Wednesday, May 11, 2011

Building a Better Community, Part II

I forgot one other strategy for building a better community when I was writing the last post.


D. Reduce Anonymity

According to John Gabriel's Greater Internet F****** Theory, the combination of anonymity and an audience causes normal people to feel free to act badly. So maybe reducing anonymity is a valid strategy to build a better community.

6. Tie all characters to a single id

Remove the idea of anonymous alts. All alts can be identified as belonging to the same player/account.

7. Tie all accounts to real word name or identity

This takes the previous idea a step further. Your online identity is linked to your real name.

In addition to reducing the anonymity of the would-be bad actor, this also might have the additional effect of "humanizing" the other players. Sometimes when you're playing with a bunch of avatars, it's easy to dehumanize them and treat them as effective NPCs. Perhaps using real names will remind people that they are playing with real people.


I also want to respond to a couple of specific comments made.

Community Based Policing

SaiyanMan states:
Isn't the central problem: "The Internet is a horrible place to have a community"? The only working solution on a fairly large scale tends to be a strong, user community based policing.

I am not as sure of this as you are. Community based policing enforces the current norms of the community. So if the community is bad, the norms it enforces will be bad as well.

For example, if you picked 5 random WoW players and presented them with one player, Sue, who used the word "gay" as a pejorative, and other player, Jane, who does 2K dps in heroics, who do you think the community is more likely to censure?

(If you say Sue, I have a bridge in Brooklyn that you might be interested in.)

In my experience, community based policing only really works when the power is not given to the community at large, but to a subset of users who have a vision of what the community should be. Often older or original members of the community.

As well, community based policing is vulnerable to hijack by organized "mafias". A small group working together can often intentionally push the community moderation in an unintended direction. Just imagine if Goonswarm gets to be the police in your MMO community.

Moderated Servers and the Best Guilds

Winterpine suggests:
Create specific servers where there is little to no moderation or banning and see where people choose to roll their mains. Five bucks says that many who try out the "freedom of speech" servers will realize society without laws isn't as peachy as they thought, and that a little (self) moderation goes a long way in improving play experience. I wouldn't be surprised at all to see the best guilds thrive on the moderated servers.

This might or might not be a good idea. But personally, I would be shocked if the best guilds were on moderated servers.

The best players tend to come from the young, male, hyper-competitive gaming culture.1 Killer-Achievers, basically. They are not particularly attracted to moderated servers. The culture is often crass, and contains a lot of bravado. They're not bad, per se. If the lines are laid down, they will stay more or less within them, pushing the edges where they can.

But that culture would see it as a point of pride to be top dogs on the non-moderated servers. A sort of "if you can't stand the heat, get out of the kitchen" attitude.

1. I'm not saying that they're all male, or all young, but the core of most high end guilds tend to be males in their 20s.

Tuesday, May 10, 2011

Building a Better Community

Tongue firmly in cheek, Tobold asks what game companies could do to build a better community.

I'll take the question seriously and give several possibilities. But I'd also like to take a step back, and consider the greater strategy behind each idea. As well, remember that all things have a price, but some prices are worth paying.


A. Improve the environment

The idea behind the Broken Windows Theory is that "humans constantly monitor other people and their environment in order to determine what the correct norms for the given situation are." An environment in disrepair encourages people to be more anti-social, while a maintained environment prevents further vandalism.

Basically, the theory states that paying attention to small violations of social norms helps prevent larger violations. Accordingly, here are a couple of suggestions following this theory:

1. Have a strict naming policy

Normally, naming rules are very relaxed, save on Role-Playing servers. Enforcing stricter naming rules for characters, guilds, and PvP names would send a signal about what is acceptable and not acceptable. We've all seen the terrible, scatological, rude, and quite frankly stupid names that abound in WoW.

They're kind of like graffiti and petty vandalism. Making sure that names are decent (and also don't use special characters) might improve the general environment.

2. Stricter forum moderation

Hyper-aggressive forum moderation would set a the standard for what is acceptable behavior. Forum bans should also result in in-game bans, further linking the idea that how one behaves on a forum should match how you behave in-game.


B. Filter your audience

There's an old saying that "one rotten apple spoils the bunch." Here, the idea is that a single malicious player can destroy the community for numerous other players. That player might also influence other players to behave badly as well. Identifying and getting rid of that player might have the greatest impact on the quality of your community.

3. Be more willing to ban players

If it looks like a player is a bad influence, ban them. Even if it is debatable, maybe it is better to lose a good player than keep a bad player.

4. No PvP

If you follow the Bartle archetypes of Killer, Achiever, Socializer, and Explorer, Killers are the ones who enjoy harming the game experience of others. Killers are also greatly attracted to PvP. Getting rid of PvP gets rid of a major attraction for those players and makes it less likely that they will join your game.

There's some circumstantial evidence for this. First, battlegrounds have always been much worse than dungeons. Heck, I've been in BGs that featured vicious insults and trash talk when we were winning!

Second, of the MMOs I've played, the Lord of the Rings Online community (at least prior to going F2P) always had a very good community. I don't think it's a coincidence that it's the one game that featured the least PvP.


C. Remove sources of conflict

Maybe to improve the community, the best thing to do would be to remove the things players fight over.

5. Make the game easy.

In my experience, players are pretty easy-going as long as they are successful. It's really only when failure happens that the knives come out. If the game was much easier than it is, maybe players would have less to fight about.


Anyways, those are some ideas to improve the community of an MMO. Remember that they all have drawbacks, which I really haven't discussed at all.

Monday, May 09, 2011

Crowd Control Changes

Big Bear Butt has a good post talking about the changes coming for Crowd Control in 4.2.

Basically, sheeping a mob in a pack will no longer pull the rest of the pack.

I completely agree with BBB that this is a good change. It makes CC much more user-friendly, as it separates the CC phase from the actual pull. Rather than painstakingly marking the entire pack, we will be able to CC first, see that it was done correctly, and then pull the remaining mobs.

The DPS can even CC ahead of time, confident that they won't be pulling before the tank is ready.

As well, it will make tanking easier. The CC'd mobs will stay where they started, while the remaining mobs will be pulled to the tank. This makes it a lot easier for the tank to use AoE abilities without breaking Crowd Control. Essentially, we get some of the Wrath-style AoE capability, while still using Crowd Control.

All in all, this will be a good change for the game.

Thursday, May 05, 2011

Optimizing and Fun

Several commenters advance the notion that looking up talent and gear optimizations is not fun.

And there's a lot of truth in that statement. Coming up with your own specs and strategies is a great deal of fun. Personally, if I'm looking at something new, I like to make up what I think the optimal spec will be and then go to Elitist Jerks and see how my spec differs from theirs and why.

But you know what isn't fun? Wiping.

It isn't fun to wipe to bosses you know that you could beat if only that hunter over there went to EJ, looked up a decent spec and rotation and tried it out. It isn't fun to watch your guild die because you stalled out at a boss that you know your team had the skill to beat, and optimal specs, gemming, and rotations would have been enough to push you over the hump.

I've been there and done that. To be honest, I've probably contributed to the problem in past guilds.

I'm in a guild now that takes it for granted that players will use the Internet to help determine optimum specs, rotation, reforging, and gear. That every player will come to raids pretty close to the accepted optimum for all those elements. If you app to us, and you differ from the optimum, you will face extra scrutiny.

And you know what? This is enormously freeing.

It takes so much of the "busywork" off the table. We still struggle with fights, but we're struggling with execution, and mastering the mechanics of the fight, not basic elements of how to play the class.

Talents, gear, and rotation are only the tip of the iceberg when it comes to playing. They're the basics. Using community resources like EJ allows you to "shortcut" past those basics and work on more advanced techniques1 and fight-specific mechanics.

Ironically, taking optimization for granted allows you to focus on playing the game, and not playing the spreadsheet. Someone else has made the spreadsheet for you, has done the math. Leverage their efforts, steal their results, and you get to focus on making the right gameplay decisions for the fight at hand.

1. For some examples of more advanced techniques, see Kripparian's video.

Wednesday, May 04, 2011

More Thoughts on Optimality

Choices and Futures

Several commenters took exception to my statement that "for a decision to be meaningful, there must be a right choice and a wrong choice."

Kring states:
I couldn't disagree more. You only have a real choice if all choices are valid.

It's like democracy. Just because you're allowed to vote doesn't mean you also have a choice. You only have a choice if there are multiple good and relevant parties.

I don't really think we're that far apart. Perhaps I'll rephrase and extend my thoughts.

For a choice to be real, it must lead to different futures. If you vote Conservative or NDP, it's a choice because the future with a Conservative government is different than the future with an NDP government. However, the desirability of each future matters.

When voting, neither future is obviously desirable. Some people would prefer the Conservative government, others the NDP. Thus neither choice is right or wrong.

However, this is not the case with optimizing. In one future, the boss dies. The other future, the boss doesn't die. The future where the boss dies is 100% more desirable. Thus, barring any side-effects, the choices that shift the probabilities towards first future are "right", and the other choices are "wrong".

For another example, take a Civ-like game. Both going for military victory or cultural victory are valid choices. But if you're pursuing a cultural victory, randomly producing tanks for no real reason when you could have made a cathedral instead is the "wrong" choice.

Now if it's a single player game, then no one else other than you pays the price for your wrong decision. But in a team game, wrong decisions hurt your team's chances of victory.

Shintar phrases this in a different manner:
Situations where there is a clearly right and a clearly wrong solution are calculations, not choices.

Sure, if that's the semantics you want to use. But it is incumbent on you to pick the best calculation in a team game. And the best calculation is determined by the optimizers.

