Pandaria is a horrifying place
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 11 November 2013, 7:00 am
The next expansion was revealed, which means that Mists of Pandaria is going to be shut down in a week. Or so I'm lead to believe by trade chat. In the meantime, let's look at how horrifying this expansion has been. Where does one even begin? First, by skipping over any gameplay complaints. I've done those a while ago.

We could look at the basic premise: Pandaria is a peaceful land with no major threats beside the highly-predictable mantid invasion, until foreigners showed up. Yep, everything is the fault of foreigners. They show up and ruin the natural balance of things with their imperialist conquest. At least we aren't pushing bloodthistle.

But look deeper and Pandaria is actually a terrible place.

The agriculture alone could be the end of their society. It is all based on a couple dozen plants, all of a single breed. Monoculture is bad enough in real life with just biological plagues, but they could fall victim to magic as well. The only plant with any variation seems to be grain, and even that may have only been variation in processing rather than different plants.

Note the land distribution as well. There are only a few landholders. Most have very small farms that they run with their families. A select few own vast farms and control access to the Tillers Union. They openly mock outsiders, attempting to bully them off their land. To work the land they have vast numbers of laborers, and thanks to the land distribution, they have little chance of rising economically. Thankfully for the landowners, those laborers are kept in check by the threat of the Sha. Any 'negative' emotions could destroy the world, so they'd better keep quiet.

There is little hope that economic or technological growth will help anyone either. There are no apparent means of mass production beside the breweries, which are needed because you can't drink the water. Technology doesn't get much attention, instead resources seem entirely devoted to preserving the past. Yet maybe that is necessary, because the Pandaren may be incapable of building much on their own. The great wall that protects them and the two faction hubs are both left over from the time of the Mogu. Almost everything else is wood. Those few stone structures that they have built are either short walls around towns, temples, or the giant jade serpent statue.

While there is some hint of past development in the agricultural sector, with better seeds having been created, the resulting surplus isn't getting them anywhere. Instead it goes to feeding armies of scribes, priests, and artists, none of which are known for their habit of developing anything new. The scribes repeat the past. The priests tell everyone to stay calm. The artists redo old themes in old materials.

The overall picture is a society that is completely stagnant. It does not build, invent, or innovate. If it is lucky, the appearance of outsiders will wake it up. If it is unlucky, it will be destroyed by the aggression, innovation, and economic power of the outside world.



Even More Immersion Breaking
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 8 November 2013, 8:43 am
Blizzard support RPs outside of the game as well. This is ruining my out-of-game immersion.



Explorers are an elitist waste of money
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 8 November 2013, 7:00 am
I submit to you a theory: Explorers are an expensive, perpetually-unsatisfied group that are more profitable to ignore than to cater to their endless appetites for stuff that no one else cares about.

Explorers like to explore. It can be places or rules. In fact, I'd suggest that the key thing they seek to explore is not a place, but a rule. Consider a universe with instant teleportation to anywhere. In effect, everywhere is here, so therefore where is there to go? Nowhere. It is the rule set that makes it exploration. It is rules such as gravity that make it a meaningful experience to climb a mountain or look over a hill. In effect, the rules are the places.

Consider World of Warcraft before flying mounts. While it would seem that there were fewer places, there were, in fact, more. With the greater rule distance came more places to explore. To fly over on your mount is meaningless, but to figure out the oddities of terrain or the limits of tools such as flow fall or parachute cloaks, those meant something. The player had overcome an obstacle.

I'd add behavioral norms to this as well. We commonly move in certain patterns, moving from quest hub to quest hub along predictable routes. If, for some reason, we take a different route, then we may find something. The place itself may be nothing in particular, but breaking the rules on travel makes it seem like something more. Consider, for example, my delight at finding absolutely nothing in Icecrown. I found nothing hidden, in fact I went nowhere that I hadn't been before, but I used different rules.

Anyway, getting back to bashing explorers: places and rules are expensive. Most players want terrain that works smoothly. They don't want random holes in the ground that kill them. They want to have some clue to where they're going. It has to look pretty, or at least look like it is supposed to look the way it looks. Case in point: World of Wacraft looks like a weird cartoon, but it is supposed to look like that, but terrain textures should be consistent and not suddenly break halfway down the hill.

Rules are even more expensive. As cool as it must have been to discover it, it's probably better for raiding if throwing saronite bombs not rebuild the Lich King's platform (can you tell how long I've been out of the raiding scene?). Try doing bug testing and catching all that. You can't. Yet people will complain, and for good reason, if you don't.

Explorers make all of this harder. Other player types are more likely to leave these things alone. They see a wall and leave it at that. Only a weird person sees a wall and thinks, "I bet there's a way to walk straight up that." And then they go and do just that and someone's stuck figuring out how to fix it. That's the difficulty with explorers: they need rules to break. Maybe these are rules that you're supposed to break, such as wandering around on a ground mount, in which case they can be safely ignored as harmless lunatics. Maybe they're rules that you're not supposed to break, that crash servers or break encounters.

But let's get back to the places. It's not so bad just generating random terrain. Of course then explorers catch on and whine about it. So you give it the personal touch, creating places to find. But not be led to. Explorers hate if you act as if you expect them to find it, despite making it for them to find. Or you make it by accident and good luck producing those on a consistent basis without simultaneously destroying your game with low testing standards.

This is where the cost-effectiveness comes in.

Socializers can get by with a chat function. Or forgo that and have them use a third-party program so they can chat during your game that they pay for for no apparent reason. It's like printing money without the Secret Service hunting you down.

Killers are fine with a system that lets them kill each other. Some modicum of fairness may be needed. Or, sucker the achievers and socializers into being their prey and throw fairness out the window.

Achievers can be summed up with one concept: 0. Take anything in your game and count it. Stick a zero after it. You've just created content for an achiever.

Then there are the explorers. They need actual content. Maybe its a place that is hard to get to, or at least somewhere that people won't commonly go. It could have something novel about it. At the very least it needs to exist. Content is way more expensive than zeros, mindless slaughter, and talking.

But it gets worse. Achievers don't mind if everyone knows about something. They might even prefer it; they're trying to find things to achieve. Giving them a guide may even be something they want, so they can achieve more. Those explorers though, giving them anything more than a piece of paper and a pencil may be too much information. They want to wander blindly in the darkness and maybe stumble across something. The in-game guide that the achiever uses to more efficiently achieve is poisonous to the explorer, who, the more you tell them the less there is for them to explore. God forbid your game generate any sort of community that offers advice to anyone or else it's entirely out of your hands as a developer.

In this way explorers are elitist. They don't want the nice zeros and death that you made for everyone else. They want this expensive, customized content, just for them. And you can't really tell anyone about it, or else it won't be exploring anymore. They're basically virtual hipsters who are never happy unless they're talking about how they found something before it went all mainstream.

