Showing posts with label Guild Wars 2. Show all posts
Showing posts with label Guild Wars 2. Show all posts

Tuesday, August 27, 2024

Lessons Learned: MyMMORPG and the rule of 10

 In the spirit of "Lessons Learned" week for Blaugust 2024 I want to talk about a blogging lesson I've learned: ideas for serial posts are easier than writing the actual posts.  A prime example is the "MyMMORPG" series I started and, checks notes, wrote one post for.  The idea was to translate my experience playing games into pontificating about the MMORPG I would develop should I ever get the chance.  This should have been easy and I should have hundreds of posts already!  Yet I didn't post about it.  Let's give that single post a buddy using the lessons I've learned from playing MMORPGs for close to 30 years now.

The rule of 10

 I've developed a rule in my head when playing games which I call "the rule of 10." The rule states: as a player, I can manage 10 available actions at any given time. Any more, and I get overwhelmed; any less, and I lose the feeling that I have meaningful choices or control over my outcome. This balance is crucial because it keeps the gameplay engaging without being stressful. When I have too many options, analysis paralysis sets in, making the experience feel chaotic rather than fun. On the flip side, if I have too few choices, the game starts to feel monotonous or overly simplistic, as if I'm just going through the motions without really influencing the world within the game.

This balance is crucial because it keeps the gameplay engaging without being stressful.

 Stress is a major factor for my enjoyment of gaming.  I can't do hardcore PvP or "dragon kill point" raid content anymore because the stress outweighs the possible fun.  Stress is also a compounding factor on players and every player's stress tolerance is different.  An area we can take stress away from a player is by keeping them feeling like they are in control. Limiting actions to 10 or less caps keeps the player in control.

When I have too many options, analysis paralysis sets in, making the experience feel chaotic rather than fun.

  Analysis paralysis is a real problem in games and life in general.   The paralysis quickly leads players to feel like they are losing control.  Even if the "good" options to choose are minimal the fact that there are many more choices to pick from defeats the minimal choice.  We also have to consider the game world itself and in the case of MMORPGs, other players, also are providing input to the player that drive additional choices. All of these contribute to the paralysis.  Limiting actions to 10 or less limits analysis.

On the flip side, if I have too few choices, the game starts to feel monotonous or overly simplistic, as if I'm just going through the motions without really influencing the world within the game.

  Going with too few options makes the game boring.  I can only left/right click so many times or press that same button so many times.  At some point as a player I need to feel like I am in control and just like too many options can cause me to feel like I'm losing control so can too few options.  Players end up feeling "helpless" without the choices to control what is going on around them.

 You may assume that this entire post is just about combat but that couldn't be further from the truth.  The rule of 10 applies to everything.  Crafting, exploration, navigation, traveling, gathering, any action you can think of taking in an MMORPG.  Any of them should have a goal of meeting the rule to strike the balance.  

 A complex crafting recipe with 20 materials and scroll bars to see everything is going to overwhelm players.  Breaking that crafting process into more manageable steps allows us to have more control of each step and reduces stress on the player increasing the chance they don't just give up.

 I also break the rule down further as not all 10 actions need equal weight at any given time.  This helps to further strike that balance we are striving for.  That breakdown is as follows:

  • 5 immediate actions
    • These are the bread and butter actions you take all the time.  In combat in most MMORPGs this would be your "rotation".  In crafting this is adding materials and setting variables.  
  • 4 intermediate actions
    • These are situational actions that are used when the conditions are right.  Too many of these skills and it increases stress and analysis paralysis chance. Four is a good number and gives enough variability to cover multiple situations.
  • 1 limited use "fun" action
    • Often called "ultimate" abilities.  These generally charge up over time and have some neat effect.  It always saddens me that this idea is often limited to combat, but it could be useful any other time.  For example; you are gathering away out in the wilderness and build up an ultimate gathering ability that lets you chop a giant tree down in one full swing.  The goal should be to answer YES to the question "is this fun to use?".

Two game examples where I feel like they get it right:

New World (combat)

5 immediate actions: Left click attack, right click block, 3 weapon abilities

4 intermediate actions: Four consumable slots (potions, etc)

1 fun action: heartrune ability 

Guild Wars 2 (combat)

5 immediate actions: 5 weapon abilities

4 intermediate actions: heal ability + three selected support abilities

1 fun action: the last ability on the hotbar (forget what its called)


 The ultimate goal of the "role of 10" is to make the game approachable for players and ensure that interacting with the game doesn't become a barrier to entry.  Not every game follows this path.  Some games, like Path of Exile, use complexity to target a specific type of player.  That is fine.  However, for MyMMORPG we're sticking with the "rule of 10".

Monday, August 05, 2024

Monday Screenshots: The Many Faces of Heartlessgamer

 It is time for Monday Screenshots but with a Blaugust slant!  As we are in the "Introduce Yourself" week what better screenshots to feature than the many faces of the characters I've played recently across games.

 

New World

Throne and Liberty Global Beta

Once Human

Pax Dei Alpha Test

Enshrouded

Battlefield 2042 playing as Irish with my favorite skin

Call of the Wild: the Angler

New World open beta

Oldie but goodie - my Guild Wars 2 launch character... ummm yeah

Monday, June 03, 2024

May 2024 In Review

May has come and gone.  Here is a look back (late delivery due to vacation).

The Blog

 I still owe a larger post about my findings with "spam" abuse of my GA4 (Google Analytics) tags that made me realize most of my traffic tracked to my blog was not real.  With that said let me present two numbers for blog traffic in May.

 First; the Blogger provided number (last 30 days graph / May count over the top)

 Second; my much filtered Google Analytics number.

 Those pictures tell two very different stories.  16k+ visits according to Blogger but only 875 per Google Analytics after I apply traffic source filters to get rid of spammers abusing GA4 tags.

 So May saw between 875 and 16,000+ visits to the blog. I'll pretend the latter is correct because... reasons.

 In other metrics:

  • Posts:
    • Target: 15 (at least one per week day; except vacation)
    • Posted:17
    • Difference: +2
      • Woohoo!  Back on track this Month
  •  Search Trends
    • "best battlefield game", "best battlefield", "best battlefield games" blew up this month directing folks to my post: Best Battlefield!?
    • New World dominates the rest of the search queries across Bing and Google.  This month the champ was "new world roadmap 2024" which makes sense as May was the original timeframe for the 2024 roadmap to be provided (that has now been pushed to June 7th for the big news)

What I Played

 New World continues as my main game.  I spent a lot of time in 3v3 arenas (100+ wins this season).  With vacation I won't be able to make top 10 though on the leaderboard but hoping my main playing partner makes it in (he has a shot at #1).

