A Beginner’s Guide to Guild Wars 2 Combat

I’ve been pondering a quick introduction to GW2’s combat ever since the beta weekends and now that so many players are deep down that rabbit hole, I’ve had plenty of time to analyze my own playstyle during various encounters and listen to others experiences. As many have pointed out, combat in GW2 is both similar and different to older MMOs which means depending on where you’re coming from, it will take more or less adjusting.

Naturally, the following beginner tips are all based on these personal experiences, having played several classes during beta and mostly an Elementalist since headstart. If you’re handling yourself just fine in GW2’s combat, then congratulations – this guide is not for you! If you however feel slightly frustrated with the new playstyle, things like damage taken or frequent deaths, maybe you can find something here. For myself, I know it takes time to evolve a playstyle that fits with an MMO this new and comparing notes is always the way to go for me before reaching final conclusions and judgements. I’m still learning how to properly move and work with my Elementalist and here and there I am carrying old MMO baggage in terms of combat mindset. GW2 has different, tactical elements from WoW or Rift for example and beasts of habit that we all are, I think it would be a lie to claim I am not affected, nevermind my general enthusiasm.

So, the following recommendations are sweet and simple my observations and tips for getting into GW2 combat for fellow rookies:

1) Move it, move it, move it!
Level-inappropriate mobs and bad pulls aside, the majority of all my deaths in GW2 so far can be attributed to not moving and dodging enough. I’m not just talking obvious red rings on the ground; many attacks and mob-specific specials can be anticipated and dodged with some experience. Circle- and side-strafing IS your friend to keep tougher mobs at a distance which can’t be kited as much as maybe in other MMOs (they reset quite soon). This is particularly important for all the more squishy, ranged classes out there: mobility and timing are key, which is easily forgotten while taking unnecessary hits. You can move while performing most attacks, so make use of that advantage and remember that most GW2 attacks/spells/projectiles aren’t homing missiles!

Some illustrations for the visually inclined (images expandable):

Take the hit? I don’t think so!
Use line of sight / Circle strafe while casting

If you find your fingers playing twister more than usual, consider using a keybind for lock-on-target that suits you. Obviously mouse key bindings are fantastic for various commands.

2) You have more than 5 attack abilities!
My partner commented that, having played a ranger just a short while and then reading up on it, he had completely missed much of that class’ full potential. Using a more “classic hunter approach”, he had stuck to one pet rather than swapping frequently, and within the same encounter. While at a first glance GW2’s 5 attack skills appear very straightforward, none of the classes actually only have 5 of them and they are also not “your spec”! I am not a fire elementalist; I switch elements all the time during longer fights, to cycle through AoE or kiting abilities as needed or to avoid spells on cooldown. At any given time, I have 20 attack skills to use within the same encounter. More when I switch weapons between fights.

For other classes weapons work the same way in combat, or pets, or turrets. This is your versatility – make use of it and don’t stare at cooldowns unless you want to! If you’re the type that gravitates towards a “rotation”, consider that your rotation can include a lot more than the attacks currently seen on the action bar. If you dislike the use of F-keys for switching, change some key bindings.

A note on auto-attack: At first, the auto-attack in GW2 takes some getting used to. The best way to think of it though is as your “bridge attack”; its not the strongest attack, but it let’s you cycle through different weapons, elements etc. looking for other, active attacks while not doing nothing. Considering that GW2 does encourage frequent switches within longer encounters, one auto-attack ability used as “time bridge” is incredibly well conceived an element. (You can actually re-assign your auto-attack by clicking ctrl+mouse2; I would advise keeping a no/low-cooldown ability though for obvious reasons.)

3) The show ain’t over at death!
Hunter wrote an interesting article pointing out that in GW2 parties don’t just wipe because one or two people are down. If you find yourself in a 5man dungeon for example, there’s the option to rez at a waypoint and run back to your (hopefully) still-fighting buddies as fast as your two feet will carry you. I’ve always liked this approach in other MMOs I’ve played – just because someone is down shouldn’t mean the entire group surrenders! Where’s the challenge in that? Players should be able to make up for each other and try outlast such situations. It can be an incredible rush and fun to make it despite all odds!

Obviously, having no focused roles in GW2 means it’s easier to outlast critical deaths. Roles are fluent and there are no more or less “important people” in a party, the often unforgiving way you’d have it with a holy trinity. This adds tactical and potentially chaotic elements and decreases the sort of downtime where some party members are constantly forced to kill themselves because of others. No, you can still do it – so, don’t give up yet after a death, keep fighting and/or running back!

4) Know your utilities and adapt
It’s easy to get used to the same buffs and abilities in your right skill bar, but many skills have situational value and are worth swapping frequently depending on encounters. If you notice survivability issues for example, maybe it’s worth choosing more oh-shit abilities and debuffs (blind, paralyze, slow etc.) for a while, or pets to get some mob focus off yourself. In some areas enemies use status ailments frequently – that’s when otherwise shunned dispel abilities come handy.

In general, quite a few utility skills you can buy in your character tab probably look a little “useless” at first; however, if you think of them as less permanent and more situational, things change.

