Saturday, September 26, 2009

Arthas as a Villain

Arthas needs a victory.

Ever since the Battle at Light's Hope Chapel, Arthas has lost battle after battle. The players enter Northrend, and from zone to zone, they defeat Arthas at every turn. The closest he comes to victory is at the Wrathgate, but the Forsaken interfere and he has to retreat. Even in the latest patch, he's all, "Fools, now you face Anub'arak", and then the players promptly kill Anub'arak. Again.

As a result, Arthas is coming off as a "paper tiger". He shows up, makes a speech, and retreats defeated. A good villain needs to be respected. In a normal story, the heroes can't go from victory to victory. They need to suffer setbacks. For example, The Empire Strikes Back is one long acknowledgement of this necessity.

But in an RPG, can the game really impose failure on the players? To me, a game putting you into a no-win situation seems very unfair. In some ways, this is because we already have failure in the game, but it's just a temporary state. You wipe, and you try again. Victory may be hard, but it is possible. The game forcing you to lose seems like a betrayal of this principle.

But for the good of the storyline, Arthas needs a victory to reinstate him as a real threat.

I don't think that Arthas can score a victory over the players directly without it coming across as contrived.1 The best path is probably to kill at least one major NPC in combat at the start of patch 3.3.

I think there are three candidates that would immediately restore Arthas' credentials as a villain: Jaina Proudmoore, High Overlord Saurfang, or Tirion Fordring. Of these three, Tirion is probably the best choice, as the central opponent of Arthas. As an additional effect, Arthas could shatter the Ashbringer, bringing tears to the eyes of all warriors, paladins, and death knights.

Jaina and Saurfang are also good choices because they tend to be popular with their respective factions. The downside here is that a death would have less impact on the opposing faction.

1 Though it would be hilarious if Arthas killed your little Argent Crusade squire. It would be pretty hardcore to permanently lose a pet. By WoW standards, anyways.

Friday, September 25, 2009

Observation about Other MMOs

It's a little unfair to the developers, but the best reason to play WoW instead of other MMOs is that you don't have to listen to people talking about WoW.

Tuesday, September 22, 2009

Champions Online: Dislikes

Now we come to the fun part of reviewing new games: ripping up all the bad parts. To be honest, the greatest part I dislike about Champions Online revolves around one issue: Gear.

Gear

In CO, there 9 gear slots:
  • 1x Offensive Primary
  • 1x Defensive Primary
  • 1x Utility Primary
  • 2x Offensive Secondary
  • 2x Defensive Secondary
  • 2x Utility Secondary

All of these slots are pretty much the same: a few stats with some defensives. Most gear has zero effect on how your character looks, and is basically a stat slot. There are a few items which modify how your weapons or powers look.

I find that having gear have an effect on how your character looks is important to me. I like getting a new helm, or a new chestplate or shield. I like that visual reinforcement. Getting a random stat stick with some arbitrary, meaningless name just doesn't appeal to me.

As well, because there are so few slots, you upgrade them at a far faster rate. It's not like getting a weapon in WoW and then getting some use out of it for a few levels while the other slots get upgraded. You barely use an item before it's trashed.

Quests and enemies drop items of the same level as they are. A level 18 quest gives a reward that requires a level 18 or higher to use. Similarly, a level 18 mob only drops gear usable by level 18s or higher. This contributes to the high gear turnover. Additionally, it means that if you start punching above your weight, doing higher level quests, your inventory fills up with gear that you can't use yet.

Finally, mobs don't drop trash, they only drop items. The cumulative effect of this is that it feels like every few minutes you find a new sword that is slightly better or slightly worse than your current sword.

I just find the gear system very annoying and a big hassle. Unlike in WoW, where getting a new piece of gear is an actual reward and something to be anticipated.

Inventory

The inventory system is a pain as well. You can't open all bags at the same time, and upgrading bags is a major hassle.

Crafting

Crafting is a waste of time in this game. It just doesn't organically flow. You end up with bags full of ingredients, and can make nothing useful. I've pretty much ignored crafting after experimenting with the first couple of characters. The game is much more fun when you do that.

