Category Archives: Quirky Mysteries of the Spiral
One of the things I most dislike about reinstalling the game is the kerfuffle that happens with tutorials. With every one of my wizards the game acts as if I’ve started a new wizard and starts popping out tips and the quests that just pop up from a professor or character in a bubble on the right. To some extent all my wizards have issues with repeated tutorials and summons to quests (I think my level 92’s have been told they have text chat and what a treasure card is a few dozen times), but it’s especially bad when you start over.
Now to add to the madness, KI has added a page in the spell book that keeps a list of these. You open to the quest pages and in the upper left hand corner you can click for a list of these tips. The problem is there doesn’t appear to be any way to delete any of them. The few times I’ve done one of the quests and gone back to look, the call to the quest has still been there. Same for tips I’ve looked at. At the beginning it also kept the repeats, so the “this is a treasure card” tip could be in there more than once.
It seems like something has been activated that keeps out the duplicates and sometimes takes a completed quest out automatically but otherwise they seem to stack up and I can’t find a way to get rid of the ones I don’t need. It means the log doesn’t help me much because I can’t tell whether the call to Ambrose, say, is a new one or one of the ones that’s popped up half a dozen times since I completed the quest. I can’t tell you how many times I’ve popped in to Ambrose’s office after one of these “calls” only to see a grayed-out punctuation mark over his head and no new quest on offer.
I used to wish that the quests that showed up over there would get put in the quest book as I sometimes forgot I was supposed to go see Moolinda Wu or whoever. But this doesn’t help any more than seeing the tip and having it disappear because the list seems to take on the weirdly-recurring tips, as well as the new ones.
I think the new list is a great idea but the whole tutorial/professor quests thing needs some tweaking so you don’t keep getting the same tips and quests over and over. Even more the new list needs to be tweaked so it doesn’t accept the same quest again once it’s been in there and so they either get automatically erased when you’ve read the tip or done the quest or you can delete each one after you’ve read it or done it. Then it will be a great addition.
Three something in the morning, I’m up because my muscles are causing trouble, and taking advantage of the birthday celebration by training a pet. Grumpy Gobblers is the game in which I can collect all four (in this case eight) points pretty much every time so I’m lobbing my pet at the lego-like structures. Suddenly the game freezes and I can’t get anything to go again. I wind up using control-alt-delete to close the program, get on again and same thing happens.
I’d used the free elixir and wound up wasting at least half, first spending 10 points a round on nothing– game didn’t finish and couldn’t feed pet so zero points–and then by having to quit before I’d used it all. I logged off and tried to get back on the game. No dice. Tried a couple of times and finally gave up.
Early the next afternoon I tried to get on again and couldn’t do it. Waited a while and couldn’t get on again. I kept getting an error message I’d had before and started running all kinds of fixes as well as the usual, restart computer, turn off/turn on router, try a second computer, change firewall settings, etc. Finally it occurred to me I should check the Wizard101 Non PvP Facebook group to which I belong and there discovered the game was down for everybody.
I couldn’t get back on till after midnight and then I ran into glitches so often everything took ages. Every wizard with a garden froze upon casting the first spell. When it started up again it would close the gardening menu, take the wizard off her mount (literally no longer equipped) and prevent casting any further gardening spells. Each time I had to “quit” and re-enter. When I tried to plant gardens, it would disconnect from the server every 5 or 6 seeds and then I couldn’t select a seed or do anything else until I quit and came back in again.
Also tried to do some pet training. It kept freezing, either during the game or when I tried to feed my pet. Eventually a “Connection Lost” message would pop up, I’d quit and then come back in. This time the xp would have registered when I came back in, but still, a tiresome way to play.
There was much speculation today as to what caused the game to go down. I’m not going to engage. KI will probably make a statement about what happened. And clearly, whatever went wrong, there are still glitches because of it. Hopefully all will be worked out soon. I’m hoping the birthday celebration will extend through Wednesday since we all basically missed a day.
July 30, 2017
I’m very behind on posting so I’m just in time for the last day of Double Pet Rewards. You have till something like 8 a.m. EST Monday morning to get double XP on pet games and snacks if you’re a member.
It’s been a little odd this time. I’ve had several wizards who either couldn’t get into the Pet Pavilion without closing out and starting again or took several tries. And the Gobbler game froze midstream and I had to close the game and log in again — of course lost the energy points anyway…
I have managed to finish training some decent pets:
I’ve also tried to find hatches for my Storm and Fire girls, who’ve never managed to have very good pets, but no dice this time…
With my level 92 Death and Life wizards stalled in Azteca as I drag my feet about preparing for the tricky final dungeon (have I mentioned how tired I am of tricky dungeons 🙂 ?), while longing for more wizards with Plant All, I decided to finally spend some time on my then-level 56 Storm (Destiny S.) and Fire (Tatiana F.) wizards; at least to get them to the point in Avalon where the gardening spells become available.
