Thursday, August 21, 2008
Thoughts on Warhammer Online
Open Beta
You have to pre-order the game to get into the Open Beta. Seriously?
It's a weird decision, because it's a very short Open Beta, so it's more like advertising, only you're advertising to people who've already purchased the game. Seems odd to me, but whatever.
Grouping
The single most interesting thing about Warhammer appears to be their approach to grouping. Open Groups and Public Quests (see Tobold for more info) are extremely unique mechanics. I've posted before about social aversion to asking strangers to group. By eliminating that barrier, grouping might become a lot more common.
I think how loot is handled will be issue that makes or breaks Warhammer's grouping system. We all know the issues with ninjas in WoW; what's it going to be like when the ninja can join your groups without permission? If ninjas become a big concern, then all groups will be closed, and all the advantages of an open system will be lost.
The other loot issue I see is how Public Quest loot is distributed. They use a /roll system with modifiers depending on your performance. There are three concerns here.
First, performance is often very hard to quantify. Already sites like Massively are advising classes to AoE as much as possible in order to push themselves to the top of the meters. I'm sure the tanks will be overjoyed by these tactics. Essentially, it's the problems with damage meters and healing meters obsession in WoW, only people actually get rewarded by being at the top, even at the expense of the group.
Second, it seems like the rich get richer in this system. The better your gear, the more powerful you are, which means you're more likely to top the meters, and get the best reward. That means you're even more likely to top the meters in the next event. It's interesting that almost all player-driven loot systems are designed to prevent this, to spread loot more evenly.
Third, Random + Modifier still has all the disadvantages of a random system. You can be the best player in several PQs and still roll terribly. Given that many PQs will happen, it is probable that some poor sap (probably me, knowing my relationship with Lady Chance) will end up with a terrible loot streak.
Healing
Healing looks very interesting as well. There are three types of healers: pure healers, healers who get bonuses to damage spells if they cast healing spells and vice versa; and melee-healers.
I predict the that the second type of healer will end up as pure healbots. As Keen is finding out, the real barriers to mixing healing and damage are time and resource costs. In Keen's words, "If you’re not healing constantly then people will die. If people die because you were doing damage... it gets ugly."
So, the melee healer is what is really unique here. They look very unusual, as you have to hit the enemy in order to build up the necessary resources to heal people. Despite the fact that I really should know better than to roll a healer, I'm strongly considering trying a warrior-priest when Warhammer comes out.
Mechanics and Gameplay
The basic mechanic for every class seems to be something like Rogue's Energy. This is a very intriguing idea. The Toughness stat also looks like a nice twist on basic combat mechanics.
However, issues like these give me pause.
PvP
Keen has a really good video showing off an in-game siege. It looks very exciting. On the other hand, you can't help but notice that everyone is pretty much in the same position at the end of the video that they were in at the start of the video. (*Memories of 16-hour old-school AV matches rise up*)
Conclusions
Remember that I am not in the Beta, and am just commenting on the info that other people are talking about. Warhammer looks like a very neat game, with a lot of interesting ideas and takes on the MMO genre.
However, the whole "must pre-order to get into the Open Beta" thing is making me slightly nervous, especially after the whole Age of Conan debacle. In the end, I think I'll probably pick up Warhammer two to four weeks after it is released, and more information floods the Internet.
As a complete aside, I don't understand how people say that MMOs are too expensive to try out. They cost the same as normal game, and you get a free month, which is more than enough time to get in some decent hours. It's more or less the same price as buying a single-player game that you ended up not liking.
Wednesday, September 17, 2008
Warhammer Online: What to Play?
The real question is what class to play. The Warrior Priest is probably the closest analog to the paladin. But even though it's a melee-character, it's still a healer, and I don't really want to get stuck in the whole healer cycle again.
Already, if you watch the Warhammer Online blogs, you'll see the subtle bias against the healers doing damage. I was reading a a description of scenario scoreboards at Book of Grudges, when I came across the line:
"Next down is a Zealot, and if he’d been healing more and nuking less Destruction would probably have won this match."Back to blaming the healers. The more things change, the more they stay the same.
So I'm really wary about rolling a class that has any capability of healing whatsoever. I envy the freedom of the DPS classes to just have fun. Plus, Warhammer seems to be big on the whole pick-up group PvP thing, so rolling a DPS doesn't look as limiting as in WoW.
The thing about healing is that it is usually very powerful and scarce. And I don't *hate* playing a healer. So I could go healer, and my group or side would probably be more successful. Or I could go DPS, and my group or side would probably be less successful, but I would have more fun. But losing is not fun and winning is. So round and round in circles I go.
It's odd that this is coming up in a post about another game, but that's the way I look at healers (and tanks). The healers are the ones being responsible, letting the DPS have fun. When I'm DPS in a group, I feel bad that I'm making the healers work, while I'm having fun. Which is a bit odd, because I don't mind being the healer. It is fun and challenging, but it's a different sort of fun than what the DPS is experiencing. Maybe it's about creating or sustaining versus destroying.
