[WoW] Patch 5.01 redux, and getting closure on Cataclysm

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Will the last alt through Uldum please turn off the light…?

So at the tail end of another expansion, thoughts turn to two things: finishing up anything you wanted to do in the current expansion while it is still current and populated, and getting the alt industrial complex ready for the expansion that is to come.

I feel that coming back after a few months break, there’s no point in having a weighty bucket list. Presumably if there were loads of things you wanted to do in the game, you would have stayed in the game longer and done them. There is also a notion of ‘unfinished business’ – any raids you haven’t completed and still want to see, any achievements in the current expansion you might want to do, and so on.

So I was excited, and grateful,  to be able to take Spinks through Firelands with my guild, since we had been struggling with it when I was last subscribed. This time, unsurprisingly, we whipped through it all fairly fast including some heroic modes, I got a new axe from Shannox, and we killed Ragnaros (or whatever you do to giant fire elemental lords). Job done.

I do feel a sense of closure on Cataclysm raiding, despite having seen so little of the Dragon Soul. I’ve never really been that up for killing Deathwing and … sometimes a raid simply doesn’t appeal. The other reason I’ve been slacking on seeing the latest content in guild raids is that I don’t really feel good about whipping through content that other people have worked hard to get on farm. I know it will sound odd, but the whole experience of raiding (in my head) is about going in, wiping, people getting frustrated, getting better, first kill, and then finally onto farm status. And the last reason is that I’d feel bad if someone who had been raiding all year had to sit out so that I could raid.

I also had a chance to practice my shiny new 5.01 tanking spec in Icecrown when we took a raid there to snaffle some achievements. It is, for a start, very nostalgic to tank a raid that you have tanked many times before albeit a couple of years ago. Although it is a different experience when the level 85 zerg does the whole ‘knife through butter’ number on Arthas. Mostly what I remember is the tension that all the raid tanks felt at the time, that we were in competition with each other for raid spots. That caused far more anxiety than the actual raids themselves, even though I’m pretty sure raid leadership wondered why we were all so wound up all the time.

So I guess as well as finishing out my Cataclysm raiding (with some old raids), I’ve started to get my confidence back for group work in WoW. We’ll call that a win.

I am finding the current Prot/Fury setup for warriors to be serviceable, but I’m not sure if it is more fun than the previous version. Active mitigation seems to mostly consist of deciding whether to hit shield barrier or shield block once there’s enough rage in the bank, with penalties (in terms of damage taken) if your twitch reflexes are below par. It would be nice if the UI could make this more prominent, as I suspect healers will end up catching the flak for tanks dying due to failing to mitigate unless it’s really obvious that it isn’t their fault.

Of the alts I have tried under the new system, it’s the priest who I’m really liking at the moment. Shadow is shaping up to be a strong, fluid spec at the moment; it has a different rotation for burst damage than for longer fights which I like and you can glyph to be able to throw a few emergency heals too.  I healed a few heroics with Disc spec and that seemed fine, I’ll look forwards to experimenting with it further. I did also check out my druid and I think Balance is going to be quite unwieldy due to the sheer number of keys you need to bind for the main spells and all the various utility spells you get as a druid. But bonus points to Blizzard for including a glyph that means you don’t need to be in moonkin form all the time.

The other bucket list items for me were levelling fishing and archaeology on at least one alt. Fortunately (for my sanity) Blizzard have made both of these a bit less onerous in the last patch. Archaeology also would drive me bonkers after awhile – possibly why I hadn’t bothered with it much previously – it’s the most Facebook of the WoW minigames and involves lots of clicking and random rewards. There are hints of lore behind the found items but really this thing needs a full codex style interpretation with extensive entries for each item, which WoW conspicuously does not provide.

Out with the old, on with the new

Sometimes, seeking closure and preparing for a new expansion can be done at the same time. I wanted to level a couple of alts from 80 to 85 (one for crafting reasons, the other because I was just enjoying playing it) which gave me a chance to see the Cataclysm levelling zones again. Mostly I agree with my first impressions – the levelling game has a lot of good, fun content in it if you don’t mind sitting down to enjoy the ride. I still love Vash’jir as a zone, and still hate Uldum. It’s a shame about Uldum, such a beautiful zone that begs to be explored and all you get is a halfhearted ‘help these people retake their city’ and ‘be a sidekick to Indiana Jones’ questlines; the latter is ALMOST worthwhile just for all the puns but not quite.

With the upcoming pet battles, I found a new interest in acquiring pets. I’ve never been much of a collector so there several I hadn’t bothered to pick up from faction vendors even though I could. I also went through all my alts to figure out which of them still had any Argent Tournament tokens, to see if I could pick up any pets from those vendors. Turned out a couple of them did, yay.  As always, if you pick the low hanging fruit and aren’t a completionist, you can be fairly laid back about WoW and still feel that you’ve accomplished something in game.

And the other thing I wanted to do was hang out and reacquaint myself with my guildies. It’s been awhile, there are new faces as well as old one, and I feel there’s an unspoken stigma about being a quitter that you can only really overcome by demonstrating that you’re actually around. I am sure that a lot of people are playing both GW2 and WoW at the moment, and that MoP will sell millions (as per every WoW expansion). It will be interesting to see if it grabs people more than Cataclysm did. I do think there is a chance that it might, but Blizzard are now going against the flow with their subscription game so we’ll see how that hits the numbers.

Next week brings the new Theramore scenario, which will be the first sight a lot of players (including me) will have of the new 3-man instances, if instances is the right word. And now that I’m pretty much done with closure and have figured out how to play my character post-patch, I am looking forwards to it.

