Guild Wars 2 Beta Weekend Event 1

Note: this post is going to be rambly-super-fanboy-squee-time.  I might make a few insightful observations here and there, but it’s mostly gushing.  You have been warned.

The first Guild Wars 2 Beta Weekend Event hit this past weekend and I was able to take part since I prepurchased.  I already knew I was going to love the game: that was a given.  Everything ArenaNet has said and everything that the press beta coverage has said has confirmed this.  After playing the game myself, I come to you now in awe.  GW2 has met and far exceeded my already soaring expectations.

Let’s just start where I started.  I figured that my first character should be an Engineer, mostly because I wasn’t as familiar with it as some of the other professions and it seemed interesting.  Enter Hugedar the Learned, the Norn Engineer.

Hugedar The Learned

Honestly, I did not expect to have as much fun with Engineer as I did.  Engies get very few weapons (pistol, rifle, and shield) and are unable to swap at all, but they make up for this with kits.  The wiki can tell you the specifics but basically kits are weapon swaps unlocked with skill points.  My weapon of choice was rifle since it had good damage, an immobilize skill, and some mobility.  The first kit I unlocked was flamethrower, and my GOD is it exhilarating.

It has good damage skills that hit multiple targets, but it also has knockback and a pulling move.  I had this neat little combo where I’d throw down a line of fire, drag a monster through it, then knock them back through it.  I think this screenshot shows that combo in action, though it’s hard to tell.  Definitely a fun crowd control weapon.

Aside from damage, it felt like a decent support class.  My default healing skill also grants me a few defensive boons, and if I use the tool belt version, I can throw it on the ground to provide those boons to allies.  Later I unlocked another elixir skill that granted offensive boons and styled myself somewhat of a buffer.  Though a lot of the time people would run away just as I was throwing an elixir down.  Hey, if they miss out on Might, Frenzy, and Swiftness, that’s all on them.

My next kit was the grenade kit, and boy is that another fun one.  Every skill on that bar is a ground targeted AoE, even skill #1.  That became my damage/CC kit of choice for the rest of the beta: throw down a chill grenade to slow movement, then use the tool belt skill to lob several grenades at once, use the blind grenade into a mob.  SUPER fun.

I better move on: I could talk forever about the profession, but let’s jump into crafting.  This was a surprising facet of gameplay that was at first a little hard to get into.  I didn’t understand how the discovery mode worked, but with insight from my roommate I latched onto it pretty quick.

You start off with a few basic recipes: turn your logs into planks, turn your copper into bronze, then use those to make a harpoon.  Make a rifle stock out of wood and combine that with your harpoon to make a speargun.  You get a decent amount of experience for crafting your components, and lots of experience for making something for the first time.  They gave me a recipe for Mighty weapons (+Power) and a few inscriptions which can be used to make weapons with other stat ups in Discovery mode.  Discovery mode is awesome: first of all, it’s not as trial-and-error as it sounds.  You have four slots to drop mats into.  Once you start dropping in mats, other mats in your inventory gray out so you know they aren’t compatible.  After a few successful discoveries I noticed a pattern and was able to learn new recipes very quickly.  I took Huntsman (pictured) so I could make my own weapons, and I picked Jeweler so I could make rings which up until then I hadn’t found as drops yet.  I ended up taking Jeweler the furthest because my crafted weapons at the time weren’t keeping up with the dropped gear I was finding while the rings and earrings I was making were filling empty gear slots.

Let’s see, what else… The dynamic event system was just as dynamic as promised.  I would be wandering around working on a renown heart when suddenly an event would start.  Something would be attacking the area or an NPC would head into a cave and request support.  I’d usually join in because they also contribute to the renown heart if they’re in the same area.  The success or failure of an event has an effect on the next event that occurs in that area: for example, there was an event to defend cattle from waves of harpies.  If all the cattle are killed, the next event involves you protecting a shipment of new cattle.  At certain stages events culminate in a Group Event that, as its name implies, requires a lot more people to take down.  Like this one:

This event took place in the Norn area.  Some shaman was attempting to control a giant ice elemental and the players were tasked with taking the shaman down.  The shaman was no joke either: he hit hard and there were tons of AoEs appearing.  You had better dodge out of those red circles because otherwise you were downed.  There was another group even even more diabolical: the giant besieging the town of Nageling.

