Showing posts with label the arena. Show all posts
Showing posts with label the arena. Show all posts

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.

Monday, May 23, 2011

Vlog #13: Saturday's PVP Workshop

Topics:  How PVP has changed since Wintertusk's arrival, and an analytical review of  the new spells!


Wednesday, May 11, 2011

Wintertusk Checklist and Analysis

Wintertusk is coming out today!  Too bad for me, I'm stuck with studying for a final for Thursday... -_-  I'll try to manage my time best to maybe even squeeze in some time for Ravenwood Radio 40 tonight, but no promises!  We'll just have to see if I can plow through or avoid some unnecessary chapters...

BUT, nevertheless, I've created a personal checklist while playing the Test Realm to remind me of some in-game obligations and duties for the Live Realm (once I'm free from academic burden).  This list is made public to help some of you PvPers manage your time, decisions, and resources to efficient use:

Concept to Grasp
A new generation of PVP has arrived, with 15 new spells.  Eight are completely new utility spells, and seven are upgraded versions of existing spells.  Various mechanical changes have been implemented, such as Earthquake no longer removing Stun Blocks, but stunning spells providing just one Stun Block of protection, opposed to four.  To balance this, Stun Resist gear has been added to Dueling Diego's supplies.  Also, the gear that's dropped within the Waterworks dungeon is for Legendary Wizards (Lv. 60), and provides Universal Resistance regardless of school.  New Crafted Gear is also available, allowing for an expansion of many new strategies (which I'll extensively be exploring and developing over the next few months).  Level 58 pets will also take us into a new dimension of PVP with new abilities and unique Innate Cards.  An additional Training Point will be provided through a new Zeke's quest.

The following checklist will be completed before my Ice Wizard returns to the Arena:

  • New Spells
    • Obtain Level 35 spell (Legion Shield)
      • Great counter against Area of Effect (AOE)-Damage over Time (DoT) spells, allowing me to protect allies for an addition 30% resistance to next incoming damage.  Also helps me reduce damage for all allies if I can't make up my mind on who to protect.  A must have.
    • Learn an additional spell from Zeke's Trogg Finder quest.


  • New Items/Gear
    • Purchase Stun Resist Amulet from Dueling Diego
      • Replacing my Life Mastery Amulet, since Perfect Catch has vigorously trained and adapted to a Pip-building style before the Amulets were released; it shouldn't be unfamiliar territory.  I'll then have a 15% reduced chance of getting stunned.  Because stunning spells will provide just one Stun Block, the number of Chain-Stunners can be expected to increase.  Thus, having an innate chance of resisting a Stun can be advantageous against a team expecting to win by pure immobilization.  I would rather keep my Stellar Signet and Cosmic Kris for massive Incoming/Outgoing boosts to complement Spritely, so I will choose to stay at just 15% max Stun Resist (as opposed to 30%).
    • Stitch Wands
      • Personally craft one of the new weapons with help from someone who has access (going to port to them; thanks to Aiden for helping with clarification) to the wand recipes, stitch the Hammer of the Stone Sky to my "Banhammer" (a promo wand called the "Galvanic Hammer" from Beckett's).
        • This wand allows for a variety of AOE support spells such as Bladestorm (increase team's damage), Brilliant Light (increase team's recovery rate via casted spell/Spritely), Legion Shield (increase team's resistance), Unicorn (increase team's damage recovery), and Guidance (increase team's accuracy).  All these spells have 100% accuracy, so the chance to fizzle will be very low (given that there is a Smokescreen or Black Mantle upon us).
      • Will stitch my Lifeforce Sword to another model
        • Just for aesthetics
    • Repeat Waterworks with Perfect Catch until all members have their complete Legendary Gear before questing in Wintertusk.
      • Gear boosts will allow for faster questing (higher critical rating without sacrificing survival via resist)
      • Ronan's boots, hat, robe
      • Fallon's boots, hat, robe
      • Cassandra's boots, hat, robe
      • My boots, hat, robe
    • Create a new generation Perfect Catch Defender Pig, and research the Weakness talent more.  (Spell Proof, Spritely, Snow Shield/Weakness, Sharp-Shot)

Monday, April 18, 2011

PVP: Countering the Bladestackers #1




Watch in Full Screen and 720p HD!  Perfect Catch fights a Triple Ice + Life team attempting to blast us away with heavily Stacked Ice attacks.

