Paraphrased Quote of the Day

From a comment by MMOjuggler over at Keen and Graev‘s, slightly paraphrased by moi:

“One person’s entitlement is someone else’s customer preference.”

So…

…how much are you willing to pay again, in order to not have to share your game with others of a different playstyle preference?

According to Crowfall’s Kickstarter, the answer is a very rough average of $100 per person (specifically for Crowfall’s potential playerbase anyway, though I wonder how much they’ll balk if asked for more money later.)

I also wonder if it’s really a good thing to have zero conflict of player preferences in a game. Where everyone is of the same mind all the time? Does that a community make, or just a cult of groupthink?

Will a constant dose of always good and always happy feelings become boring and stagnant, without an occasional influx of the bad to offer contrast and subsequent renewed appreciation of the good when it does happen? A slot machine is most attractive with unpredictable staggered rewards, after all.

Perhaps this is why we see many MMO devs adapting their game to a form where there are many different activities appealing to different playstyles, where little mini-communities can form around each activity.

Except that this produces a new problem, in the shape of potential insular silos that may develop and proceed to chase other players (and worse, -new- players) away from the activity they are zealously guarding.

So maybe the next angle of attack is… how can one encourage the naturally forming little communities to interact with each other, communicate and share information, and even intermix or intermingle sufficiently to the point where folks don’t feel hostile towards another group?

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WoW: 10 Years, 10 Questions

Rumors of my death have been greatly exaggerated...

Like it or not, WoW has been an institution in the public consciousness for a very long time.

The 10 Years, 10 Questions survey by ALT: ernative Chat seems to have taken off like wildfire and become at least a shared point of reference to unite the now disparate interests of MMO game bloggers for a time.

So why the hell not join in?

Though these are thoughts from a WoW contrarian’s POV:

1) Why did you start playing World of Warcraft?

I attempted it twice.

Once was juuust before the game officially launched, when I decided that even though I was burned out like hell on the raid concept and avoided Everquest like the plague, I may as well take advantage of the FREE beta to give the game a fair shake before dismissing it.

It took about 3 continuous days of leaving the computer on in a sweltering tropical climate wondering if I should use up even more electricity by running the air-conditioner for 72 hours to cool the computer down to download the client.

Something about their fancy bittorrent strategy to save bandwidth costs on their end, wasn’t playing well with my ISP. My download speeds were throttled, and throttled good.

That was, perhaps, not the best of first impressions.

Of course, since I left it till the last minute, I literally had about 1 hour of game time, snatched in the morning before I had to leave for work, after which WoW would officially launch and I’d have to pay to play it. Box + Sub fee. Quite a big hurdle to overcome.

I made a Tauren… something. Druid, I think.

Logged in, admired how clearly they laid out everything for newcomers to the genre (I’m a big fan of well-designed tutorials, even if I don’t need them, because well, they show good design and successfully attracting and retaining newbies without turning them off = success) and attempted to do some quests.

Somewhere just past retrieving something from the well, and facing the prospect of goodness-knows-how-many Kill X Whatevers quests in a tutorial area I’d seen was small and cramped and limited (for those said newbies not to be confused, I geddit), I said, there’s no way I’m getting past this in an hour, this is kinda boring, I don’t want to raid anyway so no interest in endgame, so what is the point of advancing further? Just to see numbers exponentially go up?

Then I nope’d right out.

Cue a long period of doing just fine without WoW and forseeing burn out of many at around year 4.

Couple years later, colleague at work started playing WoW like an addict, bringing his shiny new laptop in to sneak in game time during downtime periods.

Ended up essentially spectating him leveling, going through Battlegrounds and so on, mostly with a tolerant knowing smirk that the raid endgame wasn’t for me and trying to sell him on City of Heroes instead.

We sort of peer pressured each other to try out our favorite MMOs. For a time, anyway. Like the free month on the box, in both directions.

The one thing that ended up selling me on a second try of WoW was the smoothness of how his hunter went from mob to mob killing stuff. I -love- smooth, slick, medititative combat grind or farming, whatever term you want to use when referring to killing a whole bunch of easy mobs in quick succession.