5) A word on traits
It’s worth mentioning that your traits especially have significant impact on your overall powers and abilities. Unlike skills which you cannot reset (there are skill points available to buy what you need in abundance), you can reset your traits at your class trainer. Experimenting can make a great difference and it’s how your personal preferences and specific playstyle really come through and impact on overall combat. Is your gear low on a certain stat? Choosing traits accordingly will let you balance that.

…Of course, it only took me 24 levels to realize I actually had traits at first. Oh, blessed are our newbie days! All guides and good intentions aside, enjoy them is all I can tell you – they are wonderful and not here to stay!

P.S. I’ve written a similar overview for leveling and gaining experience points in GW2. It can be found here.

[GW2] …And then we didn’t fight anymore

A while ago now I posted an article on matchmaking in MMOs in which I described how, much to my personal chagrin, my longtime partner and I are incompatible when it comes to our questing “mode”. This has always been something I eyed with resignation, since I’m the reason he started playing MMOs in the first place. How nice would it have been to explore and level up together peacefully? Well, in WoW we only ever managed this so often.

I’ve explained and no doubt unnerved a few of my readers with all the ways I believe cooperation in GW2 to be different, with a potential for much better than in MMOs past, recently on this blog. Alas, I have to inform you that I am not quite done yet and won’t be for a while when it comes to analyzing this particularly fascinating topic. Now that we’ve begun to immmerse ourselves in the real Tyria, this will be an aspect to revisit and re-examine, to see where expectations were adequate and where I set my hopes too high. I know that especially longterm things will probably look quite different from right now, now that everybody has just started off and quest and event areas are crowded with new folk. This very real issue applies to all MMOs I’ve ever played.

And then we didn’t fight anymore

Back on topic, one thing I did not dream of was for GW2’s questing experience to not only prove generally more enjoyable for myself, but more enjoyable for myself plus my partner! When the borked overflow mechanics actually allowed us to, we’ve given exploring together several shots over this last weekend. Lo and behold, not only did we not bicker the way we used to but enjoyed killing things together (oh, the romantic moments among gamers!). I could actually run off and gather that “peacebloom” (formerly known as warbloom…) without calling things to a halt. He did not wait impatiently or worse, keep pulling and killing himself while I trailed off somewhere else entirely (and yeah…I do that). There is no such coordination and focus needed to constantly do the one thing at the correct time; there are no roles and hence co-dependencies, so when one of us is off to gather or sell items, the other one simply continues to look after himself. Or in other words: if you die, it’s your own bloody fault, pal!

“Ohh, teh harmony!”

Looting too is no topic anymore: “do we choose group loot or FFA?”, “you still need to loot that corpse over there!” and “how many more do you need??” are non issues. These may seem trivial changes and petty issues to somebody else, but for me our past questing experiences together were constantly disrupted by things like that. Now, loot is something that just “happens” while you’re off exploring – just as leveling up is. As an explorer, I love for the focus to have shifted thus.

More recent, unexpected revelations

Another thing I sure did not expect to happen, is that I actually choose to switch to water spec with my Elementalist quite often to spare allies some healing during bigger and tougher events. I’ve declared quite publicly before how fed up I am with the healer role since WoW – and I still am. Only, in GW2 it’s not a role and more importantly: it’s not a role I’m expected to have. And that is probably precisely why I enjoy to include some healing in my greater rotation again – because I am not expected to! Nobody is taking it for granted and I will sure as hell not get a hard time for not healing anybody. I believe every or most GW2 classes have an area heal like that (for example Engineers have a healing turret) and while CDs are long and it’s nowhere near an all-powerful tool, it gives you a sense of support and versatility. It’s fun!

…See how I am reacting towards this lack of “pressure” or rather entitlement? Now don’t get me wrong – I know if you play a healer in WoW you should want to play a healer and can be expected to heal (demanded to too?), that’s natural. However, having played a holy priest for years myself, I got really fed up with the way my role was treated by many, especially public groups; the way blame was usually appointed and how it was just a given that priests are heal, buff and ress-machines. In GW2 healing is appreciated more for its sparseness instead of being “your job after all”. Or as the ever-insightful Tesh recently commented in my topic on individualism vs. collectivism:

“That which we are forced to do, we do grudgingly, and good memories stand out for their rarity. That which we choose to do, we do gladly, and bad memories stand out for their rarity.”

I have a feeling we’ll see a lot more of that over the coming weeks. I am excited to see what else will reveal itself over time as I level my character in GW2. At this point, technical aspects aside on which I fully agree with Klepsacovic, I got no reason for complaints.

[GW2] Panaroma Screenshots

“I see trees of green…….. red roses too
I see em bloom….. for me and for you
And I think to myself…. what a wonderful world.
 
I see skies of blue….. clouds of white
Bright blessed days….dark sacred nights
And I think to myself …..what a wonderful world.”
Lion’s Arch – Full res version here

 

Queensdale – Full res version here
Godlost Swamp – Full res version here
Shiverpeaks Mountains – Full res version here
Snowden Drifts – Full res version here

 

[GW2] Day 1

Disclaimer: This is officially not a hype post. Why? Because GW2 is out now! Lalalaa.

