Showing posts with label Sigils. Show all posts
Showing posts with label Sigils. Show all posts

Wednesday, April 16, 2014

Picking At The Threads : GW2

I'm just glad I have the week off work, that's all I can say. Although, come to think of it, that's hardly the most apposite turn of phrase, because there's quite a lot I could say about yesterday's Feature Pack Patch. The main problem would be knowing where to start. Or more likely when to stop...

Let's try and keep it short, unlike Anet, who opened nine dedicated comment threads in the hope of containing the howls of anguish from nerfed berserkers, crashed trains and other disgruntled customers. I'll stick with their categories.

Wardrobe

Some people were really stoked for this. I wasn't one of them. GW2 is one of those annoying MMOs where you step out of character creation looking, there or thereabouts, like a regular Joe or Jane, at least in the context of the imaginary world you're about to explore, only to find yourself descending the spiral staircase of surrealism until you end up in a Daliesque daze, dressed like the third runner-up in an Ace Frehley lookalike competition. The recent flurry of screenshots from TESO on various blogs serve as a disturbing reminder of just how garish and tasteless GW2 has become. Roll on WildStar so we can go back to feeling all sophisticated by comparison, like we did back in 2012.

Never mind the ethos, what about the implementation? Not bad. Slightly odd that you can only access the Wardrobe from the bank, but given it works the same way as the Crafting and Mini bank tabs that kind of makes sense. Also odd to hear the little zinggg! sound every time you salvage some eminently forgettable item, thereby adding an equally forgettable appearance to the invisible, intangible wardrobe, when all you meant to do was grab a scrap of Luck, but, hey, it's a nice little sound sample, don't mind hearing it twenty times a minute. And of course as the Wardrobe fills up you'll hear that sound sample less and less often. Probably going to miss it in a few days.


With the five free Transmutation Charges and the twenty or so I got from converting the old stones and crystals clogging up my bank I now have about five times more conversions in hand than I've used in total since the game began, so I think I'm set. It's neat that they're now a Currency, too. What with that and Wardrobing all the unused skins I was hoarding, even though I knew I'd never use them because if I did I would have to play blindfolded, I've regained a dozen or more bank slots. On balance I approve of the Wardrobe although probably not for the reasons I'm supposed to.

Well, that was hardly keeping it short. Must do better. On to

PvP Reward/Gear/Ranks/Maps

Don't PvP. Pass. Wow, that got things back on track!

World Boss Synchronization

Immediately after the patch last night I logged in, arriving in Wayfarer Foothills just as The Frozen Maw was starting. I helped send the Shaman packing, grabbed my rares and retreated to Krennak's Homestead to try and make sense of my new Traits. Ten minutes later Brogun started yammering on about the Grawl and the whole thing started up again. And ten minutes after that. And ten minutes after that...

When Brogun kept getting as far as destroying the Svanjir totem then declaring the threat over and stumping back across the snowfields to reward himself with a fine ale everyone on the map assumed the event had bugged. Not so. Oh no, that would be infinitely preferable to the truth. After the cycle had repeated several times I went to check the immense patch notes , which I'd been avoiding on the grounds that I wanted to get in and play sometime before the sun came up. Here's the relevant section:

"If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak’s homestead without fighting the shaman."

In other words, in order to make this whole fixed schedule work, ANet have chosen to have the pre-events run on a continual loop (in the case of The Maw literally once every ten minutes). It's like watching Groundhog Day on fast-forward. I have yet to go see for myself but apparently the same is true of Gamarien's stroll, the Karka Queen pres and for all I know every other series of events that could, potentially, result in the appearance of a chest-dropping Boss.

Even in a "virtual world" that already resembled nothing so much as a series of animatronic tableaux, this takes some beating. It's one of the most openly cynical revisions to content I think I have ever seen in an MMO. Pragmatic, yes, I'll give them that, and at least it works, unlike the changes to the Shadow Behemoth event, which were supposed to increase the difficulty in preparation for the upcoming Megaserver population focus, but which initially made the event very hard to complete with the unmegaservered map population we still have and then bugged out entirely, so the event is currently not completable at all.

The feedback thread on World Bosses is extremely critical. Indeed, all the threads I read were. The forums have a reputation for negativity but in this case almost all of the commentary is well-reasoned, coherent and seems justified. I won't re-hash all the valid points in detail, such as the effect fixed timers have on people with jobs and families or the prohibitive costs of the Guild Event option that might otherwise be used to restore some flexibility. They're all there on the thread if anyone's that interested. I'll just observe that I don't think you'd be taking too much of a punt if you bet on quite a few tweaks to some of these "Features" in the coming days and weeks.

