art-of-wushu

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  • The Art of Wushu: The limits of human reaction time

    by 
    Patrick Mackey
    Patrick Mackey
    09.11.2013

    We're finally back on track with the kung-fu lessons, and today we're going to talk about something very important: how being human limits what you can do in an Age of Wushu duel. Like a lot of skills relating to dueling and strategy, this is a fairly broad skill that can be applied to a lot of games. Reaction speed is one of the most difficult things to train in Age of Wushu, especially for old-timers like me. Reacting to things in a timely matter is a massive advantage; it lets you punish feints, interrupt sluggish normal attacks, and stun people out of dance-like moves. The trouble is, we're human, and humans are slow. This time, we're going to look at exactly what that means in hard technical terms.

  • The Art of Wushu: Talking Mount Hua with Age of Wushu's Peter Kang

    by 
    Patrick Mackey
    Patrick Mackey
    08.28.2013

    A day or two after writing about the Mount Hua expansion last time, I had the chance to sit down with community manager Peter Kang -- better known to the Age of Wushu playerbase as Earthquake -- and talk about the various changes in the expansion. We had a fairly long talk. Like true wuxia fanboys, we derailed quite a bit to talk about Legend of Condor Heroes, but we discussed where Wushu is, where Snail would like it to go, and the relationship between Snail USA and the dev team in China. It was pretty enlightening because he clearly plays the game and is acutely aware of the impact the company's decisions has on players.

  • The Art of Wushu: Climbing the Mount Hua expansion

    by 
    Patrick Mackey
    Patrick Mackey
    08.14.2013

    I always have misgivings when I'm covering an expansion early. I rarely have enough time to really delve into the various features. You guys should know by now that I really like writing in-depth stuff, and since Age of Wushu's first expansion has been out for only a few days, I really haven't had enough time to make a solid opinion on it. But either way, the expansion is out and I have to talk about it. It includes a new, cool PvP battleground, some new features I'm not really fond of, and some other features I really like. It also had quite a bit of controversy at launch, and the player response was... interesting, at least.

  • The Art of Wushu: Being a master or an apprentice

    by 
    Patrick Mackey
    Patrick Mackey
    07.31.2013

    Fun facts for fans of the Art of Wushu: I wrote three articles about Age of Wushu for this week. I started off writing something lame, but I scrapped it because I didn't like the topic. The second is one about reaction times, perception, and brain chemistry. However, I realized somewhere in the middle of writing it that I used terms about "skill levels" that I have never really defined, and I figured it would be a good thing to do that before I went any further. So this time, we're going to talk about skill levels and what they mean. All of them are fairly discrete, and they are pretty universal, whether you practice swordsmanship or carpentry (or do either in a video game). I have probably used the term "expert player" over 9000 times while writing for Massively, and I've held an opinion on what an intermediate player is since long before I was blogging. This is a good way to identify where you and others stand, which is how you'll know what kind of advice you need to get to the next level.

  • More details and video emerge for Age of Wushu's Legends of Mount Hua

    by 
    MJ Guthrie
    MJ Guthrie
    07.17.2013

    What to do while waiting for an expansion? Learn as much as you can about it, of course! And thanks to the latest info from Snail Games, players anticipating Age of Wushu's first expansion can delve even deeper into the inner workings of the new systems coming in Legends of Mount Hua. In the Jianghu Gratitude and Revenge System, players have the opportunity to gain enough reputation with an NPC to convince him or her to fight alongside their character. On a darker note, players can also use that reputation (and a little gold) to hire an NPC to exact revenge upon another player. How far will the punishment go? That all depends on how much the player is willing to pay. The Jianghu Hero and Treasure System, on the other hand, focuses on rewarding players for defeating Jianghu martial arts experts in duels to the death. These earned treasures are a new type of equipment with powerful stat bonuses, varying in power ranks and benefits. How does one come into one of these duels? By catching the eye of the experts by defeating certain enemies. Players can also get a glimpse of the conflict that awaits them in Yanmen Pass, a new instance where players will choose which story to complete, in the trailer after the break. [Source: Snail Games press release]