I’ve quested them through Celestia and Zafaria and have made it to the Wild in Avalon in the last month or so. I still really love my Death and Life girls but I have to say it’s startling to me how much faster I’m moving through these places with my Storm and Fire wizzes. And I’m feeling like the game has been weighted a bit in favor of these two schools (at least compared to Death and Life; don’t play the other schools much). Not only are their spells much more powerful — most of the time I’m overkilling without even trying to– but they get enough pips so much faster. In fact I’d worried a bit about this stage and the lower health after having my Life and Death girls hit for round after round while waiting for pips but they’re able to make the kill shot so much faster it hasn’t been a problem. At this stage I’m using 7-9 pip spells for all of them most of the time so it isn’t that their spells use less pips.
With my Death and Life wizards I always make sure some of their gear includes pip enhancements because it takes so freaking long to get enough pips to cast one of their not-as-powerful spells. With Storm and Fire I haven’t purposely done anything to enhance pips (i.e. I may have equipped something with a pip boost without aiming for it or noting it but I know they don’t have as much pip boost in their gear sets as the other two) I’m puzzled as to why KI felt the need to give Storm and Fire not only the big spells advantage but to seemingly give them a better rating for pips.
I’ve also teamed Life wizards on two accounts who’ve made it to Avalon, so I know Destiny and Tatiana are benefiting from the knowledge I’ve gained in getting four other wizards to levels 92 and 72. But the speed with which they’re mowing down the bad guys is just too far beyond what I’ve been able to do with my Life and Death characters for me to think has much to do with my greater expertise.
I know KI is trying to balance the talents and skills of the different schools so the great power of Storm, for instance, counterbalances Death’s steal health spells–which are lower power but give all that health back — and the hefty over time spells of Fire balance against, say, Life’s many heals. I kind of get Death having smaller damage in exchange for the health return but I don’t get why Death also has to be handicapped with being challenged as to pips.
The deficits for Life particularly puzzle me. Life’s spells are less powerful and Life doesn’t get as many damage spells because they get all these heals and the heals theoretically give them an advantage. The thing is, in my experience, since Life is the only one who can cast all heals on anybody, everyone expects Life to cast heal spells to help them. So Life’s heals don’t just help Life — in fact I’ve had my Life girl in battles with others many times when she’s not only healed everybody else but then wound up defeating all or most of the enemies–but everyone benefits. I think Life should get bigger damage and a better pip rating to get a little more power in exchange for being really the only school that’s routinely expected to help everybody else.
Besides puzzling over these mysteries,, I’m also trying to decide, as I race Destiny and Tatiana toward Morgan and Rylee, whether there would be a benefit to switching how I have them teamed once they’re all at the same place in Azteca. I kind of like pairing Spirit and/or Elemental wizards because of being able to assist one another with the Spirit/Elemental blades and traps. But I can see that adding Destiny’s Storm power to Rylee’s Life talents and/or Tatiana’s Fire to Morgan’s Death abilities or vice versa might work better.
I’ve paired Tatiana quite a bit with lower level Death and Life wizards on a couple of accounts when they’re facing major dungeons and I want to speed it up and that, of course, works great. But I’ve not paired same level Fire and Life or Storm and Death, etc. If anyone else plays two accounts and has experience, I’d be interested to hear.
I finally decided to try again at pets during this last weekend’s Double Pet Rewards event. I’d unsuccessfully tried to get a hatch through the wizard central site so my hatching till now has been totally between my accounts and between pets on each account. But I joined the adult non-pvp players Facebook group a while back and noticed there are lots of folks who help out with hatches, so I gave it a try.
One of the folks with a great pet for every conceivable desire in a pet hatched a Death damage pet with me and for the first time ever I got what I wanted on the first attempt at training. I wouldn’t have minded having another critical or damage talent as the fifth, but I also don’t mind having energizing battery in there. I now plan to periodically ask for help with developing a roster of pets for different purposes. Of course since I still can’t stand much pet training, I will be training them only during Double Pet Reward days 🙂
Since I was on a roll I decided to train Prince Peanut on up to Ultra as I’d become hazy about why I swore off bothering with the final stage of training (you know, besides the I hate it thing 🙂 ). Now I’m puzzling over KI’s thinking. The Ultra bit with its jewel socket would make some kind of sense if you only got a socket at that stage (or a second one), but most of my pets have gotten a socket by ancient and I’ve been able to put any eligible level of jewel (i.e. eligible to the level of the wizard) in the socket. When I got to Ultra this time, I’d already put a fairly high-level damage jewel I quite liked in there and the jewel given for achieving Ultra didn’t inspire a desire to shatter the one I’d already placed.