Guild World Events/Megaservers/WvW

Bit of an odd bundle. There are four people in my guild and one of them doesn't play any more so we won't be starting any Events. Pass.

The whole Megaserver thing hasn't really made itself evident yet. Whichever maps are using it aren't ones I've been on, or if they are then the population of GW2 really has taken a nosedive. The only place I did see it working was when I passed through the PvP lobby on the way to Lion's Arch Vigil Keep (they really need to put a new sign on that Asuran Gate), where I saw a large number of people standing around, presumably trying to work out what the hell had happened to their Traits or whatever it is that PvP people use. I'll take a rain-check on commenting on the Megaserver functionality until I actually see some.

As for WvW, that was one unalloyed positive for me. I'd been saving all my drips, tastes, and thimbles just for this day. I even had a keg. Drinking them all was good fun, even if every rank chest was stuffed with nothing but greens (I got one Exotic between two accounts and about 25 ranks and that was a speargun...). Ended up Rank 204 (I think it was) on one account and 115 on the other. Now I just have to decide where to spend the points.

Sigils/Runes

ANet made two threads out of that but I've conflated it because I don't have anything to say, at least not yet. I was mostly already using full sets, not mix-and-match, and a cursory check suggests nothing much has changed. Browsing the Rune thread, the word that comes up most often seems to be "underwhelming", while the Sigil thread barely gets started at all and even when it does it mostly contains off-topic comments.  Confirms what I always suspected: no-one gives a damn about Sigils.

Traits

This is arguably the biggest Feature in the Pack. A full revamp of the Trait system, everything from the traits themselves to when and how you acquire them. Sitting on nine level 80s, all of whose traits have been grandfathered in, it doesn't seem terrible, just very confusing. I began this post by saying I was glad I have the week off work and this is why - it's going to take me a week to get all these traits sorted out.

The new interface is okay. Kind of a sideways move. I wouldn't call it an improvement but it's easy enough to follow. Being able to chop and change Traits infinitely, instantly, at no cost certainly removes all of the usual pressure these kinds of revamps bring, that of making a horrible mistake that will haunt you or cost you or both.  I found myself quite enjoying playing around with "builds", if you could dignify what I was coming up with such a description.

It's not really my thing, though, nor Mrs Bhagpuss's. We decided we'd just bang something in for now and wait til the theorycrafters come up with a new meta.Then we can ignore it and feel superior follow the herd.

Reading the forum thread, however, the most poignant and heartfelt comments came from new players, all of whom felt thoroughly shafted by the new system. This comment by Robert sums up the issues very well and looking at it from the outside it's hard to argue with his conclusion "If this is somehow supposed to make the game more enjoyable for new players, I fail to see how this is accomplished.. Sadly, for me, the opposite is true."

I'm very tempted to buy a new character slot, go try it for myself, see how "bad" it really is. It's too long since I leveled up and I never did get around to making that Charr Engineer I wanted. I suspect that the new, slower version of leveling, with its requirements to unlock traits by doing content might suit me rather well. I also think I'd be in a very, very small minority if that turned out to be the case and I fear this move could be commercial suicide when it comes to persuading new players to stick with the game.

The new Elite traits that my characters will have to unlock if they want to use them don't  look like being any kind of an issue. Two reasons: firstly, most of them look like they wouldn't warrant a slot anyway and secondly the price to buy them from the trainer is much, much cheaper than I was anticipating. I was guessing at 50g per unlock. I wouldn't have been surprised to see it pegged at the same as a Commander tag - 100g. When I got to the trainer it turned out to be 3g. Three! Oh, and 20 skill points. My ranger has nearly 500 of those, plus another 200 skill scrolls in the bank. Not seeing a problem there, other than it spikes the whole idea of going out to search for the things as a form of new content. Why the hell would anyone bother if they're only 3g a pop?

Profession Balance

Yada yada yada...

Every MMO does this all the time. Never worth getting worked up over. If you enjoyed something it got nerfed. If something was broken it didn't get fixed. A's still better than B, C's overpowered and D is gimped. Next time round move one place to the left. I treat class changes on a need-to-know basis. If something seems weird in play I'll investigate. Otherwise they  generally pass me by.

That's the gist of it although there's a lot more grain in the detail. There's the derailment of the Champion trains and the Contested Waypoint debate for a start, and dyes, but the change that got Mrs Bhagpuss the most irritated was one that's barely been mentioned anywhere: consolidation of Daily Achievements.