Do you do anything to get a sense of closure at the end of an expansion, or before leaving a game?

Crafting, Convenience, and Capitalism

Every WoW player should try, at least once in their playing career, selling [Ice Cold Milk] on the Auction House during the Christmas Event where you can often get up to 1g per piece. You can buy it from a vendor in unlimited supplies for 25c (1.25s for 5 pieces) literally 5s walk away from the Auction House.

You will learn a lot about the nature of people, consumers, and trade by making that one transaction.

Crafting for the sandbox

Crafting is pretty much the ultimate sandbox activity in MMOs. Player gatherers gather raw materials and trade them with each other, player crafters acquire raw materials and turn them into finished goods, player traders create and maintain a market in these raw and finished goods. That is the crafting way of things.

So why do themepark MMO devs feel they can’t ship without some kind of crafting mechanism in the game? Themepark games offer plenty of other ways to get gear and consumables. You can buy them from NPCs (either with in game gold or with various tokens) , they drop randomly from mobs, they might be rewards from minigames, and so on.

  • It’s partly for historical reasons: Ultima Online had crafting, DaoC had crafting, Everquest had crafting. Therefore every MMO in perpetuity will have crafting because players just expect it.
  • It’s partly because crafting is another avenue for progression, another progress bar to fill, another grind to keep players in the game.
  • And partly because a lot of players seem to really enjoy making gear for themselves and trading with other players.

While many (maybe even most)  players would be perfectly happy with a crafting system that only allowed people to make gear for themselves and their alts, the sandbox interaction and trade side of things has also proven incredibly effective at getting communities of players to interact. Usually via an auction house or trade channels. Where there is an actual in-game auction house, it often ends up as the social hub of a city.

In a very real way, trade between players   is the beating heart of any MMO community.

Eric at Elder Game argues fluently for the case against auction houses. He comments that GW2 and Diablo 3 both ‘suffer’ (in gameplay terms) for their huge global auction houses – the competition is so high, the barriers to entry so low, that prices tend to sink quickly to a stable floor.

Crafters have the most fun when they can sell items to other players and make a profit. It’s just not as fun when there are literally millions of crafters competing for customers.

He also discusses the different markets in luxury goods (ie. epic gear, fancy crafted mounts and pets, etc) vs everyday consumables.

Let’s say it even more generally: the transactions that let players play the game on a day-to-day basis should be fast and easy. The transactions for rarely-needed things, for luxury items, or for power-player goods don’t benefit from being trivialized like this.

I think the case is not so much against auction houses, although it can be fun to go browse player merchants if a game supports it. That was how crafters sold goods in DaoC. You could search the merchants from a central point to find out who had the best offer on the item you wanted, but you still had to go to their merchant and buy it. But the case against global auction houses in a massive multiplayer game on the grounds that it affects gameplay for crafters and traders is beginning to look stronger (to me.)

Consumers in the real world, as well as in game, will pay a premium for different types of goods and services. They will pay for luxury goods, they will pay for personalised goods, and they will pay for convenience. Part of the fun of crafting and trading in sandbox games is figuring out how to make your product or services more convenient for players, so that you can add your profit that way. In themepark games devs sometimes encourage this by putting products or materials in the game that might be inconvenient to gather or require some exploration by players to discover. For example, some item that is only sold by one vendor in a little town on a four hour cooldown, or a component that is dropped by a raid boss, or purchased with PvP tokens.

While this might be more inconvenient for customers, it’s a gift to explorers and to any trader/crafter who also likes the type of content which provides the material. You could actually make some profit just for knowing that the vendor next to the auction house sells ice cold milk, AND that ice cold milk is a component for one of the Christmas Event quests in WoW.

And if you can profit from that, you are encouraged to think about other ways in which you could use your game and world knowledge to trade convenience for profit. “Who are your customers, what do they need, and what would make their lives more convenient?” Now that is how a trader thinks. And where this is possible, it means there is a (possibly non combat) role in the game for players to pick if they choose. It is driven entirely by players and how they relate to other players. That is why trade is at heart a sandbox style.

Back in the day, we had to travel to different cities to pick up our goods

Back in Vanilla days, WoW had segmented Auction Houses. The Stormwind Auction House was not linked to the Ironforge Auction House. What actually tended to happen was that one city ended up as the hub everyone used and the others were much much quieter. Patch 1.9 was the one that linked the auction houses together. Up until that point, you could make some gold by working out if any items were cheaper in one city than another and trading between the auction houses accordingly.

It was inconvenient for customers, and not ideal for crafters (because ideally they’d want to have items for sale in every venue) but great for traders.

Vanilla WoW also featured rare(ish) recipes and components being sold by various vendors around the world, many of which were in limited supply. You had to know who sold what, where, and when or else pay extra on the auction house because someone else had known that and made the item available more conveniently for you. They continued this into TBC and you can still find useful recipes for levelling some of the crafting skills scattered around vendors in Outland.

It’s no accident that since Wrath, Blizzard have avoided doing this. On the one hand, it encouraged players to explore the game world and vendors, made the random vendors in various settlements more interesting, and was good for the trading play style. On the other, it was rather inconvenient. I’ve talked about convenience and inconvenience a lot in this post, and it is because whenever MMOs move towards being more convenient, traders and explorers lose out on rewards for their willingness to make a market and rewards for knowing the world well, respectively.

Maybe the convenience of a global market place with low prices is more important for players than the ‘fun’ of random loot, crafting for trade,  or having to depend on traders to fill up the local auction houses. But every time convenience trumps a playing style, people who enjoyed that playing style are turned off the genre, and that playing style becomes less attractive to newbies, and the genre itself loses some of the things that make it special.