Good Players and Sub-Optimal Choices

Masterlooter states:
If you have the "optimal" setup, and I have a "sub-optimal" one, but I do more damage than you (with equal gear), then I am more valuable to the raid. But since my setup is considered to be "inferior", I may not even get an invite to the group in the first place.

In my view, this is a bit of a strawman. The truth is that this very rarely happens.

High-skill players almost always use the optimal spec or strategy. There are a few exceptions, but they are very rare. The vast majority of the time, someone with a non-optimal spec turns out to be a low-skill player.

Encouraging medium or low skill players to feel that they are a "special snowflake" and don't need to use more optimal builds dooms them and their group to mediocrity and failure. You have enough trouble with lack of skill, why further handicap yourself with a sub-optimal build?

And even the high-skill player with the sub-optimal spec does her group a disservice. If the high-skill player switched to the optimal spec, odds are she would play at an even higher level.

DPS Meters

There's also a lot of antipathy for DPS meters among the non-optimizing crowd. This is probably uncharitable of me, but sometimes it seems like DPS just want the freedom to play badly and not get called out for it.

They'd rather no one be able to tell how terrible they really are. That might mean they have to take the "effort" to improve. Just let the tanks and healers carry the group and do the work, while they sit back and collect the loot.

After all, it's pretty obvious when the tanks and healers are failing. What's so wrong with having an element that makes it just as obvious that the DPS are failing?

Good players don't worry about DPS meters. You know why? Because they post respectable results. They're an asset to the group instead of dead weight.

Tuesday, May 03, 2011

Optimality

Nils and Tobold are talking about inefficiency and the fear of being sub-optimal. Both of them seem to feel that the drive to optimize is negative.

I disagree.

For a decision to be meaningful, there must be a right choice and a wrong choice. Taking the right choice makes it easier to be successful. Taking the wrong choice makes it harder.

Players optimize because there is a chance of failure, and no one wants to be the guy who is deliberately handicapping the rest of the team. The game is already hard enough. Why make it harder on the rest of your group?

Trying to stop optimization is futile. Removing the ability to inspect or dps meters just means that you don't get any feedback and can't see what's going wrong.

You can remove the decisions entirely. Remove talent points and different stats on armor. No more optimization. But that makes the game less interesting.

You can make the game easier. If there's no chance of failure, there's no point in optimizing.

You could make content less predictable. But this is no guarantee of optimizing. PvP still has optimal builds and, more egregiously, optimal group compositions. It just changes the focus on optimizing to be the most damage for the most situations.

And I don't think that PvE players like unpredictable content as you think they would. Faction Champs in ToC and Prince Malchezzar in Karazhan had unpredictable elements, and there was a lot of grumbling about those.

As well, unpredictable content can still be optimized. Think of Blackjack or Poker. It's unpredictable. Yet there are still strategies and optimizations for those games. Only now you have to take probability into account, which makes the optimizations far harder to execute.

You could rotate content such that the "optimal" build in Fight 1 becomes sub-optimal in Fight 2. Which is promptly followed by the playerbase replacing the players from Fight 1 with different players for Fight 2.

In reality, I think that most people who are against optimizing aren't really against optimizing per se. Rather, they are against other people optimizing for them. If they were the ones to come up with the "optimal" build and reveal it to the world, then they would be happy.

But it just doesn't work that way. My rule of thumb is to assume that there are people who are ten times better at this game than I am. And there are people who are ten times worse. The better people are going to come up with optimizations faster than I will. The worse people will not see what I see, and just perform at a much lower level, making grouping with them destined to failure.

For any meaningful decision in a game, someone will determine the "right" answer sooner or later. The good players in the game will figure it out pretty quickly. The bad players will never figure it out.

The best an MMO company can do is make sure that each "playstyle" is close enough to the optimal so that it is viable. But otherwise, it is impossible to have meaningful decisions in group play, and yet not have optimizations.

Monday, May 02, 2011

Paladin Tier 12

Blizzard recently unveiled the Paladin Tier 12 armor:


I think it looks rather decent. A lot of people deride the "dress" surcoat/cassock, but I rather like them. It makes paladin armor recognizably different than warrior or deathknight armor. It also plays up the "cleric" aspect of the paladin.

The helm is clearly inspired by T2, Judgement armor. In fact, where T2 was Paladin as Dark Inquistor, this set is Paladin as Fiery Inquisitor. Which is a pretty neat interpretation.

What's most interesting to me is that Blizzard did not show off any recolors of the set. And because the T12 theme is fiery armor, I don't see how they can actually do recolors this time around without wrecking the theme. So it will be interesting to see how, or even if, they differentiate the heroic version from the normal version.

My final verdict is that T12 is not in the absolute top Paladin sets (reserved for T2 and T6), but it is certainly above average.

Sunday, May 01, 2011

Star Wars: The Old Republic Preview

Ouch. These guys probably aren't going to get any more previews or material from EA. Oddly courageous for the gaming media:
Our opinion of The Old Republic, formed over two solid days of playing, is that it’s one of the most boring titles we’ve ever had to endure. It’s plain and staid and deathly dull.

I don't know how absolutely accurate this will turn out to be, but I admire Bitgamer for being so willing to bite the hand that feeds them.

Wednesday, April 27, 2011

Public Quests

Let's discuss Public Quests. First, let us start by defining what exactly a Public Quest is.

A Public Quest is:
  1. In the game world. It is not instanced content.

  2. Requires multiple players to defeat. It's generally group content, not solo content.

  3. Repeatable. A player who completes the event once can do it again the next time it starts.

  4. Requires a minimal relationship between players participating in it. You don't need to be in the same guild, group, raid, or perhaps even faction to participate.

  5. Has some direction from the game. Either a questgiver or UI element directs the event. A random wandering monster, even if it meets the other criteria, is not a Public Quest. A quest to go kill that random wandering monster, on the other hand, is a Public Quest if it meets the other criteria.

So you can see that Public Quests are essentially ad hoc, repeatable group content aimed at the players in the immediate vicinity of the event. The idea is that these players would stop what they are doing, from an impromptu group, complete the Public Quest, and then return to what they are doing.

From this definition, we can immediately see three major issues with Public Quests.

First, the PQ relies on players in the immediate vicinity. If not enough players are around, maybe because it's late at night, or out of the way, then the Public Quest can't be completed successfully.

Second, the PQ also relies on players to stop what they are doing and switch to the PQ. The players might prefer to ignore the PQ. Maybe they don't think the rewards are worthwhile. Maybe they want to work on this quest right now. Maybe they'll do the Public Quest in a few minutes when it restarts. Maybe they've already done it once, and don't want to repeat themselves.

I know that in RIFT, I'd close a rift, then ride by 10 minutes later and see a new rift in the same spot. Rather than wanting to participate again, my thoughts would be more along the lines of, "I've already done this, no need to do it again."

Third, because the content is ad hoc, and the relationship between the participants is tenuous, you can't make the PQ require too much from the players. There might not be a tank, there might not be a healer, there might not be someone who can crowd control. You can't guarantee that the players will be in the same group.

The best implementation of Public Quests I've seen comes from RIFT. But it's not the normal rifts that dot the landscape. Rather it is the Rift Zone Events.

The Zone Events are rare, occurring every two hours or so. That's a lot of incentive to participate in one when it happens, because you might only see that one in your play session. Rather than saying, "I'll finish this quest, I can always do another rift after," it becomes easier to say "I'll do this Event now, there might not be another chance later, and I can always finish the quest when this is done."

The rewards are high, commensurate with the rarity. As well, the "vicinity" of a Zone Event is the entire zone, so the event draws from the widest possible pool of players (for non-instanced content, at least).

If I was designing a Public Quest system, I would model it after Zone Events in RIFT. They would occur infrequently and would be broadcast to the entire zone. Only one event would active at a time, and it would be different than the last event that occurred, to increase the novelty factor. It wouldn't necessarily need to involve the entire zone, just make the entire zone aware of it, and give players enough time to travel to the right spot, with UI support to tell them where the "right spot" is, of course.

Tuesday, April 26, 2011

Critical Hits, Commenters

Follow Up on Critical Hits

The commenters on my last post have convinced me that having a stat with negative effects is a bad idea.

However, I still believe that in PvP, the presence of resilience means that healing will scale much faster than damage will. Inevitably, healing will have to be reined in, probably through a debuff in arenas and battlegrounds that reduces the overall effectiveness of healing, like in Wrath.

I still think that Blizzard should normalize crits at 200% across the board. Since that debuff will probably come sooner or later, Blizzard may as well bring the debuff in sooner, and maybe at slightly higher values. But a normalized crit would make critical strike more valuable to healers, and simplify the game.

Commenters

Sometimes it seems like Tobold is at war with his commenters.

To be honest, I think he takes commenters too seriously, and doesn't wield the delete button as aggressively as he should. People respond to their environment, and push the edges a little. Prune aggressively and people will respond to that, and live up to expectations.

I mean, take the last post of mine. Two one-line "this idea is stupid" comments. Both promptly got deleted. And the next two comments, by The Crossbowman of Sarcasm and Azuriel, are solid, insightful, and useful. I strongly believe that you don't get comments and insights like those two if you allow the terrible comments to stand and even flourish.

Finally, as advice to aspiring bloggers, I don't think you should second-guess what your audience wants. If there's one thing I've learned, it's that I cannot predict what other people find interesting. Completely random posts get linked. One-off posts that you spend 10 minutes on get multiple Likes on Google Reader, while crafted epics that take you hours go uncommented on.

