PvP on My Mind

In my so-called hardcore WoW raiding days I stayed as far away as possible from PvP. Sure, I saw the potential benefits, like building better situational awareness and reaction times, but I couldn’t stand the culture. It didn’t help that at the time the folks in my guild who did a lot of PvP were some of the most obnoxious members of the raid team. The few times I tried it back then I got berated by my own team and murdered by the opposition and never felt like I had the chance to actually learn what I was supposed to do.

I never did end up PvPing much in that game, with too many entrenched “experts” and understood “best practices” to bar my entry. As I’ve picked up new MMOs over the years I have given PvP more of a try, and found that it can actually be enjoyable. The best scenario for me was always games with a healthy leveling bracket. This gave me some time to learn the battlegrounds and get acquainted with strategy and abilities without the hard wall that comes at the level cap. The wall of opponents with maxed out PvP gear can make learning so miserable that you give up without even giving it a fair try. Leveling brackets tend to normalize gear and are often more about skill and maybe which abilities you’ve learned at  your level. It makes the playing field much more even and let me tell you, losing a close match is way more fun than getting completely wrecked.

PvP on My Mind

Walatiki Temple in a rare moment of calm.

Anyway all of this is just setup for the fact that I actually find myself enjoying PvP in WildStar. I tried some while leveling and managed to learn the battlegrounds and some vague sense of strategy. I even wrote a “guide” that is just vague enough to still be relevant today! Then with the advent of the contracts system I gave it a shot on my level 50 character too. I was happy to see that a few days of being insta-killed was enough to buy myself a minimum amount of gear and then suddenly I could actually even be useful!

Fast-forward to the present, when I found out that there’s a new PvP season and all my hard work from before can now be upgraded by spending a few gold at the season 2 vendor. Sigh. At least the sweet armor has been unlocked for my holo-wardrobe.

PvP gear this season in WildStar has an interesting twist. The basic gear can be purchased for gold, which is awesome. This allows new folks and people playing catch-up to get a complete set very quickly. The next stage of gear can be purchased for a modest amount of prestige. I’m currently filling out my set, and it feels like something that can be reasonably done in a few nights of play if you are mostly focusing your time on PvP. Again this seems totally reasonable. A week of dedicated PvP should get you relatively caught up, but still not on par with the hardcore PvPers. That last step requires imbuement items and an awful lot of prestige. Each slot of gear (excluding gadget, weapon attachment, implant, etc.) can be upgraded by using a couple imbuement items, each of which costs more than (sometime double) the original item cost in prestige. Upgrading improves the quality of the gear and adds a rune slot, but doesn’t change the item level. This is the step that separates the real cupcakes from the mini-muffins or whatever. I guess I’m as bad at baked-goods analogies as I am at PvP.

PvP on My Mind

The real reason I want to pvp

This long slow grind seems potentially soul crushing for someone who is not super great at PvP. Part of me wants to just throw my excess prestige at pets and costumes and then run back to questing and expeditions. However, I find I’m often really enjoying PvP in spite of myself, and each new piece of gear (and the survivability that comes with it) keeps adding to that enjoyment.The slow and steady rate of progression is a nice counterpoint to the randomness of chasing gear from raiding. It also really helps that there is a chance to win the imbuement items from both the winner and loser goodie bags from doing battlegrounds. In fact I won two of them in a row by some miracle last night.

WildStar’s first in-game event since Free-2-Play launched begins tomorrow, and just happens to be a bonus prestige event. I’m suddenly finding myself really looking forward to it. This upcoming event not only gives me a bit of a speed pass to PvP rewards, but it will also hopefully bring in even more people to the battlegrounds. The very best part is that this type of event can attract people with some interest, but doesn’t “force” non-PvP-minded folk to queue for any reason. With a little luck, that will lead to an influx of people who actually want to be there, and maybe even enough new folks to actually make me look good for a change.

Are you interested in learning to PvP in WildStar? Are you planning to participate in the upcoming prestige bonus event? If you want a buddy to hang out with and maybe laugh at, leave me a note here or on Twitter and we can fight the Dommies together! Or at least check out this helpful guide over at WildStar-Core to get yourself started!