You might remember the statistics: only a few percent of players saw the original Naxx. The devs didn't like this much. No one was seeing their amazing work. Who sees the troll village? Few people. Not so many fly over it, and how much can they see from there anyway? People tend to tab out when flying anyway. I imagine just as many people saw Naxxramas floating in the sky, but that's hardly equal to fighting in it. Naxx was remade in an expansion and many more people saw it. I've heard that the troll village is also being tweaked, opened up, and so people will see it.
The unspoken implication, which I get to claim is there because I wrote it, is that it was better when people weren't seeing it, that it was better when getting there meant exploiting terrain glitches in Winterspring rather than following a quest line in Darkshore. For us explorers it was better. We had to figure out rules, and then break them, to be rewarded with something that has no apparent reason for its existence, except the remote chance that some explorer will break those rules and find it.

And then they got rid of the rules altogether with flying mounts. There are no hills if all dimensions are open to you. Alas, that was all back in another reality. I do miss it.



Are achievements the right tool for whatever it is they're supposed to do?
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 7 November 2013, 4:49 pm
Guild Wars 2 uses achievements for a few things. They track the story of the moment. They act as a daily/monthly reward system. They shuffle us randomly around the map to go kill that one NPC type of which we've killed 497. They make Syl mad. Maybe they do other stuff as well, stuff that I am not awesome enough to know.

For all these things they do, I wonder, is this the best way to do it? I'm going to set aside whether the game should do this in the first place; that's for another day.

The story of the moment tracking is terrible. I don't know where I am in the story based on it. It gives no context to the story. It's just a check box and a number. This is a time when a quest system would function better.

The daily/monthly reward system works more effectively, perhaps because the thing to track is so much simpler. Achievement systems are well-suited to tracking numbers or basic actions. The WoW method of daily quests is more cumbersome, requiring travel to pick up the quest to do what you did yesterday and will do tomorrow.

The random shuffling of almost-complete kill achievements may be intended to promote exploration, though since it would send you to where you've already been it isn't adding anything new. Still, it does send you somewhere different, sometimes. The system isn't pretty, but it does work, at whatever it is supposed to do.

WoW has achievements too, but that's for another day, by which I mean that when I tried to write about it all my words turned into stupid.

Maybe the problem is that Explorer types don't like whatever it is that achievements are trying to do. But that's for an upcoming post titled "Explorers are an elitist waste of money."



NBI: When the muse stops
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 4 November 2013, 12:01 pm
The Newbie Blogger Initiative is over. Maybe that's some symbolism right there. There you are, writing high with your fellow initiates and people giving you topic ideas. Maybe you just started your blog and you've still got all that pent-up stuff to talk about. But it's running out, isn't it? The initiative ended and so did the initiative.

Uh oh.

For the record, I've been staring at this part of the post for a few minutes.
Don't Panic.


There is another pause here. What do I say?

Say something. You're going to work and presumably expecting to come home. Then what do you do? Play a game? Not play a game but wish you were? Which game? What will you do? There's a post. Too dull? Then ask why you want to play that particular game.

It doesn't have to be a new game. It could also be a retro game. It could also just be a game that you like. You know what I played a few weeks ago? Elder Scrolls IV: Oblivion, the game that came out before Fallout 3, which came out before Fallout: New Vegas, which is not a new game.

But what could you possibly say that hasn't been said? See how it holds up over time. See how it compares to its successors. Maybe the game came out back when everyone was 10 years old and with a few years under your belt you realize that the plot of the game was ever so slightly totally racist. Maybe the social or political situation has changed and the game looks entirely different from the new context.

There may be nothing new under the sun, but that doesn't mean we've found it all, or remembered it. Remember that for the most part, great explorers didn't get there first or even second, rather, they got there first after someone forgot who actually had.



Ice Cream Online
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 28 October 2013, 3:57 pm
Have you ever seen what happens when you offer a child a wide selection of ice creams and toppings? You can guess: they take them all. The result has every best flavor ever with all the best toppings and is utterly revolting. Even the kid can barely stand it once it melts. At first it is great having all these different flavors, until they blend together into cold sugary cream with a disorienting array of natural and artificial flavors.

Thus it is with the game. We want this and that and that and the end result is disgusting. What if such and such game added player housing? And organized raids in this other one? Ooh, horizontal progression! Stick each in and it will work, at first, until it melts into a disgusting mix of goo. There will still be some bits of separate flavors and people will eat those and say that they taste just fine. But most of it is now goo.

By itself just about any idea is fine in a game. Permanent death. No death. Sorta death. With player and guild housing.

Yet I like the idea of this mixing. It's so tempting. It could work! Just a little bit of mixing, adding some chocolate to the vanilla and making sure the strawberry stays on the other side so it doesn't mix with the chocolate. And some caramel over the top. Delicious, and it might even stay that way until I've eaten it all.

Maybe this can be considered a reply to Syl's, as usual, well-written post: NBI: Armchair Game Designer. Or how that other MMO keeps ruining my Gameplay Experience.




The Persuasive Power of a Soundtrack
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 31 October 2013, 1:34 pm
A YouTube Channel
Loaded with music from Wrath
Resubbed a month

Haiku for all you
New Blogger Initiate
Almost end of month






Mommy, where do heroes come from?
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 25 October 2013, 9:39 am
Doone has the notion that we should publish our less-than-perfect posts, as a way to show new bloggers that we were all once semi-literate unshaven chimps. Apparently that is inspiring. So fine, here you go, here's a post that I was trying to make work, but just never quite clicked for me. It deserves to sit in purgatory among the hundred and a half others of its kind, but it has been shown a rare mercy. Some would be deleted, others beaten into shape, but this one just gets to go out and flaunt its less-than-perfectness. Shameful.

Until we get so far back that we're discussing the notion of time not existing, it's always the case that something had something before it and it came from somewhere due to something happening. In a general sense.

Or in particular, the characters we play came from somewhere. Between being born and the game starting there was something that happened that got them to be here, in a position that we care about what they do. Some games try to tell this back story, but usually they think they can do this by having you play it, at which point it is no longer the past and so we have to speculate a little further back.

A common trick is to just cheat a little bit. Make a generic character, indistinguishable from the nameless NPCs that you'll inevitably ignore or slaughter by the thousands. We're not going to ask for much detail because it is probably boring. There are no adventures to learn of, no prophecies that have been answered by your birth; you're just another bit of filler in the background. Conveniently, this is most people in real life, as outside of royal bloodlines none of us have any wonderful predestination.

Then make something happen to them which is them being neither ignored nor slaughtered. Maybe they're the sole survivor of some disaster. Or they're the random target of some human-shaped disaster. For this second one it's always popular to have a royal or some other beneficiary of inheritance pick on a nobody. The nobody can be you or it can be a family member or friend, thereby blessing you with the angry motivation needed to rise above your peers.

