WoW – Another Boost

I haven’t quested much lately, just a bit on Suldrun to complete one more step of the Nagrand storyline. I quested some on Aurora, my druid, and hit level 39.

It’s tense for me, questing on a PvP server. Simple things like opening the map and figuring out where to go, or reading the quest text, are risky. It’s a little nicer on the druid, since I can stealth and do some recon or hide, but it isn’t perfect as a flying high level char can still drop in from above and one shot me.

Normally questing and leveling up is something I enjoy, but here on an open world PvP server, I am reluctant and don’t look forward to it. Something is wrong…

I have 3 friends on Gorgonnash, but only one of them is really around right now: one joined a raiding guild, another hasn’t logged in much since WoD released. I also have 2 friends on Earthen Ring, and both seem very active as their guild is bigger and they are raiding in High Maul.

Earthen Ring is an RP server. I’m not sure how much RP actually happens, but the key thing there is RP servers are a variant of normal PvE servers. Those server rules would be much more enjoyable for me to play under.

After thinking it over for a bit, I decided to boost another char on Earthen Ring. And I chose another monk. I enjoy the class! Having the flexibility between DPS, tank, and healing is great. On a PvE server, I won’t miss stealth since I won’t be flagged PvP unless I do it by accident (typically by wandering too close to outpost guards).

I’ll have more fun questing/leveling in general, since I wouldn’t be a potential target all the time, wouldn’t have to deal with what I believe is a broken PvP design (I could rant for a while on WoW’s implementation) and the Earthen Ring guild appears large enough for raid attempts. The guild on Gorgonnash consistently has 4-6 people logged in, which is more active than guilds in other MMOs I’ve played, but 10-12+ is the magic number to start raiding. While I have plenty of fun doing dungeons (5 man content) I’d like to have the option to join in raids with my guild.

I could just transfer Suldrun over, but I want to have a presence on Gorgonnash too so as to continue playing with that group. I’m used to playing at least two characters in every MMO, so this would be similar to that except the two chars would be on different servers. By choosing the same class, no matter who I play I’ll be working on my “monk” skills, be they tanking or healing. Oh that’s another thing, I’m going to level on Earthen Ring as Brewmaster (tanking spec).

Suldrun (on Gorgonnash) has a future that might only involve Garrison stuff and instances. I can see how far you can advance a character without leaving your Garrison! 😉

The boost would save me from leveling to 90 on Earthen Ring, just to get to Draenor… besides, I’ve seen that life is better as a high level char. The quests pay enough gold to allow self sufficiency and I like the garrison mechanic. I’d be able to complete the storyline in Draenor in relative peace and under enjoyable circumstances, rather than dealing with the random attacks and so on.

Syp posted about how miserable it can be questing on a PvP server… I was basically where he was weeks ago but rather than transfer I’m going to boost a 2nd char.

Mailboxes in Pandaria

I created a Pandarian a few weeks ago, back during the anniversary celebration where every new character got mail from the “WoW Dev Team” with a pet. The pet is account unique, meaning every char created during that time gets it, but only one can add it to your collection. Every other char gets to manually delete the pet, which is annoying.

Even more annoying is this Pandarian character can’t get the mail in the first place – because there are no mailboxes in the Pandarian starter zone. They were all removed to prevent cross-faction mailing. And since the mail contains a “unique” pet, I can’t delete the character until I get the mail.

Basically, if I want to reuse the char name, I need to play through the entire Pandarian starter zone in order to leave for Alliance/Horde areas where I can finally get this damn mail. When I do get the mail, I’ll immediately delete the pet since it doesn’t do me any good (already received it and added it to my collection). Then, I can finally delete the char.

The FAIL here is mind boggling but it’s what I’m stuck with. I’m going to have to waste time playing a char I want to get rid of in order to get an email that is useless but preventing me from deleting the char. Good lord.

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EVE – Moving out of the Wormhole

Okay so I’ve been a slacker the past few weeks in EVE and have barely maintained the Planetary Interaction I have going in the wormhole. To that end, I decided to take my main/combat pilot out of the Wormhole and go out to null sec somewhere and try my hand at Exploration. I still have two chars farming planets, but I figured I’d do something else with my main/combat pilot. Like pick out a null-sec system and go exploring to see what I find.

So I scanned for the exit and found it led to Arzanni, a system that is kind of out on the edge, not close to anything like a trade hub. OK, so this isn’t the time to have my PI farming alts load up and take good to market, obviously.