The animations were quick and responsive and a little cartoony but just felt good even while merely watching him play.

I guess I could stand to buy a now-cheaper box bundle of WoW plus the Burning Crusade expansion and just enjoy the feeling of combat for a while.

2) What was the first ever character you rolled?

Tauren Druid, I guess. Because it could shapechange and stuff, and I like monster-y races.

I rolled it a second time when I re-tried WoW again, and this time managed to get up to the level where you could turn into a bear, and then the feral cat. Enjoyed the smoothness of the feral cat DPS combat quite a bit, but then had hunter envy watching my work colleague solo stuff and crank out level after level.

I think it was around that time that Cataclysm dropped as well. That was another reason to try WoW, I wanted to get a quick sense of the ‘before’  and then see the ‘after’ and check out what had been  ‘improved’ on.

Post-Cata, I rolled an Undead Hunter – a skeleton archer that ended up reminding me of Clinkz from DOTA.

That became essentially my “main” or the leveling character that got the furthest ahead, up to level 63, thanks to the well-arranged but very meta-gamey post-Cataclysm quest hubs.

I got up to the first flying mount level, flew around for a bit, ended up in the… Outlands, is that what it’s called? The Burning Crusade content level range, which was still full of the oldschool BORING Fed-Ex Kill Ten Rats shit (except now it was more like kill 27 somethings, and there’s a good chance it won’t drop the entrails you want anyway, so it’s really kill 33 more)… and cracked.

Couldn’t take it anymore, and gave it up as a bad idea yet again and ended the sub.

To this day, the poor skeleton guy is still logged-off somewhere in that other dimension.

3) Which factors determined your faction choice in game?

Horde for life!

Um, I played orcs in the Warcraft RTS games?

Because there were far more interesting monster-like and ‘ugly’ races over Horde side than the boring pretty humanoid ones on the Alliance side?

And it didn’t really matter anyway because I just hopped to another server and rolled a Draenei and a Worgen to try them out, the only two races I had a real interest in on the other side.

4) What has been your most memorable moment in Warcraft and why?

Let’s see: it would either have to be the first breaking point where I nope’d right out of the last 5 hours of the beta.

Or it would be somewhere around that time where I went swimming to some island just off the Orc coast (I can’t even remember what class that Orc was), across the way from some NPC troll village and then accidentally died to a shark or something in the water.

I’d apparently crossed some zone boundary or other without knowing it, because I turned up as a ghost at the ‘nearest shrine’ and when I rezzed there because there was no fucking way I was going to retrace my footsteps all the way back to the frickin’ ocean, I was like level 15 in a level 30+ zone.

EVERYTHING was a deep deep purple.

Cue a whole series of deaths, where I was calculating my chances of dying in sequence trying to ‘shrine hop’ towards a zone where I would maybe stand a fighting chance?

Ended up eventually reaching a town / quest hub where I found a more-or-less affordable (ie. nearly everything my lowbie had earned via quest rewards so far) griffon ride taxi back to the “correct” zone for my level range, cursing under my breath about being penalized in monetary terms for exploring, instead of being a good orc peon and following the defined questing route like a carrot-seeking Achiever.

Or it would be the second breaking point where I stood in the middle of demon-infested lands and couldn’t repeat the same thing I’d been doing for the past 63 levels, just in less hidden, less streamlined and not-much-story form.

With memories like that, I suppose that explains why I don’t really play WoW.

5) What is your favourite aspect of the game and has this always been the case?

How smooth and slick the dang combat is, animations and all.

Yep.

It got someone not at all impressed with the foundations of WoW (vertical progression, bait-and-switch leveling to raid game, raid endgame) to play the game for a time, just to enjoy pew-pewing stuff for a while.

I bet they had a testing and iteration period where they really -nailed- the optimum time-to-kill for a normal mob to fall over and die, how many attacks it should take to feel right, and so on.

It works. It really does. It has this ridiculous addictive “just-one-more-mob” quality to it.

6) Do you have an area in game that you always return to?

Err… considering I can barely name any area in game, the answer has to be no.

Maybe Orgrimmar, if only because all my Horde characters end up funneled there in the “proper” course of things? An inn, because of rested XP?

