Low-Energy, Easy Fun

Apparently, Halvorson’s latest book “Focus” was not as objective as her prior summary, skewing more heavily towards the advantages of being promotion-focused. So I haven’t bothered to read it yet, preferring to use the ideas in the summary as more of a springboard for my own thoughts.

(Fortunately, I’m not a career psychologist, so I don’t have to substantiate my hypotheses with research and evidence, and can just play around with thought experiments and musings for fun.)

I find myself drawn to the portion on “energy.” To recap:

When your goal is an achievement, a gain, you feel happy—joyful, cheerful, excited, or, in the vernacular of a typical teenager, totally stoked. It’s a high-energy kind of good feeling to reach a promotion goal.

It’s a very different kind of good to reach a prevention goal. When you are trying to be safe and secure, to avoid losing something, and you succeed, you feel relaxed—calm, at ease, peaceful. You breathe the sweet sigh of relief. This is a much more low-energy kind of good feeling, but not any less rewarding.

When you are going for gain, trying to accomplish something important to you, and you fail, you tend to feel sadness—dejected, depressed, despondent. As a teen might put it, totally bummed. It’s the low-energy kind of bad feeling—the kind that makes you want to lay on the couch all day with a bag of chips.

But failing to reach a prevention goal means danger, so in response you feel the high-energy kinds of bad feeling—anxiety, panic, nervousness, and fear. You freak out. Both kinds of feelings are awful, but very differently so.

I wonder if it might not help to explain why some gamers prefer more sedate types of gameplay – be it grinding for progress slowly, or a strategic challenge, or slower overall pacing.

In other words, we’re seeking the low-energy kinds of good feelings. We want to relax, be comfortable and content, be relieved, feel peace.

(Whether this has any correlation with being prevention-focused on a particular goal, or introversion-favoring, I’ll leave it to others to figure out and do the research.)

We -hate- being overstimulated by high energy feelings, especially when they tend to be the bad kind – aka being a fearful, anxious, nervous wreck, and are liable to either run away from the situation (avoiding/escape/flight) or take constructive steps to address said situation producing the bad feelings until the situation or feelings go away. (fight?)

The spot of good news, as mentioned previously, is that one has the high-energy motivation to take action and do either of those.

Other gamers, by contrast, probably loathe the low-energy bad feelings. They feel down, depressed, de-energized, bored. They’re liable to quit if they have *horror of horrors* “nothing to do.”

They’re looking for gameplay that excites them, gives them high-energy good feelings.

Hence the litany of constant demands for moar adrenaline-pumping “hardcore challenges” where they can earn deserved rewards, racking up one gain after another, addicted to the euphoria of achievement.

(I dunno. Sounds a bit like extraversion to me.)

It’s not easy as a game designer if you have to keep both camps happy, huh?

I don’t think they’re necessarily diametrically opposed, though. The perceived level of challenge is likely to prompt different energy levels of feelings.

The trick is, how do you get those looking for low-energy easy-fun to “be better” than those looking for high-energy hard-fun, so that they can look at the same mob and the former feels “okay, I can do this, easy peasy, no sweat, I’m having fun” and the latter feels “wow, this is so hard, this is so fun!”

The nature of practice being what it is, the adrenaline junkies are liable to be more practiced and experienced than the chill hipsters… so you tend to end up in an escalating situation of the former demanding more hits, while the latter stresses right out.

(Hrm, creative suggestions / solutions welcome.)

bloodstonefen1

Anyway, I find myself having a blast in the new Bloodstone Fen map.

That is, low-energy definitions of a “blast.”

bloodstonefen2

I trundle around, gliding and bouncing here and there and everywhere (bonus points for recognizing the phrase), collecting and harvesting all the things.

Every so often, an orange dynamic event comes up and I evaluate, “is this node more interesting or is that event more attractive?”

(Usually, the node wins, for the ten seconds it takes to harvest, and then I’m running over to spam 1 and dodge orange circles until the bouncy reward chests pop up.)

Rinse and repeat.

It’s a nice compact map, with high frequency of orange dynamic events, many doable solo or in small loosely assembling groups, and that seem to be less linearly linked to pushing some overall map wide meta.

bloodstonefen3

Every now and then, a big “world boss” type of event triggers, and then folks are drawn in to a centralized location, naturally congregating into a big zerg to defeat it.

