Path Of…

Well, now.

The plan for this blog post title was to suggest that I was going to talk about GW2: Path of Fire, and then carefully skirt around actually NOT mentioning GW2 at all, beyond a wait-and-see regarding the preview weekend and some internal brooding over whether I should allow myself to buy the expansion – aka spend money on supporting GW2/Anet – while the stupid raid-exclusive legendary armor saga continued.

Instead, I was going to wax rhapsodic about Path of Exile, whose free 3.0 Fall of Oriath expansion is due to launch in less than 24 hours and how excited I am to play through ten full chapters with no repetition needed for increasingly higher Cruel and Merciless difficulties.

Then I idly checked the Guild Wars 2 reddit and saw an announcement that totally made my day…week, month, year. Whatever.

https://forum-en.guildwars2.com/forum/game/wuv/WvW-and-PvP-Ascended-Armor-Upgrades/first#post6670394

When the August 8th update is released, WvW and PvP players who own Heart of Thorns will be able to upgrade their WvW and PvP ascended armor to have legendary attributes! This new type of armor will not have a unique skin, such as the one that is part of the raids legendary armor, but instead will consist of an upgrade to WvW and PvP ascended armor that gives those armor pieces legendary stat-swapping capabilities without changing the skin.
The following PvP and WvW ascended armor can be upgraded to allow stat swapping:
• Triumphant Hero’s Ascended Armor
• Mistforged Triumphant Hero’s Ascended Armor
• Ardent Glorious Ascended Armor
• Glorious Hero Ascended Armor

Yo. That’s all I’ve been asking for and needed for philosophical parity. An alternate pathway(s) to legendary armor functionality. Since 20-fucking-15.

I’ve been holding back on spending a cent on Anet since raids were introduced, because of that.

Well, now I can buy the $80 version of the expansion guilt free.

And I can go be a PvE hero now and raid with much less unhappiness.

Blaugust Day 1: And I’m Cutting Corners Already

Back from business trip, got home at 6pm, completely bushed.

Had a bath, then collapsed into bed, not really sure if it was going to be a nap or if I was going to sleep like the dead until the next morning.

Woke at 9pm.

Just in time to catch the very last sequence of TTS guild missions for the week, albeit with some preliminary cursing and swearing as my internet has been dropping out intermittently lately.

(I need to figure out the cause eventually, possibly something to do with the Killer NIC software/drivers or ethernet adapters not playing nicely together, or router issues, or is it my ISP, but thankfully, I installed a motherboard with -two- ethernet connections, one Intel, one Killer NIC, and I’ve experienced this problem before.

Then, what solved it was yanking out the Ethernet cable from the Intel adapter and sticking it into the Killer NIC one, which suddenly and completely stabilized the connection for months.

Now that it’s doing the same damn thing again, it’s time to do the opposite, yank it out of the Killer NIC one and stick it back into the Intel one, which *touches wood* seems to have resolved the issue. Weird.)

Finished guild missions. Open Reddit and blogs to find out there’s a massive explosion of GW2 news to catch up on, and a massive explosion of blog posts to read since Blaugust is here.

Went down the GW2 news rabbit trail a while: Sweet, the first beta weekend is actually set during my country’s super-long national day holiday celebration for turning 50 years of age (SG50). First time ever that real life and game stuff has coincided so nicely, since you get used to waking up at 3-5am for special game events when you’re living on the other side of the planet as the game developers’ work day.

There’s a massively long post about fractals that I haven’t had time to fully digest yet, and a whole bunch of Reddit reactions to it.

GW2 seems to be revving up to do some kind of big announcement at Gamescom 2015 too… possibly the anticipated “challenging group content.”

(Every time I say or type the phrase, it comes with this little bit of impending dread trickling down the back of my spine.)

As for Blaugust, well, I kinda want to join it so that my faithful readers have a whole lot of nice things to read for the month of August, to make up for my dead silence of July. I kinda want to get back into the blog posting habit. I kinda want to enjoy the whole social atmosphere of bloggers getting together and cheering each other on.

I haven’t had dinner yet.

I go out to the kitchen, reheat some leftovers, scan through the whole flood of Blaugust-related posts, and kinda groan about the whole “gotta sign up for Anook” thing, the “please update your posts here and there to make everyone’s lives easier,” the “hey, do use Twitter to announce your stuff” (I HATE TWITTER) and all the attendant administrative stuff that completely rips out the joy of writing and posting a nice simple blog post about what’s on your mind and what you’ve been doing and what you want to share.