 I also spent some time in Jedi: Fallen Order.  I really like the visuals and Star Wars story of the game, but the "on rails" corridor levels totally ruin the feeling.  That is why I am looking forward to Star Wars: Outlaws to give me an open world experience.

 Fallout fever died off as I gave up Fallout 3 (the game is too dated at this point for my tastes) and I didn't bother to grab Fallout 4/76/NV/whatever.

 I was accepted to the Combat Champions playtest but didn't get a chance to play due to vacation.

Years Ago

1 Year Ago

 In May 2023 we got the first news of Amazon Game Studios (developers of my beloved New World) were starting working on a Lord of the Rings MMO.  In kind we began digging New World's grave.

5 Years Ago

 May 2019 I was looking at Magic the Gathering and reminiscing about the guild I helped run for a while: Casualties of War!

10 Years Ago

 In May of 2014 I was running around Guild Wars 2 and decided to document where traits could be obtained.  How much that game has changed!

15 Years Ago

  May of 2009 was a busy month on the blog and in retrospect some important things happened.

 20 19 Years Ago

 Technically I have 20 named years on my sidebar, but mathematically 2005 is only 19 years ago.

 In May of 2005 I started a blog so I had that going for me :)

Wednesday, May 01, 2024

April 2024 In Review

 Taking some inspiration from The Ancient Gaming Noob (TAGN for short) I wanted to start up month-in-review posts.

An AI generated image from prompt an image to represent a blog post summarizing the month of april
Microsoft Designer / prompt "an image to represent a blog post summarizing the month of april"

The Blog

 I will likely write a bigger post about this but I had a "surprise" after researching recent random traffic spikes.  The findings are best explained in this summary which guided me through blocking spammers that are abusing Google Analytics GA4 tags.  Needless to say my bubble was deflated as 90% of the traffic to my blog has just been spam and not real traffic (which explains why I see so few comments).  So where I was thinking I had 1,000 visits a day I really just have 100 (and that may still be high).  

 Anyone using Google Analytics should read that article and take the actions to block the spammers and build reports to review your historical traffic without that traffic counted.  I did parts of this through April so won't have a full picture quite yet and will share more on traffic stats in future monthly updates.

 In other metrics:

  • Posts:
    • Target: 22 (at least one per week day)
    • Posted: 16
    • Difference: -6
      • Why the miss?  Work.  It's been busy so spare time has been gaming instead of blogging.  Fortunately clearing up here for May to get back on track.
  •  Search Trends
    • "new world ultimate trophy" is the main search driver to the blog and then hundreds of other New World search terms after that (daily checklist, season 5 artifacts, upgrade named gear - just to name a few)
    • "call of the wild the angler multiplayer" is the big non-New World driver anytime that game seems to have a hiccup with this multiplayer features.

What I Played

 New World continues to dominate my time even though there isn't much new to do in the game.  My main focus has been on 3v3 arenas and the Springtide Bloom event.  The spring event, while bugged, was a good "do it and chill".  The bug let you get rewards faster so I was able to get all skins and rewards from the event with less effort than expected.   For 3v3 arenas I peaked into the top 10 for wins briefly for Season 5 and am back to 12th.  My main playing partner hit #1 though so that was cool to see; though both of us lack the time to stay on the top for the full season.  We'll still give it a go though.

 Fallout fever caught me as it has so many others and I gave Fallout 3 a couple hours of attention, but will admit it fell off almost immediately in favor of New World.

 I also got time with the Pax Dei Wilderness Alpha and spent several hours there.  The game has a good bit to improve but there is a little glimpse of promise of game there.

Years Ago

 One thing I wanted to steal from TAGNs is his look back over the last twenty years (we're getting old!).  My look back will mostly be from my blog history but a real life event may pop in here or there.

1 Year Ago

 April 2023 brought us Season 1 in New World and Rabbits Revenge (which due to patch delays we did NOT get in 2024).

5 Years Ago

 April 2019 caught me in my drought of blogging so had no posts, but my youngest son was also just turning 3 months old at the time so I was plenty busy.

10 Years Ago

 April of 2014 was all about the MEGASERVERS coming to Guild Wars 2.  Ten years later and we still have MMOs thinking they can launch with single servers.  How I wish New World had a megaserver model!

15 Years Ago

  April of 2009 I was looking at the news about A Dance With Dragons being delayed and fifteen years later, while we did get Dance, we have NOT gotten the next book in the series!  But GRRM is not my bitch so I'll leave it at that (if you get this comment you get it).

 20 19 Years Ago

 Technically I have 20 named years on my sidebar, but mathematically 2005 is only 19 years ago.  And April of 2005 I was not yet blogging, but that was all about to change as I started in May 2005!  Which means I was thinking about it in April!

Friday, August 25, 2023

Staying Motivated NOT to play stuff!


 The Blaugust 2023 "staying motivated" week rolls on and as I mentioned a couple days ago I mistimed my "Steam Backlog" game playing to match up to this week's posts so instead I am going to talk about staying motivated NOT to play everything that pops up in my feed!

 The first temptation for my game time is World of Warcraft's launch of the official hardcore servers for Classic.  Willhelm over at TAGN had some commentary on the event and it seems there is a rough go of the launch impacting more than just classic hardcore so that is helpful to keep one temptation off my plate.

"... but the errors and issues, down to being told constantly that you’re not in a raid if you join the queue as a group, have been annoying"

 Next up on the temptation list is Skull and Bones which is supposedly starting a closed beta today.  It looks like a cool game and I applied for the closed beta.  However, based on some leaked rumors the game is in rough shape so I'm not sweating that beta invite landing.

 Wayfinder is also tempting.  There is early access for $20, but it has been a trainwreck of server issues for the game.  I played the earlier betas and the game was OK, but I couldn't get past the idea of picking a premade hero vs creating my own character.  Still on my "maybe list" but right now I'll pass with the early launch jitters.  As a note my main thoughts on the game mirror Massively OPs First Impressions: I honestly can’t tell whether I like Wayfinder or no.

 The last temptation is Guild Wars 2 launching it's Secrets of the Obscure expansion. I've said many times that if my fancy with New World ever wanes that Guild Wars 2 is the game I'd jump back to.  I have jumped to Guild Wars 2 multiple times before and each time I get the most recent expansion.  I also believe that the best times in MMOs are around launches; new games or expansions.  So there is a thread of me that wants to jump in at launch here but my brain can only take one true MMO at a time and the MMO of the moment for me is New World!