  • The Art of Wushu: Preparing for group PvE

    by 
    Patrick Mackey
    Patrick Mackey
    07.17.2013

    I will be perfectly frank when I say that I tremendously dislike PvE in Age of Wushu. It's not that the PvE is bad compared to other games; it's that I feel that the point of the game is ultimately PvP, whether that comes in the form of economics or direct combat. I play Age of Wushu because I like the PvP, and I don't see the point in spending hours in co-op dungeons to get rewards that I could just buy on the market. However, the playerbase pretty much disagrees with me. Most high-level guilds focus heavily on PvE. There seems to be a very fixed mindset in place with MMO players that encourages them to go for "endgame" PvE content, even though it is really just one path of many in Age of Wushu. Therefore, I feel obligated to cover it. If you are interested in learning more about forbidden instances, I advise you to get into a high-end guild and ask questions. I can give you the basics of what to expect and how to prepare, but there are a lot of specifics and everyone does things a little bit differently.

  • The Art of Wushu: Exploring China with true parkour

    by 
    Patrick Mackey
    Patrick Mackey
    07.03.2013

    I'm a bit spoiled by Age of Wushu's flying skills. Parkour in Wushu is one of the most satisfying things in any game, as heroes can truly go anywhere and do anything. When I was first playing the game in beta and was unsure about everything else, I said with certainty, "Any game with airdashes can't be bad." As it turns out, the parkour in Age of Wushu stands head and shoulders above the travel in any other game. Other games have jumping puzzles that are awkward, and some games have flight or other Z-axis travel that allows players to freely go wherever they like. In Wushu, it takes effort to get to hard-to-reach places, but the feeling you get when you climb the highest heights and explore places no one else might ever see is truly satisfying.

  • The Art of Wushu: The truth about mind games and timing

    by 
    Patrick Mackey
    Patrick Mackey
    06.19.2013

    Once upon a time, I was teaching a friend how to duel in Age of Wushu. She was easily frustrated by things, and she expressed to me that she felt as if everyone had superhuman reflexes compared to her. Because she was a beginner, I couldn't just convey all the complexity of mind games to her. Explaining all the different options (beyond the basics), weighting them, and explaining the opportunity costs of each was not really an option. She was having trouble even with slightly advanced stuff (which is totally normal), but she also lacked some of the natural "killer instinct" that allows some of my other friends to duel. At the same time, I had been fighting Zyden, one of the most skilled duelists in English-speaking Age of Wushu. He actually does have near-superhuman reflexes. Earlier that day, though, I had hit him with a very slow-animating feint that he normally interrupts with a stun. Normally, his reactions are superhuman, but there are some times when they aren't. It's not a matter of "off day," either. He just wasn't prepared for me to do what I did right at that moment. I told my friend, "Outside of a moment, you can only react." Immediately afterwards, I realized just how important those words were.

  • The Art of Wushu: Offense is the best defense

    by 
    Patrick Mackey
    Patrick Mackey
    06.05.2013

    Previously in The Art of Wushu, we discussed the basic combat mechanics in Age of Wushu. If you have played the game for more than a week or so, you are likely familiar with most of it. A basic RPS mechanic is the simplest type of combat design, and many other games, especially those with "robust" melee combat, tend to have some RPS as the basis of its complexity. However, Age of Wushu focuses a lot on uneven risk and reward. It is not enough to simply have RPS elements. A combat design built around mixups should also have many different options between these mixups that create an inter-RPS. Let me explain broadly: Some rocks beat other rocks, but the other rocks provide better rewards when used against scissors. Some rocks might even provide benefits when used against paper! The series of mindgames interwoven into your attack choice are the focus for this week.

