Tag Archives: melmoth

A wedding? I love weddings! Drinks all around!

As usual I’ve spent a large part of my time noodling around in the character creator during Guild Wars 2’s current beta event. I think I’ve got my characters planned, a Norn Guardian and a Charr Warrior, with the Guardian being my main. Of course m’colleague will snort merrily at this and tell you that I will, therefore, be playing a Sylvari Thief come release. I am certainly well enough aware of my altitus to not be able to rule out such a situation occurring.

The one saving grace for my Norn is that I’ve managed to create my own denizen of Rivain (because nothing helps immersion in a fantasy RPG like a genre mash-up), which will be hard to give up. This is helped somewhat by the default town clothes for the female Norn complementing the desired guise so terribly well. I present the following exhibits as evidence:



Brawling, booze and infeasible cleavage – welcome to Norn Town.

I’ve played through some of the early levels to get a handle on the various classes, and I’ve raised a few bug reports, so I have to say that I feel my time in the beta was both worthwhile and enjoyable. The game clearly has some work to be done, but then for all we know we may not see a release for six months or more. I think the important thing to consider is whether the lessons of beta have been learnt, the outcome of which will become clear when the next beta takes place. Regardless, I’ve seen enough –even in its current condition– to know that I will be playing the game for some time, and that it will probably become my new World of Warcraft or Lord of the Rings Online – games which have both served me well for five or more years of play, on and off.

I can’t really report much on the game content as such, because I didn’t advance terribly far with any one character; I have no intention of playing through it all again come release – O, that way burnout lies. I’d rather save the content for when I can savour it, knowing that any progression my character makes will actually count for something.

The beta simply hasn’t changed my opinion for better or worse – I think that Guild Wars 2 will be a great game, that I will get a lot out of it, and that ArenaNet will have a very solid foundation on which to continue building their Guild Wars franchise. Is it going to change the world? No. Is it going to be a very strong player in the MMO market and influence those theme park MMOs which follow it? Yes, I do believe so.

I still regret not having involved myself in the original Guild Wars culture, and I don’t intend to make the same mistake a second time. The thing with Guild Wars is that it’s more than just a game – it is a community. Much like I find the game-play of EVE not to be for me, I can still admire the community. And I do. The devoted passion of EVE’s players is something which I also recognise in the Guild Wars community, as well as in the team at ArenaNet, and I feel that it is this passion which is intrinsic to the best of MMO experiences.

MMOs are more than just the games we play, they are the communities which form around the games, and this is what should make them different and special. Somewhere along the way we seem to have lost this depth of community. Perhaps the player-base has been spread too thinly with the wealth of MMO choice in recent years; perhaps developers have failed to instill, or even enable, an appropriate sense of community within their player-base; perhaps players have been spoilt by the bigger MMOs, and a sense of selfish entitlement precludes a solid community forming. Certainly the latter point is my main concern for Guild Wars 2 at the moment, the sense of entitlement and complaint over the issues found in the current beta have been… excessive, to my mind. Wanting to have your issues resolved is entirely understandable, but the foot-stamping, nappy-flinging, red-faced wailing that occurs amongst a certain set of players every time they don’t get an absolutely immaculate MMO experience, or find themselves hindered by an issue for any longer than a nanosecond, casts the MMO community as a whole in a terribly bad light. It is healthy to lust for perfection, but only deranged fanaticism could demand it unconditionally.

So, Guild Wars 2: so far as I can tell it’s a great game, one which will not shake the foundations of the genre, but will almost certainly strengthen them; we’ll just have to wait and see if it develops the solid community it deserves to go along with that.

KiaSA Top Tips: Guild Wars 2

A list of (hopefully) useful tips and tricks we’ve found while rummaging around in the Guild Wars 2 beta. We’ve only been playing for a short while so far, and not played before, so it’ll be an equally short list of basic tips to start off with, but we’ll add to it as and when we stumble upon tidbits that may be QI to others. Do feel free to add your own tips in the comments and we’ll pop them in the main list with an appropriate attribution.

