What Do I Have to Gain, And What Do I Stand to Lose?

With so many goals on my mind lately, it probably comes as no surprise that one of the books I’ve recently been reading is a pop psychology one by Heidi Grant Halvorson, pithily entitled “Succeed – How We Can Reach Our Goals.”

What I do like about it is that it’s an easy reading, almost-conversational-blog sprinkled-with-humor style summary of what appear to be fairly crunchy concepts in research, just distilled without having to wade through pages of jargon down to a level where a layperson can grasp the surface and make use of.

One of the more interesting summarized concepts was that a person can have a promotion or a prevention focus when it comes down to chasing goals.

Promotion-focused goals are thought about in terms of achievement and accomplishment. They are about doing something you would ideally like to do. In the language of economics, they are about maximizing gains (and avoiding missed opportunities).

Prevention-focused goals are thought about in terms of safety and danger. They are about fulfilling responsibilities, doing the things you feel you ought to do. In economic terms, they are about minimizing losses, trying to hang on to what you’ve got.

This goes a long way towards explaining my puzzlement at the odd sense of relief I get when successfully completing a raid boss, as contrasted by the elation I see other people experience.

When you set a goal for yourself and reach it, you feel good. That much is obvious. But what does “good” feel like?

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

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

When I read the above paragraphs, I was amazed at just how right on the money it sounded.

Some of this subconscious choice of focus might be due to personality, or culture, or upbringing, but evidently I skew a lot more towards prevention where this is concerned.

(East Asians are enmeshed in a culture that revolves around saving face, it rubs off, even if you’d like to be optimistic and gain-focused. Singaporeans have the terms “kiasu” and “kiasi” – the Hokkien root word “kia” literally means “fear” or “afraid.”)

We could share the same goal of wanting to down the raid boss, but where someone else might be focused on the -gain-, on the prize and rewards and prestige and glory and satisfaction of a successful kill, my focus tends to end up on:

  • “I hope I’m not screwing up too badly, to the point that they kick me, cos that will mean more difficulty and obstacles in the path of Legendary armor collection” or;
  • “This group is not doing so well, we’re missing something, what are we missing, where is the flaw in the team that stands in our path of success, how can this flaw be fixed, either by the person responsible -is it possible to communicate this flaw without a drama blowout- or by me covering what’s missing.”
  • “What else can I be doing to ensure success? Am I making mistakes that I need to avoid or not do so much of? Am I fulfilling my roles and responsibilities in a raid without slipping up?”

Little wonder by the time a group I’m in first successfully downs a boss, I’m exhausted and relieved.

As for the opposite feeling, Halvorson had this to say:

The focus of your goal also determines the particular kind of bad you feel when things go wrong. In fact, Higgins first discovered the difference between promotion and prevention when he was trying to explain why some people reacted to their failures with anxiety, while others reacted by sinking into depression.

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

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

Suddenly I understand why I ended up keyed up in a ball of nervous thwarted frustration in the early days, without the safety of a static group to fall back on.

I needed that safety, that ego defence of:

a) you have successfully killed all the bosses, ergo you do not suck,

b) you have a static group that can successfully kill all the bosses weekly, ergo your achievement plans are not threatened,

c) you have a respectable amount of face-saving legendary insights, sufficient to make Legendary Armor even if your raid group crumbles overnight (notice the urge to catastrophize)

From afar, it’s a little bit sad that my initial motivation seemed to stem more from a place of fear, of danger avoidance, rather than “fun” or gain-seeking.

It does help to explain why other people seem to get a lot more positive kicks out of raiding than me, though.

(That’s not to say I’m incapable of promotion-focused goals. I find I’m more able to focus on that kind of stuff -now-, after the “safety”/”avoid danger” bits are already resolved.

I’m more able to relax and look for gains and “fun” now that a lot less is “at stake” – even if the stakes only really existed in my head.)

The silver lining to this ever-so-slightly neurotic cloud is that prevention-minded pessimists like me are apparently very good at self-monitoring and future improvement. We can’t help but keep thinking of “what can be done better next time” and picking apart our mistakes like it’s the end of the world to commit one.

Optimists, on the other hand, are more liable to say, “well, it could have been worse if I had done this, or if that happened…” in order to make themselves feel better, which according to Halvorson, means they tend to blind themselves more to their own faults to protect their ego, and thus improve at a slower pace than worry-wart pessimists, if at all.

True, all the above is a simplification and a generalization. Optimists vs Pessismists or Promotion vs Prevention dichotomies don’t exist only in black or white terms.