Just write what you want to write, rather than worrying about what you think people want you to write about. It will sort itself out.

Tuesday, April 19, 2011

Critical Hits and a PvP Idea

Ghostcrawler had an interesting post on critical hits today.

Back in Vanilla, the rule was that melee criticals did 200% damage, spell criticals did 150% damage, and damage/heal-over-time spells could not crit. But over time most of the DPS casters got talents or abilities that pushed their criticals to 200% damage. Pretty much the only people left at the 150% mark are healers and physical dps who get some damage from spells.

So GC is mulling over simplifying the entire thing with a rule that all crits do 200%.

Personally I think it's a good idea. It simplifies things immensely. Pretty much every DPS already has 200% crits on the majority of their damage.

As for healing, because damage crits do 200%, crit rating is expensive. So when you look at crit rating for healing it seems even more overpriced compared to the throughput it gives you. And then you add to that the fact that healers disdain crit because you can't count on it in the short term. At least bumping healing crits up to 200% would normalize the value of crit rating.

The one area of concern is PvP. A healing crit can be very swingy. Ghostcrawler suggests that the potency of the Mortal Strike debuff be increased to compensate. But then that can make having an MS class absolutely mandatory when fighting a healer.

I have a different solution. The "swingy-ness" of damage in PvP is mitigated by resilience. Perhaps we should use the same mechanic. Have resilience reduce incoming damage and also reduce incoming healing. So if you have a lot of resilience you're taking less damage, but you're also getting less healing. That will shift power away from the healers and make a random critical heal, even at 200%, much less of a game-winner.

Resilience would essentially slow the rate of change of your health bar in both directions. A lot of resilience would mean your health decreases slower, but it also increases slower while being healed.

Sunday, April 17, 2011

Leveraging Successful Players in the Dungeon Finder

Here's a random idea I thought of yesterday because of all the recent talk about the Dungeon Finder and the deja vu experience.

My theory is that there exists certain players who are more successful than other players when it comes to random groups. Maybe it's skill, maybe it's gear, maybe it's patience, maybe it's even luck. But these people are more likely to successfully complete random dungeons than the "normal" player.

What if we could identify who these High-Success players are? It would be as simple as looking at their success rate for heroics where they queued solo, and comparing it to the average success rate.

Once you've identified who these players are, then when a heroic group is in trouble and needs a replacement player, instead of taking the first person in the queue, search the queue for High-Success player and toss them into the group. If the heroic group has wiped, and people have left, adding a stronger-than-average replacement would make it more likely that the run would still succeed.

You would make it more likely that runs don't completely dissolve. You refrain from throwing the first player in the queue, who might not be able to handle a weakened group, into a half-finished run that may not be successful, leading to a wasted queue and poor experience.

Plus, this would be entirely invisible to the player base. You can't really tell that something like this is happening. The High-Success player gets a bit shorter queue, but at the price of having to "carry" a weaker group.

Saturday, April 16, 2011

Deja Vu

I had a really odd experience running random heroics recently.

In the last two randoms I queued up for, the queue time was about 10 minutes, but the dungeon popped at about 5 minutes in. Both times I zoned in and found myself at the same place: Shadowfang Keep, in front of Baron Silverlaine.

Coincidence? Or a glitch in the Matrix?

Wednesday, April 13, 2011

Difficulty of Automatic Transient Content

Alright, you guys are probably getting as tired of Tank Time/Call To Arms as me, so hopefully this will be the last post on the subject for a while.

Maybe this Call To Arms issue is showing us the upper limit of difficulty for transient content.

Maybe transient content can only be so difficult before we start seeing problems in the system, such as lack of critical roles. I know I complained that rifts in RIFT are nothing more than zergs, with no skill or strategy involved. But perhaps that's the way it has to be. It's entirely possible that if those pieces of transient content were too difficult, the system would break down. Arguably, that's what happened with Warhammer Online Public Quests, they got too difficult unless you had the numbers.

Perhaps Blizzard would be better off saying: here's easy content, and here's hard content. You get a Dungeon Finder for the easy content, but anything difficult requires you to build your own groups. Maybe difficult content needs to be reserved for extended forms of play, such as raiding, where you are involved with the same group over multiple days.

Or if the 5-mans are hard enough, it might would be better to leave them off the Dungeon Finder, signalling to the playerbase that you need to find your own groups, or that you should be doing them in-guild. But even long Dungeon Finder queues might be preferable to that alternative.

Again, a lot of qualifiers for this idea. It might be completely wrong, and we are still well below the "difficulty ceiling" for transient content. I think the real test of this proposition is coming in 4.1. By all accounts, the new troll instances are harder than the current heroics. So they will stress the automatic group creation system even more.

Tuesday, April 12, 2011

The Slow Death of 25-man Raiding

Unfortunately, because Blizzard decided to use the same achievements for both 10 and 25-man raiding, it's somewhat hard to disentangle exact statistics. But I believe there are some clear trends in what data we do have.

Take a look at these graphs, from wowtrack.org, which display where guilds are in progression. In particular, mouse-over the 25-man/10-man lines in the legend (upper-left corner) and watch the graph change.

You'll see that there's a clear difference in the shape of the demographics for 10s and 25s. 10s are shifted to the left and have a much larger proportion in the non-heroic area before sloping down. 25s, in contrast, display something close to a binomial distribution with slopes down to zero on both sides of the peak.

What this graph indicates to me is that no new 25-man guilds are forming!

Instead, the 25-man guilds appear to be the same 25-man guilds that existed at the end of the last expansion, and they are moving through the content more or less as a single wave. Note that the median 25-guild has one or two heroic modes already down, making it very likely that they are experienced guilds.

In contrast, 10s have a lot of guilds clustered on the left side of the high point, indicating that there are a lot of newer guilds there. And if you look at the numbers below, you see that there are about ten 10-man guilds for every 25-man guild.

And this makes sense, to a certain degree. Where would new 25-man guilds come from? A guild new to raiding would start raiding with their first 10 raiders. There's no need to move up to 25s. Maybe a large guild with multiple raid teams might merge some, but then you have issues where Team A is several bosses ahead of Team B, or too many raid leaders, or conflicting schedules or loot rules. Why break up three functioning teams to create one team which may or may not be successful?

But if no new 25-man raid teams are created, then the number of existing 25-man teams will slowly fall just through everyday attrition. In the normal scheme of things guilds die, and new guilds are born to replace them. That's what's happened all throughout WoW's past. But now, no new 25s are appearing to refresh the blood.

That's why I think 25-man raiding is doomed. Not because of any inherent negative quality in them, but because I just don't see where the new 25-man guilds are going to come from.

Given the path we're on, I would be surprised if 25-man raiding existed in the next expansion. The number of existing 25-man guilds will probably be less than half of what it is now, just through regular attrition.

Monday, April 11, 2011

Tanking: Power and Responsibility

We all know Uncle Ben's dictum: With great power comes great responsibility.

But what about the converse? Does great responsibility require great power?

In my previous post, I suggested that a Trinity game might be better off by sharing the responsibility of tanking between two people.

But perhaps we should go in the other direction and embrace the responsibility. For example, in the description of tanks, emphasize that they are the leader of the group. In a random, rather than having a separate leadership checkbox, have the tank automatically be the party leader in a random dungeon.

And give the tank's greater control over the group. As Dinaer suggests, give the tanks two votes in the vote-kick, with three votes kicking someone. Make it a little easier than the other roles for tanks to initiate vote-kicks.

Maybe there are other powers we could give the tank to help ensure a smooth run.

Having the responsibility without having the power to carry out that responsibility is a hard thing to bear. If we cannot do anything about the responsibility, maybe we can give them enough power to make it easier to shoulder that responsibility.

Sunday, April 10, 2011

Flying Mounts

Sometimes I wonder if flying mounts were a good idea.

The thing about flying mounts is that flying mounts basically obsoleted geography. You fly up, then fly directly to your destination in the air. There's just air around you, a blank emptiness.

Whereas for ground mounts, where you are matters. Sometimes you cut across country, sometimes you follow the road. You're "in" the scenery.

Not to mention that when you see people on the roads, they're much closer to you. They're sharing the road. When flying, it's basically seeing someone pass you at a great distance. Another airplane, or ship on the horizon.

Flying mounts are cool, no doubt. But I think in a lot of ways, they started the trend of separating players from the game world. I wonder if the novelty of those mounts was really worth it.

Saturday, April 09, 2011

Vampires

Apropos of nothing, I came across a F2P game today called Forsaken World. Looks like a pretty standard Eastern-ish MMO, but one of the classes available is Vampire. That sounded kind of interesting, so I took a look at it.

Apparently Vampires in this game are healers.

That just blew my mind. Vampire tanks, sure. Vampire DPS, definitely. Vampire healers...uh what?

Also, they seem to shape-shifters, which actually makes a lot of sense given the mythos, and is a pretty cool spin on the class.

And according to Melmoth at Killed in a Smiling Accident, the vampires barely wear clothes and wield giant crucifixes as weapons.

Shape-shifting vampire healers in skimpy outfits who wield giant crucifixes. The mind staggers at the design process which came up with that.

Friday, April 08, 2011

More Thoughts on Call To Arms

After reading comments and assorted blog posts about Call to Arms, here are some more thoughts.

Tanking isn't Quantum Mechanics

Gevlon thinks that tanking is too difficult. Difficult enough that offering an incentive won't improve things.

On the other hand, he's offering 1000 gold to everyone present at a guild-first kill of Nefarian, which seems to imply that you can motivate people to complete difficult tasks with rewards. On the scale of things, killing Nef is much more difficult than tanking.

