Showing posts with label into the spiral. Show all posts
Showing posts with label into the spiral. Show all posts

Tuesday, November 22, 2011

What If...?: Fusion Magic

As cheating bosses -- and, potentially, mobs -- become more prevalent, teamwork and playing with a partner (or three) become even more valuable concepts to completing Wizard101 battles successfully.  Venturing with someone whose school matches yours increases your chances of supporting one another, since you can use the same Blades and Traps.  In fact, my Storm Wizard and a friend's Diviner were able to quest all the way to Malistaire after we received Tempest without needing to heal; we demolished the mobs before we took any damage.  Another beneficial -- and more effective -- tactic of teamwork is questing with someone that's the opposite of your school (Fire and Ice, Myth and Storm, Death and Life) to virtually eliminate the need for Prisms (or conversions).  Cassandra Hexthorn and I are able to fly through mob battles just by using our Rank 4 AOE and a few modifiers; she can handle the Ice creatures that I despise, while I wipe out the Fire-based enemies that resist her.  And, other than just ending battles faster, a variety of schools (especially in a full team) is the most optimal tool at anyone's disposal.  Without being able to synchronize effective combos, such as using Steal Ward or Pierce Train to break a cheater's 90% Tower Shield before a Fire or Storm attack is executed, duels can take a copious amount of time.  Let alone, as this game evolves, soloing isn't becoming any easier.  Heck, even the Rhino mount is advocating for increased social interaction!

When we look at the history of game-changing mechanics, there's a common theme to what these updates are focused on.  Critical and Block Ratings, Advanced Pets, Astral Magic, and Armor Piercing (coming soon with Zafaria) can all benefit a single player, whether or not they have teammates.  In other words, when my questing allies have logged off, all of these features (Critical, Pets, Astral, Piercing, etc.) are still available to me, and I'm not losing out on anything when my friends are offline.  It feels great to be able to play and not have to be dependent on matching schedules with someone else.

However, what if there was a game mechanic or feature that becomes an incentive (or a reward) for practicing teamwork and/or coordination between multiple schools?  Instead of four Storm Wizards being the most effective bulldozer to mow down normal mobs, why don't we introduce Fusion Magic, where a tertiary effect occurs when two or more specific schools lay out their spells in succession?

This idea is actually inspired from my Atlantica Online days and from contemplating how it'd feel to be a mob that was drenched in a fierce Tempest and suddenly frozen by a Blizzard follow-up attack.  In AO, when certain DoTs were stacked on top of one another, they'd produce an entirely new spell that would affect the targets in a unique fashion that couldn't be accomplished if the DoTs were cast separate of one another.  For example, if Break Down (visual effect of an earthquake, physical DoT) and Chaos Wind (a vortex of wind magic, elemental DoT) were played consecutively, the affected units are affected by a new spell called Destructive Wind.

If this were implemented into Wizard101, imagine all the different possibilities and outcomes that would follow:
  • Let's say one mechanic would require a new spell called "Fusion," which is a pair of Universal Prisms, meaning any school will affect them.  Two Prisms are placed upon one target.

    To use "Fusion," two attacks of opposite schools must damage the target consecutively (one right after another, without any other school in between).  In other words once the Prisms are placed, a Fire-then-Ice or Ice-then-Fire combo must take place -- it can be on the same OR different turns (under the condition that no other school's spell uses up the second Prism).  Thus, DoTs like Fire Dragon and Snow Angel must be timed correctly, or else one of the ticks from one school will remove the second Prism, nullifying the "Fusion" spell.

    If a "Fusion" is used correctly, the following events can occur:

    If Fire Dragon followed after Snow Angel, for example, it'd create a spell/effect called "Steam Wall."

    (The Snow Angel  tick is removed, only to be replaced by a tick that's silver/grey.  This tick would not do any damage, but it will last for two rounds after it has been placed, and not allow the victim to cast any magic upon anyone else but themselves.  It is almost like a "blindness" effect, where self-target spells do not fizzle, but anything else that targets allies or enemies WILL fizzle.  Enemies and allies, however, can still target the afflicted creature/player.)

    If Snow Angel were to follow Fire Dragon, "Freezer Burn" would take place.

    (The Fire Dragon's tick is removed, replaced by a tick that's pearl white.  This tick would do very little Astral damage (50 per turn) for two rounds, and act as a Stun per tick.  Of course, if a Stun Shield is present, then a Stun is avoided while the shield is removed.  So, someone with 3 Stun Shields under Freezer Burn would have only 1 Stun Shield after the spell is exhausted.)

  • Or, what if any school could "fuse" with any school (except with its own), and what if the order the spells were used in didn't matter, as long as they were casted consecutively?

    Death and Myth could fuse to create "Shattered Dreams," which removes all charms on the target, and adds a 10% Weakness spell for every unique* charm on them (*though Elemental and Spiritual blades consist of three different charms, they will be counted as one single charm, as a whole).