Whatever happened to the good old days of “Yo, just put me on an RSS reader and check out what I’ve been up to, when you have the time?” All these ‘push’ technologies. *twitch*

I finish dinner.

It’s 11.30pm.

I kinda want to have an official Blaugust Day 1 post up by the 1st of August (local time). WordPress is a harsh mistress. She -knows- what time you post.

So you know what? Here, I’ll steal my Reddit post about raids and the anticipation of probable raids in GW2, clean it up a tide, and post it as food for thought:

I’m against raids that are similar to how other MMOs do raids, with design choices that promote exclusion, elitism and guild drama.

That means things like:

  • a repeating gear treadmill/hamster wheel for more and more stats on your gear to improve your performance so that you can kill bigger and badder bosses;
  • an RNG loot system where either people get jealous of other people getting stuff they also want or feel they’re never progressing or worse, are backsliding because everyone else is getting more powerful;
  • where people feel encouraged to jump guilds because they got lucky with drops and the rest are ‘too slow’ for them;
  • where others feel they can or should or have no choice but to kick their own fellow guildies out from participating in raids because their performance is not up to snuff, rather than helping them learn and getting better, and so on.

I probably wouldn’t mind guild-based instances in GW2 if: 

  • you get challenging PvE content (including getting to fight really big monsters) as a guild group;
  • where you can earn individual tokens or progress on an individual reward track per raid you attend so that you’re not at the whims of RNG;
  • where the guild as a whole has a different progression track to unlock bigger and badder monsters (preferably with some nifty guild hall rewards like trophies to show how far the group has gotten);
  • where raids can flexibly scale to the number of guildies you bring, rather than force a leader to bench someone because oops, only 15 people or whatever;
  • and most importantly where the stats playing field is, more or less, level between someone who had to tend to real life for a couple of months and someone who raids fanatically daily (or however frequently the raids occur) so that the former people do not get left behind, left out and otherwise excluded from learning the raid at any time. (See existing guild missions and triple trouble as good examples, anyone can be new even now, and still join in, learn how to do it and contribute equally.)

I may elaborate on it further later on. Feel free to jump on the topic or comment as you like.

As for the Anook thing, and other administrative details, you know what… I’ll deal with it tomorrow.

(Which is in about 2 minutes’ time.)

P.S. No, I still draw the line at Twitter.

GW2: Picking Apart a Pick – Your Help Needed Evaluating the Fairness of a Cash Shop Item

And here, we have shining examples of "haves" and "have-nots..."

I need a variety of outside perspectives on this one.

I fear I’m a little too close to the issue and conflicted to know what’s right and what’s wrong.

There are three items in the GW2 gem shop that I’m eyeing this month.

My cash budget would very much prefer that I only spend RL money on two of them, and either forgo the last, wait till next month or when it comes around on sale again, or convert in-game currency into gems to pick it up.

perfectlyacceptable

Two of the items leave me with absolutely no moral conundrums or philosophical issues about whether one should support further development and production of more similar items with real life money talking.

The first is the musical harp. It’s a toy. It’s a luxury vanity item that happens to be a musical instrument. There is absolutely no gameplay advantage that a “have” has over a “have-not.” There is merely a cosmetic and “trivial fun” advantage, skewed very much to the personal, as the person paying the most attention as to whether one has this item is oneself.

Much like vanity costumes, colors/dyes and looks, this has been accepted as a perfectly reasonable use of a cash shop across many games. If you like the look, and want to pay RL money to support the developers in making more such options, everyone is generally happy with this state of affairs and accepts it as fair and reasonable that “haves” may get to look a bit more fancy than “have-nots.”

I love music. I love music in MMOs. I’m a big fan of more MMOs introducing such toys and musical instruments in the vein of LOTRO, in the hopes that more Weatherstocks will one day appear. The harp is a no-brainer must-buy, just like how I grabbed every other musical item that turned up.

Now, one could always be paranoid and point to a slippery slope scenario where the developers decide they need tons more money and release five musical instruments onto the cash shop in one month – and while one would definitely not be pleased, choosing to buy only one or two favorites, wait and get others later, or not buy at all are all valid alternatives.

The second is the quaggan finisher. It, too, is a luxury cosmetic item. It changes the animation and look of what your character does when performing a finishing move on a downed foe. Whether or not you enjoy the visual effect and choose to buy it, the finisher is still functionally the same and takes the same amount of time gameplay-wise.

