Archive for the ‘Guild Wars 2’ Category
The other day I had a really rough day at work. I needed to unwind a bit but I was so mentally exhausted that I needed an easy game. A game that wasn’t a huge challenge, that I could play mindlessly but still get those nice, reassuring pings of accomplishment.
So I started playing Guild Wars 2 again.
I know, not exactly a glowing compliment but then this is the design they chose, they made their bed and now they have to lie in it.
I returned with the intent of exploration and gaining experience. Also, the complete avoidance of the living story. I still don’t have a character at level cap, and I feel I can’t really participate in the living story without one. Last time I tried, lets just say it didn’t go that well. So my goal this time around is to take my highest level character, a Charr Elementalist named Mabsy Mabs, and get her through the rest of the storyline and up to the level cap so as to be in prime position for when the story for Season 2 starts. Plus, it was one of my gaming resolutions.
So far the game has been very accommodating about gaining levels. I’ve only been back for a week, and I’ve gone from level 60 to level 75 in no time. Has it always been this fast or did they make it faster? I know leveling isn’t at exponential rates like in other games, and you do get experience for practically everything. But then it also doesn’t mean much either. In one zone, I went from level 65 to 70, and was still down-leveled to 60 the entire time. Nothing wrong with that, though, I still like the whole concept of capping the level of different zones, but it does just turn your level into only a number, and then I again wonder why there are levels in the first place.
I also take back some of my previous sentiments about down-leveling. Going from higher level to higher level zone following the story, I’ve found that the zones themselves are what are bringing the difficulty and not your overall level. Sure, I could go back to Plains of Ashford and roflstomp my way through it, but that’s a starting zone. I roflstomped my way through it at level 10, too. In what I initially felt was a very flat difficulty curve, I’m finding the higher level zones to be trickier than the ones before it so the curve does have an upward trend. This is good. Up-leveling, though, still leaves a lot to be desired.
Still, though, I’m really enjoying Guild Wars 2 again. The overall storyline of following mister big-time plant Trahearn around not so much, but it’s the little storylines and the small details that GW2 does so remarkably well that make the world feel very much alive. For example: the jumping puzzle for the Timberline Falls zone is in a quaggan nursery (so damn cute), so one would expect tiny quaggans running around. However, there was one adult quaggan singing cute songs to the kids. So adorable I *had* to stop and listen to them for a while.
That’s what I’ve heard about the living story, too. Sure, beating up on leafy Ms. Scarlet is the main point, but overall the consensus of her character is a resounding “meh”. The real gold of the living story is found in all of the supporting characters and all of their interactions with each other.
Scarlet was just the vessel for creating all of these side stories, for adding more depth to characters that were already there, and now I’m a little disappointed I didn’t figure that out sooner.
P.S. – Hey ArenaNet, I was thrilled when I saw a lockbox key fall as loot, but why can’t I sell it on the auction house? I can sell the boxes just fine, but not the keys? What gives? And what is up with new builds every hour? Bug fixes I’m sure, which maybe a little QA might help, but it’s a little disjointed to see that I need to restart my client every 5 minutes.
I get it, Guild Wars 2, you want me to be max level before participating in any events. But then why did you give your game a really high max level? Something happened between Guild Wars 1 and Guild Wars 2 that changed, and I’m not talking about mechanics. I’m talking about the overall philosophy. In Guild Wars 1, max level was truly the beginning of the game, and getting there was really just an extended introduction. 90% of the content happened at level 20, which was reached in a few days. Progression was based on acquiring new abilities, finding item synergies with your playstyle, learning tactics, and just becoming a better player. In Guild Wars 2, levels actually mean something. However, the grind to get there is long, and the gear is significantly more important. Up-Leveling to max doesn’t make you strong enough to do the content, and Down-Leveling makes you still overpowered. In a game that feels like it doesn’t need levels AT ALL, why is max level the only acceptable place to be? And why is it such a grind to get there?!