Feels good. Feels like a bit more like Core Tyria (with less NPC settlements or friendly NPC interaction.)

I am greatly reminded of my relationship with City of Heroes’ Incarnate Trials and Dark Astoria zone.

That is, I was deeply uncomfortable with Incarnate Trials (to the point where I canceled my subscription, not being as motivated in CoH as in GW2 to play the raids – my ego is a lot more vested in accomplishments in GW2, whereas I was already getting bored with CoH and not at all tempted by gear-improvement rewards) and only re-subbed and tried out the Trials when Dark Astoria came into the picture.

Dark Astoria was the alternative, the philosophical recognition that people who enjoyed solo content should also have a means to earn Incarnate shards and achieve Incarnate levels of power, albeit at a slower rate than those who played the trials in a group setting.

Now, of course, if you -wanted- to speed up your rate of shard earning and could put up with a raid group, then yeah, go ahead and raid. It becomes an option, not a necessity.

We’re not quite 100% there yet with Bloodstone Fen.

The big thing GW2 is still missing is an alternative means for Legendary Armor.

Given that a normal set of armor apparently takes them 8 months to make (ie. Legendary Armor takes even longer) and that this batch of experimental Envoy armor seems to be inextricably linked to PvE raid progress (and a bit of PvP and WvW) and is still far far away in its arrival, it’s little wonder that they’re keeping very very quiet about any possibility of a second set of Legendary Armor, gained by some other means.

Maybe if we’re lucky, ArenaNet will come up with an elegant solution involving build templates and resolving the rune/sigil problem, and nip the issue of extra functionality with a set of purple-named armor and then the whole lack of an alternative will be moot.

(Raiders having prestige cosmetics is okay, bonus functionality is not okay. To me, anyway. Philosophically. Ideally. Speaking from a better part of me.

In practice, if we wanna be pragmatic about things, up yours. I’m on the side with the shinies. Don’t we love Chinese pragmatism? Embrace the Dark Side, baby.)

But I digress.

Bloodstone Fen is a step in the right direction, a step that was missing and ought to have been there as the raids came into the GW2 picture.

(Too bad the raid team works so damn fast, as compared to the rest. Or so damn slow, if both Bloodstone Fen and the raid wings were -meant- to arrive during HoT launch. If only Anet had slightly better scheduling/project management…

On the other hand, Bloodstone Fen looks like it was cobbled together using a ton of re-used assets and specifically addresses a number of reaction feedback from HoT, so it does also look like a mad iterative stopgap scramble to band-aid fix some issues. All those elder wood nodes and leather/cloth salvage reward drops are no accident, for example.)

It generally functions as the soloer’s alternative, just as Dark Astoria did.

There is stuff to do. Stuff to earn. Aerial combat skills being one of them, and apparently there are now means to get HoT stats that were previously only found in raids (big philosophical no-no, there) in Bloodstone Fen.

It helps the soloer understand the White Mantle storyline, that was previously only being told in raids.

It puts easy-ish world bosses that utilize raid-like mechanics -just less punishing ones- into the open world, so that players have the safety of a zerg (aka people around to rez them) and uses it to introduce/scaffold raid-necessary concepts – like the use of the new special action key, break bars, dodging orange circles, running to specific defined locations aka non-orange circles to achieve some objective, etc.

(It’s a start. Then certain buffed up fractals take over the teaching, by ramping up the necessity for increased group coordination and communication and personal movement/dodging ability. More on fractals in another post later.)

Bloodstone Fen gives me my “easy fun” back.

And I’m happy about that.

In a totally chill, relaxed kind of way.

GW2: Wading in the Cesspool of Hotjoin sPvP

Death is temporary, dolyaks are forever...

The other day, I queued up for my first ever solo queue sPvP match.

I ended that game with a stunning realization that I (almost, kinda, as of this moment anyway) preferred hotjoins.

Oh, the game wasn’t that bad. It was actually 5 vs 5 players, not 5 vs 4. It ended up 450-500, not in my team’s favor.

