GW2: The Fine Line of Frustration

Look, ma, a pickup zerg killed Pyroxis!

It must be hard being a game developer.

Make things smooth and easy and players will steamroll through content, proclaiming themselves gaming gods and demanding more challenges NOW. Fail to sate them, and they sulk around, declaring the game boring and stagnant and having “nothing to do” and quit before you know it.

Make things difficult and challenging, and when players run into problems, the resulting frustration recoils and whiplashes around seeking any available targets. Forums explode into a frenzy of complaints and stridently worded requests for things to get easier.

I guess I’m watching the fallout from the Crown Pavilion changes and Queensdale champion train destruction with a sort of embittered fascination, rather than frustration, because I’m not very affected by either.

Some bloggers and regular readers may have noticed that I’ve been going around being a tide controversial and combative in their comments bar, for which I do apologize if I come across as an elitist arrogrant prick or argumentative troll.

I stopped to ask myself why exactly I felt prompted to act this way.

And the answer that came back was: I’m waiting to see if anyone gets frustrated enough to challenge me in reply, to stand up for their own argument and get a better handle on why they were feeling frustrated beyond “I tried it once. It was so much harder than I expected.  I felt bad. There was nothing I could do. I don’t want to do it anymore. I quit.”

Because frustration is normal when one encounters a setback and resistance to the fulfillment of individual desires.

Because it’s what different people do in response to frustration that proves interesting.

Four months ago, I was as frustrated as frustrated can be with regards to the Marionette.

There was a great deal of rampant zerg stupidity and much failure in the early days too.

Worse, there were achievements that I wanted to complete that were reliant on the bulk of the playerbase not being SO BAD at the marionette that I would never get the chance to enter the later circles to attempt the various dodging achievements with my piss poor latency.

I wrote a guide, and I tried to force it down everyone’s throats as blatantly as I could, advertising it on Reddit even.

I -could- have just given up, thrown up my hands in despair, wallowed in misery and written reams of whining complaints on various forums instead.

I’m sure my tiny guide was not the sole cause for the playerbase improving at the Marionette.

Many other people stepped up. Commanders tagged up and did their best to count and distribute people into five different lanes, regardless of the willful selective deafness of certain players. Others took it on themselves to broadcast and disseminate info into mapchat. Players who repeatedly attempted the Marionette took their individual steps towards getting good enough to reach a collective success indicator, wherever they were on that journey.

Did we lose some people? Very possibly there were those that just tried it once or twice, died repeatedly and decided, “never again.”

It stands to reason that they would not have gone back to the Marionette, and the ability curve may have adjusted itself upward a tide due to that too.

They were going to be lost anyway. One cannot help those that do not wish to be helped.

I see some interesting parallels between this update’s Champion Pavilion Boss Blitz, and the Marionette and Escape From Lion’s Arch events.

They all have a considerable chance for failure.

Failure induces frustration.

Frustration produces… ???

Complaints, certainly.

And counter-trolling in response.

Neither of which are terribly productive, but very much human nature.

Then again, in the Escape From Lion’s Arch, one super frustrated individual created an entire new megaguild called MEDX, devoted to rescuing Lion’s Arch citizens. An enormous number of people appeared to buy into that premise, perhaps wanting to be heroes to the NPCs or perhaps wanting chances at the great loot, and we saw that guild have some good times in parallel with our TTS community, as we hopped various overflows.

We saw various servers take on the Marionette, and start succeeding over time.

The two biggest differences that I see between then and now:

Megaserver  – We’ve lost our server communities. I’ve not been shy to criticize this as not the most ideal state of affairs ever. Everything is now overflow, filled with more aggressive strangers, given very little incentive to cooperate or communicate because they’ll probably never see each other again. Also, language barriers.

Where Have All the Leaders and Followers Gone? – With each patch that pushes more coordination and communication, anyone who has had the slightest bit of self-interest and sufficient motivation to do something constructive about it has self-organized. They’ve found their communities, that come complete with people motivated enough to lead, and people with enough self-interest to follow.

Those left behind do not appear motivated enough to do anything beyond complain and feel helpless and sorry for themselves.

No, really, it’s not hard. Help is but one Google and some typing away.

I read a random post on the GW2 forums, and I see someone from an EU server talking about GW2Community. Google it.