This guy was a piece of work.  By the time me and a friend had gotten there, all the NPCs had been killed.  The two of us were absolutely no match for this guy.  He took nearly no damage from our attacks and he kept using this AoE damage move that instantly downed us.  A few other players ended up joining the fight and we started doing a little better.  Throughout the fight I found myself chipping away at the giant’s health bar, throwing my chill grenades, using my elixir gun to keep it vulnerable, and reviving allies.  The giant kept switching its focus, stomping on hapless players, and using a fear ability that made everyone run away which really got aggravating when trying to revive people.  Finally after an hour (by the way, the most action-packed hour ever) we managed to take it down, but JEEZ.  This was the hardest open world event we saw.  The giant showed up a few more times but we said “screw that.”  You need at LEAST eight people to even attempt that event.

Before we called it quits on Sunday, my friends and I tried some World Vs World.  The maps are huge and extremely detailed, and there’s even some regular PvEish stuff you can do there like gathering resources and even fighting normal mobs.  We came upon this keep controlled by the blue server and they had it incredibly well defended.

There were guys lining the walls raining fire and arrows down on us like crazy.  We ended up ditching that assault to steal one of Blue’s supply camps.  The only defenders were NPCs: not to say that they were pushovers, but with the ten or so of us wailing on them we managed to take the point.  I noticed a pattern with some of the other people on our side though: once we’d take a supply camp, they’d immediately leave and try to assault the nearest keep, which would get them all killed and lead the other team straight back to us to retake the point.  My group was busy upgrading the camp with more guards and siege equipment, but we didn’t get far before we were wiped out.  We never did manage to take a fort, but we settled for sabotaging supply dolyaks and just exploring the MASSIVELY MASSIVE map.  Seriously, this place was huge.

Now after all of that, and with all of these beautiful screenshots, it’s hard to believe that this was a BETA test.  As in, the game isn’t out yet.  It looks insanely polished from a audio/visual perspective as well as a gameplay one, but I am prepared to talk about some of the issues I noticed.  To be honest there weren’t a ton.  I did get randomly kicked off a few times, and the servers were taken down for about an hour on Saturday night (by the way, most agonizingly slow hour ever).  One of the skill challenge NPCs became untargettable once dead and didn’t give the skill point.  And of course the client wasn’t fully optimized so there were framerate issues in heavy activity areas.  But there were two major issues that need to be addressed before launch, one of which prevented me from receiving mail after a certain point.  It sucked because my roommate crafted me some bigger bags and I was hurting for inventory space.  The other big issue was with gem store: I bought a bank tab but it didn’t show up in my bank window, even after restarting the client.

Despite these issues, I am 1000% confident that ArenaNet will do everything they can to make the next beta event smoother and continue to do so until release.  They’ve done a truly remarkable job with Guild Wars 2.  It is an amazing game and it totally lives up to the hype.  This post only scratches the surface of my experiences this weekend: there was just so much to do and see!  Never have I been this excited for a game, nor do I think any other game will capture my interest this much.  These past three days just flew by, and I’m twitching in anticipation for the next Beta Weekend Event.  It hasn’t been announced yet, but they did say they planned on having one a month.  So until next time, this is Hugedar the Learned, logging out!

You Knit Tee

Just a quick update regarding the past week or so.

I had jury duty last Thursday, but they didn’t use me. Sweet! Moving on.

We had a guy from Unity come to the office and explain how we could use it for slots.  The guy actually had slot experience and a little demo to show us, which was awesome.  For the most part he was preaching to the choir – the executive that requested the meeting could only stay for a few minutes and had to duck out for most of it.  But even though the rest of us had dabbled in Unity, we were still blown away by what this guy showed us.  Like I said, he had slot experience, and by that I mean actual programming.  This wasn’t some sales guy meant to butter us up (though he was effective at reaffirming my desire to pursue Unity at work), this was a hands-on engineer who knew what he was talking about.

The day before, my department sat down and made a list of about 15 or so questions we wanted to ask regarding limitations, capabilities, workflow impact, future updates, etc.  The Unity guy ended up answering most of them as he was demonstrating his example project. A lot of our fears were eradicated, but there are still a few hitches to get over if we want to start using Unity.

