Friday, August 20, 2010

GW2 - Ok I'm Satisfied

My reactions to the details emerging from gamescom and the playable demo of GW2 have mostly consisted of oohs and aahs, a few hmmms and an oh! The game looks great and can't wait to actually play it.

Before the convention, an article (in german) emerged that had a few interesting tidbits about levels. Confirmation that a player's level would be boosted as well as lowered depending on the zone they are in. With higher level player lowered to above optimum and low level player boosted to below optimum. It's a nice way to do it, it does diminish worries about keeping levels in the game, it now just a number to keep track of what a player has done and not an arbitrary measure to lock a player out of content. Some consternation about this was expected, but the only negative I can think of is spoilers and that is completely in the control of the player themselves. Besides it was already in GW1 when characters less than level 20 went to EotN.

Something else mentioned that could be really fun for a dedicated group is that if players follow the same story then one player can make a choice that will count for the entire group. The RP potential in that is huge, whether players take it by turn, randomly or vote on the choices, it should create a group story rather than a personal story.

Then a leaked video caused a whole load of concern, an asura asking for harpy glands appearing as one of the events. There were two issues: the player is clearly seen talking to the asura and agreeing to collect them, also it's a traditional collecting quest something that a lot of people were not expecting. However the player does not have to talk to the asura to take part in the event, he can just start killing harpies and collecting. Talking to the asura seems to do two things create an obvious notification about the event and say how many players are already taking part. There are also "scouts" that will direct people to where events are happening by highlighting areas on the world map. The thing is, both are entirely optional and a player can choose to ignore them, and hopefully there is a way to turn off all such notifications for people like me who'd like some sense of discovery.

The second issue about the dullness of the task, what can I say except hope there aren't too many of them. I don't think there is too much wrong with collecting stuff, but would probably skip this one. On the other hand there are loads to make this kind of tasks interesting. The love potion may be required to start another event, and I'm hoping this forms the basis for increasingly complex chains, use an item, gain an item, swap it for another item and so on (loved those trading sequences in Zelda games). There's the possibility that the asura needs to be escorted to that point, that he needs protection from the harpies while he sets up, or while he prepares the potion. Anyways probably a lot of people will skip it especially when all the other events that I've seen so far in videos have looked a lot more fun. For example they've mentioned the broodmother event a few times, seeing it in action (about 2.30 in video) was a lot more entertaining than reading about it.

If the only upshot of that event is a vendor, that will sell the potions for more harpy bits, or for money, that is certainly a little on the staid side, but what if there was the option for brute personalities to threaten the asura for the potion? So a brute character can skip the collecting part and come back later to strong-arm the asura? Yeah don't even want to contemplate the outrage such a design would create, but it's an interesting dynamic.

In the community two of the big concerns with the demo shown: were the existence of potions and that the elite skills had such a long recharge time. For now potions don't really bother me, it's either that or create an 11th skill slot dedicated to energy management. But the long recharge times (12 mins) of some elites is probably the only bum note of all the info I've seen so far.

Anyways, I've my name already picked for my charr necromancer, problem is what to do while I wait for the actual game...

Friday, July 30, 2010

Guild Wars 2 - It's still a grind!

No matter how short or fun it claims to be, as long as XP is given for killing mobs and a certain amount is required to advance each level, it's going to be a predictable grind to some extent. If players are in the situation of 'needing' to get a few (reputation) levels, the choice between staying in the one place to kill say 100 mobs or finding 5 events to complete (or just as bad, killing mobs while waiting for an event to begin), I think a surprising amount would opt for the former, especially on an alt. It's failing to change the mentality of killing mobs for advancement rather than compelling players to search for activity.

Levels and levelling is such a tired mechanic at this stage, that I was expecting something more innovative from Arenanet. While they have not discussed mob power or levels, there's a lot already in place or in the original that could have been developed leaving levels at the door. Look at the type of content a player could choose between on logging in for the evening, a choice of doing achievements, collecting skills and traits, participating in events or venturing into dungeons and killing bosses. They could reward attribute points for those activities and task the player with acquiring a certain number in whatever manner they want. Not such a big departure from levels, but even with this there is player choice and adaptability in choosing where to spend points first and a higher level character has a broader spread of attributes rather than vastly increased attributes.

What's most important is that they need to move away from incentivizing boring repetitive tasks, i.e. killing a mob and receiving a set amount of XP. Looking again at the activities I think should be rewarded:

1) Doing the daily achievements - random, dependable but hopefully skippable.

2) Collecting skills and traits - reward skill, knowledge and research about your profession.

3) Killing open-world and dungeon bosses, rewarding co-operation and providing challenge.

4) The Karma from events could also be used to buy attribute points, offered alongside the more material rewards. Tying character progression to events might frustrate some people, but it's not as dependable as some activities, and the rewards for a challenging or rare event could be significant to reward exploration.