Saturday, March 19, 2011

Basics Behind Beguile

Hey all,

Per the request of our very own Kelsey Fireheart, I've included below the description and explanation behind Beguile, as heard from Fallon on Ravenwood Radio Episode 36.  I will try to elaborate on this in the future and include the video that was used in testing, but hopefully this will answer some questions about the surface-level mechanics.  Again, I want to point out that this is NOT the full analysis or dissection of the spell yet, but this is a usable understanding of it:



(Thanks to Diana Wildheart, Paige Moonshade, Paul Sandbreeze, and SorceressMiklai for helping me test it out!)

In short, Beguile places an enemy player on your team for two turns.  Frankly, if you are under the state of Beguile, wait for the Turn Indictator/Arrow to point at you a second time before casting any Attack-All or Heal-All spells.  Extensive details below:

FIRST TURN BEGUILES SECOND TURN:
If the team going first Beguiles a player on the team going second, the victim’s Single Target spells will still be successful in:
  • healing allies, if casted
  • damaging enemies, if casted

However, the victim’s AoE spells will:
  • hurt allies, if casted
  • help enemies, if casted

Thus, if the victim (on Second Turn’s team) used an AoE in the same round as Beguile (from First Turn’s team), that AoE will help First Turn and/or hurt Second Turn.

Once the round with Beguile is over, the arrow will not point at First Turn the following round.  Instead, it will point at the Beguiled player (the victim).  Hence, the victim will get to go first on the round after a Beguile.  When this happens, the victim’s Single Target spells will:
  • help enemies, if casted
  • hurt friends, if casted

But their AoE spells will:
  • help allies
  • hurt enemies.


SECOND TURN BEGUILES FIRST TURN:
If the team going second Beguiles a player on the team going first, the victim’s Single Target spells -- for two consecutive turns -- will:
  • help enemies, if casted
  • hurt allies, if casted


The first round the victim is under Beguile, his or her AoE spells will
  • help enemies, if casted
  • hurt allies, if casted

The second round that the victim is under Beguile, his or her AoE spells will
  • help allies, if casted
  • hurt enemies, if casted

Friday, March 18, 2011

Vlog #2

Topics: Battleblood Updates and News (BUN), school recap, "PvP Plants," Winterthorn commentary.





Tuesday, December 7, 2010

Beyond the Spiral: One Year Later…

An amazing revelation hit me on my drive home from class tonight.  My group and I had just blown away our Group Communication class as we tackled our project and presentation.  A few weeks ago, as our deadline approached ominously, I decided to amplify my lead role on coordinating our team, and analyze our needs.  Between a group of six of us, none of us are close to being experts at art, yet we took on one of Van Gogh’s most favored and seldom known pieces, “Potato-Eaters.”  Here’s what it looks like:

It was a grueling challenge to dissect this piece and describe why we saw this as “art.”  To me, it was trying to answer how this picture is “beautiful.”  Yet, we managed it, and even went above and beyond, I believe.  The professor even mentioned to me, “For an ‘engineer’ type, you communicated really well in your speech.” 

I would have never expected to evolve from an introvert into someone who was able to direct, manage, and speak to a large classroom effectively.  I give credits to the class and professor for helping me understand and grasp a lot of leadership concepts, but the true kudos for my “evolution” goes to my experience with Wizard101 and its community.

My in-game friends (Missy, Cheryl Fire, and Ronan) all played a monumental role in supporting me as I took my interaction with the game to a higher level.  Instead of having a sardonic attitude when they learned about my proposed projects for a Youtube channel and comic series, these three whole-heartedly jumped up to help whenever I sought for aid.  Because of this, I did not end up shying away from expressing my interest in the game.  Again, I mention that I come from a highly competitive gaming scene; the thought of creating videos or fan fiction for a family-friendly genre would have never come to my mind.

Of course, a lot of inspiration did come from the existence of our very own Friendly Necromancer.  The fact that a family man is dedicating his gaming interests into a decently-created MMO that’s not as widely played or known as some other games was just enough of a spark.  If he can blog about this fantastic game for two years straight, producing a new article almost every day (during the time that I discovered Tom) to share and express himself while motivating others to “think outside of the box,” there’s no reason that I can’t record my adventures proudly, or develop my own storyline.

Eventually my projects spanned out to also include blogging, which is still a textual representation of my thoughts, rather than an online journal.  To be honest, I was hesitant on creating “The Chillanthropologist.”  I admit I wasn’t a very decent writer to begin with, especially when I have a stronger passion in communicating through numbers and equations (math major).  Heck, even to this day, I notice that I have run-on sentences here and there which may create awkward messages from time to time.  Secondly, I initially believed that the words and thoughts of Thomas Lionblood would naturally overshadow anyone else’s, so putting time and effort to sound coherent and organized seemed pointless.  Third, I had only been playing for a few months at the time.  I considered myself a “newbie” even if I managed to reach Grandmaster, but I was relatively new to the Wizard101 culture and community.  I didn’t think anyone would notice.

