cashew: Sumomo acting like Sumomo (UMvC3 // felix wright)
2024-01-26 11:59 am

Thinking about RPG designs

So, since I was sick (again) recently, I watched a lot of Heart of Elynthi campaign (*shillWatchItHereshill*) and it got me thinking about how a lot of RPG (tabletop or computer/console) tend to focus on the character growth part of the game. Which, don't get me wrong, is great and all — and I understand that a core game loop in RPGs is gain XP → learn new skills → cakewalk previous difficulty → repeat — but a part of me can't help but really enjoy the idea of maxing out character levels after a certain amount of time and just having all the tools available to take on the challenges that the world will throw at you.

It's a bit like how in Guild Wars (not the second one, the OG Guild Wars) your character leaves the "starter island" aka tutorial at level 20 with all of the class' core abilities and with a full skill kit. Of course, you can vary that a lot and tweak it as you progress through the rest of the story, but the growth is far slower and more incremental than the initial loop of practically exponential power growth. It feels like there's basically 10% tutorial and 90% endgame. Of course, there were also plenty of frustrating bits to the game and I do think there are parts that were tuned in such a way that was needlessly challenging, but the overall ratio of "tutorial" vs "end-game" I think satisfies a part of me that really liked playing around with all the levers to figure out how I liked to approach problem solving.

(To be sure, I am still annoyed with Guild Wars over all for having poor class balance, it really shouldn't be the case that certain classes have a severe case of the feels-bad-man. And seeing how little respect GW2 treated the original GW lore and plot points and story, and the fact that the writers in GW2 all seem to be stuck in their own little modules without paying attention to the bigger picture, plus their horrible character writing puts me off of the game. But at its core, I think Guild Wars' original design concept of having most of the game be end-game is actually kind of refreshing and I wish more games took the time to really polish that concept.)

Here's the thing: while most players might argue the "end-game" starts when you've acquired everything there is to acquire and all that's left is super hard challenging bosses and no more room for improvement for your characters, I don't really see it that way. In my conceptualization of end-game, it starts when there are no more stat bonuses to gain. You can't hit harder, defend better, etc. anymore and what improvement is left is fiddling around to look for better and better optimization and synergy with the pieces you've got. And challenges in the game play come no longer from being able to survive, but rather from figuring out the puzzle of the boss, try to understand what you're supposed to do, which skill you need to use, or what plot point to push forward in order to resolve the conflict. The point of end-game is that it doesn't get harder anymore, it simply challenges you differently.

Of course, this design concept is a bit harder for video games due to its vastly larger decision matrix and limited programming power. However, in a tabletop game, where a huge part of the enjoyment is from socialization and exploration and the DM can spin a new location out of nothing by using theater of the mind stuff, this idea of reaching "max level" (by which I mean getting most of the class mechanics early in the campaign, so this applies to level-less systems, too) has a lot of room to explore. Especially since in tabletop gaming, most players are actually very familiar with their class mechanics and would probably enjoy carrying their character through many different worlds that share the same lore. Being able to travel to a new place to find new items that synergize well with the character's build (which is easier to do with a human DM who knows which mechanical holes exist in your character's repertoire and thus can throw an item that can do the cool thing you want to do when you get to a new town) can be really fun. Having the core style of your character's combat remain the same while at the same time being able to augment it for each new challenge can keep the game fresh while not having to abandon the character just to try something new.

In short, I think what I'm saying is that focusing on tweaking optimization as character progression can be really fun, but rarely do I see games design for that and the only instance I can think of didn't really do the design concept justice.

cashew: Kohane looking over her shoulder at a glowing piece of snow (xxxHolic // winter)
2022-06-23 10:50 am

Why GW2 can't get to FFXIV popularity

So, I was trolling around to see some people in the GW2 community (and content creators) bemoaning that GW2 isn't getting a fair shake and that it's an under rated MMO and it deserves to be more popular. But...does it?

I think the GW2 community is truly confused why FFXIV, something they deem to be a far inferior MMO (subscription fee, simple mechanics, tab-target combat system, slow pacing), has become the WoW killer. Many MMO had tried to carve out their niche in the market, but only FFXIV managed to topple the giant. And all these WoW evacuees, for some reason seem to refuse to come to their beloved GW2 and fled to FFXIV instead. Why? How is this a thing? And how does FFXIV go from being a complete mess of an MMO with a launch so bad that they had to shut down the servers and start from scratch to becoming the only WoW killer in the MMO genre?

No, it's not because of the filthy casuals, are you kidding me. We're talking about how a subscription MMO killed another subscription MMO. It has nothing to do with casuals.


Let's get down to business and defeat the ... orcs? )


Finally, I think GW2 needs to reconsider its "free" account. Part of the reason FFXIV is able to grow so big is because it's so generous with free account limitations. Compare the two side by side:

Characters: GW2 - 2; FFXIV - 8
Map content: GW2 - base game; FFXIV - base game + first expansion
Bags: GW2 - 3 + bank NPC (1 tab); FFXIV - 4 + Chocobo saddlebag (2 tabs)
Classes: GW2 - 8; FFXIV - 13

I get that GW2 free trial has less stuff because the paid GW2 account also starts off with less free stuff. But that just exasperates the problem. Paid accounts should have always started with 8 character slots instead of 5. Every expansion purchase should have given veteran players an extra character slot (compared to new comers). Or at least add a new bank tab for vets who have stuck with the game for longer to help retain older players.