First off, tanking isn't that hard. It looks hard at first, but practice improves everything. Personally, I think that if more people step up and try to tank, more people will find that it really isn't as bad as they thought it would be.

(Except for Ozruk. You're on your own there.)

Second, the reward is also aimed at experienced tanks who have finished gearing up in heroics. If the reward pushes those tanks to do just two daily heroics instead of one, it's a major win.

Tanking Shortage Is Not Caused By Raid Slots

I used to think that part of the reason tanks are rare is because 25-man raids require fewer than 20% tanks.

But the truth is that 25-man raids are dying (a topic for another time), and the vast majority of raiders are in 10-mans. And 10-mans have the same 20% tank ratio as a 5-man group.

So I'm not really sure this reason is valid anymore, if it ever was.

Social Cohesion

The thing about PvE in WoW is that it tends to be very egalitarian once you're in a group. There's a sense that everyone is part of the group, and everyone is contributing more or less equally, and thus everyone has more or less the same shot at the rewards. This may not be strictly true, but that's how the default loot systems work. Even Need before Greed is strictly based on armor-type, rather than any performance-based quality.

This Call To Arms explicitly breaks that illusion. Now, though the group completes the task together, one member of the group gets singled out for an extra reward. And going against that egalitarian grain often rubs people wrong.

For example, a lot of the high-end guilds give loot priority to their tanks and healers. This is deliberately unfair to the DPS, but the DPS accept it because it helps the group progress faster. The DPS sacrifice for the group, and that can restore the cohesion.

But in Call to Arms, there is no external group for the DPS to invest in. I think this will be the biggest challenge for Call to Arms. Tanks often feel "abused" by the dps and healers. Will it get worse if the game deliberately sets them apart and gives them extra rewards?

Envy is a deadly sin, but it still causes damage.

The Value of Experimentation

I may have mentioned this before, but I think our society is becoming too risk-averse in many ways. What's wrong with running experiments, with trying something new?

Honestly, if Blizzard had floated the idea of the Dungeon Finder before it was available, I think everyone would have enumerated all the things that could possibly go wrong and insisted that the Dungeon Finder would be a failure.

And a lot of those negative effects did happen. But they were greatly outweighed by the benefits, and the most negative behaviors corrected where they could be.

Doing something, seeing what happens, and fixing the problems as they emerge is far more likely to produce advances than trying to theoretically construct the "perfect" system beforehand.

Thursday, April 07, 2011

Carrying a Tank

Tobold asks a question: How do you Carry a Tank?

It's pretty rare, but I've seen a group carry a tank before.

I define "carrying" as when a character performs significantly below normal, to such an extent that it requires other characters to perform significantly above normal in order for the group to be successful.

I was once put into a Dungeon Finder group with three DPS and a bear tank, all from the same guild. The bear tank had a 150k health, so I thought all was good.

As we progressed through the instance I noticed two things. First, the DPS was very good, all pushing 10k. Second, the bear was taking a ton of damage. I was having to chain Divine Lights and pop cooldowns to keep him up. I found this amazingly odd, given that the tank came from the same guild as three top-notch DPS.

Mid-way through the run, I inspected the tank. The tank was in full PvP gear. So he had a lot of health, but was missing all the avoidance and mastery that would have significantly reduced his damage taken. He was also missing the talent Natural Reaction.

The tank had enough health so that he wasn't one-shot, but he took damage at a rate that required me to burn mana at a much higher rate than normal. However, the DPS performed at such a high level that they were able to end the fights before I ran out of mana, in addition to requiring the barest minimum of healing themselves.

It's fairly obvious that the group decided to have their druid respec and wear PvP gear, and let the DPS carry him through the instance, rather than face 45 minute queue times. I think the Natural Reaction thing was just a mistake, as the druid spec looked good otherwise.

The point is that because the tank performed at such a low level, the DPS had to perform at a much higher level so that the run was successful. The performance of the DPS effectively carried the performance of the tank in that run.

The moral of the story is that very high DPS forgives a lot of sins.

Wednesday, April 06, 2011

Solving the Tank Problem

Blizzard unveiled a new system to bribe incentivize tanks to run random heroics.

Everyone else will probably be commenting on it in greater detail. My take is that it is a reasonable experiment. Maybe it will work, maybe it won't. Also, the single best comment on this system comes from Martinel, posted on WoW Insider:
Well. Rogues, mages, warlocks, and hunters...being pure DPS classes, they won't really be eligible for this, will they?

I guess you could call this a hybrid tax...

*sunglasses*

..refund.

But seriously, how would you solve the tank problem for real? The truth is that, in every trinity MMO I've played, save one, the tank has been the limiting factor.

Maybe it would be instructive to look at the one game that was different: Age of Conan. To me, Age of Conan tanking seemed pretty hard, so it was quite surprising that you could find tanks.

After ruminating on it, I've come to the conclusion that the key difference was that Age of Conan required two tanks. At first this seems counter-intuitive, how can requiring more tanks for a harder job make it easier to find tanks?

But players have always cited the responsibility of tanking as a key factor in keeping people from tanking. Perhaps people are more willing to tank if they know that the responsibility will be shared, that there will be another tank in the group to help you.

And it's not really that hard to have another tank in the mix. You tank X, I tank Skull. You get the boss, I get the adds. I have better gear, so I'll tank the boss and you can watch and learn from me and do a little DPS. It's easier in instances than raids, because it's really not worth wasting time swapping out a tank for a single fight if you will just need to get them back again.

Healing could also benefit from having two healers, depending on how you heal. If healing is a little more passive, so the healers aren't constantly stepping on each others toes. I'm less sure of this, because AoC required two healers, but healers were pretty rare.

So maybe the proper group would be 2 tanks, 2 healers, and 2 DPS. Or maybe instead of DPS, have 2 Crowd Control, and have all three roles put out roughly equivalent damage. And design the class system to match that ratio, rather than having 50%+ DPS classes/specs.

Tuesday, April 05, 2011

Intellect Plate

Ghostcrawler, in his post on Stats on Gear, talks a bit about holy paladins:
I mentioned two out of three paladin specs above. That third spec has been a thorn in our side for a long time. Paladins in general have a knack for that. I kid. (Mostly.)

Heh. I'm pretty sure we're all down with this. Ghostcrawler goes on to say:
I'm talking about Intellect plate. We don't like Intellect plate, but we haven’t come up with a good alternative for it. The pitches we hear most often have downsides we don't like. Yes, a Holy paladin could wear mail… at which point their silhouette would look a lot like a shaman instead of a paladin. Yes, Holy paladins could derive their spell power from Strength… at which point they also hit with their weapons nearly as hard as Ret paladins. Yes, we could convert all that Strength to spell power, and convert the Hit to Spirit and the Expertise to Mastery or whatever. The Spirit to Hit conversion does the job, but it's not super elegant or intuitive. I’m not sure we want to pile more onto that design.

I like Intellect plate. I'm really happy that the devs have refrained from expecting Holy paladins to wear mail. To me, it's one of the iconic elements of the class. Paladins wear plate. I played through the times where Holy Paladins would dress in cloth, and they were terrible.

As for wearing Strength plate, in my mind the real problem with that solution is the non-armor item slots like rings and weapons. Right now, holy paladins have their own armor and share the non-armor slots with the other healers. If we were expected to wear Strength plate, would we also wear Strength rings and use DPS weapons? Or would we wear Strength plate but Intellect rings? Or would we become the new hunters, and simply roll on everything.

It sounds a loot more complicated than the current system. The current system is simple. You're a paladin so you wear plate. You're a healer so you go for Intellect and Spirit. That's pretty much all you need to know to get a good start gearing your Holy paladin.

Intellect plate isn't ideal. But I think it's the most workable solution. Between the larger amounts of loot dropping from bosses, tier tokens, and vendor items, I think that having Intellect plate isn't too much of an inconvenience.

Now, if only Blizz would make a two-handed healing mace with Intellect and Spirit.

Monday, April 04, 2011

Progress Updates

My guild is chugging along, moving into heroics. We're currently 4/13 with Halfus, Magmaw, Atramedes, and Chimeron dead. We're working on Maloriak at the moment. Of those listed, I've seen all but Magmaw.

The heroic fights are okay. They're like ICC heroics, just the normal versions with 1 extra mechanic and the damage dealt and dps required dialed up.

Truth be told, when WoW is over, I think we'll look back at Ulduar as the high point of raiding over the game's lifetime.

Loot-wise, I think Blizzard needs to pay a little more attention to where stuff drops. There are five different epic plate healing belts, including one from reputation and one from crafting. Yet there is only one epic plate healing bracer, and it drops from an end-boss.

Or healing weapons. Putting the two healing weapons paladins can use on the end-bosses was not a good choice. I think some care should be taken that end-bosses don't share item slots or types in their loot tables.

(I guess you can tell which two items I'm missing to finish i359.)

It would have worked if people cleared Blackwing Descent before starting on Bastion of Twilight. But sadly, people don't approach bosses in that manner when multiple raids are available. They bounce around in order of difficulty, and you can almost guarantee that all the end-bosses will be killed at the very end.

Sunday, April 03, 2011

Learning Programming Using WoW

Ian Lamont sent me the following:

Thought you might be interested in an MIT class project: Developing a basic computer science curriculum around Lua scripting in WoW. We published it earlier this month at the following location:

http://www.ilamont.com/2012/02/teaching-computer-science-through-wow.html

Now, I'm a software dev by trade, so this was pretty interesting. Games have traditionally been a path into programming, and WoW does have some interesting features for aspiring devs.

