Echoes of the Past

 Posted by on January 11, 2013  Guild Wars, Guild Wars 2  2 Responses »
Jan 112013
 

On New Year’s Day, a few of us from MYST (my guild) went back to Guild Wars 1 for a bit of a wander down memory lane. We elected to do Frostmaw’s Burrows; a 5 level dungeon in the north of the Far Shiverpeaks – accompanied by norn, the human adventurers face giant wurms, crystal hydra, element switching drakes and flying incubus that are determined to knock down their foes at every opportunity.

It turns out the memory of the game was rosier than the experience and it’s amazing how quickly we’ve all adapted to Guild Wars 2. Pressing F to try to interact, 1 to start the auto attack and double tap to dodge; all things we now do automatically in Guild Wars 2 that have no meaning in Guild Wars 1. Things got better when I added F to the list of accepted shortcuts for actions normally reserved for the spacebar, but that only happened after half an hour of swearing. By the end of the dungeon, things had mostly returned to normal, though I wouldn’t have called my playing abilities anywhere near up to par with where they used to be.

It isn’t just the combat either. The dungeon names were little more than a shadow of a memory, and Olafstead and Sifhalla had mentally changed locations when trying to head to the dungeon itself. Even the appropriate action for rare weapons had faded. After receiving a hammer as a drop from a locked Chest I found myself about to salvage it in hope of some ectos, before remembering it was the wrong game. D’oh.

After stepping away from the game for a while and returning, I’ve started seeing Guild Wars in a new light. While there are still lots of features I want to see implemented in Guild Wars 2 (guild halls and the ability to meet up with people on different servers top that list), there’s also a number of improvements that I’m thankful for in the new game. Not being able to dodge was surprisingly frustrating and ground targeted effects seemed an obvious omission. It was odd and illogical to not be able to send crafting materials to the bank instantly and remembering that the only way to sell things to other player was to stand in a town and shout for hours. Guild Wars ruined other MMOs for me, making them seem illogical and frustrating, and Guild Wars 2 has done that again.

One thing that was stunning from our evening in the old Tyria was how quiet it had become. There was only one European English district for the round of Dwayna vs Grenth we dropped in on. And we were incredibly sad to see no one in any of the districts for the Luxon side of Alliance Battles. At all. In any of the districts on any of the servers. Good thing we have WvW.

I can’t help but feel sad at how quickly 7 years of gaming has faded. We’ll almost certainly be back in Guild Wars 1 another time for fun that doesn’t require exactly 5 people, but it doesn’t feel like home anymore. That Tyria is preserved in the droplets of history in Guild Wars 2 now; rose tinted echoes of past struggles and encounters. Perhaps they’re best left that way as we forge new memories.

A Few Videos

 Posted by on July 10, 2012  Guild Wars, Guild Wars 2, Personal  Comments Off
Jul 102012
 

One of the aspects of being a guild leader I take pretty seriously is that of documenting the history and highlights of our guild to review at a later date. This post is about sharing some of the videos I’ve made in that capacity. I’ve amassed over 160Gb of compressed footage of the guild’s shenanigans in Guild Wars, and over 35Gb so far in Guild Wars 2 – I hate to think what it’ll be like post release.

Our Second Birthday Party

To celebrate our second birthday, we threw a PvP event together where teams would battle it out in various guild halls in a tournament style for a variety of prizes. The spin was that each team would comprise of 2 humans and 6 heroes.

Guild Wars Memories

Made in 2009, this video marks the start of the decline in our activity in Guild Wars to more diverse gaming base. Part trip down memory lane, part music video, this video incorporates material that was recorded way back in 2006, shortly after the guild was founded.

Beta Weekend 1 Finale

Moving on to Guild Wars 2, this video is probably of interest to very few. It’s long (over an hour) and is just the raw footage I shot during the finale event. Not overly thrilling but maybe of interest to a few people out there who didn’t get to experience the Champion Black Moa.

Beta Weekend 2 Finale

All 3 minutes of the finale we got to experience on Lakeside County.