  • Whether you like it or not – remember it’s still a Beta (you can sing this to the tune of Remember You’re A Womble if it’ll help you at moments of high stress.)

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  • Those of you with ATI/AMD graphics cards may find that upon entering the game world you’re faced with a UI and an otherwise black screen. Press Esc, go into the graphics options and disable Depth of Field, which fixed this in my instance. Apparently the game is optimised for NVidia cards only at the moment, so expect slightly more frinky graphical glitches during the beta if you’re part of The Way It’s Also Possible To Be Played set.

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  • The music on the login page is indeed on the loud side – although if any game music were going to have to be loud, I’d take the Guild Wars soundtrack any day. There is a cog icon in the top left corner of the login screen which will open the options page and allow you to reduce the audio levels.

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  • When you’re on the character selection screen look to the top left and you’ll see a Contacts icon next to the Options icon. You can check which of your friends is online before you login, and then choose which of your characters to play based on who’s on what and where.

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  • Helmets and shoulder-pads can be turned off in the Hero sheet (Press H) by right-clicking the appropriate piece of armour. Useful if those Mesmer masks freak you out as much as they do me.

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  • Speaking of outfits: the small icons at the top centre of the Hero sheet above your character model allow you to select your town outfit which, for my norn warrior at least, was a rather fetching pirate get-up that matched her bandana rather nicely.

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  • Autoloot can be enabled through the options menu (Press Esc) General Options -> Interactions. It does, however, still show you the icons of what you looted in the bottom right of the screen, and you can mouse-over each one for a description of the item. After a short period of time these icons fade out. Don’t panic! Autoloot does not steal the armour from other PCs: they all look that naked with their armour on.

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  • Speak to any scouts you see (they have a spyglass icon above their head), they will often give you information about the area, and point out new events and locations on your map. They are not recruiting for X-Factor or Next Top Model, though.

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  • You may need to bind Dodge to a key – it was unbound for me, although I may have used the default key for something else. Either way, make sure it’s bound, and use it whenever you can, it will help to keep you alive as much as ‘6’ (the heal key) will.

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  • If you’re taking a screenshot, perhaps for sending to ArenaNet, then consider binding a key to Screenshots: High-Res in the options (Press Esc) Control Options.

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  • You can merge your inventory into one large bag by unchecking the Bags checkbox at the top on the inventory screen (Press I). You can keep your inventory nice and neat by pressing the Compact icon next to the Bags checkbox. This will move all items up to the top of the inventory, filling in any empty spaces you may have from selling or equipping items – it’s a nice way to keep all the new loot going in at the bottom of your inventory so it’s easy to find.

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  • Don’t just chain-run quests, take time to smell the roses. Unless you’re doing the Smell the Roses quest, obviously.

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Faith is the art of holding on to things your reason has once accepted in spite of your changing moods.

Recent flooding of the river of my life has left me frantically paddling against a tide which takes me ever away from my small quiet pond of gaming solitude, which itself has begun to stagnate. I’ve had little time for gaming or blogging in recent weeks, and I have to confess, I don’t find myself missing either terribly much. Standing at the altar in the Church of MMO, I have found my lack of faith disturbing. It may seem to the contrary –based upon much of my writing here– but I did once believe in the MMO genre. I’ve stood for a long time on the beach of bloggers, watching the tide of new blogs crash and churn with each new wave, and although no two waves are ever the same, the outcome of their enthusiasm and energy often is: rolling and thundering at first, but becoming ever less sonorous as the passion wanes, indifference prevails, placidity thins, before slowly retreating down the beach. Every grain of sand deposited in this way a topic. Every grain of sand the same. The same topics, delivered time and time again onto the beach of blogging, which rests at the foot of the cliffs of the MMO genre. The cliffs remain unchanged, indifferent to the weight of sandy evidence presented at their base, where measuring the progress of the genre is to measure the progress of the sea against a coastline – a measurement of antediluvian span.