After launching three hours early (and me being in two hours early), GW2 was off to a rocky start yesterday noon when the EU servers suddenly kicked out everybody and went dead for three full hours. That makes me think that cannot have been coincidence – maybe the three hours early start anticipated what was to come? Just kiddin’…

Anyway, the day still ended on a very high note for me after ANet fixed the server hiccups. Many of my own impressions are resonated in Pewter’s current list of thoughts, particularly what she says about not feeling alone but part of a bigger body that is all around you. Games like Journey prove that the feeelings of togetherness an cooperation are not created merely by speech/chat. Since players do not rely that much on chat during questing, they actually start minding each other more directly and proactively; my partner pointed out how for ongoing events, even large groups would stick together tightly, keeping up coordinated formations. I find myself frequently hovering over players killing tougher mobs, just to check for their healthbars (wtb HP display here). And even when the big ass giant in Nageling wreaked havoc on an army of 50 players and I died instantly like a noob, not one but four players came to my aid! This is GW2’s cooperation – day one – for you.

Besides that. I will follow my blogging neighbours’ example in posting a few quick first day tidbits:

  • While skills and tiers are still somewhat obscure to me right now (why do I still need to “waste” so many points on lackluster skills?), I recommend the following three must-get skills to my fellow rookie Elementalists. They will make your life much easier at start:
      • Go straight for the 3rd superior healing skill, Signet of Restoration
      • Signet of Fire is great for its extra passive boost to your crit. I like straightforward skills like that
      • Get Glyph of Elementals; even if your pet only lasts 1 minute, it will save your butt by catching “aggro” frequently and offers a sense of crowd control 

  • GREEN is the new BLUE! That’s right, be careful you don’t dump a green item by mistake, thinking blue is superior – it’s not!
  • Is anyone missing a mount thus far? I admitted before that my initial waypoint worries for GW2 were unfounded – the world is so huge that using teleports to get to more remote locations is not just convenient, but in fact a well-conceived, elemental feature. You will be walking plenty in GW2 as is, but instead of fighting your way back grinding fast-respawning mobs through an endless tunnel you just cleared before (fuuun), the game sends you on your way to go enjoy the next, new challenge. I have a feeling I need to re-visit the topic of shortcuts in MMOs again, sometime soon.
    • If you’re a child of WoW, Rift and Co. do yourself a favor an re-bind some keys, such as ‘R’ for chat-reply (by default backspace) or ‘B’ for bags (by default ‘I’). Once I went through the trouble of adjusting some keys in the interface menu, I felt that my gameplay enjoyment increased drastically. Old habits are hard to break.
    • There is still quite a lot for ANet to fix currently, such as the marketplace stability, WvW, guild functions and overflow….yeah, that is still a concern and I am disappointed that after so many betas, they still can’t seem to let party members enjoy the game together smoothly. Come on already!
    • While I keep repeating how awesome I find the Asura (and there are plenty), my very tall Norn Elementalist is now safely home based on Desolation EU which hosts a large English speaking community. I only just found out today that I can still join my fellow bloggers’ guild on a different server despite that (shows how much I read up on guilds before!) and how awesome is that?

    So much for the first day and I sincerely hope that ANet will be able to solve the current issues swiftly for all you official launch date folks out there! More juicy GW2 impressions from me next week – I have a game to catch! Happy Sunday!

    [GW2] Managing expectations. And see you there!

    While speakers don’t realize it anymore in everyday language, the German word for “disappointed” has a rather intriguing, literal meaning: it’s to be “un-deceived”. If we feel disappointment, it is generally because we were let down on our expectations – our hopes, dreams, illusions maybe. In any case, there was a deception of some kind involved and quite often it’s a self-created one as much as the other way around.

    With GW2 finally at our doorstep and me still shocked that official launch time is set more in favor of EU folks than US (amagad I get to log on to GW2 for breakfast!) for a change, it’s sensible to take a moment and consider personal expectations. I spend a lot of time dissecting and criticizing single features and aspects of MMOs on this blog, so it’s probably hard to believe that I’m also quite the big picture person. I know exactly what I want from GW2 and my personal hopes for this game have already been half fulfilled in the betas. Lucky for me, GW2 offers a lot to explorers and lovers of the shiny!

    Powerful expectations

    For a while now I’ve had the feeling that player expectation towards upcoming titles has increased in significance compared to the olden days. Expectations have a tremendous power over individual perception and reception; more than that, they also have the potential to spread side-effects, for better or worse.

    When The Secret World launched its free 1-month anniversary weekend two weeks ago, I ended up having a look at Funcom’s latest progeny quite unintentionally. I suspected that TSW would not appeal to me personally, for reasons of theme already, but I like a first-hand look at any game especially when there’s nothing to lose. Alas, rather quickly TSW confirmed my misgivings; I would never get even close to a well-rounded and fair overall judgement after such short a playtime, suffice to say though that I can only marvel at Funcom for their chosen business model, considering TSW serves a niche inside a niche and all past AoC baggage. I also didn’t like combat one bit and then there’s the looks of the game….and while you can disagree with me on style, no MMO launched in 2012 and coming with a key, sub and item shop is allowed to look like a Sims game! Complete and utter no-go in my world (I got a new rig for a reason!). If SWTOR got a beating for looking dated, it’s only fair that TSW should get one too!