I was thinking about this when I found that the latest WoW patch has removed most of the need for tradeskills to use special tools (eg. fishing rod, blacksmith hammer) and enchanters now only need one enchanting rod (the cheap low level copper one). Convenience is great, but I used to make a bit of pocket change from selling those enchanting rods on my blacksmith. They were one of the few useful things to make with rare metals from earlier expansions for which there was an actual demand. I don’t need the income from selling rods – but what will those metal ores be used for now? People don’t even need them for levelling. Any miner who finds some won’t be excited because it’s rare and will sell, it will just be trash. During TBC, if one of us who wasn’t a miner found a Khorium node in Outland, we’d tell our guild immediately so that someone could come out and get it. Now, it will be “Useless Khorium, what a waste of a metal node.”

And yes, I think when a trade good has no actual use in the contemporary game, the game world is diminished.

[GW2] Keeps, Auctions, Boulders, and reasons to WvW

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GW2 vistas are a gift to bloggers looking for pretty screenshots. (This is from Kessex Hills although pretty much everywhere so far seems to have centaurs.)

Bree sums up many of my thoughts about GW2 in a brilliant post which ponders whether the game will prove ‘sticky.’ (Or at least, will it be stickier for her guild than Cataclysm or SWTOR?) I have been playing the game a fair bit and I do enjoy it, I just don’t think I love GW2. It’s not you, GW2, it’s me. I loved WoW and I loved SWTOR and I loved LOTRO but there’s some emotional connection with GW2 that isn’t really there for me. At least not yet. Maybe it’s that although the human lands are expansive, well designed and fun to explore, by the time you enter your third zone of pretty rolling plains with towns under siege by centaurs, they all start to meld into each other. Maybe it’s the wide use of travel portals that make even the connected parts of the world feel a bit disconnected. Maybe I just don’t care enough about my character or the story of their people if there is one beyond fighting off centaurs. I think there is, I just don’t get what it is yet.

The game is undoubtedly fun to play, although I’m not finding combat to be a particular high point, but – ironically in a game where heart quests are literally part of the landscape – for me it lacks heart.

There have definitely been some high points while exploring; the dynamic events do a great job of drawing players together, and some of the heart quests are just unique. I loved the one where you get turned into a pig and hunt for truffles. I’ve spent longer trying to figure out how to get up /that/ mountain or into /that/ underground area in this game than I have for a long time in MMOs. Allowing everyone to harvest every node is another great way to encourage players to explore and putz around with the scenery, and I admire the skill of the designers even while I enjoy clambering around rocks or dodging ghosts to try to find a tomb. It means that moment to moment goals are much more interesting than ‘Next I will complete quest X’.

Me and my Mesmer

I am finding my mesmer (level 38 at the moment) intriguing. I like having lots of clones out, it makes me feel as though I have friends. It is also disconcerting in events with lots of players when I look round and think ‘Hey that guy looks just like my character! Oh wait, it’s my clone.” The basic idea is that you can spawn some clones (which are wimpy) or phantasms (which are better) that may do different things in combat and decide whether to leave them out as mobile DoTs or send them all off to converge on your target and explode. It’s different.

I also like that my dude can dual wield swords and do a bit of damage in melee, it feels stylish and effective. I also feel fairly useful in PvP and am sure the clones are annoying as heck to opponents. They are like very low maintenance temporary pets and if they die you just summon some more.

Other than that, I’m not very excited by GW2 combat so far. It’s fun to be able to get your own combos off or see combos flying around while you are in groups, but even with weapon switching it can feel a bit plodding.

The human storyline was good fun but now I’m a member of the Vigil and … I’m not as interested in the post-30 storyline, maybe because it’s in a different zone and again I’m not entirely sure where it is supposed to be compared with the rest of the world.

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I am also deeply impressed by the attention to detail in some of the critter/ animal animations in this game and have spent far too much time just watching them wander around, stretch, attack each other, and so on. The models are also gorgeous. This picture shows three falcons attacking a rat, which was part of a heart quest. Look at the detail on the feathers,  and how they are posed to strike out with their talons. (I am a bird watcher so I appreciate this kind of thing Smile ).

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Blink and you’ll miss it – this screenshot shows my server actually taking a keep in WvW !!

There are plenty of reasons to try out WvW:

  • It’s fun (subjective)
  • Just about everything you do (that helps your side) will count as a dynamic event if you’re trying to tick some off for daily or monthly achievements, including defence.
  • There are plenty of objectives, including some that are soloable as well as group or zerg type activities. Obviously this depends on how much resistance you receive from the other teams.
  • Plenty of opportunity for xp. Lots of nodes to mine.
  • Supply lines are important. If you like your PvP a bit more tactical, you will probably enjoy this aspect of the game.
  • You can drive a ballista. Or other siege engines.
  • Free teleport to capital cities. Given that travel is a gold sink in GW2, the free port is handy if you need to get back to a trading post or want to do some crafting. Obviously this won’t be very appealing if your server has long PvP queues but its great if they don’t.

I’ve had fun pitching into PvP when I’m bored with centaurs. The realm v realm/ team style play does encourage players from your side to work together, although they may not always do it effectively. I don’t really get where the mists are supposed to exactly be geographically but given that this is server vs server PvP, it’s probably best not to worry about it.

It’s the economy, stupid

I have seen discussion this week about the GW2 economy: Azuriel thinks it is broken, Ravious thinks it is hugely successful. I see large volumes of trade occurring (the front page of the trading tab shows you some numbers) so trade is happening and we’ll call that a win for the moment. The main trade items are low level raw materials and unidentified dyes – cloth is evidently in low supply compared to other craft materials. There are clear gold sinks in the game via repairs and travel costs as well as pricey cosmetic gear that can be bought with gold at high levels.