I thought I was wrong, I thought not all content had to be at max level, and sure, the Super Adventure Box is a good example of GW2 content that doesn’t need to have levels attached, but that’s the only one I’ve seen so far, including the Halloween content. “But, Ocho”, I hear you say, “When you’re in the Halloween instances, you’re up-leveled to max level, you noob!” Up-Leveling, however, did nothing to make the content anything more than an exercise in futility. I did finally finish off Bloody Prince Edrick, but not before downing him on my fifth attempt, which took about 25 minutes each, with all my armor broken.
Faced 1-on-1 with a level 80 mob, with myself up-leveled from level 60, with decent level 60 gear, caused every single mob to be a crap-shoot at survival. 1 mob, no problem, depending on it’s strength. 2? Almost certain death. With Edrick, the battle was just futile. If he got within arms reach, I’d be dead. The mobs he spawned at different stages, spawning 4 or 5 at a time, where a fight with more than 1 was certain death, caused me to become very familiar with the corpse run. His healing to full in between each stage? Ridiculous. My only real attack, since Elementalists can’t switch weapons mid-fight, was an earth spell that reflected projectiles. By essentially hitting him with his own attack, once every 30 seconds, and running away, I was finally able to defeat him.
I’ve heard the fight is NOT supposed to be this tough, though. So what did up-leveling do? It certainly didn’t level the playing field. In fact, it made the fight about the most un-fun it could be. It wasn’t a challenge, it was a chore of throwing myself up against a wall. Up-leveling essentially did not do what it was intended to.
Down-leveling, though, doesn’t work as intended, either. At level 60, if I head to the beginning zones, I’m able to faceroll content and make dynamic events trivial. There is no challenge. Why do you think these champion farming events are going on in the starting areas? The ability to completely wipe-out low level content is ridiculously easy at max-level, even with down-leveling.
Not all of the Halloween content is bad, though. The Mad King’s Clocktower? Awesome. Tough, doable, and everyone can do it with enough practice. Costume brawl and Mad Inquisition? Also awesome! These are fantastic diversions, but they’re not the Halloween main courses on offer.
So, again, Guild Wars 2, why even bother with levels? Why put in this level-gate at all when artificially moving up and down is pointless? Sorry, ANet, your Halloween events in the past even made WoW’s look weak, but this is not the quality I remember from Guild Wars 1. I completed it, but it gets a solid “meh”.
And because of this, next time you have an event in a week or so, I’ll be less likely to join in.
P.S. – But now I’m off to see what The Secret World has to offer, and my expectations are really high. I hope it can deliver…
This is why Free-To-Play is my model of choice. It’s not because I can’t afford to pay a subscription, it’s simply because, when not confined by a subscription, the onus of quality and pulling players in falls onto the developers. This leads to events, and lots of them.
For the past month I’ve been ping-ponging between The Secret World, Guild Wars 2, and Star Trek Online because of these events. Guild Wars 2, of course, has it’s content flowing continuously with something new every 2 weeks. However, not being max level, most of the new content is not aimed at me. So Guild Wars 2 has fallen by the wayside to make way for the following:
– The Secret World’s Whispering Tide – The path to Issue #8, The Venetian Agenda, and the prelude to the opening of the new Tokyo region. It looks like Phase 3 is ramping up TODAY as per tweets from Richard Sonnac seem to imply.
– Star Trek Online’s Crystalline Cataclysm Event – Our favorite giant, destructive snowflake is back and asking for a beating. In this 10-man instance, the Tholians have suddenly showed an interest in the Crystalline Entity, possibly being due to their species being of similar composition. The Tholians, though, are bad news, and as such, they all need a good whooping. Until October 21st (according to the game launcher), a daily beating of the entity gives a metric ton of Tholian marks, and a 50,000 dilithium pot.
– StarbaseUGC’s Purity Foundry Series – Part Two of the Purity Series, Purity: Of Thought by Bazag, has already been released, and it adds a decent amount of back-story to the Obani, Federation, and Sajan people.
And then you know what’s coming up, don’t you? The Superbowl of MMO Events: Halloween.