I hold an answer in my hand. The Grail to some, but to my faithless mind it appears as no more than an empty cup. I should be excited by Guild Wars 2, but I find myself more melancholy, for me this feels less the beginning of an adventure, more a last hurrah – a final farewell to the genre. I do not expect things to change with Guild Wars 2’s release; the tide will roll in once more with a new wave of enthusiasm, soon to be dashed against the unchanging countenance of the genre’s cliff face, leaving behind another sandy layer of blogging topics, every grain the same as those that came before. At which point I imagine I will take to the seas on a small raft built of apathy or antipathy and look for adventure in other lands, for, I will be forced to concede, I can no longer find it on this barren shore.

There is a beta for Guild Wars 2 this weekend, and I find myself with time to participate. One last hurrah, one last hope for redemption. And then, perhaps, `I will embark and I will lose myself, And in the great sea wash away my sin.’

Life is ten percent what happens to you and ninety percent how you respond to it.

You have to wonder if the team behind Star Wars: The Old Republic is getting a bit desperate.

First the controversial-to-some promotion of gifting players with level capped characters free subscription time.

Now there’s a live event which, to this outsider, seems suspiciously similar to a well-known bugged event in World of Warcraft. I mean, I know that BioWare seem to be throwing story to the wind and pasting in more end game raid content, but do they really need to copy World of Warcraft’s bugs too? Or maybe they consider this one to be a feature.

In all fairness (and slightly more seriousness), the event seems to be quite the hit with many SWTOR players, so I guess it’s not entirely a bad move to replicate some of the more notorious events from the Disney of theme park MMOs, while placing them in a more controlled environment.

What I want to know is, are they trying to respond to the Mists of Pandaria beta by appealing to World of Warcraft players, or the ‘pre-players’ of Guild Wars 2’s rather successful recent pre-post-pre-order-purchase activation, or both?

Certainly, to my mind, they seem to be desperately scrambling to respond to something, I’m just curious as to what that something is, and why they feel the need to respond so soon in their game’s life.

In a battle all you need to make you fight is a little hot blood and the knowledge that it’s more dangerous to lose than to win.

“I think we might be heading into an ambush.”

“I see… but how? Does your character have points in the Ambush Detection skill? Does your class get a spell to detect hidden creatures? Is it that the deity of your chosen religion bestowed upon you a boon to reveal with holy sight those who mean you harm? Do you possess an ancient artefact from the tomb of a forgotten king, which glows with a spectral light when enemies are near?”

“Nah, I can just see the NPC’s name tag sticking out from the edge of that bush over there.”

Sometimes I think that the only real battle fought in an MMO is between the developer and the metagame.

Passion is a positive obsession.

It was while casting about for an MMO to play that a friend suggested I could perhaps look again at Guild Wars, seeing as I intended playing the game’s successor upon its arrival later this year. I’ve tried to get my hook into Guild Wars several times before – the original Prophecies campaign, then Factions, before trying once again with Nightfall sometime after its release, several years ago.

I launched Guild Wars late on Friday evening last week, perched my virtual self on the bank of the computer’s memory, then cast my line lightly and without conviction into the digital depths of the game’s design. What leviathan of immersion rose from the deep I cannot tell, but with gaping maw it took both hook and line and pulled me down, and for the greatest time there was nothing but the beat and surge of it – the primal urgency of that rhythmic stroke sending the creature into the impossible darkness of the infinite. Trapped in the tow, I tumbled along in its wake.

On Monday I managed somehow to disentangle myself from the line, and with desperate resolve kicked myself upwards. I broke the surface of that digital dream, my mind gasping at the marvel of it. My character was at the level cap, and as I pulled myself to the virtual shore I considered my adventure close to complete. I looked back on the distance I had come –the opposite shore of the lake into which that beast of obsession had dragged me was visible on the horizon– and couldn’t help but feel a little disappointed that the journey was almost at an end.