    That wasn’t the big insight I took from TSW though. Much rather, there was something very interesting going on in terms of player reception in this particular case – a case of a more niche and quite low profile MMO launch. Just to give one example of many similar echoes I’ve come across during the free TSW weekend, here’s an excerpt of a recent twitter conversation with two of my fellow bloggers, Belghast and Heather:

    Tip: read from bottom to top 😉

    What I’m not implying with this is that either of them isn’t genuinely enjoying TSW, by now probably for many reasons. Assuming they are still playing, they most certainly have found enough reasons to retain them. However, these are two examples of what I suspect is quite a substantial group of players who ended up taking to a new MMO they had not followed much at all pre-launch, and who did not only find enjoyment despite that but maybe even because of it? Naturally, expectations (or the lack thereof) will not decide over the longterm choice to stay or leave a game, yet it’s intriguing they would have the power to influence initial impression so heavily. We all know how pivotal a time launch and also individual “entry stage” are for new MMOs.

    Now, “pleasantly surprised” or “better than expected” aren’t exactly labels new MMOs usually thrive for but I still need to ask myself what is the conclusion of all this? And what does this potentially mean for game developers and publishers? That maybe it’s beneficial to hold back on too much exposure and heavy marketing pre-launch? That a low profile is preferable in some cases? Should developers start and spread their own false or obscure rumors about their game just so it reaches intangible cult status, luring a potentially bigger audience out of sheer curiosity? No really, I’m quite serious!

    If we consider the last few weeks of the GW2 waiting rush, it’s probably safe to say that there is such a thing as too much exposure and for some players I am told, there’s such a thing as detrimental hype – to a point where omni-present talk of the same game becomes so overbearing it may even turn somebody off from buying the game at all. I don’t know how frequently that occurs, and personally I wouldn’t want to attribute a vocal minority of forum trolls that much power over my own game choices, but if a potential customer refrains from buying GW2 because of overbearing hype that can’t be in ANet’s interest. That’s not to say that they have any direct responsibility or means to change anything. It does shed some light on the power of expectations though.

    I will also officially bet on this here blog that GW2 is never going to get the soft and benign player treatment for its no-doubt yet undiscovered flaws and failures, the way more low profile MMOs like TSW usually do. GW2 will be hacked into pieces mercilessly and with every conceivable double standard, simply for having been praised and expected so long and publicly beforehand. No doubt there are already some people lying in wait for that moment of grand punishment…like the resented, vengeful twin waiting for his one-minute monologue. I won’t comment on that but yeah, it does show us another shade of potential effects of expectations…

    Finding one’s own enjoyment

    I mentioned feeling lucky before because GW2 could be an entirely different game, not catering to any of my very personal selling points. There is a beautiful world to explore in the fashion I endorse, there are undeniably wonderful graphics and music, quest and combat mechanics I consider fresh at the very least, plenty of cosmetic items….safe bets all of them. I look forward to enjoy this at my own pace and hopefully with the freedom to group up with any of my friends. Most of the aspects that are currently criticized or eyed with worry don’t interest me that much: I don’t worry about the guild system, dungeon loot, “endgame” or even PvP should it turn out to be lacking. I’m also not one to fret over bugs or imbalances so early – there’s time. Furthermore I consider the current bashing of the community very over the top; WoW was never a good place to go for forums nor general chat. That didn’t mean there weren’t cool people to be found on servers. Community is always also what you are contributing.

    I’m going to play GW2 for my own reasons that may seem trivial to somebody else. Much of that enjoyment will be up to myself too which is what managing expectations is all about. I look forward to meet up with some of my old WoW mates so much it’s silly and for that already I thank GW2, for that long awaited opportunity!

    How long will it all last us? I don’t know and frankly don’t care. GW2 doesn’t have to fascinate me for 5 years straight, I am no longer that gamer. Neither did I ever consider this the big, all-changing MMO revolution but as The Cynical Brit rightfully points out towards the end of his final beta conclusion, “a next evolutionary step”. A very important step at that – one that may impact on much to come. I care for this genre, I care for GW2 to be a solid success which I’m confident it will be. Mid-or longterm? I will probably get bored for lack of things to do and fluctuate more again between several games. So what? Even if I only got the famous 3 months of amagad-shiny-awesome-noob-time out of all this (which I doubt), it will be a hell lot more fun than I’ve had in a long time!