One such hitch is teaching our artists and sound designers to change their workflow, which would be a change for the better, but I expect a lot of resistance.  People are used to doing things the way they’ve been doing them, which I can understand, but I just KNOW that many of them are not 100% thrilled with the current process.  There’s a lot of back-and-forth regarding positioning of an animation, the timing on some sound, etc.  Currently when such an issue is discovered it comes to my department as a bug, then we have to modify code or script to make the adjustment (which in a lot of cases is a minor change), route the bug back to whomever sent it, and hopefully the process isn’t repeated two or three more times.  Granted a lot of the settings are in an easily configured script file, but our content creators are adverse to modifying any scripts – which again I can understand.  Perhaps there’s a fear of breaking something else, or maybe just a “that’s not my job” mentality.

But with Unity, we could make these settings much more user-friendly by making them visible in the editor.  An animator could simply edit the movement curve of some animation, or the sound guy could adjust the start delay of a sound.  Granted, my department would be responsible for exposing these variables and making sure user input is error-checked, but once we write a bunch of basic controls we can use those in every game.

Speaking of reusing scripts and stuff, one of the questions we asked the Unity engineer is how to create a template of common functionality and standards that we could make new games from.  Turns out it’s pretty easy: we could create a blank slate scene, throw in all the containers for our game objects with appropriate scripts, and make that a .unityPackge file.  Then whenever we want to make a new game, we simply import that package.  I think we could even use this approach to maintain every game with respect to our standards document – though we’d have to reimport the package and rebuild the game.

Like I said, we were blown away after the meeting.  We even had some of the artists come in and ask questions of their own.  I’m hoping that the Art Director took to Unity as much as we did, then it’ll be much easier when we try to sell it to the higher-ups.  It just seems like a no-brainer: Unity can do just about everything that’s ever been requested of our department.  I’m not saying it’s a magic cure-all that will fix everything and produce ice cream as a by-product, but it will make development and production SO much faster and, well, productive.  And it’s not like I hate our current C++ platform.  Hell, I helped redesign it to adapt to the changing requirements of the company.  The company is just changing again, and if we adopt soon, we can start working on all those ideas that currently are just “someday we’d like to do X.”  “Someday” could be “soon.” And not vague “soon,” I mean like “this year” soon.  Granted it’ll probably take us weeks or even a couple months to integrate Unity into our workflow (and/or adapt our workflow to Unity), but it will SO be worth it.

So aside from work, I’ve been playing with Unity more at home.  I’m writing a simple matching game for my nephew’s third birthday in a couple months.  I had hit a roadblock a while back for a number of reasons, one of which was difficulty debugging, but now that I know it’s possible to set breakpoints in Unity (hellOOOOO, MonoDevelop!), I jumped back in with renewed vigor.

HOLY CRAP this was supposed to be a quick touch-base post but turned into a novel.  Oh well, there you have it.

GW1 and 2

So I’ve been playing a fair amount of the original Guild Wars for a while now.  I have to say, I think it still holds up today as a great game.  Though I’ve been playing mostly solo with only a few pick up groups and the occasional quest with a RL friend, it’s done more than enough to fill the gap left behind after I quit FFXI.  I wrote a review even, so check that out if you want to know more general stuff.

Lately I’ve been taking my Ritualist through Nightfall.  I’ve already beaten Nightfall on my Elementalist, but I’ve been enjoying my Rit much more, and I want her to have access to all areas.  Plus now that I’ve found a really effective hero build, I can pretty much steamroll over every mission and get Master’s awards no problem.  Not to mention that there are a few farming spots in Elona that I want to try.  There’s only so much feather farming I can do before I die of boredom.

I also have a Dervish, Paragon, and Necromancer that I’ve been toying around with.  The Dervish is already at 20, but I don’t have any elites.  I usually don’t go for melee classes but it looked pretty cool: a scythe-wielding frontliner built around tearing down my own self buffs to deal damage and stuff.  I haven’t done much with this character lately, and it’s kinda the same deal for all of my alts.  The hero build I’m using on my Rit requires certain professions that take a bit of effort to unlock, so I’ve been using the heroes I can get my hands on and filling the rest of the slots with henchmen.  The Necro was created so I could go back and experience the Prophecies storyline since I kinda skipped most of the cutscenes on my Ele.  Though technically I could go back on my Rit and pwn everything, I’d be missing some of the context normally given during those intermediate quests.

My Hall of Monuments is currently sitting at 15/50.  I think that’s enough: sure there’s stuff up through 30 that I would like, but I’m not going to subject myself to that much grind.  Before it’s all over I might end up buying a few more armor sets or something, but I won’t go all out.