Other Issues

Outside of those three sub-systems--which really all have the basic gear design at the heart of the problem--there aren't a lot of other problems with Champions.

Chat could be improved and made easier to use. The general performance of the game could be improved. I play with low-quality graphics to get a decent framerate. There are occasional graphics glitches, my weapons sometimes disappear in combat.

Sometimes there are issues figuring out when you can use an ability after another, often relating to ability animations. For example, I have an ability that allows me to leap backwards out of melee range, Breakaway Shot. I find this ability never seems to work the first time I press the button.

Conclusion

But on the whole, the Gear, Inventory, and Crafting systems are the only things I seriously dislike about Champions Online. The core character creation, powers, and basic gameplay are a lot of fun. Champions Online is definitely worth checking out, especially if you've gotten a bit tired of orcs-and-elves fantasy.

Two caveats: I haven't really tried PvP or grouping, so I have no idea how the game works in those situations.

Wednesday, September 16, 2009

Champions Online: Likes

  • I like the feel of combat. It's very arcade-y, very fast with multiple enemies attacking and being killed rapidly. It's not very deep, you don't have a great deal of abilities, but it plays well and is quite enjoyable.

  • Character Creation is a long of fun, and you can make widely diverse characters.

  • To go along with the last, people-watching is a great deal of fun.

  • The animations of powers are very nicely done. It feels very fluid, regardless of how odd your hero is.

  • I like the basic powers setup. There's freedom, but also structure.

  • I like the fact that it's a single-world. It's useful not to have to worry about servers, and be sure that each zone has players and isn't empty.

  • The naming system is pretty good. I was skeptical of using an "@username" suffix, but it works in practice, and it is great to be able your hero with the name you want.

  • I really like a lot of the grouping commands. When you start a group, you can make it open. You can right-click someone and there is an option to ask to join their group. This makes grouping very easy and quick. The only thing I would change is that if you ask to join someone's group, instead of getting an error if they aren't in a group, the group forms automatically.


I feel kind of bad that I can't list more likes. The base core of the game is a lot of fun. My dislikes list is probably going to be longer, but on the whole, I tend more to liking the game than disliking it.

Tuesday, September 15, 2009

Swap Heroic Strike and Slam

One of the problems with the warrior class is that in a high-rage situation, warriors have to spam Heroic Strike in addition to their normal abilities. A lot of warriors complain that this makes their gameplay physically stressful, and Blizzard has been looking to alleviate this issue.

However, Heroic Strike is the level 1 ability, the first ability given to new warriors. Any change to it would greatly change the initial levelling experience of warriors.

I think Blizzard should swap Heroic Strike and Slam. A warrior would get Slam at level 1. Then Heroic Strike would be an ability gained at 30 or so, and could be changed into a better form of rage dump.

The other advantage would be that lowbie warriors would have a bit more rage, as they wouldn't lose the rage from the Heroic Strike auto-attack. That means they could press more buttons, and it would make low level fights a bit more fun. I have a lowbie warrior, and Heroic Striking is a little boring. You really live for new abilities, or for Overpower to light up so you don't have to just wait for Heroic Strike.

Plus, with the changes to defensive stance, and since you have Sunder and Revenge, I don't think you'll really miss the threat from Heroic Strike for low level tanking.

As a mid-to-late-game ability, Heroic Strike could be tailored as an ability specifically used in high-rage situations. For example, what if Heroic Strike cost 60-75 rage, but did a correspondingly large amount of damage and threat? Such an ability would be useless at level 1, as it would take forever to build that much rage, but it might be a very valuable late-game ability.

Monday, September 14, 2009

In-Game Problems vs Out-of-Game Problems

Note: This was originally posted as a response to Larisa at The Pink Pigtail Inn in an article about faction changes.

There is a difference between problems that should be handled "in-game" and problems that should be handled "out-of-game".

Faction/race/gender changes are out-of-game changes. They are changes made because the player outside the game is unhappy, and so we choose to turn a blind eye to the impact that the change has on roleplaying or character history.

It is a mistake to try and handle everything within the rules. Sometimes, you have to step outside the rules and the gameworld, and talk directly to the player.