So, I was shocked when Fallon Shadowblade from Diary of a Wizard featured my post about the community.  That was enough motivation to continue writing and exercise my communication skills.  Before I knew it, I was putting more time and thought into explaining details, playing Devil’s advocate with myself, and spending hours drafting my posts before they went public.  Even to this day, especially when I’m writing for the “Arena” series, I would invest a few hours to produce up to four paragraphs. 

I put more thought into whether my message was clear enough for any reader, and if what I wrote allowed for a continuous flow of interest from an audience.  It became a strenuous mental effort to put myself in a reader’s shoes and try to interpret my sentences in a multitude of ways.  By doing this, though, I managed to catch myself from being misunderstood or misinterpreted.  As a result, writing coherent and “readable” essays came more naturally to me.  I am now spending less time outlining, and am jumping into developing full, first drafts off the bat.  This is all thanks to having my textual voice on the spot on every post, and I needed to have such diligence.

Around the time that I picked up on Twitter, I was also becoming more involved with Ravenwood Radio, and even became an off-air guest in Episode 14.  I was so nervous about my performance in that interview that I even apologized to Leesha after the recording, for my accidental interruptions (which were edited out by her, of course).  So, even with a headset and computer screen between me and the other speakers, I still could not quench the jitteriness at the time.  Even with notes in front of me, I wasn’t confident in my voice and message.  Nevertheless, the reoccurring theme of a supportive community eventually helped me out in this aspect.

I forget which episode it was in, but my Gobbler Drop guide for the show took hours before a successful recording was completed, and then a few hours of editing; it was completed over two consecutive days.  True, there wasn’t a visible audience to make me nervous, but the greater challenge was trying to find a presentation format that would hold interest while being informational.  I really lacked personality and energy in that one, IMO, and that is the main reason I felt disappointed, regardless of the positive comments shared with me.  But, because there were many opportunities to be on-air (“coached” the Death team in the Warehouse run; guest interviewer for Death Study hall; Petnome segments; and, more recently, Star Study Hall), I slowly stopped feeling as nervous as I used to be.

The positive environment that I found in this game and in all of you was my main driver for self-improvement.  My privileges and experience in working around Wizard101 directly benefitted me in becoming a stronger individual, and with that newfound energy, I delivered quite a punch in my portion of the presentation tonight.  Transitions were smooth, I stayed calm and steady, and though I stuttered a few times, I never lost eye contact with the audience.  Even the cute ladies smiled back!

Interestingly enough, today is also Kevin Battleblood’s Wizaversary.  One year ago, I was more kept to myself, shy, and hated public speaking.  One year later…well, that’s definitely a different story.  Thank you everyone, for all that you’ve directly or indirectly done.  This change in me couldn’t have happened without your interest and support in what I enjoy doing, whether it’s writing strategies and stories, managing a large pet project, or playing this game.  I’m proud to be where I am today, and am looking forward to another year of contributions, contemplations, and conquests.

Tuesday, November 30, 2010

The Arena: Prologue (Competitive Scene)

Unfortunately, there are some aspects of the Arena that KingsIsle cannot easily and reliably mandate:  unsportsmanlike behavior and other dark factors of competition.  Verbal/personal attacks (known as "trash talking"), false reporting, accusations of breaking the rules, extreme or abnormal taunting (such as spamming Menu Chat endlessly), and use of derogative words (especially in a family-friendly environment) by an opponent--or opposing team--are just a few of the violations of competitive etiquette in Wizard101.

 

Several Defenses

The game's white list may protect viewers from seeing actual profanity, but up against the cleverness of useless players, it is trumped.  It cannot block against phonetic spelling, such as in this "send tense” (sentence).  This loophole can easily be countered by switching your Privacy Options' "Block PVP Chat" to "ON."  (Remember to Report the offender for “Inappropriate Language” or “Inappropriate Behavior.”)

But, what happens when spectators of the match are the ones throwing "trolling flurries?"  A great fix for pure soloists (in complete solitude and lacking friends to chat to)  is done in two steps:

  • hitting the "O" hotkey to Open/Close the Chat Window and
  • accessing your Gameplay Options to "HIDE" "Chat Balloons."  This temporary adjustment to your settings will allow you to PVP without having to see textual waste flying across the screen.