While there are reasons to craft in the game — for xp, for fun, to eventually be able to make your own legendary gear, etc. – selling crafted gear to other players isn’t likely to be one of them. There may be crafts where a smart crafter can find a niche in the market, but you will be competing with all the other players across all servers in your region. (The trading post may also be cross-region, I’m not sure.) There is a lot more to be said on crafting and economies in MMOs but GW2 doesn’t look as though it will be a particularly rewarding game for crafting fans. I think I preferred the GW1 approach where you just handed your raw materials to an NPC and got crafted gear back, making crafting into its own /thing/ hasn’t really added a lot. Still, its early days yet.

It will also be interesting to watch the exchange rate of gold to gems (and vice versa) to get a feel for how many people are buying gems to convert into gold. Logically, Anet probably want to have plenty of gold sinks to encourage this but without making the game overtly pay to win or demotivating other players.

I suspect that while Azuriel may be right in principle with his arguments, any view that discounts that the vast majority of players do not read blogs or want to put much thought into playing the economy is unrealistic. It won’t matter to the GW2 economy if a minority of players can make loads of gold from it with some work, there will be many more who can’t be arsed.

Boulders and the single instance runner

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We ran a story mode instance yesterday for the first time, huzzah!

I like this screenshot as it shows all the boulders we had been hurling at a boss stacked up in a corner after the boss died. Boulders are good! They knock mobs over. Use the boulders.

I am currently ambivalent about the PvE group content based on this experience. Although it was a story mode instance, only one of the players actually got the story cut scenes, the rewards weren’t really worth the effort, the bosses tactics were fine for an introductory instance, and our tactics tended to involve lots of boulders and death zergs (this is when people keep dying and running back into the fight until the boss dies). I don’t think this was particularly down to our poor play, some of the traps the bosses put down seemed to do a load of upfront damage which didn’t allow for much time to get out of the danger zone.

I enjoyed the actual exploring and trash fights more than the boss fights, and it’s always fun to hang out with the guys and kill things in a group. It would have been nicer to have gotten some rewards from our first instance that we didn’t all sell. I kept the yellow hood (quest reward) for the looks.

Also, for all Anet have attempted to remove the tank/heal/dps trinity in this game, I do hear a lot of people in general chat asking for plate classes to join their instance PUGs.

Does hearing about overachievers demotivate players?

I feel I’m getting way behind all the posts I intended to write this week, time mostly lost between RL and playing GW2 and WoW. As a gaming blogger, it’s not a bad idea per se to spend time in games but I think you’re supposed to pause occasionally (outside meals, work, sleep) to write things up.

I have also been following a course on Coursera on Gamification.  If you are interested in the subject I recommend checking it out, it’s all free. Gamification seems to be a mixture between game design, game criticism, marketing, psychology et al and the syllabus also looks as though it’s going to cover criticisms of gamification and uses for social good.

Anyhow, one of the comments made in a lecture was that players are only really motivated once they get 90% of the way to a goal.

This I suspect is true of a lot of games; it may not hold for a goal you really want  for personal reasons, or if you are just good at motivating yourself. But the idea is that people need to see their goal, see that it is achievable, see what they will need to do to get there, and feel as though they are almost there already. If those things are all in place, chances are you will play ‘just a bit more’. Both WoW and GW2 do a great job with this type of motivation, using stepped achievements and the game environment itself. GW2 is great at tempting the player to explore the expansive game world with the dynamic events, view points, resource nodes and travel points scattered across the landscape.

However, one thing you can guarantee in a new game or new expansion is that  you will quickly hear about players who have reached the level cap, geared themselves up, beaten any raids, and generally zipped through the content while you are still noodling around in the newbie area wondering how to get to that potato patch or access your bank. I wonder if has a demotivating effect by reminding new players that despite the game’s attempts to lead you through in terms of small steps and reachable goals, there are people who are quantum leaps ahead.

I don’t personally find it demotivating when random people I don’t know inform that they are already max level, maxed crafts,  fully kitted out in exotic gear and just working on their legendaries.  Or that they’ve made tons of gold already and exchanged a load for gems while I am still figuring out how to achieve that first gold piece. I made my peace long ago with the fact that I’m not hardcore, not much of an achiever in games, and probably not that good at them either**. But it doesn’t make me engage more with the game either. As well as highlighting all the goals that are far away, it’s tempting to compare yourself with other players in a way that isn’t encouraging.

This may be connected to the 90%, above,  because hearing about overachievers can make a goal feel less attainable rather than more, or the player feel “I am a bad player compared to X, Y and Z, maybe I shouldn’t bother with this game.” This is all in the mind. In the long run everyone who keeps playing will be max level and will probably have as much gold as they can be bothered to grind out. But emotions are powerful, and the feeling of disengaging from a game is powerful too.

Do you enjoy hearing about people who have zipped through a game, or only if they give some useful hints and tips for how you can do the same thing? What about guildies exercising bragging rights? Or have you ever been turned off a game because someone else made you feel that you were falling behind and would never reach your goals?

 

** I know there will be people who I make feel like that too ;/ These things are all relative.

[GW2] Thought of the Day: Plus ca change

In Guild Wars, you could ‘craft’ gear by taking your raw materials to the crafter NPC and exchanging them for crafted goods. In GW2, you can do effectively the same thing and sell your raw materials to the trading post (auction house), then buy the crafted goods, but this time you  end up with a good profit.

