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Tales of Tyria #15: Playing to Win


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#1 Bridger

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Posted 23 January 2012 - 05:13 PM

Tales of Tyria #15: Playing to Win

This week we have very little news so we have a short discussion on WvW thanks to some listener feedback. Then we jump into the deep end and try to wrap our heads around competitive play. When is it OK to use an exploit? When is it OK to use something that other people have labeled as "overpowered"? What is greifing? All these questions and more.

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Episode 15
  • 05:55 - Mailbag: WvW - Is 2 weeks too short?
  • 13:20 - Roundtable: Competitive vs. Non-Competitive

Weekly Question: When is it OK to use an Exploit? When is it OK to use an ability that is commonly seen as game breaking?
Send us your answer and comments to feedback@talesoftyria.com

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Previous Episodes

We will continue hosting live streaming sessions when we record Tales of Tyria every Sunday @ 8pm EDT. If you watch the show live you can join the chatroom and provide live feedback!

Edited by Bridger, 23 January 2012 - 06:19 PM.


#2 Malchior Devenholm

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Posted 23 January 2012 - 05:15 PM

I thought the title was going to be "casualpetitive" :(

The show was fun throughout, both in chat and in discussion :)

#3 Bridger

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Posted 23 January 2012 - 06:21 PM

Malchior Devenholm said:

I thought the title was going to be "casualpetitive" :(

The show was fun throughout, both in chat and in discussion :)

Blast! That would have been much better :(

#4 Greibach

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Posted 23 January 2012 - 07:22 PM

I caught the last half of the cast live. Very interesting discussion, and one that everyone has different opinions on. I think there are a lot of very fine distinctions and unfortunately nuances within english that cause some of this confusion. For example, being a competitive player vs playing competitively. For me, playing competitively = playing in competitions (tournaments, ranked leagues, etc.), whereas being a competitive player means a player that is competitive in nature and seeks to improve their own nature. It's a subtle nuance, and it means something different to everyone, and since not everyone knows everyone else's interpretations, people can be talking about two different things using the same words.

When it comes down to what is considered an "exploit", I think it varies, but for me an exploit is pretty much what I would consider a bug. Something that is breaking the rules and functions that are intended and that can garner an advantage. For example, take Counter Strike. Skywalking was a bug/exploit that allowed one team (counter terrorists) on de_dust to jump up and break through the sky box and literally walk on top of the bounding box of the sky. You can then see through all the rooftops, etc. This is an obvious exploit. I consider that kind of thing to never be acceptable as a tactic.

The much more difficult kind of exploit is one that can be done by everyone or takes skill to use and find, or ones that shore up a weakness rather than make something over powered. Those are the very hard kinds to deal with. An example of this would be in Starcraft Broodwar: There was a map that had an expansion base for each player that was walled off by neutral zergling eggs that were cloaked by a neutral arbiter. This was done to make it harder to take this extra base because you needed anti-air or detection before you could take that base. The "problem" with this is that terrans can just float their command center past it very very fast and zerg starts with detectors (overlords). Protoss have no such option, and they are at a severe disadvantage. This is clearly not balanced. However, there was an "exploit" in which you could trick the game into granting a harvester (in this case a probe) into losing it's collision detection via utilizing multiple probes both trying to do the same thing and "confusing" the system. By doing so, you can "phase" the probe through the wall, and thereby start building on the other side of it, thus bypassing the wall. Is this an "exploit"? I think it's pretty clear that it is. You are using a feature that is meant to prevent a probe deadlock and fooling it into letting you warp through a wall that you normally can't get through. However, this exploit actually allows protoss to compete on this map in the first place. Acceptable? I think so.

So what about a more grey example? In League of Legends, there was an exploit using Gangplank and Teleport. GP has a skill called remove scurvy which removes any debuff from you. When you use the summoner skill Teleport, it's coding technically places a "debuff" on you that immobilizes you for 3-4 seconds and then when that ends, the teleport completes. The bug was that gangplank could then "remove scurvy" to remove the teleport "debuff", and the result was that he instantly teleported. So any other character had to wait 3-4 seconds to teleport (also leaving an obvious teleporting-in animation where they were arriving) but GP could do it instantly. Not only is this a big advantage in general, it allowed for literally instant escapes or ganks from anywhere on the map. Is that acceptable? I mean, it was their fault that they counted TP as a "debuff", and as such, it seems "logical" within the game mechanics that this could work. It was completely unbalanced though, and was patched somewhat quickly. Again, I say that you should not use such a thing.