Anyways, long story short, I have no idea what class to roll in Warhammer. Maybe I'll just try a Witch Elf. They don't seem to believe in clothing, and it's always amusing to see how low the gaming industry can sink. Though, kind of honestly, I think a male version of the Witch Elf (with the same disdain for clothing) would be hilarious. The reactions from the playerbase would be priceless.
Monday, August 25, 2008
Targeting
Warhammer Online introduces a new system for targeting creatures and players for spells and abilities. It is interesting to compare the Warhammer Online system to World of Warcraft. WoW actually has multiple targeting systems, each serving a slightly different purpose.
World of Warcraft Basic - Primary Mode
In the default UI (no mods, no macros), there is one target frame. You choose your target, and press the ability, and the game tries to cast it on the current target. So to cast a spell on a new target generally requires 2 operations:
1. Select new target
2. Press spell button - Spell is cast on current target
This method has the advantage that it is very obvious and intuitive. It has the disadvantage that changing targets is fairly costly in terms of operations. Additionally, switching between a hostile and a friendly target will turn off your auto-attack.
World of Warcraft Basic - Secondary Mode
In the default UI, there is a secondary targeting mode. If you have a hostile target selected, and you cast a friendly spell such as a heal, the cursor will change to a glowing hand. You can then click the frame of a friendly player, and the spell will be cast on that player without changing your target.
1. Press spell button
2. Select friendly frame - Spell is cast on friend, target is not changed
The advantage here is that your current target never changes, your auto-attack does not turn off. Offensive actions don't require a target switch, and only cost 1 operation. However, this method does not seem that popular among players, and is probably not very intuitive. Additionally, even Blizzard occasionally forgets about this mode. For example, spells that can affect both allies and enemies, such as Holy Shock, will not work properly, automatically defaulting to hitting the hostile target. Another annoyance is that all your friendly spells get "greyed out" as unusable, even though you can still cast them.
Warhammer Online
Warhammer Online seems to have two targets: an offensive target and a defensive target. Selecting a friendly player changes your defensive target, and selecting a hostile changes your offensive target. If you cast a hostile spell, it hits the offensive target. A friendly spell hits the defensive target.
In terms of operations, this is slightly different depending on what you are doing. If you are mostly attacking creature or mostly healing friendlies, then it effectively costs 2 operations or so per target switch. However, when you alternate between healing and attacking, it only requires 1 operation. In the best case scenario, you only have yourself and one enemy, and you never need to switch targets. I would imagine that this targeting system promotes attacking and defending at the same time. If there's no extra cost, you might as well throw out a DoT if you have time.
As well, this system is pretty intuitive, while only being slightly more complex than WoW Basic - Primary. The idea that offensive spells are cast on your offensive target, and defensive spells are cast on your defensive target just makes sense.
World of Warcraft Advanced - Focus
In WoW, you can declare one target your "focus" with the /focus command. Right now, you generally need macros or mods to work with the focus target properly, but in WotLK the focus target is being built into the default UI.
Having a focus target allows you to cast certain spells at your focus, instead of your main target. This is especially useful for crowd control, as you can automatically renew a crowd control spell without switching targets. Essentially, casting a spell on the focus target only costs 1 operation, while other targets cost 2 operations.
The focus target is also open-ended. A DPS can juggle two hostile targets. A healer can juggle two friendly targets. However, one of the targets is fixed, as it takes a bit of effort to switch focuses.
Focus, while very powerful, is not exactly intuitive, and takes some getting used to.
World of Warcraft Advanced - Mouseover/Click-casting
In WoW, you can also macro your spells to target the frame or mob that your mouse is hovering over. This essentially reduces the cost of all your spells to 1 operation. This is primarily used by healers, as they have to switch targets often. However, DPS and tanks do occasionally have uses for mouseover targeting. In particular, warriors will use a mouseover Sunder macro to build threat on crowd-controlled mobs. (Sunder doesn't do damage to mobs, and using mouseover ensures that you don't auto-attack the sheep.)
Click-casting is where you automatically cast a spell without changing targets if you right-click a frame. You generally need a mod such as Clique. Click-casting is pretty similar to mouseover targeting in effect, but you're limited by the number of mouse buttons you have.
These techniques reduces operation cost to the minimum. However, they are fairly unintuitive, and require extra setup on the part of the player.
Conclusion
In a lot of ways, the basic WoW targeting system promotes focusing on one activity at a time. If you're healing, you switch between friendly targets and heal. If you're dealing damage, you stay on your target and burn them down.
Warhammer Online seems to promote both offensive and defense. The dual-targeting system promotes using both abilities that help your allies and hurt your enemies. This doesn't just apply to healers. Any class could get and use helpful abilities, and still be able to concentrate on the hostile mob. Additionally, it's still very user-friendly and easy to understand.
However, both Focus and mouseover targeting offer much more control, and reduces the cost in operations, to the experienced WoW player. Mouseover targeting effectively obsoletes the dual-targeting system for healing, and Focus allows you to alternate between two hostile targets. Still, these techniques are not exactly user-friendly, and generally require the player to have a fair bit of experience in the game before she can master them.