I tried a necro vs necro duel on a side point, which was damnably evenly matched, until I somehow no-idea-how managed to down him, whereupon I struggled with the finishing stage between having some 1000 hp left with his flesh golem still after me – not daring to even get close or within LOS, trying to wait out my heal’s recharge – and made an error in judgement, which resulted me falling over while he was at 1/5 downed hp remaining and both of us out of sight range of the other – except his danged flesh golem was still up and mine wasn’t, so he got to revive and I didn’t.

Then I tried it again, except a teammate came to his rescue while mine were nowhere in sight, so fleeing was the better part of valor.

And ended up just team vs team duking it out in the center trying to off the opposing team faster than me or mine got offed.

But what I ended up taking home from that experience, besides the fact that solo queue wasn’t the devil after all and that I might do it again when I’m in the right mood and frame of mind with plenty of time to kill, is that it was SLOW.

Before you even get to the match, you have to queue up and wait.

I waited for three minutes out in the Heart of the Mists, steadily going out of my mind with boredom, threw up my hands and got into a hotjoin game which was pretty exciting for 4+ minutes when my queue popped and I was faced with the prospect of giving up a nice and easy ~540 rank points for a 1000 or bust (300) gamble, with the odds against me (since I’m sure I lack the experience to contribute as much as a veteran sPvPer.)

Then the match itself seems to be a more measured strategy chess match, where players actually stay on points and defend them with bunker builds, and 5 vs 5 tends to yield slower paced skirmishes of 1-3 players a side only. Between that and having more competent players on average taking the game format seriously, the match drags on much longer than a hotjoin would.

And suddenly, the prospective reward of 1000 rank points for a win doesn’t look as attractive in comparison to the time spent to -maybe- get it.

Of course, this boils down to what exactly your goal is in sPvP.

If you’re a warrior – a competitive sort that’s looking for an evenly matched “good fight” where you can test your individual skills and build against a controlled number of opponents (1-3 preferably, where you have a realistic chance of winning if you’re good to very good), solo or team queues are probably your ideal cup of tea.

Many PvPers, I suspect, fall into this category, hence the heralding of the game format as the pinnacle to strive toward and hotjoin derided as a cesspool of filth.

If you’re a soldier – the sort who prefers working in unison to achieve a goal and doesn’t mind taking directions and supporting the team, you’d probably prefer team queue or be out in WvW already, assuming your server hasn’t fallen in population to the point of WvW league failure.

(Quite a number of PvPers have both warriors and soldiers in ’em, so don’t take it as a dichotomy, more of a description of preferences.)

I’ve seven team tournaments on my non-PvPer belt, six of which were won. How?

I walked in as a guild team. Some of my guildies are more serious PvPers, but when they do a guild PvP event, they inclusively take in any old rabble, including me.

I’m not competitive, I’m not much of a PvPer, but I do try to use a meta build (could be outdated, who knows) due to my interest in performing at least decently if not 100% optimally, and I do have something of a soldier mindset, which lets me appreciate aspects of WvW.

The guild tells me to stick with so-and-so and follow him around. I do so. We go to a point. We sit on it.

I do my best to support, control, and help my teammate(s), and let them do the all the  communication stuff of sending a more competent roamer to one point or another to adjust the odds of battle. I only leave the point when they tell me or in a pinch, when it looks like no one else can respond in time. I try my best not to die, and since I’ve only brought a guardian and necro to sPvP, I’m conveniently rarely the primary target and when I am, well, both classes are designed to be annoyingly tanky and my innate tank nature loves being a frickin’ nuisance that way.

There was one memorable match where the guild’s team were down to 4 and had apparently just lost a match to a premade team when they went in with an extra pug that wasn’t on voice comms. Then they asked around on guildchat if anyone wanted in, and I decided what the heck, I need the experience, right?

And sidled my way in, warning them that I was pretty much a noob to team PvP. I had no mic either, and always just listen.

We ended up facing the exact same premade team. The prematch chat was very civil, praising the pug guardian as ‘very annoying.’ Then they asked about why the delay for the queue. “Oh, we brought a guildie in,” was the offhanded reply.

Good lord, the pressure, right?

The match was so lopsided it wasn’t even in question at any time. In our favor.

We sent three (me included) to the center point, two to our home point and just sat there. Repelling all comers.