    …With that I am off to the long awaited weekend and my Saturday morning launch. I wish you all the grandest GW2 head-start weekend and that you can enjoy this new MMO simply for what it is, unaffected and untouched by the backlash of other people’s expectations. I’ll see you and all your Asura Engineers on the other side! ^^

    Individualism vs. Collectivism. Or: Glorified MMO misconceptions

    http://www.wetcanvas.com/Community/images/23-Feb-2010/56079-230_Girl_on_a_Swing.jpgIf there is one quality in particular that I believe to be imperative for social relationships and bonds, that is the aspect of free will. Free will may be all that separates partnership from a prison, friendship from tyranny and loving care from obligation. In this life, I choose who I want to be with and for how long, and I don’t want any of my more meaningful relationships to ever be about necessity. “Yes, I do like you, maybe I even love you – but I don’t need you. My life won’t unravel if you leave and I won’t die without you.” I’d like to think that the best relationships I’ve ever established are grounded like this and I look at them as something that makes my life better – makes it a little more than it already is. And that more is very much worth having.

    Of course none of that sounds particularly romantic; as kids we believe in grand gestures of undying love, we dream of losing ourselves in someone else entirely, we need and long to be needed or “completed”. Then we grow up and come to realize, one way or another, that need is no healthy base for relationships and that giving up oneself means to truly be deserted. “I need you” sounds romantic – but that is all it usually is. Way down that fickle road of need wait co-dependence, disrespect, manipulation and maybe even abuse. I want the important relationships in my life to be about free will, not need and not necessity. That is one luxury I am grateful for.

    The same conclusions can be applied to online relationships: a while ago I wrote an article on the invisibility feature in MMOs and why it’s not only wrong but detrimental to community building, to prevent players from going invisible when they choose. Quality interaction and cooperation in MMOs are no different from the real world in that they need to be based on free will. Not on pressure, dictation or necessity. The line between where enforced cooperation ends and genuine friendships blossom, can be a very fine and blurry one – as the great majority of all MMO players have come to experience at some point in their gaming careers. Likewise however, most of us have learned just how quick and absolute long established bonds and even vows of brotherhood and friendship will be forgotten, when guilds end or players leave the game until further notice. And so we ask ourselves how much of it was genuinely committed, friendly motivated interaction and how much was simply a glorified common venture, serving the mutual and temporary purpose of individuals?

    Yet, should we even make such distinctions for MMO relationships? …Human interaction in general?

    Collectivism vs. Individualism

    The simplest definition of collectivism and individualism is that they’re socially, culturally, historically and what not else-ly influenced values, at opposing ends of the spectrum of human collaboration and cooperation. Personally, I disagree with that in so far that both collectivism and individualism actually have an essential thing common: in isolation they’re both equally bad.

    Pure, ideological collectivism comes at the cost of identity; things like personal fulfillment, expression or even free choice are second to the “greater good”. Historical and everyday attempts at collectivism keep failing because in the end the rule of a few privileged people over the rest of the herd seems unavoidable. As long as our species is driven by greed, personal gain and power lust, anyway. So, for simplicities sake let’s say collectivism has its noble ends in theory, but fails horribly at performance.

    Extreme individualism is where things are going in our wealthy, western world; every man for himself, grab as much as you can. There is much room for greed and destructive exploitation, again of the few privileged – only this time it’s sanctified under a credo of freedom and pursuit of one’s own happiness. Meanwhile, the big, sparkly cities of man have become conglomerates of small islands, people living anonymously side by side, often feeling quite alone.
    Individualism is very much a sign of material wealth though – it is a luxury. Human beings tend to stick together and pursue common goals when they’re all equally fucked. You know, when disaster strikes, sharing and compromise suddenly sound like a good idea!

    …Where am I going with this? We need to be critical of social labels and so-called values, on all ends of the spectrum. The ideal society is probably one that can balance both polarities and in MMOs too, a balance must be struck between how social interaction and cooperation are “engineered”. Well, past games have only shown us a glimpse of the beginning!

    WoW & Before: When necessity breeds cooperation

    The glorified days of WoW, and yes I have done it myself, are the days when players could not advance particularly well without grouping up with others – be it strangers or friends. That’s when encounters were hard (unbalanced, restrictive) and soloing was only one, much smaller part of the game than today. It’s also where MMO veterans usually draw their fondest memories from: when quests and encounters were so damn hard that you and your buddies relied on each other’s every move, when punishment was quick on the ball and victory was so much the greater for it. Oh yes, I remember that too….and romanticism has its part therein.

    Back in vanilla WoW, we didn’t just group up because of some notion of social altruism, curiosity or friendliness; at first, we grouped up because we needed each other in rather existential ways. We grouped up in order to survive or to progress faster, to access better loot or more content. There’s a common purpose of many individuals come together and each of them wants something – and that isn’t even a bad thing. What it certainly is not though, is some chapter in a romantic novel on social bonding and making friends for life. In fact, the classic MMO standard is the most incentivized realization of cooperation I can think of:

      • Group up or be punished in any conceivable way
      • Group up because target XY will only become available by doing so
      • Group up with players X and Y because of their role / class
      • Group up or…..be damned

    Lots of “…or ELSE!” going on there! Grouping up is completely engineered by game design, by things like overall content difficulty, pacing or setup requirements. Does that mean I didn’t make friends on the way? I did, but I don’t think that was the game’s achievement. Lasting relationships are optional; they’re what players create and follow at a later stage. Grouping requirements in MMOs do not automatically exceed the purpose of simply killing stuff together. First and foremost grouping up is a self-serving, necessary act. The way most guilds and guild mates go (QED), cooperation is in fact not an awful lot more than that and maybe that’s just something to accept.

