Archive for the ‘ Game Mechanics ’ Category

The Ball Is Angry

If you know me then you probably know that I’ve been playing a good amount of League of Legends (LoL) lately. It’s a fun game with a certain visceral playstyle that I hope is mirrored in Guild Wars 2.

When playing LoL, it’s not necessary to constantly monitor your skills. You have four character skills (unique to and constant for that character) and two summoner skills (global across all characters which can be changed before a match is begun). Movement is click-to-move and attack, so Q W E R F and G are re-mapped to be your skill buttons. This took some getting used to.

Because there are only six skills to worry about, memorizing them and their effects is relatively easy. There is a health, mana, and experience bar on the bottom of the screen as well as a target box on the top, but these are wholly unnecessary. You, your teammates’ and all enemy units have their health and mana displayed above their head. This is a true Head’s Up Display. I don’t need to look at extraneous bars elsewhere on the screen to monitor the damage I’m doing or the damage I’m taking. It’s right there in front of me. I don’t have to look at a casting indicator to see what the enemy is doing, the skill effect makes it quite obvious.

Area of Effect skills have colored rings to denote friendly or hostile skills. We know Guild Wars 2 is also doing this and it’s a simple and supremely effective tactic. The skill particles and animation conveys the skill’s effect while the border color conveys its friendliness.

All that information is great and very important to an active combat style, but it’s not the most important comparison I’m drawing between LoL and GW2. What I’m talking about is battlefield control, and that’s where my lovely clockwork lady comes in.

Meet Orianna. She’s a bit of an odd duck. All of her skills revolve around her ‘pet’ ball. With her first skill, Command: Attack, she throws the ball. It does a decreasing amount of damage to everything it hits along the way to its destination. So if your goal is to harass and bully some enemy players that are hiding behind a line of creeps (weak NPC trash mobs) you’ll need to execute some flanking maneuvers, or throw the ball twice, once to get through the creeps and again to slam into an enemy champion.

Her second skill, Command: Dissonance, creates an electrical field in an area around the ball’s current location. This field does a middling amount of damage, but more importantly it slows foes and speeds up allies. ArenaNet is making heavy use with this type of mechanic in Guild Wars 2. Look at Ray of Judgement for example. It lances out lightning that bounces between friend and foe alike. When it strikes a foe it causes damage, when it strikes an ally there is a small amount of healing done. Giving a skill multiple effects based on the target adds depth and more utility than most skills. With Command: Dissonance I can use it to kill a mob of creeps, I can use it to slow enemy champions, helping my team net a kill, or I can use it as a speed boost to either chase or get back into the action after a death. It’s an extremely useful skill.

Orianna’s third skill, Command: Protect, has similar utility to her second. The ball flies from wherever it is and attaches to a friendly target. While in transit the ball does damage similar to that from Command: Attack. It forms a protective barrier around the ally (or Orianna herself), absorbing a small amount of damage, but it also generates a weak static field and does damage to any enemy nearby. From one skill we get damage in a line, damage in an area, and protection.

Her fourth (ultimate) skill isn’t worth mentioning in the context of this post. It basically creates a vortex and sucks enemies in and does damage. There is no effect on allies.

So that’s how the ball works in black and white, but once you bring it into an active combat environment multiple nuances of color start appearing. Orianna’s ball cannot be killed, targeted, or attacked, but Orianna can and she can be very fragile. The ball offers extreme range but even more it offers the opportunity to control the battlefield.

Early in a game farming creep kills is paramount to generating experience and gold. Orianna’s ball is used to harass the enemy champions and keep them away from the line of skirmishing creeps, thereby starving them of experience and gold. Doing this I’m not using the ball at all for attacking creeps, I’m taking pot shots at the enemy champions, throwing the ball into the bushes, and generally being as annoying as possible.