In reality, a person can vary between being pessimistic and optimistic from one moment to another, or choose to be promotion-focused for goal A and prevention-focused for goal B, and it’s probably useful to be aware and consciously decide to do so.

But as a high-level concept, I thought it was fairly interesting to be able to categorize our tendencies to think along two major paths that way.

GW2: Wot I Think About Raids, Now That The First is Here

Two days later, the jury’s still out on my personal reaction to raids.

Things I Like:

  • It’s new content. It’s a puzzle to be solved. It challenges a player to get better in multiple ways.

Folks are doing a lot of thinking right now. Thinking about how to use the existing flexible and exciting GW2 combat system to solve new problems. What builds to use, what gear or traits would help X situation, and so on. It demands a fair amount of practice at reaction response time and situational awareness as well.

This learning and improving is core ‘hard fun’ gameplay, so to speak, in contrast to the multitudes of ‘easy fun’ grind already available.

  • This group learning aspect is an interesting theoretical challenge for me personally.

By nature, I am very much a loner. It has not slipped my attention that in real life, in the workplace for example, many people are much more social and prefer to work in groups as a team. That even schools and universities are starting to wise up to this and encouraging teamwork and group learning as a matter of course, to prepare students for ‘the real world.’

John Seely Brown says he’d rather hire a high level World of Warcraft player (preferably a guild master) than a Harvard MBA. Why? Because if you can herd cats to do raids and lead a guild of hundreds, you’ve probably demonstrated remarkable leadership and collaborative skills, not to mention probably have good organizational and social competencies to boot.

(I presume this assumes you’re the head of a mature and respectful kind of long-lasting guild or other organized community, rather than the many that collapse from guild drama or the internet fuckwad type.)

On a personal level, I’m more interested in the small stuff. The ways I can sneakily (okay, “diplomatically”) influence others and change their behaviour without directly putting someone on the spot. Observing how small groups function, make decisions and learn. Things that will transfer over to real life and improve my skill set, pretty much.

As a strong introvert, I’m never going to feel super-happy-bouncy energized in groups, but we have to learn how to mask and get by in some situations that demand teamwork or relating in a social manner to other people.

(As long as I can still snatch some time to be alone and have my peaceful introspective recharge breaks, I guess it’s an ok compromise.)

  • The current rewards seem reasonable. Both motivating, yet not -too- motivating to the point of feeling forced. They make sense.

I’m going by what is currently advertised on Reddit as the reward vendor. Seems like there will be RNG drops of Ascended chests for some lucky people, and less lucky individuals can still earn tokens towards said Ascended chests over time.

Given that the eventual plan is for the final boss to be defeated by everybody decked out in Ascended gear, it is only sensible to make the earlier raid bosses a way to get said Ascended gear in all the different desirable stat varieties possible.

For folks who don’t even want to go near raids, they can still craft Ascended gear at higher cost, so there’s an alternate option and it’s not forcing anybody to do something they don’t like.

At the moment, non-raiding people will miss out on (apparently) some unique skin drops and minis of the raid bosses. Which imo, makes sense and is perfectly reasonable. It is still a way for raiders to show off what they have accomplished (between their titles, skins, minis, etc.) but nothing that skews the stat or gear curve.

What really worries me is the Legendary Armor aspect. If raids are the only way to get a component of this, it’s a form of gating and forcing that we’re better off avoiding, imo.

One might argue that Legendary Weapons require things like world completion and ‘forcing’ into WvW or PvP or dungeons, and Mawdrey requires stepping into Fractals, which I’d grant you in part that the stepping in portion is unavoidable and even desirable (to persuade someone to have a taste and/or show that they’re broad enough to have experienced different aspects of the game), but my point is that earning sufficient currency for those activities is not that hard in difficulty or restrictively time-consuming. Raids, on the other hand…

Of course, if you make Legendary Armor or the required raid component non-account bound and tradeable, then all my criticisms go out the window because there’s an alternate path of spending phenomenal amounts of gold while making raiders incredibly wealthy in the process (mutual win-win), but given the recent trend, it’s like everything is getting account-bound these days.

So yeah… we’ll see. For now, the rewards feel fair.

As much as ArenaNet loves to take time to repeat over and over praise for the generally well-behaved and higher maturity level of the GW2 community (ie. what is praised is demonstrated more often), I also have to suggest the reverse side of that is a few hard-hitting public examples of what-not-to-do.