7) How long have you /played and has that been continuous?

No clue.

In real life terms, maybe a month or two or three’s worth of sub time?

Not continuous, no. The longest was that two month stint casually leveling the skeleton archer, I mean, Undead Hunter.

8) Admit it: do you read quest text or not?

I tried.

Then I compared the quality of the couple of sentences to the longer elaborate sagas found in LOTRO, where I actually had a vested interest in the lore, and gave up doing it in WoW.

Easier to do like the Romans do, put on a Quest Helper mod, follow the shiny dots and arrow and play the game efficient OCD Achiever-style. It’s primarily the main playstyle that’s rewarded by ding after ding, after all.

9) Are there any regrets from your time in game?

Not personally, no.

I played what I wanted, experienced what I wanted, and stopped when I didn’t feel like playing any longer, no hard feelings.

I do kinda regret how this massive WoW giant etched into the collective gamer consciousness an “understanding” that THIS IS THE ONLY WAY THINGS SHOULD BE and that every MMO should feel and play like WoW.

But I’ve gotten over it and decided that with the passage of time, enough people will burn out of this phase to populate other games, and one may as well look at the silver lining and say that the WoW zeitgeist at least introduced a ton more people than would have otherwise got into MMOs or games to the basic concept.

10) What effects has Warcraft had on your life outside gaming?

Not very much?

Perhaps providing a vague frame of reference or conversation topic, where one actually meets another person in real life who admits to playing MMOs and then it turns out that they only blindly and faithfully play WoW, and then we end up exhausting that as a subject because it’s either I smile and nod politely while they tell me all about the next piece of gear they’ve gotten from a random roll (sorta like being accosted by that stereotypical someone who just wants to regale you with all the stories his last D&D character got up to, though that’s never really happened to me)…

…or they try to get me hooked “You should play too,” which then naturally segues into asking why I don’t, and them blinking with uncomprehending eyes while I bite down on the words ‘endless treadmill’ and ‘hamster wheel‘ and try to explain the difference between vertical and lateral progression options, and inclusive versus exclusive mindsets, and how clever game design can affect the way players behave in-game.

The conversation tends to stop after that.

Uh, yeah. Not much.

GW2: Needs of the Many, Needs of the Few

Random picnic party

I’ve had some great reactions to my recent musings on raids.

Syl posted a nice response, and one of the things she mentions is what she misses most about raids – that sense of steady group progression with a well-oiled and well-groomed team that trusts each other implicitly. I can’t help but draw some parallels to a very tight knit WvW zerg busting guild (though the inclusiveness or exclusiveness of each guild differs by individual guild culture.)

Murf shared some of the things he enjoyed about raids as well.

I’m especially amused by some of the comments over by MMO Gypsy who automatically assume that I’ve never raided, and thus my opinion is invalid or *shrug* raiding is not for him, period.

Or was somehow spurned by an elitist raider once upon a time and thus carry an awful grudge against all raiders, lumping them together as evil elitists, boo hoo. Go cry somewhere else.

Ok, I’m exaggerating for effect, I don’t actually think any of you guys meant that, but I see similar simplistic comments carrying that essence of trolling on forum message boards all the time, probably due to the subject being endlessly debated back and forth.

And there were plenty of other reasonable rational responses, which we will try to touch on later, but ask yourselves, WHY did your mind immediately flow that way?

It’s due to what we understand ‘raids’ are, especially if we come from a World of Warcraft background.

It may surprise some of you that pretty much my only activity for the past three days in Guild Wars 2 has been camping out as part of a huge group of 100+ people on a map, listening in on a Teamspeak, occasionally wandering off AFK for the 1.5 hours between exciting fights (of a world boss raid attempt) or enjoying some of the social aspects if the crazies happen to be in the same group together.

In fact, I’ve chosen to do this non-profit activity over other more lucrative options – such as running around in a mindless Frostgorge champion zerg or participating in a marionette fight that caters more to players without sufficient time or the inclination for organization on a massive scale (that rewards a regular stream of silver/crafting materials/lucky drops and a less regular stream of blues/greens/yellows respectively.)