NA server-wise, TTS is the name on everybody’s lips, but there are undoubtedly others. Just off the top of my head, Attuned does Wurm and so on.

Network. Reach out to people. Send a whisper and ask for an invite to an organized instance if you wish it. Numerous guests and friends of friends have jumped into these events and had a great time.

Nooooo….. but I don’t wanna join a guild or a community! I don’t wanna change instances! I wanna log in and immediately have the world revolve around me and do what I wish and give me loot!

It reeks of being unable to adapt or change. It also suggests you don’t necessarily want it badly enough, and would prefer not to have to interact with a community (some of whom may be people you dislike personally) – in which case, it’s a personal choice and your tradeoff is that you don’t get the reward that you also wanted.

Everything is about tradeoffs.

Still, I see the beginnings of a little bit of hope this time around…

Tarnished Coast WvW used to have what was known as a case of “celebrity commander” syndrome. Jadon, Nightlight, Odinzu, Deyja. The militia would flock to them. Anyone else who tagged up had a much harder time.

But times change, and these commanders moved on, and mostly dropped into various personal guilds, away from the public eye, or transferred away. For a time, the militia ran around lost, helpless, frustrated, losing structures like unthinking headless chickens who couldn’t even find a feather on their bodies, let alone an arrow cart.

Some militia individuals, away from the zerg mind, did their best or what they could, improving their game, be it siege or roaming. New individuals stepped up to command and rally the unthinking zerg.

Out of frustration, very possibly, but they did, because they were motivated enough.

Tonight in the Crown Pavilion, while just cranking through a bunch of my Queen’s Gauntlet tickets for my sick and twisted lottery attempt at the Choice of Lyssa recipe (will never happen, I’m sure, but well, Gauntlet Chances are easier to feed a gambling urge with than lockboxes that require paid keys), I overheard an individual being very chatty on mapchat.

Said person was rallying others, updating on boss percentages, being very friendly and unassuming but being very -present- and indicating signs of activity, and said person had a commander tag.

I looked down through the railing at my feet as someone in the cage I was spectating fell over and died to Liadri, with a grumbled “lag” as I rezzed him, and lo and behold, there was a group of 7-10 people at the centaur boss under us, and over to the left, another group that seemed to be working on ogre with another commander tag in play.

My FPS was 12-14, and I decided the other 40 odd tickets could wait.

I got down the ramps in time to see that two bosses were left, and that this plucky group of pickups was busy taking turns to fall over to Pyroxis’ bouncing projectiles and get rezzed.

Oh, what the heck, I thought. And went to join them.

45 seconds later, I was backpedaling out of combat to put on wall of reflection and shield of the avenger because there didn’t seem to be anyone in the group putting those up.

I was the sole source of reflects for a minute or two, but a few more people started trickling in, attracted by the fight.

Someone else stepped up and spelled it out. “Use reflects on him.”

My one pathetic wall of very sporadic reflection was suddenly joined by a second, and a third, staggering themselves out appropriately. Later, there was a mesmer feedback around the big scorpion destroyer.

We still took turns getting mauled by the bouncing unreflectable lava projectiles, and getting rezzed.

I worked on improving my personal game by getting better at dodging them when I saw them coming (the ones that come in from the sides or behind though… grrr…)

Surprise, surprise, I was having fun.

The other boss must have died at some point, because our group of 10ish suddenly ballooned to 20-25 as a second group appeared behind Pyroxis.

Steadily, his health bar dropped and the meanie scorpion poo-head died.

And we all got a reward chest.

Bronze, yes, because this was cleanup after some other group prior had left the instance at 4 bosses.

But my point was that this one person rallied a map that were willing to sit in an instance left at 4 bosses, doing their own thing, and performed a successful clean up. Said person had to leave to go to work, so there was no further attempt. Still, it’s proof of concept. Proof it can be done.

There have been heartening posts on Reddit that some commanders got together and tried rallying a map – some with positive results, silvers, with eyes towards gold, feeling it almost within reach.

There has been the case of AARM, and another guild on Northern Shiverpeaks whose name I unfortunately forget, who decided to “host” a map. They bring in 30-40 odd guildies, and like magic, when those around them see that a serious attempt is being made, also start to cooperate and coordinate out of peer pressure and self-interest.