Saturday, August 25, 2012
First Impressions of Guild Wars 2
Character Creation
There are five races and eight or so classes. Character creation has lots of sliders and buttons. I would have really liked a "reset to default" button, though.
The human females generally "need a sammich", as the saying goes. There didn't really seem to be any equivalent of SWTOR's body type 2 or WoW's human female. Either too much on one side or the other.
I did like the Sylvari art, the use of leaves and plant forms for hair and ears. That was very clever.
I also liked the use of additional choices to flesh out the character, like what god the character followed, or what spirit animal, or even greatest regret. I do wonder if those choices were orthogonal enough though. Sometimes it seemed like there were obvious choices for the magic users, and obvious ones for fighter types.
I also like the history for the races, especially humans being a race in retreat. Very different from the standard "humanity waxing" storylines.
I ended up creating a Human Guardian.
Oh, I should mention something about names. I think names have to be unique across the entire GW2 universe. So your regular name is probably taken. I know 'Coriel' was. But GW2 allows you to put spaces in the name, so you make a last name, and the combination is very likely to still be available. I named my Guardian "Coriel De Rohan". I really like this solution. It's a solid mix between uniqueness and availability.
Main Quest Line
The main quest line seems decent enough. The writing and voice acting is okay. Better than TERA, but not up to SWTOR or TSW. There was an investigation-style quest where you had to question different parties and accumulate evidence against a powerful noble that I thought was rather neat.
Hearts
A main conceit in GW2 is that there are no "side" quests. Instead of quest hubs, you have a "heart" on the map.
In a quest hub, you would have four or so NPCs. One would give a quest to kill 10 boars. Another would give a quest to collect 15 trinkets. Another would give a quest to search through poop. And the last would tell you to kill 20 bandits and their leader.
In a GW2 heart, these are not discrete elements. Instead of you have to (all numbers made up) accumulate 100 points, where you get 5 points per boar, 2 points per trinket, 10 points per poop, and 6 points per bandit. And you can do any combination of things that add up to 100 points.
So if you really hate killing boars, you can avoid that entirely. Or you can just do stuff until you hit the required total.
What I find is that this lacks context, lacks those small stories that weave together. For example, in Elwynn Forest in WoW, I really enjoy the Young Lovers questline. It's nothing amazing, you take a note from Maybell Maclure to Tommy Joe Stonefield, get Grandma Stonefield to direct you to her old suitor, the alchemist William Pestle, kill some mulocs for ingredients for an invisibility potion, and give the potion to Maybell so she can elope. Nothing amazing, just a short little story. But I guess I'm a romantic at heart, so I always enjoy doing that questline.
The thing is that, so far, the hearts in GW2 really lack that. They're just a bar on the screen to be filled with repetitive tasks. And the tasks don't really build on each other to form a story, except in the vaguest, most general sense. (There are bandits attacking the farm. You kill the bandits. The farm is saved.) It's also very UI-driven. At least normal questing has a semblance of interacting with the people in the world.
Now, in the end, maybe normal questing is just the same. That the stories of side quests are just an illusion, a fig leaf over reality, and it's all about filling up many smaller bars instead of one bigger bar. But it turns out that I like--and maybe even need--that illusion.
GW2 Hearts are quests for people who think that skipping through instant quest text is too much work.
Events
Events are basically a cross between public quests from Warhammer Online, and rifts from Rift. They're a public quest which is not always available. Instead, they sometimes "activate" like a rift and appear on your map. Then you do the event, and get some rewards. They differ from rifts by being more varied and not just monsters spilling out from another plane.
Sometimes it's an escort quest, sometimes it's a quest to kill a special monster, sometimes waves of monsters are attacking a certain point, etc.
Because the starting point is unknown, events are something that you don't really plan for. Instead you do them when you come across them.
They do make the world seem a bit more dynamic, and break up the questing a bit. But they do repeat, and if you stick around in the same area, you'll see the same event pop over and over.
I like events. But they're not revolutionary, they're evolutionary. A better Warhammer Online public quest.
Combat, Crafting, Skills
See this post.
Initial Conclusions
GW2 is an okay game. But not one that deserves anywhere near the hype it is getting. To be honest, so far it really feels like a better Warhammer Online.
Heh, it occurs to me that GW2 is the game where the "bears, bears, bears" promise from Warhammer Online was finally fulfilled.
Again though, this is early impressions. I haven't gotten very far, and I haven't been able to try out this WvWvW, as I've been on overflow servers most of the time.
Thursday, September 19, 2013
Warhammer Online Closes
WAR had several good ideas, most notably Public Quests. Having both an offensive and defensive target is one of my favorite UI innovations. I think that WAR has been quite influential on the design of the MMOs that came after it.
But ultimately WAR was a failure. I think it was a failure because, while it reached for new heights, it didn't get the basics correct. Chat was a nightmare, and the latency and performance were pretty bad. And who can forget the contribution bug. Not to mention that just logging into the game meant wading through a morass of splash screens and opening movies.
The real lesson of Warhammer Online is that cool design will generate hype. But polish and performance, the basic grunt work, are vital to success.
Thursday, November 27, 2008
Warhammer Online: Contribution Shocker!