One might argue that perhaps the emotional effect on an enemy player is different, whether he or she is trolled to death by cuteness or executed by a sinister assassin or merely impaled on a generic stick. There are, however, free alternatives that could produce similar effects – such as a bunny finisher that everyone has access to.

Anyway, finishers very much fall under the same category as other cosmetic designs. Fancy art assets take paid manpower hours to develop. Want more? Support with dollars, then. Game-wise, a player that goes without is not at all disadvantaged when compared to a player that has one.

rathermoredubious

It’s the third item that gives me a headache.

Infinite harvesting tools have been sold in the gem shop since the beginning of the Living Story updates. They are functionally equivalent to in-game-available items except that they have unlimited charges.

A few people did the calculations a while back and basically, you would have to mine a ton of nodes over several years to make back the gold equivalent of the gems put into the harvesting tool over just buying many many many sets of orichalcum tools at 4 silver a piece.

Your RL money then, essentially, paid for two things.

Looks: Each infinite harvesting tool has its own unique animation and generally looks fancier than the plain-jane generic harvesting animation. This, we have established, lies in acceptable cash shop territory, selling cosmetic advantages.

Convenience: Time is saved by never having to stop to look for a vendor when your charges run out. Less inventory slots are sacrificed to the necessity of keeping a bunch of tools in one’s bags and thus potentially one has more bag space for valuable loot, or at least cuts down on the need to keep stopping and selling stuff to free up bag space.

Convenience has always been a bit of a grey area where cash shops and the doom-ridden phrase “P2W” are concerned.

Too much convenience for paying customers, and rest assured those that do not partake in the cash shop will keenly feel the difference and begin to evaluate if it’s worth paying up or just quitting.

For some games, this does not disturb them. Non-paying customers are basically freeloaders anyway and do not really need to be catered for. The ‘free’ portion of the game merely serves as an extended free trial and once you cross a certain boundary, you’d better have paid up a minimum amount or look out, you’ll bash headfirst into a paywall.

By choice, I do not like paying for or supporting those games and that payment model. It reeks of exclusion, and my more regular readers are well aware of my eccentricities regarding games that promote rampant exclusion and elitism via their design. I generally do not like to play or pay for a game where it is culturally “understood” that one has to pay such-and-such amount to be among the hardcore hoi polloi and that the free players are merely content and fodder. I believe this model eventually shoots itself in the foot when they run out of free players that are willing to convert, and certainly, snooty attitudes from the paying elite would not at all help this conversion rate.

By choice, I prefer games which keep the playing field level between payers and non-payers, and leaves it up to the players to exercise their option to spend $0 – $100+ in the cash shop as and when they feel like they can afford to pay. Naturally, I understand that this produces a game where developers WILL dangle very tempting and very nice-looking options in the cash shop every month to appeal to player vanity and desire for convenience, while possibly preying on a player’s lack of self-control and leads to potential tragic stories about addiction (to game-playing or gambling).

To others, this is an ethical slippery slope that they can’t condone. I fully understand and respect their decisions to not even come near this sort of payment model.

For myself, I watch carefully for extremes, absurdity and slippage. How much is a player expected to spend every month? I think it is reasonable for such games to operate on a $0-$20 a month basis, equivalent to most subscription games, with more extreme hardcore players paying $30-$50 (similar to say, 2-3 subscription accounts) and the really crazy whales spending lots more (which the onus is then on them to determine if they can afford it or no.)

As for convenience via cash shop items, a little advantage seems to have proven acceptable enough to most.

Boosters tend to give accelerated rates of some kind of in-game currency gain. To me, the key here seems to be that the same thing can be still earned by non-paying customers, but at a slower rate.

The degree of slowness and “time grind” involved ends up determining the acceptability factor. Too absurd, and the non-paying customers give up before they even begin. Have it at a reasonable pace, and then ramp it up and/or double it for people willing to pay for and rent a temporary boost, and it seems to be relatively acceptable to many.

In GW2’s specific case regarding the infinite harvesting tools, the established precedent seems to have been that the infinite tools are an acceptable convenience item, providing mostly peace of mind to folks that choose to buy ’em for their mains, while those that choose to go without do not lose anything by merely relying on the in-game vendor tools.

In fact, they save money, and lose some time.

Which seems to be a bit of a refrain with the better-balanced microtransaction games. Money gets traded for time, and vice versa. The use of player exchanges ends up regulating this via the economics of supply and demand, and players get the option to choose on which side of the scale they lie. Do they value their time or their money more?

