Showing posts sorted by relevance for query warhammer. Sort by date Show all posts
Showing posts sorted by relevance for query warhammer. Sort by date Show all posts

Sunday, August 16, 2009

The Nature of War

In a game like Civilization, most of us have launched a war for the purpose of expanding our nation's territory and power, or to weaken a rival nation. In this, we are following Carl von Clausewitz's observation that "War is merely a continuation of politics." In the context of such a game game, and indeed much of human history, such a strategy of conquest was not considered wrong or immoral.

However, the modern world is moving away from Clausewitz's statement. It is moving towards a view that the only moral war, the only just war, is a defensive war. And this is causing an interesting reaction between game players and developers.

Consider the current plot lines in World of Warcraft. Blizzard wants to heat up the simmering conflict between Alliance and Horde. From a gameplay perspective, war is more interesting than peace. It gives players more things to do. To that end, Blizzard has introduced the characters of Garrosh Hellscream and Varian Wrynn, who are pushing the Horde and Alliance towards a war.

However, these two characters are not very popular with WoW players. I believe that the failure of these characters has more to do with the changing nature of war, than by their actual characteristics. If the only just war is a defensive war, then an aggressive leader is necessarily worse than a leader who is mostly peaceful (for example, Thrall).

As well, whichever faction starts the war is the aggressor, and in the wrong. And Blizzard definitely wants to avoid painting one faction as the bad guy. One of the strengths of WoW is that both the Horde and the Alliance have their good points and bad points.

Other games avoid this in a variety of ways. Often one side is clearly labelled as the bad guys, rendering morality moot. For example, in Warhammer Online, the Chaos faction are the bad guys and clear aggressors. Other games have the war between factions being more of an "eternal war", one that has no real beginning and no real end.

But how do you start a war between two good factions, when starting a war is considered wrong? This would be possible in the times when the Clausewitz dictum held, but I think is all but impossible now.

Thursday, February 12, 2009

Warhammer Online: Spread Too Thin

I think WAR should have cut the elves.

Seriously, no elves would have meant that there were only four main areas: Dwarf, Greenskin, Empire, and Chaos. This would have increased the concentration of players in each area. That would have lead to better PQs and PvP. I think that WAR is a game which really needs a minimum number of other players to really work.

As well, Mythic could have spent more time on those four areas and eight classes, adding more polish.

The elves would have also made a really good first expansion pack.

It seems like a lot of video games make this same mistake, attempting too much, spreading themselves too thin and doing a substandard job.

Wednesday, December 31, 2008

Third Year Mark

It's been about three years since I started writing this blog.

I think I'm a lot happier with WoW than I was last year. I've sort of made peace with the whole specialization issue. It's not ideal, but it's okay. It helps a lot that Protection and Retribution are very viable. Going Holy is closer to an actual choice, rather than being forced into it. Have to give Blizzard props for making that happen.

The biggest difference between now and previous years is that I am unguilded. To be honest, it's sort of nice not being in a guild. You log on, and do whatever you feel like. As well, there's something to be said for experiencing content in the proper order. I did every single quest before starting heroics. I haven't done any raids yet. But that means that I don't outgear the content yet. It's kind of nice, seeing a blue drop and realizing it's an upgrade for me rather than pure disenchant fodder. I just got to Revered rep with Wyrmrest today, and picked up multiple upgrades.

It's been really pleasant to have been able to go through the content in order, to consume it at leisure and not be rushed, rather than skipping all over the place. However, I'm coming to the end of what you can do solo and I do miss the experience of working on harder content with a team that sticks together.

I think I'm going to take a vacation from WoW for a few weeks before jumping into raiding, though. Cleanse the palate, if you will.

This past year I also tried some other MMOs. Age of Conan was terrible. Wizard 101 was quite good. If you're at all interested in a different MMO experience, give Wizard 101 a shot. The client and the first few zones are free.

Warhammer Online was decent, but I just couldn't get into it. I actually tried resubscribing a month ago to try the new tank class. Mythic has made some significant improvements. Of the five issues I identified, they've made amazing progress with the responsiveness of combat and polishing of systems like the chat interface. I still couldn't get into any of the classes, but if you were on the fence regarding WAR, you might want to take another look. Of course, I never made it past level 11, so I have no idea what endgame is like.

Thursday, October 09, 2008

Warhammer Online: Final Thoughts

I've pretty much decided that I'm going to drop WAR, at least after the first month runs out. It's a good game, with superb PvP and some interesting design decisions. A lot of the game mechanics are very well thought out. But I'm just not enthusiastic about logging in. There are several reasons why:

1. Starting the game makes me angry. Mythic, take a long hard look at the time from clicking the desktop icon to actually playing. Then take a look at WoW. In WAR, it's: login screen (which does not have focus for some reason), launcher, splash screen, splash screen, splash screen, intro movie, splash screen, EULA (!!), main character screen. (Why is there an extra button press if you want to pick another character? Why not go straight to the character select screen?)