Stress Test 2 Finale

This one contains audio from our Ventrilo as the entire guild turns on each other during the finale event. A few great shots of the Shatterer and the revelation that one of the guild has never seen Star Wars… (Contains NSFW audio)

If you want to stay up to date on the videos that we publish, you can subscribe to our channel. You’ll also find a few more videos there.

Mar 082012
 

Nope I haven’t quite disappeared. I’ve been lurking in the background, half keeping an eye on Guild Wars 2 stuff, half trying desperately to juggle real life stuff. The job is hectic, the guild has sprung back into life, and to top it all off I’ve exceeded my download limit for the month watching Guild Wars 2 videos. Anyway, here’s a selection of the random thoughts that have been bouncing through my head of late.

Hot topic of the month has to be trait refunding, if it’s good or bad, disruptive to gameplay or a good way of making choices matter. I don’t wish to weigh in with my opinions on this matter (mostly because for once I don’t have one) but I do want to remind people that attribute points were not always freely re-distributable in Guild Wars. From launch to September 05, the concept of Attribute Refund points existed which players gained through gaining xp or completing missions – each point allowed you to decrease an attribute by 1 point. Increasing an attribute was free. It was hard work to reassign your points and I’m told by those who were playing at the time, a pain in the backside. The point is this – even fundamental stuff can and will be changed after launch.

So what about those things I was looking for before the floodgates opened? The ranger’s pet seems to have improved in it’s performance but seems quite squishy. I’ve seen quite a few videos of people running around with their pets dead which to me indicates that either people don’t immediately see the value in the pet or it dies so often it’s less hassle to leave it dead. I do like that even while dead it still follows it’s owner around though – very nice touch.

Mesmers I’m still not convinced about. Illusions and clones are looking less exciting than the first glance indicated and there seems to be a lot of emphasis on them. I’d have preferred to see more of the other skills. But all the footage needs to be taken with the pile of salt that is new players and early game.

Guilds… oh my what’s not to love. So many options. I can’t quite express how much more elegant the influence & building system is than guild hall upgrades. Activity brings more benefits which brings more activity. I also like that the benefits are so varied, including options for parties. I’m also delighted with the server system providing home servers and the concept of visiting – it’s a better but not overly dissimilar solution to one I proposed nearly a year ago. It elegantly provides the flexibility to play with everyone while giving WvW a sense of meaning.

Speaking of which, I’ve been pretty disappointed with the footage of WvW we’ve seen. I think it’s because the maps weren’t overly full but I haven’t been able to get a good sense of what it is like to play in WvW. The keeps and castles look amazing though and I can’t wait to give it a go myself.

Course we have no idea when that will be yet but I did join the million other people who signed up for the beta. Fingers crossed!

The Monk That Grenth Forgot – Part 3

 Posted by on February 6, 2012  Guild Wars, Personal  Comments Off
Feb 062012
 

This post is a follow on from The Monk That Grenth Forgot – Part 2 and Part 1

It’s been a while since I wrote anything about what I’ve been up to in Guild Wars and figured it was time to rectify that issue. 7 months ago I was making progress on my mental self-set challenge of trying to achieve God Walking Amongst Mere Mortals on a character that had accumulated 0 deaths, and was sat at 14/30 titles. Over those months, I have dipped in and out of playing Guild Wars itself. Mostly, not playing it in fact. Partly because I was doing real world things like revamping my guild’s website in preparation for Guild Wars 2 and dealing with being promoted, but mostly because when I did have time to play games others were more appealing. I don’t see it as anything that Guild Wars did wrong, just something that happens when you’ve been playing the same game for 6 years and trodden the same mud over and over again.

Some time in December, I picked up the game again and started regularly logging in. During the holiday break, I decided to work a bit on my survivor character, loaded up the Zaishen vanquishes and bounties that would have been helpful and went for it. I did pretty well to be fair – a large chunk of reputation was gained in the Norn and Asuran titles, I’m now down to the last 5 or so vanquishes in Tyria, and the last 10 or so in Cantha. I made the mistake of trying to vanquish Nebo Terrace in Prophecies having started War in Kryta accidentally some time ago, and was surprised to find the extra mass of White Mantle and assorted bosses having cleared the entire rest of the area. Swearing occurred, and lots of it. Still, clearing that area went fine until I encountered masses of minions and after having to hot foot it a couple of times to save my bacon, decided that I’d have to take a specialised anti-minion build for that area.