Aside from that, I’ve been following Guild Wars 2 pretty hardcore.  They had a closed beta a few weekends ago, and I’ve been hearing a lot of great things.  It seems like the game is actually living up to the hype, which is fantastic.  I’ve also heard a lot of complaining about various game mechanics, but I chalk that up to them trying to play the game like WoW.  “I die really easily!”  Well, that’s because you’re not dodging.  “The game is a button-masher!”  If you’re just mindlessly mashing buttons, then you’re doing it wrong.  Also explains why you’re dying so much.  I worry that there might be a big influx of ex-WoW players that will complain and lower GW2′s reputation, but not so much that I think it will ruin it.  There are plenty of smart and open-minded players – many of whom have been following the game’s progress for years – to establish the meta as it were, and plant the seed of a great community.

Anyway, ArenaNet is opening up the opportunity to pre-purchase the game starting April 10th.  Pre-purchasing the game (not to be confused with pre-ordering the game) guarantees you access to every subsequent Beta Weekend Event, plus a three-day headstart once the game actually launches.  Needless to say, I’ll be pre-purchasing the game first thing on the 10th.  These next few BWEs will be less about bug fixing and more about server load testing and possibly even just a taste test of the final game.  There’s not been any announcement of a release date yet, but I’m expecting one on or by the 10th.  I’ll still get the game without an announced date, but I’ve seen a lot of people either hesitant or outright refusing to, which I can understand.  However from what I’ve seen and read regarding the last beta, the game is VERY far along, and I can easily see the game being fully released as early as June.  I just hope the once-a-month BWEs will be enough for me.  *Twitch*

Stuffs

So I got some new 4x4GB RAM and everything seems to work fine now.  My RMA for the original RAM came through too, so things are good.

Since Minecraft’s most recent update introduced increased world height among other things, I started playing on my server again.  It’s just a server hosted by a friend of a friend: some friends from work play too.  Minecraft is a game that’s fun solo, sure, but way more fun multiplayer.  I have a few ideas for new build projects.

Speaking of ideas, I have one for a beat-em-up game I’d like to make, but it’s not a quick or simple project.  I need tons of assets which I figure I can make myself for now, but I know deep down that they won’t look near as good as what an actual artist could make.  Besides, the game’s still just barely an idea.  Gonna let it develop a bit, maybe make a proof of concept with placeholder assets in a while.  But not soon.

In the meantime, I’m working on an Android game for my nephew’s birthday in June.  He’ll only be three, but he’s picking up games rather quickly.  When I left after Christmas he had no idea how to do anything in Super Mario World, but now he’s apparently able to jump and stomp Koopas in New Super Mario Bros.  My sister jokingly said he must be my son since he’s taking after me, playing games at a young age.  I hope he maintains that enthusiasm as he gets older, so I can ask him what he’d like to play for future birthdays.

Dassit for now.

Computer Stuff

I briefly mentioned Guild Wars 2 in my last post.  Yeah, there was a lot of cool press beta info, and I could gush here, but I won’t.  I’ll save the gushing for when the game releases.  Also I signed up for the closed beta scheduled for the end of March and I really hope I get in although if I do get in I can’t tell anyone which I understand since the game’s not out yet but OMG this game is going to be AMAYZAAAAA— ahem.

Sorta related, I realized that my desktop was getting a bit outdated.  Most of the parts in it are all relatively new, but I’m still running Windows XP, and with only 2GB of RAM.  So I went to Newegg figuring I’d upgrade.  I still want to keep XP since there’s some software that Windows 7 doesn’t play nice with, so I plan to install 7 onto a fresh new hard drive and keep XP on this one.  My package included the new 1TB HD, 2x8GB RAM sticks, and a copy of Windows 7.  When it arrived, I immediately installed the new RAM, but my PC wouldn’t boot up.  There were varying results after trying one stick, then the other, then one plus my old stick, etc.  Sometimes it would get to the mobo screen and restart infinitely, other times it would just freeze at the mobo screen.

I searched all over the web and most hits seemed to indicate that my RAM was DOA, but I found that incredibly unlikely since my last RAM kit had a stick that was DOA and I refused to believe that my luck was that bad.  Then I dug out my motherboard’s instruction manual and found this line: “…when each DIMM is installed with a 4GB memory module.”  So maybe my motherboard supports a total of 16GB of RAM, but each slot only supports 4GB?  Anywho, I requested an RMA and am going to try 4x4GB instead.  If that doesn’t work, then… I’ll be pissed.