But, what if you are playing a teamed game, like 2v2 or more?  Given that not all players can voice chat with one another, communication via the chat box is vital for participants.  Hence, the next readily available resort is to click on the name(s) of the offensive speaker(s) and set them to "Ignore."  However, even this has a catch: "ignored" players each require a slot from your Friends List.  So, if you're full on contacts like I am, this option is out of the question; you'll have to see public messages from the audience simultaneously with Group Chat.

 

Seeing the Picture

With so many layers of countermeasures against malicious text, a player who is unfamiliar with the Arena scene may believe that inappropriate behavior is prevalent.  Some subscribers have even avoided participation in PVP (which is an included feature with their payment plan) because of the environment.  Others who have given the activity a try have commented accordingly on Cassandra Dragonheart’s post on PVP.  Then there are some extremists who lovingly use “PVP” and “PVPers” as negative connotations...but before we judge, allow me to take us on a few different avenues.

Think of a competitive sport you like to play for fun.  Football.  Basketball.  Maybe even underwater basket weaving.  Field and track.  It’s evident that human nature is a welcoming host to the notion of “comparison.”  In our minds, something has to have “better” or “worse” status than another thing; without this thought process, we as a society would be in a state of chaos due to randomly made decisions.  However, when we rely so heavily on the ability of “contrasting” and (consequentially) condition ourselves to think very linearly about “what trumps what,” we will also find ourselves in trouble.

For example, the tallest child in the playground may seemingly be the best teammate to have in basketball (via comparison), but (1) does he know how to play, (2) has he had experience with the weight and bounce of a ball, (3) is he playing to win or playing for fun, and (4) what do we know about the other children and their skills?  Some of us forget to realize that there is more than what’s shown on the surface.  Hence, just because you are in the state of winning/losing a match or have won/lost a game, it doesn’t mean you’re a better/worse player.  Yet, our nature and our perception tend to associate the outcome or progress of a duel to our skill level in relation to the other player(s).  This is truly a dangerous perspective as it allows taunting or “bad sport” players to affect how you play. 

Professional sports players deal with “boos,” jeers, and some of the nastiest comments every second that they’re on the field or court.  Spectators and cheerleaders who are against a certain player or team will try anything, from name-calling and chanting to gestures, to try and distract their target.  This is still ongoing to today regardless if the player performs decently (despite the distractions) because, as with all activities, there’s a constant psychological flow called a “stream of consciousness” that can be disrupted.  This part of our mind is continuously processing our thoughts, both on surface and instinctive levels, and do tie into instantaneous decisions.  A soccer player aiming for the goal is focused on the ball, but he or she could have hundreds of thoughts flowing in per second.  “Do I trick the goalie?…Too complicated?…They are skilled at diving but bad at predicting ball movement…We’re down by 1 and desperate for a tie…How many teammates are behind me?  Opponents?  Do I pass or take the shot?  The goalie is solid…do I trick them?…Everyone would be shouting my name if I make this…Too soon, don’t count eggs…Good breakfast this morning…I feel good about this…I’m going to try to score…All or nothing…”  With determined thoughts, the player will have a certain pressure or speed to their kick that would develop a winning move.  However, there are fans of the other team behind their goalie, waving around objects and yelling discouraging slurs.  If the player in possession allows that “background noise” to break their current stream of consciousness, the pressure or speed of the kick may change, resulting in a failed attempt to add a mark to the tally.  In Wizard101, spectators and opponents (if Block PVP Chat is not enabled) may throw text of all sorts (passive-aggressive, direct, indirect, etc.), not necessarily focusing on being mean to you personally, but also to affect your decision-making.  The ugly truth is that this sort of pressure is “fair game,” as long as it doesn’t violate KingsIsle’s Terms of Use

So, back to perception:  when you win a duel against someone who was rude or had rude cheerleaders, you may feel a stronger sense of dignity and pride along with some other positive emotions.  You generally have a greater incentive to start up another match, since you “proved” yourself.  It may even turn into an amusing story to share with friends.  On the other hand, had you lost that match, there are clashing reactions from frustration to disappointment.  In contrast to winning, you may feel as if your opponents “proved” something.  Words cut deeper at this point, and can even discourage you from starting up another duel, or in extreme cases, can lead you to quit PVP altogether.  What do you do at this point?