PvP on My Mind

PvP on My Mind

In my so-called hardcore WoW raiding days I stayed as far away as possible from PvP. Sure, I saw the potential benefits, like building better situational awareness and reaction times, but I couldn’t stand the culture. It didn’t help that at the time the folks in my guild who did a lot of PvP were some of the most obnoxious members of the raid team. The few times I tried it back then I got berated by my own team and murdered by the opposition and never felt like I had the chance to actually learn what I was supposed to do.

I never did end up PvPing much in that game, with too many entrenched “experts” and understood “best practices” to bar my entry. As I’ve picked up new MMOs over the years I have given PvP more of a try, and found that it can actually be enjoyable. The best scenario for me was always games with a healthy leveling bracket. This gave me some time to learn the battlegrounds and get acquainted with strategy and abilities without the hard wall that comes at the level cap. The wall of opponents with maxed out PvP gear can make learning so miserable that you give up without even giving it a fair try. Leveling brackets tend to normalize gear and are often more about skill and maybe which abilities you’ve learned at  your level. It makes the playing field much more even and let me tell you, losing a close match is way more fun than getting completely wrecked.

PvP on My Mind

Walatiki Temple in a rare moment of calm.

Anyway all of this is just setup for the fact that I actually find myself enjoying PvP in WildStar. I tried some while leveling and managed to learn the battlegrounds and some vague sense of strategy. I even wrote a “guide” that is just vague enough to still be relevant today! Then with the advent of the contracts system I gave it a shot on my level 50 character too. I was happy to see that a few days of being insta-killed was enough to buy myself a minimum amount of gear and then suddenly I could actually even be useful!

Fast-forward to the present, when I found out that there’s a new PvP season and all my hard work from before can now be upgraded by spending a few gold at the season 2 vendor. Sigh. At least the sweet armor has been unlocked for my holo-wardrobe.

PvP gear this season in WildStar has an interesting twist. The basic gear can be purchased for gold, which is awesome. This allows new folks and people playing catch-up to get a complete set very quickly. The next stage of gear can be purchased for a modest amount of prestige. I’m currently filling out my set, and it feels like something that can be reasonably done in a few nights of play if you are mostly focusing your time on PvP. Again this seems totally reasonable. A week of dedicated PvP should get you relatively caught up, but still not on par with the hardcore PvPers. That last step requires imbuement items and an awful lot of prestige. Each slot of gear (excluding gadget, weapon attachment, implant, etc.) can be upgraded by using a couple imbuement items, each of which costs more than (sometime double) the original item cost in prestige. Upgrading improves the quality of the gear and adds a rune slot, but doesn’t change the item level. This is the step that separates the real cupcakes from the mini-muffins or whatever. I guess I’m as bad at baked-goods analogies as I am at PvP.

PvP on My Mind

The real reason I want to pvp

This long slow grind seems potentially soul crushing for someone who is not super great at PvP. Part of me wants to just throw my excess prestige at pets and costumes and then run back to questing and expeditions. However, I find I’m often really enjoying PvP in spite of myself, and each new piece of gear (and the survivability that comes with it) keeps adding to that enjoyment.The slow and steady rate of progression is a nice counterpoint to the randomness of chasing gear from raiding. It also really helps that there is a chance to win the imbuement items from both the winner and loser goodie bags from doing battlegrounds. In fact I won two of them in a row by some miracle last night.

WildStar’s first in-game event since Free-2-Play launched begins tomorrow, and just happens to be a bonus prestige event. I’m suddenly finding myself really looking forward to it. This upcoming event not only gives me a bit of a speed pass to PvP rewards, but it will also hopefully bring in even more people to the battlegrounds. The very best part is that this type of event can attract people with some interest, but doesn’t “force” non-PvP-minded folk to queue for any reason. With a little luck, that will lead to an influx of people who actually want to be there, and maybe even enough new folks to actually make me look good for a change.