I had such a hard time finding this info that I figure I should help anyone else in my boat.  So here’s a line that hopefully Google will find: my MSi H55M-ED55 motherboard restarts when I installed two 8GB RAM sticks.  Looks like this mobo only supports 4GB per stick.

Hope this helps anyone else out there with the same or similar issue.

Local Game Jam

Since Mike and I didn’t go to the Global Game Jam this year, I decided to throw a small one for some coworkers and friends.  I know a few of them wanted to learn Unity and I figured this would be a great experience,  and we could put this on our portfolios.  Unfortunately a few of the guys couldn’t make it, but we still ended up with a team of four, so we started throwing ideas up on a whiteboard.  We thought about using the theme from this year’s GGJ, but we instead decided to implement a more sophisticated theme selection process:

  1. Open up a dictionary to a random page
  2. Point to a random word
  3. ???
  4. Profit

We did this a few times until we had a couple of words to start from.  After that we listed ideas under each word that would make engaging gameplay mechanics or themes.  We eventually settled on robots and rescuing, and after 48 hours we produced the game Robot Rescue.

It was a challenging but fun experience.  I learned a lot about Unity – some good (“oh, if I set the timescale to zero, I effectively pause the game”), some bad (“ah crap, the robot mesh disappeared again!? Prefabs, why you no work!?”), but overall a positive experience.  I have to say, it was nice having external source control support added to the free version of Unity: otherwise this may not have been possible.

Anywho, go check out the game page if you like.  I’m off to gush about the Guild Wars 2 press beta news deluge.

2011 In Brief

Okay, so let’s summarize what happened in the year I’ve been away.  Or at least what I can remember.

  • Global Game Jam 2011:  Check out our game!  Made in Unity (more on that later).
  • My sister had her second child, Kaleb Christensen.  He just turned one year old last month and started walking! MAN time flies!
  • Her first son Skyler had his 2nd birthday last June.  Good times were had by all.
  • I have fully transitioned into the prototype department at work, so now I’m actually using my degree! YIPPEE!
  • I finished Wings of the Goddess in FFXI with my linkshell.  Shout-out to the static: Theophania, Tiffalea, Incirlik, Captainfreedom, and Sharde.  Additional shout-out to the RTVTwo linkshell for just being an awesome bunch of people.
  • Sharde and I guest starred on two episodes of Limit Break Radio.  The first episode was supposed to be about WotG but Aniero had a migraine and couldn’t focus on a topic, so we just chilled with him, Juxta and Tamtu.  Later we actually went over the WotG missions with Toboe.
  • I quit FFXI. Wait, you did WHAT!? After all that stuff you JUST said? Yeah I quit. Nothing to do with WotG or my linkshell though, still love those guys.  More on that later, too.  Maybe I’ll write Part 2 of my review of it.
  • Started playing Guild Wars.  I’ll have more to say about that later, too.  And no, it’s not the reason I quit FFXI.
  • Mike and I wrote a new song: Go Feed The Ducks! Check it out!
  • My grandmother passed away.  RIP Lucille T. Lynch.  Cancer sucks.
  • Guild Wars 2 news.  It’s looking to be a game-changer.  I’m not going to go too deep into it here.  Google it if you’re interested in seeing how ArenaNet is reshaping the MMO landscape.

(Oh wow, that actually ended up being 11 items long.  I swear that wasn’t planned.)

And that’s about it.  I’ll undoubtedly remember more stuff later.  And I do plan on elaborating on Unity, FFXI, and Guild Wars.  Hopefully within the next week.  Count on it.

Theo’s Site II: The Returnening

So yeah. Absent for over a year. That’s gotta break some record somewhere. Anywho, as you can see, I’m radically redesigning my site. I kinda got tired of hand-editing HTML, so I decided to get WordPress.  So far it’s pretty cool.  I’m still in the process of moving stuff over, so everything might not yet be in its proper place. Hopefully I’ll be inclined to update this more often due to the streamlined nature of it.

A post summarizing the events of the last year should be forthcoming. Yes, seriously. YES. Jeez, I know I disappeared for a year but I mean it this time. In the meantime I’ll still be moving stuff into the new format.  See you all in a bit.