If KI wants the Ultra to mean something, they should either (1) make the jewel socket available only when you get to that level, or (2) give you a second socket for Ultra, or (3) make the reward for achieving Ultra something else–leaving one jewel socket to arrive at earlier stages of training, as they have been.
My personal favorite idea would be to let you choose, upon achieving Ultra, which of the remaining potential talents for your pet it will get. That for me would make it absolutely worth training every pet to Ultra–or at least every pet with an unrealized potential talent I’d like to add. To get a random jewel for a slot I’ve already filled? not much of an incentive for me… So I’m back to eschewing any further training after Mega.
March 13, 2017
I’ve seen signs during the last several Double Garden Reward events that KI is slowing down the timers and this time feels more like it than ever.
I planted Couch Potatoes and Evil Magma Peas on Wednesday, early in the evening. Normally both of those — with all likes — would have been at elder harvest Saturday. Not only did they not make it but for most of them the progress bar didn’t move from Saturday afternoon to Sunday afternoon. I even made time to check in this morning before the event got taken down and none of the Couch Potatoes made it to elder harvest.
A bunch of the CPs are close but didn’t make it and another batch is only about 3/4 complete. Some of the EMPs finally made it by late Sunday night and the rest by this morning but that’s 1 to 1-1/2 days longer than usual. And the CPs are at 2 days longer than usual and counting.
I’ve seen some comments on a Facebook group I’m in about the timers seeming to have slowed down at the last event and have run into people in the game who seem to be experiencing this slow-down too. What’s your experience? Do you think KI is slowing down the growth of plants during these events?
I’m finding the safest way to be assured of double elder harvests on crops you want is to get them there when there’s not a double rewards event happening and just leave them sitting at elder until one starts. That way you’re assured of one double elder harvest. After that it’s getting to be a crap shoot whether you can get any sort of plant–no matter how short the growing cycle–from seed to elder harvest while one of these events is happening.
I decided to splurge and get some Terror’s Hoard packs while they’re on sale. I was thrilled to get a Brainy Assistant pet in my second pack. Excited enough to go ahead and do some pet training even though it’s not a double rewards moment.
Then, as usual, disappointment. So far the pet has some added healing and I’ve got a “Monstrous” card. Bleh.
In the odd things that happen on my accounts saga, I have fabulous luck with getting healing-related talents on my pets… whether I want them or not. I have lots of pets on all accounts who have Unicorn, Spritely and Energizing Battery plus many have some added healing points or add a boost to heals.
I really wanted to get some damage talents for a change — apparently my accounts have some kind of whammy on them that prevents damage talents from showing up more than occasionally. I do have a few with all those heal casts plus a boost to Death or Life or… damage. But however many critical boosts and damage boosts may be possible, if there’s also something to do with healing possible, that’s what they get. On all three accounts….
So my general (and often expressed) feeling that pet training just isn’t worth the bother for me is borne out yet again…
When I gave up on Halloween at the end of last week I went back to questing in Azteca with Morgan (level 90, but not for long) and Rylee (just made level 90)… which seems endless. I wrote a post a while back on how endless Zafaria seemed.
This time I thought about the worlds I’ve done so far and realized there’s a distinct break after Dragonspyre. I gather at one time Dragonspyre was as far as the game went and it may originally have been planned to be the final world.
Every world through that point has three basic areas and each of those is divided into about three areas (I’m thinking of Unicorn Way as kind of an intro and Colossus as a side deal; sometimes there’s an extra dungeon or side area or two, but the basic organization seemed to be three with three). Nice and neat, nine areas, a final dungeon and on to the next world. Starting in Celestia, though, the worlds are LOONNGG! I’m assuming the ones I haven’t yet reached are also long slogs…
I kind of get why KI wants to extend everyone’s experience — to keep people engaged in playing the game longer. But from the perspective of making it fun, for me it goes in the other direction. Especially because there was such a rhythm to moving through the first five major worlds, I kind of expect that rhythm.
In each of these worlds I keep hitting a point where I figure I must be nearly done (generally at the end of the third major area 🙂 ) and I’m expecting to get a final dungeon quest but instead there’s another whole area, and then another, and then another… It just feels endless and leaves me with a sense I’m working and working and not really getting anywhere.
I get why the health of the minions and bosses goes up. I kind of get why there are more bosses with tricks — personally I don’t find that so much fun. Things get harder as you go up. And, I’ve said before, I also see it’s a bit of a problem to be a game for all ages, trying to satisfy the needs of small children who need an easier game and older serious gamers who bitch about it not being tough enough. My personal feeling is there are plenty of tougher games out there— got play one of those.
I’m an adult player and I came to this game because I was looking for something reasonably easy that would just be fun. I’ve really enjoyed the game and I particularly like the worlds through Dragonspyre, where getting through is relatively painless and reasonably fast.
