GW2: If At First You Don’t Succeed, Try Again… But Also Pause and Think…

The Mystical Mesmer’s latest tales about miserable failure and continuous improvement makes me grin wryly and nod.

While I have chosen to wuss out this time on the Winter Wonderland jumping puzzle (hate the exploding presents – that stage is too competitive for me. Apparently the first to jump triggers the explosions. I am never the first to jump since my latency is usually higher than anyone in NA, so I end up waiting and waiting, and folks just pile in behind me and I never get to jump. If I just go YOLO, and jump, chances are likely I’m going to fall behind and fall through the gaps anyway), lately, I’ve found myself suddenly addicted to Unranked PvP.

T’was a curious conjunction of events that led to this.

First, there’s the new PvP dailies.

I’m usually game to get the easiest one or two, in a single match or two. That broke the initial barrier of venturing into the Heart of the Mists.

Secondly, there’s the utterly disgusting low chance of popping anything good with the Wintersday presents, coupled with guaranteed rewards in the PvP Wintersday track.

RNG and me do not get along. I -still- haven’t popped more than one carapace boots. When a precursor dropped for me last year, it was naturally the cheapest and most unwanted one, Venom.

All my Wintersday stuff this year has been bought. 15 gold for a Magnanimous Bell versus 500 ugly sweaters? Here, take the gold. I get 3-5 gold off the TP daily anyway. Collection starter items? After opening some 100 presents, I still hadn’t got one of them yet. Whatever. TP. Less than a silver.

The only bonus was that I’d apparently gotten all the Endless tonic recipes memorized last year. So I just paid 25 gold or so to Miyani (such goldsink this season!) and crafted stuff to turn into a dancing gift-wrapped box.

As for the Rime-Rimmed Aquabreather… what, rely on RNG to give me one? That’s never gonna happen.

I’d pretty much given up on it when a chance Reddit thread pointed out that the Ultimate Wintersday Gift in the Wintersday PvP track contained a guaranteed aquabreather.

gw2-hotdamn

(Also drool-worthy are permanent finishers as a choice. DAYUM. Those are worth GEMS.)

That was a pretty powerful motivator to seriously consider progressing on the PvP track this Wintersday, especially since the new Unranked arena provides a middle ground between meaningless deathmatching in hotjoin and the super competitive leaderboard climbers in Ranked.

So I broke out my usual ‘safe’ PvP character, my ‘bleed everything, not pro enough to be a terrormancer’ condi necro – whose build I shared with Missy Mojo some time ago and queued for a couple of matches.

Almost immediately, I realized I was in some serious trouble.

It may be that with the number of matches I had on my necromancer belt (290+), the matchmaking was bootstrapping me up to face a higher class of player. Fights on point were hard as hell. The scores for most matches were in the 475 – 500 sort of range, both ways, win or lose… except for the ones that had a premade team wiping the floor with us.

Yet since I was solo queuing, there was no guarantee of receiving any help if I ended up facing a 1 vs 2 on point – my necro can’t run, it can only just stay there, last for a while, and then die horribly.

Worse of all, I had my eye on the grind. I wanted the PvP Wintersday reward track to go up! Winning gives 1500 rank points! Losing only 500! Aaaargh!

I was stressing out a bit too much and taking things way too seriously, since this was my ‘serious’ PvP character, the one I use when I “want” to win. Some of us are prone to obsession in very unhealthy ways, and I knew this was a danger sign. My usual solution is just to play a few matches each day and not worry about it, but but… that is counter-productive to actually getting a rime-rimmed breather! How to resolve this?!

The solution came in the form of a PvP daily the very next day.

Win a match as a Ranger, they said.

You know, I said to myself, I have always been intending to learn how to play another class in PvP.

This would be a great opportunity to stop being lazy, look up Metabattle and copy a PvP build on your lowbie ranger and learn how to play it.

My lowbie ranger, by the way, is merely level 39 or so, a good chunk of that being a level 20 scroll of experience. I have pretty much never ventured beyond Brisban Wildlands with him in PvE. I barely knew how all his weapons operate. Still can’t tell you without reading the tooltips what a good chunk of them do, as opposed to say, knowing by heart guardian or necro skills and able to play them on sheer muscle memory.

Knowing full well my lack of ranger ability, my expectations of success didn’t so much lower as become nonexistent.

This turned out to be remarkably FREEING.

Y’see, there were two ‘meta’ builds available on Metabattle.

Like a masochist, I avoided the obvious easy one – ie. Power Ranger. I’ve seen that one in action. They stay back, snipe a lot and are terribly annoying, but aren’t terribly helpful on control point capture unless they really know the map and have mastered positioning well. I figured I could experiment with it another time.

The other was Condition Survival. Gee, that sounds a bit like my necro. Stack bleeds, be bunker-y, seemed like familiar ground to go with.

So I faithfully copied the meta build, barely understanding what eveything did, slowly reading each skill and trait as I slotted it in.

OK, I said, for my first few matches, I am not even trying to win, I am just going to figure out how it all works and gels together.

(As for why I didn’t do it in hotjoin, don’t make me laugh. The amount of side switching and stacking means you never get 1 vs 1 or 2 vs 2 matchups that really stress test your build – all you normally get is zerg or be zerged. Also, I was keen on seeing if the matchmaking was intelligent enough to detect that I was on a class that I’d never used in PvP before and match me with closer inexperienced equivalents.)

A few matches were actually won, but I suspect I had very little to do with those beyond the odd assist or two.

The bulk of it were losses as I ran around, noobing it up, seriously stress testing the survival abilities of the build while trying to figure out how to actually hurt anyone with it.