This is because, as others have noted, raw materials (particularly metal, cloth, and leather) typically sell for more than the finished pieces. I imagine someone has a spreadsheet noting at what point it’s a better return to just salvage your own crafted pieces rather than selling them.

[WoW] Everything old is new again. 5.04 and preparing for Pandaria.

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Yup, this is the Mists of Pandaria loading screen. The image of ‘two statues flanking an entrance’ bears (sic) a resemblance to both the Vanilla WoW and TBC login screens. Again, as with the intro trailer, the message is that the game is getting back to its roots thematically.

Has it only been a week or so since I last mentioned how I was getting on with WoW? It feels much longer than that. I was getting set to screenshot my achievements, note that I had tried a LFR pickup raid into Dragon Soul and comment that I’d cleared up two of my Cataclysm bucketlist goals by getting Pebble on my Warrior and leveling my goblin priest chick to 85, and running a few instances with her. So ultimately, although I had been feeling very antsy about running heroics again, I felt that I got back into the swing of things with a couple of characters.

I also ran through the Firelands raid with my guild, which was good fun. (I never really disliked it as a raid, and it’s nice to have been able to go down Ragnaros. Again.)

So yay for that, then patch 5.04 hit and everything changed. And of course, that meant all the addons too. And if anyone is interested,  Noxxic, Icy Veins and MMO Melting Pot have guides for every spec in 5.04, which will get you started if you’re feeling confused.

Residual Notes on LFR

The raid I saw was the second half of the Dragon Soul, which involves a few set piece fights,  of which the most memorable is where the raid attempts to pry metal plates off Deathwing’s back while he’s spawing antibodies and trying to throw everyone off with barrel rolls. It probably isn’t as interesting as that sounds, or at least not on LFR.

I didn’t find it fun enough to bother queueing for the other half. It was nice to see the raid, I guess, but the Hour of Twilight instances were a lot more fun and had a better storyline (for what that’s worth). It is entirely possible that the raid encounters are more engaging in regular 10/25 man mode.

Really the odd thing about this raid is that it really does play like a collection of set pieces. In some cases the raid literally teleports from one location to the next and I half expected to see scrolling text on the screen during the transition reading “X hours later …” I guess that gives things a cinematic feel but it was a step too far for me, I prefer my raids (and instances) to feel like actual locations in the world rather than film sets.

I am in favour of LFR as a concept, I just don’t think that raid was particularly engaging.

Shared Achievements and Pets

After the patch hit, the majority of achievements and pets have become account wide. Yes, that means Horde alts now have access to Alliance only quest pets such as Withers and the Faerie Dragon. It also means that any rare or no-longer-attainable pets (eg. the ones you used to get for logging in during WoW anniversaries) are now part of the account-wide collection. It also means that, having logged on all the various alts on which I have dithered since the start of the game, I now know on exactly how many alts I completed the mechanical chicken quest. (Two.)

Account wide achievements also mean that I could create a new character tomorrow and display a variety of titles and achievements which aren’t in the game any more – sadly the Vanilla PvP titles do not go account wide, not that I ever got very far with those but I did have a couple on a no-longer-played alliance priest. Effectively, looking at my list of pets and achievements now makes it look as though I’m far more of an achiever than I really am. I suppose that’s good, but I wonder if characters feel more like adjuncts to the account than individuals now.

Some of the achievements can now be completed in bit parts across different characters. So for example, you could explore the Night Elf areas on an Alliance alt and the Blood Elf areas on a Horde alt and get completions on both of them account wide. Or in other words, simply logging in all your characters post-patch is likely to have resulted in extra achievements being noted. I am quite proud that despite all this I still ‘only’ have around 7700 achievement points on Spinks, Achievements are not really my thing.

The pet list also includes all the pets that exist which you do not (yet) own, including the Pandaria ones. My first reactions are that:

1. There are a LOT of reskinned pets. I don’t expect Blizzard to work miracles, but even Pokemon managed to give each of the pokies their own unique look.

2. I am going to be SO addicted to pet battles. I love Pokemon so this was never going to be a hard sell, but you have pets associated with different types, each of which has a variety of attacks of different types, and the various types are strong/weak against each other. I suspect pet battles will be far more strategically interesting than most WoW fights. Plus I suddenly got more interested in filling out my pet list.

I like the idea of starting Pandaria and favouring the pets I actually like best (usually due to having fond memories associated with them, like the mechanical squirrel that was given to me by a friend, or the crimson whelp that Arb gave me.)

Stoppableforce has a great post on Pet Battles in MoP, and I suspect that like me, he is a chicken fan. Ignore the haters, fun pokemon is fun.

Learning to play your class all over again

As has become the norm for WoW, the new class mechanics enter the game the patch before the expansion and they are currently live. I am still experimenting with my warrior but my first impressions are:

  • I like the tanking changes, I think it will be interesting and hopefully fun. But I wish I could do this with fewer buttons; warriors have a ton of utility and with the addition of an extra shield ability and the war banners, finding buttons and binds for them all is going to be a pain. I also think I need to find an addon to help monitor rage more closely.
  • Do not like the new Arms. It used to be such a fun, fluid rotation (I mean up until last week) and now it feels awkward, with lots of waiting around for crits and procs. I also think that one single target rage sink should be enough for anyone, so having two abilities that pretty much do the same thing (Slam and Heroic Strike) is just adding unnecessary complexity.
  • Fury looks OK though, my first impressions were mostly good. Also I’ve always wanted to try Bladestorm while dual wielding 2-handers.