Now that that's over with, I suggest this: bury your shame. Bury it deep. Write it, write a lot of it, and then bury it away. Think of those awful posts as filters. Did you know that you can clean up water by filtering it through a swamp? Yep, turns out those disgusting slime creatures will pick up all manner of contaminants and heavy metals. That's why you shouldn't get rid of all the ugly swamps. But don't spend too much time in them either; let the dirty hippies deal with the mosquitoes. Let the draft folder be a way to filter out your half-assed ideas, stupid ideas, and inevitable wrongness, so that all anyone sees is pure, clean swamp water. I'm not good at analogies.



Don't hide the information that makes your game playable
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 24 October 2013, 1:06 pm
I've previously complained about spell switching in Skyrim. As far as I could tell, and as far as the game told me, it required pausing. Cast, favorites (pause), select (still paused), close menu (action!), cast different spell.
Thankfully, switching spells pauses, so I can switch between the two, but pausing constantly, particularly in the middle of a fight, is lame.  Beside any sense of power, there is the fun, and constantly interrupting the fight is not fun.
Turns out I was wrong, and I'm surprised that I managed to be. In Oblivion there is a hotkey system, which I knew about. In the spell book, hold down 1-8 and click on a spell and it will be bound to that key. Sadly, you cannot actually cast with those keys, but you can at least quickly switch spells without needing to open the spell book constantly. Where was the tutorial popup? I'm certain I saw one about the favorites menu, but somehow, not about the best part about it.

Skyrim uses a similar system, but it appears that you need to add spells to your favorites list first. Then you can open that menu and click a number while mousing over to assign a number to it. Hitting the key then picks that spell. Spells are loaded left to right. The actual spell switching behavior is slightly more complex, not difficult or confusing, though attempting to explain it makes it appear so.

Without this information, casters are garbage. Fully effective, but not even remotely fun to play. With it, they're as seamless to play as any other class and now I'm having a great deal of fun. Of course I'm running into the problem that I wish I had more hot keys, but I've never not had that problem, in any game, except GW2, but that used nested hotkeys which is cheating, and I sometimes find them annoying (due to things like the abilities I use for kiting being spread across skill sets).

Maybe you're wondering now, why am I just now noticing this? Didn't Azuriel tell me this in the comment about a year and a half ago? Yes. Yet somehow it slipped in one eye and out the other. Maybe I just needed practice time, which came in the form of Oblivion because I was feeling nostalgic. Despite my remarkable ability to completely miss the helpful content of a comment that I'd even replied to, I believe that my point still stands: Don't hide the information that makes your game playable!



Free Money works well
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 21 October 2013, 8:00 am
Earlier when I'd claimed that free money doesn't work so well. There is one factor that I'd overlooked: how much people care.

I could farm money spiders and dungeons endlessly for more and more gold. Therefore the gold sinks are ineffective; they only remove a finite amount of gold from a potentially infinite supply.

Would I farm money spiders endlessly? If I cared enough, yes. Maybe I really like having a fancy house or shiny armor. Or many houses. So I'll farm more.

However, another player, and I'm guessing most players, won't care as much about the virtual goodies. A basic house and transportation is 99% as useful as a half-dozen decorated homes and several dozen rare mounts. I think we can also assume that a player who is less interested in the extra stuff will be less interested in the game in general. The net result is that they'll buy less and farm less. The gold sinks and farming grow proportionally with their interest in the game.

We can therefore imagine that there is a balance between gold sinks and sources. If we can figure out how they grow relative to each other, then we can design them to grow proportionally. A player who is barely interested will farm little and spend little. A player who is extremely interested will farm a lot and spend a lot. For all reasonable amounts of time spent playing it is possible to achieve a balance between income and spending.

Of course there will always be some players who play a great deal more. They'll burn through gold sinks and amass mountains of gold. They'll break the system. They'll also be a minority. Perhaps a vocal one, given their level of investment, but they will inevitably break any system designed for reasonable amounts of play time, and therefore can be ignored, in a single-player game.

In my earlier post I suggested that a multi-player environment, and the resulting economy, would reduce the gold problem. Certainly the economy has some beneficial effect. However it also means that the typical players for whom the system works are exposed to the super-players who have broken it. While individual amounts of gold will usually match interest, in aggregate it can be ruined by players who have much more interest, and time, and therefore can flood the economy with gold. This ruins the balance and distorts the behavior of less interested players as well.

In summary, fixed gold sinks in a single-player game will work well for the vast majority of players. In a multi-player setting, those few players for whom it does not work will tend to break the system. Therefore multi-player games need something beside fixed sinks, perhaps even something stronger than transaction sinks.



Indirect Punishment
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 17 October 2013, 9:45 am
Between the Thieves Guild and the Dark Brotherhood it was obvious that he was on a dark path. Even if he did seem to be trying to save the world from the Mythic Dawn, who could say what sort of world he was saving, or why? Maybe he was only saving it so he could steal it himself, coin by coin.

His killing eventually took its toll. Shopkeepers were dead, their stores ransacked. Homes were plundered and their residents murdered. The streets grew quiet, devoid of souls.

If you asked him why, he'd laugh. "They annoyed me," he might answer. Whether for greed, revenge, or just amusement, he'd kill at will. The bounty wasn't even enough: he was rich and the armor sales offset most, if not all, of the cost. Somewhere was a very busy fence.

Yet, in time, he grew sad. He saw no one but his fence, everyone else was dead, and everything he had was stolen anyway.

It was not karma. There was no karma system. Infamy just made the guards rude. The game never said that he failed a quest. It never said he did anything wrong at all. By its rules he was doing just fine.

With his freedom to change the world, he had changed it for the worse. He had been punished for his crimes, not with a defeat screen, but with his own destroyed world.

His successor learned from his mistakes. He killed only those who were threats, or quests, rather than just annoyances. With one exception, because the Brotherhood isn't for angels. He stole, but did not wipe out entire stores. He kept up appearances. He bought houses and furnished them. To all outside observers he was a paragon of virtue. His world sparkled in a thoroughly non-vampiric manner, for those were dead too. He carried a potion to cure disease. The gods still weren't happy with him, too many murder quests and theft quests, but the gods are little more than an angry whisper at the chapel.

It's like his parents taught him: why slaughter the cow when you can steal the milk for free? The world agreed.



Time passes and yet it does not
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 14 October 2013, 3:22 pm
Time in games as a strange thing. While Einstein would agree with the notion that there isn't a universal, objective time, he would find that it is utterly impossible to do any clock coordination. Game time is dictated by plot, convenience, and drama.

Due to these tendencies, time flows in two general ways: Slow Flow and Explode.

Slow Flow is a mysterious phenomenon. During it, there is a quantitative passage of time. This can even be mapped to the outside world, passing at a constant, though different rate, so that one can create formulas which describe how many minutes pass in one world relative to another.