Since we now lack server communities, perhaps this is where some guilds may find a niche to step up and step in.

The magic of MMOs is in community, after all.

And sometimes players need a little push before they care to talk to others.

The key, really, is that no one is forcing anybody into this. The rewards are available elsewhere and not exclusive.

Abandon the map if you truly hate it. Abandon the game, even, if you’re that bitter.

But if you’re frustrated enough by the thought of not being able to achieve gold or silver on one tiny piece of temporary content, then maybe start thinking of ways to be part of a community that can manage to do so.

That community might be a guild, a cross-server community, that very map instance you happen to be on, or the GW2 community at large.

GW2: Social Dilemmas in the Ruins of Lion’s Arch

To take this screenshot, I had to be a bad person and not rescue any citizens...

I wonder if Guild Wars 2 players ever feel that they’re just taking part in one grand ol’ economics experiment?

Be it by accident or design, the devs who created the Escape from Lion’s Arch activity of this latest update seem to have stumbled into another one:

The Public Goods Dilemma

The Public Good Game has the same properties as the Prisoner’s Dilemma Game but involving more than two individuals. A public good is a resource from which all may benefit regardless of whether they contributed to the good. For instance, people can enjoy the city parks regardless of whether they contributed to their upkeep through local taxes. Public goods are non-excludable: Once these goods are provided nobody can be excluded from using them. As a result, there is a temptation to enjoy the good without making a contribution. Those who do so are called free-riders, and while it is rational to free-ride, if all do so the public good is not provided and all are worse off.

— From “Social Dilemma” on Wikipedia

Citizens rescued are the public good in this case.

Selfless individuals who choose to lower their personal reward (of bags collected, and potential rare/exotic drops) in favor of reviving and escorting citizens to safety contribute to a collective counter of citizens saved.

A communal reward is given to all in the map at 100, 300, 600, 1000 and 1,500 citizens saved.

The arguably best reward is at 1,500, where one received an Ultimate citizen’s bag that has a chance of producing items from a previous Living Story update.

So far, I’ve managed to get a Recipe: Superior Rune of Antitoxin (valued at 14 gold if anyone ever buys it off the TP) once, and 4 pieces of Salvageable Aetherized Metal Scraps (worth pretty much nothing) another time, plus all the extra goodies of the current update (found heirlooms, children’s drawings, dragonite ore, yadda yadda.)

Meanwhile, thoughtless individuals who act in rational self-interest are liable to glom onto zergs, seeking the highest reward achievable for the least effort and risk, spamming 1 to win the standard flow of bags and loot, while benefiting from whatever level the citizen counter happens to hit.

Or they’re running around by themselves, skipping past mobs they either can’t kill (elites) or can’t be bothered to kill (everything else), rummaging around in rubble piles for found heirlooms, creating a stunningly realistic simulation of looters profiting from disasters.

This is the problem of the free rider.

I played for over 2 years in A Tale in the Desert. Social dilemmas fascinate me.

It’s been interesting to observe how devs and players are responding to this turn of events in GW2, though I have a distinct feeling that the casual time-starved are the group of players losing out in this particular situation.

For instance, the update launched with what appeared to be a bug for citizen count reward as opposed to what was released in the patch notes. Rewards were being given out at 100, 500, ? (probably 1000), 1,500 and 2000 citizens.

Players managed to rescue 100 and got a small reward that didn’t seem worth it. Zerging around never got past 300-400 rescued, and thus 500 seemed impossible, prompting pretty much the entire populace to drop citizen rescue like a hot potato and spam 1 to win instead.

I’m sure it didn’t help that the standard scaling for events was creating a wealth of veterans and champions with their standard loot drops, while unintended bugs were doing odd things to the citizen counters in main maps (first never resetting per attempt, and then resetting completely unpredictably.)

With the immediate feedback of immediate loot, and completely unreliable feedback of what one might achieve by hitting 1,500 citizens, the bulk of players responded appropriately.

