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Showing posts with label Jahai Bluffs. Show all posts
Showing posts with label Jahai Bluffs. Show all posts

Thursday, September 27, 2018

Purple Haze : GW2

From the September 18 Patch Notes:

In order to reduce visual noise, many effects displayed when players hit will no longer scale up on large targets.

 The Scene: Jahai Flats, just south of Almorra's Stand.

A purple, glowing dragon the size of an aircraft hangar swoops down out of the sky, where anything up to eighty or so players are waiting. The dragon summons a vast army of purple, glowing creatures. Hundreds of them. The two sides commence to fight.

Among the dragon's allies is a herd of centaurs. They pound around and around in circles in a tightly-packed group, stunning and knocking down anyone who can't get out of the way fast enough. Among the players allies are several dozen NPCs, half a dozen fifty-foot tall Wurms and a team of giant robots.

As the mayhem continues, another, even bigger (but, thankfully, unseen) dragon perpetually calls down lightning strikes on anyone and everyone. The lightning is purple and glowy.

Throughout the event, which lasts around a quarter of an hour, more purple, glowy mobs spawn, inexorably and endlessly. Occasionally much bigger mobs, called Rifstalkers, spawn. They are purple. And glowy.



The dragon, the rifstalkers, the lightning and many of the creatures cover the ground with red and orange circles, arcs, crescents. Certain players find themselves experiencing flashbacks to the early 1990s.

Meanwhile, every player and every player's pet and/or minion fires off any and every spell, attack and ability they can think of and/or heals themselves and/or everyone around them and/or dodges and rolls about all over the place as if on fire. Which most of them are.

Just to add to the gaiety of nations, some people flap around on griffons, swooping into the frenzy in the hope of unleashing the special attack given to flying mounts for this specific event.

The overall effect is, I like to imagine, somewhat akin to being inside The Feldman Fireworks factory the day Frank Drebin happened to drive by. On mushrooms. You or Drebin. Probably both.


Seriously, I love this fight. It's insane! Doing it as an Elementalist in glass cannon berserker build is a crazed non-stop fun riot and that's just me trying to stay alive!

If this is what happens when ANet decide to tone down the "visual noise" I can't wait for the next graphical downgrade.

Saturday, September 22, 2018

Soft Kitty: GW2

No, I'm not going to talk about the story. Way too soon, although it's irritating the bejezus out of me, having to keep quiet.

Spoilers are a problem, though. Even with the story safely tucked away behind the velvet curtain of secrecy, it's still impossible to talk about the update as a whole - the new map (Jahai Bluffs) the personal instance (Sun's Refuge), or the upgradeable armor collection - without spoiling something.

Partly, that's because Guild Wars 2's A Star To Guide Us is far and away the most complex and complete update ArenaNet has given us for a very long time. In some ways it feels more like a mini-expansion than a regular episode of the Living Story.

I'll leave it to someone else (Jeromai, maybe) to look into the intricacies of the new Raid. I'm also not going to discuss the new Legendary weapon, except to say that someone in my larger guild had already finished it an hour after the update came out, or so I was told. Not sure if that's an endorsement or a criticism.

Have you ever looked at a tornado and thought "I bet I could ride that!" ?

Better I talk about things where I have at least a little personal experience. There's plenty going on that I am doing without casting my net over trivia I'll never touch, like Raids and Legendaries. A ridiculous amount, in fact. Just look at the Dulfy entry for the "Full House" achievement to get some idea of the scope.

Full House is a portmanteau Achievement for completing all the other Achievements - the upgrade paths and collections associated with the combined second home and nuclear fallout shelter, the aforementioned Sun's Refuge. At a certain point in the story you get gifted the keys to this underground bunker and it's then up to you to blow away the cobwebs (that's not a metaphor) and invite a few hundred of your closest friends and allies (most of whom you never met before) to come set up home there.

You do know there's a gaping great hole in the roof, right? And dragons can fly?