However, there is not a qualitative passage of time. Large-scale events simply do not occur. People can move, talk, and fight. These small actions will not add up to a whole, no matter how many. A million drops of water will not form a river.

This Slow Flow is a convenient phenomenon for the player. It gives them time to explore and learn, developing their skills as a player and as a character.

In contrast, Explode takes place at a pace sufficiently similar to the outside world as to be indistinguishable. Furthermore, during this passage of time, events can occur. Small actions can combine. Actions which would have no impact during Slow Flow are able to add up to dramatic changes in the world during Explode.

Surprisingly, these are complementary states. Because the Slow Flow can effectively suspend the passage of time, a player within it can therefore arrive at precisely the right time for Explode. Whether they wander for a few minutes or several years, they will always arrive at precisely the right time for major events to occur.

Another useful aspect of time is that these two states are physically separated. One cannot be in both at once, but the barriers between them are often predictable. This allows a player to choose when to move between states, though they may not always know where the transitions are. The result is that while the rules within Explode may be the same, the starting conditions can be altered from outside. A player in Slow Flow can store up items and gain new abilities, dramatically changing the potential outcomes within Explode.

This raises some interesting possibilities about our own universe. Physicists aren't quite sure about what happened early on, or if early on is even a relevant concept, since it seems that time itself didn't exist before. How can something happen if there is not even time? Perhaps what we need is a new perspective. While most Explode happens in a short span, sometimes lasting mere seconds, rarely more than an hour, our universe seems to have been around for much longer. Despite this difference in span, our universe fits the traits of a Explode: no apparent beginning, synchronized passage of time, meaningful outcomes. Clearly the so-called Big Bang was not a bang or even a rapid inflation. Instead, it was someone zoning into our universe from an indeterminate amount of time in Slow Flow.

If we could find that entrance and send someone outside, they'd be able to gather all needed materials and knowledge, with unlimited time at their disposal. However, there is the risk that upon, from our perspective, instantly returning, he will have lost all sense of perspective and just wander our universe stealing brooms.



After everything else, appearance is everything
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 11 October 2013, 10:00 am
One of my greatest instance runs ever was back during Burning Crusade. I was headed to Shadow Labyrinth, tanking on my paladin. I don't recall the class of the healer, but I do remember the DPS: three warlocks. It was an extraordinarily pretty run. The warlocks would shoot out some seeds of corruption and my AoE tanking would trigger them, and then they'd trigger the next round, and the end result was that every pull was an explosion of shiny graphics.

I don't know how effective SoC was compared to other attacks. Maybe destruction with rain of fire or a cleaving, whirlwinding warrior would have done the job better. But would they have looked cooler? Would they have sounded cooler? No! When all the game mechanics have been nullified by gear and practice only one thing remains: looking awesome while you do it.

This is why transmog in WoW was so awesome. This is why my greatest dangerous temptation in GW2 is the many amazing-looking guns on the trading post. Better gear is nice to have, but cooler gear is a necessity. In fact, I blame this for my first time quitting GW2. I'd gotten a new back slot that replaced my purely cosmetic starting item. It was better, but it didn't look cool. I was nothing without my backpack filled with comically dangerously unstable jars of potions and explosives. When I tried GW2 again my first priority was to go to my bank and switch the items. Game saved.

So let us ask, why is Prayer of Mending the best spell ever, as Liore asserts? In fact, it is not. Seed of Corruption was, though PoM was pretty great. I wasn't a good healer, so I can't comment much on its effectiveness. But I can comment on it sounding cool. Hearing that ping ping ping and seeing it dart around like a crazed healing Tinkerbell was a delightful thing. It was the music to go with the flashing radiance of a raid's worth of spell effects. It said that things were working, at least to some extent. Someone, somewhere, had more health every time I heard that sound. It also meant they were taking damage, but I was rarely concerned with such things as people getting hurt. I was busy getting hurt even more, so having that reassuring ding sound meant that someone else was concerned and I loved them and their bells for that.



Downed vs. Dead, consider them in context
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 2 October 2013, 8:17 am
The topic of GW2's universal rezzing came up. Of course someone has to claim that this convenient mechanic is, in fact, the death of challenge and the harbinger of the trivialization of all things. I disagree.

First off, being able to rez people out in the world is a bonus. The defeated player can feel as if someone cared enough to help. And they can refrain from being angry because they were a few steps from the next waypoint and all the ones nearby are contested. The helping player can feel like they helped someone, which is a pretty nice feeling. This mechanic is essentially a kitten-dispenser. Or puppies if you're allergic to cats. Or a Portuguese Water Puppy if you're allergic to dogs and live in the White House.

Second, this mechanic should be considered in the full context. The first bit of context is that I'm not considering the difference with underwater fighting because I hate underwater combat so much that I don't care about the balance. It can go burn in sodium.

A downed player can recover on their own, but the circumstances tend to be rather specific. An enemy must be very near death or they must not take any damage while they bandage themselves. The first is essentially a market-killer for the keyboard manufacturers, who have long relied on the destruction caused by mobs at 1% health. The second is unlikely when soloing and hardly a guarantee in groups.

Other players can help, but at a snail's pace and at the cost of being unable to move, dodge, attack, heal, or buff. Effectively a second player or more are temporarily made useless to bring back the currently useless player. Compare this to in-combat resurrection spells, such as in WoW where players can simply pop back up with something between no effort from other players and a single spell cast. Those do have lengthy cooldowns, but again, they are much quicker and less risky than GW2 recovery.

Then there is the big question: is it easier to be downed in GW2 or dead in another game? GW2 doesn't have a lot of get out of jail free cards such as invincibility bubbles or preventative damage absorbs. If you don't dodge, you take the damage. Dodging has a very short cooldown, but usually, so do the horribly damaging things you need to avoid. Dodging isn't a bonus; it's a requirement, so to consider it as such would be as absurd and claiming that healing in another game makes players invincible and immortal. In my experience it is a lot easier to get knocked into a downed state in GW2 than it is to die in WoW.

Taking into account the wider context, the downed state should be considered, not as equivalent to death in other games, but rather as an intermediate state with no clear parallels. Furthermore, because of the potential recovery, even the fallen state cannot be considered equivalent to death.

Instead of comparing individual mechanics and pretending that such comparisons are meaningful, the logical thing to do is to compare the chance of the group being defeated. At this point, all things are equal. There is no recovery and the instant-rez mechanics are nullified by the enemy resetting. Do groups fail more often or at a higher percentage of groups or attempts in GW2 than in other games?

Using this context does not mean that recovery mechanics are to be ignored. They could still be too easy or tough, but directly comparing individual pieces of group success or failure will only yield nonsense.