The actual mechanics of being forced to relearn your class every expansion can get a bit wearing. As Beruthiel eloquently notes:

This is now the fourth time I’ve “relearned” to heal. The second time with massive mana changes. And you know what? It fucking sucks. I’m tired of trying to work small miracles with my toolkit, figuring it out, only to have it yanked out from under me and made to go through all the learning pains of learning your limits again.

It’s hard not to feel some sympathy for that position, especially for anyone who really quite liked how their character played in Cataclysm.

A proportion of the WoW player base expects both themselves and everyone else to learn the ins and outs of a new spec pretty much instantly, which does up the pressure. I personally expect to get some practice in from levelling through MoP and running instances, and will probably come back to how warriors play later once I have a better feel for the spec. (I don’t know about anyone else but I do usually fret for ages about which character to play as a main in a new expansion and then end up playing my Warrior again anyway.)

I’m also tanking ICC for a guild run later this week so we’ll see how that goes.

Preparing for MoP

The last few things I intend to do in preparation for the expansion are to finish up the Fishing skill on Spinks and level my warlock from 83 to 85. I have toyed with laying in some materials so that I could grab 10 points in Blacksmithing as soon as the crafting cap is raised (ie. by making PvP gear which is currently orange to me), I just don’t know whether I can be bothered.   My priestlet now has engineering and tailoring up to 500, which will let her pick up the Pandaria upgrades and my enchanting alt also has enchanting at 500 for the same reason.

As WoW players will know, it is extremely common for players to have a few crafting alts. I kind of wish Blizzard would just allow crafting skills to be account wide at this point, because no one should have to level enchanting more than once, ever.

I have also been selling off various bits and pieces, but without the sort of laser intensity or the scale that gold making glyph sellers apply to their work. Having said that, belt buckles and weapon chains both turn a good profit, as do bags (as usual) and crafted engineering pets. I will probably go into the expansion with about 50k gold on my main and 20k gold on a couple of alts, which is plenty for anything I might need to do. I also suspect that the main money making window for Blacksmiths will be in crafting entry level PvP gear at the start of the expansion and every arena season, at least if things follow the same pattern as Cataclysm.

Everything old is new again

In a few weeks time, the busy Cataclysm endgame zones will be quiet again. Only the starting zones will see an influx of levelling characters who will probably reach the expansion max and move on before ever spending time in the Firelands daily quest area or Twilight Highlands.

I flew round the now-deserted old TBC endgame zones, to remember again how this impacted previous expansions. Some drink to remember, some drink to forget.

netherstorm

How are you spending the last few weeks of Cataclysm, if you are playing WoW?

[GW2]Going with the flow

I am finding it tricky to know what to say about GW2 since a lot of bloggers have covered the same ground. I like the game a lot and so do the people I am playing with; I enjoy the peaceful pace which is particularly fun for explorers and crafters, but the world often lacks ‘meaning’ (as in ‘why should I care?’). This latter is why GW2 won’t have ultra longterm appeal for many players, the genius of games like EVE and WoW being that a lot of their players care enough about progression/ sandbox issues to stay engaged for months or years – I think GW2 will keep a solid core though who love the game the way that it is.

I have also enjoyed the racial quests that I have seen so far, I think they strike a nice balance between having a storyline and letting the player wander round the quest area and talk to all the NPCs – it’s Diablo 3 style storytelling but rather better written. There is also a pleasantly whimsical note to GW2 as if to remind you not to take it too seriously, without going all technicolour on the pop culture a la Warcraft. It’s been awhile since I played a fantasy game that wasn’t afraid to be magical. And as you’ll no doubt have seen from everyone’s screenshots, it is a very pretty game.

So in effect, the prettiness, the lack of grimdark (so far), the peaceful PvE pacing, and the whimsical fantasy make it a very relaxing MMO, especially for soloers. Some of the fights can be tricky, but so far at least those are avoidable. You can earn xp in many different ways so if you are getting frustrated with one encounter, you can always just move on.

I also liked the suggestion Arb had which was not to buy the collectors/digital deluxe edition and just spend the extra money on gems in the store instead. That way Anet still gets the cash (if you wanted to support the game) and you can spend it on cosmetic stuff you prefer or bag space/char slots/ whatever rather than whatever the deluxe perks, which aren’t very good.

PvE Pacing

gw2_monastery

A peaceful view down into the courtyard of a quiet monastery. No one is in sight. It’s probably dusk or dawn from the way the shadows fall across the vineyard. Pink flowers are trailing up one of the walls. If you wandered in here as a player now, you’d be able to look around, interact with the local NPCs and fill up their little gold ‘influence heart’ by helping out with killing the odd enemy, picking stuff, and tasting the beer and giving some feedback on it. You might even spot the vista point (where I was standing for this screenshot) and figure out how to get up there, and hunt around the area for crops, trees, or minerals to collect for crafting. (I call this ‘chilled out PvE when nothing else is going on’.)

But occasionally an event spawns off where the monastery is invaded by waves of centaurs who want to steal the beer. Every player in the area will be notified that an event is happening, a big orange blob will appear on the map to show them where it is, and everyone who shows up is given the objective to stop the centaurs stealing the beer (by massacring them, which is the general event dynamic although there are some more peaceable ones.) The rewards for taking part in an event are decent – good xp, karma points, and some in game cash. So when an event kicks off, people usually hurry to find out what it is and help out. (I call this ‘pile in on a local event PvE’.)

The players don’t always ‘win’. I haven’t seen this particular event being lost, but there are areas of the map where the centaurs can end up in control – which may actually be good if you want to go farm centaurs quietly.

