence. And this is where it starts getting complicated.

Wrapping your head around skills, traits, stats and gear

If I thought gearing and optimization became somewhat of a headache in WoW between WotLK and Cataclysm, GW2’s many different stats combos, item enhancements and synergies are proving a real challenge the deeper you delve into them. Having explored multiple guides of late, my two big recommendations for getting to grips are Tasha Darke’s guide on attributes and equipment, combined with Talk Tyria’s post on understanding basic naming conventions in GW2. While the marketplace is still far from functional, that second link will help you with the general gear chaos you’re facing.

I have now started to experiment with different specs, supporting traits via gear and skill choices. I leveled full fire for a very long time until it started to feel incredibly weak around level 40. My stats were all over the place and due to survivability issues, I used quite a lot of vitality gear. I had pretty much zero boons going on for myself and no traits to support my chosen utility skills which are mostly glyphs and signets (I don’t use cantrips, conjures or arcane skills much). Not great.

Much of that is now off the table. I have invested heavily in Air and Arcane traits, boosting my crit from 14% to 40% with trait, skill and gear adjustments (minding set bonuses and including interesting sigils or runes). Arcane is a great support tree in general for synergies and boons and worth looking into with any given attunement combo. I dropped healing stats entirely and started improving my health via traits rather than gear. That last point is still under heavy scrutiny right now as I am still feel too squishy; I might need to revert some of my gems sometime to address this. (How are you other lvl 80 Elementalists out there handling the survivability issue: traits or gear?)

…All this wild brainstorming really brings me to the heart of the matter though, which is understanding what you’re doing. Do you know how tougness and vitality differ in benefit, for example? Do you understand set and rune bonuses and what sigils and runes can do for you? Do your traits support your utility skills? Would you rather stack condition damage or crit, for a consistent damage debuff-heavy build or burst damage build respectively? Do you know your boons? Do your trait choices reflect your playstyle? Et cetera.

Getting to the bottom of these questions will greatly affect your character’s performance, Elementalist or other, and ultimately affect your entire gameplay experience and enjoyment in the game. It’s been said that GW2 is that MMO with the casual leveling and grouping mechanics, but by now I disagree quite a bit with that, having played my Elementalist in many different situations. The game might not punish you in the same way as others do and within a group individual weaknesses are less apparent. But you will need to address spec and gear questions at higher levels (Orr…uh oh), certainly for solo play and harder dungeons, as well as PvP encounters – and the ins and outs of character optimization in GW2 are not to be underestimated.


While it’s hard to find more concrete theorycrafting and build suggestions (few more in-depth discussions can be found at GW2 Guru forums) at this point in time, I encourage my fellow spellweavers to experiment and make use of the trait calculator. For a more basic intro to the class, there is also a great two-part Elementalist 101 guide over at Talk Tyria. In closing, I still greatly enjoy playing my Elem in GW2 and consider its shortcomings a challenge. I love the versatility of the different attunements, the mighty AoE and general “feel” of playing the class. As for all the open questions I currently still have, I fully intend to get to the bottom of them all over the coming weeks and months – Fire, Air, Earth and Water, I can deal death with any of them!