She took it as slap in the face for casual players, a demographic to which she somewhat confusingly aligns herself despite her thousands of achievement points, hundreds of WvW ranks and eight level 80s, half of them already kitted out in full Ascended. This pruning of dailies that limits choice and drops the old standby, Gathering, is more of a slap in the face of the hardcore than the casual, I'd say, since they're the ones chasing the Laurels, and whether it really will take longer to do the dailies now I'm not sure but, hardcore or casual, I can't say that I'm any more thrilled at being funneled into fewer areas to do them than Mrs Bhagpuss is.

Looking at the Feature Pack as a whole I'd say it's exactly what ANet claimed - an expansion-size patch with none of the content you'd find in an actual expansion.It's a bit like going to the cinema and having to  sit through all the commercials, trailers and safety warnings without ever seeing a movie.

I read the motivations behind the whole enterprise as a combination of three things:
  • A desire to drive substantially more business through the Gem Store
  • An attempt at avoiding the negative marketing hit that comes from server merges
  • The perennial inability of MMO developers to leave anything well alone.
I imagine having to do a lot of the background work to re-tool the game for the Chinese market has something to do with it, too. Probably gave them ideas. Oh well, if nothing else it gives us all something to talk about other than why we aren't playing TESO.









Saturday, April 5, 2014

Unpacking The Feature Pack : GW2

The Big Reveal is over, the bags are all open, the cats all run free. Just ten more days to Magic Time, the Glorious Fifteenth, First Coming of The Feature Pack. Tyria will never be the same again.

Let's hope not, anyway. It would seem like an awful lot of fuss about nothing if, as I suspect might happen, the world just goes on turning in much the same old way. With game historians of the future in mind let's have a quick flip through the program and scribble down some notes while the orchestra's still tuning up.

Traits - A big change, for sure and, now I've had time to mull it around for a bit, one that I quite like, on paper at least. Hunting for traits in the wild sounds disturbingly like New Content, while being able to buy our way out of playing through parts of the game that we don't care for seems like a sound compromise. Being able to change trait builds free and on the fly is intriguing. Chances are I'll never remember to do it but so long as it remains "may" not "must" then I'll go along for the ride.

Runes and Sigils - Can't see any downside to this. A ridiculous amount of worthless runes and sigils rain down every day as I salvage the equally ridiculous downpour of worthless armor and weaponry. Probably three-quarters of them could vanish overnight and no-one would notice. Anything that streamlines the system has to be welcome although I don't see much in the blurb to suggest we'll see the back of all the +10% vs Dredge space-wasters and their pointless ilk.

Famous last words

Critical Damage - Nerf! Nerf! After a year of resisting the 'Zerker Meta I find I'm absolutely loving my Full Berserker Elementalist build, especially in WvW, where the supposed "Glass Cannon" factor rarely seems to come into play. Somehow, very few people seem to pay any attention to the Norn woman in dark blue lurking at the back even though she's raining continual fiery destruction on their heads and when the Commander yells "Push!" my main problem seems to be trying not to impersonate Sky Saxon. The number of times I've found myself behind the opposing zerg all on my own after two dodges and a Mist Form - and still they don't notice me, even as I pump fireballs into their backs!

I console myself with the thought that it's only supposed to be a 10% nerf and my DPS went up about 300% when I went berserk, so it shouldn't hurt too much. Of course, if a nerf doesn't feel like a nerf it probably won't shake the Meta up much either, assuming that was the intention.

Wardrobe  - Replace a cumbersome system with a slightly less cumbersome one, so net gain, I guess. I'd peg this as one of the many income-driving changes, where the secondary, if not the primary, function is to drive more traffic to the Gem Store. Since I very rarely change the looks of my characters once I've got them how I like them (hard enough to remember who I'm playing as it is without having them confuse me by looking different) I don't see this affecting me greatly one way or the other. For a change that's long been demanded, though, forum response has been more mixed than you might expect. I wouldn't be surprised to see more tweaks to this as the months wear on.

And put a sweater on, too!

Dyes - Changes things to the way most players probably thought the system should have worked from the get-go. I'll be in a tiny minority in preferring it the way it was but it's hardly a major issue - give up a small degree of character individualization and a self-created mini-game (who gets which dye) in favor of undoubted convenience. The really annoying (and entirely player-unfriendly) aspect is the removal of dropped dyes, another change blatantly intended to increase ANet's income stream, albeit with the rather happier side-effect of allowing crafters a rare opportunity to make a little silver on the back of it.