Survival was actually good, but I was fairly dismayed to only hit 6-10 bleeds on average on most people. I just couldn’t seem to get behind them enough, and their natural reaction is, of course, to face their opponent.

It must be my inexperience, I kept thinking, I just need to figure out the rotation and get better at execution. The only way to do it is practice. So keep pounding that Next Matchup button and keep going! Each loss is still 2% on the reward progression track!

And I had a more immediate improvement goal to keep my mind occupied and off the fact that most of the matches were losses. The goal: Get better at playing ranger. Actually progress to ‘passable’ and maybe even win a 1 vs 1 matchup.

(I was also supremely curious to see if the matchmaking would adjust, and see “oh, this fail ranger has lost like 8 matches in a row, let’s match him with equally horrific players…”)

It turns out that a losing streak makes it very hard to judge the quality of later matches, as the level of overall cooperation from players on your team seems to drop as well. (Makes a certain amount of sense that soloists who can’t seem to figure out map mechanics or the fact that control points are important for score would be in a lower bracket.)

What ended up deciding which team would win seemed to merely be luck of the draw, as in, which side had more randomly sorted players who understood teamwork slightly better than the other team.

Eventually, the streak of losses got to me and I actually paused to think, rather than just hitting the ‘Unranked’ button and leaping right into the next match.

I was aware that I wasn’t playing at a similar level as I could have on my usual necro. I just wasn’t winning 1 vs 1s consistently enough. Hell, I just didn’t seem to be doing any significant damage in any fight. 5-6 bleeds is nothing.

I knew from prior fights with the necro that I’d encountered a lot more dangerous condition rangers who could stack 18+ bleeds with seeming ease, tossing them on even as you cleared them.

Maybe I’m just not getting the movement and rotations of condi survival correct, I thought. Maybe I should check if there are high-level PvP pros whose movements I can try to emulate more. So I googled for “condition survival ranger.”

Turns out it wasn’t a terribly popular build and I couldn’t really find videos of anyone using it at a very high level (might be just my google fail)… but I did find one video which suggested some condi survival variants that weren’t at all traited like the one I found on Metabattle.

Hrm…

Maybe, just maybe, I should stop assuming that I am too much of a noob with ranger to tweak a build and actually take some time to -read- my other traits and try to craft a build (or at least tweak the meta variant more to my liking) like what I did for my necro?

Problem 1: I am simply not getting enough bleeds onto my opponents.

The video I found suggested two solutions. Sharpening Stone the utility skill, as well as Keen Edges – a trait in the Power line that fires off a Sharpening Stone when someone hits 75% threshold… You know what, I don’t have enough bleeds… I’ll take both.

What to give up? At my low level of play, I wasn’t facing enough condi pressure to really worry about having my pet take all my condis… besides I rather not have my pet dead all the time. I’m already running a trait that clears 2 condis with each Survival skill used. So I just pressed the “subtract” button twice and added 2 to the Power line to pick up Keen Edges.

As for the utility skill, I just didn’t think I was using Signet of Stone appropriately at my level of play. Being invulnerable to damage is nice, for both me and my pet, but if I’m getting focused to the point that I need to pop it, it’s like a 4 vs 1 fight because all my other teammates have already died. Not very useful ultimately. So what the hell, less toughness, more pewpew. Bleeds, anyway.

Problem 2: I just can’t seem to figure out how to operate this stupid dagger offhand.

Pressing 5 may or may not land some miserable amount of bleeds on a player. I couldn’t ever seem to get close enough to land dagger 4 properly. Not that a bit of poison seemed to be doing that much either.

Well, Metabattle also suggested a torch offhand variant. Maybe I’ll try that. Seems to be some burning, and a fire field. Fire fields are always good, I could maybe shoot through it for more burning or something…

Problem 3: I am just not getting any mileage whatsoever out of this stupid spider. I lose track of it more than half the time, it never seems to immobilize when I want it to, or be in range when I need it to be.

The wolf was ok. It acted like how I expect a ranger pet to act, running into melee range, getting into people’s faces, and I actually managed to set off its fear once or twice.

So… eff the spider. New pet.

I really have no clue here… but you know what? I need more bleeds! And I’ve seen my guild leader (who mains a ranger) use birds before! They do decent slashy slashy damage, I think!

So I looked through the whole stable of pets and found a hawk with lacerating slash for even moar bleeds.

And because I really wanted a theme going here and wasn’t getting much mileage out of the Sigil of Doom’s poison anyway, I put a Sigil of Earth (60% chance of bleeding on crit) and a Sigil of Geomancy (apply bleed to anyone near you on weapon swap) on BOTH weapons.

If I sit on a weapon and autoattack, I want it to apply bleeds.

If I swap a weapon, you got it, it’s gonna bleed anyone near me – maybe I’ll -actually- get it to land on someone now that I don’t have to remember which weapon to which weapon switch applied the bleed. (Dat’s too high level for me.)

The difference, when I got back to queuing for matches, may not have been night and day, but it was certainly more like dawn with clear skies versus a depressing foggy London evening.

Suddenly, I was stacking anywhere from 10-18+ bleeds.

Apparently, people panic when they suddenly get too much bleeding on them and turn away from you, causing even more bleeds to stack.

The amount of bleeding I was putting out was giving me a LOT more confidence to dive in and take on 1 vs 1s (or even 1 vs 2s), allowing my 900 range shortbow and axe to connect more consistently, and even get into near melee range to land guess what, even more bleeds, and here, have some cover condis like chill and cripple to boot.