 I'll be over here motivating myself to stop being tempted by stuff :)

 


Friday, August 11, 2023

GamesMadeMe: Actual Games + My Gaming Origin Story!

 GamesMadeMe is a series of posts that cover gaming-related topics that have shaped who I am as a gamer today.  Since I've covered specific moments in games and related topics like gaming magazines it is about time I actually talk about some games that made me!  Today let's take a jaunt down the gaming history that has informed my current day preferences.

 We'll start at today and work backwards as best as my memory can recollect!

new world
  New World is my current jam and holds the record of "most played" across my entire gaming career.  As of this post I am nearing 2,500 hours played!  Whats most amazing is that I never planned to play this game.  I only found out about it because it was hosting an early preview event at the same time as the Crowfall beta test.  

 While testing Crowfall the population numbers plummeted one day and when I asked why the New World preview event was mentioned.  I decided to give it a go because I just wasn't feeling Crowfall and I was absolutely hooked from the moment I set foot in New World.  I am still hooked.  I love New World.

 

gw2

 Guild Wars 2 (GW2) is next on the list.  Between New World and Minecraft (which we'll hit after GW2) there were a lot of games but Guild Wars 2 was the one that stuck around and kept coming back around.  I own and have played the first three expansions but admit I am all about PvP so spent a lot more time in World vs World vs World (wuvwuv for short).  

 Also as I mentioned in my Game Markets post I was a huge investor in Guild Wars 2 and truth be told that is where most of my /played time was invested in GW2.  I earned so much gold and converted so much of it to premium currency that I have piles of stuff and knick-knacks on my account. I also have several level 80 characters.

 I never really got hardcore into GW2 even though I played a ton (1,000+ hours).  I didn't have a guild and never played with one during my time in the game.  The game is very solo friendly so it was never pressed upon me to need to group up.  I did a lot of things but aside from playing the market one specific thing never grabbed hold.  I never finished the original story, never did dungeons/fractals/raids, really didn't finish any living seasons, and outside of some ascended gear pieces and a single legendary greatsword don't have much gear.  I own the first two expansions but barely played their stories/areas.  But I still loved the game and should I ever break up with New World it's likely where I'd go back to.

minecraft

 Minecraft launched in 2009 which was a special year as that is when my oldest was born.  I tried Minecraft off the recommendation of a co-worker.  At the time there was no survival mode and the game was a very basic block building game.  The UI still showed how many players online; I used to have a screenshot showing there were about 500 total users online!

 The beauty of Minecraft way back then was that it ran on our work computers.  When the survival mode launched my co-workers and I filled our breaks and lunch hours with Minecraft.  We had our own server and played the crap out of the game (some of my Minecraft videos from this era exist on my Youtube 1 2 3).  

 As a first time father Minecraft was the perfect game in those first few years of my oldest son's life.  Relatively non-violent and abstract blocky graphics = perfect for a kid to watch.  I played Minecraft pretty hardcore for it's first four years.  Lots of fond memories and I wish to this day I'd of stuck with making videos (I could be super famous now!).

 And that would have been the end of Minecraft after I moved on to other things, but right as I was breaking my addiction my oldest son hit Kindergarten and Minecraft was every kids world at the time.  My son picked up Minecraft about 2013/14 and he still plays it to this day.  We've played together on and off and we even got mom (not much of a video gamer) to play.  Some my fondest gamer dad moments are building stuff in Minecraft only to find out my son cheated and spawned a wither the next day and destroyed it.  I still have the worlds saved and a personal cherished digital artifact is when screen recording accidentally recorded my son exploring a new castle I had built for him.

war

  Before Minecraft my passion was Warhammer Online: Age of Reckoning (WAR for short). WAR also holds the record as the game that broke me.  I was the uber fanboy for WAR. As a long time Dark Ages of Camelot player I was confident that Mark Jacobs could do no wrong.  WAR was going to be the best game ever.  It was the World of Warcraft killer (remember we are going new to old so we haven't gotten to WoW yet).

 WAR is also unique in that the entire rise and fall of the game is captured in this blog's history (see tagged posts here).  If you were interested you could watch as I go from eternal fanboy to ex-cult member.  I loved the premise of the game and had a great group of folks to play with.  

 We formed the Casualties of War guild on the back of a bunch of World of Warcraft/MMORPG bloggers (400+ members at its peak).  Running that guild taught me I never want to run a guild again even though in every aspect of real life I am a leader (people leader at work, leader when I was in the military, leader in boy scouts, always my kid's sports team coach, etc).

 WAR was really fun to play when it launched. Unfortunately the game was never really finished and it showed.  End game zones were mostly devoid of content and the advertised end game of city sieges never really worked.  When it did work it was exploited heavily.

 WAR ended up crashing and was shutdown.  Fortunately I broke my fanboyism long before it was in shutdown and even though I revisited it for a little bit it never got it's hooks back in me.  It did forever change how I want to interact with new MMORPGs.  I'll be optimistic about games.  I will play them hardcore like I do New World and be a cheerleader.  But never again am I going full fanboy and expecting a new MMORPG to be the next big thing.

wow

 November 23, 2004.  A day after my birthday.  World of Warcraft launched and there I was on the Azgalor server with my mind blown (even though I had played in a beta phase before launch).  How could a game be this good?  12 hours later I realized I hadn't left the computer.

 World of Warcraft (WoW) holds the spot in my record book for the longest gaming sessions.  I could not put the game down and my addiction was aided by an odd work scheduled at the time where I basically had half the month off and the other half 12 hour shifts.  I was also in the military in full on real-life-war-mode so interest in anything other than work and then getting home to play WoW didn't exist.

 I loved playing WoW launch.  I was fortunate in that I never really had problems accessing the game and playing.  It was just a magical time to be playing online games.  So many new players, and gamers, coming to check this once-in-a-lifetime game out.  I played as a Horde Troll Shaman but refused to heal; I was all about the DPS shaman with windfury on the great axe.

 My time playing WoW was focused on PvP.  I really didn't care about dungeons and did very few.  I never participated in a raid nor did I have interest in raiding.  I wanted to do nothing more than prowl the Alliance zones looking for trouble.  Since there were PvP servers I was given that opportunity.  Later on battlegrounds came out and that was my jam.

 As magical as WoW was though it didn't hook me long term.  I gave up playing before the first expansion came out and it was months later before I gave The Burning Crusade a try.  I really don't know why I went from playing 12 hours straight to not interested.  Partly it was landing an amazing girlfriend who then became my wife, but mostly I just stopped playing.

daoc

 Before WoW it was Dark Ages of Camelot (DAoC).  DAoC launched Oct 9, 2001 and I played it faithfully until WoW wrenched me away.  I loved the Realm vs Realm and played a Runecaster for Midgard on the Merlin server.  I was at or adjacent to many of the world firsts in the game: there when the first relic was captured, in the race to be the first player to 1 million realm points, and there when the guy that did make it to a million realm points got part of the game world named after him (screw you Dakkon!).