    What all the oldschool MMOs (an no, I don’t count in WoW these days, but there is still the strict group setup) did in terms of cooperation, is pragmatic, social engineering at its best. Add to this, that within groups and potentially between groups, there would always be a certain degree of competition: for role spots, for spawns, for loot. Generally lots of “against each other” going on, rather than “together”.

    In many ways enforced grouping like that shares aspects of social collectivism: people cooperate because they’re forced to – because they’re all equally bad off on their own. That’s no glorious and ideal state of social interaction though; it’s primal and primitive – and maybe that’s why many players take so naturally to this classic model at first. Food for thought?

    GW2: Just the next evolutionary step

    Much has been said about GW2’s grouping mechanics lately and if you’ve read my take, you know what I think about both the public events and cooperation in general. I also stated frequently that I find social criticism on features like FFA ressing in GW2 quite ridiculous; whether ressing comes with an EXP reward or not is a tiny, trivial thing compared to the way MMOs traditionally base their entire gameplay on incentivized cooperation.

    So, what does GW2 do differently? I don’t claim it’s the big revolution, but it’s a step in the right direction – away from basic need to more balanced and well-rounded concepts of cooperation maybe. Of course you need to address the issue of engineered cooperation as an MMO developer; either that, or you better create very restricted content and unforgiving requirements (ye, those are popular). If you don’t, if you grant players a certain degree of self-sufficiency, freedom and independence, you gotta think of ways to motivate them not to solo all the time.

    From my personal point of view and based on my beta experiences, I consider GW2’s grouping mechanics more open, free and more positively incentivized; instead of threatening players with what they’ll have less of, the game suggests that there is nothing to lose and often a little extra to gain from joining an ongoing group, helping another player or sharing an event (aka bonus vs. malus system). There is no loot or role competition and without formulaic grouping procedures, interaction happens more naturally and spontaneously. Rather than thinking of your small circle as questing partners, the entire server is your questing partner!

    That is very much also the philosophy ANet have revealed for their multi-guild system. I personally don’t shed a tear over seeing classic appointment gaming go. I like the idea of cooperating effortlessly and without the pressure of agendas. These days, I group up for the purpose of meeting friends and then doing something together, rather than having a target-focused night of grind ahead (or failing to even have that because of teh holy trinity). “Monday is Onyxia, Thursday is Black Wing Lair” – it’s okay when playing together is all about encounters, progression and loot. Raid guilds especially are born out of the necessity to achieve all that; they’re not first and foremost about a wish to be social, although that can be added. That’s fine if it suits your playstyle.

    It is just a little ironic when GW2 gets criticized for its more open, flexible approach when socially speaking, it’s years ahead of the classic MMO formula of necessity-born cooperation and glorified, artificial communities with a lifespan relative to endgame content.

    Individual Collectivism

    I don’t know about you, but I feel that grouping up despite being self-sufficient is a better, more transparent way of doing things. It is certainly a dang lot more enjoyable to me these days, to play without the tiring bonds of obligation in order to progress. I enjoy the random and voluntary encounters in GW2 and that my choice to interact or not is about a potential for ‘more’, rather than the ever-threatening ‘less’. Maybe we could speak of a collective individualism for GW2; a balance between being your own person but also joining up (loosely) for the sake of increased enjoyment and reaching some loftier goals. What’s wrong with giving players a real choice? And why should this choice not also come with some bonuses and rewards, like for everything else in MMOs?

    There’s no doubt in my mind about the improved quality of relationships formed this way, either. No, I do not want to need you, sorry! I’d like to think that as human beings we can reach a higher state of mind than this: that cooperation DOES still happen without existential commitment or the promise of punishment. I don’t expect my online relationships to mirror the real world, but then again – why should we be stuck at this stage? I still have a little more confidence in online communities than that. Shockingly!

    P.S. This post is a contribution to Stubborn’s ongoing examination of a greater topic.

    Happy Birthday to Meee!

    Guild Wars 2 cometh and I am so prepared, Illidan would be proud! After a Friday night shift in the company of euphoric buddies (particular thanks go to my friend Dave for doing most of the work and research!), the new PC is up and running – as in running any game on maximum details smoothly I can possibly attempt to play on Steam. If you’re currently looking to benchmark a gaming rig I recommend DayZ though, no game (maybe with the exception of BF3 which I don’t possess) is a better indicator of what your PC can handle right now. Needless to say, DayZ looks amazing for me, much to the envy of a significant other! Everything onscreen down to my Windows system fonts, is so damn sharp that my eyes need actual adjusting….Is this the real world??