Throwing a massive clockwork spanner into the works, is the release of the Watchwork Pick, which suddenly ups and CHANGES the established precedent.

(We previously had a change of precedent when the infinite harvesting tools rose in price from 800 gems to 1000 gems, but this was due to them becoming account bound as per player requests. Previously, they were soulbound, which made switching them between characters impossible. Turning them account bound was a big bonus for players who might have wanted to switch mains or just play a lot of alts and were willing to spend time via bank slot juggling. There was some grumbling at the increase in price, but by and large, it makes acceptable sense to charge a little more for account bound convenience.)

notsayingenough

Despite the in-game tool tip looking exactly the same as all previous infinite harvesting tools, it was advertised on the website that this new pick had a chance of producing a Watchwork Sprocket item when mining. Exact details have not yet been revealed by ArenaNet, but player experiments have suggested it appears to be a 25% chance of getting one per node strike.

This is extremely disturbing to me, in more ways than one:

I was previously minding my own business and cheered up immensely by the thought of being able to buy another nice-looking infinite pick for another one of my alts who dearly needs one for the convenience factor. Except now I have to stop and evaluate all over again whether I should be supporting this chain of affairs with a wallet vote or no. Pragmatically, I want it, but I’m a person of fairly strong philosophical values and would like to conduct myself consistently according to them.

It truly annoys me that the in-game tool tip does not mention the new gimmick this pick has. Someone less fanatical about keeping track of websites and Reddit might have simply bought it via prior precedent, and has now accidentally skewed whatever statistics their marketing department has about whether this gimmick is useful in increasing sales. Meanwhile, I am stuck agonizing over whether I should or should not contribute to those statistics.

That someone may also now have a potential advantage over the have-nots.

Some prior purchasers of the other tools are outcrying over the perceived +1 ramp up and vertical progression of the infinite tools. What they now own is no longer “best in slot.” Instead, this new pick is. Surely, they say, is that not “forcing” us to buy this tool?

This argument doesn’t completely apply to me. For one, I didn’t buy it for a “best in slot” aspect. I’m just not motivated by such things, but I can see that for some other players, this perception would indeed lead to a very insistent pressure to buy it in order to feel like they’re staying ahead.

What I AM concerned about is the have / have-not disparity. Is this a level playing field?

There is no functional equivalent of a limited charge pick that has a 25% chance to produce sprockets, available for in-game currency. The playing field has tilted, ever so slightly.

This is very distressing to me because what it implies is that someone is carefully testing the waters of what players will accept. How do you boil a frog? Increasing the temperature very very slowly and hoping it doesn’t notice.

It’s a precedent. I don’t know if I’ll call it a dangerous precedent yet, but it’s definitely striding into murky grey territory here.

We’re left with the very difficult task of trying to evaluate something that isn’t trivial, and isn’t absurdly extreme.

Some players will tell you that this IS trivial and that other players are making a big to-do about nothing. The watchwork sprocket is a crafting material commodity that has previously been released into the game in large quantities via prior Living Story updates. The TP price for the sprocket as the pick released was around 34 copper. It’s a pittance.

Oh yay, you get an extra 34 copper per node strike 25% of the time. Doing a quick dungeon gets you 1 gold (plus extras.) That’s 294 sprockets you could buy. How many nodes do you have to mine to get that equivalent via the pick?

Of course, what they seem to be overlooking is that TP prices are not constant over time. They fluctuate according to supply and demand.

Enter the guessing game. The fear of the more paranoid is that watchwork sprocket sources might eventually dry up as the Living Story updates progress. They drop rarely from the Twisted Watchwork faction, dropped like candy during the Queen’s Jubilee update, and at a more moderate amount during this season’s Origin of Madness / Marionette boss. Folks who complete this season’s meta-achievement get a mining node that produces sprockets with any tool (including in-game ones) but only at a rate of 6-8 a day. Someone owning the infinite Watchwork Pick can definitely exceed that daily cap via hitting the many ubiquitous ore nodes out there.

Just how valuable might these watchwork sprockets get?

A prior example commodity are the pristine toxic spores, used in a fairly popular consumable recipe. It’s much harder to obtain these now that the Tower of Nightmares update is over and the bulk of the crowds have left Kessex Hills. They’ve gone up to 3 silver 74 copper as of today, which is admittedly quite extreme.