Later in game comes the team fights. Gigantic melees where it’s almost impossible to know for sure where exactly the ball happens to be sitting. In these situations the ball is in its prime. Movement here is key. Throw the ball beyond the attacking champions, damaging along the way. Command: Protect to the melee ally that is running in, once again doing damage along the way. When battle is joined cast Dissonance, doing damage, slowing the enemy, and speeding allies.

Very rarely do I lead in killing blows, but Orianna is a fantastic support character. Playing her requires one to be hyper aware of the battlefield: where are your allies, where are the enemies, who is low on health and will casting Protect also net you some damage?

This all compares directly to combat in Guild Wars 2. When I started playing League of Legends I watched a tutorial video. If it weren’t for the commentator pausing and pointing out specific things I would have been completely lost. There are so many creatures on the screen and so many different effects going off that for the uninitiated it looks completely chaotic and unmanageable. Do these complaints sound familiar? They should. Remember this video:

When discussing this gem I heard a lot of concern about how chaotic everything looked. The skills going off demanded our attention and since we aren’t familiar enough with the gameplay it all looks like so much noise. This leaves me feeling hopeful. I had a similar reaction when I started playing LoL and now I revel in the fast-paced combat. Between the spare User Interface, the descriptive skill effects, and Orianna’s control the battlefield playstyle I feel like I’m in pre-Guild Wars 2 boot camp.

What have you been playing lately that you feel could be preparing you for combat in Guild Wars 2?

 

Dig A Little Deeper, Come A Little Closer

Said the dragon to the knight from the depths of its lair.

Let’s talk dungeons.

You all know I’m a former World of Warcraft player, an active raider even (why do I feel like I’m saying I’m a recovering alcoholic?). I played WoW because it was fun and I got to hang with my friends. A couple years ago, however, I played WoW because it was INSANELY fun and I got to conquer gods with my friends. (If you’re wondering though, this was my proudest moment, I was raid leader for that and we were still 25-strong.)

Anyway! Guild Wars is great, and Guild Wars 2 looks even more great. Even in the midst of my excited anticipation, however, there was still a part of me that mourned the passing of Tigerfeet the Raider. There’s something about talking with other people, adrenaline running high as everyone concentrates on performing to the best of their ability, failing, failing, and finally the rush of SUCCESS when the Big Bad of the moment finally falls. It’s the euphoria of accomplishment shared with friends.

Guild Wars Classic has this to a point, but the majority of the boss fights do not leave me feeling like I have accomplished something epic, though Dhuum at the end of the Underworld certainly comes close. The activity I’m missing can best be described as a carefully orchestrated dance to stay alive. WoW’s heavily scripted battles are often maligned as predictable and compared to a guided theme park experience.  I at least found them exceedingly fun.

My explorer was satisfied by wondering “What’s he going to do next”. My competitive side was satisfied when we finally worked through the difficulties and conquered the boss. Since these encounters were scripted, once we gained a little experience (practical experience, I’m not talking about arbitrary numbers attached to your character) we would take that knowledge back with us and try again, eventually becoming proficient enough individually and as a group to overcome the challenge.

While reading Jeff Grubb’s article I started smiling. (Two dungeon modes? Yes Please!) As I kept reading my smile broadened, (dynamic changes within the dungeon? Absolutely!) and when I reached the end and read about the massive scripted bossfights my smile broke into an enthusiastic grin. (HELL YES!) This is the challenge, the experience I’m looking for. This is the manner in which I want to catch Tyria in a headlock and wrestle her to the ground.

The dungeons also remind me of a point I’ve made about Guild Wars 2 in the past. For every amazing and revolutionary step forward ArenaNet takes (dynamic dungeon content), they offer in the other hand a treat of the ‘familiar’ for players of older MMOs (scripted boss battles).

It’s so easy to get angry and feel betrayed when a tried mechanic is implemented in a game that’s touted as being original and revolutionary, but please, think about it.  A game can be new and fresh without all of its parts needing to be so.  I can build a beautiful new wooden floor out of salvaged barn lumber, for example.