1-3 would come by to the center, our leader would call a target, and they’d just fall over dead eventually. It was probably one of those coincidences of well synergized builds again that managed to counter the opposing team’s, but I don’t know what their reaction was in their own team’s communication channels when the final scoreboard came up and they saw that the only factor that was different between the previous match was a less than rank 20 necromancer.

(Who just happened to be in the same guild and on the same voice chat as the other four. Communication and coordination over skill, I guess.

Or you can blame the OP dhuumfire meta build, though I hear it’s already nerfed and fallen out of favor? I’m too lazy to change what works decently, though.)

I love my guild.

I’m way too much of a wuss to try team queue without a team I trust, that’s for sure.

You see, I’m not competitive.

Leaderboards and ranking do not interest me.

I’m not actually fired up by the prospect of an evenly matched 1 on 1 fight except as a technical exercise to just see if I can do it (or more likely, fail miserably in the process and try to figure out what the other guy was using and doing.)

All I really wanted in PvP was to get a dolyak /rank to play with. Because the more dolyaks the merrier, y’know?

Oh, and the extra 4 AP from the PvP daily doesn’t hurt.

(And I suppose, when the new PvP rewards and incentive scheme comes up with the feature patch, that would be something interesting to strive toward too.)

So my personal goal was rank. Enough to bootstrap me to 20. With as little time spent in the Heart of the Mists as possible, so that I can spend the rest on more compelling stuff.

Along the way, if I get a bit more PvP experience, that’s a bonus that comes with the territory of playing a minigame and learning as you go.

Lately, I’ve figured out that hotjoins are a decent enough vehicle for those non-ambitious goals.

The “Play Now” button dropkicks me right into an ongoing game. I can leave at any time I want. The 8 vs 8 format is exciting in a casual team deathmatch style, with action flying around fast and nonstop furious, getting the adrenaline going with less “serious business” pressure weighing on one’s shoulder. Dying and respawning are painless and penalty-less.

(Ironically, it’s like Natural Selection 1’s Combat mode versus the RTS strategic mode, except there I really enjoyed the strategic side of it more. Population-wise, far more gravitated to mano-a-alien combat mode though.)

Yes, there is shameless stacking going on in hotjoins.

I paid my noob dues by losing a bunch of matches, wondering how the hell I kept ending up on a side with less players, whose collective PvP experience probably equated to one player on the winning team, getting relentlessly ganked by meta builds while sporting a non meta one, massively teamed up on, and whose only redeeming experience was learning how to harden the fuck up and attempt to survive as long as possible (tank mode, yeah!) against impossible odds.

Then I finally figured out the UI.

And got my own meta build.

If you can’t beat ’em, join ’em, and all that.

You know, with the new rank rewards, I don’t mind the stacking at all because it’s totally possible to game the system to get rank points (which, we have established, is one’s primary individual objective for playing hotjoins – the fun little cesspool of anything goes.)

First things first, identify the winning team. This comes with experience, and making a good guess when first entering a game. Or just memorize the higher scoring, higher rank, high-kill-achieving players in your first game (which will probably be on the other side.)

Then spam the fuck out of the “join their side” button.

Assuming you aren’t a total hopeless case who will pull down the team merely by being on their side, contribute to the cause by capping and scoring kills. Preferably by creating “teamwork” mini-scenarios where one ignorant person from the other team runs straight into a group of you playing together and meets the expected fate at the hands of 1 vs X.

Very soon, likely before hitting 200-300 points into the match, first one then another on the losing team will quickly give up and flee out of the game, seeking greener grass elsewhere.

Then the “dreaded” auto-balance button pops up on the side.

Many dread it. I revel in it.

I volunteer the fuck out of it. It’s an extra 25 rank. You guarantee yourself the winning rank reward of 500, no matter what happens (assuming your internet doesn’t die unexpectedly.)

Sure, the next part of the match turns into a stream of *your name* deaths littering the side of the game’s UI, but you know, the deaths are meaningless if your ego is not involved in it.

And it’s the absolute best of both worlds in one game.

First you get the steamroll experience of doing horrible horrible things to players who aren’t playing very well, and identifying their mistakes so that you improve by watching what -not- to do. It’s a primitive ego boost when you realize that you and your build have at least had miniscule improvement to the point where you aren’t -that guy- at  least some of the time anymore. You get to play alongside better players and a team that actually tends to cooperate with each other.