Instead, GW2 has taken the clear and obvious route of "If you don't pay, we don't want you." For a "buy once play forever" game, that's pretty depressing. At least FFXIV never pretends like they were going to let you play indefinitely without paying, and yet plenty of people have logged thousands of hours into the free trial. Every time, FFXIV met and went beyond the player base's expectations. Meanwhile, GW2 has let the player base down again and again.

And the toxic protectiveness of GW2 players isn't helping. Anyone who dares to say a bad thing about their game will get told that they should be thankful they can play at all and that the community doesn't need this negativity. Well...guess what? It might be that your game isn't retaining players because it's not fun and the devs aren't responding. If you keep telling people to be satisfied with what they have or GTFO...then you're going to keep losing players.

cashew: Minako's transformation pen (SailorMoon // pen is mightier)
2022-03-12 11:42 pm

Follow Up: More Mechanist Thoughts

OK, so I pondered on my previous post a bit more and here are some detailed changes that I think would make the Mechanist feel less like a horrible pet and more like a GUNDAM FIGHTER rarrrr!

Change Mech to be pilotable

As previously discussed, one of the easiest ways is to morph the Mechanist into a Jade Mech (narrative: Mechanist now pilots the Mech). Toolbelt skills are still accessible while piloting mech, but regular utility (6-10) are no longer accessible.

F5 - Summon Mech - Drops Mech at Mechanist location and deals 1s stun around the Mechanist, 180 radius.
F5 - Board - Mechanist rides the Mech and changes weapon skills to Mech attack skills. If Mech is out of boarding range (120), summons Mech to Mechanist location then board. Disable access to utilities (signet passives still apply). 10s cooldown.
F5 - Eject - Mechanist ejects out of the Mech and regains equipped weapon skills and utility skills. Mech now auto attacks until it deactivates or reboarded (with F5). 10s cooldown.

When the Mech deactivates (looses all HP), it goes away and Summon Mech (F5) goes on a 50s cooldown to dissuade from loosing the Mech.

Mech should have a default of 75k HP or 50k HP with 2000 toughness. Mech is immune to all conditions except burning. However it receives a 1s daze when its breakbar depletes. Breakbar resets when the Mechanist boards or ejects (F5).

Mech Skills

To make piloting the Mech more viable consider these changes:

  1. Auto attack - Adopts Mech auto attack. Activation reduced to 1/4s.

  2. Mech attack #2 - Adopts current F1 skill, drop damage by 20% (80% of current damage), reduce recharge by 50% (i.e. Rolling Smash 10s, Explosive Knuckles 7s, Spark Revolver 10s)

  3. Mech attack #3 - Adopts current F2 skill, reduce recharge by 20% (i.e. Discharge Array 24s, Crisis Zone 24s, Core Reactor Shot 20s).

  4. Mech attack #4 - Adopts current F3 skill, reduce recharge by 50% (i.e. Jade Mortar 10s, Barrier Burst 15s, Sky Circus 15s).

  5. Mech attack #5 - Crash Down (current F4), leap to target enemy (1200 distance), damage enemies (same damage as current F4) in a 900 radius and deals 1s stun. 30s recharge.

Mace Skills

I honestly like the idea of a Mace Mechanist, but the Mace skills need to have some synergy with the Mech when not piloting it. Here are my proposed changes:

  1. Mace #1 - Reduce activation to 1/4s on first two strikes, 1/2s on third strike. Each strike now also heals Mech by 5% of its Max HP. (15% for one cycle.) Also have each strike apply 2 stacks of confusion.

  2. Mace #2 - Reduce activation to 1/4s, change confusion application to Daze (1s). Keep everything else.

  3. Mace #3 - Reduce cooldown to 10s. If Mech is active, replace with Rocket Punch (with current 5s cooldown).

Dodging when piloting Mech

Mech will roll up into a ball on dodge to avoid damage, like a snail or clam shutting into its shell. Will be cute. Also easy to animate.

Mechanist Traitline

The traitline needs to have more synergy with core Engi utilities, too. Here are my proposed changes.

  • Minor Proficiency - Mace Proficiency - You can wield mace mainhand. Tool Kit auto-attack now heals Mech by 5% Max HP for each strike.

  • Minor Adept - Mechanical Genius - Gain access to Signets. F5 now replaced by Summon Mech skill. Mech adds 50% of your stats to its base stats.

  • Major Adept

    • Mech Arms: Single-Edge Cutters - In addition to current effects, add additional bleed per hit by Mech.

    • Mech Arms: High-Impact Drivers - Change might application to 5s of Might per hit by Mech.

    • Mech Arms: Jade Cannons - Change default attack range to 1200 and apply 5s Vulnerability per attack. Mech attacks now pierce (up to 3 targets).

  • Minor Master - Mech Fighter - Change toughness and vitality gain to 1000 flat. Boost base HP to 50k. Experimental Turrets will now affect Mech and cause it to pulse Aegis (3s) every 10s.

  • Major Master

    • Mech Frame: Conductive Alloys - Instead of inheriting stats, increase condi duration by 20%. Stacks additively with other condi traits in core Engi builds. (E.g. Firearms: Chemical Rounds + Conductive Alloys = +53% condition duration on pistol poison.)

    • Mech Frame: Channeling Conduits - Instead of inheriting stats, increase boon duration by 25% and stacks 1 extra stack of stackable buffs. (E.g. Firearms: Sanguine Array + Channeling Conduit = 2 Might for 5s instead of 1 Might for 4s on bleed application; Explosives: Short Fuse + Channeling Conduit = 5s Fury instead of 4s when using explosives.)