I looked around and saw that Arzanni was at least close to Khanid Prime, which appears to have reasonable services. So I flew Aurora there in the Buzzard, taking care to bookmark the K162 wormhole first.

Arzanni
Arzanni

Aurora left behind various supplies, and a Drake. I’m not rich enough to leave the Drake, so I wanted to go back to get it.

After getting to Khanid Prime, I looked to buy a cheap ship to fly back to the wormhole. I settled on a Caldari Shuttle for 25K ISK. Since I was really just making a one way trip (flying a different ship back) I just wanted cheap.

I spent another 9 mins (yes I timed it) getting back to the wormhole, switching to my Drake, and flying that back to Khanid Prime. Which took 22 mins because the Drake is slower.

At this point I also wanted to grab my other stuff, which meant buying a Badger and doing another round trip between Khanid Prime and the wormhole. As much as I like EVE, the time spent just setting up to do something else is crushing my will to play. I wanted to stop, but the wormhole would collapse and reappear in another system, possibly quite far away from Khanid Prime.

After I bought a Badger for 1.25 million ISK, I flew back to the K162. Time elapsed: 18 mins. In the wormhole I scooped up all of my stuff out of the Personal Hangar Array and flew back to Khanid Prime, also 18 mins.

Finally, I had Aurora’s stuff out of the wormhole and can gear up for null-sec exploration in the future. It just took me 68 mins plus the initial trip I forgot to time, and a bit extra for buying ships and loading gear. Makes the WoW Garrison upkeep look optimized in comparison. 🙂

Being back in known space has some other advantages too – I can do normal missions available from various agents for example. I don’t need all of my chars in the wormhole.

Anyway, you may ask – if you want to explore, why don’t you do that in the wormhole? Ah… great question, and the answer is that the relic/data sites in wormholes are guarded by Sleepers, who are too tough for me to fight in my exploration ship, since I don’t have a tech 3 cruiser. I’ve heard that out in regular null-sec, relic/data sites aren’t always guarded, making ninja-looting and sneaky exploration possible. I’ll have to dodge players, but there is a chance there won’t be any around. So I want to try that out, meaning I need to take my character and stuff out of the wormhole.

LoTRO hatred?

Syncaine posted a rant on LoTRO and F2P. Much of what he said is true… but at the same time, I don’t get his hatred of Turbine and LoTRO.

Yeah Turbine made some mistakes, but why single them out for an F2P rant when many other games have come after and gone F2P even quicker (Age of Conan, Fallen Earth, Secret World, SWTOR, RIFT, ESO, etc) – many of those were AAA titles that didn’t last half as long as LoTRO did (as sub games).

LoTRO made it 3 years as a sub title, April 2007 to June 2010. AoC didn’t. Fallen Earth didn’t. TSW didn’t. SWTOR didn’t. RIFT didn’t. ESO didn’t. And unless Wildstar keeps afloat and charging subscriptions until Jun 2017 then it too will not offer a lesson in “how to be a sub game longer than LoTRO”.

Rant about a poor product in relation to an eventual F2P conversion? LoTRO made it as a sub game longer than any of those titles did.

LoTRO is going to hit 8 years this April, so come back in 2022 and if ESO (for instance) is still around then you can talk about how crappy LoTRO did.

Besides, LoTRO isn’t exactly the poster child of F2P misery when it is approaching 5 years as an F2P title – outlasting the entire existence of WAR, for example. And come Nov 2017 we can see if SWTOR, Syncaine’s “best example of F2P non-failure”, makes it 5 years as a F2P title, in order to fairly judge the “LoTRO-levels of failure”.

LoTRO is facing some challenges that most other MMOs don’t have to deal with – IP licensing for instance. If they are forced to shut down in 2017, then LoTRO would have made it for 10 years, which would be longer than Star Wars Galaxies and its 8.5 years, another title that had licensing issues hanging over its head. If LoTRO stays alive past Nov 2015, then it won’t be last place in the “MMOs that had to deal with IP licensing” category either.

EDIT:

Add Star Trek Online to the list of MMOs that didn’t last as a sub game as long as LoTRO did: 2 years before STO went F2P.