So far all I have managed to do is persuade a Djinn to move in with me (that always goes well...) and open a massive, steel vault door. Oh, and pay some random NPC five gold for no discernable benefit to me.

To get the Djinn in I had to complete a group event, something I did by accident, which is the best way to do anything in Tyria. I learned a little about Djinns in the process but not as much as I'd like. Djinns are an under-developed race and the wiki is certainly uninformative.

In this event there are two, with a rivalry going back centuries or maybe millennia. I turned up in the middle so I was a little lost on the plot but I found the dialog engaging and involving. Like much of this episode it was also a tad on the bleak side with an effective mood change towards the climax. Whoever's writing this stuff must have shares in Kleenex.

Grief affects people differently.
The event also raised more questions than it answered, pretty much the signature trope of GW2 for six years now. I've long ago given up expecting clear answeres to 90 per cent of anything. I quite like not knowing. It allows for a lot of speculation and pondering, which is a kind of player-generated content, in a way.

In this case, the unanswered question is how a Djinn came to be Branded by the Elder dragon Kralkatorrik. Djinns are supposed to be immune to that effect. It does suggest that, having acquired the powers of two other Elder dragons (I think that's right - he got something from both Zhaitan and Mordremoth, if I'm remembering the plot correctly), the crystal dragon is beginning to break the physical laws of his own universe.

The event ended successfully and I hung around for a while, partly becasuse I was curious and partly because someone said in map chat "if you haven't got the Djinn for your instance, go talk to him". This, incidentally, this right here, is why it's impossible to go back to single-player RPGs once you've experienced online games with other players. Or it is for me.

Waiter! Waiter! There's a hare in my soup!

As it turned out I didn't even need to speak to the Djinn. He spoke to me and I gladly accepted his offer to come join my not-so-merry little band of grim survivalists in our heavily fortified hole. Once installed, naturally, he had some projects he wanted my help completing. Don't they all?

One of the first things I did after I took possession of my firelit cavern was to go round and interview everyone with a symbol over their head. In other MMORPGs this would be called "getting the quests" but we famously don't have "quests" in GW2 because we're all humpty dumpties here.

Whatever we call them, there are a lot and they are all on the lengthy side. There are eight separate, substantial quests to upgrade the instance plus another enormous to-do list that comes attached to the new, upgradeable armor set.
Is it just me or are things getting a little HoT around here?
 
The good part is that, having scanned the walkthroughs, they all appear to be eminently doable. They mostly ressemble previous quests I've enjoyed such as the Cadalbolg, Roller Beetle or Griffon, rather than the interminable, gated grind of something like Mawdry or the new-style legendaries.

At first I couldn't find the armor quest. I could see the correct NPC but she wouldn't talk to me. Apparently you have to exit the instance and come back. When I returned later she was more communicative. And also extremely depressed. With very good reason.

Tell me who did it and I'll get 'em for you!

She'd learned that the shrines she'd built to commemorate her dead lover had been vandalized, because GW2 is nothing if not a barrel of laughs right now, as I might have mentioned. By chance I had already happened upon the vandal in the very act.

I'd had strong words with them but the game offered me no option to do what I wanted to do, which was to boot the bastard off the cliff where we were handily standing. It seemed odd at the time but now I understand why. I didn't have the right quest.

GW2, with its dynamic events and invisible, hot join grouping mechanics, does a better job than most MMORPGs of presenting an organic, living world but quests, whatever you call them, are quests. If you're not on the right step then it's not going to happen.


 
In stark contrast, opening the vault door had no pre-reqs. It required nothing more than five random drops. Runes, no less. I forget if we've had runes before in GW2 but we have them now and they fit in the slots just like you'd expect.

At first I thought they came out of the chests you get at the end of events so I went and did the New, New Shatterer several times. I call him the New, New Shatterer because we already have the New Shatterer, who replaced the Old Shatterer ages ago.

Dragon down!