Now we know how contribution is calculated. It’s so shockingly simple, so obvious we wonder why we didn’t figure it out a long time ago. It isn’t.
See, instead of actually measuring all the data players do during Public Quests to find out who contributes the most every player is making a roll when they enter a zone, and that roll is your contribution that appear. It doesn’t weight all your healing, all your damage, all your buffing, or everything that make you more worthy of a reward than a player standing AFK in a corner. It’s just random. The roll remains until you zone so you will get the same contribution in both Keeps unless you relog or someone with higher roll enters the PQ area.
Wow. Honestly, I'm speechless. What do you say to something like that? The evidence presented in threads on the discussion forums looks solid to me.
This is a blunder on par with Age of Conan's "females do less dps than males because their animations are slower" bug.
Thursday, October 02, 2008
Warhammer Online: Defender's Dilemma
Khaine's Embrace is pretty neat. There are two standards. If your team captures both standards, a horn sounds, and there is a giant explosion, killing everyone in a large radius around the standards. Then your team gets 75 points, and the standards reset. I like the map, though possibly mostly for the horn sound and explosion graphics.
Anyways, it's early in the match, Order has their standards, but we're pressing them hard. All of a sudden, our standard gets captured, and we fall behind. It turns out not a single person is defending, so a lone Order player was able to sneak by and cap.
So I start defending. It's terribly boring, but I do kill several Order players who try the sneak again. Our flag is never captured again, and we win handily.
The problem is that I ended up getting the lowest renown and rewards from that fight. And that has really soured me on WAR. I'll be honest, I basically won that map for my side. The zerg didn't accomplish anything, but they got to rack up kills and renown.
This is the problem with systems that try and track contribution, and hand out rewards based on contribution. Sometimes contribution is very hard to track. Defense in particular is hard to judge. Not to mention that it's far more boring than being on the attack with the front line.
Edit: Not to mention that you can apparently leave your Scenario group and not share any Renown/XP with the other players. Ahh, Mythic, did you not learn anything from WoW?
Sunday, September 28, 2008
Warhammer Online:The Chat Box
It's very weird, everything being so silent. There are plenty of other players around. And it's so unlike the other MMOs I've played. In WoW, you can't get people to shut up, especially in the Barrens. Even Age of Conan, people talked a lot, if only to complain that their systems couldn't handle the game. But people are always chatting or complaining about quests or classes or Chuck Norris, and it's extremely disconcerting not to have that. Heck, there's more talking in Wizard 101, and that game was trying to prevent conversation.
I think the problem resides solely with Mythic's implementation of the WAR chatbox. There are three main reasons why it fails:
1. The font is too large, and the box is too small
A large font means that less information can be conveyed. It means that fewer lines of text can be shown, and a smaller history of the conversation is preserved. It also means that a lot of messages which should only take up one line wrap into two lines, further wasting the limited chat space.
2. Too many useless messages
In particular, the NPCs talk a lot, and quite frankly spam your chat box. This is very annoying, especially those which have long speechs, or multiple NPCs interacting. I think you can turn this off, but it was a mistake to include it in the default settings.
(As a complete aside, ever notice that text in the NPC speech bubbles has quotation marks? That seems weird and redundant to me.)
The other big contributor to this problem is transaction messages when buying or selling items. Again, multiple lines are taken up with each item, making harder to have a conversation with people.
The golden rule of chat boxes is that chat boxes should be reserved for communicating with other players. If at all possible, messages from the game to the player should be handled by the rest of the UI. Only messages that absolutely have to be in the chat box history should show up. Otherwise players will quickly learn to ignore the chatbox, as nothing useful ever shows up.
A further problem here is that general chat appears to be the same colour as game messages, making it even easier to ignore.
3. Lack of feedback when changing channels
Load up WoW, and type "/1 " (with the space). See what happens? The chat channel immediately changes to General, so you know what channel you are sending your message to.
Do the same thing in WAR. Notice that nothing happens. There's no indication that you are sending your message to the right channel. If you keep typing, "/1 test", that will send the message "test" out on the general channel. But the lack of feedback, I think hampers people from figuring out how to talk, makes it less intuitive, especially since no one else is talking.
To my mind, this whole issue indicates the importance of the small stuff. The three concerns I've outlined are minor. The default chat box certainly looks functional on paper. But I think these small issues have kept people from talking, and have made the experience very different from other MMOs. As well, I think this silence is negative. We play MMOs to play with other people, and it's nice to see people talking. Many people have called MMOs "glorified chatrooms", and I think that's a part of their appeal.
Wednesday, September 24, 2008
Warhammer Online: Warrior-Priest
About a year ago, I posted that the basic nature--the essence--of a paladin was that the paladin heals her allies, and smites her enemies with a giant hammer. Both Retribution and Holy have failed miserably at this.
The warrior priest completely nails this in so many different ways. You need to hit the enemy in order to build up Righteous Fury, which you use to cast your healing spells. So far, my healing spells are a straight HoT, a direct heal + HoT (like Regrowth) and an attack that whales on an enemy and does 250% of the damage as healing to your defensive target.