 Mixed in with my time in World of Warcraft and Dark Ages of Camelot was Star Wars Galaxies.  I was an early adopter as I was heavily involved in the Star Wars roleplaying forums the game hosted before launch.  I was in the early beta/alpha tests when all there was to the game was an empty sand zone and speech bubbles.

 Star Wars Galaxies had some of the best possible MMO systems ever created.  It is a shame they never got the time of day if they were not strictly combat or Jedi related.  As I tell people I want to be the moisture farmer so as the game steered more to letting anyone become a Jedi the more it wasn't for me.  But systems like housing, vendors, gathering, and crafting - no game has done it better.  No game even comes close.  Damn it game developers; give me SWG 2.0! (No; I am not interested in SWG emu servers).

 Ultima Online is the first graphical online game I played.  It is the first game I bought when I had my own PC and my own place as a young adult.  I rushed to get internet solely because I wanted to play Ultima Online.  

 I was introduced to Ultima Online years before that moment when I was working in a grocery store as a teen and my manager played it.  I would get a chance to go to his house and watch him play on a potato of a computer.  At the time it was original Ultima Online with all it's craziness: no safe zones, red players killing anyone that walked out of town without a plan, player run cities, game masters that would literally play god in the game, and houses you could lose if you lost your key.  To illustrate how early we are talking: there were still tons of open spots to place a house.  I never got to play, but watching was enough for me.

 Fast forward back to being in my own place with my own PC and I was joining right as Ultima Online Renaissance came online.  The Renaissance expansion brought a mirrored version of the world, called Trammel, that was completely safe and it opened up a flood of new land to fill with houses (the "open spots" having long ago been taken up in the original Felucca realm).

 Being a new player I had zero idea what the land grab was and other than some memory of watching my old manager play the original game I didn't know what I was doing.  So I treated the game like a virtual world; more intent on interacting with other players in a social aspect than getting the next progression item checked off.  If that meant just picking up garbage people left on the ground (oh yeah; items could be dropped and picked up by other players... how novel) then that's what I did.

 Eventually I did catch on that I needed to progress and that spun into having multiple different accounts so I could abuse all sorts of systems like the faction system, housing, and more.  Unfortunately I was so late to the housing party the only way to get a house was to buy it off eBay (yes, I bought my UO houses off eBay!) because all open spots were taken so even if you wanted to place a house you could not.

 I was very fond of PvP in UO.  I was not a player killer, but I loved faction warfare (player killing without becoming a red player).  I also got into the provoking skill which was basically the easy mode of end game PvE content as you could entice monsters to fight each other while you hoovered up the loot they dropped from killing each other.  

 I also got big into taming anything the game let you tame; my favorite being the white ice dragons.  Anyone that knows taming in UP knows the saying "kill all"; nothing more satisfying than a half dozen dragons suddenly vaporizing an enemy.  While in today's PvP metas it is "kill the healer" back then it was "kill the tamer".  Many a fight was won based on how many dragons were brought.

mud mush

 Now I need to fill a gap between my gaming origin story and Ultima Online because before graphical MMORPGs I was addicted to text MUDs (multi user dungeon).  Without MUDs we wouldn't have the MMORPGs that we have today.

 The one that got me started was a MUD running in IRC on the Xnet IRC server.  I stumbled on it joining a chat room and a bot posting a puzzle; once you figured out the puzzle it let you in fully to the MUD.  It was like virtual Indiana Jones! I have no other recollection other than those pieces, but it was tons of fun and featured perma death PvP.  I killed my younger brothers character at one point.

 Probably my most invested MUD was a Star Wars themed one.  I don't remember the specifics and the websites are long gone, but I do still have notes I took on paper about it.  I used graph paper to map out areas of the game and take notes about things like "droid here" or "viewport overlooking space dock".  It had space flight as well as many planets.  I do vaguely remember getting into some drama and getting banned at one point. 

 I played plenty of other MUDs as well along with MUSHES and whatever other acronym soup we used back in those days to differentiate one from the other.  I even got into Medievia MUD for a bit which was the largest MUD ever and still running to this day.  It was mind blowing they were aiming for things like 20,000 players online and wanting to get to 200,000 (not sure what they ever peaked at).  I was used to MUDs with 5 people online; thousands was crazy to think about.  One of the coolest part of Medievia and many other MUDs was player created content.  It was just text so the barrier to entry to have your dedicated players help build was very low.  I honestly wonder if some of my poorly worded room descriptions are still floating around somewhere in Medievia!

 We'll finish on the origin story of gaming for heartlessgamer and recount the day I won a Sega Genesis.  I had played Nintendo and Super Nintendo at friends and extended family houses, but in my house we were still stuck in the "black and white" television era.  Without easy access to them video games were no different than any other toy to play with when visiting friends and family.  

 That all changed the day that I won a Sega Genesis.  The Sega was a possible prize from selling magazine subscriptions as a fundraiser.  I (really my mom) had done a good job getting folks to sign up so I was in the running.  It was towards the end of the school day and classes had just let out and announcements were coming over the intercom.  I hung back in the classroom to hear them.  I really, really wanted that Sega Genesis.  Then I heard my name and to this day I can remember looking at my teacher at the time and seeing the biggest smile on her face as I sprinted out towards the office to get my prize.  I hoisted the box over my head and for a few glorious moments I was the king of my school.

 I walked to school so had a few blocks to get home with the prize.  I really don't remember my parents reactions, but they were supportive of me getting it up and running.  I wasn't kidding when I said we still had "black and white" televisions.  Our main set was too old to get the Sega working and after phoning a friends parents we were able to get it set up on my mom's tiny little kitchen TV.  From then on I spent many an hour at the kitchen table playing Sega games in black and white. Some favorites from the time; Wrestlemania, Shining Force, and of course Sonic the Hedgehog 2.

 I will never forget winning that Sega Genesis and I swear the movie 8-bit Christmas is loosely based on that time in my life (I already had an awesome treehouse my dad made though; I just needed a video game console).  And that is the gaming mode that started it all and therefore is what truly made me a gamer!