I got braver and launched more Entangle elites, and discovered that torch was in fact a dream weapon. The fire field appeared to do a decent amount of damage to already wounded inviduals. Not only did it make thieves more reluctant to close in and melee when a circle of fire erupts under their feet, I could basically recreate a City of Heroes fire tank farming scenario where they would immobilize a bunch of mobs and then place a bonfire on them.

This created a catch-22 situation where my opponent first had to deal with the distraction of getting a ton of bleeds, then suddenly halted in their tracks with a Binding Roots entangle (which they’d either have to break, or react fast enough with an appropriate condi clear or movement skill) and while they were still trying to execute that, here’s a bonfire merrily ticking away under their stationary self to worry about too.

Not many get out of this without falling over downed.

Also, I could just dump a fire field on demand onto a thief’s shadow refuge, where previously I’d lose target and look around helpless, or drop a fire field on a downed person to keep them down while messing around with a second player.

The bird, meanwhile, seemed to be a decent enough distraction that got in people’s faces and chased them around, so that was good too.

I started winning a decent number of 1 vs 1s – which in my book, is a good enough basic yardstick to measure a build against and not find it wanting.

This then means that if I wander over to a point where a 1 vs 1 is already taking place, I can expect to actually apply enough pressure to quickly down the opponent, instead of getting bogged down forever in a useless 2 vs 1 fight in which we lose pretty much every second that person keeps two people occupied playing with him and not killing him.

Again, queuing for matches became interesting, regardless of the final result.

As I kept playing, I started developing a bit of a theory of sPvP matches. Imo, some games are just lost games, where the other team is patently more organized and better than your team.

If you get out-rotated from the beginning, where someone just barges into your home point and successfully prevents a fast capture of that point, while his team caps their home unmolested, and the teamfight at mid is being held off equally, or worse, actually LOST by your team, you pretty much know that your team cannot match theirs in a teamfight.

(There was one highly memorable and embarrassing match where I actually managed to lose a 1 vs 1 on home against an ele, while watching our invader to their home lose his fight to the home defender, and then got to watch the 3 in the middle wipe within split seconds of each other. Result: 5 people respawning, 3 control points in the other team’s favor. WELL. So much for that match.)

For whatever reason, I totally don’t mind it when I’m on my ranger.

It’s like the ranger has been designated in my mind as my ‘play for fun’ PvP character. Maybe it’s just that I don’t have high expectations on a ranger I have zero PvE experience with. Maybe it’s just that he’s a roly poly asura and you can never be serious while an asura cavorts around on your screen.

I just chalk it up as, ok, forget the match result, time to wander off to a point that doesn’t have anyone and hope I draw 1 or 2 opponents to practice my 1 vs 1 or 1 vs 2 skills on. These give me little mini-successes, even if the match is a total wash in terms of score.

If I do end up drawing 3 or 4, then urm, practice like hell my juking and dodging and evading and running around obstacles and rolling off from heights and changing the Z axis as much as possible before I die horribly. Who knows, maybe it’ll actually help my team get some score elsewhere. (If the team really sucks, then usually not.)

But in general, I’m feeling the tide shift back to a more balanced 50/50 win-loss ratio, and that suggests I’ve actually managed to get the build to a point where it’s no longer a detriment to the team.

And some days, the shoe is on the other foot. This was a patently won match, where everyone on the team
And some days, the shoe is on the other foot. This was a patently won match, where everyone on the team was winning their matchups consistently against their opponents. I ended up running sentry circles around the outside of the clock tower – a place I’ve never really had opportunity to go to before – just watching the fights at both ends – having frightened away 3 individuals from coming back to mid with 1 vs 1 kills – feeling like rotating to any other point would just be too much salt in the wound.

All that match repetition while learning the ranger has also caused me to look upon sPvP as something akin to a TF2 match or any other FPS match, where you just play and restart, play and restart, some you win, some you lose.

The Unranked category is a real godsend for me as I can treat matches this way without worrying that my carefree, casual attitude is fucking up someone’s leaderboard ranking.

The amount of toxicity that I’ve seen is also pretty low.

Haven’t had any whispers directed at me yet (though I’d pretty much just block and ignore, since I staunchly say a total of zero words in PvP all the time. Typing equals can’t fight, y’know?)

Generally, the only thing I’ve seen is a couple people passively-aggressively venting about a miserable team over map or teamchat. (Since they are no doubt part of the problem, I can’t really take their complaints seriously. 😛 Just bad losers being bad losers.

Meanwhile, I’ll be over here, looking to score just -one- kill so that I at least look semi-dangerous, or a decent enough challenge.)

GW2: I Hate Dying, So I Got Better (Or How I Learned to Love the Zerg in WvW)

Always follow your commanders, until they lead you off cliffs...

I’m allergic to dying.

Well, in my games anyway, I don’t like being defeated and being laid flat out on the floor face-down.

This is possibly why I’m partial to tanks, their sturdiness and overall unkillability. I’m happy to protect others with my survivability, but by god, when push comes to shove and people start falling over, I want to be one of the last few standing. It’s led to a couple of truly heroic moments of saving the day too.

It’s also a potential weakness. A side helping of powergaming perfectionism, mixed in with high self-expectations that I am a virtual hero and am not meant to lose.

Somehow, I see dying as a personal failure. I did something wrong. I am inferior in my gameplay. I am so embarrassed at my poor performance. It is the end of the world.

PvPers and WvWers tend to scorn this as a PvE mentality.

In every 1 vs 1 PvP match, there’s one winner and one loser. 50/50 odds that you may be the one on the ground. For them, it mostly seems to be just a simple way of keeping score. +1 point to them, +1 point to me, whatever, keep trying to get better until you skew the points in a slightly >50% win/loss ratio fashion.