NBI: Where do you come up with all of those wonderful, creative, brilliant, amazing ideas?
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 1 October 2013, 12:17 pm
Alright, Syp, I'll play along. Future bloggers, here you go. Here's where you can get all the ideas you could ever need, and the cost.

Try to fall asleep.

There is a horrible time during which your brain is freed of all distractions, but being addicted to them, generates distractions for itself, in the form of an endless stream of new ideas, which it will not allow you to not think about. As you fall closer to sleep it frees up more and more creative and brilliant ideas, so that the closer you are to sleep, the harder it tries to keep you awake.

In the middle of the night, after a few hours of failing to fall asleep, you write the post(s). Schedule it for the next morning so as to not appear crazy. Do not attempt to edit these posts, as they are already perfect and your sleep-deprived brain could not understand them anyway.

Essentially, it is this Dilbert strip from eleven years ago.



I don't care what the code says, I want to kill him
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 30 September 2013, 9:54 am
Every day, millions of people walk through virtual cities and commit no acts of violence. None at all. Outside the gates of the cities they engage in the wholesale slaughter of everything in sight. They may kill hundreds, even thousands of people and creatures in a single day. Yet inside the cities they're as gentle as a highly medicated lamb who is in no distress.

Is this plausible? Let us pause for a moment to remember the distinction between realism and plausibility. It is not realistic that these people can summon demons or effectively teleport by running really fast. However it is entirely plausible. Yet it is neither realistic nor plausible that these people are so peaceful.

These are not soldiers, trained and disciplined. Even if they were, it's not as if soldiers become peaceful lambs when they're on leave. Either way, these are all heavily-armed and powerful individuals with a habit of extreme violence. They've killed thousands for a 20% discount. Or we to believe that out of the millions of people there was not one who felt a twinge of violence?

One person was angry that a limited supply item was not in stock. One other was angry that the items were too expensive. How many have been annoyed when the auction house or trading post takes a large cut of the sale? Yet none of them were inclined to even try violence, their otherwise universal solution to all problems.

It is, of course, entirely plausible that they'd try and fail. We'd see them charging up a spell or taking a few shots, fail to kill their foe, and be subdued by a dozen guards and a hundred players. We'd see them shouting at a vendor, threatening force, and end up in jail for a little while. We never see this.

This brings me to Fallout 3. Violence is my primary means of fixing problems. It is not the only means, but I rather enjoy killing bad people. Thankfully, it is almost always available. While the game does use karma to measure my killing, it only passes judgement, rarely does it restrict.

A lady dressed up as an ant and attacked a town. I talked to her briefly to see if it was just a reality show or maybe a temporary fit of insanity brought on by a bad batch of Jet. Then I blew her head off. I hate ants. I hate people who cease being human even more.

I once tried a peaceful solution. Mostly. With some convincingly intimidating speech I drove out some bigots and thereby allowed some ghouls to move into a nice place. All seemed good. Maybe peace works after all. Later I returned to buy ammo, since it turned out to be a good source of sniper ammo, which is hard to find. All the humans were dead, even the nice ones, such as the badass adventurer who had a ghoul friend. It turns out there was an argument, so the ghoul leader killed them all. He claimed that he didn't need to answer to anyone, especially a "smoothskin", their derogatory term of non-ghoul humans. I blew his head off and ignored the supposed karma loss. As penance I slaughtered a town of slavers. And robbed the weapon store, not because I needed the money, but because it seemed like the right thing to do.

That town had quests in it, the slavers even gave me one. You might expect that that would make them considered essentially and unable to be killed. Thankfully, Fallout has a radical idea: you don't have to actually be able to do all the quests. If you want to fail a quest because the quest giver was a horrible person, feel free to shoot him.

Only the central story line is essential, probably because it is needed to unlock a few areas. Characters for that can't be killed. Well, most can't. Some can because the game thoughtfully gave them computers in which they can store the information I need.

I don't normally kill everyone in sight. I like having good karma. And I made that mistake in Elder Scrolls: Oblivion, killing off rude shopkeepers. Then I had no one to sell my legitimately-acquired loot to. I did, of course, have a fence for my less-legitimately-acquired loot.

Yet even if I don't feel the inclination to kill Moira, even as she attempts to be doing the same to me with her mirelurk research, having the ability to do so makes the world feel much less like a game. Being able to make bad decisions, even if we recognize and avoid them, makes a world feel more realistic and more plausible. It is not plausible that characters created to commit violence are unable to do so.



Free money doesn't work so well
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 27 September 2013, 10:28 am
Why is karma the most useless currency ever? Syp has several reasons, some personal to him, such as the fact that he isn't doing much crafting or legendaries. Yet the real problem isn't that the currency isn't used for buying a lot of stuff, but rather, because it is free money.

Most games don't give the AI an adaptive economy. Prices aren't based on supply or demand, but are instead based on what the devs thought would be balanced, so they end up either fixed or rising with the player's level. The usual result is that players become richer and richer, yet they will have fewer and fewer items to purchase. Maybe that first Greatstaff of Greatness drains their account, but after a few more money spiders they're ready to go again, with nothing left to buy.

In part this is due to the lack of costs. You don't need to buy many potions or boxes of ammunition to shoot spiders. In fact, if you did, you wouldn't go. Players aren't going to spend more on an adventure than they'd get from it unless there is some non-monetary reward. However even that case is similar to buying the Greatstaff of Greatness, a one-time cost that doesn't affect the overall trajectory. Y=X-10 has the exact same trend as Y=X. If costs were higher, but not quite higher than rewards, then it would slow the trend, not stop it.

I generally like having more money, whether virtual or real. It's a habit of sorts, to scavenge and not let perfectly good assault rifles go to waste just laying around on the trail of corpses. Or in real life I try not to throw away food.

Games reinforce this by making money rather tight early on, and often necessary. Your armor needs upgrading, your weapons are weak, and you're homeless. So you scrape and scrounge, learning to save every last bottle cap and credit. You develop the habit of calculating the value/weight ratio of everything, shuffling items in and out of inventory to maximize your haul, regretting every extra pound you carried into the dungeon.

Next thing you know you're rich, yet still in the habit of gaining wealth, despite it being of no use any more.

Adding in other players can help or even fix the problem. They want things too and are willing to pay for them. Developers can stick a tax on the transactions to gradually destroy excess currency. This does require that players have a reason to trade currency, meaning the addition of commodities (trade materials) or services (help with content). Having players also makes it easier to add sinks, because with one player a sink either works or doesn't, whereas with many players it only needs to work for some players, who will then attempt to draw currency to themselves.

Arguably karma fits into this, since it can be used to purchase items that can eventually be traded with players. However karma only goes one way, into gold or materials; players cannot trade to increase their karma. The karma sinks then need to be effective for every player, since there won't be any ability to use other individuals as sinks/magnets.

There's my quick fix: make karma tradeable on the trading post.