Thursday, August 10, 2023

GamesMadeMe: Game Markets

funny market
 GamesMadeMe is a series of posts that cover gaming-related topics that have shaped who I am as a gamer today.  Playing the Palia closed beta a little bit one thing that shocked me was the lack of an in-game market to trade with other players.  I consider the in game economy one of the three pillars of an MMORPG.  I love my game markets.

 Let's start with the best game market I've had the pleasure to enjoy: Guild Wars 2.  Early on in development they hired an economist that had direct input in designing the game's economy and boy did they hit some home runs.  First: the auction house is global to all players regardless of what server they play on.  Second: there is an exchange available to swap gold for premium currency for the cash shop. Third: a public API is available so third party websites can crawl the auction house data.

 I made a lot of gold and bought a lot of premium currency in Guild Wars 2 simply through playing the global auction house.  There were many tools such as GW2TP that break down whats trending up and whats trending down that also feature tools to find easy profit flips.  More than anything in Guild Wars 2 I was a market flipper and I would not be surprised if 50% or more of my /played time was at the auction house.

 In my current game of choice, New World, I spend a large amount of time in the trading post as well.  The tools and interface are not the best, but there is a lot of "inefficient" areas in the market of New World.  Those inefficient areas let me slide in to make a gold or hundred.  These areas are always shifting as different things happen in the game and it's as much a part of the "player vs player" in the game as the actual "go kill players" aspect.  The market in New World is cut throat and the bigger you climb the harder you can get crushed by the true market makers.

 Another market I look back on fondly is how trading worked in Ultima Online.  There were two main facets: player to player trading and house merchants.  

 Players could own houses in the open world in Ultima Online and place merchants that they stocked with wares to sell.  As a player you needed to know who sold what where and how to get there in order to buy.  Many times in towns you would see folks offering to portal folks to their house and entire shopping malls of houses sprung up to offer a centralized area to buy.

 The market in the game towns also served as a place for folks to advertise their wares and find buyers.  Some "player towns" (close groupings of houses) also became extremely popular not just to go and find wares but to also stand around shouting what you were selling.

 One of my favorite activities in Ultima Online was to jump on my tamer and tame wild horses.  The horses would follow you into town and then you could transfer the tamed horses to another player.  As you could name the horses custom names it was always funny to see A, B, C, D, etc flowing in behind me as I rolled into the town center.  You could also tame dragons and other big bad creatures which were even more fun to figure out how to sell!

 Another more recent game with a neat market mechanic is Albion Online.  In the game all items are crafted by players; even the rewards given out as dungeon loot.  The game cycles items through the "black market".  As the game needs items of a certain type to put into chests it places buy orders on the "black market".  Players can then craft (or buy) items to sell to the black market and the game in turns puts those player crafted items directly out into the loot pool for other players.  It is an absolutely fascinating concept and something players make their entire career around in Albion.

 Game markets.  They are games in and of themselves and they made me the gamer I am today and that reminds me need to go check those buy/sell orders in New World.

 Oh and Palia... seriously... no market? WTF

Sunday, August 06, 2023

Featuring Cheshiregaming

 On this fine Blaugust day we jumped down to another newbie to Blaugust 2023 and checked in on Cheshiregaming.

 The post I jumped into was Bloodstone Fen Meta which made me a bit nostalgic for Guild Wars 2.  Not for Bloodstone Fen but just for the "nice little touches" that Guild Wars 2 has to offer.  Most notably from a blogging perspective the ability to share information like a map waypoint that a player can use in game is cool.  So many neat little quality of life things that Guild Wars 2 features; wish some other games would follow suit!

 If you are looking for some Guild Wars 2 blogging then keep on digging into Cheshiregaming.

Thursday, December 15, 2022

My Twitch 2022 Recap (lulz)

 Twitch has their 2022 recap posted.  You can check yours out here. Here is my recap:

 I lulz over this because I'll be honest I had no idea who my third most watched streamer, Mukluk, was until I looked him up.  My guess is I watched him for a Guild Wars 2 drop which goes into why I even have 500+ hours watched on Twitch: drops.  That is basically the only reason I am there outside of dropping off my Amazon Prime sub to a streamer in need.  And let's be honest; I am not watching actively 99% of the time... it's buried in a muted browser tab somewhere.

 Also lulz is BagginsTV.  Not that I don't like him or that he is not a good streamer, but the only reason I think I have hours watched there is because his stream is embedded and auto-plays on the New World Database website.

 Anyways, like my Reddit recap, 2022 was the year of New World!  

 What does your recap look like? Drop a comment.

Saturday, October 01, 2022

Mounts in New World

 As mentioned in the New World September development update; mounts will be coming to Aeternum.  Here are some of my thoughts.

First I will admit that I was not one of the players that argued for mounts in the game.  The world of Aeternum feels small enough that even the farthest depots are not that tough of a run.  Part of what makes it feel small is that it is jam packed with things to stop and do along the way; something of interest is never more than a few steps away.  Mounts would ruin that feeling.

However, now that we've seen how BIG the new zone Brimstone Sands mounts start to make some more sense.  Before we get into what I would like to see out of mounts lets list a few things I don't want.

  1. No random creature mounts; no wolf mounts, no elk mounts.  No flying mounts!  Just stick with horses please.
  2. No mounts in town.  It is crowded enough already; we don't need mounts in town.
  3. No insta-mounts; make it a decision to call a mount and make use of them.

With the "please don't" covered; lets look at a few things I'd like to see starting with a few ideas I'd lift from other games.

The first idea I'd steal is the way Roach (the horse) works in The Witcher 3 (and no I am not talking about Roach randomly appearing on a roof -- see picture above). When you call your horse in The Witcher it appears from just off screen; no magic horse from your pants.  This obviously is difficult to pull off in a multiplayer game, but if the mount could appear from a cloud of azoth and charge towards you that'd be neat. 

Secondly, the horse in The Witcher will automatically follow paths/roads and the player can basically AFK to their destination if its at the end of the road.  This would be awesome in my book; I already spend a ton of time on the roads of Aeternum and the world is beautiful so I'd love kicking back and watching the scenery pass by.

In Albion Online players can have pack mounts that can both be ridden but also can be used for increased storage as long as the player stays in range.  This would be awesome with the gathering that can be done in New World; I can just imagine an hours long logging spree without having to stop every few minutes to zip back to town.  Since we don't want mounts out in town the pack mount would just be stabled with the extra storage capacity available just like town storage.

Next I'd steal a couple features of Guild Wars 2 mounts.  First, the way you unlock mounts via in game quests and objectives is a great way to engage the player instead of just making it something they purchase.  Next progressing your mount so that it can do more and more makes the mount system in Guild Wars 2 its own entire horizontal end game progression system.  Lastly the way mounts control in Guild Wars 2 is definitely worth stealing.  Mounts in Guild Wars 2 have unique control characteristics (which can improve with leveling them up); not all mounts can stop or turn on a dime - some are slower to turn and some are faster to stop and some are slow but can bounce really high.  