So where do you draw the line on someone just playing to their fullest and someone "exploiting" the game? You guys basically ended with "don't hate the player, hate the game". You also said that you have to keep your reputation intact. To me, and I know this is not universal, I believe in sportsmanship. I feel that it is respectable to win because you have more skill, not because you have an artificial advantage. While something may be allowed, if it is clearly vastly more powerful than any other option, I feel that the company behind the game should do their utmost to fix it ASAP, and I feel that if players want my respect they should win with a "balanced" character/setup/whatever. I don't rage at a player that is using something clearly OP, but neither do I respect them. I don't respect someone using something that is clearly OP to win in place of skill. That isn't to say that they don't have any skill, but it would be like if a team could start a soccer game with 2 goals up through a technicality. Sure, they would probably win, but they don't deserve my respect.

Where do you draw THAT line though? The simple answer is you can't do so very clearly. Mostly I am not quick to claim that OP label on something. As you bring up with the rushing strategy, there is usually a counter to something, and often the more OP it seems, the bigger the risk if it fails. 6-pools are a great example. 6-pooling is an all in strategy. If you don't win with it right off the bat, you should lose to a skilled player. I do agree with the definition you guys used in which you take the general consensus among the top skilled community as the best guideline. I definitely agree with the idea of "try it yourself to see if it has a weakness". That usually works perfectly. The "easy" strategy usually is not all that easy against good players. When you try it yourself though and realize that the game is just much much easier and you really do win pretty much all the time... well that just isn't very fun to me.

Why don't I respect players that just use the OP thing, or more so, why don't I just play that? On the meta level, I think it is harmful to the game and makes it very uninteresting if everyone just plays the exact same character with the exact same items using the exact same moves/exploits/whatever. That just plain isn't an interesting game to me. If there is one specific thing that is so optimal that the only way to beat it is to use it, that isn't interesting or fun. It's one thing to do something like bunny hopping where you can bunny hop with any character model, any weapon, any team, etc. It's another to just have one character or one gun or move set that can only be beaten by the same exact thing.

On a different note, I really liked the discussion about casual competitive. That is certainly an important distinction, and one where I feel I live. I am a very competitive person and I play to improve, not just "for the experience". However, I just don't have the time to play it "at a competitive level" if you will, so I would say I am casually competitive :)

#5 Trise

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Posted 24 January 2012 - 12:13 AM

There's more to winning than just winning. Mark Rosewater, the lead designer on Magic: the Gathering, designs cards with three player "types" in mind: Timmy, Johnny, and Spike. Timmy plays for the experience, he loads his deck with big spells and powerful but awkward combos so that when he wins, he wins big... but he doesn't always win. He doesn't even care if he wins, if he managed to pull one of his big, unstoppable creatures or mighty spells it was a good game. Johnny plays to express himself, he carefully constructs his deck to show his mastery of the game and subtlety. Spike plays to prove himself. Directly and fiercely competitive, Spike is there for one reason and one reason only: to just win (sweep the leg! no mercy! :devil:). Spike doesn't study the game so much as the metagame, he finds the powerful combos and "unstoppable" strategies and wins with a brutal efficiency.

The Escapist ran an article about Rosewater's "philosophy". I found it quite fascinating and relevant to this topic.

Edited by Trise, 24 January 2012 - 02:10 AM.


#6 TasteTheIceCream

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Posted 24 January 2012 - 02:09 AM

Just curious as to who of the people on the panel actually played the original guild wars? I hope all of them.

#7 Malchior Devenholm

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Posted 24 January 2012 - 03:19 AM

TasteTheIceCream said:

Just curious as to who of the people on the panel actually played the original guild wars? I hope all of them.

Of that original panel?

Freelancer played a bit in Factions and Nightfall. Vega tried Prophecies. I don't think either Kaeyi or Bridger have played Guild Wars 1. That's what makes the show different from a number of the other GW 2 podcasts. These hosts have generally no/minimal experience with the original, so they can be completely un-biased in their opinions and discussions.

#8 TasteTheIceCream

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Posted 24 January 2012 - 03:30 AM

Malchior Devenholm said:

Of that original panel?

Freelancer played a bit in Factions and Nightfall. Vega tried Prophecies. I don't think either Kaeyi or Bridger have played Guild Wars 1. That's what makes the show different from a number of the other GW 2 podcasts. These hosts have generally no/minimal experience with the original, so they can be completely un-biased in their opinions and discussions.