The New New Shatterer is tough. Most of the attempts failed. He clearly needs an organized map or at least a good guild at the core of the zerg. We did get him once, though, which popped a bunch of achievements for me.

The runes, as it happens, don't drop in the big chest anyway. They're random drops off anything. I got my last one from a grawl. What grawl are doing on the map beats me but Jahai Bluffs has a bit of everything, from a gorgeous, pocket Heart of Thorns zone to a chunk of another planet that might possibly be Haight-Ashbury circa the Summer of Love.

The colors, man!

That last one also features both the update's most quoted line of dialog and its greatest tease. (The line comes in the story so I won't spoil it, although you'll be lucky to dodge hearing it several times in map chat as you explore Jahai, not to mention in the title of this post...). As for the tease, well, as I suggested last time, nothing is forever. I'm taking Scarlet's cameo here as a hint if not as a promise.

Something's not right here...

With the runes all slotted, the vault door swung open. I was hoping, somewhat prosaically, there'd be an actual bank inside but what I got was a lot more interesting, if less pragmatically useful. Behind the battleship steel doors lies a foliage-filled room, strongly reminding me of other enclaves of nature hidden in obscure corners of Tyria.

The walls are studded with plaques, some readable, others not. The place is evidently sacred to some god or other. My knowledge of the Tyrian pantheon is woefully incomplete but if this were Norrath it would certainly be a shrine dedicated to Tunare.

There's also a Splendid Chest at the back, just like you'd find at the top of a jumping puzzle and with just as underwhelming contents. Mrs Bhagpuss tells me the runes vanish after a while and the door closes again. I'm guessing this is something that resets daily so you can do it over and over.

Before I opened the door this had been a sealed, pitch-black room for hundreds of years. And yet it's filled with plants.

When the door first opened some NPC behind me expressed a concern that I might get trapped inside and suffocate. That didn't happen but it did remind me of the strange thing that did happen to me in a hole in one of the cliffs on the main map.

There's a very large unbound magic node in the cliffside cave. You can see it from miles away. Unbound magic is a currency so everyone heads straight towards any obvious conglomeration to grab it and stuff their pockets. When you grab that particular stash the entrance instantly seals with rock, leaving you trapped in a 10x10 room with no discernable exit. Just as well we have waypoints.

That apparently meaningless but oddly immersive incident is emblematic of the attention to detail lavished on the entire map. So far I feel I've barely scratched the surface of Jahai Bluffs, let alone the whole update. There's enough content here to keep me busy for a week or two if I were to go at it hard and a month or two if, as I most likely will, I just pick away at it when I'm in the mood.

In the words of Donna Summer, could it be magic?

There's not only a lot more here than usual that I could do, there's a lot more I'd like to do. Chances are I'll wander off and get distracted before I finish most of it (I still have plenty of unfinished content from Heart of Thorns...) but at least it's there to begin with. That's a huge improvement over what I've come to expect in the last year or so.

Is this really the best place you could find to hang your washing?

And that's quite enough praise for now. I'm off to look for more children's books to fill my bookcase. That's what I call an adventure!

Wednesday, September 19, 2018

Goodbye, Path of Fire. Don't Let The Door Hit You On The Way Out.

I spent most of today playing Guild Wars 2, which isn't all that unusual. What was different from a run of the mill day off work was that I spent pretty much the whole time in the new content that came with yesterday's Living World update.

I think the last time that happened was probably Season Three, Episode Five, Flashpoint, the one that introduced us to Draconis Mons. I liked that map. I spent a good while completing it and generally goofing around there.

That was all the way back in May 2017 but most significantly it was before the release of the last expansion. The long and the short of it is that I don't much like anything about Path of Fire, and that very much includes the entirety of the Living World/Story Season associated with it. I don't like the look and feel, the mechanics, the plot, the characters and I very especially don't like the mounts.

Perhaps the best thing about LS4.4, A Star To Guide Us, is that it feels, if not like the end of an era, then at least like the beginning of the end. I'm more than ready.