While we don't want the flying or "silly" side of Guild Wars 2 mounts (for example the kangaroo mount that is meant for jumping puzzles) we want the core concept that mounts are their own track of content for the player to explore, progress, and then ultimately feel like they have some skill in using rather than just being a flat speed boost.

Another idea I'd like to see mounts take on is a role in combat of some sort with the possibility for armor that gives them different abilities just like light/medium/heavy armor for players.  I don't want the combat aspects to be defining but whenever I think of mounts in games I also think of charging down my enemies, flying off the mount, and launching into an attack.  If my enemy is taking off on a mount I want mechanisms to knock them off and engage them in combat.

I am hopeful that there is some care and thought put into mounts for New World so they do not just become a visual speed boost.  They need to fit into the game just as any other system.  If we look at things like music became a tradeskill and how musical instruments fit into crafting then I'd hope to see mounts and mount accessories fit right in.  And I really, really like the idea of mounts appearing out of a mist of azoth at full gallop when called.

Want to mount up?  Leave a comment.



Saturday, September 16, 2017

Why I'll probably buy Guild Wars 2: Path of Fire

Arena Net is counting down towards Sept 22nd and the launch of Guild Wars 2's (GW2) second expansion; Path of Fire.  The game continues to be the last-game-standing of the post-World of Warcraft AAA MMOs (and deservedly so).

While I have not played GW2 in a while (PLUNKBAT having stolen much of my time recently) I am still likely to buy this expansion.

Why you might wonder?

The answer is simple; there is no subscription or "pay 2 win".  I can come back to GW2 whenever I want and pick up where I left off.  Sure I may have to invest some time in reading up on the most recent meta builds or grind out some mastery skill, but for the most part GW2 is pick up and go-go-go for any returning player.

This is the number one redeeming quality about GW2 and reminds me of days gone by when games were games and not just a series of money-sucking crates, DLCs, keys, etc.  So I will likely buy Path of Fire and jump back in for a few dozen hours and then I'll shelf GW2 as I always do.  Then I'll wait for the next expansion.

I would encourage anyone else pining for the days of MMOs gone by to do the same.  Companies like Arena Net deserve our support for making quality games with upfront costs in a world of get-your-first-hit-free-but-pay-up-in-the-end.

Saturday, January 02, 2016

What I'm Looking Forward to in 2016

2015 is gone, 2016 has arrived.

Here is a quick list of a few things I am looking forward to:

1. Green Bay Packers play off games.  The packers are in the play offs once again and I am hoping for another magical run.  This year's team has been in  funk to end the season, but I truly believe in "any given Sunday".

2. Progress on Kickstarter projects I've backed.

Camelot Unchained (CU) is progressing; slowly.  I am looking forward to the work that Mark and team get done this year and hoping for my beta access by year's end.

Crowfall feels like it is moving along faster than CU, but that may just be the "making of" documentary style of communication that Crowfall is using to keep us up to date.  I am looking forward to many of the concepts behind Crowfall.  Another hopeful beta by years end.

Secret Hitler is, by all accounts, an impressive party board game that solves many of the faults of games such as The Resistance.  This is pretty much a guaranteed 2016 delivery and I look forward to playing it with friends alongside rounds of Good Cop/Bad Cop and Batman Love Letter.

3. Back into Minecraft.

"We found a giant cave in Minecraft!" The quote, from my six year old son, warms this gamer's heart (pun intended).  I am back into Minecraft as my son begins his journey into a game that is as magical for him as it was for me when I first picked it up.  Minecraft is one of the best games I've ever played and I am stoked to be sharing it with my son.

4. Guild Wars 2 wealth building

I tipped over 4,000 gold in Guild Wars 2 (GW2) in 2015 and thats just liquid gold.  If I counted total account value of what I've dumped into ascended gear, gem purchases, and general non-frugal spending I am sure its in the tens of thousands of gold.  Maybe in 2016 I will get back to actually playing through content (I've only done a single zone of the expansion and still have yet to complete my personal story and have not unlocked any of the full spec lines).

I hear that there is a huge World vs World (WvW aka wuvwuv) update coming.  As WvW was my first passion in Guild Wars 2 (and my first heartbreak) I am interested in what Arenanet pulls off.  From some of the leaked information (sorry no links to the leaks) the approach using Guild Alliances instead of arbitrary servers that no longer exist (due to the megaserver tech used now) is interesting and exactly what I've recommended for over a year to bring the "Guild Wars" back to Guild Wars 2.

I am also interested to follow the PvP leagues.  I am not dedicated enough to make any decent progress in the leagues myself, but I do pride myself in so far having a > 50% win ratio in the lowest bracket.  The PvP balance of GW2 is interesting and best equated to watching the pro Magic: The Gathering (MtG) scene.  There is overpowered team comps currently just as there is overpowered decks from time to time in MtG.  Casually observing the developers as they fix these situations has always fascinated me even if I am not "in the meta" myself.

5. Maybe blogging?

I may blog a bit again in 2016.  Anything is possible in a new year!

Monday, November 10, 2014

Why am I playing Archeage?

The question dawned on me last night: why am I playing Archeage?  I wasn't playing Archeage at the time.  I was playing Guild Wars 2 and rolling through the beginner Sylvari area as a level 59 Necromancer and I was having more fun than at any moment in 35 levels of Archeage.  I dinged 60 in short order, completed some more hearts (Guild Wars 2's version of quests), and tagged along with a few players running completing dynamic events.

Like Guild Wars 2 (GW2), I got into Archeage for the promise of the player contested end game.  In GW2 it was the end game World vs World vs World (affectionately known as WuvWuv).  In Archeage it is the end game promise of open sea pirating, castle sieges, home ownership, and exceptional breast physics.  The journey to get to these end game states was not going to weigh on me.  I am an MMO veteran since the days of MUDs.  Grinding is an accepted activity.  There is not game without pain first.

The actual truth of the matter is: I am an MMO veteran.  I'm sick of the grind.  I'm tired of chasing the plus one shiny.  Here is the heart of Archeage's problem.  There is literally not a game while leveling.  The questing and leveling is generic.  Quest givers are almost always situated within a split second walk of the end target.  There is no encouragement to explore off the beaten path.  In contrast, GW2 rewards me for every single thing I do.  GW2 guides players to explore everywhere and do everything and now with their megaserver technology there is always other people to play with.