In WoW, it's: launcher, login screen, character select. So much shorter, and it gets you into the game so much faster. It's like, "Hey, I want to play WoW" and then I'm in the game actually playing. Blizzard understands that when I click the desktop icon, I actually want to play the game, not fight my way through splash screens, movies, and EULAs.

Just starting a game of WAR is a hassle, and I find I'm always logging in slightly annoyed at the whole process.

2. Combat is not responsive enough. There's a distinct disconnect between pressing a button, the effect happening in game, and the animation on the screen. It's really bad on casters with long cast times, but it's noticeable even on melee characters. On my Witch Hunter, hitting an Execution (finishing move) has no relationship with firing my pistol. Often I end up firing my pistol at a dead body, as the Execution deals damage long before the animation actually happens.

3. A lot of basic functionality needs polish and basic fixes, especially the chat system. This is an MMO. It's defining characteristic is being able to play with other people. The chat system should be as close to perfect as possible. As it is, the chat system is mostly useless, and the game feels very quiet and lonely. There's lots of other subsystems with similar problems, like mail, etc.

4. Trade skills seem excessively complex and unintuitive. I don't think I like the design that requires multiple characters to function. I like being self sufficient to a degree. Even games with more intricate crafting, like A Tale In The Desert, allowed you to create things by yourself. Sure, it was a lot of work, but there's something deeply satisfying about constructing something all by yourself, from gathering the raw materials to producing the finished product. (And shuffling materials between a network of alts does not count.)

5. Probably the biggest reason is that I just haven't found a character class that grabs me. Mechanically, they're all quite well done. I really like the warrior priest mechanics, for example. But in a weird way, it might be because the WAR classes have *really* strong flavor. They're very specific: Human Witch-Hunter, Dark Elf Disciple of Khaine, etc. While WoW classes tend to be more general, more archetypical. Even paladin is a pretty generic class, with lots of room for interpretation. A rogue can be assassin, spy, thief, scout, swords, daggers, maces, dwarf, gnome, etc. But a Witch Hunter is a Witch Hunter.

You can see this in the armor. Looking at the first three paladin raid sets, you have Paladin as Golden Knight, Paladin as Dark Inquisitor, and Paladin as Gundam (not exactly a traditional paladin interpretation, but sometimes Blizzard is just weird).

I kind of like the freedom of the generic archetype. I like playing a Paladin, I'm not sure I like playing a Warrior Priest of Sigmar. Even though the mechanics of the Warrior Priest are superior to the mechanics of a Paladin.

But maybe I just haven't found the right class for me yet. Perhaps I'll check back in when Mythic adds the Knight of the Blazing Sun.


Anyways, this is not to say that WAR is a bad game. It's actually quite a good game, with lots of intriguing ideas and solid PvP. If you're thinking about trying it, I strongly urge you to give it a go. Even just playing it for only the first month is worth the money in my opinion. You might find it' s the perfect game for you. I just don't think it's the game for me.

Sunday, October 05, 2008

On Posting Lately

Aaron comments:
I'm seeing more and more Warhammer posts and less Warcraft posts. realise it's a new game, but is this trend going to continue? I used to read your blog as a great source of paladin information, but lately... Might be time to unsubscribe.

I want to say something about "unsubscribe" but everything I try to write is coming out too snarky. So I'll just leave it alone.

The reason I'm not posting a lot about WoW and paladins is that nothing much is happening with them. Ret and Prot are pretty fun to play in Beta. Blizzard just needs to fix a couple of bugs (Art of War, mainly), and tune the numbers slightly, and those two trees are good to go.

About the only major change I'd want Blizzard to consider is to stop proccing Seals off special attacks, and then adjust the numbers. This might also allow Blizzard to dial Seal damage up a bit (revert the 20% nerf?) and that would make soloing as Holy easier. Seriously, soloing as Holy is something like three times slower than Ret. It's not so bad for the other healing classes, as healing gear now doubles as dps gear for them and they have the necessary tools to solo effectively. A resto shaman can still pump out Lightning Bolts and Shocks. A druid still has Moonfire and Starfire. But Holy lacks the tools that the other specs have.

Healing as Holy is still boring. But it's too late to significantly change Holy, and Blizzard seems happy with with the tree. Further proof that none of the designers play a Holy paladin.

Besides which, it's not going to matter. Blizzard is still intent on balancing raids around large numbers of healers. Most raiding paladins are going to be forced to heal, just because there won't be enough healers. Our Blessings are still in non-optimal state, meaning that PallyPower is going to be a required raid mod. All in all, I don't think I'm really looking forward to raiding in Wrath of the Lich King, at least not as a Paladin.

For now, at least WAR offers something new and different.