    Storm and Fire could fuse to create "Acid Rain," which creates a personal bubble around the target (similar to Star magic) for three rounds, which imbues an additional 15% Armor Piercing to any incoming attack.  Thus, if an attacker already has 20% Armor Piercing on their spell, this bubble will increase it to 35% Armor Piercing onto the victim.  (Of course, the victim could always play another Star Magic spell to cut off its normal duration!)
Keep in mind that the concept of fusing is NOT meant for increasing damage (Meteor's damage + Blizzard's damage != fusing), but it is meant for creating an effect with unique properties on a chosen target.  Thus, it's possible that Fusion Magic will result in lowered damage output (like removing a Snow Angel tick in the first example), but, as I've explained to Ronan when he feels uneasy about using his Nova when he's stacked with three different types of Weaknesses, spells don't always have to deal significant damage to be useful.  

For example, while I may lose my Snow Angel tick in the Steam Wall spell, a hypothetical boss will be unable to cast anything onto anyone but itself for two rounds.  That means we could nullify a cheat (instant-fizzle, per Steam Wall's effect) together.  

I do have my solo-happy friends in mind, however.  So, I'll reiterate that these Fusion spells are not required to beat certain bosses, but rather, to help cut down time and act as an optional, auxiliary mechanic (just like Gardening, where you don't have to utilize this feature to be able to fight Morganthe).  I just feel that it would be interesting to introduce a type of "chemistry" where reactions occur between two different "elements."  Thus, with the Mastery Amulet and/or a minion, Fusion magic can be achieved without another player, and there still exists the essence of "team strategy," timing, and combination spells.

I'd like to hear your thoughts on this matter: whether you agree, disagree, or want to "fuse" your own ideas with mine, or make up some of your own spells using my prescribed system, please leave your responses down below!

Saturday, August 20, 2011

Arena Design: Introduction and Debut



I'm starting to think that I can be classified as a Wizard101 PvP Otaku (kudos to Lady Blade for teaching me this term!).  When it comes to designing a house, most of my passion and creativity are devoted to sprucing up the Arena circle; I just can't find the same passion for interior designing (which is mainly why many of my houses and castles are nothing but storage rooms inside; also, many Wall Hangings, Wallpapers, and Floorings find a new home in someone else's house after being adopted from the Bazaar, where I have dropped them off along with their birth certificate and immunization records).  

Well, there is a case where I've found a love for a design that isn't revolving around PvP.  Puzzle houses can take hours and hours of brainstorming, planning, executing, and testing, however.  Just being able to float things in the right places without altering something else can be tedious to a point of exhaustion or frustration.

My January Battleblood Castle is a physical representation of when my true interests (regarding housing) began manifesting.  Comparing the amount of items around the arena circle versus anywhere else, I think it's a closed case to my otaku-ness with the battle circle.  I blocked off the interior from being accessed by visitors, which funneled the focus down to the PvP Ring.  This was portraying an ancient battlegrounds where wizards have dueled for millenniums and centuries, causing the field around them to stack up with Fizzle Soot.  There is so much magic within the sedimentation that even mystical life forms could exist within; an Elder Honey Sickle is growing out of one of the "rocks."  

However, I realized that my aestheticism created a bothersome imbalance: players and spectators had minor inconveniences when utilizing the battlefield.  Slowly, I began removing items one by one in hopes of maintaining user-friendliness simultaneously with design.  Eventually, most of the rocks were removed, and I felt an evolution was due for this scene.

Fast forward many millenniums later, when the world itself becomes unstable.  The February version is a complete transformation of January's arena scenery, changing the battlegrounds into the turf of Mother Nature's wrath:  molten lava.  Think of it as the opposite of the Christianity's Flood.  Actually, the overall theme was to express "love" in a symbolic and eccentric way:  February as the "month of love," my passion for PVP, and my notoriety for Defender Pig "farms."  The lava was representative of "burning heat," whether it be for a Piggle BBQ or some other context.

This revision of the ancient battlegrounds also took on a more "functional" evolution, where the design also focused on how well others could use the PVP area.  That's where the metal platforms came in.  Instead of limiting viewers to surrounding the duelers on equal ground, I integrated the "lifted platforms" to imitate the Colosseum "feel" Dragonspyre's arena gives.  More visibility options, like low, medium, and high!