WvW people will point out that there are perfectly good situations in which one may very well die.

I’m completely on board with the team-based objective parts. Contesting circles to delay an objective capture so that your team racing over can ruin the other side’s day? Abso-fucking-lutely. I’ll do it without hesitation, rolling around like a manic asura, and cackle most evilly when they chase me for the crucial tens of seconds and then join my comatose body on the ground when the cavalry rides in. Still a win.

Contest circles when no one is coming to save the day? Well… maybe. It’s still a good habit to develop for overall server culture, helping PPT and score minutely, and on the off-chance that enough reinforcements may arrive. It still demonstrates defiance to the opposing team. I can more or less buy it, though I may not run as fast to the circle.

I’m perfectly all right with the occasional can’t-do-anything-about-it situations when you’re ambling along in WvW, round a corner and an unanticipated zerg 300-3000% the size of your group just rolls right over you like a minor speedbump.

Gee. Did anyone get the number of that truck? No? Oh well. Report in mapchat the last headed direction and estimated size of whatever the hell that was. Respawn and dust yourself off.

But when I read about people being confused in zerg fights and dying repeatedly and not enjoying themselves, I cry a little inside.

I know who you are.

You are the disorganized militia that organized guild groups run over.

The 40-50 individuals who happen to be somewhat going in the same direction and who get split in half by our outnumbered group of 20-30 and then steadily whittled down because every individual is making one of those “fight or flight” decisions for themselves and whose group morale is really easy to break and send fleeing for their lives.

I’ve been there.

When I started playing WvW, I was a loner who would most often be found in our territory, grimly speed-boosting yaks with an OCD determination (ask Eri!), watching with a certain envy the guild groups and commander tags swirling around on the frontlines but reluctant to approach for fear of not being welcome.

In Isle of Janthir’s particular server culture, near the beginning of the game, guilds tended to be more clannish and stick themselves to themselves, PUG militia were not terribly welcome and I was too nervous to be thick-skinned about things.

Fights I had actually had a chance of winning tended to be 1 + yak (+ preferably guard) vs inexperienced thief.

Woe betide me if the thief actually knew what they were doing, or had a friend. Or two. *sobs*

Let’s not even speak of the guild groups (we call them havoc squads now) that would now and then rush in to decimate the supply camp and either murder me or force an ‘abandon yak’ situation.

Then as more people started being able to afford commander tags (rather than just the hardcore guild leaders who were fed money by their guild members,) doritos gradually became more open to the idea of any and all militia following them around.

Safety in numbers and all that, y’know? When in doubt and not a tactical genius, bring more people.

The usual not-very-well-led zerg is identifiable from certain characteristics. They are spread out, each member acting more as a sort of skirmisher, prefering to stay at the longest range possible and plink away, with self-preservation as a key priority.

If two such zergs meet, what usually results is a stalemate. Each side stares at each other across a no man’s land, exchanging the longest range attacks they have, to very little effect. They could be there for hours if nothing interrupts them.

You can also find a similar bogged-down situation near keep gates, when no one has remembered to bring any siege, but are still trying to autoattack fortified gates to death regardless.

Trust me, been there. I couldn’t describe it otherwise.

I was in a casual guild on the Isle of Janthir (who carried their lack of tactical sense as a reputation that lasted long after I left the guild and the server – facing them on the side of TC was a bit of a laugh, we were a lot more wary of another far more effective guild) and I still am in a semi-casual semi-hardcore guild that has its moments of genius… good and bad.

Such zergs offer safety when encountering small collections of individuals, but are -very- often rolled by organized guilds – that can be either bigger (if they’ve drawn in militia to them as well) or even numbers or mind-bogglingly, smaller in size.

I can’t help it. I HATE DYING.

My mind immediately begins working overtime trying to figure out why this was happening – what do they have that we don’t? Is it all just a matter of specialized builds and practice and being on voice chat together? Is it just that they outnumber us and so they win?

I had the fortune of being in the right place at the right time to bridge the understanding gap.

One of the marvels of TC is how guilds in general are very open to working with each other and the militia.

Perhaps in more recent times, there’s been more closing of the ranks as people get tired of saying the same thing over and over again and just want to play and have fun, but there was a point where we had a large number of PUGmanders (said in the fondest sense of the word) very open to pulling in and training militia (before I think the 24/7 pressures started to burn them out.)

One of the best of them was, and still is, Jadon. (He of the lemmings over a cliff fame.)

At one point in time, he ran a series of trainings on the basics of zerg versus zerg combat for our server. He recorded it on his Twitchtv stream.

It’s been 8 months, the video is public and I suspect everyone hardcore already knows this stuff by now, so I feel it’s okay to share the link to all at this point.

If you’re ever confused about WvW and what’s happening during zerging and why you may be dying to groups that are more organized than you, I hope that you can spare the time to at least glance through the video, which is admittedly a little long and uncut.

It covers the basics of combo fields used in zerg fighting, and skills that are good for each class to bring in WvW.

The idea is really group synergy. By moving in a tight group near each other, everyone catches the benefit of buffs and heals being thrown around. Skills are chosen to benefit the group, not just oneself. Skills are chosen to more or less attack the other zerg as a group.

Tactics have gotten a touch more sophisticated since that point. Since survival is a factor in zerg clashes, gear is chosen for sturdiness. Soldiers or PTV gear is often recommended. Classes and builds that benefit from healing power are well-advised to investigate gear with that stat as an option.