We’ve seen it with Dhuum bannings in GW1; Chris Cleary being the GW2 equivalent of sometimes overenthusiastic doom. In GM/dev comments on Reddit threads and forums where some account-banned beggar is clearly shown the door by publically displaying the egregiousness of the verbal abuse torrent they unleashed, the obnoxious racism of the name they chose, how many accounts they were using at one time or whatever else exploit they were up to when their time of judgment arrived.

Sadly, an entire community caught some serious tar-and-feathering from the ill-considered actions of probably just a few, but it’s still an object lesson in the kind of behaviour ArenaNet would prefer to promote and the kind that Anet punishes.

Let’s hope the future direction and tone is set properly this time, so that we don’t end up down the elitism “u salty, bro?” slippery slope too quickly.

(I’m not sure it actually is possible to have a non-toxic raid community… it kinda sounds like the dream of a non-toxic MOBA or PvP community… maybe the people attracted to that style of gameplay just have personalities that skew that way, but maybe, just maybe, a good part of it is cultural and can be addressed with both support from the often silent majority and the authorities.)

Things I Dislike:

  • There’s definitely more interest in trying out raids than there are willing leaders to organize.

For map metas and WvW, you can end up with a many to one ratio of followers to leaders and everyone’s happy. For ten-man raids, you end up with a bunch of excess followers standing by on the playground hoping to be picked.

(Why we went backwards to a set limit when Anet is supposedly the king of dynamically level-scaling challenges and flex raids are a thing even in WoW is beyond me.)

Exclusion can be real and let’s just say some leaders are better than others at letting people down, while others don’t give a damn and are happy to fling elitist min-max rhetoric around.

Surprisingly at the moment I am not finding this as frustrating as I might have thought – I think it is a combination of there not being any MUST-HAVE-NOW-BLATANTLY-BETTER-THAN-EVERYTHING-ELSE rewards locked behind raids (not sure how this might change once we see Legendary armor requirements), a long term mindset (I am assuming that a month later, strategies will be locked down to the point where you could probably copycat a publicized build and PUG it if sufficiently motivated, or at least organize a guild group around it) and the consolation prize that there are a shit ton of collections and things-to-do for legendary weapons that are also going to take a humongous amount of time/effort and can be done solo.

Eventually it may start to bug me, especially if raids start to be held up as the be-all and end-all of everything (something I made a point of avoiding in all my MMOs – I’m ok if raiders are seen as slightly mad pariahs, akin to those that made a regular habit of Triple Trouble, or the dungeon community, or the hardcore WvW guilds, etc. but I sure hope it’s not going to be all raids all the time next year – a 6 monthly schedule release, maybe, punctuating actual Living World/Story movement as a side seasonal activity sounds nice, 3-4 months at the soonest.)

Right now though my squirrel attention has essentially shattered trying to already balance the idea of daily fractals for a legendary backpack, legendary precursor collections and HoT-related achievements, let alone worry or sulk about being left behind raid-wise.

(I’m already behind! Everywhere! Aaaaaah! So is everybbbbody else! Time spent doing one thing is time spent not doing another thing! Panic! Breach! Broken! Falling! Screaming! Dying! *AHHHH*)

  • The perennial lack of tanks and healers

But wait, GW2 protests, we are not like other MMOs! We have made sure any class can tank or heal (aka be bunkery and survivable and hold aggro by manipulating toughness and having crowd control options, or be all supporty and healy)…

…Well, for one, many people don’t want to be in such a position of responsibility. Kinda like leadership. So there’s an inherent imbalanced ratio and shortage to begin with.

And right now, for another, it is both so tedious and costly to switch stats, traits, build and have multiple sets of armor and weapons and trinkets for different functions, without even build saving/loading. My inventory bags are bursting, ascended stuff costs money and the meta is in flux, so one would currently be gambling on experimental builds.

I’ll grant that this might alleviate after some time, when people have had time to adapt to the changes and decide if they like one particular role more than another, when progress is such that even failed raids are earning raid tokens for Ascended gear, when some tank or heal builds have been publicized, and so on. But for now, it’s still mildly annoying.

(WTB build saver/switcher like in PvP pls. I will spend money -in-game and real world – unlocking all the things for more options and flexibility. I just don’t want them in my bags anymore.)

  • Watching people do eyebrow raising things because they’re operating on a different schema as opposed to others, and being unsure which strategy is better / makes more sense

I’ve only joined two raid attempts so far (which I’d define as semi-PUG, being essentially comprised of guilded randoms just going in to give it a try in a nonserious nonhardcore way, aka no min-maxing class cherry picking or uber meta strategy in mind) and already I am 50% of the way to seriously considering if it’s worth the money/effort/time trying to find the right class and build and learn how to play a semi self-sufficient tank with heals.