Through the PVP Parties, commentating battles from the side, and receiving feedback from friends, I reconstructed my arena further to try to optimize the battle circle aesthetically and functionally.  I haven't really had time (or the spirit) to make a behind-the-scenes video or to call it the "March" edition, especially when it required about two months to design, but here are some pictures to introduce the context.  You can click on the pictures for a bigger view:

Out from the lava of February comes a bustling explosion of human design and creations.  While Cassandra Hexthorn's MFP design was focused on the darker side of man's inventions, I contrasted with the appreciation for culture and innovation.  Welcome to "The Globe."
What humans have imagined and designed has always fascinated me.  I mean, take a look at Wizard101, and  then try to convince me that Homo sapiens aren't fascinating and clever.  This product is an example of our (again, that word...) culture.  References to movies, music, philosophy, history, games, books, and values passed down through the generations exist in these files -- records of our creativity, in other words.


Smoking columns float along with Mooshian flags to signify an active dueling grounds.  
The items within here have a theme that blend Mother Nature and mankind together.  Stone columns were crafted out of rocks by humans.  The barrel in this picture was formerly a tree that was cut down and sent to a lumber mill for carpentry.  Wooden boards with cryptic writing display our unique ability to communicate through systematic languages.

Scrolls and trophies surround the casting field.
Due to the high frequency of spectators and duelers asking other players to remove themselves from the center of the dueling circle, I began to hone my floating techniques into designing some kind of "barrier" that would (1) prevent others from trespassing through, but (2) allow visibility for both the audience and participants alike and (3) allow accessibility for potential participants (i.e. allow people to join the battle circle after a duel has ended).  I ended up creating a video on how to float items into the PVP ring.  Trophies were placed along the barrier of scrolls to give it a more aesthetic feel.

Minigames and wooden boards above the seating platforms.
There were a few hilarious glitches to the design itself...one being that if a player ran directly below a minigame kiosk that was situated on a raised platform, that player would find themselves encased within the kiosk!  The columns were also floated to ensure that visitors could traverse the area without the inconvenience of collision.  These were all late revisions to, again, enhance user-friendliness.  The wooden boards also serve a very special purpose:

The view from riding a mount and wearing a Life Amulet.
One pet peeve that I have with Wizard101 is the lack of the ability to zoom your camera in for a first-person view; your wizard's always in the way!  However, you can force the camera to zoom further in, simply by placing your character's back to a wall, and looking straight ahead, as demonstrated in the picture above.


A first-person view, without the mount, weapon, or amulet.
Five boards were placed on platforms that were perpendicular to one another to allow spectators the freedom of watching a match without their body obstructing some of the view.  With a raised view, they also provide for some awesome visibility all around.  Here are some other views from the other platforms:

"South" view

"East" view

"North" view
One guess I could make about why I become so excited about designing an arena ring:  Wizard101 is on the focus of plot development through a series of card battles.  Your wizard develops a reputation with the teachers after completing quests and defeating monsters and bosses with the use of cards.  Word of mouth, supposedly, brings your name to other characters and other worlds, and eventually you become an influence to their world or their culture.  Purses are returned to their original owners because you pulled out a blade or a trap card.  Thus, to me, what appeals the most is where you're using the cards.  The team positions, cards, decks, weapons, and pets may all look the same, but there's a noticeable change in what you feel when your battle takes place in a strange or unfamiliar area.  You're either excited, intimidated, distracted, or visually stimulated in some way, shape, or form.

So, welcome to yet another personal Battleblood project: Arena Design, where ideas and plans are executed, floating and housing mechanics are dissected, and other works within the community are appreciated.

Sunday, July 10, 2011

View > Hidden Files and Folders (8-Bit Trials Documentary)

>> Opening folder /Kevin_Battleblood_8Bit_Trials
>> ...
>> ...
>> ...
>> Processing...
>> ...
>> ...
>> ...
>> Enter command: start HIAG8BIT.exe
>> ...
>> ...
>> ...
>> Begin HIAG8BIT.exe?  Yes.


>> Text file found. View Day1.txt ? Yes.


>> Opening Day1.txt ...
I honestly have NO idea what I'm getting myself into.  As soon as I opened Autumn Duskhunter's post, it looked like something had corrupted Homework in a Graveyard...  But...there's a distinct message in this.  "Safety."  SOS?  ASHCAN looks promising...
>> End of Text file.  Proceed? Yes.


>> Opening Level 1...


>> Text file found.  View Lvl1.txt ? Yes.


>> Opening Lvl1.txt ...
Hm...a little "Da Vinci Code"-esque...  Looks like it's binary, due to 1's and 0's.  Thankfully my new job's required me to utilize graphics editing to build up their Knowledge Retention database via electronic display.  Going to cut up each piece, add Transparency, and set them up as New Layers in GIMP.  Then adjusting pieces based on the known/unknown...  Looks like the "A" and "D"-looking pieces fit here...
>> End of Text file.  Proceed? Yes.


>> Solution found.  Corrupted/missing file.




>> View alternate file?  Yes.


>> Proceed? Yes.


>> Opening Level 2...



>> Text file found.  View Lvl2.txt ? Yes.