There's also a lot of smaller touches, like a Righteous Fury-generating attack that does lower damage, but heals your entire party for a little bit. There's an attack which increases the Strength of your defensive target for 20 seconds.
The biggest thing about the Warrior Priest is that you have to attack, indeed you are rewarded for attacking, and attacking does not hurt your healing. Being able to maintain both an offensive and defensive target is what really makes this class work.
The only thing about the warrior priest is that it is definitely a healer, not a tank. It's not really a "knightly" archetype, the way the Warcraft paladin (theoretically) is. It wears medium armor, and is very cleric-like in appearance. I suppose that's irony, that WAR's cleric plays like a knight, while Warcraft's shining knight plays like a cleric.
You can't use shields. And you are expected to heal. But you get to run to the front lines and hit people with a giant hammer. Kind of honestly, that's really all I've ever wanted from my paladin. Though this does mean you get focus-fired a fair amount. As well, juggling both an offensive and defensive target is challenging, as is balancing generating and spending Righteous Fury.
I'm really enjoying playing the warrior priest. Of course, I haven't hit endgame, I'm only Rank 9 (of 40), and we did not see the over-specialization of the paladin until the endgame in WoW. But still, I have to give kudos to Mythic for designing an amazingly fun melee-healer.
(If you play Destruction, the equivalent class is the Disciple of Khaine, with similar mechanics. But evil elves are so 1990s. Plus, as Order you get instant scenario queues!)
Saturday, September 20, 2008
Warhammer Online: Public Quests
A Public Quest is an area of the game in the open world which goes through a multi-stage fight. Everyone in the area can participate and work together to finish the battle. The first stages usually go through killing increasingly more difficult minions and the last stage is a boss. At the end, loot is distributed by a Random roll + Modifiers. You get a modifier based on how much you contributed to the fight.
The problem with Public Quests is that you need a minimum number of people. You also need a tank and healer. If you play at odd times, or stumble upon a PQ when no one is around, it's pretty much pointless. As well, the Empire and Dark Elves don't have a tank class, which makes PQs in their territory frustrating. Seriously, Witch Elves don't wear enough armour to tank a teddy bear. Perhaps this aspect will get better in later chapters.
Then, if you have too many people, the PQ devolves into a zerg, with everyone running around and spamming spells. There's no strategy or elegance. I don't really find that fun.
I think PQs will work nicely if you start with a good group. But starting with a proper group negates the entire "public" aspect of it, and it becomes just another dungeon fight.
Public Quests remind me of Alterac Valley (before the reinforcement timer) only without any PvP.* It's like a giant zerg. When you hit Drek'thar or Vannadar you hope to God that you have a half-way capable tank and some healers, and dps that doesn't react to getting aggro by running out of the room like a chicken with its head cut off. At least AV ensures that you have 20-40 people. Imagine showing up in AV with only 5 people, no tanks, and no healers. That's pretty much been my PQ experience.
*Let me preempt the wags: "So, just like normal AV, then?"
Finally, I hate the loot system. It's very annoying if you have a high contribution and roll low. If you have a low contribution and you roll high, it feels like you don't deserve the loot. If there are a lot of people in the PQ, only the first 10 or so will get a reward. This is a terrible design decision. Everyone should at least get the smallest loot bag. It's not your fault that a lot of other people decided to show up today. At least the loot bags offer you a nice choice of loot. You usually get to choose between an item for your class, some crafting components, or some gold.
It's a bit odd that I don't like the loot system, given that I don't mind rolling for loot in a normal dungeon. What really makes the difference for me is that PQs explicitly call out your contribution and give you modifiers to your roll. In a normal dungeon, there's a polite fiction that everyone in the group contributed equally, and so gets to roll on equal terms. It really sucks to be first or second on the contribution list, and yet end up with a white loot bag. Random + Modifier is more annoying than Random alone. Honestly, I'd probably prefer if the PQs didn't count your contribution, and just rolled equally for everyone in the group. Or even if everyone got the same loot bag, but the quality of the loot inside was randomly determined.
So those are my thoughts on Public Quests. It's an interesting idea, but being utterly dependent on other people showing up hurts. Also, Random + Modifier is a terrible loot system.
Thursday, September 18, 2008
Warhammer Online: First Impressions
WO looks very good at first glance. The servers were stable and running. I didn't encounter any major bugs, only one graphical anomaly when a PvP scenario (battleground) popped right after a public quest finished. But that cleared itself up when I died.
I really wish Mythic had feature-locked, and just spent two weeks cleaning up the little things. There's lots of little things that are annoying just because they're so small and yet so obvious. For example, when you start the game, it doesn't give focus to the username or password field. So you launch the game, start typing your password, realize that the text field doesn't have focus, and have to manually click the field with the mouse.
Anyways, there's lots of little things like that. In the great scheme of things they're trivial, but it would have been really nice if Mythic had made the effort to fix them. Streamlining your entry into the game, so that you don't have to click through several movies. Not popping the EULA every single time. When you get a new title, clicking the Tome of Knowledge pop up should actually take you to the description of the title, rather to some other random page.