 

Seeing the Facts

An important concept to grasp, in any activity, is that losing is actually a greater long-term benefit than winning.  You’re given not only experience on what techniques and tricks are used in the arena, but you also tested your deck on its strengths (if it has any) and weaknesses.  All deck builds are subject to weaknesses of some sort, and most likely yours was countered in its current state.  Remember a post I made awhile ago, called “How to Face New Challenges,” which was geared towards beating the “unknown”?  The variation of spells in our deck also matter in PVP.  Having (or lacking) certain cards does play a large role in the flow and outcome of your fight. 

For example, too many healing spells can result in fewer attacks that are readily available to you, meaning you are giving your opponents a better chance at surviving.  In addition, if their deck happens to rely on lengthening a match to slowly gain an advantage, then your equipped setup was the actual fail, not you.  Some players rely on short, repetitive and structured decks where they play certain cards at certain rounds, which usually has a strong advantage against “late-game” decks. 

In this direction of thought, I am focused on the idea that winning or losing a match does not constitute that you are a better or worse player compared to your opponent, respectively.  Even if you win or lose a series of matches, being recognized purely on quantitative performance (win/loss record or streaks) is like being given a fragile mask: once a loss interrupts your wins (or vice versa), your skill level is now determined by the performance of others throughout history.  If someone manages a longer streak than you, say in about 8 months from now, does that mean they play better than you?  Of course not; we have yet to determine the skill level of your opponents and their opponents, and all other factors in the game.

Those of you who know me well may recognize my quote, “…Nah, just more experienced.”  A lot of you have heard this after exclaiming, or heard someone exclaim, “Wow, you’re the best PVPer”  or something to that effect.  While it may sound like modesty, it is actually my belief that experience combined with performance is what determines skill level.  What has happened in front of us and what we learn from it and how we apply that knowledge are all determinants for what kind of player we are.

Thus, try not to recognize or give the trolls of the Arena any credibility to their statements.  Some players in the Spiral can be mean with what they do or say, but it will only feel like “the truth” if you respect or listen to their words, or allow their actions to distract you.

 

Adjusting To a New Experience

I realize that quite a lot of players in Wizard101 don’t have prior gaming experience to this MMO, so dealing with competition in a psychological way is not yet touched on for most of us, hence a lot of concepts above exhibiting an “easier said than done” tone.  The competitive scene may be intimidating, but realize that it should not inhibit your interest in playing against a non-computer opponent.  Think about the sports mentioned earlier.  We accept that fans will boo or cheer obnoxiously in most events, but it doesn’t stop us from learning and playing football, soccer, basketball, etc. with our friends and family.  If you want to jump into the Arena to try out some human-vs-human play, you’re not restricted to playing with the rude kids.  Ask a friend or a friend of a friend to help you improve or provide you with company.  Not only will supportive opponents allow you to focus, but they can help you in trial and error with deck building.  You can use the “Practice PVP” option available to both Crowns and Subscription Players. 

When you think you’re ready to try your skills against strangers, you can slip into “Ranked PVP” or continue at “Practice” against random opponents.  Hold a conversation in Whisper or Group Chat with a PVP partner/mentor/knowledgeable friend, and discuss strategy if time permits.  Or, you can socialize.  Keep your mind busy: focus on the cards and not stranger chat.  Sometimes even silence can psychologically affect the other player if they keep PVP Chat On and see your PVP Chat is enabled too (elaboration will be made in future chapters).

If you find yourself in front of an opponent who has some kind of unique advantage over you (Arena Gear, Crowns Gear, Spritely Pet, Polymorph Cards), don’t think negatively and expect to lose just yet.  Use this match as an opportunity to learn from it, then use your experience to your advantage in your journey to becoming a Warlord and beyond.  If you win, props to you.  If you lose, don’t focus on the benefits their advantage gave them; instead, focus on determining its weaknesses.  A Spritely Pet uses up positive healing charms and has a small chance to trigger; it is also taking up space over a “reliable” talent such as increased Damage, Accuracy, Health, Resist, etc.  Remember that you won’t be playing the same player over and over, but you will face reoccurring tactics, equipment items, and deck builds.  Understanding these is more important than understanding how you already performed against one specific Wizard. 

Also, treat PVP as if you’ve entered a dungeon with special bosses, ones that are randomly created with the ability to plan and adapt to the way you play.  Losing is not a permanent fail; eventually you will perform better the more you watch, read, and ask for tips. 