ZERG ZERG ZERG 11!111111!11 ZERG ZERG !1111!111

Okay, so this is a lousy screenshot of a not very big zerg. I'm carrying a loot stick (guardian staff) though! In my defence, too busy spamming 1 during the really good mob spawns to worry about screenshots.
Okay, so this is a lousy screenshot of a not very big zerg. I’m carrying a loot stick (guardian staff) though! In my defence, too busy spamming 1 during the really good mob spawns to worry about screenshots. This was merely downtime between dolyaks.

Probably to the immense horror of the less cynical designers involved in the effort.

Oh, it’s not that other players couldn’t see the intent.

It’s just that the long-term reward was too slight and far-off a chance of gaining something really good, versus the larger chance you’ll get nothing worth mentioning, plus the attractiveness of the short term reward.

Stealth tweaks were made as patches popped in to fix the more egregious bugs.

The most obvious is that the citizen counter went back to rewarding 100, 300, 600, 1000 and 1,500 citizens saved. A zergy overflow map now has a better chance of hitting the level 2 or level 3 group effort communal reward, though the later two rewards are still pegged at a level that requires cooperation and coordination and organization from at least half to a majority of players on the map.

Less obvious is that the number of mobs produced in response to scaling has dropped on particular dynamic events. The Black Lion Dolyaks used to produce an incredibly insane number of veteran aetherblades in response to a big population gathered in the vicinity, and spawned quite often. That has now dropped a tad.

It’s still been interesting to note that a percentage of players are simply quite blind to these subtle tweaks. They gather together because numbers = safety in their mind, and because big bright orange circles on the minimap called them to the area, regardless of what is actually happening.

Only 10 mobs spawn? Nevermind, we’ll try to tag them anyway! Some will win, others will lose out.

30 Elites have spawned and are pwning the zerg together with extra anti-zerg AoE effects? Obviously, we need to throw MORE bodies at it to defeat them! Meanwhile, I’ll just lay here dead and beg for a rez from people busy struggling to stay alive themselves, and whine that no one cares about me.

Of course, it’s been interesting as well to note the other side of the equation.

For whatever reason moves them internally, a few people are choosing to act altruistically, rezzing players and citizens alike, either doing their best in whatever zerg they find themselves in, or seeking out an immersive solo or small group experience in the disaster zone that is Lion’s Arch.

Others, driven to frustration by the rapacious hordes, and most likely motivated by greed for a potential big payoff, respond by seeking out their own organized collectives and communicating for better coordination.

Most notable is a lovely map created by Rainwhisper and posted on Reddit, which clarifies visually for those who are willing, but running around lost looking for citizens, as to where the largest groupings are.

I snuck in my party of five strategy in that thread, formulated by many instances of fighting to build continous citizen chains at the Crow’s Nest Tavern/Coriolis Plaza and White Crane Terrace, where one or two people could be overwhelmed by stray elites, but five can easily clear mobs (thus still maximizing personal loot) and rescue swiftly.

Someone else also made a grouping map that covers the obvious areas, though folks haven’t really taken to using it yet.

TTS has made their own forays onto the map. The first few attempts got close at 1200 citizens twice, another scraped close at 1451 citizens (with 1/4 of TTS stuck outside the overflow griping at those noncontributers taking up space within), and the last three rounds have cleared 1500, albeit on a less populated server map at off hours.

1535 citizens
1535 citizens and counting, my group stationing themselves at the Crow’s Nest Tavern
1544
1544 citizens and counting, this time in another group at the White Crane Terrace

I find it quite intriguing to read Reddit reports that the EU equivalent of TTS, TxS, has apparently gotten more closed off as time passes. It seems to imply what I’ve always maintained about game difficulty rising to ‘raid’ level. When the coordination and organization required rises beyond casual levels, it’s super easy to slip into an elitist and exclusionary attitude.

Personally, I have been guilty of it in this update.

Stuck outside on one TTS attempt, I spent much of my rising blood pressure alternately cursing out the damned noncontributing PUGs and PUGmander trying to zerg on an overflow going for a 1500 citizen attempt, spamming my mouse button to death to try and get in, wishing one of the free riders would crash the hell out of the game, and wishing for a private overflow that only our megaguild could access.

While being as much use as a block of wood in the overflow I was sitting in, spam clicking “Join Party Member in Overflow” by the entrance.

Me, the champion of inclusion.

If this isn’t an example of slippery slope, I dunno what is.