Social Play Improvements - I had to re-read this one just to remind myself what these "improvements" were. Meh. And that's over-egging it.

Account Bound Changes - At last! The long-trailed move to account-based ranks for WvW is finally (almost) here. Again, another anti-character move but that ship sailed so long ago and there were so many planks missing it must have sunk even faster than this metaphor. I'm just going to go with it from now on - The Account is the Prime Directive - All hail The Account. Now just give me my furshlugginer points already!

As for account-bound ascended gear, that does make it slightly more likely I might one day get around to getting some. Legendaries? I should coco.

Somehow the new champ bags didn't seem quite so exciting as the old ones...

Repairs and Champion Loot - I think I learned the expression "Indian Giver" from a Superboy comic in about 1966. I was never entirely sure what it meant. and by now it's probably one of those turns of phrase that can no longer be uttered in polite society but I'm pretty sure it applies to ANet here. How the removal of the minuscule cost of repairing your armor, somewhere around 8 silver if you turn up at the repair shop in your underwear at level 80, is supposed to compensate for what might be a heavy nerf to cash income from Champion bags, any one of which can theoretically provide enough silver to pay your repair costs for the whole day, beats me and everyone else.

Mystic Forge - ANet buried that in the same announcement but I've pulled it out. It seems to have passed almost unnoticed. Hardly surprising because there's precious little information there. It's more just putting us on notice that big changes to the money pit often unfondly referred to as the Mystic Toilet are on the way. Could be good, could be terrible, except that the Forge is so terrible already any change almost has to be good.

As opposed to all those other proverbially trustworthy genies?

PvP Stuff - Pass. Oh, wait, no...that's just what these changes are supposed to stop me doing, aren't they? This whole everyone-must-play-all-parts-of-the-game trope that ANet desperately hope might catch on. Nope, sorry. Not playing. Next.

Megaserver - The Big One. Literally. Didn't see this coming. Don't much want it, either. I thought I'd again be in a tiny minority not getting out the flags and bunting for this but although first reaction was predictably positive, the sprawling threads all over the forums suggest that, given time to consider the implications, quite a few players could see the holes in the Emperor's New Clothes (yes, I know...).

Can't have a Themepark without a Schedule
World Bosses - And this is why. Leaving aside the disorderly retreat from the moral high ground of a " living, breathing world" (whatever happened to Martin Kerstein, anyway?) plenty of people see the combination of ever-changing maps, no firm home ground and fixed daily boss timers as things that will reduce their fun and stop them doing things they enjoy. Where's the value in all those Infinite Harvesting Tools now all the nodes wriggle about like bait in a bucket? How are you going to run a World Meta Train if there aren't any worlds? How can a Commander gate into LA (or I guess now Gendarran Fields) and rally the PvE troops for a golem rush when half the people listening might come from the Other Side?


A million increasingly angry questions and so far precious little in the way of answers. Oh, and that "all waypoints are now contested" thing? Why didn't you just schedule that for it's own Reveal and call it "Huge New Gold Sink"?

Guilds and the Future - And out we go with a whimper. I don't like guilds and I don't much care what happens to them in any game just so long as I can go on ignoring them. Plenty of bad feeling about this one from small guild players who do care, though. At least WvW is "safe" ... for now.

When ANet came up with the idea of rolling a whole lot of structural changes into one big "Feature Pack" and plonking it down in the gaping content hole between the end of Living Story Season One and the start of Living Story Season Two, some dev I can't be bothered to look up and link made the cardinal error of likening it to the amount of content you'd expect from an expansion. Cue frenzied forum speculation on the Coming of the Tengu, Dragons, Housing, Mounts and the Moon on a Stick.

Happens to the best of us

The Official Wet (Safety) Blanket was deployed to dampen down ardor and enthusiasm and someone probably got a right ticking off but in essence the comparison wasn't unwarranted. The Feature Pack does contain about as much in the way of structural and systemic change as the average MMO expansion. It just comes unsweetened by any actual content.

I'm sanguine. I no longer feel emotionally connected to Guild Wars in all its forms the way I am to, say, the Everquest franchise (as it now appears officially to be known). It's become no more nor less than a rather amusing, entertaining game that I play, not a virtual world in which I imagine I am living. On that basis I'm willing to entertain any changes that might make it more amusing or entertaining. Whether these are those changes only time will tell.

Oh, and there's one more similarity between the Feature Pack and a real expansion. I bet lots of these changes won't work properly for a good while and we'll be patching well into May before things settle down. Fun times ahead!










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