A little background:

The Triple Trouble jungle wurm in Bloodtide Coast is a new world boss in the Origins of Madness update that has been specifically designed for hardcore groups that are all about the organization and figuring out the strategy and tactics.

At the same time, the Living World content involves the Twisted Marionette boss fight that involves -some- coordination but not as much. It’s on a scale where random overflows might conceivably achieve full success, whereas the intensity and complexity of the jungle wurm fight pretty much requires hefty leadership and organization.

It’s provoked some hefty discussion over why these bosses exist in open world zones instead of private raid instances, given the level of intended coordination involved.

One subset of players are in favor of exclusion by private raid instance, where they can invite their friends and players they trust have the level of ability required to produce serious attempts on the raid bosses. It wastes less time for the lucky collective, and makes it easier to control the group and organize specialized builds and functions, since there is always the threat of outcasting. It produces less frustration for these players as they don’t have to endure interacting with others who don’t match their unique criteria of worth, whatever it may be.

On the other hand, we have the existing case of open world bosses, where people in the same Reddit discussion thread linked above are giving examples of how they organically stumbled onto an organized group attempt, met up with nice people, joined their Teamspeak and had their eyes opened as to how rewarding such ‘hardmode’ content can feel, as many raiders already know.

We also have the rare maniacal leader-types that love the “extra work” that comes with guiding others, improving team work and progressing together. For these treasures, there is an emotion called naches, where they take pride in the achievement of those they have so patiently grown and trained from the ground up.

On the NA servers, the founder of the TTS community, Ahlou, can deservedly indulge in this as he created something that had never been seen before. A server-agnostic collection of 11 guilds, dedicated to being inclusive and take down hard mode raid bosses in GW2. It has a waiting list hundreds of people long, only stalled out by the lack of leadership types that have stepped up and volunteered their time. We’re blessed as it is that a small council of 10+ leader types stepped up to support and grow Ahlou’s vision, with a minimum of ego and drama.

(I believe an equivalent TxS community exists on the Euro servers.)

The sad truth is, there is still unavoidable exclusion.

A map is hard capped at 100+ players. (I don’t know the exact number, but it’s around there.)

Exclusion is by a sort of lottery, whoever is first able to zone in to the maps where there is sufficient leadership to attempt the bosses get to do it. Those who can’t zone in, for whatever reason, are shit outta luck. Until the next time, anyhow.

It also favors those who have oodles of time to stand around waiting for the next spawn, even if it is an hour and a half away.

It favors those who are willing to make the effort to download a voice program and join a Teamspeak, if only to listen in to leader commands, as taxis are first offered by voice to those gathered in the channels.

It favors those who are ballsy and persistent, observant and determined enough to read guild member rosters and note down the names of leaders and those who commonly taxi into instances and pretty much blindly /join and wiggle their way into the instance, as long as checking on Teamspeak reveals that an attempt is going on.

It favors those who are dedicated and driven and -crazy- enough to sit around for an hour spamming right-click on a party member’s portrait, clicking “Join party member in X zone” repeatedly, for a chance of merely participating in non-guaranteed discovery attempts at the correct tactics and strategy, leading up to a potential world first. Loot is not at all guaranteed, but potential fame and glory.

It’s produced quite a number of indignant complaints from those who feel excluded, since they don’t have sufficient time for such madness, or can’t be arsed to go through all that kind of trouble for a non-100% chance at good loot.

You may be surprised, but after some thinking it over, I am more or less okay with this particular sort of exclusion in this particular set of circumstances.

Me, the champion of being philosophically inclusive.

I think, in the end, everything seems to be about tradeoffs. We exclude one group of people, at the cost of another group that don’t meet some set of criteria.

We endure mind-numbing wait time for the potential memories and social connections we build through people being bored out of their skulls.

Deathrifyerr Cobalt team synced /rank on an unsuspecting Crimson.
Deathrifyerr’s Cobalt team synced /rank on an unsuspecting Crimson.

But maybe only a hundred people (and probably less since a good percentage may be AFK) got to enjoy such socializing, compared to how many people playing Guild Wars 2 at any one time?

Is it fair to cater to the needs of the few as compared to the needs of the many?