    • Mech Frame: Variable Mass Distributor - Instead of inheriting stats, boost Precision and Ferocity by 20% (to Mechanist and Mech). Give 1s Distortion on crits (to Mechanist when not piloting Mech, to Mech when piloting Mech). When piloted, Mech hover-flies out of battle, movement speed increase 50%. Mounts are disabled while piloting Mech out of battle.

  • Minor Grandmaster - Exigency Protocols - Auto-eject pilot when struck at half HP. Mech gains immunity for 5s. Mechanist's next mace or Tool Kit strike heals Mech for 10% Max HP.

  • Major Grandmaster

    • Mech Core: Jade Dynamo - Instead of chance of explosions, all Mech attacks cause secondary explosive damage and triggers Explosions traits.

    • Mech Core: Barrier Engine - Add 1s of Aegis along with Barrier boon. Gains boon duration bonus from Mech Frame: Channeling Conduits.

    • Mech Core: J-Drive - Change skill to: when Mechanist ejects, Mech will now become airborne and only susceptible to ranged attacks. Airborne Mech will bombard area within 600 radius with scattering of grenades (activation 1s), triggering Explosives and Grenadier traits.

Signets

Oh man, every signet now needs a toolbelt skill. Let's goooooo.

Healing

Rectifier Signet - Fine as is.
Air Filtration - Toolbelt now purges 2 condis and gives protection to self and allies (600 radius). Compounds with Inventions: Anticorrosion Plating (purge 3rd condi when applying protection). 15s recharge, instant activation.

Utility

Barrier Signet - Passive: Instead of reducing condition damage, change it to purge 1 condi every 5s. Active is fine.
Raise Barrier - Drop projectile reflection dome around self (or Mech when piloting mech) that lasts 5 seconds. Apply protection to self for 10s when dome dissipates. Removes 1 condition upon protection application with Inventions: Anticorrosion Plating trait. Recharge 15s, instant activation.

Force Signet - Passive: In addition to power, add Might (5s) every 5s. (In other words, pulse 1 stack might.) Active is fine.
Repel Field - Launch foes within 120 radius of the Mechanist. Recharge 20s, instant activation.

Shift Signet - Fine as is.
Beam Me Up, Scotty - User shadowsteps to target location (1200 range). Enemies within 120 radius of location are blinded for 5s. (Max 10 enemies.) Stacks with condition duration traits. 30s recharge, instant activation.

Superconducting Signet - Fine as is.
Short-Circuit - Create a field of fire (900 radius) that pulses 3 stacks of burn (5s) and 600 damage every second for 10 seconds. 30s recharge, instant activation.

Elite

Overclock Signet - Passive: Reduce all equipped skills' (includes Toolbelt and Kit skills) recharge by 20%. Stacks with other skill recharge reduction traits. Active: Change signet recharge based on Mech availability. If Mech is deployed at activation, recharge 25s. If Mech is unavailable, recharge 90s.
No toolbelt skill, because F5 is used for summoning/boarding Mech.


OK, that's a lot of thought about a game I'm not playing. Back to a game where I'm not so frustrated with the developers.

cashew: Sumomo acting like Sumomo (FFVII // zack)
2022-03-12 12:47 pm

GW2: Engineers always get the short end of the stick

I haven't been keeping up with GW2, since I'm having far more fun in Another Eden (working on getting my first level 80 team fully leveled and need to go collect some more swords). However, I took a look at some of the feedback on the new Engie elite spec, Mechanist, and...

...WHAT DO YOU MEAN THE TOOLBELT HAS BEEN DISABLED?!

Holy shit, no. The toolbelt is the engineer's core mechanic. Engies don't get weapon swap because of Toolbelt. Engies are kit-dependent because of Toolbelt. Even Holosmith didn't deactivate the toolbelt, merely replacing the skills temporarily with Photon Forge skills (and denying the F5 elite toolbelt skill, which isn't quite as bad, since the F5 on base engineer wasn't the greatest — although missing one more blast finisher sucked; F5 wasn't there in OG GW2 anyway).

This almost feels like the devs were too lazy to design toolbelt skills for the Mechanist and so decided to erase the toolbelt. WTF. If that's the case, then at the very least give the Mechanist weapon swap for the tradeoff.

And back to the actual mechanic of the Mechanist...is it really that hard to just let the engineer ride the damn Bot instead of making it a pet AI? Why not allow the Mechanist to summon a Jade Bot by riding it and then replace the weapon skills with the Bot skills instead? And the Bot can serve as a second HP bar, which, once depleted, ejects the Mechanist, who has to either summon a second Bot (after cooldown) or use their weapon skills and kits.

This mechanic is literally already built into the game. We ride Asura golems temporarily in story missions all the time. Why not make it a permanent feature for the Mechanist? It would be so easy to implement. And you can keep the signets as passive buffs for the Bot while the toolbelt skills can further buff the Bot with active boons. Hell, I'll even give up the F5 skill for Bot Summon and Bot Eject (provided it has an added stun effect). Like...holy shit, is this not an obvious solution? What the fuck is Anet doing?

Hell, if the Jade Bot is too OP, you can even disable utility (6-10) when riding the Bot and force the Mechanist to rely on their toolbelt for utility and figure out when to eject from the Bot to be able to access their 6-10 skills.