Are you interested in learning to PvP in WildStar? Are you planning to participate in the upcoming prestige bonus event? If you want a buddy to hang out with and maybe laugh at, leave me a note here or on Twitter and we can fight the Dommies together! Or at least check out this helpful guide over at WildStar-Core to get yourself started!


PvP on My Mind

SWTOR’s Jedi Consular

I talked a bit yesterday about how I didn’t want to just bash on the Jedi Consular story without commenting on what I would have done differently. I’m loathe to critique something if I don’t have a better suggestion, and so I want to follow up with how I would have approached the Consular story, and why.

To get to what I would change, I want to talk a bit about why the Consular story doesn’t work, because the writing in it isn’t bad. There are some great moments, and when the Consular story has good moments, they’re very memorable. The biggest flaw with the Consular in my opinion is that the image the story is going for– the wise, diplomatic healer– does not translate well into gameplay, so there’s this automatic disconnect between the story concept and the structure of the game it’s in. It means that the good writing (and there is good writing in the Consular story) is scattered and doesn’t form a coherent whole. It’s a lot of justifications to get to the interesting moments, which are good, but feel too few and far between.

SWTOR’s Jedi Consular

Why This Doesn’t Work, and What Does Work

The concept of the Consulars that appear elsewhere in Star Wars mostly comes from Yoda, who does a lot of sitting around talking and precious little actual action. It’s not conducive to a game, at least not one where the core mechanics are centered around traveling around and fighting. The “healer” side of things is a bit more compelling, because going around and healing people is pretty reasonable, but the urge to go more character-driven means you fall into a pattern of chasing people around and then finally doing some healing at the end. The same is sort of true of the diplomacy part– you’re really going out and doing favors so that you can do a bit of diplomacy at the end. It makes the majority of your time feel tacked-on, because the real ‘meat’ of what you’re supposed to be doing is the healing or the diplomacy or the being wise, which isn’t sustainable and so is doled out in small pieces.

There’s also the problem that the Jedi Knight steals a LOT of thunder from the Consular. The Consular is at its best when it’s doing things that the Knight isn’t, which is why the Consular Act 2 is the most conceptually compelling chapter, because it’s dealing with galactic diplomacy, which the Knight doesn’t even touch. A lot of the other stuff the Consular does, the Knight ALSO gets to do, while doing other, cooler stuff as well.

From the story, it feels like the Consular is going for a more cerebral kind of story than the Jedi Knight’s lightsabers-and-heroics story, and is trying to showcase different aspects of what Jedi powers do. I think this is great, and it’s both fitting for the Consular and compelling as a story. The other thing that the Consular story pushes that the Knight story doesn’t really bother with is the role of the Jedi in the Republic. You get a bit of that with the diplomacy side of things, and again, this is why Act 2 is the strongest in concept.

I think it’s possible to retain a lot of the structure of the Consular story as well as the overall themes and ideas it seems to be going for in a way that would separate it further from the Jedi Knight and make it its own awesome thing.

What I Want out of Consular

So, I want a story that ties the Republic in with the Jedi more. I want it to feel significantly different from the Jedi Knight, and I want it to be more cerebral while still touching on the more mystical side of the Jedi. I want more memorable companions, and I want my gameplay actions to cleave a bit closer to the concept I’m after. I also want the mysticism to be more of an active part of the story, rather than a justification or macguffin.

There’s a part of the Republic that doesn’t get a lot of attention in the various storylines, that I think we could work a bit more with: the Strategic Intelligence Service (SIS), the Republic’s spy agency. Neat characters, neat opportunities for cool moments, and mostly don’t show up in the other class stories (except Agent). Speaking of Agent, it’s a story theme (cloak-and-dagger spies) that doesn’t show up in the Republic-side classes pretty much at all.

You may see where I’m going with this.

Consular 2.0 (draft)

The Jedi Knight is a story about heroics and loud, blatant awesomeness. We want the Consular to feel different from that, and being more subtle and cerebral gives us a nice departure. We can emphasize that by pulling in the SIS, and adding a touch of an “intelligence/black ops agent” feel to the class. We run the risk of having a “dark” Consular story, but that works in this case, I think, since the point is to be more subtle and clever.