You see this a lot in regular table-top roleplaying forums. The DM will say that Player A's character is being disruptive and constantly working at cross-purposes to the group. Some DMs try and force the character to work with the group using in-game mechanics such as threats or magical coercion. But the proper response is to talk to the player outside the game, tell the player that he is hurting the game and remove him from the group if necessary.

Similarly, faction change is an out-of-game problem. A player wants to play with friends who are on the other faction. So they can now switch, and everyone in-game pretends that they've been Horde all along. It is an out-of-game solution for an out-of-game problem.

This issue appears with a lot of rule systems. For example, loot systems often get more and more complex as officers try and prevent players from abusing the system. But rather than altering the rules of the loot system, it's often better to talk to the players in question, and get them to work with the system, rather than playing games with the loot rules.

Sunday, September 13, 2009

Champions Online: Mechanics Overview

Base Mechanics

Champions Online has some interesting twists on the base mechanics. The basic resource is Energy, which is a cyclical resource much like Rage, Energy, and Runic Power are in WoW. A character starts with a basic auto-attack ability--that differs based on what type of hero you are--which builds energy. Other abilities pause the auto-attack and spend energy. So the basic game-play is to build energy through auto-attack and then spend it on more powerful abilities. This is a very fast cycle, as building the energy meter to full takes 5 or so seconds.

There are a couple of other twists. Energy does not start at full or empty. Rather, there is an "equilibrium point" somewhere in the middle, which marked on a character's energy meter. Energy levels return to the equilibrium point if you are not doing anything. So if you end a fight with more energy than your equilibrium, you will slowly lose energy. If you have less, you gain energy. One of the stats, Recovery, directly affects where the equilibrium is. High Recovery means you start fights with full energy, like Rogue Energy in WoW, while low Recovery acts more like Rage or Runic Power.

Stats

Champions has 8 stats: Strength, Dexterity, Ego, Endurance, Presence, Constitution, Recovery, Intelligence.

The stats are fairly straightforward in what they affect. Strength boosts melee damage, Dexterity increases your chance to crit, Constitution increases your health, etc. There are also some more unusual uses of stats. Ego increases the damage multiplier on criticals, Presence modifies your threat (direction depends on what "role" or stance you are in) and powers your heals, and Recovery modifies your equilibrium as stated above.

Now, the element that makes the game work is something called "characteristic focuses". At levels 5 and 13, you pick a stat (so two characteristic focuses in total) and most of your abilities will scale with those stats. This part is really not explained well at all in the game. I learned about it from an Elitist Jerks thread.

What the characteristic focuses allow you to do is take any power and have it work reasonably well. Now, it's best if your stats match up with your abilities. For example, a melee character should have Strength as a focus, because she would get extra damage from Strength and from the focus. However, that melee character could also take a healing power, and it would still scale with her Strength. It wouldn't be as good as a character dedicated to healing who took a focus in Presence would be, but it would be reasonable for soloing or emergencies. It's not like trying to heal in WoW melee DPS gear would be.

Powers

Any character can take any power. Powers are arranged into thematic frameworks, like Fire, Ice, Telepathy, Claws, etc. However, you can dip into any framework and mix and match as you please. Each framework is arranged into Tiers. Higher-tier powers can be taken if you have X powers from that framework, or X+Y powers from any framework. For example, you can take a higher-level Fire power if you have 5 Fire powers already, or maybe 8 powers from any framework.

Between characteristic stats and power frameworks, the game encourages you stick with one style for your hero. However, you can easily dip into other frameworks. Indeed, there are a couple points where you must dip, and sometimes it is not obvious at all to a new player that you should. I'll explain more thoroughly further down.

There are also three special types of powers: travel powers, block powers, and passive powers. At level 5, you get a travel power such as flight or super-speed. You can have the power on all the time, for a very minor increase in ability costs. The only thing I note is that Champions is a very different experience if you cannot fly.

Enemies can do a charged attack, denoted by an Adam West Batman-style "Pow" icon above their heads. When this happens, you hold shift to block the attack, or you take massive damage. You can also upgrade the basic block to more powerful blocks later on.