Mostly because I keep resisting the urge to vomit blood every time someone who has the aggro decides to drag the boss into the group stacking on the circle because “OOOH, CIRCLE, MUST STACK TO PREVENT RAID WIPING DAMAGE” and now the group has to deal with a frontal cleave from the boss as well as the distributed damage from the attack.

I am currently geared as a viper/sinister guardian (after a mad scramble over a few days pre-raid launch to invest in an Ascended condi set for greater role flexibility – coincidentally, DnT’s Obal released a condi guide to the burn guardian while I was midway through this process . I was both gratified to see that my self-selected choices mostly matched up and rather relieved, because now I had a backup opinion to point to in case anyone laughed at the thought of a condi guardian.

By the way, it’s pretty sick damage. I paid 20 gold for Viper and Sinister amulets in PvP *grumble goldsink grumble* to prototype before the PvE investment, and I couldn’t believe I was ticking for 7-9k burn damage on multiple golems while still flailing around for decent direct damage with a greatsword.)

The thing about choosing to stat like this is that I have zero toughness or vitality and guardian hp is low to begin with. My health pool acts like a mine canary. It is super-sensitive to anything, anything going a little wrong.

I see the boss charging directly at me and I am liable to panic, because a 5k hp frontal cleaving Punch from him means I am literally half dead at 11k hp. Add on the possibility of absorbing 2-3k damage from the Distributed Magic mechanic from standing in the circle, and I end up scrambling around either praying that I catch an AoE heal from a happy druid healer or using up my own big self-heal. If a red seeker comes in, and doesn’t get pushed back, the aura damage from it means I go down. No two ways about it.

My first raid attempt had a mix of 3 people who all sorta kinda wanted to tank and had high toughness, who were spinning the boss dizzingly back and forth between them, leading to a fair amount of difficulty trying to avoid the boss for everybody else. Add on one particular tank who seemed determined to get in the circle dragging the boss behind him (because apparently “the lightning strike hurts the boss” was the schema he was operating from) and this was more than a bit of a disaster until we managed to coax him to stay out of it.

In my second attempt, I’d done a bit more thinking beforehand and decided that I could take on a bit more personal responsibility making sure that I don’t get killed in the circle, irregardless of a tank determined to pile on in there. So I gave up my greatsword and put on a shield, which provides a nice little shield bubble that knocks away seekers and can pulse a small heal. Except it has a cooldown and I can only do that every second circle or so.

So I came up with the alternate strategy of choosing to NOT get in the circle when I don’t have my shield cooldown and I’m either far away or low on health and I already see 7-8 people piling in and the boss going after them, since you only need 4 in there. No doubt, I now look like the odd moron out, missing circle cues.

(I’m thinking mace/shield for my third attempt to see if I can get a bit more pulsed healing that way. A coordinated water field with blasts would be so so nice though, or just designated slightly sturdier circle runners, but I don’t think the raids I’m getting in have quite gotten up to that level yet.)

Alternately, it is also somewhat tempting to find the right build and gear and volunteer to tank, so that I can see if it is humanly possible to execute such a basic tanky concept as “oh, face the boss away from the main group most of the time?” (I am so so broke though.)

It was somewhat gratifying that after a seemingly eternity of the boss deciding to go after the admittedly very good druid healer (who was inexplicably high toughness for some reason) and who insisted on getting into the circle (presumably to save everybody else’s squishy asses) in my second raid attempt, a revenant said he could spin up to higher toughness than the druid and volunteered to take the aggro, whereupon he did a very presentable job running the boss in a small predictable circle and all I had to do as a mostly ranged damage dealer was sit in the center of the circle and spin around to deal consistent damage.

(Possibly much to the aggravation of the melee damage dealers, because they seemed intent on trying to catch up with the boss on his merry go around, but they didn’t say anything. Maybe they appreciated the predictableness too. Who knows.)

Equally alternatively, I could possibly avoid some of the getting sidelong damaged aggravation by choosing to gear more conservatively with toughness and/or vitality, except then there is the worry about being able to meet the demands of the enrage timer later down the road.

Or I could bring another class to the raid. Which is another min-max strategy that no doubt many players will choose to use later down the road, only taking the ‘best’ and most optimal classes, rather than viable but not optimal can-dos.

So, mismatching schemas all busy hashing it out. “Fun.” *sigh*

  • The regularity of needing a set group and the time commitment required to progress within a reasonable timeframe (meaning by the time the next raid comes out) / “I have to do HOW MUCH of this to get the reward I want?”