Archeage questing and leveling is quintessential grind.  It serves no purpose.  I am not "learning the game" as so often is used as a defense for the leveling grind.  I don't feel like I am building towards anything.  I've been using the same four or so attacks since I first started the game.  There is no incentive for me to change up how I attack the content.  Target, 1, 2, 3, 4.  Repeat until dead.  It is mind-numbing.

All of this boredom is occurring while I read about rifts, and open sea pirates, and castles getting claimed and all of the things that I don't get to do because I'm locked into immortal grinding hell with the next exclamation point.  Compare to Guild Wars 2; at any time I am a couple clicks away from a world boss or WvWvW match or a random walk away from engaging content.  Everything, again, rewards the player in GW2.  I really don't have any reason to want to skip to level 80.  I am actually "learning the game" as I level.  Archeage, as a freemium game, really needs an option to pay up to get to the end game instantly.  I have (had?) enough interest to pay up once and get to a point where I could start what interested me in the game: housing, pirating, breasts.

The irony of all this is that Archeage has huge issues with a burgeoning playerbase seeking more land, more boats, more everything that is not the leveling grind.  All of the questing areas could just as easily be turned into housing areas and land would hopefully open to the masses.  Give players the ability to put quest givers in their home.  There are so many other ways for Archeage to present itself so that all of the cool things that it offers are part of the game.

Why am I playing Archeage? I really don't know.  It's fun from the perspective of promise but the actual journey is one I am thinking I'd rather not take.  There are other games, like Guild Wars 2, which does the "free 2 play" moniker better justice by asking for my money up front and giving me a good experience on the back end.

Wednesday, May 14, 2014

Guild Wars 2: Trait Guide by Level and Zone

With the recent changes to Guild Wars 2 the process to acquire traits changed from a model of buying skill books at certain levels to gathering the traits from the world via various means.  The traits are available still from a vendor but they cost gold and skill points; both of which are sparse for the average player in Guild Wars 2.  Fortunately a reddit poster has put together an excellent guide for the traits broken down by zone and level.

The text is inserted after the jump:

Thursday, April 17, 2014

Guild Wars 2 MEGASERVER Impressions

The Guild Wars 2 April 2014 feature pack (aka patch aka update aka the "new" shiny) hit clients this week and along with it Arena Net unleashed the MEGASERVER (yes; you have to type it in all caps because it contains the word MEGA).  Now, the technology has not enveloped all zones at this time, but a few zones got the early MEGASERVER treatment.  I was able to venture into the MEGA version of Brisban Wildlands and experience the technology first hand.  Here are my impressions.

"WTF!? someone just helped me back up"  The statement was odd for me to make in /map chat.  I had spent a lot of time in the Brisban Wildlands as of late eating dirt and it was fairly odd to have another player present to help me back up this time.  There simply wasn't supposed to be more than a few players in this zone at any given time and there certainly wasn't supposed to be any working on the event the same event at the same time.  Let alone was there supposed to be one there to save my warrior from a tough tangle with a veteran.

In fact, Brisban Wildlands was hopping.  It was a happening place, if such a thing means something.  I was absolutely in awe of the number of players moving through the zone and elated at the pace of events occurring.  My map was full of orange circles and rapidly depleting orange bars appeared in my notification area.

What kind of bizarro world was I in?  This wasn't Queensland!  This wasn't a living event zone!  This was the boring and forgotten Brisban Wildlands!  There shouldn't be anything more than those one or two newbie Asura players that don't know any better!  Truth be told I was learning very quickly that the MEGASERVER technology was at work ensuring my lonely adventuring was no more.

Color me impressed with the MEGASERVER.  It was my most anticipated feature with the patch (unlike the majority that were hyped on the wardrobe system which has turned into a complete mess post-patch) and it has lived up to my expectations.  It is a truly marvelous change for the game and Arena Net should make sure 100% of their effort is placed behind rolling this out to every zone in the game.  I can't help but believe there are players leaving every day because they get sick of boring game play in empty zones.  Dynamic events sell Guild Wars 2 and with zones full of people those events are almost always happening.

In conclusion, the MEGASERVER is MEGA awesome.

Wednesday, April 02, 2014

Guild Wars 2 MEGA MEGA MEGA MEGA SERVER

THIS SUNDAY ONLY.  MONSTER MONSTER MONSTER TR... OOPS I MEAN... MEGA MEGA MEGA SERVER!

If this was posted on a April 1st I would have suspected shenanigans, but as it is now April the second and impossible for me to be tricked any longer I must declare that the Guild Wars 2 Megaserver is a real thing.  Traditional MMO servers are gone and in their place is one super megaserver that will host all users via various instances of each zone.  World vs World vs World will still be separated along old server assignments.  This is an exciting change for Guild Wars 2.

First it is worth noting that this is NOT equivalent to EVE Online's single universe.  In EVE there is only one copy of each "zone".  In Guild Wars 2 (GW2) the world size is limited so there will be copies of each zone which will be referred to as instances.  It would be crazy to even think about all GW2 players being stuck in the same tiny maps.

The biggest benefit to this systems is that lower popularity zones will now be more populated.  As I've recently returned to Guild Wars 2 after a hiatus from video gaming in general (and this blog if you've noticed my lack of 2014 activity) I immediately noticed how few folks were in the starting and mid-level zones.  Aside from the "champ trains" rolling over Queensland I was pretty much flying solo on my warrior and necromancer on the dynamic events.  That certainly doesn't feel massive or multiplayer.

The apparent downside is trying to get grouped correctly with your friends and guild mates, but Arena Net seems to have some plans to avoid this problem.  Players will be able to join parties and then get placed in the same instance of a zone as their fellow party members.  The overall system will aggregate data on players such as language preference, playing habits with guild members of friends, and every time a zone is entered those variables will be weighed to hopefully place the player in the most logical instance.  For a solo player like myself this won't really matter other than the fact I may actually see a friendly face and get to complete some of the harder events in the less visited zones.

There is a great chart from Arena Net's testing of the system showing the increase in player activity per map instance (yes that is +225% for each map instance on average):
MetricChange
Average population per map copy+225%
Player goes to the same map as his or her party+25%
Average population from the same party as the player on joined map+36%
Average population from the same guild as the player on joined map+5%
Average population from the same home world as the player on joined map+6%
Average population speaking the same language as the player on joined map+41%

Tagging along with that this addresses one of my biggest heartaches with Guild Wars 2 and it's dynamic events system.  So much of my playing time was spent in the same zone because that is where the players were and that is where the events were being chained together.  It was a terribly boring existence in almost any other zone.  Now at least there is hope that every zone will be packed with players as I suspect worldwide there will always be a good number of folks looking to be in every zone of the game.  It will be very cool to experience a new trip to level 80 on my new characters than what I experienced last time I leveled to 80 by literally never moving outside of Kessex Hills and Harathi Highlands.