Guild Wars 2 is looking like it’s kicking it’s usual Halloween event up a notch, which seems impossible as it was already at 11. This year, instead of the event simply focused around the Mad King, instead we will be seeing Prince Edrick take center stage in the “Blood and Madness” event. I’m seriously excited to try the Clocktower jumping puzzle, and even if you’re not max level, it sounds like there will still be plenty to do.
The Secret World is also kicking their Halloween celebration up a notch by bringing back the Cat God event from last year, which is going to be new to me, but then adding on something that sounds amazing: Stories from Soloman Island. Soloman Island is one of my favorite MMO locations ever, competing with LotRO’s The Shire for top spot, so I CAN NOT WAIT to check this out.
I like to try new games, but I don’t think I’ll be able to leave the grasp of these events for quite a while.
This is for you, Syl… and you as well, Jeromai.
For your reading pleasure, here is a collection of MMO haiku, made up on the spot. Random, creative, MMO-based poetry goodness. If you’re feeling creative as well, how about starting up your own site, or joining up with other writers? It’s not as hard as you might think. Enjoy.
Fiction or Real Life?
Friends we meet in game are real.
I level crafting,
but can’t make good leveled gear!
Why is this useless?!
Knights, Templars, Castles.
The sword was overpowered.
Still true to this day.
“Hey! Big bad boss guy!
Look at my big armored butt!
… Whoops… I lost aggro.”
“Captain, it’s the Borg!”
“My tribble is in the bank.”
The Bad-Ass Templars,
I love Guild Wars 2.
It’s like walking through fine art,
with mass violence.
One more special mark,
until I’m finally done!
Wait… there is more grind?!
Over the weekend, the skies opened up and the gods of casual MMO players smiled down upon me.
In Guild Wars 2, I have recently joined a new guild called Fight Together, Die Alone on Fort Aspenwood that is significantly more active than my own. Thanks to the GW2 mechanic of allowing players to join multiple guilds, and thus still retaining guilds with friends, joining a second guild that had more than 1 person on at a time was easy and no mental strain. Killer feature.
Anyway, one of my new guildmates piped up to see if anyone wanted to join in on an Ascalon Catacombs run. Being as how I’m now level 50, technically my second level 50 in the game, and still have not run a single dungeon once, I said sure. Once grouped and near the entrance, I did as any good group member would and revealed that this was my first time, that I had not read up on anything ahead of time, and it was all new to me. To my astonishment, every other person in the group said the exact same thing.
Could this be? Was this real? I had to pinch myself. I thought I was the only one at this point! How is it, more than a year after the game’s release, that there isn’t only 1, but 5 people, randomly together, that have all never stepped foot into the game’s first dungeon?! The odds must be staggeringly high. Long story short, we wiped once, but for all intents and purposes we cleared it no problem, and had a blast doing so.
But it made me think of how rare a situation this was. Was it really rare? Was this just random happenstance or are there many many players who have just skipped over Guild Wars 2 dungeons? If that’s the case, a mere half-assed Looking For Group tool isn’t going to cut it, ArenaNet. Here is a simple suggestion to making dungeons a lot better, not just for Guild Wars 2, but for any game that has them:
Offer a Solo Version of Every Instance.
Now, straight up, this is the “casual gamer” in me talking. But I am truly sick and tired of having mob mentality dictate who should and shouldn’t be allowed to run group dungeons. Deny it if you want, but I’ve been deemed not worthy to run instances by a great number of other gamers. Why? Inexperience. It has happened in every single MMO that I’ve ever played. Every. Single. One.
It’s a Catch-22 if ever I’ve heard one. Haven’t run a dungeon? Then we don’t want you running it. I don’t always have the time to run instances, and the way I play MMO’s, it’s to experience the content first, then possibly look up if I’ve missed anything later. It’s this part, the experiencing it first part, that seems to be the trouble. The truth is, other players don’t want to waste their time in an instance with someone who hasn’t run it already, doesn’t know the dance moves, and doesn’t know the puzzles. They don’t want to hold their hand. And you know what? I fully understand that.