Buying a Bullshit-Ender in the Store
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 24 September 2013, 7:00 am
This post is inspired by Rohan's post, Money is Not Time.

Bullshit is subjective.

Once upon a time a Binding of the Windseeker dropped. Being surrounded by friends who clearly harbored a secret hatred for me, they all insisted that I take it. I spent the next year struggling to put together half-competent pugs of MC, since said friends had thoroughly burned themselves out on MC or had quit.

Back in BC we only had ten extra levels, so soloing MC wasn't something you just did. You needed help. Yet the perception was that MC was old and therefore easy. The effect was rather like putting on a seat belt and deciding that it was therefore safe to drive straight into walls while completely sober; being drunk would actually help to relax and reduce the damage. We could still die, to trash, if people were careless enough, and they often were.

This all had the effect of creating one hell of a sense of entitlement. Surely after enduring all this bullshit I had earned my binding. I'd put in my time. I'd had some flow and fiero. Eventually I was a bit sick of it and torn between wanting the binding and the badass-looking sword and wanting to not have to herd cats through a land of lava and laser pointers.

I saw the appeal of a cash shop. Once I'd put in the time to feel the sense of ownership and reward, a bit of money wasn't going to ruin anything. Certainly just buying a second binding the moment the first dropped would have been rather lame. Yet after months of weekly runs, or more than weekly since they didn't always succeed and needed a second attempt, I was ready to trade some money for time. At that point the issue was not time, but frustration. I had already shown great willingness to burn time, and I still don't much mind grinds, regarding them as part of the genre.

Yet this was no mere matter of time. I got the first binding on my first ever run on a character that could use a binding. That was clearly not a time issue. Nor would the second one be a time issue. One year or a dozen, such a low drop rate cannot be dependably countered with time. I could only up the odds, never beat them. Ultimately it was out of my control and that's what made it bullshit.

I'd have gladly bought a bullshit-ender in the store. If anyone asked, I'd say that I got lucky on the first one and spent a year grinding for the next one. Those words. At that point I'd see no distinction between "getting lucky after a year of runs" and "not getting lucky after a year of runs and buying it in the shop" except for whatever the second binding cost. The mental earning would have already happened, but sometimes the RNG needs a few dollars to convince it of that.

But what if the second binding had been in the store from the moment I got the first? Might I have just bought it then, unearned, and consequently of less importance? There's the whole problem. For all my writing about how I'd played and struggled for the year to earn it, there is no way to track or prove that, so any cash shop can dispense ill-gotten gains. Maybe another player would feel that sense of earning in a month and would hate the implementation of a one-year/50 runs counter. Someone else would need two years and would be short-circuiting after the one-year purchase.

Leaving it up to us sounds insane. Surely you'd call someone crazy if they said that they were going to annoy themselves for no less than a year before using the cash shop. We'd tell them to just buy it and save the time. And then they would and not care in any way.



It's not the apocalypse that ruins the world forever
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 23 September 2013, 3:19 pm
We seem to take it for granted that after the apocalypse everything will be bad. Not just a little bad, or bad-but-recovering, but eternally bad. But is that actually a reasonable assumption? Humanity recovered from being killed down to a few thousand people. Earth has been repeated blown up, burned, and suffocated, the latter happening in multiple ways depending on what life was used to breathing at the time. To get sustained terribleness we don't need a one-off event, but instead a Sustained Terribleness Continuation Plan, or STCP, which is impossible to pronounce and redundant. What is the STCP? Us. People are the thing that keeps everything terrible after our initial effort.

Once upon a time a few technicians were given a task that they weren't trained for, using equipment that was poorly-designed, and as a result, Ukraine has a big ol' Zone of Exclusion around Chernobyl. A meltdown led to a steam explosion, which blasted a whole lot of radioactive mess all over the place. The disaster was of such a large scale that the USSR had to stop pretending that it hadn't happened, evacuating the shiny new city of Pripyat and leaving it all to nature. After some initial "all the trees died" problems, nature rebounded, since a lot of radiation is hardly as dangerous as humans.

Combining the story "Roadside Picnic" and the Zone of Exclusion yielded the strange game series STALKER. In it there are all manner of dangers. Some comes from the radiation scattered by the explosion and cleanup operations. Much more comes from the results of an experiment. I won't give it all away, but the general result was another explosion that twisted the laws of physics and created all manner of dangerous mutants. In fact, the bit of radiation and packs of stray dogs are the least of the worries.

People and their experiments are the big problem. To cover up the experiments, they created a fake religion, luring people in with promises of wealth, eternal life, or at least something better than living in an irradiated wasteland. They deliver on none of these, instead brainwashing them to shoot at anyone who tries to figure out what is happening. And then the hero shoots his way in, killing everyone, and possibly destabilizing the area even more, which makes the apocalyptic explosions a daily occurrence. The local apocalypse ruined the world, but we kept it ruined.

If you combine 50's nostalgia with 50's fear of dying in a nuclear war and thrown in an unhealthy dose of a timeless disregard for basic safety or environmental protection, then you get the world of Fallout. There was a nuclear war with China and now everything has been nuked except for Vegas. There are some mutants, mostly of the "radiation makes things bigger" variety, along with some people who turned into ghouls (zombies) from high doses of radiation. Some have human minds, some are feral. It's a bad world.

After so long much of the radiation would have dispersed. Animals and feral ghouls are susceptible to guns. The real dangers, the real problems, came from people. Some became raiders and drug dealers. Others joined the Enclave, which are effectively technologically advanced American Nazis who cannot merely isolate themselves to sustain their 'pure' form of humanity, but must also kill everyone else. That's right, while humanity is right back to the "few thousand people left" stage, these guys decide they need to weed out the undesirables. This becomes a plot point, surprisingly. New Vegas introduced Ceasar's Legion as a technology-hating slave army dedicated to conquering everything, which was also incapable of actually managing an economy or doing much of anything besides fighting. Raiders seem almost reasonable in comparison, since they sometimes recognize that if they kill everyone there won't be any more people to rob.

Worst of all were the vaults that the people designed. They all worked. Some worked to preserve human life, saving thousands of lives. Many more worked to drive them insane in new and creative ways. One was split down the middle to test paranoia. Another was designed to let in radiation, creating hundreds of ghouls. More than a hundred were built and less than two dozen were intended to just save people without subjecting them to extra torture.

I'd mentioned environmental protection and basic safety, so here goes. The background radiation, while an issue, would have fallen dramatically. Only a few locations are still heavily irradiated due to the bombs themselves. Many more are irradiated because of poor storage of nuclear waste. Leaky steel barrels dot the landscape, fallen out of trucks, dumped all over, contaminating the water and soil. In Fallout: New Vegas there is a little exhibit about these that uses absolutely no subtlety to show the exceptional lack of attention to, or regard, for safety.