    Real or not, this is also where I give thanks again to everyone who left their comments and recommendations on what components to get last week and those contacting me via email. To sum up briefly for you what I got in the end, and maybe also as pointers for anyone else currently looking to upgrade to a solid gaming rig on an average budget:

    (click image to enlarge)

    You might think I slightly exceeded my price limit there (which I did), but the list includes a new 2TB hard disk and Win7 64 which I had not considered earlier. I chose the GTX-570 over the GTX-560ti for reasons of very similar price. I went with a different brand as no other were on stock, it’s absolutely fine and looks impressive.

    One piece in particular I couldn’t be happier about is the much debated SSD: this is quite possibly the most amazing upgrade ever and for 150 bucks extra worth getting if you’re in any way similar to myself – somebody who frequently uses the same few, big applications. It is paradise to see your Windows or Photoshop launch within mere seconds (no kidding) and games like Skyrim or any MMO with significant loading times and a tendency to crash every now and then. An SSD is such a huge improvement in terms of overall enjoyment and quality time, there’s no going back for me ever! Add the nice side-effect that I will now frequently shut down my PC, instead of keeping it running while having dinner or a shower…all systems are back running so fast it’s silly.

    I R really happy now – why, oh why can you not let me test GW2 already, ArenaNet??

    Year Two

    Over the PC building zeal and GW2 euphoria, I actually almost forgot that this blog here is turning two years old as of today. That’s right, 730 days and a second cupcake! Such nice timing it is, with me gifting myself and the world of MMOs being so considerate, too!

    Alas, I have not much else to say, I am not a big birthday person. When I think back to my last bloggaversary, I feel that everything I said there still stands and I still very much endorse the same topics (and people). I’m glad I’ve found this place for myself and my writing, and I’m particularly glad that I’ve stuck with the blog for this long no matter how busy the times. I don’t believe in grand quitting gestures and hasty goodbyes, I believe in comebacks and life being about ups and downs rather than stability. Our blogs are patient and they will always be there when we return (that is if our providers don’t quit on us in the meantime). To me that is a strangely comforting thought.

    I look forward to some high times ahead now, with GW2 coming and whatever the MMO and RPG future holds for us all. I will be there and I count on you joining me, all of you whose voices I’ve come to know better over the past two years and who make blogging such an enjoyable and rewarding venture to me, as much as those visiting for the very first time. All winds of change aside, I am still feeling optimistic about this wonderful genre and grateful to live in times such as this; times of truly big and beautiful games, vast worlds with many stories yet to be told and epic memories to be had in the company of friends. From here MMO Gypsy is resuming MMO business as usual and with very much the same promise as last year – that absolutely nothing will change on this blog. A merry /toast to all of you! ~Syl

    Wanted: Your help to build my new PC rig!

    I was going to wait, but yeah….maybe not! With the Guild Wars 2 headstart only 2.5 weeks away and me seriously under-equipped in the tech department, I decided it’s time to upgrade what has has been a faithful yet ancient rig for gaming standards. I don’t have unlimited funds at my disposal, but I’ll be damned if I play my most anticipated MMO since WoW on a 5 year old PC that lags during crowded events and WvW on lowbie settings!

    This is where I’m going to need some help though and what better place to ask than the blogosphere, where people are more or less playing the same games as myself? I started the other night by inquiring about suitable graphic cards on twitter, to run GW2 smoothly on max settings; if I am to replace my entire rig (which I must) however, I need more advice from the seasoned PC builders out there! I’d like a solid, good quality setup with matching components to preferably last me 2 years before the next upgrade. Find below what I’m looking for first and foremost, including current budget limitations and please feel free to comment and share some much appreciated advice (I really am quite the hardware noob!) –

    The budget
    I don’t intend to spend more than ~1200 Swiss francs, which currently equals 1238 USD. So, for simplicity’s sake let’s say the total of all required components may range up to 1200$ maximum. I would spend more ideally but that’s what I have to make do with for now. Money unpleasantness out of the way, let’s talk components. Here’s what I need:

      • New graphics card
      • CPU
      • Mainboard
      • RAM
      • Power supply (I assume)

    I’ve had a look at Nvidia GeForce 680 and while that looks very sweet, it would cost me almost three times what the GTX-560Ti is currently going for. I hear the latter is a very popular choice among PC gamers and several folks on twitter recommended it for GW2 purposes to me already. I can get my hands on the GTX-560Ti for a mere 250$ where I am (as opposed to 620$ for the GTX-680).

    So, I am thinking this is the way to go, only this is where I get confused (bear with me…): which products do I combine for the best performance? And what brands are we talking about? I’ve seen Asus and Nvidia manufacturing these cards as well as CPU, RAM etc. People keep telling me it can vary greatly what you choose to combine here (*SCARED*)?? My preferred local hardware provider currently only lists Asus components, but naturally I’d be willing to order someplace else if it’s of essential difference. ..IS IT?

    As for all other components in general to go with the GeForce, I have not the faintest clue yet. I will happily take on board any recommendations or experiences you folks can pass along. Of course I’ve also checked the system specs published by ANet, but I know at least as much about building rigs that it takes a little more in-depth knowledge to create a solid setup. Oh, and time is of the essence of course – the sooner I got my shopping list together, the better!