>> Opening Lvl2.txt ...
Mazes.  Bleh.  Never heard of an "Alice" maze before...  Something to do with "Through the Looking Glass" perhaps?  Let's try working backwards...
>> End of Text file.  Proceed? Yes. 



>> Solution found.  Missing file.  Find Missing file? No.


>> Proceed?  Yes.


>> Opening Level 3...


>> Text file found.  View Lvl3.txt?  Yes.


>> Opening Lvl3.txt...
Oh my Frost Giant...  There are SO many pieces...  Contacting Cassandra Hexthorn to see if we can hammer this out together...
>> End of Text file.  Proceed? Yes.
 
>> Media file found.  View Jigsaw1.jpg? Yes.

>> Opening Jigsaw1.jpg...


Comment:  Managed to fit this abomination of a jigsaw together in a few places...
>> Proceed? Yes.


>> Media file found.  View Jigsaw2.jpg? Yes.

>> Opening Jigsaw2.jpg... 


Comment:  DAG-NABBIT!  I right-clicked, selected Zoom In...and now I can't Zoom Out.  At least we have this string...

>> Proceed? Yes. 

>> Media file found.  View Jigsaw3.jpg? Yes.

>> Opening Jigsaw3.jpg... 


Comment:  Visited the direct link that Autumn included.  White background makes it SO much easier.  Isolated pieces according to internal content.  "Border" pieces went to the upper right.  Bottom left zone is designated for "fitting."  Pieces with color are piled in the top center.  Pieces with both a straight line and parts of characters are to the left.
>> Proceed? Yes. 

>> Text file found.  View FinalCountdown.txt?  Yes.

>> Opening FinalCountdown.txt...
Thankfully due to Hexy, we aren't down and out, yet... It makes me shudder to think what would happened if we were "Nullified."  Frozen in "disk space to be overwritten," perhaps?  We solved the bottom two lines first, and I wanted to submit the codeword right away, but she made a great point in defending that the entire puzzle may reveal something else for future use.  While that wasn't the case, at least we felt secure in advancing.  Thank you, "ALM."  Seeing that many Guardians had chanted in using the "Save me, Mouse" option, and being the two that corrupted the Save File upon entry, Hexy and I decided to find any possible means of leaking out information.  We tried to dodge DAEMON's scanware (and succeeded) in sending out tiny packets of data to everyone else.  ALMOST got caught...but we managed to squeeze out the last two lines before the firewall activated...unfortunately, not all Guardians managed to receive or utilize our attempts in time...
>> End of Text file.  Proceed? Yes.

>> Solution found.  View JigsawSolution.jpg? Yes.

>> Opening JigsawSolution.jpg... 


Comment:  Courtesy of Hexy.  How fitting.  Hexadecimal.  Translates to:  Save a backup of your personal files offline,`like your pictures, and text documents. Save early, save often! Code word: BACKUP.
>> Proceed? Yes. 

>> Opening Level 4...

>> Text file found.  View Lvl4.txt ? Yes.

>> Opening Lvl4.txt ...
Math... YAYYYYYYYY!  Simple algebra and order of operations...
>> End of Text file.  Proceed? Yes. 

>> Solution found.  View Level4Solved.jpg? Yes.

>> Opening Level4Solved.jpg... 


>> Proceed? Yes.

>> Opening Level 5...

>> Text file found.  View Lvl5.txt ? Yes.

>> Opening Lvl5.txt ...
Uh...symbols.  Math + symbols.  I totally get that...but these dang symbols.  Male and female.  Google time, and then checking with Heather Hexheart...
>> End of Text file.  Proceed? Yes. 

>> Solution found.  View Level5Solved.jpg? Yes.

>> Opening Level5Solved.jpg... 


Comment:  Used pen, pencil, and notebook paper to begin the puzzle.
>> Proceed? Yes. 

>> Text file found.  View Hexheart.txt?  Yes.

>> Opening Hexheart.txt...
Heather Hexheart's worked on the puzzle on her end...  We chose to work independently to try to come to the same solution.  Got her file!
>> End of Text file.  Proceed? Yes.

>> Media file found.  View Hexheart.jpg? Yes.

>> Opening Hexheart.jpg... 


Comment:  Noticed that her symbols/numbers were mixed up!  Corresponding with her to correct them...let's hope she gets her entry in on time!
>> Proceed? Yes.

>> Opening Level 6...

>> Text file found.  View Lvl6.txt ? Yes.

>> Opening Lvl6.txt ...
More visual puzzles!  I've NEVER seen THAT before...hmm...  Gonna look at the Wikipedia example, and then correspond with Maria Moonblossom.  (Thanks to John Lifeglen for connecting us!)
>> End of Text file.  Proceed? Yes. 

>> Media file found.  View Wikiexample.jpg? Yes.

>> Opening Wikiexample.jpg... 