After the first couple of times, hand-holding others in every single instance I enter would get frustrating quick. Also, players want to maximize their gaming time, and failure in a dungeon, even once, is cutting into that efficiency. Suddenly, someone like me, who likes to experience the content first, someone who considers videos, build sites, wikis, etc. just a form of cheating and really taking away from the overall experience, is considered rude.
So here’s the solution: Offer every instance as a solo instance. Now, of course, rewards shouldn’t be offered in solo versions. None. The story and practice would be it’s own reward. It would give players that crucial experience that is demanded by the playing-majority and give those who want it the ability to see the storyline that is otherwise blocked by a grouping gate.
After running it solo a time or two, grouping up to achieve the phat lootz and rewards would be much easier. Gaining experience could be done on one’s own, without bothering anyone else. Now if someone says “Hey, I’ve never played this before, what does this boss do?”, they are the truly lazy ones, and have no excuse as to why they don’t know the dungeons already. I feel like this would make everyone more comfortable in running group content and the amount of people who would run dungeon content would increase dramatically.
After successfully running Ascalon Catacombs with members of FTDA, and everyone else having to log, I decided to give the new Looking For Group tool a try and joined a group for the next instance, Caudecus’s Manor. Once in a group, I was once more the good group member and told them that I had not run the instance before and it was my first time.
… I was quickly booted from the group.
So it goes.
I have quickly realized that, if you’re not a high level in Guild Wars 2, all this Living World stuff just does not relate to you. At all. Right now, that’s where I stand. I created my current character not that long ago and I’ve made it to the Level 42 mark in, for me, record time, but I’m still a long ways off from actually participating in the current incarnation of the Living World, Tequatl Rising.
So, even at the half-way mark of the leveling curve, I have so far done every Tequatl Rising event at my level I could to earn credit towards the event and this is where I stand:
Impressive, right? No? Hmmm.
Guild Wars 2’s content creators seem to have seen fit to stay along the Guild Wars 1 course of content development. That is, develop the content for high-level characters. In Guild Wars 1, this made a lot of sense, as achieving level 20 took you the equivalent of a couple play sessions. In Guild Wars 2, where levels are a real thing (kinda), the Living World is nothing more than a giant impetus to push you to level cap, and to get there as fast as humanly possible.
It just sits there, on the right-hand side of the screen, informing you of events going on in areas of the game you’re too low level to enter and that you’re too low level to participate in. A beacon of “Look what you could be doing”, but knowing you won’t be able to really join in this time. Next Living Story, maybe, if you can get there in time.
Now, true, not EVERY incarnation I’ve experienced has been like this. The Super Adventure Box is designed for characters of all levels, and if they didn’t add stuff for max level characters to do, boredom would drive them elsewhere (and I’m sure the majority of players are sitting on cap, too). So, I get it, I just need to put my nose to the grindstone and grind away.
Still, though, this is where the Living World concept comes up a little short. I wasn’t able to participate in the Clockwork Chaos event, and I’m not able to participate in Tequatl Rising, either. Compare it to, say, The Secret World’s Issues. The Issues are mission packs and extra story tacked on for a nominal price, that are designed for the level cap. When they released Issue #6, The Last Train to Cairo, I was far from the end-game and still in the Soloman Islands. However, it was still there, waiting for me when I finally did reach level cap. And LTTC? That is some amazing gameplay right there.
To again be fair, though, Tequatl Rising is not something that I would deem really important. It’s not a new storyline, they just buffed up the world boss fights to make them more of a challenge. All I’m missing out on is a pair of wings. I can live with that.
So, fine. I’ll get there. And get there faster thanks to that ever-pushing Living World reminder. Maybe the addition of the pseudo Looking-For-Group tool will speed me up, too. With the LFG tool in place, maybe I’ll actually run some group content for once! Shocking, right? It’s about time GW2 added this, and I’m not going to lie, the LFG tool is one of the main reasons I decided to give GW2 another shot.
So, Tequila the Sunrise, I’m coming for you and I will down you yet! Just not this time.
P.S. – So what are all of you fine folks playing? I like this whole Friday, letting you know what I’m playing posts, but what is keeping YOU occupied?