It occurs to me of the 3 “successful” subscription games – WoW, EVE, FF14 – two of those three had an existing 10+ years as a game studio producing non-MMO hits. There was a time when Blizzard only churned out hits like… Warcraft (the RTS game), Starcraft, Diablo. And Square Enix had years of success making the Final Fantasy series. So those two studios had an existing fanbase of players earned through making games for years, before going into MMOs.

In this respect, CCP’s success is amazing. They didn’t have a decade of other games which built up their fanbase before they rolled out EVE Online.

FF14 is unusual in that counts as a success AND a failure. The original game was very poorly received, it suspended subscription after 2 years and then was shut down… coinciding with the relaunch of its replacement, FF14: A Realm Reborn. It’s even more complicated as the subscription was restarted to help cover the costs of the relaunch. So basically if you only played FF14, you got to pay a sub for 2 years, had it go F2P on you, then reinstate subscriptions, and then shutdown when its successor launched.

So even FF14 didn’t make it as long as LoTRO did as a sub game. Granted, another game rose out of its ashes and is doing well, but I’m pretty sure that isn’t going to happen very often.

WS – Combat

I am enjoying Wildstar. The writing is humorous and some of the effects are over the top – for instance, the animation when you level up.

But what I like most of all is the “active” combat. It is refreshing after playing so many tab-target MMOs. You can tab select an enemy but doesn’t mean your attack will hit. You need to position them in the effect area of your skill. Selecting is useful for things like telling your scan bot to scan them.

Effect Area
Effect Area

In the pic above, my skill takes effect in a frontal arc. It’s a pale blue wedge in front of me which is hard to see given the color of the ground/snow. Anyway, as my skill charges, a line moves to the far edge and when it hits the perimeter, the skill fires.

Mob skills are in red, in the pic above it is a red square. Same thing, when the line reaches the edge (far edge from the mob, close edge to me) the skill fires.

The key is: if you aren’t in the effect area, you don’t take damage. Or at the very least you take much less. All the mobs I’ve seen telegraph their attacks this way, so rather than standing still and plinking away, Wildstar encourages you to dodge and move out of the way by telegraphing upcoming attacks. In some ways the combat movement makes this a hybrid of MMO and FPS style fighting.

So combat in this game is hitting your skills and moving so the enemy in your skill’s effect area by the time the skill fires, and avoiding their skill’s effect area by the time their skills fire. And as a Medic, planting a field (a small AoE DoT effect, more or less) and then trying to keep the mob in the field as well, so it makes the most of the field’s duration and effect.

It’s kinda fun so be moving around while fighting. It’s a bit like GW2, but as I remember there only the serious mobs telegraphed attacks, plus some skills weren’t usable while moving.

I’m not sure how good/bad that would be for PvP, but it turns out: I don’t care. It’s fun for me in PvE and that’s what I’m playing. Maybe other classes can’t do this, maybe some skills have to be usable while stopped, but I kind of hope it is the same for every class and skill: every skill can be used while moving and you can avoid the bulk of the effect by being out of the way. That’s just awesome. And as far as PvP, as long as skill usage while moving is consistent, then it should be fine (assuming other balancing is taken into consideration).

Actually, for PvP I think this would be far preferable to other MMOs (that shall remain nameless) where some classes have ranged attacks they can use while moving, and other classes are melee range and have some skills that can only be used while standing still. That design mechanism totally sucks, because enemy players move and dodge while fighting, they just don’t stand there and eat attacks at melee range like mob AI; classes might be balanced fine for dumb PvE AI but then have significant disadvantages in PvP making the whole thing kinda miserable because you generally can’t change classes.

Whoops, sorry about the mini-rant. 😉

Anyway, another cool thing about Wildstar are zone improvements that other characters can make, if they are the Settler path and go through the trouble of doing it, etc.

Critical Strike Station
Critical Strike Station

Here, I’m taking advantage of a “Critical Strike” buffing station that someone built. I’m sure the stations don’t last long but it is a nice mechanic if somebody was questing ahead of you and built an improvement.

Dominion vs Exile

After playing my Mechari and Granok, I decided I liked the looks of the Granok more. Yep, that’s what it comes down to. And the reality is I’m only going to have time to play one char in Wildstar, so Granok Medic on the Exile side it is. 🙂 Maybe down the road I’ll work my Dominion char along, or play when I have a bit of spare time.

Algoroc
Algoroc

I made it to level 6 (about 85% to level 7) and the 2nd zone, Algoroc.