I’m really not getting any younger. Real life has a knack of getting in the way eventually. I can probably pull off 1-3 months of being consistently hardcore (hey, some people don’t even stick with one game that long) and it’s hard to foresee things from there. It’s certainly impossible to match the free time of a college student.

And I seriously dread ArenaNet deciding to place the time yardstick too high for whatever raid requirement is needed for Legendary Armor – look at the Yakslapper title for a ridiculously calculated goal, only took 3 years to eventually change it.

(Really though, what’s functionally appealing about Legendary Armor is the flexibility of stat swapping. Though we will still have the problem of runes then. If that is recreated elsewhere by having to buy and save 12 sets of Ascended armor without taking up bank/bag space, I’d be okay with that, astronomical cost and all! Legendary armor as prestigiously shiny skin is still motivating for many people.)

The general uncertainty is a drag.

Right now I have no certain answers along this front, so my overall opinion about raids in GW2 is still relatively unformed. Too early to say “yea” or “nay.”

We Interrupt This Program… Due to Technical Issues…

Surprising as it may seem, this round of blog silence isn’t exactly due to it being Slacktember after Blaugust (well, maybe, just a little) but mostly due to a sudden and urgent need to diagnose an intermittently disconnecting Internet connection.

For the last couple of days, the connection has taken it upon itself to cheerfully break for the space of 1-2 seconds, before reconnecting, at frequent yet irregular intervals ranging from pretty durned often in the space of a half-hour to once every hour or two.

In essence, it appears artfully calculated to drive me up the wall as it’ll give me problems when playing games and then promptly vanish (but not entirely) while trying to troubleshoot and nail down the culprit.

Needless to say, the past week’s GW2 game time has been less than satisfactory since disconnecting for two seconds is long enough to break the client’s connection and cause me to fall off maps – including organised Triple Trouble and Teq maps -, not to mention somewhat aggravating to dc from a fractal run and then relog and zone back in dead and be forced to beg your party to get out of combat for a sec so that you can respawn and rejoin them.

Ditto Trove, because it’s really annoying to lag with awful ping prior to a dc while mid-fight with a boss and realize that the boss is going to sucker punch you into next Tuesday while your latency is in the 1000ms-3000ms range (that extra digit is not a typo, mind you) or be midway through a challenge and dc right off the map, knowing you’ll log back in and the group doing the challenge is miles away and/or you’ve lost enough time reconnecting to make the challenge impossible to complete before the time limit is up.

So the past few days have been filled with a series of swapping between the Intel and Killer NIC ethernet adapters on my computer, deinstalling and updating drivers, deactivating antiviruses with real-time protection, going into safe mode with networking and physically changing various LAN cables in a colossal attempt to determine the root cause of the intermittent disconnections.

Fortunately, before I got to the stage of trying to unroll meters-long ethernet cable to directly connect my computer to the cable modem, I ended back down a previously researched avenue of overheating routers causing intermittent internet.

This has been a point of contention between me and another family member; said family member maintaining that the router’s position in the house is perfectly fine and that it is at a perfectly acceptable temperature, while I lightly touch the top of the router and point out that the surface feels just a bit shy of a boiled kettle of water that has cooled down sufficiently to touch, but not sufficiently that the water inside can be considered “lukewarm” yet.

Since the poor abused router has already been moved out of a shoe closet some time ago (after one of those little familial wars regarding optimal router temperatures conflicting with aesthetics), there are, unfortunately, limitations to where it can be moved. (Basically, it’s not.)

Its current home is in one corner of a room that is only intermittently air-conditioned (depending on if a family member is inside or no.)

Now, if you consider that our ambient air temperature in this tropical country can reach up to 33°C, as opposed to that of a temperate country usual temperature ranges when it’s not in the middle of summer, and that the router is essentially sitting in a pocket of still air in the corner of the room, and that it has to deal with a network where every family member has a desktop or laptop PC, a cell phone that connects wirelessly and several tablet devices, a smart TV and a small, personal NAS, well…

It’s unfortunate that I lack an easy way to objectively measure the temperature of whatever is going on inside the router. Nothing like evidence to solidly win a family argument, eh? Ha.

Short of starting a screaming match by absconding with a fan that is not “supposed” to be placed in an unsightly position, aka aimed directly at the router, I hit upon making off with a less used device – a bargain-priced laptop cooler belonging to another family member less likely to make a fuss, and sliding that under the router.