Haha. Well I just revel when I find other people that have been playing Guild Wars as long as I have.

#9 Deity

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Posted 24 January 2012 - 04:09 AM

Is the audio stuttering for anyone else? I find it very hard to watch due to the audio. Not sure if it is just on my end but my DPC latency is normal so it shouldn't be stuttering.

#10 TasteTheIceCream

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Posted 24 January 2012 - 04:11 AM

Deity said:

Is the audio stuttering for anyone else? I find it very hard to watch due to the audio. Not sure if it is just on my end but my DPC latency is normal so it shouldn't be stuttering.

That was happening for me during the beginning of the video. It kind of ended until about 3/4 way through then started up again.

#11 Bridger

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Posted 24 January 2012 - 04:55 AM

TasteTheIceCream said:

Just curious as to who of the people on the panel actually played the original guild wars? I hope all of them.

Malchior Devenholm said:

Of that original panel?

Freelancer played a bit in Factions and Nightfall. Vega tried Prophecies. I don't think either Kaeyi or Bridger have played Guild Wars 1. That's what makes the show different from a number of the other GW 2 podcasts. These hosts have generally no/minimal experience with the original, so they can be completely un-biased in their opinions and discussions.

Malchior basically nailed it, although I did play GW when it originally came out, and made it to about level 14 and over into Kryta before I stopped playing.

TasteTheIceCream said:

That was happening for me during the beginning of the video. It kind of ended until about 3/4 way through then started up again.

This is an issue that cropped up when I updated Xsplit, and I'm working with their support team to try and solve it. I've been able to minimize it by lowering the quality of the stream, but so far can't get rid of it entirely. The good news is that the audio version (mp3) is crystal clear. So if you listen to it as a podcast (or through the listen player on the website) it sounds fine. I'm upgrading my computer before GW2 comes out so I can stream gameplay and cast matches, and that will also vastly improve the quality of the show. I'm pretty maxed out on what this computer can do right now.

#12 Freelancer

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Posted 24 January 2012 - 09:49 AM

Quote

Just curious as to who of the people on the panel actually played the original guild wars? I hope all of them.

I played Guild Wars 1 for a bit over 600 hours, to answer your question.

Mainly PvP, as the PvE (for myself) became boring very fast. The majority of my time was spent farming Zaishen keys, so I did not experience the world in the respects that I'm sure Malchior has.

However, I hope you don't assume that having played all the campaigns = qualifications for holding in-depth discussion for PvP, or MMO mechanics in general. All of us on the cast have dedicated most of our lives to MMOs. Bridger brought me on particularly for my knowledge and experience in PvP. I've been a part of a lot of competitive venues (both competing and infrastructure) and have the memories to share with him and Team Legacy.

Sadly, those "competitive venues" do not include GW1. It seemed like it did well during it's glory days, though at that time I don't think I would have given up Counter-Strike and Brood Wars easily.

Edited by Freelancer, 24 January 2012 - 09:55 AM.

[SIGPIC][/SIGPIC]

#13 LastDay

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Posted 24 January 2012 - 04:42 PM

Hmmh to me griefing is all about the intent.
Much like trolling.

If somebody uses a huge exploit to completely crush the other team and win then it's exploiting, not griefing.
If an another guy is doing mostly the same but with the intent of having people rage then it's griefing.

Kinda reminds me of how some forum newbies will call others trolls for disagreeing with them, or because the other person is genuinely wrong.

#14 Bridger

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Posted 25 January 2012 - 05:03 PM

Greibach said:

So what about a more grey example? In League of Legends...It was completely unbalanced though, and was patched somewhat quickly. Again, I say that you should not use such a thing.

I'd fall back on the same thing we said in the show, and I'll elaborate more on why in the next show. If it's not something that is banned in respectable tournaments or announced by the devs as a mistake that will be fixed, it's fair game. Why? Because you cannot control other people's behavior. You cannot enforce your concept of "sportsmanship" on them. So you have to assume that a good opponent will be using such an exploit to gain the edge. If he's using it, the only thing you can do to keep the game fair is to also use the exploit. This argument falls apart if the exploit can only be used by one side (as in the gangplank example). In that case, if I wound up on the side with the exploit, it's more likely that I might just not use it.