An even more interesting development has been the formation of a new guild, MEDx, dedicated to saving 1500 citizens. Their success rate has been improving as their ranks start to fill, enabling them to squeeze more of their number onto one overflow…

…despite a seriously broken overflow accessing system.

It’s hard to know the proper solution for these dilemmas.

Give us the private instances we want, and you’ll never see us again interacting with the hoi polloi.

People would end up feeling forced to join up to progress their goals, as opposed to the current system which allows for chance encounters and the instilled desire to join up based on a good experience with the guild.

Yet if we go without, the designers are limited to only creating encounters for the lowest common denominator, zergfests of loot pinatas that crumble to 1 spamming, fun in their own way, but whose novelty wears off fast.

(I remember how I ultimately got bored of City of Heroes’ standard mob distribution: 2 mobs 1 lt. or 3 mobs per solo spawn, big clumpy mass of 2-4 bosses and lt./minion mix for 8 in a team. No variance = yawnfest.)

I suppose it’s never a dichotomy.

In a way, it’s nice that the two can exist alongside each other. Coordinated attempt giving a different type of payoff as compared to a more zergy casual style. The trick is making sure neither side feels like they’re losing out or being affected overly much by each others’ choice of playstyle co-existing on the same map.

I mean, I play both ways as and when I feel like it. Some days, you just want to zerg. Or spend an overflow hunting rubble locations for the once daily heirlooms. Some days, you want to make a serious attempt at 1500 citizens. But it would be way too stressful to HAVE to play that way all the time, in order to get any reward whatsoever.

With some irony, I note that in between my first drafting this post and going off for a nice extended weekend breakfast/lunch outing, a patch has apparently been released to once again ratchet down the number of civilians required to: 100, 300, 600, 900 and 1200.

Is anyone else getting the feeling that they started with the goalposts at a very hopeful and optimistic distance, and are now adjusting it incrementally downward until they hit a sweet spot?

Still, time will tell whether this lowered number will prompt more people to step up on their own, and seek out and rescue citizens by themselves as the counter creeps closer to a good reward, or whether it encourages more folks to sit back and engage in social loafing, presuming that someone else will do it and they can reap the extra rewards from farming and the group reward to boot.

I suppose part of the problem is random overflows. All the servers are mixed together as strangers, who may never meet again, and thus owe no allegiance towards each other. Iterated prisoner’s dilemmas can never happen, since no one might encounter each other again, and the rational choice becomes to defect all the time.

Within an organized guild, or with familiar people, more people are inclined to cooperate, as there is a larger guarantee that the group will be working together as a collective towards the big payoff, rather than being the one poor sap taken advantage of by free riders.

Perhaps a nice first step before any more “social coordination” challenges are made might be the introduction of better tools for organizing a map of random people.

Different colored commander tags… Ways to see and assign various parties, or see and direct different squads of people to certain areas… A district system a la Guild Wars 1 where specific numbers are assigned to overflows and people can queue up in orderly fashion like in the new and improved WvW maps of today… Less fanatical map channel suppression for people actually trying to give directions to a map…

…Alliances and alliance chat…

… maybe the ability to ACTUALLY SEE CHAT FROM ALL THE GUILDS YOU’RE IN, AT THE SAME TIME?

…Stuff like that.

GW2: Escape From Lion’s Arch – First Thoughts

Aw, we just got it fixed.

No time for long posts.

The impending signs were ignored….

Dolyak prophet
Dolyak prophet spurned by Commodore, contemplates suicide
Giganticus Moosicus photo bombs Lion's Arch
Giganticus Moosicus sighting in photo bomb
quaggans
Quaggans have had it with being refugees, ploOots woOorld doOominatioOn

…and now the apocalypse is upon us.

"I think of my beautiful city in flames..."
“I think of my beautiful city in flames…”

I’d talk about how neat it is that one can do the event solo, in small groups or in zergs, and marvel at the human propensity to glom together in search of easy kills (who then promptly die in droves to the scaling that throws up heaps and heaps of elites – anti-zerg mechanics are part of the design, people! Spreading out lowers the scaling, but no risk, no reward! Still, you’d be surprised at how much more often I get 5 bags from a single kill when soloing, as compared to trying to tag all the things with staff 1 and failing to either do enough damage or blowing up to something unseen) but I’m really too busy fighting and collecting bags and bags of loot.