It’s not the best cooler out there, I’m sure, but at least it’s actively cooled and has a fan that can (sort of) move a little air around.

After a day, I note that the router is noticeably cooler, having dropped to a temperature that can now be considered “lukewarm” by touch.

Best of all, since doing that, I haven’t had a single dropped connection (*touch wood*) and only one heart-stopping incident of horrible ping during a GW2 Mordrem invasion event… which amazingly managed to hold the connection through about five seconds of lag, something that would have previously been impossible, I’m sure.

Hopefully, my guess as to the source of the problem was the right guess, and this state of affairs continues…  (Note to self: Buy a better laptop cooler, if so.)

As for the Mordrem invasion in GW2, the current hooha around rewards strikes me as a little bit of an overreaction to an event that seems cobbled together for just a little fun with veterans and newbies…

…but then I have to admit that my judgment is a little colored by actually receiving a reward the first time (aka not bugged) and then opening the Scarlet’s box/bag/thing to receive an Enameled Jungle dye – which I unfortunately wasn’t daring enough to sell for 64 gold at the time. Ah well. (I used it, after logging in the next day and seeing prices had fallen to 30 odd gold.)

…plus not actually needing any of the higher priced rewards/skins, that would require an insane amount of bloom grinding. (Minis? Check. Toxic skins? Already bought with gems. Scarlet skins? Bought with gems. Thoughtless potions and what not? Already taking up room in my inventory from the last time around.)

I intend to attend an event or two a day over this weekend and be fine with whatever I get from that.

Personally, I suspect that the costs are meant to be high enough to not devalue the rewards – because, you know, some of those skins were worth $5 USD when I bought them the first go around… while I have no issues with letting other people enjoy them after I’ve already had the opportunity to use them, and applaud them also being alternatively available through in-game earning, I would feel a little bit of cost/effort disparity if people could just attend one invasion and then voila, buy up all the skins just like that.

Possibly, some of the stress is from it being such a time-limited event.

I’d personally have no issues if the event just continued on to October 23, and then people who wanted all the stuff could slowly and steadily earn them until the expansion launched. (Bonus: cheaper dyes and minis, yay!)

Well, whatever, we’ll see whatever Anet adjusts next and go with that.

Such is the advantage of having all the stuff I want already. *phew*

GW2: Wading in the Cesspool of Hotjoin sPvP

Death is temporary, dolyaks are forever...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Good lord, the pressure, right?

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

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

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

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

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

I love my guild.

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

You see, I’m not competitive.

Leaderboards and ranking do not interest me.

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

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

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

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

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

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

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

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

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

Yes, there is shameless stacking going on in hotjoins.

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

Then I finally figured out the UI.

And got my own meta build.

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

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

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

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

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

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

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

Many dread it. I revel in it.

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

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

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

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

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

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

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

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

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

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

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

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

Red versus blue? Doesn’t matter.

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

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

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

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

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

GW2: The Fate of Monty Haul Rewards and Resultant Inflation

Ever feel like you’re running in place just trying to keep up?

Ever feel like you don’t like where the train is headed but feeling obliged to stay on or be left behind in the dust?

J3w3l has a post up about Firefall’s Free-to-Play model affecting the feeling of a community once it opened its gates in beta.

Apparently, all it takes is a couple of selfish-minded individuals to grief a generally cooperating community, suddenly creating bad blood and mistrust and a tendency to retreat back to more insular groups.

I can’t help but see a number of parallels between that and what’s currently happening in Guild Wars 2 after the Queen’s Jubilee patch.

Like Bhagpuss, I too, in the spirit of *ahem* enquiry, took a gander at the various “farms” and gold grinding methods that have sprung up in response.

1) Champion Pavilion Legendary/Destroyer/Pirate Farming

The most obvious one is where most of the population gravitated to, especially in the early days.

Ironically, given what the developers have mentioned in their stream, that they were trying to create a challenge for 20-30 people and that the map holds 75 or thereabouts, I can’t help but think they had these vague hopes that the zerg would simultaneously split into two groups to tackle both legendaries at the same time.

Except, of course, Guild Wars 2 players being all so cooperatively zerg-y (and also wusses in terms of daring to tank a Legendary by themselves or in a small group) very quickly developed a communication ritual of picking one Legendary to tackle at a time as a huge mass of 50-60 people.

Even easier if a commander was on the map – “follow the blue dorito” being an ingrained response to almost anyone who has dabbled in WvW or done guild missions.