The game has four "stances" or roles. Guardian for soloing, Avenger for DPS, Sentinel for tanking, and Protector for support. Each stance has a slot for a passive power. Avenger wants an offensive passive, Sentinel wants a defensive passive, etc. Your character can have multiple builds prepared with different gear and power loadouts so you can switch between playstyles easily.

Finally, you also get points which you can use to improve powers. You can make powers do more damage/healing, or add additional abilities to the power. For example, add a knockback, or hit a second target etc.

Conclusions

Champions Online is set up for a very fast type of game with interesting twists on typical MMO mechanics. The resource cycle is very quick, and enemies tend to have lower health and come in multiples. The game is set up to encourage characters to focus on specific frameworks, but does allow them to mix and match as much as they want.

As well, having characters focus on two specific stats means the gameplay changes depending on the stats selected. For example, my angel focuses on Constitution and Recovery. This means he has a lot of health and starts fights with a lot of energy. My gunslinger on the other hand focuses on Dexterity and Ego. She doesn't have as much health and often needs to wait for a second or two after the fight starts to build up enough energy to use her good powers, but she has a high critical strike rate and her crits hit hard.

However, the game does not really convey some important information to the player. The whole notion of characteristic focuses is very vague. As well, not every framework contains passive powers. For example, there are only five or so defensive passives, so you might not have one in your initial framework.

This is actually a big problem, because in my view it is vital to take a defensive passive at level 5 or 8. The game is very harsh if you don't, because you will die all the time. You may not even know that you made a mistake, because the defensive passive wasn't even in your framework, and you might not know to look to another framework to get one.

So that's my recommendation for new characters. Take a defensive passive power and an AoE attack as early as you can (by level 8 at the most). Soloing becomes much easier if you do that, and may be excessively hard if you don't. As a personal example, I made two Psions. The first took an offensive buff and a healing power, and I promptly got rocked every time I tried to fight something. The second took a defensive power from the Force framework and an AoE attack, and is rampaging through content that the first could not survive.

I'll post more about other aspects about the game. I do like the mechanical underpinnings of Champions. It seems to allow a wide variety of playstyles to be valid without forcing you into only one style of play. However, I think the game doesn't quite communicate the rules, and thus optimal behavior, properly to new players.

Tuesday, September 08, 2009

The Newbie Paladin Experience

These newbie paladin whelps are spoiled rotten these days. Back in my day, we had to walk uphill to Stormwind, both ways, in the snow. These kids don't know how good they've got it. They're born with a silver spoon in their mouths. I blame it on the influence of those shilly-shallying blood elves. Seriously, those pansy elves spend so much time preening in front of a mirror, they wouldn't have the muscle to lift my old [Verigan's Fist].

Take that young whipper-snapper Zubon over at Kill Ten Rats. He rolls up a paladin and goes prancing merrily along:
I was amazed to see that she out-nukes the Mage: the damaging taunt does not activate global cooldown...

Taunt? What's this damaging Taunt nonsense? Back in my day, paladins didn't need a taunt. We held aggro because we were real men who used Seal of Fury, and the DPS understood they would die if they pulled aggro.
...so I can Exorcise immediately after starting the pull.

Pull? Bet these fancypants new paladins pull from range too. We had to learn to body-pull, and guess where we learned that? That's right, the school of hard knocks.

And Exorcism could only be used on Undead. Not fake undead, like the Forsaken, but real undead, who would scare the pants off these mincing dandies. Why, I didn't even see an Undead until Darkshire.
Drop a magic hammer as it arrives in melee, get that big first swing in, and the enemy is usually around 25% health.

Drop a magic hammer right at the start? In my day, we did things properly. First, we debuffed the mob with Judgement of the Crusader. Then we activated Seal of Righteousness (or Seal of Command if we were feeling lucky). Fifteen seconds later we were privileged to Judge again (and re-cast our Seal). These punks are lucky enough to have 10-second Judgements (8 with talents) and they still complain about being a 1 button class.