The only thing I wish for is the ability to attempt this in slightly more organized fashion and aim for 1500 citizens in a single go, to exist alongside the random grouping in overflows where people are more self-focused on their personal loot rather than a collective effort to reach the larger goal.

I’m a little scared that “be careful what you wish for” might come true, because you know me, I’m allergic to elitism and exclusion, but in this specific case, because the pickup group aspect is already pretty rewarding and gives out bags like candy, I think it probably would be safe enough.

Anyway, less talk, more fight.

Moar bags.

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: Echoes of Historical Warfare in WvW

The whole structure of WvW doesn’t exactly lend itself to tests of PvP prowess.  And why should it? There’s an entirely separate part of the game given over just to that after all.

Bhagpuss

I’ll have to disagree to the lack of PvP prowess. There is a lot more going on there than most think in a coordinated group, more so than sPvP, I believe.

Imagine organising 20-30 instead of five through complex manoeuvres; each turn is called, every feint, when and where to bomb.

J3w3l / Eri

Everyone’s been talking about WvW lately. The leagues and season achievements seem to have revitalized some interest in the game format and plenty of discussion as to the pros and cons.

(Where in my usual understating sense, “some interest” = massive game-wide lag and fairly substantial queues during primetime on certain servers.)

I’m less interested in rehashing the same old ground that others have covered, but Bhagpuss’ latest post raises an interesting side issue: WvW isn’t quite the same as sPvP.

To Bhagpuss, he feels there’s more PvE involved.

To Eri, she goes so far as to claim that WvW is -more- sophisticated than sPvP.

To me, I’d rather not raise the ire of the PvPers. I’ll just claim that it’s -different-.

Small-scale PvP is where each individual player can be a Greek hero – Hercules, Achilles, Odysseus, all seeking glory in war.

They can be a Spartan or a samurai or a ninja, a stand-alone warrior who can hold his own against slightly more superior numbers (2 or 3) and defeat them. They can work with their team for a time to accomplish a task, then break apart to do their thing as an army of one.

You can get a little of this kind of thing in WvW if you play with a more roaming playstyle and spec, being a scout or a commando across potentially hostile lands, The situations you’ll face in WvW will involve a lot more unpredictability in the numbers you face, while sPvP offers a more numerically balanced playfield.

But what you can’t get elsewhere, except in WvW, is large-scale warfare recreated on a miniature scale to fit into a playable game type.

If there’s one favorite thing that hooks me and makes me stay for hours in there, it’s when I spy a good (aka tactically adept) commander in VOIP and glom onto his zerg.

And I don’t mean zerg in the fashion that many lower tier servers run (or not-so-good commanders on my server too) – a loose collection of individuals running around together in a big warband that just happen to be going in the same direction and firing at the first thing that moves while karma training, relying only on numeric superiority and safety in numbers.

I mean a zerg-busting zerg. A coordinated group, be it guilded or militia or a mix, organized, with high morale and WvW builds, listening and following a commander on voice.

In zergs like those, you get to see echoes of warfare across the centuries from ancient to medieval to Napoleonic times.

The zerg is infantry, archers and cavalry, acting as each in different situations.

The one thing that never fails to get my pulse going and adrenaline rocketing is the charge. I play a frontline guardian, and in the surge of the wedge through an enemy zerg, I hear the thundering hooves of heavy cavalry. The goal is similar: break the enemy infantry with a resounding charge through their ranks.

Now and then, there are the rare situations, just as in history, when the opposing side’s morale is stronger and their militia better trained in the art of war. The loose collection of individuals move apart just enough to avoid the charge, then unload onto the dumbfounded and not-very-well-built zerg full of casual PvE builds  (note to self: following bad commanders is unwise) who stand there and take casualties, just as infantry have weathered a cavalry charge into their ranks and then proceeded to viciously slash stirrups and saddle and unseat horsemen before they can escape the mass.

But more often, when trained heavy cavalry charge at less trained individuals, they break. You can tell the opposing group is made up of leaderless PUGs when they fall back and scatter to the four winds, or they get run over.

Far more interesting and much rarer in history but more commonplace in WvW are the tactics that arise for cavalry-on-cavalry fighting.