 

Applying the Opposite

When these concepts become second-hand to you, try an alternative spin on what’s trending in the Arena.  If players are dominantly rude, respond as a good sport.  Represent yourself as a respectful player, and keep that integrity (meaning that you do it even when no one’s looking).  I admit that I sometimes steer away from self-respect to take up a defensive position for myself and/or others when dealing with poor sports, but all of it becomes a fragment of a memory in the end, thanks to my prior competitive gaming history.  Instead of letting people’s words affect my attitude in the current battle, I focus instead on the dance* between myself and them, to determine if it’s a “GG” (good game) and call it, or not.  (*Great metaphor by winicott1001)

Sometimes I will even offer to share some advice with my opponents that lost at the end of the match, in hopes of not only renewing their incentive to start another PVP battle, but also to encourage them and support their efforts of participating in the challenges of the Arena.  If you recognize someone “incorrectly” using a deck build similar to yours, ask if they would like some tips from you (assuming you know the strategy and tactics well, of course!) or another PVPer.  Sometimes nice gestures can be as viral as this meme; there are countless stories of Starbucks customers paying for the person behind them, resulting in the same act by the following customer. 

Overall, I hope we can restore the “fun” in PVP for existing and future players who have yet to read this post.  Competition isn’t always a scary thing; as I mentioned before, it can act as a tool to improve our strategies and understanding of the game.  What contributes to the intimidation is how we behave and react to various forces.  Thus, with some effort from us, the negative environment won’t have to be a permanent stamp, and more of our friends may take on a greater interest, giving us a larger pool to learn and improve from.

Monday, November 8, 2010

The Arena: Prologue (Chain-Stunning)

One of the most loathsome playstyles that may discourage or turn a player away from the Arena is "Chain-stunning."  What happens is the "chain-stunning team" will load their decks with a few specific cards that complement one another to produce the effect of permanently immobilizing their opponents; this was easier to perform in 4v4.  These cards include Choke (from Fire) and/or Blinding Light (Myth), both of which incapacitate all members of the opposite team, for a mere two (2) pips, and Earthquake (Myth), which deals AOE damage and previously removed all wards and charms (positive and negative) from enemies.

The "first generation" chain-stun was comprised more of the use of two or more of the inexpensive AOE-Stuns:  Choke and/or Blinding Light.  

Originally, whenever a stun affects someone, a single ward (Stun Shield) appears on the victim, to prevent yet another disable from landing on him/her.  To remove this shield to open the person for another Stun, a ward removal spell (such as Steal Ward [Ice] or Pierce [Myth]) or a Stun must be played.  This was a highly effective defensive mechanic for 1v1.

But, when a team of wizards (two or more) was utilized, a loophole was created: one wizard would immobilize with Choke or Blinding Light, and then a second would cast either of those spells in the same turn, to remove each Stun Shield.  Or, if the opposing team managed to put up any Stun Shields (assuming they have first turn), the double cast could still produce the same result: one AOE-stun to remove the Stun Shields, and a second to paralyze the now-vulnerable players.

Hence, the other side was disabled and unprotected from a second wave of stun.  Because of the low pip-cost, there was a requirement of a minimum of one turn and a Power Pip generated for each "chain-stunner" in order to repeat this tactic.  With a high rate of Power Pip chance, "chain-stunners" could virtually create an infinite loop.  True, while decks at the time could hold up to seven (7) copies for certain schools, there was still the sideboard to hold Enchanted (per Accuracy boosts) stun cards.  Thus, a flaw such as not having a stun in hand was easily avoided.

By forcing the other team to pass each and every turn, other members (mainly attackers) could efficiently set up for mountains of damage, usually in AOE form.  Damage reduction shields and charms would not be a factor against a "chain-stun" team, if their enemies are prohibited from casting anything.

Nothing was more demoralizing or offending than entering a battle with a wisely created deck and strategy, only to find your wizard unable to act offensively or defensively every single turn of the battle.  Crowns Players suffered the most from a loss (pretty self-explanatory there) due to "chain-stunning."  The only true counter to this at the time was to have First Turn and your own "chain-stun" team; this was a type of fire that even water could not put out.

Luckily, an update in June of this year somewhat corrected this loophole, but "chain-stunning" was still possible, and along came the "second generation" tactic.


KingsIsle modified the secondary effect of stuns to not produce just one Stun Shield, but four (4).  This counteractive update successfully trumped the ability to spam AOE-Stun after AOE-Stun.  Even if the "chain-stunning" team all used a disable-all spell, their opponents would have at least one turn to act since there was now a shield for every potential stunner.  So, along came the use of the spell that has the ability to remove all wards:  Earthquake.