Comment:  Sum of the numbers adjacent in the Rows or Columns signify how many squares within  the corresponding Rows or Columns are filled in, respectively.  Autumn's puzzle, with color coding, made it MUCH easier on us...THANKFULLY!  Seems like this type of puzzle would take HOURS...especially in this example
>> Proceed? Yes. 

>> Solution found.  View nonogram.jpg? Yes.

>> Opening nonogram.jpg... 


Comment: Completed this with Maria, using GIMP and screen-sharing over Skype.  We laughed about how it looked like there was a fish within the picture...only to find that THAT was the point!  Thought of "Fish EX = FedEX, Fish Eggs, Fishy Mark, Fictious."  Didn't realize it looked like a timer, until searching on Autumn's blog for "FISHY," which had the code word.
>> Proceed? Yes. 

>> Opening Level 7...

>> Text file found.  View Lvl7.txt ? Yes.

>> Opening Lvl7.txt ...
Hah, more grids and numbers?  "Akari."  What's Akari?  OH DANG, THIS LOOKS FUN!  No allies, huh?  All right, then!
>> End of Text file.  Proceed? Yes. 

>> Solutions found.  View akari.jpg and akari2.jpg? Yes.

>> Opening akari.jpg... 


Comment:  Started out with the squares that were surrounded by black tiles...rules state that all white tiles must be lit up, so those were dead give-aways!

>> Proceed? Yes. 

>> Opening akari2.jpg...

>> Proceed? Yes. 

>> Opening Level 8...

>> Text file found.  View Lvl8.txt ? Yes.

>> Opening Lvl8.txt ...
Ugh.  "Chaos spatial data."  Do we treat this like a Katamari ball?  Is it rolling the die on the 2D platform...or put ourselves into the cube's shoes?  AHHHHHHHHH!!!!!  Hints from Twitter say that it's the former.  Good.  Working backwards...
>> End of Text file.  Proceed? Yes. 

>> Media files found.  View tools.jpg and die.jpg? Yes.

>> Opening tools.jpg... 


Comment:  Starting as Guardian 4...gonna actually work from my ending position backwards...
>> Proceed? Yes. 

>> Opening die.jpg... 


Comment:  It was suggested a "Magic Marker" be used on the die.  Well, due to the lack thereof, I went with blue duct tape.  Ghetto Magic Marker!!!  The "arrow" is pointing North-East.  One of my solutions: 2U, 5L, 1D, 1R, 4U, 7L, 9U, 5R.
>> Proceed? Yes. 

>> Text file found.  View Conclusion.txt ? Yes.

>> Opening Conclusion.txt ...
The point of all this explained.  Heh, the last was OPTIONAL.  Bleh.  That was a very insightful and engaging post, and a one-of-a-kind method of sharing an important message with the community.  There have been a LOT of shake-ups throughout the past 12+ months, but somehow, we still manage to keep it altogether.  Why?  As Autumn said, that's who we are, this Wizard101 Community that we have.  Especially after Level 3, I realized that even the aspects of Wizard101 follow through to our overall attitude of forgetting about personal competition, and working together to bring about a new light on the cliche MMO-community image.  Instead of fighting for the lowest bargain, we're fighting monsters to fill one another's pockets.  Instead of aiming for the "best pet" and keeping the secrets to ourselves, we're writing guides and spending time explaining the process.  Thus, in the postive and negative times, we're powerful enough to become, once again, stabilized, and band together quickly when challenges arise.  Need guides, tips, proofs via pictures, help, etc. etc. etc.?  Just look to anyone, especially the Twizards.  Many thanks to Autumn Duskhunter for this elaborate test of mental, ethical, technical, and persistence skills.  I had a LOT of fun learning and attempting the challenges.  Our hats are off to you, Autumn!
>> End of Text file.

>>> End of folder.  Terminate program?  Yes.

>> Goodbye...
>>
>>
>>



Friday, July 1, 2011

Into the Spiral: Issues At Home and Abroad

Before picking up my Arena deck and heading into the duelists' lobby this weekend, there are some important PVP-related matters that I must address.  The first has been suspended in thought, probed thoroughly during my contemplative moments.  The latter is a separate problem, originally unrelated.  That is, it was, until the connection of these vertices (and all dots in between) became necessary for a solid point that needs to be made and touched on.  This point in question has become misrepresented and taken out of context recently, and while I introduce a personal and global issue, I hope to reconnect the dots to present the bigger, underlying picture.