  • The Art of Wushu: Learning the basics of combat

    by 
    Patrick Mackey
    Patrick Mackey
    05.22.2013

    Many readers balked when I said Age of Wushu had the best combat in an MMO ever back when I did my first impressions piece. I admit, it was a bold claim. However, even after playing Guild Wars 2, TERA, and numerous other games with "deep MMO combat," I stand by what I said back then. Age of Wushu's PvP combat is the best in any MMO. If you're coming from a mostly MMO background, combat in Age of Wushu is a bit daunting at first. It's really nothing like combat in any other MMO. It has a bit slower pace than a typical action-MMO, but it is the first to really employ tempo control. Attacking recklessly is a patch to a quick defeat, forcing players to make tough tactical decisions. If you're like me and came to MMOs from a fighting game background, things readily click into place. Baiting common reactions and punishing them, punishing actions on reaction, and getting in the head of your opponent is better-rewarded than in any other MMO combat system. I don't want to badmouth games like GW2 that have great combat, so don't get me wrong; many other games have excellent combat. Age of Wushu's battle system is just even more fantastic. When I win a fight against an even-leveled opponent (or higher level, though that's rare) without taking an unblocked hit, I feel like a total beast.

  • The Art of Wushu: Understanding the Meridian System

    by 
    Patrick Mackey
    Patrick Mackey
    05.08.2013

    Age of Wushu is not the most accessible game. It is full of confusing systems that are hard to decipher, and a large part of the "skill" in the game is being able to wade through the mess of gameplay elements and produce an optimized character. Meridians are one more extremely confusing system to handle. There are nine meridian lines, advanced characters can activate four of them, and even training them at all is pretty confusing. Training the correct ones adds another layer of complexity to an already confusing game. I'm not a huge fan of the system -- it causes a number of metagame problems, particularly due to the increased HP inherent to everyone who trains a meridian line. However, it's there and we have to make the best use of it. How do we do that? Read on!

  • The Art of Wushu: The war for server time [Updated]

    by 
    Patrick Mackey
    Patrick Mackey
    04.24.2013

    Scheduled events are a huge part of Age of Wushu. While each player has the option of enjoying the game at his own pace, scheduled events mark the major ways people can have an impact on the world at large. Because these events have to occur at a specific time, their placement will always be convenient for some and inconvenient for others. Recently -- and without warning -- Snail changed the server time in response to complaints about various events being inconvenient. This time change was influenced by a vote thread on the official forums, but was otherwise invisible; there were no warnings in the game's launcher or via in-game announcements until days afterward. The lack of communication about the time change was bad enough, but unfortunately, listening to the vocal minority had much larger, far-reaching problems for players. [Please see the end of this article for Snail's appended response to these arguments.] I was going to talk about meridians this time, but addressing this topic was something you requested. You came to the Massively tip jar. You emailed me directly. You messaged me in game. You even came to my house and said, "Hey man, you should write about how messed up the time change is." You asked, and this is my reply.

  • The Art of Wushu: Launching into Age of Wushu

    by 
    Patrick Mackey
    Patrick Mackey
    04.10.2013

    Age of Wushu just launched publicly today, and as you read this, thousands of players are getting into the game for the very first time. For a lot of you first-time readers, you might be wondering what the heck is this game, why should you play it, and what are some of the community resources for the game? Age of Wushu is an open-world PvP sandbox set in a fictional Ming Dynasty China where traditional MMO elements like sorcery and character levels are eschewed for martial arts and proficiency in a wide variety of different skills. I'm fond of saying that Wushu is "like EVE in China." Many of AoW's features are similar to EVE's systems, including an emphasis on leveling breadth versus depth, a true player economy, and social maneuvering and backstabbing. At the same time, Wushu is a fundamentally different creature, with skill-based gameplay and a much clunkier interface. It's also a bit simpler than EVE, but the barrier of entry is still pretty high. The Art of Wushu column is about lowering that bar a bit, and I'm simultaneously proud and sad to say that the English fan-made wiki still currently provides much less in-depth information than this column does. If you're already playing the game, check out some of the previous articles as they are pretty useful things that I link people to regularly. If you're not a new player yet, well... this one's for you.

  • GDC 2013: Age of Wushu's world is your playground

    by 
    Justin Olivetti
    Justin Olivetti
    03.28.2013

    As Age of Wushu is just a couple of weeks away from launch at this point, catching up with Snail Games at GDC this year was one of our highest priorities. We tagged and bagged Associate Producer Colin Miller for a brief interview about the latest pre-launch decisions and preparations that the team is making. Miller had a lot to say about the tweaks and improvements that have been done to this martial arts sandbox. A huge amount of work has been poured into cleaning up the localization over the beta period, not to mention the interface. "Most of our feedback was pretty negative on the UI that we had in place, so we've been trying to rework that a bit," he said. "Hopefully there's going to be some improvements there." All systems are go for an April 10th launch, Miller assured us. Keep reading after the break for more on what Snail Games plans for Age of Wushu after it goes live.