I cannot believe how terrible the devs fucked up on something so simple. I am once again reminded of why I quit GW2. The devs literally don't know what they're doing when it came to the Engineer.

cashew: Sumomo acting like Sumomo (Default)
2017-11-16 04:54 pm
Entry tags:

Fuck this, I'm actually going to comment on MountGate

Thanks for making me aware of MountGate, [personal profile] tanithryudo. Now I'm commenting instead of writing NaNo like I ought to be. >:(

First, I'm more or less caught up on what Anet did, what the responses are, and I'm going to say all of this just convinces me to stop playing. Like. Stop. Period. I've had it. I was already not happy about the decisions that Anet made regarding mounts (giving them faster than swiftness speed), so that is it. I am done. After complaining and complaining for over 5 years about GW2, I am finished with this franchise.

Second, to all those who say give them time to learn from their mistakes, the truth of the matter is very clear: Anet doesn't think it's a mistake. Sorry, but they don't. I'll get to the why later, but I'm going to address the gamer side of things, this relentless giving a pass for anti-consumer practices. For those who say, "Let's hope they don't do it again." I say to you, look at the progression of the micro-transaction. Not only has the gem store gotten more and more expensive skins, but they've gotten more and more RNG with each pass. First, it was the BL chests RNG items, but those were trade-able. Then it's the BLC locked glider skins which can't be sold. Now, it's straight up selling RNG. It's not going to get better, it's only going to get worse. Then there are those who say, "Vote with your wallet." To you, I point out that in a micro-transaction sales model, 80% to 95% of the income comes from 5% of the player base. So even if you manage to get a 90% majority of players to band together, you will make less than 1% impact on their revenue.

Therefore, the only real impact that can make Anet feel the consequence of their mistake is to simply quit. As long as you're on that game, you are giving the whales someone to show off to, and as long as whales have someone to show off to, they will buy from the gem store, no matter how ludicrous. You want your voice to be heard? Ironically, the only way is to walk away and take as many people with you as you can. Quitting the game is voting with the only wallet that still holds any sway.

Third, Anet's response only solidifies my belief that they don't think they made a mistake. Here's why:
Anet's apology )
Now, I want you to focus on this bit: "Individual sale is a mechanic that works with a few, flashy skins. Using a grab bag mechanic gives us leeway to create skins to suit a wide range of player tastes while offering a lower price per skin."

Let me break that down in real speak:

"Dedicating resources into making a single item that sells well to the majority of the playerbase is costly. Taking into account the huge variety of taste amongst literally millions of players, it is unlikely that we can monetize any single item toward even upwards of 50% of the player base. Therefore, to justify the cost and make a profit, we must place the price point of the item at the unreasonable 2000 gems as seen in something like the legendary-esque Jackal skin.

"However, if we use an RNG mechanic, all assets in the selection pool can be monetized by using it as a motivation for the player base to play the RNG. If the player received an item they were not hoping for, the slightly improved odds will further motivate the players to spend again. Thus, a player who would have spent only 400 gems once for the item they want can be monetized twice under the RNG model, inducing them to spend 800 gems, or, in the case of whales, repeated ad nauseum until they receive the desired item. Our statistical analysis places the necessary starting pool for highest monetizing percentage, assuming a linear decay for repeated gambling, at somewhere around 1/30, therefore we released 30 skins.

"While we will lose a 400 gem sale here or there from the more discerning players, our research has demonstrated that more than 80% of players are at least willing to risk the RNG once for a chance at something they want. After they have made the first purchase, over half of those players will, statistically, re-purchase in the hopes of getting what they want. Our economic model demonstrates that there is a definitive revenue increase due to these behaviors and that is why we decided to release the mount skins as RNG instead of direct purchases."

And that is why I refuse to play this game. I will not keep confirming your statistical model. I will not contribute anymore to your predatory behavior. I can only hope that sooner or later, the rest of your consumer base realize they've been played, but, statistically, that chance is pretty low. So, I can only take satisfaction in not supporting your BS anymore.
cashew: Riza Hawkeye emptying her guns at the viewer (FMA // die)
2017-10-07 11:51 am

GW2 Story Rant - regarding WoodenPotatoes' review

So, I was listening to WoodenPotatoes' HoT story review and...wow, I'm kind of pissed off.

Here's the thing, I agree with him on two accounts, but over all, for someone who claims to be "so into the lore", he seems to not know shit when it comes to storytelling. He's also such a typical gamer in every way that annoys me about gamers, which really shouldn't come as surprise, but nonetheless it just offends my sensibilities so fucking much that I want to be able to reach into the screen and punch him in the face. Yes, I'm so fucking angry at him that I wish him actual bodily harm.

Points that I agree with him on: Pacing in Heart of Thorns was shit. Faolain was a complete waste.

Now for everything I disagree with. )

Anyway. I'm very angry. I usually watch WP videos to relax, but good fucking god, he pissed me off so fucking much with that video. Fuck you WP. Stick to summarizing, do less actual analysis, you don't have the head for it.

cashew: Kamui holding a bunch of books (X // even heroes read)
2017-09-22 10:38 am
Entry tags:

Oh, GW2 lore, why you keep fail?

So I was reading up a little on recent Path of Fire expansion release and finally caught up with the new Revenant legend. I mean, I already have zero interest in the new legend, because I'm not giving up my shield on rev (for RP reasons), but I figured I should know what I'm missing out on.

Kalla Scorchrazor? Who the fuck is Kalla?

I mean, I know this point has been belabored to death on the forums already, but why pick such a little known character? Why? It's not like we don't already have a prominent bow wielding female character already, Eir Stegalkin. Remember her? The one you writers fridged for the sake of advancing a male character's story?