Anyhow, point is that the endearing features of GW2 PvE pacing are:

  • The flow for casual PvE is very very good. By that I mean that while you are wandering around harvesting, exploring, and/or filling hearts you will have plenty of opportunities to keep doing that (ie. more materials nodes will pop up, you’ll see another vista turn up in the map, or another heart) and are also likely to get notified of local dynamic events that you can casually wander off and join for a few minutes if you fancy a fight. If you get bored halfway through you can wander off again. It’s a good mixture of ‘just a few minutes more before I take a break, I’ll just get this vista, and then gather this node, etc’ and not feeling obliged to stay longer than you had intended (which can happen in sandbox games or in instances.) It’s also very easy to take a quick break to answer the door/ get tea/ etc and the teleport points mean that you can pop back to town very easily whenever you want.
  • One of the ways you can tell that the flow is good is by how rarely the game feels frustrating once you are on a roll.
  • The pace of PvE is also good and offers both fast and slow paced action. If you find grouping stressy or prefer to only fight monsters when you are solo, you can pretty much do that by just avoiding the events. Crafting also can give a lot of xp so you could easily just explore, gather, and craft and never worry about killing things at all. I haven’t tried any of the dungeons yet, I assume that dynamic is more like a typical instance.
  • The game works well for small groups or duos. When I’ve been playing with Arb, we’ve happily scampered round the map doing pretty much the same things we would have done solo and felt the rewards were worthwhile. I particularly like how the crafting nodes are all shared, you don’t need to race people for them.
  • I’m only level 18 or so on my character but so far the zones are really quite large, enough that they don’t feel cramped even with the initial rush of players. There is a sense of space. Divinity’s Reach, the human capital, is particularly stunning in this respect.
  • Brilliant attention to detail. A lot of MMOs include far more attention to detail than the majority of players consciously realise (I like to kid myself that players do appreciate this subconsciously though), but even so, GW2 goes above and beyond with the little conversations, critter animations, and minor details that bring the world to life.

How is the launch going?

My experience has been good so far, although I believe the auction house/ trading post is still down and has been since before launch. Others have reported outages, problems with creating and joining guilds, queues for WvW, all of which point to some rocky technical issues. But as I said, our little server is managing well and we’ve found easy workarounds for the guild invites (we just had to get people to relog after the invite) so it hasn’t been an issue. I’m relatively tolerant for rocky MMO launches, I’m sure they are working hard on things and will get it sorted out in a few days.

Note: because Piken Square (PS) is the unofficial RP EU server, it doesn’t have a heavy PvP population which is probably why we never have to queue for WvW. Hopefully as the matching works itself out over the first few weeks, we will end up matched with equally non-hardcore servers because at the moment the PvP scores I have seen tend to involve one server massively dominating the points. It’s still fun to run around and take/defend keeps but will work better (and be easier to get more people interested) when the balance is improved.

My guess is that there are some incredibly huge server imbalances at the moment with respect to PvP, as hardcore guilds tend to cluster so that they can fight with/against each other. I have no idea how Arenanet will resolve this, although server matching seems like a good idea.

If you are ambivalent to PvP, or at least can have fun even if your side isn’t winning, there’s very little downside to picking a less populated server. I am touched to see a lot of roleplaying going on in PS in the cities, when I wandered into pubs or other buildings while exploring. It does make a game feel more ‘alive.’

Characters, classes, levelling and so on

Like many other people, I was amused but not surprised to find that someone reached max level (80) in game during the headstart. At this point in the MMO cycle, I think this is a good sign that casual players will be able to reach max level in a couple of months or so. I don’t entirely agree with Wasdstomp’s irritation with people who claim to take games ultra slow to enjoy them more, but it’s also true that just about anything you do in GW2 will gain xp so given that you are playing the thing at all, you will level up.

At the same time, I’ve noticed a few bloggers feeling that they had to apologise for taking things easy with GW2 and just drifting with it. Since this is pretty much how I play any MMO (wander around, do stuff, play) the main difference I notice is not feeling penalised for veering off the beaten track, since there isn’t really one.

The main character I am playing at the moment is a human mesmer, and I’m mostly running around using the staff with sword/sword as an alternate set for when I want to hit stuff and do more damage. The joy of the mesmer is having about a zillion clones running around the place and annoying everyone (and/or exploding). I think the class may have been designed for anyone who really likes to mess with their opponent’s head in PvP. At any rate, my dude now feels sturdy enough to take out several mobs of his level solo if I play reasonably smartly.

Anet is particularly awful at teaching players about combos. I figure I’ll read up on those when we get round to running instances or get more serious about PvP, because there’s no way I’ll ever learn them from the game itself.

I find it hard at the moment to drag my head out of the game enough to really offer much analysis on the mechanics of the classes. Still, it’s all fodder for future posts!

gw2_escort

[LOTRO] Release delayed for Rohan, NDA dropped

Another brief post: The next LOTRO expansion has been pushed back from the beginning of September to October 15th.

But what is more interesting is that Turbine have dropped the NDA so beta testers have been coming forwards with their opinions on the new expansion. And the buzz is very positive indeed. I’ve picked out a few quotes here:

They have captured Rohan perfectly. The art and the music is incredible. It is all greens and browns, rolling hills, crystal streams.

My favorite part of the expansion so far is Volume III, Book 7 of the epic quest. I won’t spoil anything for you, but I’ll just say that this is the closest we’ve come to the Fellowship in a long, long time, and MadeOfLions and his team have done a great job of really bringing the story to life. It is probably the most immersive experience I’ve encountered so far in LOTRO.