The cars appear to run on nuclear power, and take barely more than a nudge to explode, often triggering chain reactions. One might even wonder if the bombs ever needed to fall, if a few car crashes might have done the trick. And of course players might find that these little nuclear bombs are handy improvised weapons, so it's not as if we're the sparkling heroes of humanity.

Certainly both of these worlds suffered from human-caused nuclear disasters, but it was their actions leading up to and in response to the disasters that created the long-term problems. Crises are momentary, but human nature and the resulting messes, are nearly-eternal.



It's not the knowing, but the knowing how to know, and I don't know that
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 18 September 2013, 4:19 pm
Something spoiled me rotten during my years of WoW. I memorized a lot, but beyond that, I learned how to find information. With such a large and long-running community, WoW has exceptionally good resources for learning about the game. Wowhead would have all the dungeon loot tables, quest chains, you name it. Everything was in there and I got good at finding it. Comments would add tangential, but useful, details. If I wasn't sure of a bit of lore, wowwiki and now wowpedia could help me out. Worst case scenario I could google for some class and crafting guides.

I miss that.

Of course there is something great about the early dungeon runs when all the rewards are a surprise. Then you start to get the hang of it and you've run the places a dozen times. The surprise isn't there anymore. You've moved onto another stage of the game and another stage of fun. Now it's useful to know where things are so you can pursue them. I've grabbed what I could from the random draw, now I'm after something specific. What dungeon or raid? What faction? Is it BoE and readily, if obnoxiously expensively available of the auction house?

Sometimes I think I had more find finding out how to find items than actually finding them. The former has a better payoff too. I'll ditch the item and have no more use for it. The information, that I can keep forever, and maybe use again for another character, or another player. I like showing off what I know, not so much for gear.

In GW2 I'm back in square one. I don't know much and I don't even know how to know much of it. The community is smaller and much newer, so inevitable the resources aren't going to be as plentiful. As a result I do a lot more stumbling around. I don't mind doing things in a less-efficient manner. What I do mind is that I may not know if I'm even getting anywhere. Can I get to that zone from here, or am I running into a strong current? Is that a jumping puzzle or will I hit an invisible wall?



This is not the quest that turns the tide of the war; it never is
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 16 September 2013, 10:20 am
When you get down to it, the GW2 hearts are quests. They're a lot more flexible than WoW quests, but they are ultimately quests. At this place, do this or these things. Yet there is a key difference that I think makes GW2 quests superior. It's in the quest text.

It's not the lack of quest text. They have that too, if you hover over the heart. They even send you letters, which is better than needing to trek back to the quest giver through the bandits that you supposedly wiped out but have since respawned. But that's not the big improvement.

Quests in WoW were almost always about advancing. Complete this quest and you'll have changed the world. You assassinated the enemy leader, smashed their army, and saved the day. This then looks ridiculous when everything has respawned. WoW dealt with this with a mix of phasing and ignoring it.

Quests in GW2 are almost always about maintenance. Sometimes they are literally that, including fixing broken equipment (which I suppose are repairs rather than maintenance and the accounting department is going to be on my case). Often times they're more generalized: thin the herd, keep spiders away from our apple trees, help downed patrols. All of these are things that need to be done, but none of them are the single thing that breaks through and wins the war. It's all keeping the world from collapsing, rather than raising it up. While that sounds less fun, it also makes a lot more sense in the context of a game where everything respawns. WoW dailies have this same feel, but they are dailies and therefore get no praise.

In general terms, WoW quests are written for a non-static world, while GW2 quests are. Given that both worlds are essentially static, set pieces placed there to entertain, rather than to be remade by players, it makes a lot more sense to write the quests to fit the static world. In effect, by accepting that it is a theme park they make it look less like a theme park.

Even the dynamic events fit into this. Something shows up to go on a rampage and we stop it or don't. If we don't, then there is an event to clean up or retake lost ground. Alternatively, if we capture something, we then get an event to defend it. The enemies actually fight back and can do so successfully. If events simply reset, then we'd have the illusion of progress. Instead, we can actually make progress, taking and holding ground, but if we heroes wander away for too long it falls apart. It is temporary, but it is not illusionary.



GW2: It's all connected! Events, Hearts, Dailies, and Trains
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 12 September 2013, 8:43 pm

As the title and highly-detailed and complex diagram indicate, GW2 has a wonderful way of making everything interconnected.

Dynamic events often take place in the same area as the quest hearts, with qualifying enemies often spawning with it or being the expected filler between the boss fight. The result is that you either kill two birds with one stone, or two kill birds with two stones, but the second one doesn't fly away and make it hard to hit it.

The daily achievements tend to include a large dose of killing in a particular zone or mob types, both of which are the inevitable results of hearts and orange circles.

I tend to like the champion trains, though in a sense they're all I know, since I wasn't around for the clearly better thing that happened before them (I've been there before, I know that change is always for the worse). They feed into the dailies, giving some of the trickier things such as veteran kills, and an abundance of junk to salvage.

While we're on the subject, I rather like the daily system. The gathering one is a natural part of any movement outside the cities. At least until I've finished my hearts the zone kills are a freebie. Salvaging flows from killing. That leaves two more, and those can be as easy as reviving player or NPCs or doing a couple events, both of which you're probably going to run across during hearts or gathering. There are WvW ones as well, but I've not yet needed them. Given the sometimes slow pace of WvW I can see how those could be tricky for someone who wants to hop in for a quick completion. Of course I dislike the aquatic slayer one because I get disoriented underwater, but I've never felt like I needed it, so I see no major problem.

Finally, there is a missing link in the diagram. Players eagerly work together on chained dynamic events. Maybe chains aren't trains, but they rhyme, and that's what really matters when you're drawing diagrams on a chalkboard.



Being a dungeon noob is stressful
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 8 September 2013, 7:00 am
I finally did my first dungeon in Guild Wars 2. Not a year late, for I took about a year off, but surely it shouldn't have taken me this long. The first was available at 20 or so. I didn't even consider doing one until I was near 80. Even once I'd decided that I would do a dungeon it took days to actually do it. It's time to round up the reasons why, and maybe see if there is anything to do about that.

 Guild Wars 2 is not nice to new people. It is particularly unkind to WoW people. In fact, I attribute my ability to have played it again and not wandered away confused to my having not played much WoW in months. Instead I played shooters, and Civilization, but the latter is not relevant. I spent a lot of time aiming while moving, shooting things while not letting them touch me, and generally working out the notion that I should run like a chicken with its head cut off, but like it still has its head and is carefully avoiding the guy with the axe.

WoW has movement, but outside of PvP it doesn't have much quick movement. Get out of the fire, but what's the rush, really? Boss drags you in, you run out. Outside of the choreographed dances the movement is comparatively leisurely. Add to that years of muscle memory of exactly how fast your character is, and probably every single boss fight too, and there's very little pressure. Guild Wars 2 likes to do devastating things very quickly, and you cannot simply move, but must instead dodge, because in this magical world rolling on the floor makes you temporarily invulnerable to most attacks.