Just... I'm all for more female characters, really, especially when you think about how the Rev's base legends are all male, it makes sense to pick some more female legends and I'm glad they're doing it, but it feels so tacked on and thoughtless. No one likes a thoughtless "quota" of female characters. Just...ugh.

Another reason to dislike GW2's direction. Unfortunately, the rest of the gamers seems to be lapping this shit up.

cashew: Sumomo acting like Sumomo (Default)
2017-03-18 05:18 pm
Entry tags:

Reassessment - Why engineers have no weapon swap

Previously, I argued that Toolbelt is the reason we don't have weapon swap. With reading continued discussion, I've changed my mind and have to agree with the majority of players who keep arguing for kits being the reason Engineers don't have weapon swap. In fact, Toolbelt is there to compensate for the fact that Engineers use Kits instead of traditional weapons, and must use up a utility slot.

In other words, Engineers' Toolbelt is the Utility and the Utility bar is our weapon swap. And we can choose to reduce the amount of weapons we carry, and get compensated by having two skills with each utility skill we bring as a replacement.

My argument is very simple, Engineers are literally the only class in which the utility skills are not grouped by type. For every other class, the UI lists the utility skills in rows, with each row comprised of a single type of utility skill. Glyphs are all in the same row. Shouts are all in the same row. And every single class has exactly 4 non-elite utilities per type organized in a grid of 5 rows (types) x 4 columns (4 skills per type). The only exception to this rule is the Engineer, who has 5 skills for 4 utility types. The justification for this is because each utility technically is 2 skills in one, that's why there are less types of utilities.

This is the crux of the argument. Engineer utilities are not utilities in the traditional sense. That's why the Toolbelt exist, to provide the actual utilities.
cashew: Sumomo acting like Sumomo (Default)
2017-03-08 09:56 am

Slightly more thinky class evaluation

Okay, so after the last bitchery about class difficulty and ranking, I decided to do a little more actual breakdown of the class difficulty (in my experience, of course), taking into consideration things like excelling vs. competence, and general nuance as it were. Since I've played all the classes through to 80, unlocked all the specialization, and even went so far as to go all the way until the story end of HoT with 3 classes, one of which I deleted to make room for new characters, I say I have a good understanding of the classes in terms of general PvE. Now, sure, there's fractals/raids whatever, but that's the small percentage and I'm breaking it down more for the general populous here.

This gets long, so let's get typin'. )

And that is...longer than I wanted to go on. I'm gonna leave the elite specializations for a later analysis. @_@
cashew: Minako's transformation pen (SailorMoon // pen is mightier)
2016-11-03 10:05 pm

DIY new elite specialization

Saw the forum thread and realized that Engineers got no love. ;_; Gonna make my own Elite specialization that would actually be fun to use.

Perchance to dream... )

Oh geebus, coding that killed my eyes a bit. Okay, now onto the Traits.

And the dream continues... )

Reasoning and Meta )
cashew: Sumomo acting like Sumomo (DCU // emorobin)
2016-10-22 01:09 pm
Entry tags:

Fixing the engineer

If Anet actually wanted to fix engineer, here's what they would've done:

  1. Increase attack speed of pistol #1 (fragmentation shot) by 50%

  2. Reduce shield #4 (magnetic shield) recharge to 20s

  3. Add 1s stun to pistol #3 (static shot)

  4. Increase radius of all bombs in bomb kit by 60 units

  5. Increase all condition duration by 20% in the trait expert examination

  6. Increase rifle range to 1200 units

  7. Decrease gyro leash length to 180 units, teleport gyro adjacent to engineer when outside of leash length

  8. Return gyro to instant cast

  9. Increase shredder gyro speed by 33%

  10. Gyros blast when destroyed (a la turrets)

  11. Re-enable throwable turrets

  12. Make turrets immune to conditions

  13. Reduce gadget recharge by 33%

  14. Remove RNG from thrown elixirs

  15. Change A.E.D. to instant cast

  16. Increase damage bonus from glass cannon to 20%

  17. Remove cooldown from Thermobaric Detonation

  18. Reduce cooldown for Incendiary Powder to 5s

...and many more, but that would be a good start to bringing up Engineer to baseline level with other professions.
cashew: Riza Hawkeye emptying her guns at the viewer (FMA // die)
2016-10-05 08:40 am

GW2 Story - for fuck's sake, write better

While playing GW2, I've kind of already ranted a bit, but since in game chat box is not really conducive to writing long ass complaints on why I hate the story writing, I'm going to go into a little more detail about what's been bugging me about where the GW2 writing has been heading.

First, a little context. Cut for length - click to read. )

Look, I'm not trying to say that the only way to write a game story is to offer customization, but GW2 has billed itself on this. This is how GW2 is trying to stand out from the crowd. This is supposed to be one of the reasons to play GW2 over another MMO, because it gave you a personalized story. GW2 made its bed, and it should be held responsible for lying in it.

And all of that is why I am utterly galled at the trend that started with Heart of Thorns expansion the utter removal of personalization. What is the point of giving us dialogue choice when it doesn't actually change the dialogue? And other than the first instance of the HoT story, everything was set in stone. And not only that, every racial dialogue sounds like it was written for humans.

Why offer us the option to play multiple races only to make it utterly pointless to play them? Why would an Asura just sit around and take it when another Asura is lecturing them? Why would the Asura PC be utterly illiterate in their own racial history? Why would Taimi (Asura NPC) feel the need to dumb down her explanations for a fellow Asura?