If ArenaNet were to turn away every idea and mechanic that had been used in games previously I truly believe that Guild Wars 2 would be less for it. I respect a company that can get excited about the new and unique things its doing while still being happy to offer more familiar mainstays when they work. And that’s exactly what ArenaNet is doing with the dungeons. As we say here in the Midwest, if it ain’t broke, don’t fix it.

Of course, a bit of spit shine polish doesn’t hurt.

My Aspirations Of Thievery

Let’s call it Engineered Sabotage.

C wut I did thar?

If you haven’t heard, I’ve quit playing RIFT.  The reasons include some drama and undermined expectations (which I don’t want to talk about), unimpressive art direction, and boring same-old same-old quests.

The class I was playing, however, had nothing to do with my decision to leave the game.  In RIFT I played a Saboteur.  If you’re not familiar, there are 4 archetypes: Mage, Warrior, Cleric, and Rogue.  You pick an archetype and then you get to choose three of eight souls to build your character.  I chose Saboteur, Ranger, Riftstalker.  Very quickly I found myself shooting down the Saboteur line to the exclusion of my other souls.

The Saboteur is a demolitions specialist.  She attaches charges, detonates bombs, plants land mines, and just generally blows stuff up.

I
Had
A
BLAST! (pun intended)

PvP was the most fun and I reveled in being able to control a battlefield with well placed area of effect explosions.  In PvE my tactics were more straightforward and involved copious exploitation of my pet pig in order to keep enemies occupied while I readied an incendiary finale.

All the while I was playing RIFT, however, I was thinking of Guild Wars 2.  How will the rifts compare to dynamic events?  How will the PvP feel?  Will I actually have friends who are willing to play with me?  How will my play experience compare?

When the Thief showed his face I fell in love.  With the prospect of being able to toss explosives about like candy at a parade, however, I find myself saying, “Thief who?”

First I’d like to say: NOT A GUNNER, EAT IT!  Second, I’d like to say that I honestly didn’t expect actual turrets and an engineer label.  I’ve been saying engineer just because it’s expedient and turrets because it’s a descriptive monkier that everybody understands, namely: stationary thing that does stuff.

From the Guild Wars 2 Engineer page we know that the Engineer has weapon kits that give you a unique weapon, like a flamethrower, utility kits that replace your weapons with bombs, turrets that can do everything from damage to healing, elixirs that can be tossed about and shot from guns, guns that shoot bullets and more interesting things, a tool belt with skills determined by your kits… wait, did I loose you there?

First thing you’re going to notice about the engineer is that in text, it sounds confusing as hell.  My first ten minutes with the official text went a little something like this:

• Bombs!
• Man what’s the UI look like for this?
• Tool belt is confusing
• How’s that work into the UI?
• Kits? do they only go in utility slots? Can they go in healing or elite slots?
• Is there still a 10-slot skillbar for this insanity? What’s the UI look like?
• With all these kits, what do the actual weapons do?
• What does the UI look like?

Needless to say, if a picture is worth a thousand words, a shot of the Engineer’s User Interface could answer a thousand questions.  Unfortunately, we don’t have a screenshot of the Engineer’s UI, but the interview Wartower.de had with some of the ArenaNet folks comes close.

I read the official page on the Engineer, then I read the Massively article ‬(and watched the video, thanks Massively!), then I read the Wartower interview and it all started to fall into place.  Here is the Engineer as I understand it:

• The Engineer, an Adventurer profession with medium level armor, has only three weapons available to him: Pistol (main hand and off hand), Shield (offhand), and Rifle (two hands).  These weapons determine his first five skills just like any other profession. He cannot swap weapons in battle, just like the Elementalist.