How many sprockets can a watchwork pick harvest? Since I don’t own one as yet, I have to resort to theoretical math based on possibly incorrect reporting. Assuming 0.25 chance of mining a sprocket on a node strike, and that each node gives three strikes, each node visited yields a 57.8% (1 – 0.75 x 0.75 x 0.75) chance of yielding at least one sprocket. The gathering daily requires 20 node strikes, let’s just waffle and say a player has to hit 7 nodes to complete their daily. That’s possibly 4 sprockets from completing their daily.

If a player had a gathering pattern that resembles mine a lot more, which visits quite a bunch more nodes in a day, I feel safe enough doubling or tripling that number.

Now let’s say watchwork sprockets do follow the pattern of pristine toxic spores and rise to 2-3 silver a piece, I personally wouldn’t turn down an extra 8 to 36 silver a day. For some, this may still seem like a pittance, if they’re earning a ton more from the TP or from multiple dungeons. Certainly, it’s still not going to make back the price of the pick in a hurry, considering the rather astronomical exchange rate of gold to gems these days.

The problem is, it’s really quite impossible to speculate on how watchwork sprocket prices will go. We simply don’t know. If a future update introduces a zone with permanent spawns of Twisted Clockwork faction, one might arguably say that sprockets may still be available from an in-game source that won’t be daily capped. On the other hand, they may not, and it may become a rare resource.

Sprockets at the moment are used in a number of recipes, but nothing as popular as the toxic sharpening stones that utilize pristine toxic spores – but that’s going to be hard to predict once again when the critical damage nerf hits. Sprockets are used in Zealot’s and Keeper’s recipes, which produce Power Precision and Healing stats. Those favoring the current meta presently laugh at these stats. Healing, yeesh, right?

On the other hand, my City of Heroes background argues, damage/support hybrids have a lot of team potential and may become much more favorable if critical damage becomes less important and mobs get tougher to survive as pure zerker, especially if ArenaNet decides to tweak healing coefficients once again in a balance pass somewhere.

But there’s simply no predicting whether we’ll get a new meta or not. Celestial stats certainly haven’t turned out very popular. Considering how many people love to DPS and see big numbers, even nerfed zerker may still be considered better than everything else.

Finally, with the utmost irony, I also have to note that people seeking to P2W may end up canceling themselves out via the TP and supply and demand. If many people buy the pick and produce lots of sprockets, supply goes up, and prices will fall.

However, it does seem safe to say that sprocket prices will probably remain within the 30 copper to 3 silver range, and that someone earning 12 sprockets a day from the pick will get the bonus of a green (3.6 silver) to a rare (36 silver) daily. Escalate up and down depending on your estimation on how node crazy someone is willing to be per day.

Is this acceptable or no?

And if I do buy the pick, am I going to regret my contribution to the slippery slope later down the road – either seeing the gem shop spiral out of control into something resembling LOTRO’s present nightmare and ending up quitting the game when it gets too absurd, or becoming one of the elite “haves” that the “have-nots” are going to jealously look upon and abhor, with the eventual result that I run out of people to play with?

(Both scenarios being something that I would never wish upon my dear and beloved game…)

GW2: SAB – Informal Stats and Iterated Improvements

Over the past couple days, I’ve been watching the stats on my quick reference bauble guides with a good amount of curious interest.

Here’s World 1:

Zone 1

stats-sab-w1-1

Zone 2

stats-sab-w1-2

Zone 3

stats-sab-w1-3

This is all very informally speaking, since the sample size is pretty small, but I found a number of things fairly intriguing nonetheless.

Interest in grinding baubles via dig and bomb locations in the SAB took a steep dive after Sep 18, when the Tequatl patch dropped. Which matches anecdotal evidence of walking into the SAB these past few days and seeing practically no one around. Nearly everyone appears to be doing their best to cram into Sparkfly Fen.

World 1 Zone 2 – The Dark Woods – appears to be the favorite for bauble farming (on normal mode, anyway.) More people appear to view just that page alone, rather than visit all three as I would have expected from the way I use it as a lazy man’s memory aid, following the link from W1-1 all the way to W2-1.

Slightly less people check the page for W1-1, which could be because it doesn’t have too many baubles to offer, or simply because there aren’t that many in what is a small zone, so it can be remembered offhand without needing to refer to a guide.

About 2/3 of the people who check the guide follow on to W1-3, which is also fairly decent in bauble yields.

What I did find shocking was the stats for W2-1.

World 2 Zone 1

stats-sab-w2-1

Yes, less than HALF of the people who bothered to check the guide for the least popular zone of World 1, or less than a quarter of the people who are content to farm the most popular zone, visit World 2 Zone 1.