It's also a bit of common sense. If something is clearly wrong and so overpowered that it will absolutely get fixed, it's probably a bad idea to start relying on it. It's those exploits that are not quite so cut and dry where you have to just assume they will be part of the game unless told otherwise (by tournament bans or by the devs).

Quote

So where do you draw the line on someone just playing to their fullest and someone "exploiting" the game? You guys basically ended with "don't hate the player, hate the game". You also said that you have to keep your reputation intact. To me, and I know this is not universal, I believe in sportsmanship. I feel that it is respectable to win because you have more skill, not because you have an artificial advantage.

What makes the advantage artificial? For example: shooting a rocket at the feet of your opponent drastically increases your chance of hitting them because of the splash damage. What makes this game rule less artificial than exploiting a trick to run 10% faster by strafing against a wall? In both cases you are using the game rules to your advantage, which is the proper definition of skill. The only difference is that one was not intended, but just because something was not intended doesn't mean it breaks the game experience.

As I said above, anything that clearly does break the game experience (exploiting a bug that forces your opponent to disconnect, or something that insta-kills him, for example) is a very different matter from the "grey area" that we were talking about on the show. My only point is that sportsmanship doesn't win you a tournament, knowing the game and using everything to your advantage does. If you refuse to use some small exploit because it's "beneath you" than you are playing a different game from the other players in the tournament. You're playing a game of chess where you consider the queen to be "too powerful" and therefore don't want to use it, and instead play with "real skill."

The comparison is not perfect, as exploits are unintended, and often change the game experience for the worse. And if you *can* make a gentlemen's agreement not to use powerful exploit X in order to enjoy the game more, that's completely acceptable. But I wouldn't expect or demand that tournament contenders conform to my way of playing unless it was specified in the tournament rules.

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While something may be allowed, if it is clearly vastly more powerful than any other option, I feel that the company behind the game should do their utmost to fix it ASAP, and I feel that if players want my respect they should win with a "balanced" character/setup/whatever. I don't rage at a player that is using something clearly OP, but neither do I respect them. I don't respect someone using something that is clearly OP to win in place of skill. That isn't to say that they don't have any skill, but it would be like if a team could start a soccer game with 2 goals up through a technicality. Sure, they would probably win, but they don't deserve my respect.

Now this does fall directly within the queen example. Just because you judge something to be overpowered (let's say the warrior's got some leap-stun thing that is very hard to dodge and gives him ample time to kill you), doesn't mean you get to rewrite the rules of the game. The leap-stun is still there, it's part of the rules. Hopefully if it is a big problem the devs will address it, but until they do, who are you to say that people should follow different rules? If everyone had their own set of rules for what things are "acceptable" to use and then raged at people who didn't follow their personal set of rules, the game would be chaos. We need to all play by the same rules, and in an electronic game those rules are the ones hard-coded into the game itself.

Quote

Where do you draw THAT line though? The simple answer is you can't do so very clearly. Mostly I am not quick to claim that OP label on something. As you bring up with the rushing strategy, there is usually a counter to something, and often the more OP it seems, the bigger the risk if it fails. 6-pools are a great example. 6-pooling is an all in strategy. If you don't win with it right off the bat, you should lose to a skilled player. I do agree with the definition you guys used in which you take the general consensus among the top skilled community as the best guideline. I definitely agree with the idea of "try it yourself to see if it has a weakness". That usually works perfectly. The "easy" strategy usually is not all that easy against good players. When you try it yourself though and realize that the game is just much much easier and you really do win pretty much all the time... well that just isn't very fun to me.

I completely agree here. It sucks when one OP thing can basically turn an otherwise deep game into a shallow mess. In this case you have only a few options. Play with a disadvantage, find a way to enforce house rules that deepen the experience (own your own server, for example), get the devs to fix it, or stop playing.

Quote

Why don't I respect players that just use the OP thing, or more so, why don't I just play that? On the meta level, I think it is harmful to the game and makes it very uninteresting if everyone just plays the exact same character with the exact same items using the exact same moves/exploits/whatever. That just plain isn't an interesting game to me. If there is one specific thing that is so optimal that the only way to beat it is to use it, that isn't interesting or fun.

What you've just described is a shallow game. There's no depth because there's only one viable option to use. Sometimes, you can find some way to ban the one thing that's preventing the game from being a deep, challenging experience, but often it's difficult to impossible to enforce such a ban. Hope for a patch!

LastDay said:

Hmmh to me griefing is all about the intent.
Much like trolling.