• Into the rest of his skill slots (utility, healing, and elite) he can slot three different types of skills:
- Kits: Backpack kits and Weapon kits.  These kits, when used, replace your weapon skills with 5 new skills, similar to the elementalist except a dual pistol Engineer and a rifle Engineer will get the same skills from the same kit.
- Turrets: These are deployed onto a battlefield in a manner similar to the Necromancer’s minions or a Guardian’s ghostly weapon.  Once deployed the skill button turns into an overcharge skill that can be pressed to activate an extra effect.  The turrets are immobile, but can be packed up by the Engineer and redeployed in another location.  I don’t know what kind of a cooldown we’re looking at for the overcharge skills and if it’s re-useable I have to assume that taking down a turret involves interacting with it.  You cannot overcharge a turret when you’re downed, but they are still standing and will help defend you.
- Elixers:  Are super confusing.  The official website doesn’t mention much about them but the Wartower article mentions an elite elixir that, when drunk, grants the Engineer a random elite skill.  There are a number of different elixirs that have various effects with a degree of randomness.  They can be slotted like a regular skill into an appropriate slot like healing, utility, or elite.  They can also, presumably, be fired from a gun.  Whether this is only the Elixer gun in the Weapon kit or your regular old weapons (the ones that determine skills 1-5) I have no idea.  I could also be way wrong.  I don’t understand elixirs.

• The Engineer’s unique mechanic is his tool belt. The tool belt adds four extra skills to his skill bar.  It sits above his skillbar.  Nox made a crazy awesome illustration.

Some things to note about the tool belt:
- You cannot manually slot skills into the tool belt
- The tool belt is propagated with skills depending on which (and how many) Kits and Turrets you have on your skillbar.
- Each kit and turret will put one skill into one tool belt slot.
- The tool belt skills can be used even if the kit it’s associated with is not currently active.  I have no idea how this applies to turret tool belt skills.
- Presumably you could fill up all 5 non weapon skills with turrets and kits, but the tool belt only has 4 skill slots.  I don’t know how that works or if my presumptions are wrong (Maybe there are no elite kits or turrets).  Some more clarification on which skills go where would be nice.

Wheeeeeeeew.  Is that it? I think that’s it.  It’s certainly enough.  However, the Thief I was unreservedly in love with while the Engineer leaves me torn.

I’m afraid of the Engineer because of the complexity.  I’m not the kind of person who likes to make builds.  I wish every game could be like Legend of Zelda where there are no stats and a new skill is a new weapon and everything depends on how good you are at actually playing the game.

On the other hand, I love the Engineer because it’s got explosives, steampunk clockwork, and mayhem.  I do so love me some mayhem.

Dip’n Mah Toes

I’m touching into UI design.

I’m not certain I have the know-how to make an entire UI compilation, but I have been working on artwork for Btex.

My current UI, with Snazzy Artwork!

My current UI, with Snazzy Artwork!

Yes, that’s how excited about the new artwork I am, I went and made UI art to reflect the forms I intend to use, so that I can look at them even when I’m running around all ugly and wyvern-faced.

Here’s a preview of the Night Elf version:

Click for full-size

I’ve also got a shaman version made, but I’m not entirely happy with it. I had trouble finding the totems in WoW Model Viewer so I initially used elemental spirits instead.

Then I couldn’t read my chat text over the top of mr fire-pants.

Then I noticed the smoke I’d put in was way too dark and I needed to re-do it but I was damn tired and re-painting smoke was not something I had the mental capacity to do at that point.

So it’s still waiting to be done.

I’d also like to note that I don’t use a mac by choice, they make me, at work.

I really REALLY like this UI by the way. It’s a lot more de-cluttered than it was before. My raid frames are in the lower right and omen shows up right on top of the bear. My Rogue Power bars are front and center, where Omen used to be, and the only issue is that my DBM warnings bars now pop up right on top of my rotation bars, being distracting and obnoxious.

I’ll get around to moving those, eventually.

I Don’t Need To L2P, I Need To L2Target Dummy

I was finally able to sink my teeth into some PTR goodness over the weekend!