I unlocked Action Set Builders. I’m not even sure what they are. The UI looks… wild. Like WTF is this?! Need to hit the wikis and interwebz for more information.

Action Set Builder
Action Set Builder

It vaguely looks like the skill/ability wheel in TSW, which was also confusing at first. I’m sure if I fiddled around a bit it will make sense.

WoW – Highmaul LFR

The other day my friend asked if I wanted to join her in LFR to do Highmaul content. I had some time so I agreed. We partied up, queued up, and entered. We wound up doing all the Highmaul raids LFR-style.

To sum up: it was a ton of fun. I had a blast!

What made it great for me was the fights were simplified. I know the elite raiders look at LFR with disdain. Actually my friend must have been slumming since her character’s iLevel is maxed out from the normal Highmaul raid – LFR is easier than the stuff her guild clears. But for me, having never been in any of it with my own character, it was great. I could get familiar with some of the mechanics of the fights and see the content.

Brackenspore
Brackenspore

As a new healer (in WoW at least) it was much better than a 5-man because there were a few other healers. Thus, the healing “pressure” falls on more than one person, unlike a 5-man where if somebody dies the rest of the group automatically thinks the healer screwed up. So for somebody trying to get the hang of healing group encounters, LFR is fantastic in that regard as well.

Yet another reason LFR was so fun is that each boss fight was largely in an arena-style room: a big circular room with minimal line of sight issues. For one fight, I was able to run 360 degrees around the boss for better positioning. Maybe I could have done that in the other fights – I didn’t but I don’t remember any barriers – but unlike Grimrail Depot 😉 I could find good positioning where I was in range of the players I needed to heal (more or less; I just kept the tanks in range tried to place myself between them and the majority of the others; DPS that decided to pathologically wander far away can suffer the consequences of their decisions) and then just worry about healing players and the encounter mechanics.

I just used the default raid UI which was adequate, but I do plan to look into some addons like HealBot.

Default RAID UI
Default RAID UI

So the advantages of LFR are numerous (easier fight mechanics; multiple other healers; fights take place in large open rooms) and I’m going to go in whenever I can (basically when the raid lock resets).

Victory!
Victory!

Healing

As you can see in the screenshot, I ended up as 3rd healer. Basically DPS’s job is to… DPS and unleash damage into the enemies so the group wins.

Unlike how “important” DPS meters are for DPS classes, healing meters/stats have some other factors at play. While more healing is better, there is also wasted healing (overhealing), mana conservation and skill cooldowns to consider – saving up big heals or big protection skills to use on the tank or to react to some encounter mechanic is very important. Topping off a player’s health when they aren’t in immediate danger of death may result in problems later due to lack of mana or a crucial skill being on cooldown.

I’m not trying to claim I’m a better healer than the stats – the others had the same things to deal with – I’m just saying that topping the healing meter isn’t always the best thing for group success so maxing out healing metrics isn’t necessarily the goal.

On the other hand, I likely am just an average healer (the raid has 5 healer spots, so 3rd is median), so I will use this info to compare against myself and try to get better. I’ve got skills that I don’t use much – Uplift and Chi Wave. Both have situations where they are more effective so I can try to arrange for those situations in order to amplify the effect – more healing for the mana/chi, so to speak. I can check I’m not overhealing by too much. And so on.

Anyway, I’ve got room for improvement and I think having fun in LFR is about the speed I’m looking for. My other spec is Brewmaster (tank) so when I have a good grip on the LFR version of the fights maybe I’ll try them as a tank.

LFR is wonderful for players like me that want a place to practice a different spec that they don’t get to do while doing regular questing. Which brings up the next section.

LFR improvements?

Recently, Screaming Monkeys posted about changing things up to be less boring, making a blitz LFR. This almost certainly is written from the viewpoint of a DPS player, because I’m pretty sure healers and tanks aren’t bored even in LFR.

I can see why DPS is bored – that’s all they play. Solo, group, questing, instances – do the same thing, DPS. But that is not the play style of a healer or tank – you can’t heal a mob to death, and tanking while solo… you’ve got aggro no matter what.

For group content, healers and tanks fundamentally play different than they have to while leveling, due to the nature of the vast majority of MMO content, which is to become a mass murderer and kill everything to the horizon in every direction, every time you step out the safety of the local outpost. Even though it is possible to solo quest in a non-DPS spec (for me as a Monk, that is Brewmaster/tank or Mistweaver/healer in the Spirited Crane stance) you don’t really get to work on what is expected of you in group content, unless you are well, doing group content. And expecting healers and tanks to always have to group to quest and level is a non-starter. There is the Proving Grounds instance for practicing, but you can’t level there.