The most amazing part about this change is that it is not the only big change happening for Guild Wars 2 this month.  There are several big system changes slated for the April 15th patch.  It is indeed an exciting time to be playing Guild Wars 2 (though I still maintain the combat is crap... but I can still have fun with it).

Sunday, November 17, 2013

Judged: Guild Wars 2

Better late than never. Right? Right? Tap tap… is this thing on. Ok, there we go.

After a few restarts, I’ve reached level 80 in Guild Wars 2. (pause for applause)

This push was with an Asuran Guardian and in less than 40 hours /played I was level 80. (pause for applause)

I enjoyed my trip to 80. Leveling in GW2 is a simple process. Every action a player takes, from harvesting to crafting to killing to exploring, results in experience that contributes towards leveling. Each zone is broken down into “hearts” and dynamic events that also result in experience bonuses when completed. Zones scale players to the level of zone allowing players to play in any level zone they choose. In combination this makes leveling in Guild Wars 2 very easy and players can feel rewarded, experience-wise, for everything they do no matter where they do it.

However, with the ease of leveling and being rewarded based on their actual level in any zone, the system erodes the motivation to explore the world. Once I hit Kessex Hills and Harathi Highlands I was completing events in chains and gaining 3-4 levels per play session. Plus the current live event, Tower of Nightmares, was centered in Kessex Hills which meant that the frequency with which the events in the zone completed was increased exponentially. At one point I was literally just running from spot to spot and collecting enough experience for 25% of a single level. It seemed crazy at the time that I would move away from that gravy train of experience since the leveling curve in GW2 is flat.

I leveled to 70+ by playing in the aforementioned zones which are meant only for level 15-35 players. In terms of world completion I only hit 19%. This is all possible because of the level down mechanic which balances the player’s level (and thus reduces their inherent strength) to match the content in the zone, but it continues to provide rewards consistent with the player’s actual level as the content is evenly matched by the downgraded player level. This was a refreshing mechanic considering how most MMOGs like GW2 are designed the complete opposite and aim to punish players that don’t play in the zones that are on the cutting edge of their level range.

Yet, even though I was generously rewarded for doing what I wanted, I found myself feeling cheated once I hit 80 and I started exploring many of the zones I had not visited during leveling. There were so many events and story lines I had missed and at level 80 the progression goes from vertical to horizontal so there was little incentive for me to go and visit.

Experience is still worth gaining as each level of experience after 80 generates a skill point (which in turn can be turned into skill unlocks or converted to other rewards). However, experience gain is not a driving force at level 80 and outside of gaining karma from unfinished hearts or going for world completion I found nothing to push me towards investigating the 80% of the world I had yet to visit.

And looking further into the horizontal progression model of level 80 GW2 I quickly realized that the “path of least resistance” was the dominant theme. This pushed me further away from visiting the higher level zones as I found out about min/max things such as the Queensland champion trains. Basically, one of the most efficient gold and karma gaining methods is for level 80 players to just repeatedly complete the event chains in the level 1-15 zone (this is possible because, again, the level down mechanic balances power levels while maintaining the level appropriate rewards regardless of zone level). This simply was not appealing to me even though I’ve been known now and again to get my farm on in many an MMOG.

Some experienced GW2 players may try to point out that it is actually dungeons where the real “time vs reward” battle is won and I would probably not argue with them. However, for my tastes, I found the dungeons in GW2 to be Boring with a capital B. For the most part dungeons come down to one mechanic and one mechanic only: damage per second. DPS is king in GW2. Group healing and tanking are replaced by individual player mechanics. Every class has its own self-heal and group-based heals are weak and ineffective in dungeons. Tanking is non-existent as damage mitigation is all reliant on dodging by each player individually.

On top of this the damage-focused combat, the dungeons have been min/maxed to the extreme and outside of the occasional group looking to complete the story modes, players are looking at speed runs aimed at knocking the dungeons out quickly for maximum gain. That means even further min/max to the damage per second making everyone, regardless of class, shooting for the same exact berserker based equipment. It is just a terrible model and depletes dungeons of any sense of awe or adventure. They are simply a numbers game.

Unfortunately the poor dungeons just highlight the underlying problem with GW2: the combat system. It is fun when playing solo and makes complete sense one on one versus a creature or another player. In fact, avoiding other players for the majority of my leveling (outside of the Kessex Hills events), was the key to me lasting until level 80 this time around because once more than a couple players show up the combat breaks down and becomes devoid of feedback to the players. The sheer number of times I’ve randomly died in a group of players without a single clue as to what was about to or actually hit me is insane. Throw in champion boss enemies that are all just about standing around and beating on them and you may as well just throw the action combat out the window because it’s pointless in a game meant for players to play together. I didn’t even bother to mention the completely insane over use of area of effect skills and spells.

Fortunately World vs World vs World saves everything. Right? The Wuv d Wuv, the WuvWuv, the WvWvW, the promise of Guild Wars 2! Wrong. It’s crap. It’s so crap that I hate to even waste time typing about it. The combat problems from PvE are simply multiplied out tenfold as even more players are crowded into even smaller areas where even more AoE can be dropped. Defense? Impossible. WvW is all about zerging from point A to B to C and hoping your zerg doesn’t meet a bigger zerg that will wipe it out. It’s more efficient to let a capture point be lost than it is to attempt and defend it. Even if a good defense is put up, the doors to the keep are going to fall in a couple minutes and the keep’s champion even faster. There is no hope for a smaller defensive force to prevail. If you aren’t in the zerg you are just wasting your time.

Now I’m just angry as I type about the aspects I don’t like about Guild Wars 2. I could continue on and break down the Trading Post that makes ZERO logical sense related to the game or I could bash the completely one-dimensional crafting system but that would just grind my gears even further. In conclusion the same things that caused me to stop playing GW2 the first few times around are the same reasons that I’ve stopped playing it again after finally reaching level 80 with a character. The “action combat” makes combat feel floaty and unpredictable. Horizontal progression is just a clever way of saying grind. The use of AoE is completely out of control.

The game is absolutely gorgeous from a world design perspective, but it does nothing to encourage the exploration of or use of that world on a regular basis. Over all, the concepts of GW2 are great on paper but they are all poor in execution. I would love, and would pay handsomely, to play the game that GW2 was on paper before it launched.