I’d logged Tigerfeet over to Broxigar (the PvE server) and romped around for a while in cat and bear form. The Orgrimmar barber shop was teeming with druids and there was much fun to be had in /s while we gamboled about with new forms.

During this time I gallantly answered a plea for guildies and found myself in a decently-sized guild with decently competent people.

I say decently competent because our 10-man foray to the new Vault boss didn’t go too well. Grouping problems aside (I’m now immensely grateful for well-organized guilds) we tried to 9-man the guy with no luck.

Long story short, there’s fire everywhere and we didn’t have enough people sticking it out to actually start to LEARN the encounter to actually be able to… well… learn the encounter.

The vast majority of the people were, in fact, pre-made characters. Now, pre-made characters come equipped with the best of the best from Tier 8 content. Over by the Argent Tournament there’s tier 9 available for purchase for about 50g apice. It looks goofy as all get-out (go go placeholder graphics!) but the stats aren’t anything to sneeze at.

So, we get into vault and start whomping on things and I find myself in a curious position. Me, in my Tier7 BIS with the odd T8 upgrade, am sitting comfortably at the top of the DPS meter. The closest contender was a pre-made rogue who was only 2-300dps behind me. Barely keeping ahead of the tank were a mage, a hunter, a warlock, and an arms warrior.

They were all fighting to keep 3k dps.

I was rolling comfortably in the mid to low 5k range.

On live, for a 10-man encounter, I usually see numbers in the upper 5k range, so my damage was right where I expected it to be considering the feral nerfs.

Well, as can be expected, a hue and cry arose about my dps. What’s wrong! I was cheating! No way should a live-transferred character in Tier7 be out-dpsing pre-made characters wearing BiS Tier8 gear with Tier9 upgrades!

Hax Hax Hax!

So, I knew I wasn’t cheating, but is what they say true? Was there a bug that prevents premades from doing their proper damage, or was there a bug that kept the nerfs from affecting live-transfers?

To the Target Dummies I went!

I was able to steadily break 4k on live, but just barely. You know, just me and the target dummy, no mangle bot, no nuthin’.

On my live-transfer I was doing 3.5k. It’s a sad drop, but much more difficult to tell considering the amount of use the target dummies are getting. (on another note, I got the ‘track others’ debuffs’ to work with RPB!)

Then I tested it out on a pre-made druid. I kitted her out with all armor-pen gems (naturally her crit was about 53% in full tier 8), got her glyphs (I started testing without them and was wondering what was wrong) and set to work.

The result? 3.8k with spikes up to 4k.

I’d made a preliminary post on the PTR forums about the seeming discrepancy between live-transfer characters and pre-made characters. The general consensus was that people playing pre-mades are generally terribad and suggestions to me to check my buffs and make sure they’re consistent.

I think a little of both were responsible. Many people take the option of pre-made characters to test out the playstyles of a new class without the drudgery of leveling (I myself have a max-level shaman waiting to be transferred). The high-useage of the target dummies on the PTR goes a long way to making testing difficult.

The feral cat rotation is subtly different when a mangle-bot is present as opposed to when you have to apply your own D@mn mangle. When there’s randomly a mangle bot for maybe 20 seconds out of a 5-minute test period, it can just throw the rotation into complete chaos.

Needless to say, testing’s a little difficult, and I’m not very scientific about it at all. I’m sad to see my DPS down, but I know it had to happen.

On another note – I downloaded and installed Feral By Night. I spent some quality time on live with it and a target dummy.

The result? I did everything the addon said, pushed every button exactly how I should have, etc, etc.

I did on average 3.5k dps with spikes up to 3.8k.

Remember? I’d clocked myself on live as rolling in at a solid 4k dps.

So, with a program telling me what buttons to push I did LESS dps than I’m able to do when I’m driving!

Why don’t you stick THAT in your pipe and smoke it?

(PS – smoking’s bad, k?)

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