Now I can sympathize to a degree, but I think that tuning encounters so that DPS doesn’t get bored, possibly because that’s all they play in every facet of the game, would make things WAY too difficult for healers and tanks.

The post mentions “hoping your group is smart enough…”

That right there is the extra challenge even the “simplified” LFR battle brings to group healers – those other players that aren’t smart enough to target the adds are also the ones standing in the fire, standing too far away, and/or generally helping the encounter kill them as quickly as possible. And for the good of the group the healers need to keep them alive anyway, or try to.

Later: “as long as you have one or two decent healers and at least one good tank”.

One of two decent healers? One tank? Flex raids scale 10 to 25, and I’m not sure if LFR works the same, but it probably does. The raid above is 25 players: 2 tanks, 5 healers, 18 DPS, and you can count them for yourself in the screenshots. I am confident that 2 healers, no matter how awesome they are or how over geared they are, cannot handle healing 25 players at even leveled content. Skills don’t cool down twice as fast even if they have ninja reflexes. And their gear won’t scale up their mana and healing output 100% more.

The regular content allows for groups of 5: 1 tank, 1 healer, 3 DPS. So one or two healers at that same ratio means a group of 5 to 10 players, and for a full raid it works out to 5 healers. But not 5 tanks; I suppose one handles the big boss and the other rounds up adds as best as possible. 2 healers means the tanks get healed and DPS is mostly on their own.

Later: “make the fights go faster”.

That depends on how it is done. Less garbage – sure. Trim boss health – sure. Compressing time so adds show up and boss mechanics fire 3 times faster (i.e. boss does something every minute, adds show up every minute; re-tuned encounter now does whatever every 20 seconds so the encounter is “faster”). No. Make boss output the same damage in less time (i.e. boss does X damage a minute; re-tuned encounter boss does 3X in 20 seconds so it is “faster”) – no No NO HELL NO!!

I didn’t think my LFRs went on too long – we downed Brackenspore in under 7 mins (also visible in the screenshot courtesy of the DBM mod) which is about the goal mentioned of a 5 min boss fight. I don’t recall how long the other fights took because I was too busy keeping on top of healing to notice. I thought the 7 min Brackenspore fight was hectic – from my viewpoint any long fight becomes a balance between various cooldowns, mana conservation, and constant triage to keep the tanks at a healthy enough margin to avoid impending death so the healers can pay attention the rest of the group.

My suggestion is: if LFR is boring as DPS, try it as healer or tank. If LFR is boring as DPS, respec or play a class that is more flexible, or even better, do the regular raid. Do NOT make the LFR fight harder because DPS, as 1 of 18 or whatever, is bored. Do NOT tune the LFR fight so no DPS gets bored. Don’t screw the healers and tanks who can’t play their spec as much as DPS can.

WoW – Garrison Changes

I saved up enough gold and garrison resources to upgrade to a Level 3 Town Hall a few days ago. I built an Enchanter’s Study as my new small building, a Barn as my new medium building, and a Dwarven Bunker as my new Large building.

I also have an Alchemy Lab, Storehouse, Lunarfall Inn, and Barracks.

That was the original set of buildings… I’ve since gone back and changed a few things out.

The Barracks is useful since it lets me assign a follower as a bodyguard, which makes them appear in Draenor zones. Well, I’m not sure how useful that actually is – my reason for doing that would be to discourage PvP, but I’m not sure how effective a deterrent an NPC bodyguard in playable zones actually is. In any case, the Barracks eventually raises the follower limit to 25, and that is useful.

The Dwarven Bunker lets me create work orders that give a chance for follower items, and also increases the chances of getting missions that give follower items. I’ve been doing follower missions diligently; indeed they have been responsible for several recent equipment upgrades, so this building is also useful.

The Lunarfall Inn gives random dungeon quests, plus has an NPC that can recruit specific followers. That’s decent enough for now, but I’m probably under utilizing this building.

The Enchanter’s Study will let me disenchant items and create enchants, so that is useful as well. Otherwise it means relying on friends and/or what’s up for auction; having some avenue for independence is nice. Except, if I run the math, I might be better off just selling gear that I would disenchant, and buying off the auction hall.