Should we be concerned about being fair? Or making sure that there’s something for everyone?

In this particular case anyway, it’s probably a temporary state of affairs.

The TTS leaders (and probably a decent amount of its members) share and espouse a very similar sort of inclusive philosophy as I do.

The jungle wurm is in a “discovery of strategy” phase, not an “on farm” phase. There’s insufficient leadership to spread out to create multiple overflows, as was promptly done once an effective strategy to down Tequatl was found. Then information spread out and disseminated as experienced leaders and members felt confident enough to teach the strategy to others.

It’s most likely the case that the same will happen with the jungle wurm once some optimal strategies have been found. More space will open up. Anyone who wants to attempt the bosses will be invited and taught, as long as they open their mouths and ask, and even those who randomly stumble into the boss being taken down by the group will get a chance.

The danger, of course, is when designers tweak up the challenge to a level where only certain groups have sufficient stats or builds or reactions (or whatever form of player or character ability) and other groups simply don’t, regardless of how much teaching and training and information dissemination is done.

The automatic response of players optimizing for the best solution is, naturally, exclusion of players who don’t meet those criteria.

You may ask, why do I feel that this is such “a danger” given that I have accepted that -some- kind of exclusion is likely to happen, no matter what kind of raid variant is designed?

Well, part of it is naturally self-centered. I personally have a better shot of seeing raids completed in a TTS-style organization than your typical raid organization. They match my on-again, off-again type of scheduling. I like that I can just jump in when I have the time to one of the scheduled raids, and as long as there’s space in the overflow, I get a spot.

Whereas I would simply go nuts in a dedicated raid style organization. What? Perform the same role over and over? Prepare laboriously for days before the main event? Set an alarm clock to raid at a certain hour or let down the group of people that are counting on me? When real life interrupts, I can’t just sneak out of the raid and let someone else who desperately wants in get in? Do the same thing over and over for WEEKS and MONTHS?

I’m an explorer. I like the new and shiny. I’m crazy enough to enjoy the discovery aspect of developing a strategy. That’s why I’m camped out at the jungle wurm, giving up loot and gold earning time from all the other alternatives I could be doing. I KNOW I will get bored within three months once the thing is on farm. Like how I can’t endlessly show up in WvW night after night doing the same thing over and over. Fixed schedules and me don’t really mix well. They lead to obligation and obligation leads to erosion of fun, for me.

The other revelation I’ve had is that I’d personally much rather enjoy raids as a social club, not a competitive sports club. I don’t mind having the leeway for 30 to carry 10. Because after all, we are all good at different things. And there’s no chance to learn and improve if you aren’t allowed to keep practicing something for fear of wiping or letting down the team.

The other part of it is what I think it implies for the overall health of a game.

Closed raid communities become insular, deriding PUGs as part of a very human ‘us vs them’ tribal mentality. It becomes hard to penetrate into such social environments. Sure, the community is GREAT once you get in and stay in. But can your average newbie or person with irregular time schedules get a chance at it?

A more open and inclusive raid community allows for penetration. It makes room for those who just want to or have time to show up for one kill, just to say they did it or saw it or whatever. It makes room for those with irregular schedules. It still gives the crazy dedicated a chance to shine, especially by leading and organizing or just staying longer for insane amounts of time, at the cost of them occasionally having to put up with the company of those they consider ‘lesser’ than them.

It promotes a culture of positive behavior, of friendly encouragement to each other, cheering each other on, rather than a toxic mindset of blame and shame and only interacting with a special select group, reducing the occurrence of a negative hostile atmosphere that discourages new people from participating.

I’m not going to ask which game will have a larger population over time or be more successful.

Folks can point to World of Warcraft and Eve Online and demonstrate how they are thriving and doing great, despite the reputation of a toxic, hostile culture. Hell, for that matter, look at the success of League of Legends.

But -I- know which game I’d rather be playing and supporting.

Signing off,

Your neighborhood carebear furry blogger.

P.S. The last thing I sort of wanted to say regarding the needs of the many and the needs of the few.