I guess the real beginning of the end actually came in the last episode, when Palawa Joko, one of the most tedious, cliched, derivative villains I've ever had the misfortune to have to sit and listen to, died. Really died, as in gone for good, never coming back. In case anyone's in doubt or denial (and many seem to be) the permanence of his departure gets some heavy emphasis in the narrative this time around. 

Of course, as anyone who has ever read a comic or played a video game knows, no-one ever really dies. It's kind of a feature. What's more, in this very episode, the one in which several people, my own character among them, state with absolute certainty that Joko won't be coming back... well, I'd better not say any more.


Even so, I think we're free of the pest for a while. There's a distinct feeling of decks being cleared and pages being turned. The new map feels quite significantly different to all the others that came with the PoF expansion or the previous chapters of this Sesson. It may be connected geographically but it seems existentially separate.

As I was playing today, at one point I caught myself wondering whether this was the last episode in the Season. It can't be, of course. There would have been an announcement if it was.

Still, it's mid-September. They're going to have to go some to fit another one in between Halloween and Wintersday, although last year, if I remember correctly they did allow a Living World release to overlap the midwinter festival.


Whether we get Episode Five at the end of this year or the start of the next, either way I would bet on the next one being the climax of Season Four. I think it will set up the announcement for the third expansion, which will arrive sometime in Summer 2019. There will be no Living Story Season Five until after that beds in, so probably around October/November next year.

Or I guess they could wait another year. I don't think the finances will stand that, though. You can see from the financials each quarter how heavily they rely on the uptick from expansions.

I know there was a lot of brave talk in the first couple of years about never having any expansions ever but we saw how well that worked out for them. The game is on the expansion treadmill now and it won't be getting off until it follows the original Guild Wars into maintenance mode.


ArenaNet also once claimed they weren't going to make any more MMOs after GW2, the game they planned to operate and update indefinitely. It's been running for six years now and it probably has at least as long again to go, but some players are starting to get itchy feet. I've noticed an increasing number of in-game comments lately speculating on "Guild Wars 3".

There's even a thread about it on the forum - it was on the first page for a while but the flurry of posts following the update have pushed it on to page two. I wonder if the OP there is on to something when they say "...if ArenaNet does reach the point it can develop and maintain another MMO without having to send GW2 to the curb, I believe they should start up a new story entirely. Guild Wars was great, Guild Wars 2 is great...Guild Wars 3 would be too much."

Anyway, for now and the foreseeable, GW2 is what we have and as of this update it feels surprisingly fresh again. I am even more frustrated now than I was yesterday about not being able to discuss the story here. There's a lot to discuss. Maybe I'll get back to it when a few weeks have passed. Problem is, by then we'll all be on to something new and it won't seem as urgent.


One thing I will say is that the final instance is brutal, but in an entirely different way to usual. There's no awful, dragged-out boss fight. Instead there's a timed jump puzzle that has to be done on a mount. It's also currently very badly bugged, to the point of unplayability, which is traditional.

Nevertheless, I did manage to complete it, by means of a combination of workarounds, multiple deaths and brute force. Even though it was unfair and infuriating, I enjoyed it. I don't think I could honestly say that about any Episode finale since the Living Story moved to instanced content.

What's more, the penultimate instance is also brutal and unfair and I enjoyed that one too. For the first time in a very long time I am seriously considering taking a second character through the story for my own amusement and to see how it plays with a different class.

A Star To Guide Us isn't perfect, not by a wide margin, but it's a major improvement on what we've been used to over the past year and for that we can be thankful. If it's also laying down a marker for the future tenor and direction of the game, well, no-one will be happier about that than me.

Tuesday, September 18, 2018

Ice Cream For Crow : First Impressions of GW2's "A Star to Guide Us"

When I posted a sour, pessimistic reaction to the recent trailer for Guild Wars 2's next Living Story episode, I confess I was hoping to be proved wrong. Despite my supposed ennui, when patch day came I found myself anticipating the drop with something not dissimilar to excitement.