Through countless observations of public reception, letters, and conversations inside and outside the Spiral, it seems that there are many players who misunderstand Perfect Catch, my PVP team.  Younger players look up to us as this "iron wall."  Our peers have jokingly and seriously viewed us as "unstoppable."  Almost every three or four days, I find a message in my inbox from some individuals, asking to challenge or fight Perfect Catch; most of these usually begin or end with some form of the statement of "I think we can beat you," where some are more or less troll-like.  Over the course of many months since the team's creation, we've had a pretty decent win-to-loss ratio, as evident with our videos on YouTube, but, inevitably, the illusion of us being unbeatable seemed to form somewhere within our audience.  We're perceived to be the "best" or "invincible."  As the leader and creator of the team, let me just say this:  "That's nonsense."

The fact of the matter is: we're just different.  Here's a great, hefty explanation here.  We're simply not the "best" out there (nor should any team be considered the "best," as an important side note), and we're obviously not invincible.  The key word here is "unique."  Teams may mimic or play in similar ways as us, but our strategies and thought processes are simply "outside of the box."  Guides cannot be written with specificity to what cards should be in decks because of our practice of adaptation and evolution; our cards (and ultimately, our decks) change every single game, much like how we play.  As explained in the Perfect Catch's Origin video, we try to be as flexible as possible so that we narrow down and shift around our weak point(s). 

We can't tell anyone how they should build their entire deck, though we can share the basics.  In fact, our cards (the 400~ spells between us) are chosen to specially synchronize Cassandra, Fallon, Ronan, and me in a virtually seamless way; unless you have people who think and react the exact same way we do, our deck builds will not do anyone much good!  Keep in mind: I'm not saying we're better; we're just in a different playground. 

Thus, when players meet us in the arena and outwardly express their fear or anxiety by shouting non-sequitur like "We've lost" or "Oh no, it's TPC," we flinch or grimace; and, when players outwardly express their confidence and arrogance by shouting other non-sequitur like "You're gonna lose" or "These guys are bad," we flinch and grimace, too.  I just want to point out that getting beat by TPC should NOT be expected (everyone has a chance to win against us) and that beating us should NOT be celebrated (again, everyone has that chance -- there's nothing special in it).  Matches -- especially when it's just one -- should NOT be used as a measurement of skill via the end result.  Bad luck in the form of fizzling, lag, and poor probability rates (i.e.  drawing "wrong" cards, going second, etc.) can be major factors for just one match, and thus, one fight should NOT determine who is better than who.  Instead, the focus should be on the long run; ask yourselves, "Can we win against other teams doing what we did just now?" and "Can we win against this team again and again?"  Hence, we don't care too much for teams that believe they've found a way to "defeat" TPC (in fact, TPC enemies should be looking for a way to break our friendships and bonds with one another if they're looking for our expiration date).  To understand our point of view, imagine if some random person ran up to you and yelled, "I know how to beat Malcolm Thunderstrider, Jenny Longstockings, Sebastian Gutentaag, and Tiny."  Big deal!  How about outplaying every other team out there, too?  That’s a feat that certainly deserves some recognition and applause.

But, let's not take this out of context.  There's a titanic difference between outplaying and defeating teams with simple, imbalanced strategies:  the former allows for a "dance" to play out, where players exchange spells against each other, while the latter is like stealing all the Monopoly money and preventing any transactions of actual strategy from being applied for true entertainment value.  Some people have suggested that if players don't like an aspect of the game, then they should not dwell on it or care about it.  Unfortunately, that's the equivalent to saying, "Don't play Monopoly if you don't like people ruining the game."  Monopoly's entertainment value has no correlation to how a few people play.  In this case, situations in PVP should not be treated like an umbrella for all aspects of PVP.

In Wizard101, the imbalanced strategies have transitioned from Chain-Stunning (where victims are not allowed to play anything) to Blade-stacking (where 5-7 stacked blades can do at least 4,000 resisted damage in one turn) to Chain-Stunning again, and is currently set on Tempest-Spamming (very similar to Chain-Stunning, where the victims are destroyed before they can play a card). 

I'll give you a little personal spoiler, in case assumptions arise with this seemingly volatile subject:  TPC is already developing an effective counter for Tempest-Spamming; we started a week ago, the night after the recording of the match I've released exclusively over Twitter.  It's working pretty well on our prototype pig, so the method (the "strategy" of Tempest-Spamming) is NOT what bothers us.  Period.

Instead, it's the social and technical effects that imbalanced strategies have on players and the community – that’s what bothers us.  Naturally, players tend to mistakenly treat a single win or loss as a measurement of skill or dominance.  “I’ve lost, so they’re better than me.”  That’s a dangerous fallacy to hold onto, because it enables cheap-tactic users to believe that they are a legitimately dominant force.  What’s the danger in that?