The only thing keeping levels in play is being able to simply communicate the difficulty of mobs to players, which I think is an opportunity ripe for innovating.

Sunday, July 11, 2010

Panic in Lion's Arch

This weekend went from cussing A'net for putting in such as a difficult final quest to end the 'War in Kryta', to enthusing about the finale when I eventually got it done. On Friday, lag made it unplayable, Saturday tried to pug with another person, no good. Tried on my own with several builds and hero set-ups, even tried 'tanking' and bonding which is not really something I know how to do well on my warrior. In the end settled for a Barrage/SY! bar, because the mission is all about AOE, the alternative is build a wall of minions and spirits. There is certainly an epic feel to the encounter, standing on a hill behind barricades, firing upon hordes of enemies. In the end the toughness made the reward all the sweeter.

Special mention goes to 'Panic', this is the mesmer spell that got buffed the last big update, and it is amazing for this mission. The fun of turning the White Mantle and mursaat into a bunch of panicky idiots is immense, only moments after them walking into Lion's Arch confident of victory. Created a mesmer recently and fully intend to make it the elite when I get up to level cap. It could be considered overpowered but it only works best when mobs bunch up together. '!!' '!!'

I wonder about it though, this is the kind of skill that hints a lot towards the sequel. Going on the roles they released last week, this skill is control, but with great potential to prevent a lot of damage taken by allies. Initial thoughts about those roles were that they were replacing one trinity with another but have reconsidered since then; preventing damage taken by allies and preventing foes dealing damage are two sides of the same coin, thus control and support tend to blend together, with damage falling by the side as something you just need enough or of a certain type. The system as outlined is all about giving all classes the tools to be able to work together and coordinate their efforts for greater effect. I don't see anything to be worried about in this, it is a good thing. The argument could be made that the classes would become indistinct, but so what, if they have a distinct style and feel. Artificial differences between classes is an out-dated notion, as an adventurer needs be a adaptable if they are to make it anywhere in the world.

Wednesday, June 23, 2010

Building a build, part 2

Which attribute? Not curses anyway, though it seems to have the most desired builds for competitive PvP, the important word being competitive. Lingering curses to reduce healing or corrupt enchantments for massive degen. Have tried corrupt enchantments in FA and it is fun enough, could dip into death magic for well of the profane, a single skill well worth the point investment. Having written that last sentence hesitating about crossing curses off the list now, it's a good build to take down Gunther, yeah I'm Luxon. What I settled for is more multi-purpose so I'll keep going for now...

Death magic seems much more fun, but I'm kinda anti-minion, something heroes are good at and I can't be arsed. I know they are not perfect, but they keep enchants on minions better, spirit spamming is the same, good for heroes and tedious for players, suspect both are going to be reconfigured in GW2. That leaves 3 builds: toxic chill, contagion bombers and tainted flesh. Tainted flesh is interesting, but would be a little hard to control in the chaotic CMs, good degen pressure though. Ok so I'm going to discount contagion bombing, even without trying it, but it is limited to JQ.

Played about with toxic chill for a while, a skill bar with an icy-poison theme; there's good synergy between toxic chill and vile miasma, but vile miasma has a long recharge time for only -4 degen. But the notion of skills that interact like that: first a hex (or enchantment) needs to be on the target, then toxic chill poisons the target, and finally vile miasma adding the degen because of the previously applied condition. It's initially engaging, but when you think about it is still 1, 2, 3 in order.

This is likely to make a return in GW2, we've already been told about warrior chains and the levels of adrenaline making additions to skills, but I expect to see the traits adding conditionals to skills as well. I think I prefer this new way, the basic skills need to be interesting and diverse and then conditionals can be added to tweak a build one or another, instead of having to examine, locate and swap skills in and out.

So that leaves blood and soul reaping, which are what I ended up with, but first I need to choose an elite to set the tone of the skill bar.

Monday, June 21, 2010

Building a build, part 1

As a new comer to Guild Wars, and having just been wowed by the details of the sequel, thought I'd give my perspective on the so called 'build wars', just 5 years on the late side. Was having a problem of putting together a PvP build for my necromancer in Guild Wars. The builds on PvXwiki didn't appeal to any great extent. Did PvE first as blood, but quickly changed to curses, didn't particularly like it though and curses is hard in execution. So I embarked on a week long quest of examining skills and builds to find something that works for me.

On my warrior who I have just got to JQ/FA in the Factions campaign, the decision was easier, flipping between axe and hammer and getting practised with the standard builds. Each of those builds is singular in purpose, pressure through knock-down, deep wound debuff and damage, and though variation in the builds is limited that gets rid of build anxiety and to just go out and play the game.