I’ve always maintained through this entire challenge that anyone can get 30/30 without dying as long as they are patient, careful and attentive. I failed in all 3 categories while vanquishing Rhea’s Crater. I’d love to say I got stomped by some horrible combination of things outside my control, but in actuality I did the most stupid thing in the world. The heroes were taking down the final group of the vanquish and I went in search of the final piece of map to uncover in an area seemingly clear of enemies. As the vanquish completed animation flashed up on my screen, 3 Oni appeared near my monk. The heroes were out of range and I panicked. I could have protected myself, unflagged them and been fine. Instead I mashed a load of random buttons and watched my monk die. I should have known better, especially in Factions. And I broke my golden rules for the challenge.

So that’s where I’ve left my monk now. She’s still on 14/30 with 1 death and several titles close to completion, but I haven’t really decided what to do with her. I already have one GWAMM with Tasha, I got 50/50 in the HoM 10 days ago and am now in the process of gathering items of use to people building up their Hall for the inevitable panic when a firm release date does get announced for Guild Wars 2. Is it worth allowing myself the one relapse to complete the challenge, or is that it done? I’d love your input on this, so comment away.

Something else I realised the other day that’s been playing on my mind – when Guild Wars’ servers eventually do close down for the final time, I’ll lose the place I first met my husband back in 2007. Wonder if I can get a model made of Kamadan!

Busy Bee

 Posted by on January 5, 2012  Guild Wars, Personal, Software development  Comments Off
Jan 052012
 

I’ve been a bit quiet the last few weeks, not just because of the holiday season. I’ve been a bit of a busy bee.

After the work I did on the Mystic Spiral [MYST] website, I realised that all of our old articles documenting various farming builds would be better in WordPress than in phpbb3. But I couldn’t find something that would display the various templates, and seeing as I’m anxious to learn and improve my web dev skills, I decided to dive right in.

It’s a little ways off being ready for release to the general populous, but I couldn’t resist giving a sneak peek to the new GW Template plugin. ;)

Nov 042011
 

The new blog post by ArenaNet (posted 60 mins ago!) gives a much needed update on the state of the game at this stage in development. As well as a clarification on cross-profession combos and the Engineer’s tool belt, there’s also a brief overview of changes that the pet has undergone.

Firstly Rangers now have 2 terrestrial and 2 aquatic pet slots, which can all also hold amphibious pets. Rangers can swap between them during combat, but the cooldown will increase if the pet was downed when the swap occurred. It’s an interesting mechanic – if you’re under pressure and your pet goes down, you can summon up a new one (perhaps more suitable) to help turn the tide. I like it.

Second, pets now have 2 new states – active and passive. Active meaning the pet will attack if you do, and passive meaning it won’t attack unless you order it to. I’ve asked for clarification on the trigger for when the pet starts attacking if it’s in active mode. If it waits until the Ranger’s first attack “lands” before starting to make its way to the enemy, the change is largely irrelevant. The state switches should have been if the pet starts attacking when the Ranger fires or when the arrow lands. If the pet is meant to be half your damage, it should be as effective as you are. Or we should all use Devourers which are ranged pets. I’ll update this post if I get a response.

Thirdly, pets are unlocked in families and have set skillbars. The skillbar change and consequential pet-for-situation change could have held back players a lot, so I’m glad ArenaNet have brought in family unlocks. If you capture a polar bear, the “bear” family will be unlocked for you and you can slot any members of that family. However, for a Ranger to be effective and flexible for set team situations (eg pvp with a pve character, dungeons) they will need to have all the pet families unlocked as well as having their utility skills unlocked like the other professions. I’m not saying that all pets should automatically be unlocked the second you capture one of them, but making them all different does force an extra barrier that is unique to Rangers.

Anyway, those are some initial thoughts. Looking forward to hearing yours.

2000 Days

 Posted by on October 31, 2011  Guild Wars, Personal, Software development  1 Response »
Oct 312011
 

Mystic Spiral [MYST] hits another milestone today. It’s been years in the making but we’re finally getting rid of our current forum and making way for an actual website.