If somebody uses a huge exploit to completely crush the other team and win then it's exploiting, not griefing.
If an another guy is doing mostly the same but with the intent of having people rage then it's griefing.
Well that falls nicely into my definition. In the first example, the players are following the victory conditions of the game they are in. In the second, they have made up their own victory condition (force someone to rage-quit). I find that definition seems to fit every possible griefing scenario I can think of.

#15 Greibach

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Posted 25 January 2012 - 05:53 PM

Bridger: You bring up a lot of fair points. I'd like to note though that much of what I am saying is... how should I put this? Personal? I don't expect my definition of sportsmanship to be enforced upon others, especially in an official tournament. Neither do I expect others to respect people for the same reasons that I do. I think that a lot of this is coming back to the "competitive player" vs "plays competitively". If you are in a tournament where the entire point is to win (especially for a gain like money), you should obey the rules to the letter and garner whatever advantage you can. What I'm talking about though is "normal" matches. Sportsmanship is not something you can really enforce in most cases, but it was the most apt way for me to describe the types of play and players that I respect and those that I do not necessarily respect. I don't QQ and complain to people that I think are using something OP, I just roll my eyes and try to learn to deal with it. As I said, your advice of "try it out and see if it is OP" is something I take to heart. As you said, when something is so clearly broken you should use common sense and not rely on it. That's exactly what I'm saying, we're in agreement. That's why I said I don't respect them. The problem is that some games, as badly as they should be fixed, just don't or can't get fixed, like you mentioned in the cast.

With respect to the queens example, my wording was more vague but I don't think that quite covers it. As I said, I do not readily call something out as being OP. When I am talking about something that is clearly better than any other option, I mean any other option in the entire game, not just optimal for your character/class. That is the kind of thing that makes a shallow game; those are the examples I am talking about. It's not that the warrior has one skill that is better than the other skills he has, it's that the warrior's skills are so much better than any other class that by playing any other class you are gimping yourself. That is the level of OP I am talking about. It's one thing to say "If you are a warrior, you really ought to take skill X" than to say "If you are using anything other than a warrior, you should re-roll a warrior." It would be more accurate if chess were a game where you chose your pieces before the game, and queen was one of them. Everybody would choose a queen, and would choose as many as they could have. That's something that I just feel is bad for a competitive scene. Everyone choosing as much of one thing as they can because it is obviously the best (excluding tricky situations with knights, but I think you understand my point). Chess is a game where everyone has the exact same things and there is no choice in the matter. Some pieces are more powerful than others, and that is by design; it is a game of master strategy. You both have the same powerful pieces and the same weaker pieces; you are in all ways identical every time you start the game. In a game where you can choose your class/loadout, one class should not be a pawn where the other is a queen is what I'm saying. That's a matter of game design.

As long as my post is, I'm really only talking about a very narrow subset of what you guys were talking about. I'm just really verbose. If we look at LoL for example, there isn't a single champion in that game that I would be ready to label OP and say any of the things I've been talking about with regard to sportsmanship. That's 92 champions (I believe is the count) and I think the game is relatively balanced. It's not perfect, but then again nothing truly is. My point though is that there are tons of QQers on the internets about Champion X being OP because of XYZ, but when you look at the professionals, they play an enormous selection of champions competitively. Even though there are "tier lists" that people have, the winning team at IEM Kiev just last week used several champions that were not "tier 1".

Mostly I think I'm just preaching to the choir here. From your casts and your response I think we pretty much have fairly similar opinions on the same matters, I just expressed myself inadequately. I speak largely in hypothetical terms, in that abstract theory-crafting sense. I don't have many examples that come to mind to fit what I'm talking about as clearly OP (other than the ones I highlighted), I was speaking more in concept than concretes. There are very few competitive (deep) games that have any of these things, or at least not for very long with patching; otherwise they wouldn't be very interesting to the competitive scene.

#16 Bridger

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Posted 25 January 2012 - 08:30 PM

Well then, I guess there's nothing more for us to agree upon, we've covered all of it. There goes my plan to spend all night debating on Guru!

#17 LastDay

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Posted 25 January 2012 - 09:15 PM

Bridger said:

Well that falls nicely into my definition. In the first example, the players are following the victory conditions of the game they are in. In the second, they have made up their own victory condition (force someone to rage-quit). I find that definition seems to fit every possible griefing scenario I can think of.
Hmm I suppose you could think of it that way!