In real life, where collision detection exists, such incidents are costly affairs in the lives of both men and horses and thus always striven to be avoided whenever possible.

In WvW, zerg collision is what some guilds live for.

The maneuvering is spectacular.

Pre-fight, the commander is not just running around in circles because he is a meanie-poo head and wants to see his followers chase after him constantly.

For one, he’s keeping his men (and women) tightly packed together and on their toes. They cannot be picked off individually (those dang thieves), and have to remain alert.

For another, it’s intimidation. A formation moving in unison as a single mass is a scary sight to someone who knows that his side isn’t as organized. A scared individual has a higher chance of being shaken and breaking after one or two charges.

Medieval European knights attacked in several different ways, implementing shock tactics if possible, but always in formations of several knights, not individually. For defense and mêlée a formation of horsemen was as tight as possible next to each other in a line. This prevented their enemy from charging, and also from surrounding them individually. With their heavy and armoured chargers knights trampled through the enemy infantry. The most devastating charging method was to ride in a looser formation fast into attack. This attack was often protected by simultaneous or shortly preceding ranged attacks of archers or crossbowmen.

— From Wikipedia on “Cavalry Tactics”

Then there’s searching for the right time to charge. Both zergs maneuver and try to get the drop on each other, utilizing terrain to best effect. If you can catch the enemy with their backs to a cliff, or draw them into a chokepoint, you have the advantage. If you can get them to fire off their first volleys onto somewhere you’re not, they have to reload while you can unleash upon them.

And of course, you never try to run in front of an enemy. You charge them in the flank, or from behind or from on top. Head-on collisions are not desirable, but could happen, same as in real life.

Those archers or crossbowmen? Ranged dps’ers. “Bomb them here!” “Marks!”

Sometimes the charge doesn’t even happen, in favor of the zerg becoming a squadron of archers firing a hail of arrows across the gap, daring the enemy to charge across a killing field.

They often don’t.

Usually the horse skirmishers advanced in front of their parent squadron or regiment, fired and moved about a bit to reduce their target ability. They were able to prevent the enemy’s troops from hiding behind trees and broken ground, looked for ambushes, or simply observed the enemy’s movements or intent. It was also quite good way to test enemy resolve at a specific point and gather information about his position as well.

They fired upon the enemy trying to take a better position or forced the enemy to move slower or even halt and form squares. Occasionally an odd charge would take place to drive the enemy horse skirmishers away. Sometimes these skirmish combats escalated and involved more troops.

Cavalry Tactics in the Napoleanic Wars.

Recognize the description of havoc groups? Our skirmishers in WvW? They scout, they screen, they have more mobility than the main zerg.

Sometimes an enterprising commander will use a disorganized PUG mass to screen their zerg and absorb fire.

Sometimes two or three commanders leading their own organized zergs act together in sync, acting as skirmisher or charger and pincer the opposing side.

Ambushes are set up. Zergs hide and try to surprise the other. Traps are set, sometimes with siege. (We could write a whole other post about castle/siege warfare, but that’s for another time.)

Once collision occurs, there can be even more maneuvering.

If the enemy doesn’t go down on first hit and be cleared, then it becomes a contest of commanders, and unit morale, cohesion and training. Zergs strive to keep together while breaking the other apart into smaller groups and lone individuals to be set upon and thus whittle the other zerg away via attrition.

How well your commander reads the other team’s movements and moves in turn is important.

How well his followers can -follow- him is also just as crucial. How tightly they keep together, how sturdy their builds are, how good their morale and training is that they keep their heads and don’t break and run at the first whiff of trouble, all contribute to the eventual result,

Each clash is a whole new battle.

It can get crazy addictive.

With more layers of sophistication to be understood the more you play.

WvW zerg “PvP” is a lot more about teamwork than individual prowess (though it still does have an effect.)

It’s more about how each player’s skill at playing their character well affects the whole to form something greater than the sum of its parts.

Builds are made to synergize, to provide group support and group control and group damage.

If anything, I find that after tasting the levels that WvW can rise to, anything less sophisticated is not so fun nor enjoyable and that I’d rather roam by my lonesome or occupy myself with PvE than play in a less organized zerg, doomed to run headlong into disaster and repeat the mistakes that history has already taught us to avoid.