It’s almost like the 21st Century or something.

I’ve spent the last few weeks putting together a prototype site that combines WordPress and PhpBB3 to make a unified content management system and forum. Having spent most of that time re-skinning the site to create a seamless look, I can say 2 things: I know a lot more about CSS now than when I started and I’m no graphic designer. While I’m proud of what has come out of my swearing programming sessions I’m expecting cries of “it’s ugly” once it launches. I won’t disagree, but then there’s a reason why I’m a developer.

Functionality wise though, I’m in heaven. There are a million more directions to go in with the new site than the old. I explored some of them in a previous post, which will shape up to be phase 2 aka a dynamic guild roster. I also spied the Steam API a week or two ago which has got my pulse racing. For now though, the new site gets information like voice server details out of a buried thread in a forum and onto a separate page. Events have their own section and are Google calendar powered. If Guild Wars 2 launched tomorrow, we’d have something to work with and I’d spend less time maintaining a forum and more time with my guildies – ultimately the aim in changing format.

The next 2 weeks while we get everything migrated are likely to be hectic. Like all of this venture, it’s new territory for me which inevitably means long hours, lots of swearing and consumption of beverages that may not be healthy to me (coffee or vodka). I’m also celebrating my +1 day and have tickets to see Within Temptation in that time frame, so don’t expect to hear much from me on my blog. Twitter should be as active as ever though.

In one way it’s unfortunate everything’s conspired to happen at once, but I enjoy being busy. Since coming back from Gamescom I’ve had at least 3 viable community projects going through my head, and a blog post for Talk Tyria I must have revised at least 5 times. Its hard not to pick up one of these items and run with it, but I’m determined to get the site migrated. For once in my life, I will be a finisher.

You can take a look at the format we’ll be migrating to here. Our proper domain will be updated sometime before the 20th if all goes to plan.

Wish us luck!

PS: It’s also 2000 days since we were founded!

Oct 242011
 

Over the last 3 or 4 years a certain stigma has developed relating to the game-that-must-not-be-named and others that superficially attempt to emulate it’s success. Whilst being labelled a “WoW clone” may be an accurate label to describe a particular style of MMO RPG, it also encourages the projection of a person’s feelings towards WoW on that game. If you hate WoW chances are you’ll give it a miss. If you like WoW, well you’re probably playing it and waiting for Kung Fu Panda to arrive.

I should qualify this post by admitting that I have attempted to get into WoW on no less than 3 occasions. The most successful was post-Cataclysm where I got a mage (I think) to the mid 20s and then got the overwhelming feeling of repeating the same 3 quest types over and over in different scenery. I quit, and had the 4 gold I’d accumulated taken from my account by an unknown party. I’m sure it was worth it for them.

Rift came out a few months ago and got the WoW clone label attached to it. Having played it a lot over the last few months I can say that the label is somewhat accurate in the sense of killing differently skinned rats in different areas in order to complete the same 3 quest types. But to leave the labelling there is just plain inaccurate.

A lot of the boredom of doing the same few quest types is that you invariably end up pressing the same few buttons each time. Rift has a flexible class structure made up of an archtype (eg. rogue) and 8 souls within each one. Players can slot up to 3 at a time and distribute points as they wish between those souls. It makes it perfectly possible for a rogue to be doing DPS one minute, support the next, and AoE the one after that – boredom doesn’t get time to set in. Sound familiar? *cough*GuildWars*cough*

Another problem is diversity of stuff to do while you’re levelling. WoW had what felt like a very linear path, and if I didn’t finish this quest I wasn’t going to get any more. Rift breaks up progression through, well, rifts. Sure you can ignore them if you like but it seems rather silly to do so. Zone wide invasions where a dozen or so rifts will open, a load of invaders start attacking towns and you’re tasked with beating them back are fun to be part of and the rewards for participating are good. World events are a nice change of pace too, giving players different tasks for the month or so they’re active in addition to their regular quests.

The moral of the story is that not all clones are created equal. Don’t dismiss a game just because you dislike WoW and it starts getting that label. You could miss out on a real gem you grow to love.