I guess if they crush the enemies and win over and over again while horribly bug abusing and yelling "u mad?" winning does become only a secondary goal. :p

I was only thinking of two identical situations with the same outcome and same actions but different purpose.
But yeah stuff like this doesn't really have one solid answer.

#18 obverkid00

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Posted 25 January 2012 - 09:51 PM

I loved the exchange guys :)

Quote

If he's using it, the only thing you can do to keep the game fair is to also use the exploit.
I guess some of us just don't mind the game being a little bit unfair.
I think it's a matter of preference, it's not something we can or should judge.
I for example enjoy the additional challenge.

I believe that it doesn't matter whether you use every possibility the game gives you, as long as you can compensate that with skilful play. I do agree that limiting yourself isn't the way, one should explore all the possibilities in the game to know what to expect. All that fuss is really meaningless if you ask me. Just play the game as it is, accept it, enjoy it or quit it. Something is considered OP/noobish only until proven otherwise, so there is really no reason to get emotional about it (and some people take it much too far).

#19 Sard

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Posted 26 January 2012 - 12:12 AM

As always a thought provoking show. One of these days I'm going to make the live broadcast so I can say things at the time like I always want to...lol.

I tend to go with Greibach's points of view on a lot of what he posted.

I've learned quite a bit over the past couple of weeks about people's experiences in game and why they have certain definitions, preconceptions, expectations, morals and a whole lot of other stuff. Namely, the whole casual/hardcore debate and the whole what is an mmorpg for (enjoying all of the content vs. end game/raiding). I've played dozens of games out there over the years, but now I realize that as gw1 was my main for a very long time, it colors my ideas about mmo's, players and gamers. No wonder I totally "get" GW2 and Anet's philosophies much more readily than several other gamers...lol.

I'm afraid I have a very draconian view of "exploits" and their ilk. A general rule of thumb is that if the devs know the little tricks players have come up with to be successful...and they leave it unchanged...then it's ok. I always kind of felt that way about skills like Necrotic Traversal...I just can't imagine they knew what crafty players would do with that skill. I do have this weird honor code thing, so a lot of what players look at as opportunity, I view as straight up cheating. Just how I'm built. Reminds me of a video we watched of a college classroom when the students forgot they were being taped. They essentially demonstrated that there is no such thing as morality...just personal morality...and if no one is watching, they'd be quite happy to do A, B or C if they could get away with it.

The whole competitive thing? That's gotten way scattered in meaning. To me a competitive player puts a lot of time into their game and character, getting better, working hard...being all they can be. But I see now that one crowd views gear grinding and getting your name in lights is what determines whether you're a "casual" or not. Very hilarious the whole thing.

Now imagine what would happen if all gamers were as cerebral and introspective as we are being...lol.

#20 Tiki

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Posted 26 January 2012 - 02:01 PM

Not sure if all of you have seen this but I have been looking for Mesmer game play since the profession has been announced, finally I found some.

http://news.mmosite....l_demos_1.shtml

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Your site looks nice :)

#21 Bridger

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Posted 26 January 2012 - 02:40 PM

Tiki said:

Not sure if all of you have seen this but I have been looking for Mesmer game play since the profession has been announced, finally I found some.

http://news.mmosite....l_demos_1.shtml

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Your site looks nice :)

I only see elementalist gameplay there? This was all taken at GStar before the mesmer was announced.

#22 kDev

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Posted 26 January 2012 - 08:21 PM

Another great video this week, awesome job bringing us all of this, I've loved all of em so far except the lore one, maybe i just didnt like that cast at all compared to freelancer vega and kaiye, or maybe lore just isnt a big deal to me =P

Anyways on topic, I really like how you ended the video this week n your absolutely right, I've been around mmo's ever since Conquer online (2002 i think?) and GW2 has GOT to be the biggest source for incorrect and baseless assumptions I've ever seen from an MMO. Maybe games period. In fact if anything halts players from buying gw2.. imo that will be the biggest reason

I think you should start off next week the way you ended this week. Have you ever seen on youtube videos, polls, or forum discussions, where somebody has completely trashed the game unless it was obvious from their post that they had no idea what they were talking about? I think it could be a huge problem for the game.

I'm not talking about where people look at GW2's features and think "Ok how could they mess this up? in what way could they fail in this area?" that's perfectly fine, and actually very helpful.. I'm talking about the ignorance alot of these people have where they talk crap about something they know absolutely nothing about. And it's huge in GW2





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