And what's most infuriating is that all of this is actually really easy to fix.

Fixing story telling to give the illusion of personalization. )

I know MMO writing is really not exactly the cream of the crop when it comes to games, but for fuck's sake, you can do better with even just a little more of giving a damn.
cashew: Kamui holding a bunch of books (X // even heroes read)
2016-06-22 10:46 am
Entry tags:

On Malyck (Yet more GW2 blatherings)

I really don't understand why the writers at Anet decided to completely drop Malyck's plot. It's bad enough that he shows up in the personal story, establishes that there are other Sylvari that are not sprouted from the Pale Tree, is called the freaking Harbinger, and then just disappears from the plot altogether.

Now, with the reintroduction of the Plant Dragon Mordremoth (why does that name sound so Tolkien-esque?) and the reveal that Sylvari were plant dragon minions this whole time, you'd think that this would be the perfect time to pick up Malyck's lost plot thread. Y'know, show us the other Sylvari groves where they don't have Ventari's influence or something. You would think this is the perfect time to introduce some complexity!

Honestly, the entirety of HoT (at least in terms of writing), just feels like someone got defensive when they realized the player base was not happy with how the Sylvari were developed and now is stumbling all over themselves to be like "no, look at how complex they are, look!!", instead of actually addressing the problem of creating a fairly young race that for some reason has the wisdom of the ages.

Housemate put it in pretty concise terms: why didn't they just make the Sylvari a race of tree librarians, with the Dream as a giant archive that they can help people access, but not necessarily be the "wise" race? Ugh.

But seriously, just the entire HoT feels likes an attempt to fix Sylvari when it coudl've been fixed much easier if they didn't keep trying to shove Sylvari into our faces all the time.
cashew: Riza Hawkeye emptying her guns at the viewer (FMA // die)
2016-06-19 09:29 am

Played the new HoT story up to Auric Basin - Not Happy

Yeah, I know, first thing first: why in the world am I paying attention to the story anyway?

Well, see, it's not that I particularly want to pay attention to the story, but rather because the game keeps telling me that its story is Really Important. Like, seriously, did you not read how much Effort was put into the raid wings' dialogue trees? So...yeah, unfortunately, when you keep promoting about how your story is soooooo important to your game design, I'm gonna pay attention.

Also, since the story happened in an unskippable cutscene, I kind of had to watch it anyway. So.

Point is, let's just say that I was never a big fan of either Faolain or Eir. And yes, I do know that they were going to kill 'em. Yet, with all this warning, I was still caught off guard at how unceremoniously the two characters were killed off. I mean, really? Faoloain stabs Eir while running away and Eir stabs her back by throwing the stick into her chest? What kind of pointless death is that?

And to top it all off, the only reason Eir died is so that Braham can get his character development and become the Dragonhunter. So. Stupid. Most pointless fridging of a character ever. As for Faolain...what was even the point? She could have been an interesting narrative with respect to the Nightmare court and make the player have to confront the fact that not all Sylvari are hiveminded creatures and do in fact have free will, and not to mention that it introduces a weird little wrinkle into the Sylvari vs. free will development and can make for an interesting story, but all of that is squandered because, fuck it, let's just kill Faolain, because it's not like she was a kind of an oddball of a Sylvari and gave this really bland race some depth. Right?

Fuck that noise.

I'll be the first to admit that I have zero fondness for the Sylvari, as their original implementation was too much "let's make elves, but green this time" BS. But, there was some stuff that could have been interesting. They're confirmed to photosynthesize, they have a hive mind and no free will, yet something went weird and suddenly free will was developing in the race. Not all of them are necessarily evil, as some are just self-serving (a la Faolain and Canach). Because the Sylvari are a young race, they could serve as a medium to discuss the concept of how free will developed (or really, sapience). The hivemind could have been an allegory for natural instinct, while sapience contradicted instinctual reflexes. It could also have indulged in exploration of what it means to be born "good" or "bad" and seriously challenge some of the values that the players hold (like is killing really bad or is it okay to just wholesale slaughter things because that's what the game mechanic is saying?).

Yet, instead of trying to introduce actual complexities into the story, what we get is some stupid flavor text with people being horribly racist, and when the player choose to be fearful rather than accepting of differences, what we get instead is the narrative agreeing with the player, rather than making the player have to confront the fact that they may have made the wrong decision.

I would go into deeper discussion, but I'm functioning with very little sleep right now. In short, I find the entire HoT a very, very bad misstep for GW2, in terms of lore, mechanics, and even map design. While yeah, it's nice to find a little cove to be able to hide in when the jungle is over run, I shouldn't have more fun sitting behind a waterfall, than when I'm out there discovering new areas and new places. And finding out more about the world shouldn't make me wish to go play in a different world altogether, like Avengers Academy, where at least characters are fun or in Puzzle and Dragon, where everything looks cute and there are fun dialogues between your party of monsters with the dungeon boss, especially if you use one of their servants to defeat them.

I'm just saying when Puzzle and Dragon, a match-three phone game, has a better story and mythos than your AAA huge, sprawling MMO, you have a problem.
cashew: Kohane looking over her shoulder at a glowing piece of snow (xxxHolic // winter)
2015-11-10 10:06 am
Entry tags:

Heart of Bitterness

So, I mentioned prior that Heart of Thorns expansion was utterly unplayable for me due to technological reasons. However, as I read more, and as I listen to woodenpotatoes' experiences in Heart of Thorns, I've come to the conclusion that the entire new expansion just left a very bitter taste in my mouth. The kind of bitter taste that makes me go "I don't want to support this company."

