Last weekend our guild got together and recorded one of what has now been our third “Arah drinking game”. The video starts off with the rules, and then you get over thirty minutes of a solid example of what each run has been like.
Here are the rules:
You enter downed state: 1 drink
You die: 2 drinks (3 total)
Party wipe: 1 drink (4 total)
Before engaging each boss: 1 drink
You accidentally pull unwanted mobs: 1 drink
Explode a corpse: 1 drink
Vile ooze reforms: Everyone takes 1 drink
Rules we recommend with hindsight:
Everyone must have water with them also.
At least one drink of water with every drink of booze (You’ll thank yourself)
The team can call “Margin of Sissy-hood” on someone to indicate that they don’t want them drinking anything but water (Nobody likes getting sick, you sissy)
The Relics of Orr team delves into level 30 fractals. Shongaqu finds himself with too little agony resistance and Coehl’s guardian can’t stop shouting at people. Can they survive and make it to the Jade Maw? Who is the mysterious Black of the notorious PIG? Will Shongaqu actually be able to run a talk show while his character’s skin is boiling off? Will Shongaqu correctly identify the show as episode 65? Watch and find out.
Relics of Orr and Guild Wars Insider Podcast Meet and Greet
Relics of Orr and All Roads Lead to Orr (the GWinsider show) team up in Orr to explore the Zho’qafa Catacombs. Will they find a balance between magic find and functional stats? Will they find the elusive Final Rest staff? Will Shongaqu find his courage and stop using thieves as meat shields? The answers to these questions and more along with some general purpose discussion about Guild Wars 2 can be found here in our first ever “Podcast Meet and Greet”.
MMOs are an odd beast in the gaming industry. More than any other game they are never truly finished and the players have far more agency when it comes to offering up ideas for changes to the core game. Inspired by this intriguing article at Gamasutra I decided to start a new section for Relics of Orr called “Armchair Developer”. Each post will be a design concept for new or improved features and content based on ArenaNet’s manifesto and focus on open world content. We will also accept guest submissions for this series.
Note* Some spoliers for the final missions of the personal story are discussed. Read Full Post »
A week and a half after recording Shongaqu finally gets around to posting the episode where Relics talks about the Flame and Frost patch as well as their interview with ANet game designers Matt Wuerffel, Matthew Pennebaker and Leif Chappelle.
Earlier this month I arranged for an email interview with ArenaNet. We asked ten questions that ran the gamut from lore to game mechanics. With the help of Community Mangers Regina and Stéphane we were able to receive responses from three game designers; Matt Wuerffel, Matthew Pennebaker and Leif Chappelle.
The new Lost Shores zone continued the pattern of end game zones without hearts, but reduced mob density. How has your design philosophy of such zones changed from launch?
Matt Wuerffel: With each update, we continue to learn more about what works and what doesn’t. And hopefully, that means we’re improving with each release. While Guild Wars 2 is a big, social game, it’s important that we make sure players of all different types can enjoy their time in Tyria. Lost Shores took some of the lessons we learned post-launch to heart, and you can see that in the decreased spawn density and increased creature skill complexity. It’s definitely an iterative process, and we don’t always get things right. But we’re committed to keep trying, and to continue learning.