The reward for cooperating is significant. Everyone gets two champion loot bags, two chests with watchwork and a ticket, and plenty of veteran loot opportunity. In the downtime, people spam 1 on destroyers, hoping for lodestones, or go after pirates for their bags.

I spy with my little eye, something beginning with Z.
I spy with my little eye, something beginning with Z.

The problem of a farm being too popular, though, is that everyone goes there. Framerates plummet as a result. Tagging can be a challenge with so many people racing to get hits in. Supply is plentiful and prices also take a downward hike. (T5 and T6 claws are a prime casualty of this, and even destroyer lodestones have taken a noticeable plunge.)

To make matters even more interesting, some individuals have jumped onto this ride hoping for free levels as a lowbie. Except non-80s, while they do upscale, simply don’t do as much damage or have as much survivability as 80s. So there’s plenty more people keeling over, the Legendaries are taking longer to go down, slowing down the farm considerably.

I had a good time at the start with running around the Champion Pavilion zerging, to the point I managed to hit DR on my magic find geared character and had to swap out and let him rest for two days or so. (I’m not sure if spending time logged on doing nothing would have helped, but I got so depressed at seeing only white loot pop off mobs, even in normal maps and hitting different mob types, that I had to put him aside and run around with another less afflicted character instead.)

By the time I came back though, some of the initial loot pinata enthusiasm had worn off, the surge in popularity of the Pavilion over the weekend was leaving me at a consistent 9-10 FPS, which was annoying me severely, and I had picked up a new standard of comparison…

2) The Frostgorge or Orr Champions Loop

… Facing the onset of DR in the Pavilion, it was time to go elsewhere and one had already heard the rumblings and talk about an even more lucrative loop than the Champion Pavilion, which had suffered a nerf or two.

It took slightly longer to find, but the presence of blue doritoes was a dead giveaway and random chatter on map chat also helped in the learning process. The first loop or two, I resigned myself to chasing after the zerg, always slightly behind and missing champions here and there. Once one figures out the pattern and locations that the group is using, then one is able to get in on the fray more effectively.

I had another decent time following a commander who only used one waypoint in his Frostgorge loop, for several hours, but there were always these rumblings of noncooperation threatening to arise.

Visitors from other servers would come by to criticize the particular loop that was chosen. Some frustration would be expressed at folks who dared to take down a champion out of sequence. Another blue dorito with their own ideas on the specific chain to be used could spring up and pull their own followers, causing two groups who might work out of sync with each other.

Even more zerging.
Even more zerging.

Out of curiosity, I went visiting Yak’s Bend and Sanctum of Rall, to discover that different servers had somehow evolved their own distinct preferences on the exact order to kill champions in.

More frustrating to me personally were loops which used too many waypoints. Loading times are annoying. I understand I can delete my Local.dat file, which might help, but I haven’t been ready to face the erasure of my customised settings just yet. Trailing behind causes missed champion tags and decreased farm profitability.

Besides, while zerging was fun in a mindless kind of way, it was getting more than a little boring and getting on my antisocial nerves.

(And don’t get me started on farms that are built around intentionally failing or failing to complete events. I don’t participate in those.

I find those completely antithetical to the spirit of the game, with the eventual result that some poor well-meaning but ignorant soul who comes along will get yelled at for not instinctively knowing what to do, or promote “griefers” who really just have to play the game as intended but get the extra satisfaction of pissing off a whole bunch of cooperating “exploiters.”

It’s just a war waiting to happen. I simply don’t want to be there and the sooner developers address those, the better, in my opinion.)

3) Deadeye Gambit Farming

The supposed high risk high reward option for solo players, with the caveat that one needed the right builds, gear and profession.

And, as I found out, also a decent computer with FPS above 10.

I own a berserker guardian. You would think I’d be able to do this without a hitch. He doesn’t have scholar runes or ascended trinkets though, which does drop his damage by a smidgen.

I went for four gambits instead of five, choosing not to risk a giant quaggan getting in the way or losing damage, and after a few false starts of trying to figure out the best rotation (wait for him to teleport over? teleport over with flashing blade to speed things up?) and getting killed shotted for daring to experiment, I was generally managing to take him down 3 or 4 times out of 5.

What was getting me killed consistently was not having enough time to react between his disappearance and me hitting a teleport before he began kill shot. If he failed to get blinded in time, bam, went 12k damage on me, and I only have 12.9k or so health.

I eventually got around this by hitting renewed focus around the time he disappeared then judge’s intervention’ing in, leaving me 3 seconds of invulnerability to soak that kill shot whatever the range, but that meant waiting for the cooldown each gambit attempt, which does, of course, delay farming rather significantly as compared to say, some berserker thief with signet of malice and a pull, or a warrior who smashed him before he could even teleport.