One thing about WoW is that it is an "information-rich" environment. There's all sorts of API calls you can make to get information about different parts of the game world. Then you can easily change things, and make the same calls and get different data.

In the link above, this is illustrated with simple calls like "IsOutdoors()". You can move your character in and out of buildings to get different results.

That's something which is actually somewhat hard to set up from scratch at the beginner level. You have to set up a datasource, and then connect to it, then learn how to query it and interpret the results.

As well, it's easy to move into simple, useful mods in WoW. Sometimes it seems like it is pretty hard to make a simple app these days. Making a small mod is a lower bar.

On the other hand, WoW does have one huge philosophical negative as an environment to learn to program in. Programming is more than just processing data and displaying it. The other half of programming is automation. Not just slicing and dicing information, but "doing" multiple actions.

And here WoW goes to great lengths to prevent the user-programmer from being able to automate actions. You'd have to make clear the idea of what is theoretically possible to automate, like moving your character in a pattern, but is prevented by the game company.

Either way, it's an interesting idea. Learning to program can be challenging at first, because it often seems like there's this entire framework that needs to be set up before you can accomplish anything. But in WoW, that framework already exists and has useful data. And mods and the mod community provides a ready path for the new programmer to make small apps that may even be useful to other people.

But in the long run, I wonder how a programmer who doesn't grasp the concept of automation is going to fare.

Saturday, April 02, 2011

Ask Mr. Robot

Here's a nice website I used the other day: Ask Mr. Robot

It allows you to load your character from the Armory, and then you hit an Optimize button and it tells you the best way to gem, enchant, and most importantly, reforge your gear. There's options to not use Maelstrom Crystals, etc.

I tried it out for my Retribution spec, because it was a big mess. Then I executed all the suggestions for reforging and regemming. Surprising, I could actually feel the difference when I went to do dailies in Tol Barad. Mobs were dying faster.

It managed to pretty much nail the hit cap with 8.01% hit (cap is 8.00%).

The defaults look pretty decent. They're taken from theorycraft sites like Elitist Jerks. But there's also the option to change the default stat weights to whatever you prefer.

So, Ask Mr. Robot. Very easy to use, and a very nice site to help optimize your character.

Friday, April 01, 2011

Alternative Holy Paladin Masteries?

Continuing on from the last post, let's say that this whole shield mastery just didn't work out. What would be an interesting ability to replace it?

So far, Masteries should not apply all the time, and they should be somewhat unique. So what's interesting about holy paladins? In the past we've been known for our single-target healing, but directly increasing those is pretty boring. We have Hand spells, but they're used too infrequently to really be a useful mastery.

Beacon of Light is another iconic spell. But the last time Beacon got too strong, it got overpowered, and ended up pigeon-holing us. As well, it's actually possible that a Holy paladin might not have Beacon in her spec. It's unlikely, but possible. Having a mastery tie into a technically optional ability is probably not the best of ideas.

My thought is that there are four possibilities.

1. Judgement

Judgement is a signature paladin spell. It's also something that we cast a lot. (You should be Judging on cooldown for the mana return.) So maybe something that triggers off Judgment would be interesting. Some ideas:

"After casting Judgement, the effectiveness of your next 3 healing spells is increased by X%."
"Casting Judgement causes 5 players with 5 yards of the target to be healed for X% of the damage done."
"Casting Judgement places a debuff on the target that lasts for 15 seconds. The effectiveness of your heals on the target of the debuffed target is increased by X%."

(The third is a bit awkward, and possibly overpowered, but it's a nod to our tank healing days.)

2. The Holy Power system

The Holy Power system is fairly unique among healers. Playing off this might be interesting:

"Increases the effectiveness of Word of Glory and Light of Dawn by X%."
"Your direct heals have a X% chance to generate a point of Holy Power."

The problem with the Holy Power system is that too much HP generation causes us to have excess mana, and that always leads to trouble.

3. Criticals

In the past, paladins have always cared about critical heals, mostly because of Illumination. Tying crits to mana is a bad idea, but there are other options:

"Increases the bonus healing done by critical heals by X%."
"Your critical heals heal the target for an additional X% over 6 seconds."

This might even make critical strike rating a more attractive stat.

4. Instant spells

This is new to Cataclysm, but we actually have a significant chunk of instant spells: Holy Shock, Holy Radiance, Word of Glory, and Light of Dawn. Maybe:

"Increases the effectiveness of your instant cast healing and damage spells by X%."

(Damage spells just for fun and flavor.)

The problem with this would be PvP as instants are very powerful there.

Conclusion

That's just some brainstorming over possible replacement Masteries for Holy Paladins. Any other ideas?

Thursday, March 31, 2011

Ask Coriel: Holy Paladin Mastery?

Jeremy asks:
Maybe I am missing something but I feel like the way the game works right now, the designers intended Mastery to be a super great stat for Holy Pallies. However, as it’s been, stacking haste seems much more effective (maybe I am wrong on this). As I am sure you know, the next patch is (slightly?) increasing the effect of mastery for holy paladins. In your opinion is this going to mean we should start mastery instead of haste, or was mastery never something the game intended us to persue?

Even with the changes coming in 4.1, most theorycrafters seem to agree that the holy paladin mastery (Illuminated Healing) will not be as good as haste. Mastery rating might end up slightly better than crit rating, but will probably be more or less at the same level, and still below haste rating (and definitely below Spirit).

The problem with our mastery is two-fold. First, Protector of the Innocent, Holy Radiance, and Beacon of Light heals do not trigger it. And those three abilities comprise a significant portion of our total healing.

The second problem is that our mastery does not stack. Let's say you cast a heal on a target with a mastery shield already on it. If the new shield is larger than the remaining shield, the new shield replaces the old one. If the new shield is smaller than the old shield, the duration of the old shield is refreshed. Either way, you end up with less absorption than you would expect.

In my experience, Illuminated Healing accounts for a bit less than half of the number stated in the description. That is, if the description states that the shield is 10% of your healing, you can expect it to absorb 4-5%.

Now, I don't think Blizzard is entirely happy with our Mastery. I think they like the general idea of Illuminated Healing. To be honest, I like the general idea too. In theory, it's a nice complement to our direct healing style, providing a small buffer for the next bit of damage, and as a nod to our previous history of tank healing.

What I believe is happening is that Blizzard is trying to avoid an exploit with our Mastery. Let's say that the shields stacked. The obvious exploit is to cast a ton of heals on the tanks before the fight starts, or during lulls in the fight, and build up a giant shield. We would be spamming heals on the tank even if she was at full health, and that's not a healthy or desired play-style.

Ideally, shields would "roll" like Ignite does. The shields would stack, but 8 seconds after a shield is cast, whatever remains of that particular shield disappears. So the shield can't hang around forever, but they don't get wasted before their lifespan expires. However, there might be technical issues with this. I remember it took a long time for Ignite to roll correctly. Even recently Blizzard removed Ignite triggering on periodic spell ticks in order to keep it working properly. And Illuminated Healing is actually more complicated than Ignite, because the shield is reduced by damage in an unpredictable manner.

There are other options, including allowing the shields to stack but having a maximum shield size (maybe dependent on how much Mastery one has). But that still gets into the whole pre-healing in order to get a max shield up scenario.

Another alternative is having the shield only count on actual healing done, not over-healing. But we all remember how dicey that was when Beacon worked that way. It might work out better now, with the larger health bars, but it might not.

Or maybe have the shield stack, but lose 20% of its current value every second. Actually, this probably a bad idea, I think the math on it looks weird, and it's still vulnerable to pre-healing.

So as you can see, there's really no "nice" solution for our Mastery. Blizzard's current solution is as good--or as bad--as anything I can think of. In the end, eventually raising the value of mastery will get it to a point where we will use it.

Wednesday, March 30, 2011

Automatically Measuring Contribution

Lately, more and more games with group activities have been trying to hand out rewards based on the individual's contribution to group's success. The latest example is rewards for defeating rifts in RIFT. The problem with all these systems is that contribution is very hard to measure automatically. It's bounded by role, by level, and by strategy. Trying to say that Joe contributed more than Randolph, and thus deserves more reward, is a very hard problem.

It's even harder once players start trying to game the system. For example, RIFT apparently used the rate at which you used abilities to determine contribution. Which sounds pretty reasonable at first. If you constantly attacking, or constantly healing, you're probably contributing a lot. But players then started spamming buffs, or spamming abilities like "Track Minerals" to get to the top of the contribution meter. Obviously, Trion will fix this, but it illustrates how hard measuring contribution is.

I wonder if the better tactic would be to change the question. Instead of How much did the player contribute?, maybe the game should just ask: Did the player contribute? Instead of trying to quantify contribution, just make the question binary. And then just more or less equally reward everyone who did contribute.

I think the binary question is much easier to answer. For a game without defense, I would just use the damage done, healing or damage taken meters. If you are above a certain threshold of the top value on at least one meter, you probably did contribute to the group's success. It would be a low threshold, like say 20%. If you did more than 20% of the top damage dealer, you'd count as a contributing dps.

That's enough to give you a shot at the rewards, in my opinion. It may not be perfectly fair, but it's "fair enough", and all the other systems seem be able to be exploited more easily.

Now defense is much harder to measure. Let's say you're defending the mine in Arathi Basin, and no enemies attack you. You're still contributing to the group's success, but you don't show up on any of the meters. Maybe one solution would have the defending point give out a buff in a certain radius, and then have a meter count the time spent with that buff. A "time defending" meter. And then use the same threshold system as for the other meters.