Catching the other zerg with one’s AoE attacks becomes important – so control like elementalist’s static fields and hammer warriors that stun are often used.  Variants range from having a few skirmishing berserkers (thieves, elementalists, etc.) dart in and out of the zerg to take out prime targets of opportunity and necromancers and other classes that paint on conditions are pretty popular these days too.

More tactical commanders make use of terrain and ancient art of war strategies to phenomenal effect. Chokepoints remain the same meat grinders in a game as they do in real life. Feinting a charge, faking a retreat and reversing, all are tactics used in an attempt to trick the other party into committing to a fight, spending all their attacks (skills on cooldown) and only then beginning your own attack.

Militia are hopelessly easy to catch out with these tricks.

Unwary, unknowingly, they die.

The organized group does this because attrition is the beginning of the end. If we kill 3 with one pass, and all of us remain upright, the opposing team is down by three people. Another pass, another three people go down.

It doesn’t have to be a lot each time. But these weaker links help to rally any downed on our side AND have an insidious effect on morale on the other side.

A self-interested individual looking on sees downed arrows on his team, and a swirling red mass of uncountable names (no one said everyone was great at estimating numbers on each side properly, red names always look more scary and numerous) that move in a lot more organized unison in a killing wedge, and starts to think the better of remaining around.

He books it.

Other people on his team sees green dots moving away from the fight. Good lord, they don’t want to be the last ones hanging around here either.

Before you know it, it turns into a rout.

A little while later, the opposing side starts to recognize the guild tags coming toward them and morale is affected to the point that they start running even before an engagement begins.

Do I have a guaranteed solution for those caught on the losing side?

Alas, not really. In certain timezones, I’ve been there.

If leadership is lacking, I find there’s little point trying to throw oneself headfirst into a blender (unless you are with a group and are trying to train to get better together) and that it’s oftentimes more effective to cease head-on hostilities and initiate guerrilla warfare.

Nothing pisses off a zerg as much as a small group of people not really worth fighting that they can’t even catch.

Siege, supply traps, being in several places at once and forcing the zerg to choose one location to be in only are small ways to have minor victories when a big undefeated zerg is running roughshod all over your map.

Of course, the best defence is to build an even better zerg.

That can only happen if enough self-interested individuals buy into the idea and find a commander they want to follow though.

On the commander end, being open to militia who want to learn and being open to training the new, confused individuals who may eventually appreciate more levels of depth in WvW may be one way of developing enough effective zerglings in the long term.

On the individual end, it may all seem like a bit too much like work for something you just want to play casually. It’s a game, right?

Well, lemme appeal to your self-interested PvE sense of self-preservation. (I got one myself, it works great for me.)

Fix your build and your gear.

Take note of competent zerg commanders and do your best to be a valued member of their team. (Or at least, not someone they want to run away from.)

YOU DIE LESS.

YOU KILL MORE.

I, personally, have more fun when I’m the one standing on the corpses of my enemies and seeing them flee before me (or rather, the commander I’m supporting.)

Your mileage may vary.

Really, I benefit a lot more keeping all this to myself and having the vast majority clueless and disorganized when the zerg I’m in smashes right through them (WvW monthly done in one fight), but I just feel so dismayed that the majority of bloggers seem to have never tasted this thrill, except where a guild group just happens to be going in their same direction.

I wish and hope you’d all keep giving it a chance and not immediately write off WvW due to a few bad experiences.

May you one day find openminded guilds you can run with and commanders that lead you to glory:

Glorious victories and glorious “OMG so many of them RUN RUN Everyone for themselves, see you suckers, meet up at waypoint later” laughing retreats.

GW2: Fun Need Not Necessarily Come From Winning

No doubt in my last post, you could tell that I was trying to shake off a significant self-inflicted “demoralized” debuff.

Most of it prompted by possibly too optimistic expectations. Guild War 2’s WvW scoreboard is extremely easy to pull up, and crystal clear on how many points exactly are being accrued by each server, and how much of a lead each one has.

When you play with a goal to try and nudge your server to the top of that lead, there’s a fairly high level strategy that has to be thought about – on how to best take points away from the other servers, how to keep your points, and how, if at all possible, to do this with the force you have available to you and can bring to bear.

When you’re playing solo, the typical state of affairs of an MMO player, sans those already with a regular play partner or group of friends, this can make you feel exceedingly helpless to affect anything on the scoreboard. Mostly you can’t, unless you’re really lucky and patiently try to wear down a supply camp that is unwatched by anybody (and how likely is that?)

When you’re playing within an aimless, unorganized pug zerg (or militia, if you’re feeling kind,) there’s the distinct sense of every man for himself, morale is shaky, and everyone is liable to either stay locked in combat (or spawn camped) for hours or wipe themselves attempting to autoattack a door down while defenders indulge in a happy shower of arrows from carts. I apparently learn faster than some other folk, because the futility of such a tactic becomes too obvious to me, and I end up hiding behind a wall sighing, wondering what now, or breaking off and ending up alone again.

When you’re running with a guild zerg, things get better, but can become just as frustrating if the communication isn’t clear, or if the strategy is poor or ill-chosen, leading to multiple wipes or failed attempts or even counter-productively affecting the scoreboard.

I bet members of raiding guilds would recognize similar problems, I’ve just never really been into the whole raiding scene.

Solutions apparently range from working patiently with the entire guild, teaching and hoping practice makes things improve, dumping them and jumping ship somewhere else, instigating conflict and drama through violent disagreement and anti-social actions, giving up and accepting that one’s guild is simply out of that league, etc.