Sunday, September 07, 2008

The End of Mana

It seems like the MMO industry is moving away from mana as a resource. Warhammer Online has completely done away with mana, opting for an Energy-like regen system. Warriors and Rogues in WoW use Rage and Energy respectively, and the new Death Knights uses Runes/Runic Power. Even if you look at the mana-using classes, more and more of them are moving away from the tradition version of mana.

The tradition definition of mana is a resource which powers your abilities that starts at full, is slowly depleted, and can only be regenerated out-of-combat or through long periods of inactivity.

If you look at the current WoW mana classes, many of them are moving towards a self-contained cycle for their main resource. For example:

Warlocks: Cast Spells -> Lifetap -> Drain/Heal
Enhance Shamans: Use Abilities -> Shamanistic Rage
Protection Paladins: Use Abilities -> Regain mana through Spiritual Attunement

In WotLK, more classes will join the new model:

Hunters: Full Damage with Aspect of the Hawk -> Mana Regen with Aspect of the Viper
Ret Paladins: (hopefully) Use Abilities -> Judgements of the Wise

The two categories left which use the traditional mana model are mages/boomkins/elemental shamans and healers.

So why are more and more classes shifting away from the traditional mana model? I think the main reason is that mana does not really handle fights of varying length well, especially for DPS classes. If the fight is too long, you run out of mana. If the fight is too short, you have mana left unspent. Indeed, this was part of the reason chaining mana potions was so powerful, as it allowed you to tailor your mana pool to the length of the fight.

As well, in theory the traditional mana model is supposed to make you trade-off longevity for damage. In practice, most people just blasted away with their main nuke, and didn't really adjust tactics in-game to compensate for fight length. The only class which really considered longevity are classes with a 2-cycle spell rotation. And a 2-cycle rotation is perhaps overly sensitive to fight length.

The self-contained model, on the other hand, scales to any arbitrary fight length. The length of the fight is no longer restricted by the mana of the players, it can be as long or as short as desired.

This didn't matter as much in 5-mans, as 5-man fights have an implicit timer: the healer's mana bar. When the healer's mana bar runs out, the fight usually ends. As well, unlike DPS which has very little "over-damage", healers can extend their mana bar by playing smarter and avoiding overheal. Wasted mana is very important for a healer, unlike DPS. However, once you have more than one healer, a healer's mana bar can last a lot longer through efficiencies and trading off regen time, or even just reducing the damage done. Unlike DPS, the rate at which healers spend mana is very dependent on the specifics of the encounter.

I think time has shown that the traditional mana model is not the best resource for an MMO. In a lot of ways, it is either too constraining, or ends up not mattering at all. I think that more and more MMOs will move towards self-contained resource cycles to power abilities.

Wednesday, July 02, 2008

Is Questing Anti-Social?

Tobold has an interesting post, Making Quests Less Anti-Social, where he argues that people do not group up for quests because quests "*must* be done alone if the players want to maximize rewards".

I agree that most people don't group up with strangers when doing solo quests. However, I've always found grouping to be more efficient, especially for reducing downtime. Additionally, grouping with people is usually more fun than going it alone.

Second, if players were going solo to maximize reward, I would think that if you asked someone to group, they would turn you down. Yet my experience is that if you encounter someone doing the same quest as you, and you ask if you can join their group, 90% of the time they will send you an invite. To me, that behaviour implies that maximizing reward is not the reason that people don't group.

I think people don't group because they are ambivalent about approaching strangers. Maybe it's fear of rejection, a desire not to impose on someone else, or feeling bad about asking for help. But my experience is that a lot of people are perfectly willing to group up, they just don't want to be the one to ask. And because you can solo most quests, they don't ask unless they have to.

In some ways, I think this behaviour is at the heart of the whole 'clique' issue in a lot of guilds. You join a guild, and your guildmates become something more than strangers, but less than friends (at least at the start). It's still hard to approach them and ask if you can join them, because they are sort-of strangers. Yet it still stings when they leave you out, because they are sort-of friends, and you expect your friends to ask you to do stuff.

So I don't know how to solve this. Maybe Public Quests in Warhammer Online will solve this problem, by implicitly grouping people in the same area on the same quest, without making one party formally ask and risk rejection. In WoW, though, if you are willing to take the first step, and ask for help on the General channel, or whisper someone you see working on the same quest, you may be surprised at how easy it is to group up with a perfect stranger.

Funny/weird grouping story: A couple of nights ago, I grouped with a mage to do another Arathi Highlands quest. This mage didn't like buffs. He didn't run Arcane Intellect, didn't cast a mage Armor. He even asked me to turn off my Aura (I was on a paladin alt--yeah, I'm not really sure why, either). I wasn't able to figure out why he had an aversion to buffs, but he was a nice guy in all other respects and we finished that quest easily.