Now there's a lot of things that the game does well. The quest integration with the map is superb. I adore the way you can queue up for scenarios, continue questing, scenario pops, you go fight, and you return right back to your questing spot, and you can queue again. If there is one thing Blizzard should steal from WO, it's this queuing for scenarios. It even makes being on the popular side bearable.
In the end I rolled a Witch Elf on Thorgrim. I did try some other characters, but I didn't like the look, so I deleted them. I'll have to look at options more thoroughly later. The witch elf is pretty much a WoW rogue so far, but with far less clothing. One interesting thing was that you start with a combo-point generating ability at level 1, but you don't get a finisher until level 2. I'm not sure this was a good decision. In WoW, a level 1 rogue starts with a standard move, and a finisher, so the playstyle is obvious from the start. I also kind of see why Blizzard limits combo points per mob. It was very common for me to build to 5 points and then unload burst damage onto a new target.
I got up to about Rank (level) 5, and Renown (PvP level) 4. I do like how you get rewards from both questing and PvP as you level up.
PvP is interesting. In general, the Witch Elf is a decent character. I get a fair number of kills, killing blows and even solo kills. The only problem is that sometimes everyone clumps up into two ranged groups firing at each other. You can't really pick off anyone when this happens, as the group will nuke you as you approach.
I did get to try a Public Quest, and it's kind of cool. I even won the roll! I got some nice armor that revealed even more skin than my previous rags. However, I'm not really sure it's as revolutionary as everyone claims. WO doesn't seem to have "tagging mobs" as a mechanic, and that is a good change.
One thing about WO is that it does really expect you to be somewhat familar with MMOs. WoW had a much more gentle introduction into the genre, but the experienced player ends up modding the UI a fair bit. At points in WO, I was suffering from information overload, and I'm an experienced player.
Also, maybe I'm missing something, but wouldn't it be an obvious move to have the same keybinds as WoW whenever possible? Things like C for Character, etc. A lot of the keybinds are the same already, it just seems odd to me that they didn't copy the others. It would make it even easier to steal WoW players. It's like Microsoft Excel, when they were first entering the market, went to great lengths to ensure that the Lotus 1-2-3 "slash command" system was duplicated exactly in Excel. That made it a lot easier for Lotus 1-2-3 users to switch, as they could use all the commands they were accustomed to.
Graphically, the game is pretty good. The animations aren't quite as smooth as they should be, but it's pretty decent.
All in all, Warhammer Online looks like a solid, stable game. I still don't think I've found the class I want to level up to the cap though. I'll probably end up trying a few more classes on the weekend.
Finally, if someone could tell me where I learn professions, that would be great. I'm looting all sorts of stuff that are for professions, but I'm just vendoring it at the moment.
Monday, March 01, 2021
Magic: Universes Beyond
Magic: the Gathering is introducing "Universes Beyond", a new initiative to go heavily into cross-overs with other franchises. The first new products will be Warhammer 40k and Lord of the Rings.
Here's the announcement.
Such cards will be mechanically unique, look exactly like regular Magic cards and will be tournament-legal, at least in the non-rotating formats. Wizards did this last year with a special package of 5 cards from the television show The Walking Dead.
Needless to say, the enfranchised fans on in the internet are not happy.
I don't know, maybe it will work out for Wizards. Maybe they'll get more new people to buy in on the strength of the external IP, and most enfranchised players will stick with it.
Personally, though, this feels to me like the moment Magic jumps the shark.
A funny comic from Cardboard Crack:
Thursday, April 03, 2014
Thoughts on Wildstar
First, you know how everyone in PvP runs around in circles like a madman? Wildstar is bringing that to PvE. I don't see this as a positive. Maybe I'm just getting old, but going nuts with the telegraphs like Carbine did made it a very tiring game.
And to a degree, Wildstar is a more difficult game than I think people will accept. I look at their dungeons, and I have zero desire to throw myself at that. In some respects, I think I'm just not skilled enough for Wildstar, so I may as well stick with more forgiving games.
Second, I never found a class that I enjoyed. I'm not really sure why. Just none of the classes seemed to have that factor which made me want to play them. The closest were the stalker and the engineer, but even they were missing something.
I don't really know how to explain it, but it feels very much like the classes in Warhammer Online. Those were well-crafted classes mechanically, but they just left me cold. Perhaps it is a matter of archetypes, of not having literary characters that match up to the class. Perhaps I play paladins because of Paksennarion, Michael Carpenter, and Uther, and not because of the mechanics associated with the class.
Finally, this is a very small thing, but in some ways it was the straw that broke the camel's back. I really, really do not like to be sworn at. It's just a reflexive distaste. So when the level up effect involves profanity, it just puts me off completely.
As well, if you think swearing is necessary, at least have the courage to swear. Bleeped swearing is a poseur's game. All it says is "we're trying to be edgy, but not too edgy." If you have to bleep your swearing, you really should just rewrite your content to avoid profanity.
So those are the main reasons I disliked Wildstar. I did not like their combat system, their classes left me cold, and the swearing on level up was a complete turn off.