So to conclude, quantifying contribution automatically is hard and vulnerable to exploitation. Reducing the question to a binary "Did the player contribute?" might be easier and fair enough to satisfy the player base.

Tuesday, March 29, 2011

Interrupts

Lots of people, including Ghostcrawler, are talking about interrupts lately. So I'll throw in my two cents. Again, I play mostly PvE, so I'm pretty much ignoring the PvP aspects.

Back in Wrath, a lot of us healers complained that healing was too unforgiving and stressful. Sometimes it felt like you'd miss a heal, and the tank would die. I think Blizzard agreed with that perspective, and changed the balance between healing and tank health for Cataclysm.

But in some respects, it seems like that "unforgiving" element of fights has moved to interrupts. A lot of fights seem to follow the pattern: going fine, going fine, missed interrupt, raid wipes. It's very frustrating for the interrupter, and it's very frustrating for the rest of the raid.

And even the cast times seem to be excessively fast. It seems like the standard interruptible boss spell cast time is 1.5 seconds. That's a really short window. I'm actually rather impressed with our interrupters to be able to hit that small window each time, especially with lag and latency and Halfus knockdowns.1

The other thing that annoys me about interrupts is that Curse of Tongues does not seem to work on most bosses. I mean, here we have a spell that's tailor-made to make interrupting easier, and it's completely useless most of the time. It feels "right" that Blizzard would expect us to use Curse of Tongues to help out the interrupters. The perfect time to use a rarely used skill. And yet, no dice.

If I was to fix anything about interrupts, it would be to make Curse of Tongues and similar debuffs usable in Normal modes, at the very least. That would bring the 1.5 second cast time up to ~2 seconds for Normal modes. I think this would make the interrupts more forgiving, and be more balanced for that level of raiding. Heroic bosses can remain immune to Curse of Tongues, upping the challenge for interrupters playing at the higher level.

1. Honestly, WTF is this? Rotating mages ice-blocking and stun-break CDs through the last knockdown so we can interrupt? Did this not strike anyone at Blizzard as slightly excessive?

Monday, March 28, 2011

Trading Time for Money

Brian Green posted an interesting comparison of the online stores of Dungeons & Dragons Online and Lord of the Rings Online. He also posts a look at the F2P shop of Puzzle Pirates, which he sees as close to the "ideal" cash shop. I just want to examine one element of that shop:
3. A market for exchanging microcurrency and in-game currency. To me, this is the brilliant part. Love playing the game, but don't have cash to fork out? You can go to the market and put an offer in to buy doubloons (the microcurrency) with your pieces o' eight (Po8). Have some disposable income, but not a lot of time to go farm Po8? Go to the market and put in an offer to sell doubloons for a certain amount of Po8. The players set the market so this isn't just about dumping currency into the game, and the doubloons still have to be bought from someone, so this is something more games should pick up on.

I don't think this sort of trade is a good idea. To me, it seems like the people who are "good" at the game will end up playing for free with all the perks, explicitly subsidized by those players who are not good.

Second, from the companies point of view, the people who are "hardcore" about your game are also more likely to spend money on your game. But now they're not spending money on the game, but they are spending more time in the game. It feels like you are unnecessarily cutting yourself off from your greatest source of support.

Like, if you look at WoW, this kind of setup would probably mean that all the raiders would sell gold to the lower-end people. Raiders would be the ones playing for free while the casuals subsidized them to an even greater extent. That doesn't really seem either fair or wise to me.

I think my aversion to these schemes started because I used to play Magic Online. You had to buy packs of cards to enter tournaments. But if you won the tournaments, you won packs of cards. So the good players would "go infinite" where they never actually had to pay for the game, while the losers did all the paying. It struck me as pretty distasteful, and rather disheartening.

Now admittedly, most MMOs don't have that level of competition built in. The competition is more indirect. But it still strikes me as unfair to let the strong get a free ride at the expense of the weak.

Thursday, March 24, 2011

Alts and Raids

Gevlon is debating weakening his guild's "no-alt" rule in order to make it easier to create raids.

In my personal opinion, I don't think that alts really help a lot with raiding. Raiders much prefer to play their main character. The alt is invariably geared at a much lower level than the rest of the raid. Consistent raiding gears a character up, and improves their skills. If you're consistently raiding on an alt, you have question whether that's really an alt.

It also breeds a little bit of resentment among the people who don't bring their alts. Everyone has alts, but why is Jane allowed to get gear and improve her alt, while Vanessa (who doesn't need anything from the raid) has to carry her?

The only situations where I would use alts in a raid is if the fight absolutely depended on one class ability (Mind Control on Instructor Razuvious) or you're a Royalty guild raid-stacking for the cutting edge of content.

For everyone else, it's extra complexity that doesn't really add anything. Indeed I think it weakens the raid if you get into the habit of bringing in alts. The best progression comes with a stable core of characters, and bringing in alts cuts against that.

The only real solution is to recruit for the roles you are missing, including bench or reserve slots and rotating people. Perhaps try a system like Pods to guide your efforts.

Note: I do think the no-alt rule in general is excessive. After a while, you generally "finish" a character, and can only improve them through raiding. A lot of people like spending the free time on playing a new character. I'm not really sure what keeping those secondary characters out of the guild actually accomplishes. But I stand by my rule of "no alts in the primary raid."

Tuesday, March 22, 2011

Dungeon Finder Thoughts

Sometimes I wonder if I use a different Dungeon Finder than all the other bloggers and commenters. The vast majority of my groups are quick, clean, polite, competent and successful. Now, maybe it's because I'm a super-duper awesome healer and am busy carrying my groups to victory, but I don't really think that's the case.

Another alternative is that it's the healers who are the divas and cause the majority of issues in PuGs. Since I'm a healer, I never see them when I use the Dungeon Finder, and thus have better groups. But somehow I don't think that's the case either.

I've played several games without a Dungeon Finder, and I've never found random groups in those games to be better behaved or more competent. If anything, I've found them to be worse, because everyone seems to feel free to go AFK randomly, confident that the group won't kick them because it's so hard to find a replacement.

I mean, take yesterday for example. I ran a Heroic Vortex Pinnacle and then switched to my lowbie 28 rogue and ran a Gnomergan. Both runs were successful. There were no wipes and no drama. And that took less time and effort than setting up any of instance runs I tried in Rift.

To me, that experience is not unusual. It is what I expect from Dungeon Finder groups.1 And I really do not see how anyone can prefer the alternative to this.

To be fair though, I was never very good at creating or maintaining the network of friends that might have made running dungeons pre-LFD easier. I didn't have an extensive rolodex of tanks and healers. For the few I did have, I was never really comfortable whispering someone out of the blue and asking them to tank or heal. I always felt bad about turning people who asked me to heal down. So I stuck with scanning or spamming the various chat channels, with relatively low degrees of success.2

But maybe if you were a more social person than I was, or played more often, and built that extensive rolodex of tanks and healers, I can see how losing your network would hurt. And since you would repeatedly group with people in your network, I can see how it would forge stronger bonds than the impersonal runs of the Dungeon Finder.

However, for me, the Dungeon Finder is light-years ahead of my prior experience.

So that's my take on the Dungeon Finder. I think it's the greatest thing since sliced bread. And I'm at a bit of a loss to understand why it seems that so many other people have such a negative impression of it.

Why are my random groups consistently better than everyone else's? Both are purely random, as I don't often run randoms with guildies. Both use the exact same system, and pretty much the same player pool. I'm a decent player, but I'm not that good.

There is one thing I do that might make a difference. I make a point of saying "hiya" in party chat when I join the group. Often other people say "hi" back. Maybe that's enough to get everyone into a positive frame of mind, and remind everyone that we're all friendly people rather than NPCs, and that's enough to carry the group through most things. It seems like such a small thing, but it's the only thing I can think of that might be different from any other random Dungeon Finder group.

1. Well, I was a little bit surprised by Gnomergan. But that's mostly because it's Gnomergan.
2. Especially for low-level dungeons. If there's one thing I absolutely adore about the Dungeon Finder, it's the fact that doing low-level dungeons in a level-appropriate group went from impossible to relatively common.

Monday, March 21, 2011

Rift: Final Thoughts

I've decided that Rift is not for me, and have cancelled and uninstalled it. Here are my reasons. Please note that Rift is still a good game, and if you are enjoying it, more power to you. It just wasn't for me.
  1. No Dungeon Finder. I don't think I can play an MMO without automatic group creation for PvE anymore. I just can't take having a half-formed group spamming the chat channels with "LF Tank" or "LF Healer", hoping that someone takes pity on you. Group PvE content (real content, not rift zergs) is my favorite part of these games, and I find it just too hard to start up. To be fair, this is not just a Rift thing. The last time I played Age of Conan, I gave up on that because it was too hard for me to form groups for the group quests and dungeons.

  2. Terrible armor design. Yeah, this is pretty shallow of me. And maybe it's my fault for rolling a female warrior instead of some other gender/class combination. But in 25 levels or so, my character has looked worse and worse with each new piece of armor. And that in turn has made me less and less interested in playing Rift.

  3. Excessive macro system. The Rift macro system is excessive. For all that various people are crowing that Rift is "no-mods", their macro system does way more than any mod. What happens in a Rift macro is that if the first spell cannot be cast, the macro attempts to cast the second spell and so far down the list. So if your class mainly uses cooldown or reactive spells, as is the case for most non-casters, you can pretty much reduce your entire class down to one or two buttons. For example, my warrior's combo-point builder macro looks like:

    cast Reactive Ability 1
    cast Reactive Ability 2
    cast range-dependant Charge
    cast cooldown Debuff
    cast cooldown Attack Ability 1
    cast cooldown Attack Ability 2
    cast default Attack Ability


    Then you just spam that one button until you get to 3 combo points, and then spam a different macro for finishers. This just seems excessive to me.