Then when you get switched, and you probably will, since everyone else was hoping they weren’t “it,” you get to test yourself against all the -good- players who have conveniently self-selected themselves out for you.

If 3 or more jump you and tangle you up in cc, obviously, you’re going down. Seriously, there’s no dishonor in it. It’s like you’re roaming alone in WvW and this 40 man zerg rounds the corner and over you. Nothing to be done about it. *shrug*

If it’s 2-3 players, it becomes a game of “see how long I can outlast and outwit.” Necros are built to be annoying, I hear. They’re supposed to waste your time. They can’t escape very well, but they can make you regret spending the time getting entangled up with trying to kill them. Hopefully a teammate or two or three come over eventually. If not, well, see above. Still a fun minigame of survival.

If it’s 1 vs 1, then well, things become interesting. It’s those duels that the PvP warrior types yearn for. Me, not so much, but as mini-practice within a larger game, why not? Sometimes, I even win. Which is pretty awesome when it does happen. If not, it’s a more-entertaining-and-firsthand-than-a-video experience of how a pro takes down an amateur. Chalk it up to the learning process.

It’s a hotjoin, you can choose to play it straight and sit on a cap and wait for people to come. (I like to lurk underwater in Raid of the Capricorn and bleed people to death until they get smart and bring more than one person.) If the game is really hopeless, then throw score to the wind and play for the fights. Your new team is already frickin’ losing anyway, with or without you. Run to the mess of players duking it out in the middle somewhere and see how many sneak attacks you can get in and maybe even turn the tide.

Absolutely rarely, the tide can even sometimes turn and your new team ends up winning (usually because the points shift a bit, some guy on the initially winning team decide to flee and leaves the team one man down, some other new fella joins the game and picks the team you’re on as the fan favorite to stack,) which then becomes a funny exercise in come-uppance, and is even a bit of an ego-booster. (Did -I- do that?! No wai.)

If not, expected team wins, but you get the reward anyway because you were a member of that team in the beginning. (And you even helped more people get the rank reward because you generously made way for more people to stack onto it. Let it not be said that GW2 isn’t a cooperative game!)

Hell, you have mathematically made it impossible for yourself to lose because you’re getting 500 rank points no matter which team wins.

Red versus blue? Doesn’t matter.

You are OMNI-TEAM. You are PAN-TEAM. You encompass multitudes. (Gogo minion or clone zerg.)

You get the full experience, meeting ALL skills levels from 0-50+, bumping into a spectrum of meta to weird builds, at a super-quick non-time-wasting pace.

It’s like ultra-rapid-fire LoL or something.

A hideous perversion of what the spirit of the game is probably supposed to be, but entertaining in its own right.

And 3-4 hotjoin games of this nature is surprisingly palatable for someone who just wants to get their dailies done and get in a couple hundred rank points per day.

GW2: Queen’s Jubilee – Opening Thoughts

Go #TeamKiel! We won!

Here’s looking forward to some delicious Thaumanova lore, and hopefully some fun developments in the Living Story with Kiel in a Council seat.

I’m open to seeing her continue to develop as a good-guy Robin Hood, with possible potential fall into bitter jadedness (think GW1 and Gwen) or conflict between priorities and obligations to Magnus or turn out to be an ebil sleeper agent who tricked us all and will become our nemesis. Or whatever.

Should be more interesting than mercantile minded Gnashblade anyway, he’ll work better as a bitter villain out for revenge.

I did, however, get majorly spooked on first seeing Stay Puff Ellen.
I did, however, get majorly spooked on first seeing Stay Puff Ellen. Egads, those scarlet eyes.
I had to cozy up to her and check carefully once more. Nope, still blue. (Unless those are contacts. *twitch*)
I had to cozy up to her and check carefully once more. Nope, still blue. (Unless those are contacts. *twitch*)
I backed you too. Just sayin'. That's some 795+ mouse clicks, 1590+ votes, and 8 gold if I vendored them post-patch instead...
I backed you too. Just sayin’. That’s some 795+ mouse clicks, 1590+ votes, and 8 gold if I vendored them post-patch instead… Be nice if you at least said “thank you.”

Then it was onto the Queen’s Jubilee and Divinity’s Reach.