Reason the first: The new guild system that rolled out with HoT made me very, very angry. Now, I never expected a small guild to be able to compete with a big guild. I never expected a small guild to be able to have access to all the amnesties of a big guild. But prior to HoT, and thus is a function of the core/vanilla GW2, small guilds were able to build up influence and purchase bonuses simply by playing the game. A guild of two was able to pretty much have access to everything that didn't require guild missions. And that was fine. We had a similar but slightly less powerful versions of buffs that the bigger guilds had. We were able to build up our guild bank. Etc. Etc. With the new expansion, everything about a guild is tied to the guild hall, a feature that is only available with HoT purchase, and is not doable with at least three people. So, goodbye micro guilds. Goodbye guild members who may have not purchased HoT. Purchased HoT but is in a two person guild? No guild hall or any of the previous buffs for you. Have a large guild but didn't purchase HoT? No guild hall or any of the previous buffs for you. In short, the game is literally taking away original mechanics that were available in the vanilla game, and putting it behind a purchase *plus* body count wall.

Reason the second: The new HoT maps are absolutely unfriendly to casual players. And by casual, I mean people who just wanna kill some time having fun with friends. I have never met a single hero challenge in the vanilla game that I wasn't able to do by myself on an Engineer (y'know, the most weakass profession in the game). And yet, there are hero points that require no less than three people to complete successfully in the new maps - not because my computer can't render that area worth shit, but because that's just how the game was balanced. That's bull. What is someone on an empty map supposed to do? People say taxi, yet I've looked up the LFG tool and there are rarely taxis into an active HoT map. And without the ability to select an active map to jump into, you're pretty much stuck with no way to complete anything unless you can rally up enough friends, and who's got time for that when you're a casual player? There's definitely a sense of being left behind if you can't keep up and that just makes me so, so frustrated.

Reason the third: Game pricing point was the same as a full game, despite HoT being an expansion. This is just wrong. An expansion should never, ever cost the same as a full game. Some argue that it's because the expansion contains the core game, but that only means those who have already purchased the core game should get the expansion at a reduced price. Otherwise, you're making your veteran players, y'know, the ones who stuck with you and are loyal, pay more than the new players. Some argue that you've already got to play the game for 3 years, but here's the problem: GW2 IS NOT A SUBSCRIPTION GAME. So you should not have to pay for the game again just to play the expansion. Oh, but the core is free to play now, is the other argument I see. WRONG AGAIN. A veteran who paid and a f2p player have very different limitations. This is has a very limited f2p experience, and requires payment for the full game access. HOWEVER. Veterans who have already paid for the core game are still paying the same as new players for the expansion. Thus, the model is simply making the veteran player pay twice. It's a shady, shady business practice and people who keep defending these business decisions are what's wrong with the game industry.

Reason the fourth: The story is shittier than ever. To be fair, I was never that invested in the story of Guild Wars. However, I have grown attached to the Asura race and for the most part, I still get a little squee when I see Ogden from GW1. But between the killing of Eir, Faolain, and Trehearn, I'm seriously questioning just how much the writers give a shit about their writing. For example, Master Togo of GW1 didn't die until the very end; Rurik died earlier, but later comes back to haunt you; no major characters died in Nightfall or EotN; it shows that the writers understood that character death isn't some cheap shock plot trick, it's something that has to be taken very seriously and only used when the plot deems no other way out. Yet, in an expansion of merely 4 maps, three major characters are killed off in quick succession. These aren't some one-off NPCs, they are core characters in a major part of the GW2 story, and yet they're just tossed aside to make room for...what? Canach, Laranthir, and Bram? Fuck that shit. (And I don't even like Eir, Faolain, and Trehearn that much.) This has got to be the most irresponsible writing to date in GW history. WTF.

So right now I have a lot of bitterness towards this new expansion, everything from the meta to the business practice to the execution. The only real way I have of protesting this is to not play. To use my refusal to purchase or play or in anyway giving Anet an asset they can use to promote this shit until they change their ways.

/angry
cashew: 3/4 profile of Subaru from TRC being pretty (TRC // Pretty)
2015-09-09 09:50 am
Entry tags:

Ideas for Racial Skills

Yeah, I know it isn't going to happen, but wouldn't it be nice if they could introduce new racial skills with the HoT expac? Not that I expect racial skills to ever be worth taking over class specific skills, but it'd be pretty fun to have for flavor. Anyway, my ideas. (I designed most of these skills to be of some use for lowbie characters, meant to be replace with much better skills once the profession has been leveled and the traits are unlocked.)

Asura:
Heal-r-tron 0 45
Healing skill - Summon a Heal-r-tron for 90s. Talk to Heal-r-tron to switch between "follow" and "defend". "Follow": Heal-r-tron follows the player and pulses regen (3s, 180range, target 3) every 3s, is susceptible to enemy damage. "Defend": Heal-r-tron remains in place and pulses protection (3s, 240range, target 3) every 3s, is not susceptible to enemy damage.
Design idea - Asura lack healing racial skill. The long recharge makes up for 100% upkeep of regen and protection. Protection being the more powerful boon, thus locks the heal-r-tron in place for balance. Persistent regen comes at a price of possibly losing heal-r-tron to enemy damage. Really more suited for silliness in lowbie areas.