The drop is THAT noticeable.

Folks, you can easily get 500 baubles from a run through of World 2-1, plus two bauble bubbles from completion. And the rapids has not been hellish since Piranha Bend got tweaked.

If the quantity of baubles and the level of difficulty aren’t turning people away, then… what is?

My best guess is available time and the perceived size and reputation of the World 2 zones.

Some folks may simply not have enough time every night to run through four zones, and find one complete world a nice stopping point, perhaps. Or they simply run just one zone (1-2).

World 2 zones also seem very big on first glance and they might have been once bitten twice shy after having given World 2 a try when the SAB came out two weeks ago.

It almost makes me wish I could be a fly on the wall when Colin Johanson and Josh Foreman ran their datamining stats to see the real numbers frequenting the SAB… just to see if there’s any correlation between mine and theirs.

Funny, huh? I think it goes to show where the bulk of the majority interest lies. Ascended rewards, loot pinata, epic boss fights, the newest content.

The SAB now seems like a has-been – everyone hardcore must have already swept up the cosmetic rewards they wanted, finished their achievements and moved on like locusts.

Which is pretty sad, because some more quality-of-life improvements have snuck into the SAB since the Tequatl Rising patch and haven’t been talked about or highlighted as much.

Only the slowpoke loners like me who chose to give up the first few days of Camping @ Tequila (Only To Fail in Overflows) in favor of peacefully plodding through World 2 Tribulation Mode and finish the last achievements have been able to appreciate them.

fairdarttraps

Dart traps have gotten SO MUCH FAIRER.

Instead of a barely visible extrusion covered by a checkerboard red and black smooth texture that absolutely does not suggest that anything could shoot out of it, the new upgraded dart traps do contain little tube-like protrusions that suggest projectiles.

The less visible sneaky traps are also highlighted by a green glow that significantly improves visibility, especially the evil little ones that were originally hidden between two tall grey blocks, whose only warning of their presence was when they one-shot you in the back, producing many “WTF”s.

I felt that this made the top area of the grey block puzzle a lot more palatable. (Tribulation Cloud was the main pain in the butt, which is as it should be, in terms of difficulty modes.)

Gong pagoda is still slightly annoying, but not unbearably so. I even managed the full gong run on the first try (even though I was prepared to die like Dulfy suggested and wait for the gong to hit bottom), which may have been a lucky stroke of latency and reflexes, or subconsciously helped by the dart traps being ever so slightly easier to see and thus react more appropriately to.

As for World 2 Tribulation Mode feedback, the major nuisances were the latency-sensitive areas as expected.

World 2-2’s trampoline sequence near the end with the red pillars caused a not insignificant amount of rage as I simply couldn’t get sufficient momentum bouncing on the edge and moving forward. I had to bounce in three jump sequence and move forward/twist the camera fast enough and PRAY I got enough height. Many many deaths.

(Don’t get me started on the poison waterfall and lilypads of World 1-3’s shop. I haven’t revisited it since the last patch, but that one was CRUEL to any latency whatsoever. Easily 120+ deaths before somehow getting in. If GW2 tracks player deaths in map locations, I’m sure that would have turned up like a major hotspot like a raging forest fire on a satellite map. I even deactivated virus scanning and firewalls for that, in the hope of not additionally slowing down -any- packets between me and the server beyond geographic location lag.)

World 2-3’s main trouble spot was the area with ice spikes and blowing gatekeepers where there are two bananas and a tricky path to skate/hop across with No Clouds blocking the way. Not sure if it was latency again or just lack of control over ice, but it was very easy to slide a few millimeters too far and not be able to stop in time, or end up with that oh-so-enjoyable experience of dying in mid-air when you -think- you’ve cleared the lethal obstacle but the server tells you, “NOPE” half a second later.

Eventually, persistence got me through.

I’d talk about the zone being nearly entirely dark as one of those fake difficulty schticks, but players learned how to get around that long ago. I took one look, jumped around for fun for a couple minutes with a torch to enjoy the ambience, then promptly adjusted gamma. Turnabout is fair play, after all.

The only downside of that was that I used the in-game graphics options settings for it, which can only be done in full-screen mode, and that screwed up a three-hour first attempt when I alt-tabbed out to watch how Dulfy jumped the clouds to get to the secret shops where Moto’s Finger is available.

I apparently carelessly left myself in the path of a bouncing goat, which promptly must have knocked me off, then pure chance must have left me out of lives and chucked me into the continue screen. Which then must have run itself down while I was still blissfully watching and rewinding Youtube video in complete ignorance.