ArenaNet always update on Tuesdays, almost always at either 3pm, 5pm or 8pm U.K. time. Three o'clock passed without incident but at ten to five, just as Mrs Bhagpuss and I were on the jumping puzzle stage of the Legend Builder torch collection, the ten minute warning sounded.


By five past five I was patching and by a quarter past I was playing. I didn't stop until just now, around nine. I haven't been playing solidly all that time. There were various bag-clearings and natural breaks. I guess, though, that I've put in a solid three hours on the new chapter, working solely through the main narrative.

This minute, as I type, my druid, who always does the Living Story stuff, is tapping his foot impatiently in the new, upgradeable instance, Sun's Refuge. I took possession of it at the end of part three and that's the only spoiler I'm going to let slip.


I have a theory about spoilers: even saying you aren't going to give spoilers is a spoiler. If someone tells you there's a twist at the end (or in the middle) of a movie, that's a spoiler, even though they don't give you a single clue what the twist might be.

When it comes to the story in A Star to Guide Us there is literally nothing I can say that wouldn't be a spoiler. The meta-spoiler is that if I were to tell you the spoilers, boy! would they be spoilers! I exclaimed out loud once and sat back and goggled several times. There is a lot in this episode that I did not expect.


Probably most people who've been paying attention to the MMO news this year will remember that there was a sudden change of personnel in the GW2 story department back in July. Whether that had a material effect on this episode I have no way of knowing.

Certainly I imagine there won't have been any time to change the plot, which means this very welcome return to what I consider to be the real main storyline has probably been in the works for a good while. There may, however, have been an impact on the scripting. It feels that way.


In recent episodes I've gotten used to groaning or shaking my head at some of the sloppy dialog, in-jokes and all-round loose writing. This time, so far, there's been none of that. Everyone sounds like they're taking it seriously for once, which doesn't mean there's no humor and no jokes but that those there are seem to derive - fairly convincingly - from the characters and the situation. It's a relief.

As well as benefitting from significantly above par plot and dialog, gameplay is similarly improved. The first three chapters of this episode are blissfully free of either over-repetitive set pieces or inordinately long and/or complicated boss fights.


There's a modicum of repetition in Part One, A Shattered Nation, and moderately lengthy fights in both Part Two, Chaos Theory and Part Three, Legacy but none of it annoyed me. Most of it I enjoyed. It seemed to me that someone had actually listened to the complaints that fill the forums after every Living Story - the same complaints - and instead of dismissing them as usual, for once decided to do something about them.

There is still the final battle to come, of course. I have no idea what that will entail but there will inevitably be a Big Boss. I just hope the lessons continue to have been learned there, but even if they don't, the earlier stages represent an improvement and a hopeful sign for the future.


The new map, about which I was very sniffy before I'd seen it, is possibly the best new map since the last expansion (although I did quite like that one with the lost Charr tribe). Any fears about the innate ugliness of a Branded map turned out to be entirely misplaced.

Branding, for those who don't play GW2, is something the Elder Dragon Kralkatorrik does to landscapes and people that turns them purple. It's not pretty, or at least it hasn't been in the past. Only somehow, now it is.


Visually the new map, Jahai Bluffs, is spectacular. Unfortunately for ANet, that on its own isn't enough any more. Their art department is a victim of its own success. Work that would draw huge praise in other MMOs is both expected and taken for granted here, not least by me.

Also, because they tend to be rigorously authentic within their own design specifications, it's becoming increasingly difficult to raise any enthusiasm as we arrive on what must be the tenth or eleventh desert map in succession. Well, they found a way to change that up. Not saying any more. Spoilers.

So far so good, then. Indeed, so far so much better than expected. I have a free day tomorrow so I hope to finish the story, even if there is the expected attritional boss fight as a capper.And then I still won't be able to say anything about it for a while, which, based on what's happened so far, is going to be the most annoying part of the whole shebang.

Nice to be able to say that, for once.
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