  4. Spell ranks. Spell ranks just don't work with the free-form soul design. You gain 3 levels using one spec, then switch to a different spec to tank something, and all your abilities are a few ranks behind. Or you put a new point in your second soul, gain a new ability, and have to train 5 or 6 ranks to get it up to par. Combine this with the fact that you have to ride a fair distance to get back to town to train, and it's just an all-around annoyance.

  5. Vestigial tertiary soul. There's something about that third soul that just doesn't feel right to me. It's mostly useless, but somehow manages to make builds feel less "crisp" than they should be. I can't shake the suspicion that Rift builds would be far more interesting and defined if they only had two souls.

Anyways, those are the main reasons I'm just not feeling the love for Rift. But Rift is a good, well-polished game that a lot of people are having fun with, and it is well worth playing for a month or two to see if you like it.

Monday, March 14, 2011

Hunter Pets

From the latest patch notes:
  • Tame Beast now tames pets to match the hunter's level, rather than 3 levels below.
  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • The Feed Pet ability now instantly heals 50% of the pet's health. Cannot be used in combat. Requires diet-appropriate food.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.

I was rather dismayed when I saw these patch notes.

One of the things that Vanilla WoW did really well was emphasize the idea that a hunter pet was a separate entity from the hunter. You had to go out into the world and tame your pet from the wild, even the very first pet. The pet had it's own experience bar, and leveled separately. You had to keep your pet happy and feed it with the appropriate food. If your pet grew too unhappy, it would actually run away from you. The pet had a "loyalty" statistic that measured how attached it was to you.1 You had to train your pet with new skills that you learned by taming other beasts.

There was this whole "tamagotchi"/virtual pet aspect to hunter pets at the start of WoW that was very attractive. It was a small mini-game within the class that didn't really have anything to do with combat or raiding or pvp. In many ways, that mini-game has been bled out from the class in the name of streamlining, and I think that is a real shame. The hunter pet has, more and more, become a mere extension of the hunter, rather than something with its own personality.

Obviously, some parts of the old system, particularly training new skills, were a little excessive. The pet talent trees are much better. And your pet running away from you was harsh, because feeding your pet wasn't exactly intuitive at level 10. But I think that rather than going in the current direction with pets, Blizzard should reconsider, and go in the opposite direction and play up the virtual pet aspect more.

If it was up to me, I would keep pet happiness in the game. Indeed, I would remove pet happiness from the talent trees, so your pet wouldn't automatically stay happy. Instead there would be more emphasis on feeding your pet and using the Mend Pet glyph to keep it happy. The hunter should actively control her pet's happiness.

I would also keep the 3 level difference on taming, to emphasize the separate personalities.

I would also not have the hunter start with a pet. Instead, the level 3 hunter class quest should be to tame your first pet from the wild. Though it would still be a guardian, like it is now.

I think Blizzard needs to slow down with its streamlining of classes. Not all inconveniences need to be eliminated. Sometimes the inconvenience adds something. Having to deal with pet happiness is sometimes an inconvenience, but in the long run it makes the hunter class more interesting.

1. Infamously captured in the Loyalty Level 6 controversy. For those who weren't around at the time, Loyalty Level 6 was the highest rank of loyalty your pet could attain. It was also the name of a piece of fan art that depicted a scantily-clad female tauren hunter hugging her pet lion. The WoW community--never high-minded at the best of times--immediately jumped to the most salacious conclusion.

Friday, March 11, 2011

A Clarification

I think Gevlon and Larisa may have read too much into my last post on RIFTS.

There are two different things: RIFTS the game; and rifts the mechanic. Unfortunately, they're named the same, which makes things a bit confusing.

When I said that "rifts are like popcorn", I was specifically referring to the mechanic, and not the game as a whole. You should not take that statement as an comment on the full game.

Wednesday, March 09, 2011

Gaming on a Mac?

Anyone out there raid on a Mac?

I think my current PC's motherboard is dying. Today I had to turn it off and on multiple times before it would "catch" and boot up. And when the motherboard goes, that's pretty much it for the machine, in my experience.

I was thinking about maybe indulging myself and getting a Macbook Pro, but I wonder if it will handle raiding okay, especially if the graphics are turned up enough to actually see the fire.

I used to have a Mac a few years ago, and WoW played decently enough back then, if I recall correctly. But then my apartment got broken into, and the Mac stolen, so I brought a relatively cheap PC to replace it.

The big disadvantage of Macs when it comes to gaming, of course, is that so few game companies actually make Mac versions of their games.

In any case, if anyone has recent experience on gaming with Macs, I'd love to hear from you.

Monday, March 07, 2011

Team or Zerg?

The blogosphere seems to be falling over themselves to proclaim the greatness of rifts in RIFTS. I, on the other hand, am feeling rather ambivalent about them.

The thing about rifts, I'm finding, is that there is no substance to them. A rift appears, you zerg it down, and loot falls out of the sky. No strategy, no tactics.

Is that all we want from our games?

The simplest 5-man is more interesting and contains more team play than any of the rifts I've participated in. I know it is fashionable to mock the tank/healer/dps Trinity, but at least in a Trinity group you're working together. There's a feeling of being part of a team that is completely missing in rifts.

For all that RIFTS makes joining public groups easy, there's no sense of teamwork at all. Most rifts are just everyone attacking the boss on their own, including it being a literal graveyard zerg when people die. Indeed, people talk less in Rift groups than they do in WoW's Dungeon Finder!

If you don't act as a group, are you really in a group?

Kind of honestly, the only thing that changes if you join a Rift public group is that the healers might find it easier to heal people with the group/raid UI. But of course, for that to be useful there actually needs to be healers who heal, which is somewhat rare.

That's not to say that they're not somewhat fun. Rifts are like popcorn. They're light and tasty at first. But they're ultimately unsatisfying when compared to the hearty meal of a small team dungeon, or the rich banquet that is raiding.

Sunday, March 06, 2011

WoW Videos: Heavy in Your Arms



Saw this video the other day, and loved it. It's by Harmon Productions.

I like the song (Heavy in Your Arms, by Florence and the Machine), and the video works perfectly with it. It has an interesting storyline that is somewhat out of the norm.

As well, the cut in the church to the wedding is absurdly brilliant.

Monday, February 28, 2011

Gathering Professions

One of the trends I really dislike in modern WoW is the idea that raiding characters should have two crafting professions and zero gathering professions. This is done because the crafting profession perks are generally more powerful and flexible than the perks granted by the gathering professions.

I don't really play alts, so having a gathering alt is out. What I like best about crafting is the "self-sufficiency" of it. Of making your own gear or items from scratch. And this current trend cuts directly against that.

I was talking to a friend, Tharok, and we were discussing crafting in Rift. In Rift, each crafting profession requires materials from two gathering professions. For example, Armorsmithing mainly requires materials from Mining, but some recipes also use leather from Butchering. Rift does give you 3 profession slots, so you can take both gathering professions. Or you could take 2 crafting professions (like Armorsmithing and Weaponsmithing) and the main gathering profession (Mining). Then you would just buy extra materials from the Auction House when necessary.

In any case, Tharok made a suggestion that is brilliant in its simplicity: why not eliminate gathering professions altogether?.

The idea would be that if you take a profession like Blacksmithing or Jewelcrafting, you would automatically get the ability to mine ore. This immediately simplifies professions immensely. Of course, you would reduce the number of professions you could take to one or two.

There are already a couple of professions in WoW that work this way: Enchanting and Tailoring. Enchanting generates its own raw materials, as does tailoring. There's no extra gathering profession. And honestly, those two professions are fine on their own. They aren't hurt, or are less fun, by the lack of a gathering profession.

The counter-argument against this idea is that the gathering professions are necessary to the economy in some fashion. But I'm not sure that this is the case. Cloth and enchanting materials are still sold and traded on the AH.

And even if it did hurt the economy, I would prefer this change because it makes crafting simpler and more useful (and maybe even more fun) for each individual player.

Wednesday, February 23, 2011

To Rift or not to Rift?

The Rift beta is over, and the head start launches tomorrow. I'm trying to decide whether to subscribe for a bit or not.

In a lot of ways, my decision has surprisingly little to do with the game itself. Rift is a good game. Instead of the title question, the real question I'm struggling with is:

To tank/heal or not to tank/heal?

My favorite part of these games is group content. Group content needs a tank and a healer. I highly doubt that Rift has done anything that will make those two roles more prevalent.

But none of the tank or healer souls really attracted my attention. They all seemed rather boring. So I'm left with a conundrum. If I want to indulge in group play, my best option is to roll a tank or healer. But I'm not very enthusiastic about the tank/healer souls, and the dps souls seem more interesting. But if I go dps, I resign myself to a poor grouping experience.

Edit: To clarify, I'm talking about the time wasted looking for tank/heals before starting, not the actual experience once the group has been assembled.

The one build I actually liked was a Warrior Champion/Beastmaster/Riftstalker build. Two-handed weapons with a charge, a pet and a little elemental damage. But you know that build will be pretty pointless in group play.

Monday, February 21, 2011

User Interface Windowing

I was playing the Rift beta when the following sequence of events happened, and got me thinking.

I usually put my crafting skills on the right-side action bar. Rift crafting skills have a "disenchant" option (which is pretty neat). For example, armorsmiths can "salvage" armor to get materials to make more armor. So I added a right action bar and put the Salvage button on it as I would in WoW. I then opened my bags to find some armor I wanted to break down. To my surprise, the bags opened in the same spot that they normally do, overlapping the right action bar and hiding the Salvage button.