This expansion really reminds you you are playing Lord of the Rings. It is lore central. Which leads me to the incredible job @MadeOfLions has done with the epic Book 7, which for me is the best book of them all.

I haven’t been this excited about an expansion release since Mines of Moria. It may be buggy still, but I absolutely am addicted to Mounted Combat. Rohan is an amazing, expansive region.

As someone who loves cosmetics and the cosmetic system, I am really overjoyed that my character can now dress up his horse to exactly fit his current outfit. You can mix and match blankets, head gear, back gear and leg gear and dye them in a lot of different colors, and then use different saddles as well as specify different colors for your horse’s coat and mane and tail to create the perfect horse for your current look.

The music is great. (Kudos to getting Chance Thomas back. The recycling of old zone music for Isengard was horrible and very low class. This, on the other hand, is very top notch. Bravo.)

The new mounted combat system is going to be the make or break part of the expansion. Beta testers mostly seemed to really like it, although people also noted that there was a learning curve and that since players are expected to level their new warmounts, there is a lot of grinding in the expansion. People also noted bugs and hoped that Turbine will be able to use the extra time before release to get those sorted out.

But mostly I wanted to highlight that amongst all the other MMOs being released this autumn, it may be that Turbine are onto a winner here and LOTRO players may want to check this one out when they have time.

Random musings: SWTOR event, MoP trailer, and GW2 fanboism

I was hoping very much that Bioware would be able to use the SWTOR world event (that had been hinted at by dataminers after the last patch) to regain  the community’s confidence. Demonstrating the ability to keep putting out good quality updates  would do a lot to win people over to the future of the game in the upcoming F2P environment.

Things began with the news bots on the fleet, directing players to Nar Shaddaa to pick up the first part of the quest. The second part followed via in game mail, which led to another questline that runs in parallel. Basically the A questline involves characters trying to find various items in a scavenger hunt. The B questline involves trying to figure out whether the scavenger hunt has a nefarious underlying purpose.

Some of the scavenger item quests are supported by actual quests telling you where to go and (vaguely) what to do. Others are hinted at via in game conversations. I’m not entirely sure what the clues are since I didn’t personally see any, I may not have been hanging out in the right area, or not for long enough. I imagine a lot of people are using websites to find their items. Dulfy, as usual, has a great summary for anyone who is interested in running through the event.

Rewards are mostly cosmetic, with a couple of weapons included with purple mods that only cover a couple of classes.  If you finish the grand acquisition quest there are some titles and light side/ dark side points up for grabs also. We have also been informed that the event will last only for one week.

Rohan wonders if the event was designed to allow hardcore players to run through it quickly with slower paths for more casual players. This would have been cool if true, it was a good idea on his part; but it turns out one of the ways for players to complete things fast was a bug and the quests don’t actually expand slowly to include all the items eventually.

I was hoping for something more similar to the rakghoul world event, which included dailies, explorations, collections, and so on. This is an event with a smaller scope. I would personally give it a resounding ‘meh’ so far and have not really heard much in guild chat about the acquisitions after the first day or so, so I don’t think they are very excited by it either. The event has also been plagued by bugs, particularly one early on which rewarded players with ALL the items if they did a particular space mission.

I can’t feel this bodes well for the future. I’ve nothing against small scale events, but it would be nice if they were … a bit more fun? Anyone else tried to solve any of the item locations themselves?

And then the over powered new race/new class beat everyone else up!

moptrailer

So as is becoming the norm, Blizzard released a short trailer for the upcoming expansion. Apple Cider Mage does a shot by shot feminist analysis :

…the fact of the matter is that this trailer is literally and utterly masculine. It features male power fantasies and counterpoints them with a more wise, agile man. It’s all men! All men, all the time. Just the way we like it, eh?

She’s not wrong.

However I quite liked the trailer and here is why. From the very earliest days of Warcraft as a RTS game, the theme and in fact the subtitle was Orcs vs Humans. I feel that what Blizzard have done with this trailer is present a very classic Warcraft scenario (ie. an orc vs a human) and then thrown a panda into the mix to show how it changes everything. That’s it. That’s the actual story of the expansion. Portrayed in one short, and very pretty, cinematic. The butch male orc and butch human in the new trailer do look reminiscent of the box art from the old Warcraft games.

warcraftboxart

So I think the trailer does a good job of setting the scene, with callbacks to the very core of the WoW lore and backstory, and then showing what’s new in this expansion. I would have personally preferred to have also seen some fly bys of the new zones, dungeons, bosses, creatures, and so on. I want to see how pretty it is.  I preferred the Cataclysm cinematics from that point of view.

The GW2 backlash to the backlash starts on time

It is an incredibly normal part of the MMO cycle for a new MMO to be hyped to the stars and back during beta, for the backlash of criticism to begin shortly before launch, and for die-hard fans to decide that arguing with critics IS the hill they want to die on … still before launch.

It is also true that criticising a game that everyone else loves, or waxing lyrical about a game that the majority seem to hate will tend to get a lot of page views. It’s called being contrary; but that doesnt mean that people raising contrary points are wrong, per se.

Azuriel has drawn the wrath of the GW2 fanbois by listing some features of the game that he thinks are merely OK. He also comments that he has pre-purchased his copy and has every intention of playing it. But that won’t stop the tide of haters once the fans decide to strike.

It will be interesting to see how views pan out on this game on release. I expect to be playing next week, assuming the servers hold up, and I agree with Azuriel that dynamic events are not the be all and end all of PvE. I think I did like the WvW much more than he did, but he has also played the beta for longer than me. Time will tell. Hopefully the fans will stop piling on any views of the game that are not 100% enthusiastic once they are actually busy playing the thing.