These youngsters are spoiled. Seals and Judgements scale with Attack Power? Hah, in the old days we stuck with the base damage. If it was good enough for us, it's good enough for them.
That takes less than a quarter of my mana, and the blue magic hammer gives me mana for hitting the enemy.

Getting mana back? We had to Judge Crusader just to improve our damage to moderate levels. If we wanted to Regenerate we used Seal of Wisdom, and just did white damage to the mob for a few minutes. And we liked it.

Sigh, do these cubs have any redeeming qualities?
It really is satisfying to crush your enemies with a giant hammer... My only disappointment is that her current best weapon is a big axe rather than a comically huge hammer. I like its numbers, and she gets huge crits all the time due to Retribution talents, but hammertime was both cathartic and classically Warcraft.

Well, Daisy, maybe the kids are going to be all right after all.




On a somewhat serious note, this is a major reason I don't agree with complaints about the "B Team". The modern paladin is light-years more fun than the paladin of 1.0 used to be.

Sunday, September 06, 2009

Champions Online: Characters

I picked up Champions Online a couple days ago and have been trying it out since. I haven't gotten very far, but here are some first impressions. I've never played the other major Superhero game (City of Heroes/Villains) so I have no idea how this game compares to that.

The character creator is very powerful. The first character I made is Cassiel:


The inspiration for Cassiel should be fairly obvious. I took the Supernatural template and Flight travel power. It actually works very nicely. Cassiel uses his fists and chains as weapons. Oddly Cassiel looks better in-game and flying, even at the lower resolution I play at:


The second character I made is Rake. I made a Regency noble, but made her female:



Rake is a Single Blade swordswoman, with the Acrobatics travel power. She's a lot faster and seems to do more damage than Cassiel, but is a lot more fragile.

You can make a lot of different looks with the character creator. It's very powerful. There are lots of interesting characters being made. For example, I teamed up with a machine-gun-toting rat who travelled underground for one quest. Probably half the fun in the game is making new heroes.

The comic book covers are actually generated when you save a costume in the character creator. That's a very nice touch.

Wednesday, August 19, 2009

Ask Coriel: Farming Instances at 70

Juniorkow asks:
I enjoy your blog and was wondering at level 70 could you provide a template to farm old instances ? I dont have wrath yet so just something to keep me busy.

I would suggest going Protection and using a build like this: 4/51/6.

I think that should give you a good build so you can AoE farm most older instances. Note that it isn't a proper tank build as it is missing Spiritual Attunement (no other healer) and Guarded By The Light (you get Divine Plea at level 71).

You might have mana problems. If you find you are, you might be better off with a Retribution build like: 2/5/54

You'll have to be a bit more careful, but there won't be any mana worries.

Introducing New Characters

In the comments to the previous post, Elladrion, makes an interesting point:
They have no depth, and no charisma to back up their lack of depth. Also, specifically from a horde perspective, I will never be able to get past the entire questline where hellscream is moping around being a little defeatist bitch becuase he's not as great as his father and their people are doomed. You do an entire questline helping them out and at the end of it, he gets even more despondant and whiney becuase it was you that did all the work and not him and oh what a worthless creature he is. Then with no warning wrath comes out and he's all gung-ho rip-roaring kill all alliance with no transition story in between. And Varian wrynn doesn't even have that amount of story (in game) going for him, he just shows up out of nowhere trying to start fights.

It's very true. Garrosh and Varian emerge in Wrath almost fully-formed. There is a questline with Garrosh in TBC, but he doesn't play a major part, and Varian just shows up (and takes credit for Onyxia, to boot).

This is in stark contrast to one of the other major characters in Wrath: Tirion Fordring. Unlike Garrosh and Varian, Fordring is introduced in 1.0 in Eastern Plagueline. He has one of the best and most-loved questlines in the game. It's also a very personal questline for the character, and shows the reasons he decides to reforge the Silver Hand. In a lot of ways, Wrath and the Argent Crusade are sequel to those quests.

I think those quests have a lot to do with how popular Tirion Fordring is. We got to see the character at the beginning of the story, to sympathize and empathize with him. By doing the quests, in a way we were responsible for the character, and the way events turned out. We are more invested in the Argent Crusade and Tirion's storyline.