I think there’s room in the MMO gamespace, and indeed in each MMO as multiple activity types, for many options and alternatives to cater to all sorts on whatever spectrum you draw up. Hardcore or casual. Time-plentiful or time-starved. Competitive or cooperative. Inclusive or exclusive. Hard difficulty or easy. Majority or minority.

But we need to stop assuming that what we have is all that will ever be.

That raids are THUS, as defined by World of Warcraft, or Everquest. (And I’m sure connoisseurs will tell you the differences between both games’ raids.)

That if you don’t like it, shut up and go to your solo leveling corner of the world, you antisocial excuse who should be playing a single-player game instead of whining.

Instead, we need to break down all the aspects of raids that we like, and all those we don’t like.

So that a creative team of developers out there can start taking a little of column A and a little from column B and glomming them together to give us new raids and new challenges that we haven’t seen, that cater to different groups of players.

Only then will we see progress and innovation and novelty.

GW2: Finding Something Else to Do (Origins of Madness update)

Raids give me that "played like a puppet" feeling...

Thanks to the two new bosses added in the latest GW2 update, I no longer loathe raids with extreme prejudice.

I have now reached a state of indifference.

I guess that’s progress.

See, one of my most major issues with the concept of raids was exclusivity.

I’m just philosophically opposed to the idea that some players get automatically rejected due to whatever they’re wearing because it’s a convenient shortcut to judge player ability, or the simple capacity of a character that has sufficient stats to meet the challenge.

Nor am I terribly keen on the idea of separating oneself from players that are playing poorly on average because it’s easier and more rewarding to be elitist and isolate oneselves, than to lead, coordinate and teach. (Though I recognize that it is a reality of life, and periodically tempting, especially when you can’t take repeating yourself any longer.)

In the case of Guild Wars 2’s new approach to raid bosses, aka more challenging world bosses that require a significant amount of coordination and organization to succeed, it’s been comparatively more inclusive, mostly because individual groups of people can’t control 100% who shows up in a zone.

One can still attempt more coordination and organization by joining and following along with an organized group, such as various server groups, or megaguilds. TTS, for example, is the primary NA example. I’m aware of AARM doing weekly Tequatls on Tarnished Coast these days. Unsoweiter.

The fact that it is not at all possible to reject players out of hand skews GW2 raid bosses significantly towards a more philosophically palatable direction for me. (As opposed to say, the propensity of some people to get kick happy with their party in certain dungeons.)

My other pet peeve about raid bosses is regarding the clarity of mechanics and gimmicks of whatever it is one is to do.

I ranted about this in City of Heroes, which was rather inconsistent about this in its Incarnate Trials, whereas the few I encountered in RIFT were distinctly clearer to me.

mines

So far, the Guild Wars 2 indicators resemble RIFT a lot more. This I like.

The first champion in the marionette fight also has a rather elegant indicator for facing, which is handy since the goal is to hit it from behind.

What I’m not liking is the speed at which these are appearing and disappearing. Between my slow framerate and latency, there doesn’t seem to be sufficient reaction time sometimes to dodge. Presumably as one learns the encounters more, one might possibly be able to use animation cues to get a few more valuable split seconds but well… it’s been a little hit or miss at times.

Some of my other issues regarding raids are unfortunately still not resolved.

There’s the waiting.

I’m making significantly more progress on my browser games in the other screen, and my audio CD digitization project since there’s a good half hour between each wurm or marionette attempt.

Standing around in a game doing nothing annoys me.

Well, I -could- jump around waypoints catching energy probes, but then that would make commanders trying to physically count people and get organized sad.

Catch-22.

Since I can’t be arsed to even conceive of leading such a cat-herding endeavor, my most meaningful contribution during the waiting phase is to be an obedient charr and stand on the blue dorito.

There’s the suffering involved with matching schedules and timezones.

Living in a not-so-popular geographical area means making compromises with one’s day and mealtimes to match the more populous NA and Oceanic times, during which there’s more people, more organization and thus a higher chance of success.

This is, of course, insolvable without migrating, but it does wear down on my personal level of interest for raids, especially over time. I haven’t attended a single Tequatl for weeks, there just seemed to be better things I could be doing with that two hours.