Here’s the basic pitch: the Jedi Consular is a Seer, able to have clear visions through the Force, and uses that power to help the Jedi and the Republic on missions that would never have been possible without a Seer’s farsight and impossible knowledge. It’s a story about being one step ahead of your enemies, and helping people who would have gone unsaved but for your mystical foresight. You don’t just have visions through the Force, you act on them.

I’ll go act by act.

Prologue – Tython

Not a lot has to change here, I don’t think. I would drop a moment extremely early on where you have a vision of your ultimate enemy, and have the other Jedi argue your visions only to have you be proven right. It gives you the opportunity to attach to your Master, who believes your visions, and an early sense of your power. I’d also have the Twi’lek you face have gotten his information from somewhere else, a manipulator from the shadows. Otherwise, you complete your training and finish Tython as a full Jedi. Rather than introducing Qyzen Fess here, I would introduce your ranged tank, the Twi’lek you face at the end who joins you both because his village cast him out and because he wants revenge on the puppetmaster pulling his strings. We can keep Qyzen as a melee tank later, when he makes more sense and isn’t a weird adjunct to the story. This is also a much more interesting use of Zenith, who can be a more complex character who’s both bitter about the plight of his people and his exile but excited to be seeing the galaxy.

Act 1 – Healer of Worlds

Reports of criminal groups on Coruscant fencing stolen Jedi relics concerns the Jedi Council, and you’re dispatched to Coruscant to find out what’s going on. It’s a problem, but the more established Jedi are busy elsewhere and this is a good use of a junior Jedi, as well as a good opportunity to work with the Republic. You’re assisted by an SIS agent who’s providing intel, and you wind up working through the Coruscant underbelly tracking down these relics and using your Force visions to guide your way. You wind up facing down a Sith Lord’s apprentice who’s ransacking the Jedi Temple and was using the criminal organizations to smuggle certain relics offworld. In places of deep sadness or trauma, the Force can become dark and be a font of power if left unchecked. By recovering the relics and ousting the Sith, you can ‘heal’ the wound at the Jedi Temple and purify it.

The pattern will be similar to what happened on Tython, and your companion will be able to comment that he was supposed to stir up pain and conflict as well, to generate this kind of power.

You have a vision of other places of power, at which point, with the help of the Jedi Council and the SIS, you’re off to find out what this Sith Lord is up to and stop him/her. The four planets that are a part of the Republic Act 1 work nicely for this– Taris has obvious “tragic event” overtones, Nar Shaddaa is a great place to engineer a tragedy, and longstanding suffering is common there, Tattooine is somewhat similar to Nar Shaddaa (and has some hints at serious tragedy surrounding the Sand People), and Alderaan is a historied planet with a ton of longstanding bad blood.

These are all ripe for both existing or upcoming tragedies, and while the overall theme of healing a wounded place and restoring balance is maintained, the ways in which you do that can vary pretty wildly from planet to planet. On Coruscant, you might restore parts of the Jedi Temple and recover important relics. On Taris, you can heal sick people and stop a madman from spreading the rakghoul plague. On Nar Shaddaa, you can restore and fortify an organization that aids and protects people from gangs and slavers. On Tattooine, you can delve deep into Sand People history and restore lost knowledge to a wandering people. On Alderaan, you can take part in a diplomatic summit and put a stop to the bloodshed and strife on the planet. In all cases, you’re doing some mystical, some mundane things to heal these ‘wounded’ planets in your own way, opposed by a Sith at each step of the way.

There’s a great opportunity here to solve these problems BEFORE the Sith even arrives, because you have awesome Force visionary powers. It lets the Big Bad show up at the end, but gives you a sense of proactive cleverness that you don’t get in other stories. You’re prepared, because you can glimpse the future, and your Sith opponents can be very surprised to find you already stopping their plans.