Wildstar does have several good points. The graphics are colorful and cartoony. The game performance was good. The factions were reasonably interesting. The questing was pretty decent.
I also really liked the Settler path. I really enjoyed upgrading each quest hub with buff stations and building up the fences, and generally making the camp look better. The other paths were okay, but didn't really have the pull of the Settler path.
So those are my thoughts on Wildstar. I did not like the game, but it is not a bad game. If you like the combat, and find a class you enjoy, it will be a fun ride.
Sunday, June 17, 2012
Character Progression in The Secret World
Character creation is reasonably good, you have a fair amount of options when it comes to your face and starting outfit. I created a female, Coriel, and joined the Templar faction. The Illuminati are far and away the most popular society, and I don't know anything about the Dragon other than there is a bit of oral sex in the Dragon introduction.
The Secret World does not have classes or explicit levels. However, it does have roles and implicit levels. It is a fair bit different from most MMOs, and does take a little getting used to.
What abilities you get depends on your weapon, and your training with the weapon. Weapons are central to characters. The idea is that you channel your powers through your weapon. There are 3 weapon categories: guns, magic, and melee weapons. There are 3 weapons in each category: pistols, shotguns, rifles, chaos magic, blood magic, elemental magic, swords, hammers, and claws.
The basic idea is that you must have a rifle equipped to use a rifle ability. As you earn experience points you gain Ability Points that you can spend to unlock passive and active abilities in each weapon. Costs tend to follow a pattern where the first few abilities are very cheap, and then the cost steadily rises. However, the most expensive abilities appear to be more specialized, rather than strictly better damage.
The key element here is that you are only allowed 7 active abilities and 7 passive abilities at any one time. But you can wield two weapons. So you spend Ability Points to gain abilities with the two weapons you have chosen, and mix and match abilities to create a useful set of 7.
Actual combat is very similar to other MMOs. You target creatures and use abilities. The general pattern is combo point generators and finishers. However, there are some subtleties. Guns generate combo points on the target. Magic generates combo points on the character. Melee also generates points on the character, but I think the points are automatically gained with time (when in combat), without necessarily needing to use generators.
Certain weapons adhere to certain roles. Healing can be found in rifles, blood magic, and claws. Tanking is swords, hammers, and chaos magic. Most other trees have support abilities in addition to damage. As well, different weapons prefer or create different conditions, so it's up to you to use two weapons which synergize.[1]
The thing is that Ability Points do not increase character power directly, they only give you more abilities. Character progression is governed by gear. Gear has "Quality Levels", and you are more powerful with better gear. But you can't just wear any gear.
In addition to Ability Points, there are Skill Points. Skill Points are earned 1 every 3 Ability Points. You invest Skill Points into each weapon and gear type. Each level of skill costs increasing points, but also gives you a bonus with that weapon. You can't equip weapons or gear which are more than one level higher than your skill. So this is the aspect which creates the implicit levels.
Monsters and missions essentially take your current gear into account when determining if something is easy or hard. You'll see people asking for groups by QL. For example, people like QL3 for the first dungeon (which I didn't get to).
So basically, there is a short steep vertical progression, but also a fairly broad horizontal progression. There are twelve or so default builds given in the game, so you can just follow those builds if you are at a loss. I think you even get some cosmetic outfits if you complete a default build.
Gear is essentially amulets and trinkets, in addition to your weapons. Clothing is separate and cosmetic, and I guess must be bought or given as mission rewards.
The thing about The Secret World is that missions are repeatable if you want, they have a cooldown of a day or so after you finish them. So you are never stuck without a way to earn XP. There's no such thing as "respeccing" because you just earn more AP and SP. In theory, one could eventually unlock every single weapon ability and every single skill level.
For example, I figured Coriel would play as a healer, so I chose my first weapon as a rifle. After a while I put a couple of points into pistols for my second weapon. But I didn't like pistols, so I went to elemental magic instead. I have one elemental attack, and one elemental passive that puts a small DoT on the mob when I crit, even with a rifle attack.
Gear is role dependent. Tank gear has more health and less attack power. Healing gear has +heal instead of +attack, which does not boost your damage abilities. This may cause some people to shy away from healing and tanking roles. But it's not a permanent choice.
However, The Secret World also has my favorite UI element: a defensive and offensive target, as in Warhammer Online. Thus a lot of the healing abilities, especially with rifles, are really "leeches" which convert damage to healing.
I think that's a reasonable overview of character progression. The key points are weapons being the focus through which everything flows and determining playstyle, Ability Points to unlock usable abilities, a restricted set of passive and active abilities that can be used at any given time, and Skill Points to govern the quality of gear that your character can use.
1. I was looking on the forums, and some of the theorycrafters were talking about a concept called "bridge passives" which are passive abilities from a third weapon tree that could be used to get two non-synergistic weapons to play nicely with each other.
Thursday, June 14, 2012
Guild Wars 2 and The Secret World
Guild Wars 2
I find the hype and advocacy for this game a little off-putting. It might be really good. But the atmosphere and situation really reminds me of Warhammer Online, and we all know how that turned out.