Of course, the typical suggestion to an individual to make the effort, read guides and strategies, work on oneself, become good, get into a good well-organized guild (that somehow matches your play times exactly), get voicecomms, get a mic, etc. etc. so that one can achieve one’s goals and all that.

I had the luck to listen in on a very decisive leader running a small team out in WvW (he was bringing in pugs because he needed the numbers) and was very impressed with the organization and the plans and strategies. Not all of them worked out, but there was always a goal placed on the table and folks were doing their best to keep newbies up to speed, out of trouble, rescue men down, and basically, it was exciting and purposeful. It was fun.

If only it wasn’t an NA guild 12 hours transposed from my timezone… So attempting to join that on a permanent basis is out of the question.

Then again, I’m not sure I have or want to make that sort of commitment either. I avoided raiding because I didn’t want to be locked into a weekly schedule, and it’ll seem more than a little daft to aim for trying to be a hardcore professional on a WvW squad when it may involve much deeper commitment than I’m willing to make.

So… am I screwed? Doomed to an eternity of horribly, depressing losing and getting thrashed by people with more numbers on their side, more timezone than thou or whatever else the whiners claim?

It took some deep thinking to work through this, but a revelation eventually hit me. All I really need to do is work on reframing my perspective.

It’s useless to be upset by the actions of other people or how circumstances turn out, especially if you did your part in trying to make things better.

If you didn’t, and were casting blame elsewhere, then um, time to take a harder look at yourself and figure out what you can do.

Since I can’t affect the scoreboard very much at all by myself, I need to be more focused on the moment and improving my own play in that moment. I win when I do better than the last time, based on my own gameplay. It’s far better than trying to hang my ego on a combined score that changes like the wind beyond my control.

With this perspective, I’ve been having a much better time in WvW.

I asked myself, in the worse possible situation, what can a soloer do in WvW?

Hit and run attacks on dolyaks – better if they were due at some place where supply was needed, but even if not, it is personal practice for how quick you can kill one and be out of there. (Because the organized guilds / zergs will come to check on it eventually.)

Or assassinate a lone reinforcing straggler or two, better if in a spot where reinforcements someplace were needed, but again, practice, and some people like ganking.

Some PvE dynamic events and if you’re really lucky, a supply camp that is unwatched by anybody (barely ever happens.)

I proceeded to amuse myself for a good hour or so in a Borderlands with the Outmanned buff. It mostly consisted of farming nearby PvE mobs (with magic find gear, lol!) while waiting for a dolyak to pop and ninja offing it in between the camp and sentry, and quickly teleporting back to waypoint if things looked too scary (like a horde coming to check on the camp.) Once or twice, I even met a friend and we flipped the supply camp momentarily.

Why not? I’m not blocking anyone from queuing with my random playing around, the outmanned buff said loud and clear no one wanted in, and it was kinda thrilling. Like PvEing on an open world PvP server, where you have to constantly stay on alert. And it was useful for curing my fear and sense of demoralization, sort of like taking some power and control back.

I even made plans to get a more suitable profession, likely thief or mesmer, to do such things more easily when I feel like it. But hey, my chunky Charr Guardian with humongous spikes on his shoulders and a -flaming- sword while fighting managed well enough – talk about the epitome of unstealthy.

Now what about group fighting? Well, it is possible to focus on playing better as an individual even within one.

Yes, the strategy sucks. Yes, we are all going to die in horrible ways. Yes, some (a lot of) people won’t listen and will do stupid things and go off and rambo somewhere. Yes, the score won’t move worth a damn in the direction you really want it to move, and will probably go the other way.

But well, if you’re committed in some fashion, let’s say as part of a group action, why not work on performing your best while you’re there?

This can involve listening to orders better, doing them as quickly as possible, fighting better, dodging better, controlling better, identifying squishier targets and focusing better, not running into enemy AoE better, using friendly AoE fields better, weaving in and out of combat better, trying not to die better, and perhaps even flanking and pushing better (it’s fascinating how effective flanking can be sometimes, people tend to panic when getting hit from an unexpected direction and give ground.)

And even when you’re giving ground, there’s always choosing the next spot to retreat to better. Even as an all out rout, it can be a sort of moral victory if you pull five guys away from their main objective just to freaking hunt you down. Who knows, one day, it could be those crucial few seconds for your team hold out elsewhere because the reinforcements didn’t get where they were supposed to in time because they practiced the habit of ‘chase blindly into everything, omgz0rs, so many krait!’

There’s experimenting with different weapons or skills and learning how to use them best, and playing around with builds and traits in one’s spare time, or steadily upgrading one’s gear.

And when I think like that, I feel happier that I’m getting more personal practice in, even if it has to end up with me faceup on the ground eventually with nothing to show for it on the scoreboard.

Of course, it’ll be better once more folks get smarter, but that takes time and practice. And one can always begin with making oneself smarter through consistent play.

P.S. Karma count is now at 95k. If only that exotic armor karma vendor I’m eyeing wasn’t bugged this particular patch…

GW2: Morale and The Psychology of Losing

This Sunday, the strongest stand out memories are the two hour breaks of -not- playing Guild Wars 2, in order to get away from the hidden dangers of WvW to a newbie dipping one’s toes into a competitive format. 🙂

You see, I started getting an inkling something was wrong when I developed a headache. An honest to goodness -real- headache from playing a computer game.

The last 12 hours or so have been pretty bad. No doubt, some of this is due to sleep deprivation as I’ve been up at weird hours looking in on this week’s match, catching both NA and Oceanics in action. (I do crazy shit like this from time to time.)