  • The Art of Wushu: The right stats for each style

    by 
    Patrick Mackey
    Patrick Mackey
    03.27.2013

    There are a few questions I answer on a very regular basis in Age of Wushu. "How do you make money?" is a pretty common question, but I think we've answered that. "Can you annotate my book?" happens rather frequently, too. However, the most common question I answer is "what stats should I get?" The answer for this question is anything but simple, and I end up spending hours explaining it to individuals. If I went back through my chat logs, I could probably fill this entire column just by copy-pasting because I've answered this question so many times. For the first time, this information will be available as a public resource. Instead of spending hours of my time explaining it to people, I can just link it! Even if you think you know what you're doing with your stats, this is a must-read.

  • The Art of Wushu: Winning in market PvP

    by 
    Patrick Mackey
    Patrick Mackey
    03.13.2013

    Last time on the Art of Wushu, I promised I would write on how to sell production crafts. Crafting is a big deal in Age of Wushu, so it seemed like a reasonable topic to cover. However, I realized doing so would probably be a mistake. Why? If you followed my advice from two weeks ago, congratulations. You probably noticed a huge nosedive in a few markets: hemp, ramie, iron, and mint all took a huge hit. It's a bit flattering to see how I can write a post on what to sell and readers like you guys take it to heart, flooding the market with supply and crashing the value of these commodities. If I gave advice on production crafting, the same thing would happen. Instead, this week I'm going to talk about real market strategy. Pointing out things that sell doesn't help you if the market takes a nose-dive. Understanding supply and demand curves, market equilibrium, and the importance of market diversity are all long-term tools that will help you regardless of what you're selling.

  • The Art of Wushu: Making silver through harvesting

    by 
    Patrick Mackey
    Patrick Mackey
    02.27.2013

    I got a lot of backlash over the last installment of The Art of Wushu. While the issues over pay-to-win are understandable, an overwhelming number of you seemed to disbelieve the amount of silver I was able to produce daily. Some of you protested my 1D/daily figure (which is on the high side), while others questioned whether I could make even 500L per day. My email was flooded with people asking me to share some of my secrets. I was going to talk about movement and parkour this time, but because you guys asked, you'll get an answer. "How do I make money in Age of Wushu," you ask? Let's cover the easy ways to make money. These are methods that literally any player, regardless of subscription status or level, can take advantage of. This time we're going to cover harvesting -- what sells and what doesn't. Let's get started.

  • The Art of Wushu: Paying doesn't mean winning

    by 
    Patrick Mackey
    Patrick Mackey
    02.13.2013

    Age of Wushu has come under a lot of fire as a pay-to-win game. There are ways to get in-game power for out-of-game money, so there are a lot of reasons to assume that real cash can turn you into one of the top fighters in Jianghu. Fortunately for the dedicated players (and to the chagrin of cash shop whales), the truth is a bit more skewed. There are varying degrees of pay-to-win cash shops, but Age of Wushu's cash shop provides very few outlets to directly buy power. The main culprit is the simple fact that spending real money can give a player silver to spend on anything he or she wants. Silver is king in Age of Wushu. The entire player market revolves around silver, and the largest source of it comes from the cash shop. Does this mean you need to pay to have a chance?

  • The Art of Wushu: The right martial arts school for you

    by 
    Patrick Mackey
    Patrick Mackey
    01.16.2013

    Normally at Massively, we start off a column by linking to relevant community sites and information resources for a game. Things are a bit different with Age of Wushu, however. Aside from the main community site and the wiki currently under construction, there isn't much information about the game available in English. Running biweekly, The Art of Wushu will help you navigate the sprawling Wushu sandbox. This week, we'll be looking at the various martial arts schools in the game and which schools to select in order to fit your preferred playstyle. While we can't go over each school's intricacies in depth, we'll do our best to give you a brief primer on what you can expect as a member of a particular school.