So to begin, I needed to find the purpose for my necro build, then choose the skills and the elite. Did I also mention that I need to have a good theme for the build and don't particularly like half-and-half builds, don't mind adding in a skill or two from a secondary profession but still would like to feel necro. The decision to remove secondary builds in GW2 is a great idea for the RP and PVE side of the game, it makes the classes seem whole and hopefully the balance will be there that each class ends up roughly equal.

The purpose is the easy part, necros are support. And since I'm only ever going to be in Random Arena or Competitive Missions, it needs a good dose of self-reliance. So far so good, next the attributes and skills...

Tuesday, June 8, 2010

Instant travel and events in GW2

One of the best features in GW was the instant travel. Having just finished Volume 1 in Lotro, I wish a lot of other MMOs took this feature and ran with it. Since GW2 is more open world, I'm fearing this system is going to get curtailed. They have explained that roads between outposts should be relatively clear except for times of blockade type events; this doesn't confirm or deny instant travel, though it would affect the initial travel to discover an outpost. On the other hand, with the introduction of events, there’s the possibility of expansion to the instant travel system.

Map travel between outposts could be plotted out, like the way it happens in WOW at flightmasters, except the travel would be at most 30 secs duration. As progress is made along the route, any events that occur in the surrounding area pop up on the map as icons that could be clicked on by the player to interrupt travel and instantly travel near to the event in progress. This would be a nice system to combine both instant travel and event notification.

Another option is to allow players who are taking part in an event to broadcast the event to friends or people in their guild, and then giving them the option to instant travel to that person. The location could be close to the broadcaster but out of aggro range. To take that concept further why not allow a player the option to broadcast an event to other players in the surrounding area, it would be a nice way to allow sociability and getting people together to experience events.

Lastly what I think is the most likely, is NPCs in outpost allow for instant travel. A farmer's son is in an outpost waving arms about, shouting about an attack on the farm, the player talks to him to instantly travel near to the farm. There could be heralds in cities that have the same function, but indicating major battles that are occurring, maybe a town-crier in smaller posts. I just want to see a load of NPCs vying for attention, the so described 'hundreds of lions running all over every street of the city'. These are only the small touches, the nuts-and-bolts of events are the hard part but have the best confidence in Arenanet to pull it off.

Monday, June 7, 2010

Done, done and done!

Finished off the last 3 books in volume 1 this weekend, it was a mammoth undertaking, a little bit tortuous in places but such a relief to finally get it done. Yay, got a few nice titles and a horse. Don't think I'd ever do it again though. Once is more than enough for me. My feeling is that the later books are going to be paid content, book 1-8 may be free not 9-15 seeing as they are almost a separate storyline. Anyways only have one more weekend before unsubscribing for the summer and until Lotro goes free to play (need to spread gold across alts, empty some bags and abandon my house).

Having doubts about if I'm going to return to the game. I chose to level a warden, for the instant travel that was so very helpful for the epic books. To my mind the class is iconic, the spear/javelin, shield, ranger. It probably comes from levelling a tank, sure survivability is great, but combat is extremely slow. Have levelled a captain and burglar to 20/30, burglar seems to be alright and is suppose to get better at higher (crit) levels, captain is equally slow with so few abilities to actively use. Have a good idea of the classes and at this stage none are overly appealing. That's a bit of a hurdle, there's no class that's appealing enough to level up in place of the warden, but was considering champion for a faster killing experience.

If Turbine is going to strip out a lot of quests, slow combat is not going to entice many people, couldn't fathom the agony that would be grinding levels in Lotro. DDO had the whole active hack and slash thing that's different enough to tempt people. I would guess they would need to lower skirmishes (and/or PvM) to level 20, that way if the questing is unappealing, then there is something else to potentially interest new players. I could see myself returning if that happened, a champion tearing through skirmishes would be nice to do on occasion. To my mind, the success of this change to free to play depends on expanding skirmishes significantly. Adding a 'dungeon finder' like tool to form groups, and doing some freep v creep skirmishes, that's where I see the success lying. Same old questing just does not cut it anymore, though it was the lore and story that kept me doing the epic quests, the standard fetch and kill quests are going to turn off a lot of people.

A lot of current subscribers fear the influx of WOW kiddies but why would they when cataclysm will be released about the same time. Then again can't understand trolling along the lines, of logging in to say how boring the game is and how much better questing is in WOW, there's only one response to that.

Was a little unnerved at first about the things that I'd be losing (bags, rested xp, trait slots), but now it's more curiosity about how things will change and they must do so because the game needs an USP that's different enough from the competition. Lore and community are sufficient for the current subscribers, but what about the masses? DDO had that in the form of adventure packs (something innately appealing about that concept) and the combat. Where's Lotro's killer hook?