Tirion illustrates how important doing is to a video game. Garrosh and Varian illustrate how weak merely telling is. The strength of games is that we are not passive consumers, we have to do something to advance the story. That has the potential to make us more involved with the story, and make it more important.

In the abstract, I understand Garrosh's and Varian's story. But I am far more interested in Tirion's story, and that is almost entirely due to the original questline in the Plaguelands.

Would Varian have been more successful if there had been a questline to restore him to the throne? I think so. Similarly, a questline showing Garrosh's conversion to a more aggressive stance would have helped a lot.

There are two major lessons here. First, in an MMO, doing is always better than telling. Second, major storyline characters really benefit from being introduced early and fixing the player's sympathy, before they actually undertake a major role.

There are a lot of other examples. For example, consider the player base's attitude towards High Overlord Saurfang, Chromie, or Bolvar Fordragon vs that towards someone like Rhonin. Early exposure in a more trivial setting really benefits the character when it comes time for them to take the spotlight.

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.

Friday, August 14, 2009

Tauren Paladins?

Holy Cow! (Be warned: Massive potential spoilers for the next expansion.)

To be honest, I've always thought Tauren would make good paladins. They have a certain nobility. Hopefully they become more Silver Hand-style paladins rather than Blood Knights.

Tuesday, August 11, 2009

Simplifying PvE Retribution

With the change to Crusader Strike in 3.2, Retribution gameplay can be simplified with a couple of macros. The optimum Retribution rotation is a priority First-Come-First-Serve (FCFS) list with:
Hammer of Wrath > Crusader Strike > Judgement of Light > Divine Storm > Consecration > Exorcism

Basically, you hit whatever ability is off cooldown and at the top of the list.

Regular Gameplay

For the first 80% of the fight--where Hammer of Wrath is not available--you can simplify the ability list using two macros:
Macro 1:Single-Target
#showtooltip
/castsequence reset=4 Crusader Strike,Judgement of Light,Crusader Strike

Macro 2:AoE
#showtooltip
/castsequence reset=10 Divine Storm,Consecration

Your priority list now becomes:
Macro 1:Single-target > Macro 2:AoE > Exorcism

If the first macro is on cooldown, hit the second. If both are on cooldown, and Art of War is up, hit Exorcism.

This scheme is identical to optimal FCFS, but only uses 3 buttons instead of 5, so you might find it easier to use. It also has the advantage that if you can't AoE (for example, Crowd Control is being used), you can just ignore Macro 2.

Execute Range

Once Hammer of Wrath comes into play, the above system breaks down. However, there is another sequence which comes very close to optimal FCFS play. You lose about 1 second out of every 24 seconds of DPS, which is about a 4% loss from perfect play. However, 2 buttons are a lot easier to press than 6, so you might find that you come out ahead.
Macro 3: Execute
#showtooltip
/castsequence reset=target Hammer of Wrath,Crusader Strike,Judgement of Light,Divine Storm,Hammer of Wrath,Crusader Strike,Consecration

The priority list becomes:
Macro 3:Execute > Exorcism

As before, if Macro 3 is on cooldown and Art of War is up, pop Exorcism.

Friday, August 07, 2009

3.2 Impressions

So new patch. Here are some quick thoughts:
  • Female paladin T8 chestpieces now cover the stomach. Thank you, Blizzard! I actually really like the look now--even the helm has grown on me--and am hoping to pick up the shoulders soon.

  • Healing is weird now. Healing the tank by not healing the tank (except for a random FoL every so often to put up the HoT) feels really awkward. It's really weird when you hit someone with a 20k Holy Light, and they only had 3k damage, but the tank needed the big heal. However, I haven't had a chance to try healing in a raid yet, so I'll reserve judgement. It is a flat out buff numbers-wise though.

  • The new daily quests are pretty neat. I like the fact that they are fairly random.

  • The 5-man is pretty fun. The transition between jousting and regular combat is a bit abrupt, especially as we all have lances equipped. But other than that it is quick and fun. I particularly like the fact that if you get through a fight without deaths, you get an extra piece of loot. That's a nice touch.