It was then that the aforementioned friend arrived in the guise of a guide. With the kindly chuckle of a parent bemused at the innocent naivety of a child, the guide parted a section of thick vegetation surrounding the lake and bid me look beyond. It revealed to me the extent of my journey thus far, and it was clear: I had but stepped upon the path, and no further. The expansive river of progression stretched out before me, its distributaries of activity branching off in many directions; the sea of possibility followed, wide open and dynamic, stretching all the way to the horizon.

I swept my arm out at the expanse of content in front of us. “I had no idea the game was so huge. I mean, good people have tried to explain… but this… this is unfathomable.”

The guide smiled again, “No, this is just Nightfall. There are two other campaigns to explore after this.”

And so tonight I cast my line once more, and hope that the monstrous exigency of play will rise once again, take hook, and pull me onwards and downwards into the fantastical fathoms of Tyria.

KiaSA Top Tips.

Parents, add a level of MMO adventuring fun to your child’s Easter celebrations by offering them a quest to collect twenty small chocolate eggs which are hidden around the garden. When they come back to you with the basket of eggs, ask them now to go and find five slightly larger eggs which you’ve just hidden in the poison ivy in the same part of the garden. Upon their return, ask them finally to find the one large egg hidden somewhere near the top of the holly tree in the garden, next to the poison ivy.

When they eventually bring you that final trophy, they should be exhausted, battered, emotionally drained but somewhat triumphant. Offer them your thanks. Then throw all the eggs away and give them five pence and a garlic press as a reward.

Yours derivatively,

Watt Arottendev

Things are distinct not in their essence but in their appearance.

April 10th is just around the corner, and I’ve been dabbling in Guild Wars: The Original Series.

During my initial foray I was very pleased to see that ArenaNet can indeed make splendid-looking female armour without it needing to include a mini-skirt, bra, nipple tassels, thong, fishnets, Lycra leotard or nothing but a small strategically placed fig leaf.

Of course, if you want it, you have to buy it from the Guild Wars store.

I’ve also found a new lease of life in Skyrim, with various mods which improve character appearance, as well as the addition of cloaks and other cosmetic niceties, providing a new reason to go adventuring in Tamriel’s wintry province.

All of which is free, and makes me feel somewhat guilty, because I’m happy to give a little extra to ArenaNet seeing as their game and its series of expansions seems worth more than the box prices alone. With all the good will shown towards recent gaming Kickstarter projects, I wonder if players would also pay for mods to their favourite games, especially since services such as Steamworks support it.

Regardless, I’m cosmetically content, and perfectly happy pottering around in DDO, Guild Wars and Skyrim for the time being. In addition, I’m somewhat more hopeful now of being able to create a sensibly attired character in Guild Wars 2 – always nice for someone who enjoys playing female characters for more than the beholding of butt, and who doesn’t want to get hit around the head with a frying pan when their wife witnesses the buxom burlesque dancer in a chainmail thong with which the game has lumbered them.

The real voyage of discovery consists not in seeking new landscapes but in having new eyes.

The broken road wound its serpentine coil between tall fir trees, wrapped itself around hills lush with vegetation, before stopping to drink at the bank of a wide fast-running river, deep in the forest valley below. The warrior stood at the top of the road’s descent, an index finger curled against her lips formed the question mark that punctuated her thoughts – ‘Where do I go?’

A glance behind at the path already travelled, hand sweeping up through thick red locks to scratch thoughtfully, only to find a scabbed scalp amid the matted mass of hair, tongue instinctively feeling for the ragged edges of a split lip in sympathetic accord – she winced slightly at that, spat the metallic taste onto the cobbled road.

No insight came to her. She wasn’t a ranger, couldn’t read any of the natural signs posted in the wild; her forests were found among the fields of battle, where she would fell thorny trees of metal along the banks of rivers that ran red. She shrugged the ache from her shield arm, subconsciously felt for the pommel of the sword which hung at her side, then dragged heavy hide boots one after the other down the hill.