The farther I go the more it seems more like work than fun. Not to mention the constantly shifting end goal. I finally got within 20 levels of the top–again– and I hear there’s about to be a new world and another 10 levels… It’s happened several times that I’ve gotten close enough to feel I was getting there and suddenly I’m 30 levels away again.
Other than the obvious monetary benefit KI gets from making everything take longer, I don’t see why the players need to be dragged through worlds that seem never to end…
Since wizards theoretically aren’t granted the ability to “go critical” (have the damage from your hit or the amount of a heal double) until level 50*, this post is a little outside the stuff about which I usually post. But since most people know about critical ahead of time and there’s a lot of interest, I thought I’d share my experience.
I team up with people a fair amount so I’m very aware there are wizards for whom critical works very well and they go critical frequently. Level 100 and above seem to go critical something like 95-99% of the time and a gander at level 100 gear tells me it isn’t just the gear but I’m hazy about what happens at that point that causes them to “critical” so often. [I AM guessing many have a pet with both critical chance and one of the so-called “useless talents” that enhances the chance] But my experience of critical for the six wizards I have who are level 50 and up (highest at the moment are 89 and 90) has not been good.
From the beginning of getting it, neither Morgan nor Rylee had critical hits very much. Somewhere in the level 50’s I got them gear with critical chance built into pretty much everything they equipped and kept that up for a while. I’d say the gear took them from going critical maybe once in 50 casts to once in 45. And when they did go critical it was more likely to be on a wand spell or Sprite than anything big enough to matter.
Somewhere along the way I realized: (1) critical isn’t really needed against street mobs and minions and (2) the only time it matters is against Bosses and they all have such massive critical block you just about can’t ever get the doubled damage on them. So I can’t really see much point to it…
Basically, having been seduced into thinking critical really matters, I sacrificed defenses like resistance and critical block in favor of gear aimed toward increasing critical chance and pretty much got nothing for it. Somewhere along the way I switched to using gear mainly for resistance with some pieces including boosted school damage and/or pip chance. I rely on blades, traps and feints to enhance damage.
One thing to understand about the gear with critical is most of it isn’t adding a percentage. If there’s a number with no percent sign after it, I’ve realized it means the chance it’s adding is minuscule. You can see if you scroll over your critical damage stats in the spell book, five pieces of gear that each add a chance for critical might increase your total chance by 13% — in other words negligible.
In the picture, it’s four equipped items adding 12%; you can see just the robe adds “70” so that is clearly not 70% if the total added percentage is only 12 (I have NOT gotten a clue to what the math is for this):
And here’s another mystery. You can see in the above picture, Morgan’s level 90 gear added up to a 155 Death crticial rating which gives her 12% critical. In this picture, you can see Destiny (level 53) is in gear that adds 65 to her Storm critical rating, which winds up with 13 % critical. HUH???
This month, instead of questing, I’ve had Morgan and Rylee farming for Halloween drops at Mordecai’s Tower and, occasionally, the Stormdrain. For fun I’ve put them in gear with more damage and critical chance and pretty much no resistance (mostly stuff from bundles that I don’t ever use except for moments like this). The lack of resistance doesn’t really matter against these opponents. But they don’t go critical any more in this gear than they normally do in the gear without critical chance.
Then I put together my best “go critical” gear. Even trolled through the Bazaar to see if I could pick up anything better than I had. Took it in for the first time that there’s just about nothing in level 90 gear and — in the 80’s anyway — athames, boots and rings pretty much don’t have critical boost… Anyway this photo shows her critical chance with the better gear (33%):
And still she doesn’t go critical… [I don’t have a critical pet for Morgan; at some point I’ll try Rylee with her best critical gear and equip the pet who has a critical boost]
I’ve mentioned before that I find various aspects of the game seem to work differently for different wizards. I’ve even found it to be true among the various wizards on my three accounts. One Death girl fizzles a lot, another rarely fizzles. One gets a Pink Dandelion drop in every other battle in Krokotopia, another finishes the world with maybe one… A Life wizard friend uses her level 18 minion a lot and it is never defeated. I quit casting it too often for my Life wizards because theirs are routinely wiped out, often so fast it wasn’t worth wasting four pips to cast…
I’m a little surprised, though, that for me lack of critical so far affects every wizard on every account who’s reached that level. Really, two of them about level 54, one level 60, two in the low seventies and the 89 and 90 ones… none of them go critical often enough to ever count on it and that’s regardless of whether they’re equipped for critical or not.
In my next post I’m going to discuss some possible strategies for playing nicely with lower level wizards in Wizard City dungeons and this odd experience with critical affects some of my advice…
*Some pets and gear (mostly from packs) with critical chance can be equipped by low level wizards, who will then go critical occasionally — I’ve had it happen for wizards below level 10 just from a pet with a little critical boost.