I had an incredible morale high this morning (NA night time) as combined arms and lots of siege broke open a keep, along with an incredible continuous reinforcement rush (died three times easily) to hold one successfully even as a horde was knocking on the keep lord.

Then plunged to an abyssal low during the afternoon and night (NA wee morning hours and Sunday morning) as it grew obvious that the bulk of whoever was on during this time was not organized, failed to grasp strategy or spend siege to take or defend places, and worse of all, did not pay attention to the team/map chat.

A trebuchet knocked down a tower’s wall. Around 30-40 were outside zerging the place. 10-15 defenders. Guesses on how many people looked up from AoEing what was in front of them, read the chat, went left and into the tower. You are correct if you surmised less than the number of fingers on one hand. After dying horribly inside, I looked about at the 4-5 corpses inside and sighed.

A keep was lost when no one communicated clearly until it was nigh unto too late to do anything, and the frantic panicked screaming of “THEIR INSIDE KEEP” “INNER GATE” failed to move the said zerg that were still obsessed with failing to take above tower.

Yet another keep was lost as a significant bulk of people failed to read the chat and come to the rescue of those fighting off invaders at the keep lord, preferring instead to continue zerg duking it out on the bridge on the courtyard between outer and inner keep walls, failing to realize that they would be wiped out the moment the keep changed hands, with the walls locking in place around them and the happy victors emerging to scour the grounds.

Stuff like that does terrible things to one’s morale.

I’m only human, alas.

And yes, it gets frustrating and aggravating when things happen beyond your control, and despite your best efforts, the situation still seems helplessly uncontrollable and doomed to fail.

After quickly withdrawing to variously take a nap, go for a swim, have some tea, plan the next blog post (and reading up on the functions of morale in combat, the psychology of losing and how sportsmen and competitive gamers handle defeat well, badly or otherwise) and hovering between attempting to calm down and gritting one’s teeth from the pain of the headache, it was rather obvious that the tension and stress and pent up frustration were getting to me.

I especially have a personal problem with this since if you recall, I straddle two divides:

1) The primarily PvE player dipping toes into PvP and/or competitive formats

PvE players are used to having easy fun. That is, we want to win 85-100% of the time, as long as we play passably well.

Logically, this does not and cannot happen in PvP. There is always a winner and a loser to a match.

In a balanced game, that means even the best will be winning 50% of the time at most, as they eventually get matched against people just as good.

The slightest misbalance due to the other guy’s skill and strategy, your personal lack of it or emotional composure or circumstances otherwise beyond your control, and guess what, you’ll be losing a majority of the time, rather than just 50%.

Hell, in WvW format, there are always two losers to one winner, if you want to look at it in that light. So as some guy in a forums mentioned, 2/3 of the people are “losing” at any point in time.

2) Having a tendency to be obsessively hardcore and fixate upon success / winning / a goal

Normal (casual playing) people don’t frequent game forums twice a day or more, don’t write blogs dissecting games, and spend their time alternatively brooding on the moment-to-moment point scoring in a week-long match and reading up obsessively on potential strategies and ways to improve one’s play.

Nor do they sit around looking and reading up all manner of articles on a particular topic of interest wondering how other people deal with the problem they are having.

It’s just a small subset of the population that is blessed/plagued with such a personality, and I happen to be one of those individuals.

Been there, done that, don’t like how it made me.

I don’t want to be constantly tense and angry, I don’t want to blow up on people or insult or abuse them, I don’t want all my self-worth to be predicated on being number 1 and being so scared and ego-driven to maintain it.

Worse, taken to an extreme, we get folks who even go past the controversial edge of Sirlin’s Play to Win philosophy and start cheating, hacking and exploiting for the sake of a) a number on a scoreboard or b) to make other people angry (their new ‘win’ condition.)

That’s a definitive line for me. Much to my misfortune, I have too much bloody integrity to ever consider doing shit like that.

Besides, I already get in enough trouble emotionally and physically (I’m getting too old for sleep deprivation and alarm-clock gaming, dammit) before I go past that line.

When looked at objectively in this fashion, it becomes clear that if we want to continue playing around with PvP and competitive formats, we need to get used to “losing” and get out of the mindset of playing to win being all important.

This is not a new concept. It’s as old as competition and sports.

Just idly flipping through stuff people have written, I’ve found such disparate things as a discussion thread about losing Starcraft 2 matches and how different players deal with the blow to one’s morale, an advice article on a wiki about Starcraft 2 anxiety playing ladder games that run the risk of doing horrible things to one’s ranking with a loss (or so I gather, I don’t own SC2 yet,) a Warhammer article about the impact of losing on player morale and how it impacts one’s judgement and decision-making while tabletop gaming, and even a general sports article on emotional mastery and how various athletes may react in a competition.

I’m especially amused by the last one, because it gives one of those cheesy classifications that group people into different styles. He differentiates between the seether, the rager, the brooder and the Zen Master.

Watch any sports competition and there’s a pretty hefty grain of truth in the simplistic classification. Everyone can tell the explosive ragers, who wear their frustration on their sleeves, have little self-control and will no doubt be voted ‘most likely to break their wrists punching a wall.’ The seethers also steadily become obvious if the match doesn’t go their way, and you can see them gradually lose it and their play deteriorating.

I identify most strongly with a brooder, alas. My impulse is to think bad thoughts, look upon a situation helplessly and then become avoidant and sneak off without a word or quit silently, because it’s just as pointless to scream and yell at idiots or the just plain ignorant.

The Zen Master, naturally, is the ideal goal to strive toward. Being unaffected by emotions, being focused and playing consistently, win or lose.