First, it discourages newer players or Arena participants from appreciating the true nature of PVP.  Just last night, someone on Twitter asked how PVP was appealing at all if there were so many concerns about imbalanced strategies.  The thing is, imbalanced strategies do not affect us or other advanced teams personally, but the internal aspects do tend to harm the naïve who use them.  These infamous playstyles require little thought, preparation, and coordination.  Accepting them as a legitimate norm would be misrepresenting what PVP is truly about: advanced play.  Most people PVP because they enjoy playing against human intelligence, rather than against a monster that exhibits boring patterns and incompetence.  It’s a totally different element when your enemies have the capability to anticipate and plan.  So, when cheap tactics are used (playing as if it’s a farm run rather than playing against humans), the lack of advanced play creates the illusion that PVP is generally about killing rather than outplaying.  Sounds like more grinding, honestly.

Secondly, to an audience of players who enjoy and understand what PVP is all about, imbalanced strategies are like trumpets calling out for verbal attacks, disapproval, and negative association.  Skilled players, with all their knowledge, wisdom, and experience, take appreciation in participating in the “dance” known as a “duel,” where an exchange of tactics fly from circle to circle.  Imbalanced strategies hinder and cut off that dance.  Imagine taking a salsa class, only to end up failing the course because the judges flipped a coin and determined they would grade you based on how it landed; you never got the chance to perform.  I don’t think anyone would just sit back and accept their fate silently, in that case.  Thus, cheap tactics create social pressure and tension.

Third, those who utilize such methods tend to stunt their ability to advance further in Rank once a direct or indirect counter is found.  Think of the Fisherman Metaphor.  “If you give a man a fish, he will last for a week.  If you teach that man how to fish, he will last for a lifetime.”  By letting imbalanced strategies exist as accepted styles of team play, the pool of incompetent players increases, and as a result, their reliance on a single tactic will require them to take advantage of lower ranks (via down-ranking).  Because there is no self-development available for using notorious plays, there is little room for change, innovation, and reform.  Therefore, when a team like TPC comes along and finds a way to counter (for example) Blade-stacking, some teams have dropped out of the Arena due to the inexperience of playing another way.  Once something “stops working” the way it used to, its overall longevity is truncated; in this case, when a cheap tactic “stops working,” the user’s PVP participation dies (or slows), too.

So, why is understanding TPC and understanding the nature of imbalanced strategies significant or important?

Most recently, words and actions of my teammates over Twitter were taken way out of context, to the point where the original issue was no longer addressed.  Well, how do we put things into context?  By exploring three important components: community history, culture, and the full story.   Don’t want to hear it?  Well, consider the argument against California’s Three Strikes’ Law, where opponents of this law took it out of context by pointing out that it was putting away people for 25 years-to-life for petty acts such as stealing a pizza.  Sure, it sounds absurd, but when you take it back into context, realize that stealing the pizza was the third act in a series of law-breaking (including felonies).  By absorbing and opening yourself to more information, the situation becomes clearer and more justified.

TPC’s mission, since birth, is aimed to restore the fun to PVP by showing (1) teams don’t have to play a certain way to reach Warlord, (2) teams don’t have to follow a specific roster of school combinations, and (3) friends can PVP together, regardless of how much experience each of them have.  Ever since Ronan Dawn and I met for the first time, we’ve noticed that PVP had dwindling popularity and players were losing interest.  Left and right, PVP players were being judged in a lump sum, and we were deemed to be arrogant, selfish, obnoxious, or rude, just because we enjoyed that part of the game; no one believed that good sportsmanship existed in this realm.  Imbalanced strategies at the time, which was solely Chain-Stunning, created the illusion of “power.”  Friends of these teams rooted and cheered for their mates, while they spat and put down the unprepared victims.  Pretty similar to kicking someone down and making fun of them for being pinned.  Even 1v1 had its own trolls (and Gobblers, Onis, etc.)

Ronan and I knew we needed to shine the light on the other side of PVP, despite how difficult it was to make a case with all the unsportsmanlike conduct flying around in the Arena.  We just didn’t have a shared execution, nor did we develop one together.  But, we did agree that we needed to increase PVP’s popularity to add to the pool of players.  When the number of competitors grow, the number of inventions and strategies do as well.  It’s all explained here.

After TPC was created for the intent of friends having fun together, we realized that our peers around us didn’t agree or approve that we were moving from PVE to PVP.  Slowly, we took on active movements to reinstate the Arena’s good name through my Arena series, the PVP Party Forum, and PVP commentaries.

Thankfully, the Massive Fantasy Palace came out.  This enabled us to hold PVP Parties, where we encouraged players to renew their interest in the Arena by providing them an in-game site to innovate, test, individually measure their improvement, learn, and enjoy PVP, while discouraging and removing the badly behaved and bad sports.  Through this, the overall acceptance of PVP (from the Ravenwood Radio, Blogger, Twizard, and Diary of a Wizard end) increased tremendously.  Even our dear Paige Moonshade, who used to detest, dislike, and avert away from PVP after witnessing corruption amongst her friends in the past, rediscovered enjoyment in participation – she eventually overcame the dreaded anxiety, pressure, and tension she used to feel.