This, of course, made Salvaging a rather tricky option. I figured out that you could move the bags around, but sadly, I couldn't get them to perfectly line up anymore. So now when I open my bags, they display in a rather raggedy manner, but at least they're not obsuring the action bar.

I started wondering why something like this never happens in WoW. I realized that--for all that WoW and Rift are very similar--the default WoW interface uses a completely different windowing system/metaphor than Rifts.

The default WoW interface uses tiling windows. For the most part, there is only one plane, and all interface elements exist on that plane. Nothing overlaps, and if you open a new window, the other windows either shift position or close in order to accommodate the new window.

(The preceding paragraph is not strictly true. There's really two planes for the default user interface. The lower one (which can be obscured) has the group/raid health bars, the quest tracker, and the small zone map.)

Rift, on the other hand, uses an overlapping windowing system. Interface elements can overlap and be moved around, or brought to the foreground at different times. But the price you pay here is that if you want to see two elements at once, you often have to rearrange things yourself.

Just a small technical observation. I think I like the tiling system better for a default game UI. It's probably more work, making sure that all the elements tile nicely, especially related elements. But everything that is active is immediately available to the user, without them having to move elements around to see information.

Friday, February 18, 2011

Rift: First Impressions, Part II

Played a little bit more yesterday. Got a couple levels with my Warrior, and tried a Defiant Bladedancer/Nightblade/Assassin Rogue. Still very low level with both of them.

More on Abilities

The soul trees are pretty interesting. Generally, each tier has about 5 "soul-specific" talent points, and 5 "generic" talent points. That way, if you don't use the soul-specific abilities, you can still climb the tree by investing in the generic talent points.

So far, what I've found is that about 70% of the abilities I use come from the primary soul, about 30% from the secondary soul, and I use one buff or one ability from the tertiary soul.

AoE looting

AoE looting is amazing! You loot one dead mob, and all the surrounding dead mobs you can loot are looted at the same time. All the items appear in one window, and is essentially treated as one transaction.

This change is definitely worth stealing.

Rifts

Rifts are random events that occur fairly often. A portal opens, and enemies spew out. There are several waves, and the UI tracks your progress much like a Public Quest in Warhammer. There's a little contribution meter that tracks your participation, and when the rift is closed, you get a loot bag containing some random items. Mostly special currency to purchase gear, but also crafting items and some sort of trophy items that you collect sets of. Don't really know what you do with the trophy items.

As well, when you first enter the rift area, there's an option to join a public group, and you get dropped into a raid with other people.

I rather like the rifts. They're random, which makes them a nice break from solo questing. You do your quests, see a rift form near you and join up and beat down the rift. Then you go back to questing. It's a nice change of pace that doesn't require a lot to set up or even a great deal of commitment.

I think it might also make healing and tanking a little more attractive. You get a small dose of group content every so often, which is your main purpose as a healer or tank, and you don't really feel the pressure to go DPS to make questing easier.

Now the downsides of rifts is that, so far, they are essentially a giant zerg. There's not a lot of tactics or strategy involved. But then again, this is low-level, and things can change at higher levels.

Wednesday, February 16, 2011

Rift: First Impressions

I took a look at the Rift Open Beta yesterday. Here are my impressions. I didn't get very far, only to about level 7 or so.

Rift is very similar to World of Warcraft and similar quest-driven fantasy MMOs. Trion has deliberately made the interface very familar to WoW players, using much the same hotkeys and layout. This is a positive, in my view.

Class System

Rift's major innovation is its class system. You start by picking a fundamental archetype: Warrior, Cleric, Mage, or Rogue. Then you pick up to three sub-classes, called souls, which focus on different aspects of the base archetype.

It's an interesting system, and in a lot of ways is opposite to the direction that WoW has taken. WoW characters focus on a specific specialization: Holy Paladin versus Retribution Paladin. In contrast, Rift is aiming at the combination of souls taken.

We will see how successful they are. WoW's drive for specialization was driven by the playerbase, because it produced optimal results.

I created a Malthusian (human) Warrior. I choose the Paladin/Warlord/Void Knight souls, pretty much creating a sword-and-shield tank.

Abilities

Gaining abilities in Rift depends on your souls. Each soul is like a talent tree you can invest talent points in. But each talent tree also has a "root" line of abilities. As you invest points in the talent tree, new abilities are unlocked along the root line. So if you put more points in the Paladin tree than the Warlord tree, you unlock more Paladin abilities than Warlord abilities.

Abilities themselves are pretty standard MMO fare so far. Some have cooldowns, debuffs, buffs, reactive abilities etc. Warrior use a combo-point system with generators and finishers.

All in all, it's a very clean system. However, there are a few issues. First, you still have to buy ranks in each ability, so you have to go to a trainer every so often. It seems like this is just extra complexity. Unlocking abilities through talent points was enough, and I think it would work better if your abilities just automatically scaled with your level.

Second, there's a lot of front-loaded complexity. Each soul comes with starter abilities. For example, I have 3 different basic combo-point generator at level 7, and about 5 different buffs. I'm using the Warlord generator and a paladin finisher, and just dropped the other two off my bars. But the sheer number of buttons available at level 7 is a bit overwhelming.

Finally, warriors theoretically have a resource bar, called Power. But so far, Power seems to regenerate faster than I can spend it, so you're really limited by the global cooldown and ability cooldowns. The resource doesn't seem to matter.

Graphics

First, the game is very responsive. No input lag or discontinuity between pressing buttons and results. Animations are solid and fun to watch.

The graphics are pretty decent, but they draw from the green/brown/gray "realistic" palette and thus are not very vibrant or crisp.

As well, apparently Trion belongs to the camp that believes that female plate armor does not need to cover vital areas like the chest or stomach. At least they aren't in high heels, though.

In-game, the performance is very good. I'm not 100% certain that I have the graphics set right, but I set them to Good and everything plays well with a decent framerate.

Oddly though, my system can't seem to handle the cutscenes. I get massive framerate stutters during cutscenes. It's really weird considering that in-game performance is excellent.

Conclusions

Rift seems like a pretty decent game. It's pretty polished and plays well so far. I haven't really gotten into the Rifts part, which seem to be like Warhammer's public quests, or instancing or anything really advanced.

If you're looking for something majorly different than WoW, than Rift is probably not for you. But personally, I'm a fan of choosing one thing to change and then doing a great job with that single change, and that is what Trion is aiming for with their class system.

Saturday, February 12, 2011

Light of Dawn

Well, Light of Dawn may or may not transfer via Beacon of Light.

Yeah, I don't know what's going on.

Thursday, February 10, 2011

Ask Coriel: Priest or Paladin?

A reader asks:
I have a paladin and a priest both. I recently came back to the game for the expansion. I have taken my paladin up to 83 and recently spent some time on my priest leveling him up as well. The other day I hear someone mention that he has bailed on his 85 priest because they are the worst healers at 85 right now.

With your experience on the paladin and your obviously spending a lot of time evaluating the paladin class and raiding. Do you have any quick thoughts on paladin versus priest healing? I want my primary role to be a healer, its what I enjoy.

Well, I don't really have a lot of experience with priests, especially the new 4.0 priest. But in my guild, one of our best healers is a Holy priest. From what I've seen, priests are still a strong healing class.

I would probably say that priests, especially Holy, are a more complex than paladins, and have a larger healing toolbox. Paladins have a bit more survivability and have more non-healing tools like Hand of Salvation, Freedom, Hammer of Justice, and now Rebuke.

Priests also have a small advantage in that they have two healing styles to choose from, Holy or Disc. But paladins get to hit things with a giant two-handed mace, which is never to be sneered at.

They're both good healing classes. I would suggest that you pick whichever one you like playing best, or whether you think plate armor and shields looks better than cloth armor and staves.

Any thoughts from readers, especially those who've played both classes?

Wednesday, February 09, 2011

Guild LF A Couple Healers

My guild, Ad Infinitum, is looking for a few more healers. We're 10/12 normal at the moment, missing Nefarian and Al'Akir.

We raid 3 nights a week: Wednesday, Sunday, Monday from 7pm to 11pm PST.

If this sounds like something you'd be interested in, we'd love to have you put in an application.

If you're not a healer, feel free to apply as well, we're always on the lookout for good players. If you have any questions about the guild, I can answer in the comments, or you can email me at rverghes@gmail.com.

Tuesday, February 01, 2011

Sheep and Wolves

It's something of an article of faith among MMO literati that hardcore PvP games with consequences cannot really thrive. The line of thought goes something like:
In a PvP game, some people are wolves and everyone else end up as sheep. Who is going to pay to be a sheep?

I can't really disagree with that argument. I rather doubt people will pay to be killed in PvP, with consequences like losing gear. But what if the idea was flipped?

If people won't pay to be sheep, will people pay to be wolves?

There are a lot of Free-2-Play games running around. What if one of the things for sale was the ability to attack and kill other characters? I.e. normally, players can't initiate attacks on other players. But if you subscribe, you can attack other players, and they can fight back. I'm talking full PvP with looting rights, a la original Ultima Online.

The thing is, in a F2P game, the players who don't pay primarily exist to entertain the the people who shell out money. To provide people to play with, to fill out dungeon groups, to create an economy that the subscriber can participate in.

It's merely a step further to suggest that, when it comes to PvP in an F2P game, the non-payers exist to be sheep for the subscriber wolves.

And hey, if you don't like being ganked, maybe you could pay more to be immune to PvP attacks.