And there’s that old bugaboo of needing to rely on other people to perform well while not being able to help them much at all.

Yes, I understand that is somewhat the point (or a major component) of raids.

That it is somewhat like a sports team where people need to practice together, learn how to work with each other in tandem, trust and rely on each other, etc.

A situation set up so that more complex societal behavior can be exercised, such as leadership, organization, division of roles, teamwork, good sportsmanship, yadda yadda.

(Naturally, where one has the opportunity to demonstrate positive behavior, one ALSO runs very easily into the opposite toxic and negative examples, fueled by immaturity and ingrained habit of certain game cultures. But y’know, tradeoffs, can’t have one without the other.)

Call me a hermit, a misanthrope or a control freak, it’s just not a preference. 80% of the time, I’d much rather be challenging myself or relying on me, period.

I actually find the mechanics of the marionette champions rather interesting and look forward to learning more with each time I enter. Except there’s all the in-between that just feels like time-wasting.

And there’s that omnipresent situation where four platforms manage to finish and the last has unfortunately encountered some kind of problem. It’s a bit of a letdown when you feel you’ve played the best you could, and victory (or even partial success) is taken out of your hands because somebody else screwed up somewhere. Locus of control? None.

Perhaps one could keep repeating the strategies over mapchat and just patiently wait until everyone learns them. Perhaps some really creative leadership and organization could fill a separate overflow with more hardcore players and better communication.

Perhaps an individual might just indulge in blame and name-calling because they can’t do anything else besides spew abuse at others to make themselves feel better. (Protip: Shit-talking to ‘motivate’ only works on a certain subset of the population. Everyone else thinks they’d rather not have a victory confirm your behavioral hypothesis that toxicity results in a win.)

But really, for most people, the only thing left to do within one’s locus of control is shrug, feel disappointed and try again another time.

Which again, personally, is not something I’m playing a game for. Life already throws sufficient repeat disappointments one’s way, y’know?

Of course, the other 20% of the time, I can deal.

I’m quite enjoying the coordination and strategies involved in working out and learning the jungle wurm fight with TTS. (Save for all that time-wasting between attempts, egads!)

I like that different skills and builds have been stressed this time around – such as condition builds for the husks, and good running, jumping, speed-boosting abilities.

It’s just… that I’m somewhat puzzled at myself, that I’m not feeling as compelled as I used to be.

Sometimes, I look at the clock, and think, hmm, in the same hour, I could give the wurm or marionette another go, or I could cook myself a nice meal and have a proper sit-down feast, or I could watch something on the telly…

And I choose the latter options instead. (Hell, I’ve been tempted by the thought of giving Dragon Age Origins another go, or playing Skyrim again.)

It’s like I’m suddenly in no hurry to experience the content.

Was it just the three week break from GW2 that gave me a certain distance?

Is it just because I suspect it’s going to take a few days anyway for the general population to learn the fights, for information to filter down and so on, before the bosses will become more enjoyable like Teq on farm? (I certainly didn’t enjoy the first few days of Teq, super-stressed out trying to squeeze into the main server, wiping repeatedly, AFKing for indeterminate periods of time, etc. World firsts mean absolutely nothing to me.)

Is it just a personal disinterest in raids in general?

Who knows.

I do still harbor a slight worry that I need to catch the marionette fight at the sweet spot intersection between too many people -trying- to do it but not knowing how, and no one interested in doing it ever (like a successful Scarlet invasion – anyone actually manage that recently?) Being tied to the Living Story, it may be a two week thing.

The wurm is less stressful, since TTS is both organized and inclusive. One will get all the boss achievements there in the end.

Well, whatever the case, it’s… something else to do.

When one feels like it.

While it’s new and shiny.

For now.

P.S. Opinions on the story aspect of the update are a little better. Nice instance, more in-game storytelling, even if the bit with Kasmeer and her father sounded like clumsy exposition. I haven’t seen Scarlet’s lair yet, but looking forward to discovering it slowly.

One immediately gets the unsupported hunch that players might just end up with another cutthroat politics vote where it turns out Scarlet has a grand design to defeat the dragons and wanted to be a good guy after all (with Taimi and Braham and whoever else may be on her side) while Rox wants her dead because Rytlock said so.