I switched back to find myself in the lobby of the Super Adventure Box, rapidly gaining a mood that was distinctly NOT as bright and sunny as the surrounding environment. Went to bed completely stumped by what had happened and only put two and two together later.

The next night, I only took two hours to get back to that point, with no need to refer back to the video, so there’s something to be said for practice.

I’m also pleased to report that this slow learner has finally figured out how to dodge the Storm Wizard’s charge after reading a bunch of forum tips. Turns out my issue was being too concerned with keeping track of where the wizard was and always having the camera swiveled to keep him in view. (I have tank tendencies, situational awareness, y’know?!)

Keeping two trapeziums away and staying near the edge, reflecting his attack and then immediately swiveling to run away along the edge without ever looking back is all it took.

It was trickier trying to figure out what to do with a yellow skin. My guardians are fire-Blood Legion themed (never gonna let that fiery dragon sword go) and blue holographic-themed respectively. I was fairly happy with their look ages ago.

Eventually the warrior alt volunteered. He’s -supposed- to be Iron Legion and has blue-and-grey metal themed armor to match, but he’s been moonlighting in a Flame Legion disguise in his berserker gear. Perhaps too much so given the number of times I keep getting targeted when doing CoF path 2 during the assassin-clearing stage.

Maybe the 8-bit axe will help distinguish him a little more from the NPCs.

yellowaxe

Maybe not.

I overwrote a Zenith Reaver skin for that, so it’s really a “too many skins, too few characters” kind of deal.

The green greatsword is still sitting in the bank. I don’t have a real clue of what to do with it. Maybe the asura can use it at some point once I figure out what other stats I can use. I already have two greatswords in his invisible bag… (and two staffs, and a hammer, and a scepter and focus…)

WTB: savable skins and wardrobe/gear switching capabilities.

GW2: Tribulation Mode Thoughts Sight Unseen

The new experimental strategy ArenaNet seems to be going with is pre-warning the players what to expect for the next patch, what with John Smith chiming in on expected economy disequilibrium and Josh Foreman sharing some of the design philosophy behind the Super Adventure Box’s Tribulation Mode.

From what he hinted, it’s going to seem like bad design because the rabidly hard platforming genre tends to use intrinsically unfair tricks.

(Perhaps they’ve gotten tired of players continually posting up TV Trope’s FakeDifficulty page on the forums after the Queen’s Gauntlet.)

It’s going to use up a lot of lives via very arbitrary deaths while the player learns via repeated trial and error what not to do and where not to step, and those lives in turn may have to be saved up / prepared / “ground” out via plays of an easier mode.

To this, I only have the following questions and statements:

1) Iteration

  • What is the iteration time between attempts?
  • How long am I going to have to wait before trying out a new strategy?
  • Surely you are not going to make me watch a whole bunch of other players be a whole lot better at the minigame than I am and rub that salty fact in before I can try again?

From imperfect memory the last time the SAB came around, death via falling into a bottomless chasm blacked out your screen then started you off at the nearest checkpoint.

The SAB is also an instance that can be entered solo, unlike the Mad King’s Clock Tower and Winter Wonderland, where one did indeed have to wait and watch other players go at it before you got a chance to go again.

I submit my guess that the iteration time should be fairly minimal, except for the possible exception of unskippable cutscenes. We can hope.

The longer my wait, the faster I am going to get frustrated and not bother.

2) Penalty for Failure

  • How costly is the death or failure penalty after each no-go attempt?
  • Is it going to impact my overall goals in another part of the game?

Failing the Queen’s Gauntlet damaged my armor. If no one rezzed, I had to waypoint and subtract an additional fee. Gold is a ubiquitous and extremely valuable currency that I could be using for a whole lot of other things.

That helped me prioritize very quickly how important striving for a hard-to-reach and costly QG goal was to me, in comparison to say, a new set of exotic gear for an alt, buying components for a Legendary, or buying cultural armor and dyes and luxury miniatures.

(It also took a ticket, but the tickets dropped like candy and had only two purposes to compare – earn gold via a simpler fight or spend it on achieving something hard.)

Again, based on previous SAB experiences, failure is going to eat up a life. When you run out of lives, you will have to endure a slightly longer continue screen then it’s going to eat up a continue coin. Lives are earned inside the specific game itself and continue coins can be bought via baubles earned within the game, and last time anyway, were earned via jumping puzzle chest reward as well.