With a more concentrated and synchronized team (at least three Myth Wizards, especially) one could still chain-disable opponents.  I'm not going to go into lengthy details on the procedure, but if enough people are interested in this expired method, I'd be happy to update this post.  (I still remember that annoying battle against four Myths, just the day before Celestia arrived).

The arrival of today's update has added further countermeasures against the act of "chain-stunning."


Without the ability to remove all Stun Shields and disable all opponents in two or more consecutive turns, there is a largely improved balance in Player vs. Player.  Crowns Players will get their money's worth whether they pay a fee per match or a time-interval pass, as their wizard(s) will have at least a chance to fight or cast back.  As of now, players are free to test themselves offensively and defensively in any match.  Go forth, fair duelers; it's a new dawn.

Monday, October 25, 2010

The Arena: Prologue (Wild Bolting)

There are a lot of negative views towards the arena, but I feel that the image of human-vs-human play has been tainted unjustifiably by a magnitude of poor sports and cheap shots.  However, KingsIsle recently made some fixes to the game that has arguably increased the call for creativity over cookie-cutter techniques.  Brian,  also known as The Overachieving Necromancermentions two notorious "methods" for what was heavily deemed unfair:  Wild Bolting and Chain Stunning.  We'll explore the former in this post.

"Wild Bolting" is a tactic that involves attempting to "spam" (cast over and over) a primary Storm Spell (meaning it's not available as a Secondary) called Wild Bolt (pictured below).  (Ahh, attack of parenthetical explanations!)


Zap, zap!

The reason that this card is widely despised is because of the damage output (a whopping 1,000) for such a low cost (2 Pips).  Now, there's only a 10% chance of hitting, naturally.  But, with a Sniper (+20% Accuracy) enchantment applied to it, and if the user wears Arena Gear, Wild Bolt then has a 46% chance of hitting.  Add in a Pet giving Storm-Shot and/or Sharp Eye, and that player can reach the odds of 51-56%.  Before KingsIsle implemented the fix on Enchantments, players were able to distribute "Snipered" 'Bolts to others. 

It was a game-bending issue, since players with twice as much heath than a Storm player, such as Ice, Life, and Balance, had access to this potent spell.  What was the point of using a Diviner when you had more endurance with other classes, AND the same chance to hit with universal accuracy boosts?  It became totally uncalled for when someone with over 2700 hitpoints to spare was taking advantage of their health to try to "spike" (an action that causes a very sharp health loss; think about losing half of your max health in one turn) the other player.  With a possible 51-56% chance, given today's windows.

Fortunately, a past update has stopped imports and exports of enchanted cards between Wizards.  Bolts that were made right before the updates (rapid manufacturing due to anticipation of patching) turned into Storm Elves, according to Ronan Dawn and Cheryl Fire.  Thus, access and utilization of this ability was minimized to Storm Wizards, and PVP was a little more balanced.

More recently, in the early Test Realm (Celestia debut), this seemingly endless window of accuracy was shut down by this change:

Zzz or Zip or Zap or POW-BOOM!
...which more recently changed to "10 or 100 or 1000."

Now with two tiers of probabilities to go through (whether the spell Fizzles or not, and what value of damage is generated), winning by "Wild-Bolting" has been significantly reduced, and should someone claim a victory doing 1,000+ damage with one of these, it's all down to real great luck on their part, and empty of strategy (in my opinion, at least).  If someone claims to use these as "shield breakers," I'd call them out on it; Lightning Bats does a solid 245-285 damage (equivalent to a 100-damage bolt with a Critical), and is a much better use for two pips.  Consistency is more reliable than chance (Hey!  An advanced PVP concept to explore in the future!).

Thus, fear not the tales of 4-minute battles against Storm Wizards.  Losing easily in the arena is, well, not so easy anymore!

Sunday, October 17, 2010

Test Realm: Understanding Critical Hits and Blocks

As promised, I managed to get a good amount of research on Critical Hits and Blocks.  A few nights ago, Alric Ravensinger and I hopped into a few Practice PVP, each donning just the Spartan helmet that is given to all Wizards who listen to Dueling Diego's new lecture. 

Way too much pride?  Nah.
The Vicious Helmet gives the wearer +200 Max HP, and +15 Critical Hit Rating.   

What exactly is "Critical Hit Rating?"  How does having a larger or smaller amount affect my battles?

Our very own Sierra Starsong had this to pitch in
I've done a little study on Criticals with a wand (fixed damage amount). It looks like the Crit# is your % chance of getting a Critical hit with that spell type, your Crit# gets reduced by the target's Block# for a net chance. (I'm not sure if a Blocked Critical does regular damage or if it gets blocked completely.)