I’m thinking I need to make something like that my new goal, rather than obsess about winning or the scoreboard. I believe competition has some very important life lessons to teach – about teamwork, about handling loss, about self-improvement, maturity and so on.

And Guild Wars 2 is a nice format to do it in, because of the whole server togetherness thing. By design, it doesn’t make you feel alone (as one would be if playing a 1 vs 1 competition match) or in a completely hostile world with anyone ready to backstab you at any time (see other open world PvP formats.)

It straddles the line of organized groups being decisively more effective, which is a little personally disappointing to me as I’m reluctant to invest that sort of commitment, but I’ll respect that others really enjoy that playstyle, and it’s beautiful to watch in action.

And I really like that the design encourages organized guilds to pay attention to the lonely souls like me – any warm body can be a help at times.

And while we sometimes cannot expect much of a pug zerg and want to chew nails in frustration trying to herd cats and teach people who don’t even seem to read chat or understand English, let alone talk back and communicate, successfully respecting and teaching/training the average pug to become an effective militia seems to have been one of the factors why Henge of Denravi is in the top position it is.

It’s just going to take time, a lot of patience and kindness and teaching towards both the self and others.

From a calmer, objective perspective though, I find it both alternatively great and fascinating that WvWvW is capable of replicating such ‘combat’ situations in miniature.

I’ve always found that MMOs are a great way to learn about real life in microcosm. In 4-5 years of playing an MMO, you can learn a lot of life lessons that would normally take folks 40 years to work through in real time.

Any student of war and history knows the importance of morale to overall success in an engagement. In this monograph by a Major Cox from the School of Advanced Military Studies, he states:

Morale and unit cohesion are a reality of warfare. They are as much a factor of war as wounds and death. The commander that fails to recognize the importance of these factors is the commander who will fail in combat.

These two components of war are segments of the undeniably human influence in warfare. This human influence is the element of warfare that is unpredictable and as Michael Howard states, contributes to the ‘fog of war.’

Anyone who has been within various kinds of WvW zergs can no doubt recognize the truth within those words. Some groups are full of confidence and plow right on through any opposition. (See any successful orb running zerg for a good example, folks tend to throw themselves at the enemy in order to protect the orb runner, and conversely, people hellbent on destroying the orb runner may also fling themselves into certain death without worrying about the cost.)  Some are hesitant and full of individuals bent on self-preservation, rather than the achievement of a goal, and quickly break apart in all directions, fleeing with shattered morale in the face of more confident seeming opposition.

The real question, of course, is how to make the latter group more like the former.

A lot seems to hinge on good leadership. Sun Tzu’s Art of War is always a fun read, as he talks about the importance of always having a strategic plan of attack and all warfare being based on a deception. It’s painfully obvious that Isle of Janthir is still lacking such a focus at times as the point score gets run away with, now and then, but well, since I’m not prepared to sacrifice my time or life to be commander-ing anything, I will shut up armchair general-ing and just wait patiently for such leaders to emerge.

(We have some, we’re not completely bereft, but apparently the more definitely hardcore servers are arranging crazy shit like scheduling commanders at all hours of a day. That may be a bit too crazy for IoJ to ever contemplate, in which case, we will have to settle with being where we are and come to accept that we choose to balance our WvW game time with other things of import.)

But morale is also contingent on good communication and the teamwork/trust bond between individuals until they feel like part of something greater than themselves.

In this, I think every individual has a part they can play if they so choose. We can practice reporting sightings of enemy servers by how many there are (roughly), which server and what location. We can learn the locations that are being referenced. We can learn the maps, all the nooks and crannies. We can work on improving our play, our gear/stats/skills/traits.

And we can teach. Or just talk out loud and mention obvious things like “remember to take supply” even though we sound like a broken record, because it may not be obvious at all to someone just joining WvW for the first time. Given the number of casual players playing GW2 and just hitting the mid and high levels that may make them feel brave enough to step into WvW, they may still be figuring things out.

It’s not easy, certainly. I don’t really like to say anything aloud if there’s no plan. Take supply for what, if we’re not going to siege anywhere? And there’s the fear of rejection aka wild n00b l33tspeak attack frenzy, but maybe others feel less inhibited.

I do tells and whispers fine though. Perhaps I can work on that.

I sent a tell once to a random person who was looking for the entrance to the jumping puzzle, he had trouble finding it and I took him there. He was grateful and it made me feel warm and fuzzy. Then I sent a tell offering to sight for another person who seemed to having trouble aiming a treb and it was like speaking into a black hole. A simple “no” would have sufficed, but maybe the person didn’t even know how to reply. *sighs*

I also sent a tell to a guy operating a ballista who was blowing up trebs that I couldn’t seem to target for the life of me, and asked how the heck he was doing it. He was nice enough to tell me to click the bottom of the treb to target it, and while it still seemed ridiculously far and impossible to target (were my graphics settings the problem?), I’ll be working on improving that part of my game the next time. So this stuff goes both ways.

We have to eventually create an atmosphere where it’s okay to talk to each other and ask stupid questions and teach each other. It’s really hard when we’re working uphill against the solo in an MMO – WoW Barrens chat abuse impulse, but if we don’t work on it, then it will be no one’s fault but ours that we’re standing alone. Time will tell, I guess.

If there’s a good lesson to be learnt from WvW and PvP, it’s how to be patient, persistent and pick oneself up when one falls down. Keep trying. Keep fighting the good fight.

(And no, that does not mean look straight ahead and target nearest enemy. You get flanked that way. Please pick up some situational awareness. Please…)

I’m referring to a social fight, an organization fight, a strategic fight, a community fight.