The Barn… well let’s just say after a day or two, I decided to replace the Barn with a Lumber Mill. The barn lets me trap animals and get fur/hides from them, but the Lumber Mill lets me earn garrison resources faster. Which I can use to upgrade buildings, send followers out on missions, or queue work items at the Dwarven Bunker. So for me, that is much better since I expect to use my followers to grab better gear for themselves and for me too.

While I appreciate the convenience of my own Storehouse – it saves me a trip to Stormshield to use the bank – I decided to replace it with a Salvage Yard. That plus the Dwarven Bunker lets me equip my followers faster.

I was considering a Tannery, since it would be nice to craft my own armor. But I’d have to upgrade it to a level 3 Tannery to make any armor that is an improvement so ultimately I decided on the Salvage Yard. Plus, Suldrun doesn’t have skinning (as a profession) so that means I’d need a Barn.

It looks like there is a plot for a 4th small building in the garrison; perhaps this will become available in the future.

Healing

So I queued for a random dungeon as a healer, and wound up getting a group for Grimrail Depot.

It uh… didn’t go that smoothly. We wiped 2 or 3 times and I would put 50% of the group suckage on the healer. Oh wait, that was me. Ouch.

The problem I had was simple: line of sight. Grimrail Depot takes place on a runaway locomotive (more or less). In fact midway through, there is a cutscene where the group jumps down onto the train.

Much of the instance features a low ceiling, narrow hallways and ramps, lots of junk arranged as barriers, plus the usual crazy boss mechanics.

I had been there once or twice before as DPS and I didn’t like it (compared to other instances). As a healer it was tough to get good positioning so I could “see” around various obstacles and keep out of the fire, so to speak. Even in the earlier easier parts, a good camera angle was tough to find.

We did finish but it was ugly. I do want more practice as a healer, so I’ll queue for instances I’m more familiar with or LFR. For the others, maybe try them as DPS first. Or, just avoid Grimrail Depot. 😉

WS – Checking it Out

Wildstar was on sale over the holidays, and I couldn’t resist picking it up. I’ve been wanting to check it out since it released. I’ve also wanted to check out Elder Scrolls Online, which was also on sale, but the thing is I’ve had my fill (at least for a bit) of fantasy MMOs, so that tipped me over to trying out Wildstar.

I made a Dominion character, Aurora Tian the Mechari Medic (scientist path), and an Exile character, Autumn Tian the Granok Engineer (settler path).

I haven’t gotten very far, just through the intro on both characters, and so far I’m enjoying it. The graphics are sharp and futuristic looking.

Dominion Intro
Dominion Intro

After finishing up the tutorial and landing on the planet Nexus, I was greeted with a cool starter town with a gigantic satellite dish that looks awesome.

Dominion Start
Dominion Start

Over on the Exile side things look great too.

Exile Landing
Exile Landing

The game has a nice feature where if you click on the quest, it draws arrows which point straight at the objective… which might not be the way you have to travel to it (e.g. inside a building and you can’t walk through walls), but the mechanism is helpful. Especially since it gives the distance too.

Too Many Games

This marks a first for me – I have 3 subscription games going. EVE Online, World of Warcraft, and Wildstar. However, I don’t expect to keep that for very long. I plan to let my EVE sub lapse, because while the game is awesome, there is too much overhead to doing anything – time spent fitting ships, flying back and forth to buy modules, loading cargo and hauling to market, etc.

I can get something useful done in as little as 30 mins in WoW – taking care of garrison duties, such as harvesting from my mine or herb garden and then sending followers out. With more time, I can queue for an instance or run something with friends. 30 mins in EVE isn’t worth logging in, it takes that much time just to reset planetary interaction (which is a huge clickfest) since I have 6 planets each on 2 chars. I need more time to load up cargo, scan for the wormhole exit, travel to market and back, and lets just say that for me, travel and selling stuff isn’t fulfilling gameplay in and of itself. That’s what you do to make money to do something more fun.

If I had more time, I’d join a combat corporation like Red vs. Blue or Brave Newbies or something, to take part in fleet operations and shoot stuff. But that is an ISK drain plus it would be extra coordination to make scheduled events…

Anyway, I’m thinking of trying to juggle 4 games in 2015: WoW, LoTRO, TSW, Wildstar. I’ll see how that goes. 🙂