Some mobs I could fight a half-dozen at a time and maybe have room for one more. Other mobs will seriously tax my survival with just one. It's something to do with evading attacks. Some hurt more, but more importantly, some are broadcasted more clearly. Maybe the animation is longer, maybe it's bigger and more dramatic. Compare dodging a centaur's knockdown with a bunch of little tiny spiders shooting poison.

Scale this up to a boss level and maybe you'll understand my reluctance. I could die at any moment and I would very likely have no idea why. Was there a constant AoE? How much did that condition hurt? When exactly do I dodge? This was exactly what happened on the first boss. I died and died, not in any of the red circle spam, but dead anyway. Maybe I should get a couple pistols so I can do more than auto-attack when at long range.

Generally people have been pretty nice in Guild Wars 2. Not sunshine and flowers nice, but rarely are they blatantly rude. Yet there are just enough mean people to keep me on edge, wondering if I'm going to find myself back in trade chat, or worse, a random PUG. It's not fun being on the losing end of a boss fight, or a group fight, and with my almost total lack of experience, the odds of the former, and therefore the latter, were daunting.

There is no LFG tool. I don't mean an automatic random cross-server group generator. I mean that it has nothing. There isn't even a way to list yourself as looking for a group, putting Guild Wars 2 instancing at the same level of sophistication as pre-Burning Crusade WoW. On the plus side, the waypoint system means that once you've found the entrance there's little travel time to worry about.

Thankfully, players have made their own lfg website. That's great. It's how I found my group. But it sure would be nice to not need to tab out to check it. I wonder how many people even know it exists. I didn't until very recently. Though given that it's about 50-50 that anyone saying lfg in a channel is told about it, I suppose many people have some notion that it exists.

So far my dungeon experience probably doesn't sound so great. The first fight was admittedly awful. Before and after that I died running past trash (since mobs leash in instances this seems to be the way to go). I was a blantantly noobish noob who was somehow level 80 and didn't even know to switch to group-oriented tools before the boss. Yet no one was mean about it. They gave some basic directions and a few bits of advice. At least one bit could have been appropriately followed with " , dumbass", yet it was not.

One particular bright spot is the res mechanic. With all the defeated NPCs that give experience and sometimes quest credit, it's a habit to res things. Run over and click on them. In combat, out of combat, doesn't matter, though it is a lot faster out of combat. In group events you'll see a few people helping up the dead person. I'm not even sure it's an altruistic gesture as much as it is a habit. The result is that I didn't have to deal with an angry rezzer who refused to do so. People just pick you up and go back to shooting nightmare vines.

In the end I got some shinies and the idea that maybe I could run some more in the future.



Why we do want to read your MMO stories
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 6 September 2013, 7:00 am
I stand by my previous post: I don't care what you're doing in your MMO.

The key is in the word your. The stories in the game, we have those covered. Those aren't your stories; they are the game's. Listing them as what you will do or just did doesn't make them your story, unless you're using the old "put the entire chapter in quotations and pretend I wrote the paper" trick from high school. Note that I never did that because I never learned to type and therefore, given my laziness, was unwilling to copy someone's book chapter.

Let's stick with the word your and get rid of your guild's stories too. We're not in your guild, applying for your guild, or friends with anyone in your guild besides you (we like you, though).

But your stories? Those are, for lack of a better word, good. Your stories work. Properly written, of course. The story that you create and experience matters. It is everything.

That story is feedback for the developers. It says that you hate something, even if you feel stuck running it every day (that's why you quit the next month). It says that you love something, even if you don't get to run it as often as you'd like (but it's worth the entire sub by itself). It says something that the player statistics cannot: it says intention, motivation, and feeling.

That story is a review for other players. It tells them what other players have experienced. They can learn from it, knowing what to expect. Guides sterilize the experience. Posts can bring it to life. That life may be good or bad and to write about either is to help players know what is coming. It helps players pursue that which they enjoy and avoid that which they do not. If I say that World vs. World reminds me of old Alterac Valley, despite being void of facts or analysis, that will clearly tell some people to rush toward it, and others to avoid it at all costs.

The feelings that come with a relaying of an experience can help other players with their perspective. It's easy to fall into one's own perspective and fail to see any other. It's not a lack of empathy, but of imagination. A post can nudge us out, show us a different way to see it. Dull may be relaxing; frantic, exciting; rushed, efficient. Maybe we'll see both at once. For example, during a round of champion farming I found myself feeling two feelings. I was in awe of the efficiency of it all as the zerg went from spot to spot, with pinatas popping with showers of whatever that yellowish shade is that is better than green. I was also annoyed at the pace of it, as a bit of loading lag meant a missed kill. What an awfully stupid place! Yet, how wonderful to see players working together for mutual benefit, calling out where to go if someone was lost or new (I was both). Worst case scenario I skipped ahead to the next spot and waited a few minutes.

Sadly, that last bit was not from a post that someone wrote. Rather, I thought of it myself but couldn't post it. How could I? I'd said that no one cares about those stupid sorts of posts. Thankfully, my terrible writing left me a wonderful loophole, or perhaps merely refinement of meaning, to explain that we play more than what is scripted, and that's the whole fun of it all.



Violence is not the answer; it is the only answer
Posted by Troll Racials are Overpowered [HTML][XML][PERM][FULL] on 3 September 2013, 10:01 pm
Guild Wars 2 quests, lets call them what they are, are a fun break from the usual system. Being geographically-based, rather than log-based there's less to track and no need to worry that you've wandered off out of the appropriate area, because it is clearly indicated, always (even when WoW started labeling the mobs I still ran into a few problems). The variety is great. No more ignoring everything else to only focus on one particular problem. Bear attack? Too bad, wolves are the ones that give credit.

There's often even a non-violent path. Maybe it's fixing up a place rather than killing bandits. Maybe it's harvesting plants and scaring birds rather than killing bandits.

And yet, is violence ever truly not the answer?

Consider these scenarios:

You have a town in a series of caves. There have been some minor cave-ins, but the overall structure seems solid. But having debris around isn't attractive or safe. So you hire someone to clear it. Rather than using shovels, they pull out a rifle and napalm and blow up the debris.

You have a nice apple orchard. You need someone to harvest apples. Rather than hiring someone to climb the trees, you instead opt for the nearest adventurers who need a bit of karma. Why you'd hire someone who is primarily focused on treating karma like a bank account, I do not know. But you get what you pay for, which is a crazed, wandering killer. They pick the apples, not by climbing the tree, but by shooting it until apples fall out.

These take place in the Nightguard Beach (Harathi Hinterlands) and Shaemoor Fields (Queensdale), respectively.



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