    Thanks everybody who can lend a hand with this and for leaving specific responses (with brand/model specs or nr. ideally) a rookie such as myself cannot misunderstand! Much /love in advance and /halp!! ^^

    Wildstar – The big hope for jaded WoW players?

    A while ago I was working on a longer writeup concerning Carbine’s upcoming, and to this date still somewhat below-the-radar Wildstar MMO and how implementing Bartle playstyles (“paths”) for questing is one of the more ingenuous ideas I’ve come across in what otherwise appears to be yet another classic themepark formula. I had some nifty reviews and videos ready to elaborate on the concept – but then I lost interest along the line, not least due to the overall cartoony look of the game. As shiny and polished as Wildstar’s graphics may be, I simply don’t see myself seriously playing goofy Disney characters in candyland. That may be too harsh a judgement right now, but the developer keeps emphasizing the focus on being a “friends&family” game which, while no issue in itself, has me personally skeptical about things like gameplay or content difficulty. I have a feeling I won’t be this MMO’s target audience and that’s actually fine by me.

    Yet, there’s certainly more to say in favor of Wildstar; for example the brilliant player housing concept announced recently, brought to my attention thanks to Bhagpuss. WOW!!! I have been waiting for non-instanced player housing now since….Ultima Online probably. I crossed some guild towns in Age of Conan but those involve tremendous amounts of time and guild dedication, not to speak of an endless material and harvesting grind. No, I’m speaking of your very personal home the way we got it in Skyrim – and how awesome would that be for an MMO? This far, we kept hearing the same excuses from most developers: space issues. Can’t plant personal homes on the servers….y’know, virtual worlds have serious space limitation issues!

    Riiiiiight.

    Be that as it may, Carbine actually used their thinking cap and came up with a splendid solution that makes use of the endless possibilities of virtual spaces – flying islands! That’s epic WIN for you, short and sweet!

    Still, my overall impression of Wildstar remains; few innovations aside, it looks the way WoW should be looking today and feels like the next evolutionary step for players who are still attached to Blizzard’s franchise and overall concept. This is especially true for the combat too which is good old, conservative holy trinity between tank, healer and DPS (rejoice ye grumpy healers!). Wildstar’s launch is currently still a secret but expected to follow either very late in 2012 or more realistically sometime in early 2013. That makes me think it may launch perfectly around a time when WoW players are feeling “done” or jaded with their first look into MoP; some of them may actually start looking for something a little shinier, with few new ideas but not too many fundamental, revolutionary changes.

    Given that Blizzard will never feature a WoW “sequel” and that Titan will be vastly different, there’s definitely a market share to grab for the first developer that makes a serious attempt at Blizzard’s cake: a wide-spread target audience, conservative group setup, a shiny cartoony world, while also introducing more novel features like (semi-)active combat , questing archetypes and awesome player housing.

    If I was still a vivid or even mildly interested WoW player today, I’d say Wildstar is exciting news for the current WoW crowd out there and – should MoP fail to enthrall – a silver lining on the horizon?
    Either way, I’ll keep a closer eye on this title from now on, if only to see what other surprises Carbine will conjure up until next year!

    Highly overdue weekend roundup

    “If I knew that tomorrow was the end of the world, 
    I would plant an apple tree today. [Luther…not Lex Luthor]

    In the face of doom and the end of the MMO world as we know it (…), it’s appropriate to focus on the fresh and new. It’s been a while since my last New Bloggers on the Blogroll roundup, so this Friday is dedicated solely to some great and new (to me) writers that have made it into my much tended blogroll over the past few weeks. And yes – you’ve probably encountered many of them by now, if you’ve in any way followed the NBI some time ago, but I do things in my own time and spreading the attention is never a bad thing. The blogosphere also never seizes to amaze in terms of surfacing older blogs I’ve never countered for some unknown and no doubt shady reason. Alas.

    Without much more needless explanation, I’d like to highlight those few MM-O/game bloggers who have caught my eye more recently. They’re generally awesome and fulfill different criteria I am personally looking for – a variety in perspective, consistent, intelligent writing, creativity and a sense of humor. Alternatively, their site just looks pretty……err needles to say, pay them a visit sometime!

    While I am pointing out places you should know, I’d like to make the MMO Melting Pot my special mention of the week: it’s come to my attention that the center of the geeky gamers bloggiverse, or Hugh’s MMO crossroad as I like to think of it, is still unknown to many a blogger and blogreader out there. How that’s even possible after 2 years of busy meta-blogging I don’t know, but anyway – if you’re in any way looking to follow the comings and goings in the blogosphere with more ease and are tired to miss out on some of the good stuff, the Pot is the place to go for some great reads and weekly highlights. There’s also ways you can actively contribute or just spread the word to make the Pot an even livelier, buzzing MMO blogging hub for everybody!

    With that I’m off to the weekend to plant that proverbial tree, maybe even in The Secret World. To the rest of you I wish, as always, wonderful online adventures and many new beginnings ahead. Happy weekend everybody!