Oct 102011
 
My love of rangers is no secret, and neither is my opinion that the essence of what I liked about them has been removed from the class in Guild Wars 2.  In various other MMOs I’ve played, I usually try the equivalent ranger class (followed by their cleric class) and after trying to mentally dice up how the ranger can be sorted out, I’ve noticed something common to nearly all incarnations of bow wielders. They are plagued by imbalance and lack the epic feeling of their counterparts.

The original Guild Wars ranger isn’t a stranger to this. Nature rituals were to blame for a horrible meta in the early days of the game, then there was the bunny thumper causing havoc everywhere. Disrupting Shot was catapulted to the skill hall of fame, being picked by The Last Pride [EviL] to be made into a skill pin. Over the years, the nerf bat has chipped away at various aspects of the ranger so that the profession has relatively few teeth left in its mouth and little benefit to the team as a whole. Even playing solo in PvE, its hard to see the impact you have on a battle – mesmers interrupt better, necromancers apply conditions better and various classes deal more damage.

Rift has to be applauded for the flexible nature of its class construction, but it feels like the rogue gets a lot more sweeping changes than other classes. This could be related to Trion’s insistence on rolling out updates like it’s the morning newspaper but my rogue’s roles (which I tend to play as a Marksman) seem to get reset a lot more than my cleric’s do indicating significant changes were made. It’s a bit of a mystery really. The bow-wielding NPC rogues hit hard, but when I’m the one aiming the arrow it feels like my character is throwing a pebble. Maybe I’m a bad ranger, but the repeated skill changes make me think that maybe it’s not entirely my fault.

Age of Conan’s take on the class was enjoyable, but was lacking variety and the feeling of epicness, due in part to the overpowered nature of the class at the release of the game. Finishing moves are a big deal in that game and while my husband’s Bear Shaman was ripping off heads and smashing skulls, my Ranger was limited to crouching down with my bow and shooting my killer blow. Fierce…

Overall it feels like a very hard class concept to action. And looking at the the variety of concepts above, is it much wonder? Warriors, mages and clerics don’t change much from MMO to MMO, but that fourth archetype does. Perhaps it’s a symptom of being the fourth wheel in the holy trinity, trying desperately to be the Swiss army knife for all situations that ultimately it fails in all of them.

Oddly the incarnation I enjoyed the most was found in Aion. Rangers were given silences, stuns, poisons, stealth and traps to play with. I maintain that traps are pretty useless in a PvP(vE) world and never used them in my gameplay. Still, I felt like I was doing something in a team. If someone needed killing, I could combo a damaging chain. If we overaggroed, I could provide another stun or silence. If we needed to pressure a team, I could spread poison or unleash a range of shots. There were no pets, but you could shapeshift into various animal forms if you had enough DP. I really enjoyed playing Aion’s ranger, it’s just a shame about server balance and a number of other game problems that drove me away. Also those few months of alpha & beta I burnt out on the game.

I think part of the reason that I’m looking forward to Guild Wars 2 as much is because I like the concept of being able to switch up my gameplay as the situation requires it. Clearly it is possible to achieve but, if anything’s to be said for classes that do this in other games, it feels like a very very tall order to execute 8 times over.

If you’re expecting a great revelation or arrogant claim to have a solution, prepare to be disappointed. I don’t have one. It’s hard enough getting a group of rangers to define the class itself, let alone work out how to execute the profession.

So, who’s up for a bit of amateur game design? If you’ve noticed any patterns or have any insight, drop your thoughts below please!

Sep 282011
 
I start this post with an admission: size counts. I’ve always steered clear of all UK conventions on the basis that as a nation we have very few big exhibition centres and they weren’t really relevant to my interests. Earl’s Court One, where Eurogamer Expo was held, is roughly the same size as 1 of the 7 exhibition spaces of Gamescom. Smaller venues mean fewer titles and less entertainment, so going to a smaller venue than this doesn’t seem worth the expense of travel and accommodation.

Conventions are always best when they are accompanied with friends and this one was no exception. My husband and I dragged my dad along for his first convention, and we met guild mates Andypanda, Entropy and Ku there, who has brought her friend Dave along too. Andy’s mission for the day was simple – get lots of free loot. Ent and Ku wanted to play Guild Wars 2, while the rest of us were happy to meander and see what was around.