Yes, a Critical Hit does double damage.

Healing spells can get Criticals as well, healing twice as much, if you've got a Crit# in the appropriate school (or a universal one).
Thanks, Sierra!  Basically, having even one point in Critical Hit Rating (CHR) will give you an opportunity, albeit a small one, to double the value of your successfully casted spell.  If I "crit" on a 100-damage wand strike without any damage boost in that school, I will do 200 damage (on a non-resisting opponent) whether I have 5 CHR or 120 CHR.

However, if the opponent has some value in Block, it doesn't decrease my chance of doing twice my damage.  Instead, it is a passive bonus that directly affects the Wizard with the Block attribute; they have a chance on the same scale as CHR to completely nullify (that means cancel, void, ignore, etc.) the extra damage from Critical Hit.  So, if my wand attack "crits", and becomes Blocked, it means I'll still do 100 damage as normal, but my "crit" won't be counted at all.

Similarly, if I cast a Pixie--and "crit"--without any Incoming % or Outgoing % or heal-related charms, I will receive up to 800 recovered health, whether I have 5 CHR or 120 CHR.  "Up to" considers that there may be a Doom and Gloom and/or Infection in play.

Thanks for reading!

Thursday, October 7, 2010

The Arena: Prologue

 

I ran into a thread a few days ago on Wizard101 Central where someone (I can't remember their name; it seems the thread has either been moved to somewhere discrete, or been deleted) asked where they could find PVP guides written by me.  Just to clear up the rumors, I actually don't have any type of articles purely on that matter...until now.   Most of my guidance was given through the game, so I'm assuming the requester overheard me at a post-match discussion or in the Hatchery the other night.  Heck, with all the buzz on Twitter awhile ago, I've been unofficially labeled as the go-to person for the arena.

But that got me thinking.  Why exactly haven't I started up on sharing some tactics just yet? (rhetorical question)  Someone guessed it was because letting strategies surface would backfire on me someday.  That's a possible consequence, but remember that we are playing a game that involves probabilities, and thus there are no "absolute" or "invincible" deck builds or playstyles.  So, while tips and tricks may help reduce game-changing mistakes, they never guarantee victories.  Guides are just guides.

In my case, I'll be introducing and exploring some basic and advanced concepts for PVP over the next few weeks.  And because they're just concepts, it's really up to the player's critical thinking and decision-making that determines the outcome.  No negative repercussions for me there; only more competitors and competent players!

WHY do PVP?  For one, it allows you to explore your strategies, playstyle, and leadership skills in a new dimension.  Cassandra Dragonheart, who's just started in the last few weeks, wrote:
Playing against HUMAN players and not mobs brings a whole new side of Wizard101 to light.  Human players can think ;) and not just blade, trap, attack.  PvP is a whole 'nother thing.
Against another human, gameplay is not as repetitive as farming the Coven; arguably, the game is different every match, even when against the same Wizard.  When your target is putting up enough shields to thwart that common strategy of a one-hit kill, you are then playing in a "world" that is much more difficult and demanding than Dragonspyre.  In contrast to altering your playstyle away from "trap-stacking," you will also be experimenting defensively, finding yourself using more shields than before, to prevent an opponent's "trap-stacking."

Through learning to innovate by planning your deck against the unknown and unexpected, you're halfway there to being fully prepared against future Cheater bosses.  As mentioned before in my Warehouse Guide, I pointed out that my group and I had very little knowledge of how the instance bosses behaved, other than that they used Rank 7 spells, including Rebirth.  Heck, I was the only one who PVPed regularly between the four of us, but by applying a strategy I had learned from the Arena, we beat Estrakir, without guides, on the Test Realm, on our very first attempt.  Thus, PVP also provides mental and tactical tools to use, no matter what your skill level or rank is.  Whether you win or lose a match, there is something always to be gained from the experience (given that your mind is open, and that you do not give up).  Beguile puts the target on your team for a few rounds.  Minions can break shields.  Life Dispel can prevent Life-based healing spells from going off.  Such information is vital to know, should we find "trap-stacking" too simplistic in the future.  Who knows what PVP will teach us about the coming Astral Magics and new Main School spells?

Before I throw down the playbook, I'd like to use the next few days (and posts) to discuss the perspectives on PVP a little more in depth, to clear up some general perceptions on it.  In other words, this Prologue will be extensive, and expanded over a few days.  Hopefully I can broaden the interest of those who have not yet tried PVP (but heard many "bad" things about the arena), or bring redemption for the sport in the eyes of those who tried and quit.