Timing was still an issue. If I hit renewed focus too early, he’d kill shot me just as the damn thing wore off. If I hit it too late, he snuck it in before my animation even started. Timing, of course, being very unpredictable when you’re hovering at 300ms latency from your geographic location and 10 FPS from the zerg doing farm number 1.

There were a couple of odd bugs that got in the way now and then. Deadeye disappeared from my arena a couple of times, leaving me perplexed for a minute or two before he decided to return with a kill shot.

Er, anybody home?
Er, anybody home?

One also ran into the problem of wait times. As the Deadeye farm got more popular, more people start wanting to do it, and once you’re in queue with 3-4 other people, even if all of you manage to kill Deadeye without a hitch, everyone’s collective profit per hour falls off. This naturally leads to some distinctively selfish behaviors showing up in some individuals, like refusing to rez or snatching turns in queue.

Even if you run into nice chaps all around, you can’t help but think you’d all be better off if you could each find an arena to yourselves, so time is also spent running around and trying to guest to hopefully lower population servers – which still aren’t that empty when everyone is funneled into one zone and people with the same idea as you have also guested over.

And while I was fortunate enough not to run into anyone who openly laughed at me trying to kill Deadeye and failing, I couldn’t help but feel just a little embarrassed if I made a timing misstep or annoyed if stuff happened that was out of my control (My finger is over the button in anticipation, Deadeye disappears, I whack teleport, bam, dead at his feet. I’ve no human way of reacting any faster than that, alas. Packets take time to get to my computer and back again, apparently.)

Feeling too much at the mercy of my 2.13GHz processor and mightily sick of the feeling of wading through mud in the Crown Pavilion, I slunk away with my tail between my legs, wondering what else I could do.

At this point, an outsider might be wondering…”Why this crazy obsession about gold and grinding for it?”

Has the bulk of the GW2 population been caught up in some kind of mass hysteria? Why is everyone scrambling to keep up with the Joneses?

Well, besides the natural urge of some people to desire spending on luxuries like working on a Legendary or a shiny new weapon or armor skin or some gem store item once they own a surfeit of cash, TP prices -are- creeping upward steadily as the bulk of the population gets a little wealthier.

Joining a zerg is something most players can do, after all.

This leads to anyone with an interest in not losing too much purchasing power to try their darnest not to fall behind in earning power.

But it may also result in players feeling forced to play a certain way, else feel like they will be facing an unlevel playing field soon.

Granted, there are some gold sinks in place in the Jubilee. Wanting to collect all the rune recipes will set you back 3.75 x 6 gold, plus 275 x 6 watchwork sprockets. We will not mention how much everyone has probably spent trying to get past Liadri. It’s unlikely that inflation will get too runaway.

I’m also anticipating that the coming days of Black Lion Sales will also serve to sink a considerable amount of gold via Gold to Gem conversion, driving up the price in the meantime. This is bad news for anyone looking to “get free stuff” with gold, but moderately good news for anyone prepared to spend money on the Gem Store and maybe even convert Gem to Gold the other way around.

I have a hunch that with the one-year anniversary coming along, this is exactly what ArenaNet is aiming toward, pushing up the currency exchange price a little higher, creating more temptation to just directly lay down cash for Gems instead, or convert it to in-game gold.

Being someone who is prepared to go either way on this currency exchange, I’m relatively unmoved as long as I don’t have to pay more than a month’s MMO subscription to simply keep afloat.

Also, after some thinking on the various ways one might be able to earn gold in-game, I realized that there were less obvious means to generate gold that have been downplayed over the mass zerg farms taking center stage. The new dungeon update, for example, does yield a gold per day for each different dungeon path run. There -are- champion loot bags in the dungeon too.

TP flipping has always been alive and well, through hell or high water.

And there is always some profit in taking the road less traveled and supplying things obtained where the bulk of the population is not, but still want anyway. That’s where I currently am.

It might not pay as much, but it lets me share in some of the wealth being generated, and gives me far far better framerates.

I also got caught in a very weird weather phenomenon. A winter storm with purple lightning flashing all around that gave me chills up my spine regarding chaos magic and potential Thaumanova revelations.
And oh, I also got caught in a very weird weather phenomenon. A winter storm with purple lightning flashing all around that gave me chills up my spine regarding chaos magic and future potential Thaumanova revelations. It was probably always there before, but who knows?