Or maybe not. As a player, I’d probably let Primordius burn Divinity’s Reach and Lion’s Arch in order to see Scarlet dead. I suspect I’m not the only one.

GW2: Twilight Assault First Impressions

For a rusty Aetherblade base, it's really quite pretty...

I like it.

I really do.

I’m also rather torn because it’s set at a level that is distinctly -not- inclusive.

tassault

But let me backtrack, hopefully without too huge spoilers since it’s only the first day:

I like Twilight Assault for its design.

jungle

First off, it’s a lavishly big place, full of beautiful scenery and even a few vignettes where you encounter mobs that aren’t just standing around waiting to kill you.

thebath

There are even a few secret locations to be found.

swimming

I really enjoy that they step up the mechanics bit by bit. Something you learn how to do in the previous room, is used in the next encounter against a boss.

fierylandscape

And on and on, one foreshadowing another, until you reach the final boss, where pretty much everything you’ve learned previously can and may need to be applied.

The storytelling and pacing is excellent in this dungeon. There are some very enjoyable cutscenes, with faint hints of to-be-learned-later secrets.

itsaufo

And if/when you defeat the final boss, the ending cutscene builds in excitement and the whole thing launches into a bonus seqeuence rather reminiscent of the Molten Facility epilogue – except there’s a bit more meaning and additional optional challenge to this one.

The only thing I wonder about is: who am I going to do this with?

This dungeon challenges primarily your understanding of its mechanics and how well you execute the strategies your group devises, and it secondarily challenges your gear (somewhat.)

I’ve PUG’ed this twice – while the first did very well and was enjoyable (through umpteen wipes and one member quitting and being replaced), the second did not go so well and eventually decided to give up at the final boss (through umpteen wipes.)

The main difference between the first and the second is truly what I would term player “skill.”

How quickly each player learns the mechanics, how clearly they communicate this to the rest of the team, how each adapts and responds and changes gear or traits accordingly, how adeptly each player can move and dodge and manage aggro appropriately, and finally how well they work together and coordinate together, splitting up as necessary.

The most important thing in this dungeon that players must know is how to kite. Or lure. Or pull. Whatever terminology is being used. And detarget so as not to autoattack any mob to death anyplace they want at anytime they feel like.

Secondarily, it would be good if they knew how to recognize when it is appropriate to stack or corner pull and valid scenery locations for such, how to prioritize targets of major importance first rather than attack the first thing that target nearest hit, and how to get behind a mob to avoid frontal cone damage.

Oh, and not stand in red circles.

Almost by definition, a number of players that show up in a PUG will fail this criteria.

I do hope that they learn and that this dungeon teaches them. But I honestly don’t want to be the one attempting to teach them this for three hours every run while under fire.

This is a dungeon that does challenge your weakest link.

If your weakest link is busy autoattacking mobs that should not be killed, is off dying regularly and forcing people to stop and rez them, does not know how to recognize when it is their turn to lead a mob somewhere or indeed -how- to lead a mob somewhere in a timely fashion, there are going to be issues.

Significant ones.

I do hope that as time goes by, that people will learn, or at least through heavy natural selection, that the people choosing to attempt this dungeon will be the ones who can manage it more or less.

The good news is that if you get a decent group, the Living Story achievements can be completed in fairly short order.

I’m done with all of them, in fact, and have another backpack I don’t know what to do with. It’s a pretty neat-looking steampunk bronze and green thing, I just don’t have any characters with that color scheme.

This means the two week deadline is not going to be as stressful as certain other dungeon update fortnights.

However, the Twilight Assault dungeon achievements are a whole different kettle of fish.

I assume that they’re more or less permanent, along with the new path, and some may indeed take a while to accomplish. The key to some of the harder ones is probably a super-coordinated group.

And I do like that they’ve put the very desirable miniature as a guaranteed reward for completing them, rather than forcing a whole bunch of reruns that are never going to let you see a miniature firestorm or a monocle. *cough*

Days like this, one wishes one had a regular (and good) dungeon venturing party.

I suppose it’s back to a mix of guilded and random PUG lotteries for me.