The road dropped sharply around the next bend and plunged into the depths of the forest, trees loomed over the warrior as she trudged on into that verdant primeval hall, the testudo of the high canopy blocking much of the sun’s assault, casting the forest in a fay half-light. The place was utterly alien to her – she may as well have been walking on the surface of Vaklavia, green goddess, hanging always low in the sky to the west; although she could not see the moon now. She was used to the nature of the city, rigid and formal, where the chaos was in the people who lived there; she could deal with people. But the forest… the forest was chaos, it both oppressed and liberated, was ancient and young, raucous and silent. Her head began to spin – the remnants of a concussion? No, she didn’t believe that, she could feel the primal fear waking deep within her chest, could feel its brumal maw closing around her heart.

She knelt then, pressed her fevered brow to the cool earth at the side of the road, tried to focus her thoughts on home – on Marisha, golden hair and marble skin, waiting for her there. She prayed, not to the Gods, for she did not hold court with them; instead she prayed to the forest. She acknowledged the ancient power there, unknowable, yet in evidence all around her, asked it –pleaded with it– for a sign. She opened her eyes. Her gaze fell across the road onto something which was not of the forest. But she knew it. Steps hewn vandalously into the bank, bones littering a path lined by trees which had been hacked and scorched and broken, weeping sap from their fresh wounds. The whole place was a wound. She did not know the forest, but the forest knew her.

Head clear, heart singing, she drew her sword and smiled, and the forest showed her where to go.

I’ve been playing with mods in Skyrim recently. Despite an inordinate number of them being aimed at turning Skyrim into a cross between Conan and Barbarella (you just wouldn’t believe the painstaking effort that can go into modelling a set of three foot long nipples…), I’ve managed to filter things with the help of sites such as the deeply inspirational Dead End Thrills.

Having ‘splungthrust my mods’ as I believe the cool kids say, I tested them out by creating a new character and running through the early content of the game. I have to say, the improvements that these free community-generated tweaks and tune-ups provide are, frankly, astonishing. There’s a lot of untapped talent out there, and games like Skyrim and World of Warcraft demonstrate the level of ingenuity and creativity which can be harnessed when a game is opened up to the community of modders. Admittedly it also reveals the obsession with breasts and butts, but sometimes you have to take the rough with the smooth. Or the unfeasibly large breasts with the beautiful realistic water textures.

What surprised me most, however, was that just a short way out of the tutorial, while wandering down a familiar forest road towards Riverwood, I stumbled upon a path I hadn’t discovered before, and, upon further investigation, a den of bandits. One hundred and fifty-odd hours of play, and I’m still discovering things in this world. Right next to the starter area, even. The path was clearly there to be found, but it wasn’t signposted either by quest or gaudy railroading, I just had to open my eyes to the world, and open my mind to the possibilities of freedom presented by the game of ‘Where do I go?’.

What else have I yet to discover? I may just have to go and find out.

Thought for the day.

I don’t know about the rest of you, but for me Kickstarter is beginning to feel like a number of one night stands. Drunk with beneficent gamer’s glee, I’ve sowed my arbitrary funding oats across a number of projects now, but at mostly $10-$15 a shot I’m starting to lose track of what went where and with whom.

More to the point: in nine or so months I’ll start getting these strangers turning up, informing me that at some point in the past we were intimately involved, that I ‘gave them a donation’, before handing over a little bundle and telling me that ‘here, this is yours’.

I think the idea is pretty much Analogy Complete – it even has that layer of built-in guilt, considering that they did all the hard work over the subsequent months, and I just happened to be there at the start, throwing my sponsorship seed around with wild abandon.

Hmmm, perhaps I should instead start selecting the ‘No reward, I just want to donate’ option, the Kickstarter equivalent of donating to a sperm bank.