I like that the currency is specific to this minigame alone and that it’s probably not going to turn into a sneaky gold sink or gambling game. That makes things more palatable.

3) Rewards

  • How exclusive and how desirable are the rewards to be gained via this especially hard difficulty?
  • Are there alternate means of getting the same or a similar reward?
  • Is that reward going to impact me in other parts of the game (be it through me or another player having it?)

From what has been said so far, the rewards for Tribulation Mode are the same skin, colored differently. This has some exclusivity and prestige factor, in that one will be able to stand out via the different color, but others will still be able to enjoy the weapon model in a more common color.

I personally think this is a good balance to hit, especially if they get the colors right.

Normal mode blue is likely to be good enough for the majority. I like blue. I think a lot of others like blue too.

Red, green, yellow, purple? Ehhhh. Depending on the alt, red might match, I might find a use for green (maybe) and I suppose mesmer types enjoy purple. I dunno about yellow, but yeah.

In fact, I probably wouldn’t mind if super-duper hard mode had a super-duper desirable color like white or black either, AS LONG AS normal mode has something decently pretty looking, like blue. and is glowy.

Skin impact on other parts of the game, we have long established, is negligible or nonexistent. Maybe one day, some extremist players might make a value judgement based on the kind of skin you have, but cosmetics generally make a great reward because how awesome you look tends to be a great deal more important to yourself than other players.

Tribulation Mode is likely to have its own separate achievements. Maybe a title, maybe not. Titles also fall under the cosmetic banner for me. It’s something to show off for players who like that sort of thing, but doesn’t affect how hard you hit or how desirable your character is for a certain type of content.

Achievements once upon a time were similar, but it’s gotten more into edge territory what with overall achievement point rewards. There are other ways to gain AP, of course, but it’s also undeniable that a player who can do some content that gives AP has the potential to have -more- than another player who can’t. I’ll wait to see the quantity of AP one can gain via this mode as compared to that played on normal mode before forming an opinion.

Stat-based rewards are unlikely to apply for the SAB, but it’s still worth putting the possibility out there in case a future type of minigame/activity/content type shows up one day (raiding?! *nervous twitch*) and we have to come back to this set of questions. Rewards with stats have the potential to be the most divisive and affect a level playing field balance. (All eyes are on Ascended crafting at the moment. I frankly don’t understand half of it yet, am waiting to see how it works and what the drop rates are.)

4) Time and Access

  • How much time is it likely to take me to get through the content?
  • Is the content once-off temporary, recurring or permanently a part of the game?

Players get very bitter when they have to attempt hard mode content on a deadline, within a limited timeframe and told it’ll never come back again, one chance only. It’s my hope that ArenaNet is moving away from one-offs and at least to recurring content, even if we can’t have stuff permanently there and available on demand like in GW1.

SAB, we know, is recurring content, so there are no issues there on that front. Worse case scenario, it’ll come back next year. Preferably sooner.

Tribulation Mode, however, is likely to be extremely time-consuming, so brace for that and evaluate priorities accordingly.

5) Variable Difficulty Levels

  • Do you have player-chosen variable difficulty levels where a player can opt out of the extremely hard mode content?

One of the ways to get the bitterest complaints is to include a “forced” aspect to content.

If you don’t do it this way (usually a way the players don’t like), you’ll never get to see the new and novel content – experience the story, witness the world, see the sights and the scenery – and reap its rewards (see point 3 and make it an exclusive, highly desirable cosmetic AND stat-based reward. Or two. And throw in an RNG wrapper rather than the slow-and-steady token earning option.)

Fortunately, the SAB is unlikely to be any of the above.

Is Infantile and Normal Mode still going to be in the SAB?

All signs point to yes.

Then why, we shall have no problem with the existence of Tribulation Mode whatsoever.

I personally doubt I have the masochism for the mode, honestly. I’ll give it a shot or two, then go back to happily wading in the baby pool and enjoying the challenge of normal mode. I’ll wait for the guides and videos to show up, then give it a third shot or five. Then I’ll stop before I drive myself up the wall and focus on other things that make me happy. Like a bevy of miniatures.

But as long as all the points above yield a fair and reasonable answer, where TM is an optional choice that provides just a little extra bonus reward that doesn’t unbalance other playing fields and can eventually be revisited and retried for any account, then hey, I’m glad its there for the folks who enjoy that sort of thing.

(I reserve the right to subjectively change my opinion should my guesses to how it works this time around be wrong, eg. if any changes were made to how the SAB works versus the last time.)