First glimpse of a balloon was glorious. I left the reset graphics settings at crash-prone and lucked into one that was being attacked by an Aetherblade airship.
First glimpse of a balloon was glorious. I left the reset graphics settings at crash-prone and lucked into one that was being attacked by an Aetherblade airship. Talk about visible from afar. Superb!
This was, of course, required screenshotting. Lovely eagle dome.
This was, of course, required screenshotting. Lovely eagle dome.

I quite enjoyed the storytelling of the Opening Ceremony instance. I think they’re getting better at it, with good pacing, some character development and dialogue moments, mixed in with the requisite action. And in an instance, one has the privacy to immerse into the world and roleplay a little.

dontmindme
Don’t mind me. I’m just the unofficial representative. No Legion affiliation whatsoever. I’m, er, her bodyguard. Yes. That’s it. Like that baby devourer over there. *chirp*
Same ol' Faren. Still failing to pick up ladies.
Same ol’ Faren. Still failing to pick up ladies with extended exposition.
And here we go...
And here we go… Battle time.

We got a glimpse of a suspicious “pillar person,” enough to see that she’s wearing scarlet and looks like a dark elf (er, Sylvari.)

Scarlet? Is dat you?
Scarlet? Is dat you?

Looking forward to more story developments in the coming weeks.

As for the other stuff I tried out, the Torchbearer activity was quite fun.

Just difficult enough to make the first try at it potentially not succeed, but a few (meaning 1-3) subsequent tries would generally get you the achievement. Talking to the priests to get the city speed boost helps, and equalizes the playing field, since my guardian is pretty darned slow otherwise. It wasn’t insanely frustrating or rage-inducing, which is good when it’s classified as a seasonal kind of achievement and lumped in with the Queen’s Jubilee. Something casuals can do in a play session quite easily, I think.

Crown Pavilion group arena… what can I say?

I don't know why I bothered to blur out the names. We're all looking at the right side of the screen at the loot, anyway. It's just pouring in.
I don’t know why I bothered to blur out the names. We’re all looking at the right side of the screen at the loot, anyway. It’s just pouring in.

It’s really hard to criticize a loot pinata.

Goodness knows what’s going to happen to the economy and if there’s going to be runaway inflation as a result of the next month, but I’m not complaining. Southsun Instigators, part deux?

Yes, please.

I am totally getting my money’s worth out of my magic find exotics/ascended, even if the subsequent patch will revise it like how they’ve throttled goldfind this patch.

I’ll just quirk an ironic eyebrow at the supposed anti-zerg mechanics.

On one hand, it doesn’t seem like it’s working. Players are throwing an immense number of bodies at it and pretty much overwhelming it through spamming 1 and all the natural buff/debuff of classes working in sync and having sufficient critical mass to rez each other and deal enough damage via autoattacks.

On the other hand, it wouldn’t nearly be as fun if it involved massive group coordination. (I still remember City of Heroes’ Incarnate Trials with ZERO fondness for the necessity of herding 12-24 players through even basic boss mechanics.)

And there are places where one sorta kinda has to read the red circles and stay out of them, or suffer a debuff (of birds) and have to dodge to get rid of them, or not stand in the lava font or die, which basically do knock out parts of the zerg who aren’t paying attention.

Some attacks are more telegraphed than others, though. (Like that centaur barrage, it’s way OP, there’s barely any time to dodge out of that hail of arrows.)

As for the improved particle effects clarity in crowds... er, yeah.
As for the improved particle effects clarity in crowds… er, yeah. If the boss has any special animations, I’m definitely not seeing it. You can blame my toaster. No probs. Anyone want to donate to the “Get Spikey Charr a Toaster Belonging to This Decade” fund?

Whatever.

Still not complaining.

When yellow rares pop with good frequency and greens and blues fall out of the sky, plus new champion loot bags and seasonal watchwork tokens, and it just takes pressing 1 and moving around with a modicum of attention to hoover it all in, even the most staunchly antisocial person will make an exception once in a while.

If Gnashblade bribed like this, even I would happily go over to the dark side.

If it helps, I saw repeated statements over mapchat that a number of players were really enjoying this and having a GREAT time, and just going by the crowds, it’s pretty obvious it’s very popular. Just goes to show what a majority of players really like, huh? Easy fun.