The queue to get in was delightfully British – long but moving quickly and well organised. Once inside… well the show is definitely on a different scale to gamescom. The big stands and shell schemes are replaced with constructed walls, deep enough to get a door on the end (for storage) and long enough to get 4 laptops or consoles against. The big stands were reserved for the likes of OnLive, Rage, Nintendo and Samsung who had obviously invested the big bucks in the event.

Look! You can see carpet!

Guild Wars 2 was being advertised on the side of the free goodie bag that was being given out, and there were various adverts for it around the expo. They also had 3 constructed walls with a total of 24 stations where people could play the game, although when I first found the Guild Wars 2 area, I only thought there was one by the way everything was set up. Derp. It was there we met up with Cornish and Will, who I plug regularly on this blog. They’re as much of a delight and pleasure to chat with in the flesh as they are on Twitter and Skype and we spent a lot of the day milling around together.

In the morning we introduced my dad to Rift, had a wander around the retro gaming area and most of the 18+ zone. Andy managed to score himself a few t-shirts, a few miniature tanks and a Little Big Planet keyring.  While waiting for Entropy, Ku and Will to come back from the Guild Wars 2 Developer session, we all hit up Trackmania Canyon.  I’m a big fan of the Trackmania series and this one is looking good although I’m in desperate need of practice!

After lunch the less dedicated gamers (read: Dave and my dad) left and the rest of us wandered around the expo.  I got to try my hands on a 3DS, playing Zelda.  While I wouldn’t say the 3D aspect added to the experience, it certainly wasn’t as distracting as some have said it is.  3D on 3 22’’ monitors though? Yes please!  The indie games arcade and career fair were a little on the small size but perfectly adequate.  I tried my hand at Waves, an Indie top down shooter, which is oodles of mildly frustrating fun that makes you want to hit “try again” in the same way Tetris does.

Other highlights of the day include OnLive giving out vouchers to get their TV console for £1 (usually £70), but I remain unconvinced by the entire deal.  If I’m going to pay £30 for a game, I want to own it.  Choosing a subscription seems a good idea, but with a rather lacklustre library at the moment I’m very sceptical.  Towards the end of the day it got obvious that there wasn’t as much here as there was at Gamescom, and Somnium, Andy, Cornish, Will and I retreated to the bar for a couple of pints.

Ku plays Guild Wars 2, while Cornish, Somnium, Andypanda and Ent watch

In the meantime, Entropy and Ku were queuing up for Guild Wars 2.  The lines were a lot still shorter than the 5 hour wait I’d endured at Gamescom a few weeks ago, but still Ku was in the last 15 mins of her play session when we arrived at nearly 6pm.  While snapping a few pictures, she finished her demo and joined the throng of fans gathering around Colin Johanson asking questions.  Poor guy, he had 15 or so obviously hardcore fans bombarding him with questions, but not once did he stop smiling. Total pro.

Amongst the various questions about betas, release dates and stuff, I asked about activities for an upcoming article I’m writing.  The highlight though was probably Colin apologising for Polymock.

“I do need to apologise for that. It wasn’t how I intended it to be.  When I first designed it you played your pieces on a board in front of you and battled that way.”

“Kinda like chess?”, a fan asked.

“Yeah kinda like chess.  In the end the release date for Eye of the North was approaching and the developers came to me and said they didn’t have enough time.  What made it into the game was a compromise.”

When asked if Polymock would be going into Guild Wars 2, Colin told us that nothing had been decided yet but he was hopeful the original idea would make it.  The event made it onto the ArenaNet Flickr stream before a couple of burly security guards ushered us out of the Expo at 7pm.

Colin speaks with fans

All in all the day was good. Andy counted the day as a plus, leaving with a decently full loot bag (provided by Playstation) of stuff he’ll probably never use or wear. The queues were shorter and my feet didn’t ache anywhere near as much as they did at the end of day 1 at gamescom.  It’s a mildly disappointing experience when compared to the huge conventions, but I’m glad of the time spent in Earl’s Court and the for the excellent company.

If you want to check out more of what happened on the day, the photos are up on my gallery.