Charr:
Lick Wound 1 20
Healing skill - Lick your wounds to restore health (3,000). Invulnerable for 1s.
Design idea - Charr, too, lack racial healing. The fun part about this is the charr would actually sit down and lick its heinie to heal. Mostly the fun is in the animation. XD

Human:
"Help me, Mhenlo!" 0 35
Utility skill - Summons the spirit of Mhenlo from the mists to cast protection(5s) on all allies within 400range.
Design idea - Like him or hate him, Mhenlo was a part of your party before heroes were a thing. And even then, he was still a pretty staple part of the group until 7-heroes were a thing.

Norn:
Bear Hug 0 60
Utility skill - Stun the enemy for 1s with your embrace (180range).
Design idea - Just imagine a norn walking up to the enemy and hugging it into submission. Yeah. Also, 60s for an on demand stun is pretty good, without actually competing with the profession's stuns.

Sylvari:
Photosynthesis ¾ 45
Utility skill - Give yourself 3 Might for 3s. Give additional 3s if used during the day.
Design idea - Because plant people should be affected by the day/night cycle more than other races. And might is useful for any class, but with much better sources elsewhere.
cashew: Kamui holding a bunch of books (X // even heroes read)
2015-08-09 09:45 am
Entry tags:

Heart of Thorns: Design philosophy change?

So, I'm playing the Heart of Thorns (GW2 expansion) beta weekend and I feel like there's been a change in the design philosophy.

In the original GW2, the philosophy seemed to be "reward good play". For example, you get bonus experience when you use combo fields or cooperate with other players. You get extra stuff from going out of your way to do obscure things. You get more experience from completing events and hearts than just mindlessly grinding mobs. In other words, players are incentivized with more stuff when they play well, instead of being punished for playing badly. You will not receive less or no experience for playing in an area below your level or not use combo fields. You aren't locked out of map completion for not completing jumping puzzles or doing difficult bosses. You don't die just because you missed a dodge on a knockdown or AoE attack.

However, in Heart of Thorns, it's starting to feel like the design philosophy is now "punish bad play". Instead of giving your bonus experience or a shiny item for killing a hard mob, now it's kill you with one shot if you don't dodge in time. If you didn't see the sniper or didn't time your dodge right? Immediate death, do not pass go, do not collect 200, start over. Essentially, the game is now punishing instead of rewarding. Sure, some of the hardcore thinks that the only rewarding game is a punishing one, but for the most of us, it's just straight up frustrating.

Quite frankly, I wish Anet will just come right out and say it. They've decided to make Heart of Thorns a punishing game instead of a rewarding one, that way the rest of us can just avoid the expansion altogether.
cashew: Sumomo acting like Sumomo (DCU // emorobin)
2015-07-19 08:29 am
Entry tags:

Hey, Anet, I've got a beef to grind

Dear Anet and Guild Wars2 developers,

Can we please make the wildlife non-aggressive? Especially the predators? I get that you need aggressive mobs to keep the players on their toes, but I think it's kind of irresponsible to make the wildlife aggressive, when you already have non-aggressive ones. In fact, that you made the herbivorous animals non-aggressive and the predatory ones aggressive shows your utter lack of understanding of animal behavior.

As a general rule, all wildlife are non-aggressive towards humans. The only ones that are aggressive tend to be the ones who learn that humans are easy prey. Hence the stories of man-eating tigers. But they are, in fact, the exception, not the rule. Most wild animals would rather take the flight option over the fight option during most confrontations. The only exception to this is during mating season in many herbivorous species, where there is a heightened aggression in the males towards any perceived enemies. To the point where they will even attack their predators to show off to the females how strong and viable they are (and then get eaten if they're not as strong as they're trying to show themselves off to be).

As a rule, predatory animals do not engage with anything aggressively to avoid unnecessary injury. Injury could mean no more hunting and no more food. Even when hunting, predatory animals pick easy to kill individuals, such as the old, the young, or the sickly. A strapping, healthy buck in the middle of rut is not going to be on a predator's menu.

What I'm trying to say here is that those aggressive animals you've coded into the game, such as the leopards, wolves, bears, hyenas, are not, in real life, the most likely to attack you. In fact, the more likely source of wild life attack are from those animals you've coded as non-threatening, such as the moa, deer, moose, etc. Those are the ones who are more likely to charge you with no provocation simply because you got too close for comfort. The predators, especially if they're full, are much less likely to give a shit about a human that's passing by unless said human approached them in a threatening manner. Otherwise, you'll probably just get ignored.

And it's bad enough that predators have such a bad reputation that almost every single predatory animal out there is on the endangered species list. I mean, seriously, that's how bad it's gotten. As a game that prides itself on breaking the usual game meta (such as having gay characters, or avoiding chain mail bikini for the female characters, etc.), how about you also break this "predatory animals are dangerous" trope, too? With all the environmentalist messages in your game, isn't it a little hypocritical to turn around and encourage players to run around slaughtering wildlife?

I don't mind killing the evil animals, the wargs and icebroods and drakes and skelks, but when it comes to things like sharks, barracudas, bears, wolves, leopards, etc., can we at least have the choice of not killing them because all we wanted was the mine that iron node? Hell, even piranhas aren't all that interested in human flesh (experimentally proven - piranhas don't bother attacking humans, they prefer smaller fish). It would be nice if you could stop perpetuating this falsehood about this aggressive wildlife that we must eliminate or they'd eliminate us.

Wild animals have it hard enough as it is, predators especially so because humans have an irrational fear of them for no scientifically justifiable reason. The least you could do is discourage your players from slaughtering the virtual ones in your game.

Hoping you see the light,
Cashew