By managing to be a step ahead of the shadowy Sith Lord’s plans, she’ll make things personal, and make a point of calling you out. There’s a great opportunity here for a sequence in which you make your way through a heavily booby-trapped area, with your visions guiding you past the traps, and calmly walking through the traps and facing off against a Sith Lord would be great. I would also make THIS character a companion, who joins you when you show her that your power, despite not being borne of the dark side, is vastly beyond hers. Rather than using ‘wounded’ planets as a font for more power, she’ll join you and learn where you get your power from. This also gives you a chance to redeem her or not, depending on your alignment, giving a nice analogue to the Sith Warrior story and separating the Consular yet further from the Jedi Knight.

Act 2 – Light from the Shadows

At this point, you’ve got something of a reputation for being in the right place at the right time, and the SIS wants you for some extremely difficult black ops missions. You’re able to get intel that they can’t through the Force, and you can help solidify the Rift Alliance by pulling off these missions. It’s a very similar structure to the existing Act 2, but it’s more focused around clandestine humanitarian operations rather than taking orders from politicians. Absolutely have an SIS agent as a companion somewhere in here.

As a finale, we have a confrontation with an Imperial warship who’s trying to strongarm the Rift Alliance and is using a brother-sister pair of Inquisitors, both members of the Dark Council, to outmaneuver you and convince the diplomats to join them. This is aided by their influence over one of the politicians, who is being manipulated with Force Persuasion and poisoning the other politicians against the Republic. You slip aboard the warship and collect information to discredit them and disrupt their mind control, then present it and send them packing, though not without a fight. You manage to escape with the siblings vowing revenge.

Act 3 – Dark Rivals

As a proven diplomat and healer, you are now assigned to the most sensitive diplomatic missions possible, both trying to undermine Sith control of planets and establish Republic holds. This puts you on Belsavis, where Imperial agents are trying to use the secret prison planet as a massive propaganda campaign against the Republic, where once again you face the siblings working to undermine you. You discover that the siblings, together, also have future-sight powers and limited mind control, and that you can’t stay one step ahead of them. You follow up on Voss, where they’re trying to brutally undermine negotiations with the Voss and you have to prove the validity of your visions versus the siblings’, which impresses the Voss, who value their own seers.

The pair then changes tactics, using their own visions to hunt down Jedi on Corellia and cripple the offensive. You need to meet them where they’re going to get hit, slowly gaining ground until you can hit them at their base. This proves to be a ruse, and they’ve attacked your own ship and your crew. You have to retake your ship, fending off your own crewmembers who are being controlled. However, before you manage to retake the ship, the siblings steal a crucial piece of information: the location of the Republic Fleet, and are racing to bring warships for a surprise attack.

In the Act 3 finale, you fend off an Imperial assault against the unprepared Republic Fleet, rallying troops throughout the Fleet area and preparing for the conflict. With many Jedi and warships on a “secret mission” (which is happening in parallel during the Jedi Knight story), the fleet is vulnerable. You prepare the defense, then fend off the twins and bring them both down on the bridge of their own vessel. Defeated, they call on the Dark Council for aid, but the Dark Council shuns them for their failure. You are a hero of the Republic, and a defender of the people in a way that the Jedi Knight isn’t.

Final Thoughts

This is obviously a draft, but it’s the kind of structure that I think addresses a lot of the issues with the Consular story while giving it its own theme and maintaining the general concepts it’s going for. It’s a story that makes equal sense for both Sage and Shadow, and where your actions are tied into the story a lot more closely. Having Force Visions is a neat, mystic-y concept but actually acting on them is satisfying. There’s a possibility for this type of Consular story to make you feel smarter then your enemies and more proactive in general, and it leaves a lot of room for more interesting companions.

It’s also easy to make alterations based on which planets wind up being used. The overall concept for each Act doesn’t change much, and planets could be added or removed (say, during development) without the story being heavily impacted. It keeps a fairly episodic structure, much like the Agent story.