As you can see from my Arena series, it meant a lot for me if someone saw the light and benefits of PVP.  Paige and I had about two or three discussions last year, and I remember I was begging the question of whether or not she’d give PVP a chance again; she’d reply along the lines of “Never.”  But, as evident from the 2nd Annual Ravenwood Ball, that "never" wasn’t a promise, and I’m honored and happy that “the spell was broken.”  Paige is having fun again…and if you knew the Paige Moonshade from many months ago, you’d see this as some sort of miracle, too.  Cassandra Dragonheart was also a relatively new PVP prospect around the time – initially, she didn’t see or believe much in PVP (due to the negative environment and bad sportsmanship of other wizards).   It took time, and I’m glad she gave it a chance, because now she’s fighting around the 1300+ ranks and enjoying a new hobby.  Our very own Autumn Duskhunter from Homework in a Graveyard (a non-regular PvPer), after attending one of our parties, developed enough interest to stand around for a number of TPC Ranked matches,  ask for tips and tricks, and apply them.  Many people from Diary of a Wizard and YouTube thanked us for relighting their Arena candle.  

Each member of TPC is a strong advocate for being supportive and constructive for a player’s PVP development.  In other words, we’re critical of other players who accept, condone, or promote the methods that accelerated the Arena into the Dark Ages.  We don’t believe that the use of imbalanced strategies is ever a positive or constructive way to improve one self, or accurately represent what PVP really is about.

A few nights ago, there was a disturbance in our attempt to keep the PVP environment harmonious.  An imbalanced strategy, mainly Tempest-Spamming, was used by one of our regular PVP Party participants.  Don’t get me wrong, now – that wasn’t the main issue.  Instead, the problem was that a few players were teaching a young child that the imbalanced strategy was an acceptable learning tool for their PVP development.  When my teammates questioned their logic, one replied that “they will learn the hard way.”  Keep in mind that this is an adult encouraging a younger player to put himself (or herself) into a volatile situation, considering the three negative aspects of imbalanced teams explored above.  The counter-argument was that the child was going to be subject to insults anyway.  This is what threw some of us off.

Even when teams like TPC play fairly, it’s true that we’re still on the receiving end of insults and profanity.  This is from a default player base that will always exist, called “trolls,” which are players who have nothing but destructive comments, motives, and intentions, where their actions do not benefit or help anyone but themselves.  When players win or lose against trolls, it’s generally expected that there will be something said from the other side that doesn’t help anyone improve or leave dignified.

Thus, it seems cruel, if not negligent, to encourage a younger player to adapt a playstyle that will add another player base to sink the child down further into social and emotional pressure.  This player base is generally of the rest of the PVP community, where players play to have fun or improve their skills in the game.  When Tempest-Spammed, the fun is ruined for these players who want to give the Arena a fair chance and who want to learn and enjoy the game.  

My question is, why not advocate for the child to play in a productive way, so that, instead of the burden of negative recognition, they are known positively?  On top of peer pressure and the innate desire to want to belong, children do not need another reason for other players to talk down to them.  Blade-stacking, chain-stunning, and Tempest-spamming may earn them some easy rank points and tickets, but PVP will lose its fun if the player (1) is constantly bashed and flamed, (2) realizes that a game update will quench their winning streak, (3) sees everyone else rooting for the other side, (4) becomes bored with the repetitive playstyle, (5) loses friends and gains enemies, (6) and/or runs into a counter.  Teach them how to PVP, and they will find windows upon windows of opportunity to improve.  Also, if they are respected, they may find their own self-respect, opposed to degenerating out of spite.

It’s understood that Twitter recently exploded with a lot of misconceptions as the issue was taken so heavily out of context that most Twizards failed to learn of the actual problem.  Instead, it sounded as if small battles were trying to be won through blunt, singular points that did not contribute to solving the actual problem.  The wrong people were being called “trolls.”  Players of skill were being told to discontinue their hobby if others used cheap tactics to win.  Active, trusted, and credible community members did not have their voices heard.  I originally wanted to discuss and defend these issues, but I think most of them will be spoken for in the near future.  Those of you who’ve made it this far into reading and understanding (some friends and I thank you, deeply) will see what I mean...for example, sharing the counter against Tempest-Spammers, debunking the idea that TPC and friends were "complainers."

Before making judgments based off of actions, get to know each person involved and get to know the issue at hand.  Take into account all stories, not just one, lest there comes another monumental misunderstanding within our community.  Self-victimization is not a long-term buoyant.  If involved in a conflict, understand that within due time, when all these multiple stories and puzzle pieces have aligned, the act of gambling a friend's alliance and omitting key information will come back to bite someone in the end.  When you write, voice, work, play, or act with a positive and constructive attitude, and maintain integrity, we all win.

Thank you for your time.