I'm also not a fan of F2P and cash shops. Game devs need to eat, and invariably game design ends up pushing you towards the cash shop. In a subscription game, the necessary monetary transaction is taken care of up front, rather than needing to push the players into it. As well, I don't like how F2P games end up relying on a narrow slice of the player base. Sub games end up resting on the shoulders of the entire player base. I think that is more fair, and more likely to lead to good results for everyone.
As well, there just hasn't been any element that has jumped out and grabbed me. There are several elements that look somewhat interesting, but nothing seems worth getting up for.
Finally, it's a non-Trinity game. I don't see what the replacement basic game skeleton is, and so I assume it's going to end up as a zerg. I'm not a fan of zergs.
The Secret World
Here's four requirements for a successful MMO:
- Responsiveness [1]
- Lack of Bugs
- Polish
- Low System Requirements
Wednesday, February 22, 2012
Healing and Default UIs
Which is rather odd if you consider the fact that healers are the one role which interacts with the UI the most. One would think that the default UI should be optimized for healing. A healing-centric UI would still be functional for the DPS and tanks.
Here are three elements that a good healing UI needs:
1. All the friendly health bars in one place.
Almost all health bars put your own health bar in a different location than the other friendly players. SWTOR puts the companion health bar in a completely different place too. This is the first thing which is fixed by every single healing mod. All relevant health bars are collected together in one compact location.
2. Minimize target-switching.
I would love to see a default UI implement mouse-over casting for friendly spells out of the box. It makes healing so much easier and cleaner.
I also rather liked having Warhammer Online's use of one friendly target and one hostile target, that could be switched independently. You can kind of work around this with focus targets, but it's a lot easier to keep an eye on enemies with true dual-targets.
3. Emphasize relevant debuffs and buffs.
This is the hardest element to get correct for a default UI. But simply displaying all buffs and debuffs on a target is just not good enough. A healer needs to know when important debuffs are on the target, especially for dispelling. As for buffs, in general you only need to know when your short term buffs like HoTs and shields have worn off a friendly target.
Conclusion
I strongly recommend that any new MMO design the default UI with healers in mind. In fact, I'd go so far as to insist that the default UI designer be a full-time healer. Healers are the class which will interact with the UI the most, and thus the ones who suffer the most with a badly-designed UI.
Wednesday, April 13, 2011
Difficulty of Automatic Transient Content
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.
Friday, February 18, 2011
Rift: First Impressions, Part II
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
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.
Sunday, June 13, 2010
Group Content and Group Creation
Transient group content is content that is expected to be completed in a single session of play. The group is formed, the group completes the content, and then the group is disbanded. In WoW, group quests, battlegrounds, and 5-man dungeons are transient group content.
Extended group content is content that is expected to be completed over several sessions of play, and where the group is composed (more or less) of the same individuals throughout. In WoW, raids and PvP arena are extended group content.
Lately, I've come to the conclusion that transient group content is crippled without automatic group creation.
I've been playing a game (Age of Conan) which doesn't have a Dungeon Finder for groups. You have use a Looking For Groups channel, like in the old days. And it is terrible. It literally takes hours to form a group. I have never appreciated the Dungeon Finder as much as I do now. I remember having a lot of the same issues when I was playing Lord of the Rings Online. In fact, I stopped playing that game because I rolled a group healer and yet I found grouping to be too hard.
As well, because group creation is so hard, people seem to feel free to take advantage of the group with long afks, or generally do their own thing while the rest of the group waits for them. I remember that this used to happen a lot in WoW in the pre-Dungeon Finder days, but has since been eradicated from the game. Whatever the faults of the "gogogo" culture, at least they aren't wasting my time.
Without automatic group creation, the amount of time spent forming the group is excessively long, and makes grouping an unattractive proposition. I think this group creation time is really what keeps people from grouping up, more than any other concern such as rate of experience gain.
Other games have sort of approached this, while still leaving humans in control. For example, Warhammer Online had "open" groups, where you could just join a group instead of needing to be invited. While that was better than the old system, it still isn't as good as a fully automatic system.
It's interesting that the PvP side has always seemed ahead of PvE when it comes to this. Battlegrounds featured automatic group creation long before PvE. Perhaps it is because of a lot of the formative ideas for MMO PvP came from the First-Person Shooters and Real-Time Strategy world, where automatic group creation is the norm. While PvE grouping was stuck with the idea that it was important to let people choose their own groups.
Of course, automatic group creation is probably a bad fit for extended group content, if only because play sessions for the group need to match. In transient content, you know the play session matches because everyone is already online.
But it's also possible that I am wrong about extended content, that I am too used to the old system of making guilds, and I overweight the problems, and underestimate the convenience.
Perhaps an automatic matching system would be a good improvement for extended content. For example, a Guild Finder. Guilds could post what their schedules were like, or what type of guild they were, and players could do the same, and the system would automatically add people to guilds.
I think the bar has been raised for future MMOs. If an MMO has transient group content, it had better have automatic group creation for that content. As well, WoW needs to implement a system for group quests, as that is the last piece of transient content without an automatic group creation system. And group quests are noticeably the hardest content to find a group for.