Titan Mitsurugi

Plans Change

Titan Mitsurugi
Opening the very disappointing Chest of Yuul

I had every intent last night of coming home and working on Star Wars the Old Republic, but instead I spent almost my entire evening futzing around in Destiny.  I did at least manage to get into SWTOR long enough to re-gear my Sith Sorcerer and claim Treek from my collection vault.  So in theory I should be ready to go with a new tank for future shenanigans.  What happened last night is ultimately what has happened so many nights lately, that I start working on this bounty or that quest and end up spending the entire evening there.  Towards the beginning of the night I decided to step foot into my very first heroic strike.  I have to say it honestly went pretty smoothly, and I lucked out that I managed to get one that I had at least done on normal mode.  The second strike I got however…  was not so smooth.  It ended with me being the last person remaining in the strike after the other two guardians gave up.  I was slowly working my way through the mobs, but quite honestly it was going to take forever… so I also gave up and left.  For some reason they were trying to rush ahead and skip mobs that only served to destroy us as a result when several different groups of mobs came tracking us down at once.  A few carefully timed supers whittled down the mess but we still had the final area with five ultras up, and I simply did not have enough ammo to make it through all of that by myself.

Titan Mitsurugi
It’s like a Manta Ray with Pants!

In my travels last night I ended up picking up a Key of Yuul, and as I have gotten these various chest keys I have made an effort to try and track down the location.  This one is a pain in the ass and is located near the Court of Oryx on the Dreadnought.  The problem with it is, that you have to use a series of those invisible platforms to get up to the ledge that the chest is on.  I suck at jumping puzzles and as a result I was cursing while trying to do it.  As always the chest itself was disappointing, only giving me some materials and some court of oryx tokens.  I did however manage to get several legendary items from rare engrams.  One of which is the above Fusion Rifle, which has a name that is a bit of an inside joke for anyone who has watched the abridged PlayStation 4 reveal video.  Panta Rhei is actually a latest generation rendering system… but in the video the joke is made that it is like a Manta Ray with Pants.  I have to think that someone created this gun as a nod to that joke.  In truth it is pretty fun to use, and is significantly more enjoyable than the fusion rifle I had.  I seem to have incredible luck getting legendary items from rare engrams, because it seems like at least once a night one of them yield something nice.  Granted a lot of it just ends up being disenchant fodder, but those are still tasty tasty legendary marks right?

Sword Titan

Titan Mitsurugi
will always be “Soul Edge” to me…

One of the things you have to realize about me… is that I am bad at actually following content in Destiny.  Hell it took me until a few weeks ago when we took Carthuun through it to actually do the Dark Below and House of Wolves content.  Similarly I have done shit for making progress on any of the dozens of quests I have.  Well in truth that isn’t exactly true, but apparently I was simply focusing on the wrong quests.  Last night when Carth logged in he helped me get my act together on the sword quest and as a result show me his Hadium Flake farming route.  I have to say… I was skeptical at first but in about thirty minutes of running around we gathered up the fifteen flakes I needed to get my sword.  I think I may actually be able to eventually farm the amount needed to get get Touch of Malice the Exotic Scout Rifle.  The thing I need to sort out is how to find Calcified Fragments, because I have only actually gotten two of them, and the part of the quest that seems insurmountable is that I will need 45 of them.  Mostly I think I just need to do some research because there has to be a similar route to find them.

Titan Mitsurugi
Rare Ship Blueprints

The most exciting thing that dropped last night was during our manic chest farming route, I managed to get rare ship blueprints.  Once I turned in back at the tower it ended up giving me the ship above.  I still think I like my teal/grey kestrel better, but I figure I will use this for a bit until I get sick of it then swap back.  Ships seem to be one of the harder to get of the cosmetic items available, and I guess I can see why since they are basically the thing that you see when you load into a strike with random players.  If you have a really cool looking ship, it is bragging rights of sorts.  I’ve seen some really badass looking ones, and I have no clue how to get half of them.  The thing about Destiny is that I am making really slow progress, but still having a blast.  I had a friend last night send me a message to ask if I wanted to do a Nightfall… and I am not even vaguely close to well enough geared for that.  Unlike a traditional MMO though I feel zero rush to get geared to do stuff.  At some point I need to grab Carthuun and Euron and do a night full of nothing but heroic strikes but I am really hoping to do this over the weekend, when I have a chance to buy some more three of coins.  I want exotics, and I want them pretty bad…  but not bad enough to grind my face off to get them.