  • Badge changes are also good. I like running random Heroics. Having epic gems available for the lowest rank of Badges was a nice touch.

  • Speaking of epic gems, I regemmed to all +23 Spellpower gems in order to maximize Flash of Light and Sacred Shield. However, I find that I really don't like not getting the socket bonus. I miss the green text lighting up and the gem border doing that little sparkle. It may be the optimum way to gear, but skipping socket bonuses offends my sense of order.

  • I don't like the new Crusader Strike, it's very weak. The new Hand of Reckoning is nice, though. As for the Seal change, I've pretty much switched to using Righteousness most of the time, and only using Vengeance on long boss fights.

  • I haven't tried the new raid, but I think the staggered release of bosses may be a good thing. We get new bosses every week, but can still work on Ulduar, rather than dropping it unfinished. After a while, we can start extending the Ulduar lockout timer to work on the last half of the instance.

  • The Coliseum also seems to have much higher item level loot than I was expecting. I was expecting the 25-regular to come in at ilvl 239, the same as Ulduar-hard. Instead it comes in at ilvl 245. Loot in heroic mode extends all the way up to 272, which is pretty crazy.

  • Speaking of the ilvl 272 cloaks, Blizzard made a mistake on the names. The paladin cloaks (Bolvar's, Lady Liadrin's) have spirit on them, and the mage cloaks (Jaina's, Aethar's) don't. Probably should be switched.

  • I really like being able to trade Bind-on-Pickup items in the instance. Makes it very easy to recover from a mistake when handing out loot.

  • The new Battleground is interesting. I've only played it twice so far on Horde. The current strategy seems to be grab the airport and parachute into the base. Looks like fun though.

  • There are a lot of other nice, small mechanical changes: the new quest log, mount changes, seeing the change in attributes when looking at new gear, being able to see item level, etc. It's not a big content patch, but it has a lot of small changes, fixes and experiments on new ways of doing things. It seems more like a "palate cleanser" to get us ready for Icecrown.

Friday, July 31, 2009

Crowd Control and PvP

Note: This post is from a high-level perspective of what is "fun". I fully admit that I am not an experienced PvP player, and am just going by what is fun or not for myself. I am not calling for any specific class to be nerfed and/or buffed in a vacuum.

Crowd Control--by which I mean effects that cause a player to temporarily lose control of her character--is an important part of PvP. It adds a second layer of strategy over just inflicting and healing damage. To make an analogy, Crowd Control is like executing a pin in chess. You prevent a piece from being used, without actually needing to capture it.

But Crowd Control is also very frustrating to play against. No one likes losing control of their character, even if only for a short while. So Crowd Control is in somewhat of an awkward position. It needs to exist, to add that extra level of complexity, but it also needs to be kept in check or games become miserable.

There are two situations where Crowd Control in WoW goes over the boundary, in my opinion. The first situation is being able to lock down a character for an excessively long time with multiple abilities. At this point, you are simply not being allowed to play, which is extremely frustrating.

The second situation is being killed while being affected by Crowd Control. The primary culprits here are Stuns and Fears. No one likes being stunned and then blown up. It feels very unfair, like the player is unable to even try to defend themselves.

I would offer two suggestions for WoW PvP:
  1. All abilities which cause a player to lose control of her character share diminishing returns. No more categories for different types of Crowd Control. Treat them all equally.

  2. In PvP, all abilities which cause a player to lose control of her character break on receiving damage. This includes Stuns and Fears.

The first change already somewhat exists in WoW. Most abilities are separated into categories, and abilities in each category share diminishing returns. This just removes distinctions between different types of Crowd Control.

The second change is the bigger one, and would probably require balance adjustments. If necessary, glyphs or talents like [Glyph of Polymorph] could be added to make Stuns or Fears more usable.

Crowd Control is necessary in PvP, but it can also be overused and make the game less fun. Separating out Crowd Control from dealing damage lessens the frustration in PvP, and would remove a major source of irritation between classes.

Wednesday, July 29, 2009

Period of Repeating Content

What is the ideal period for content that is meant to be repeated?

For example, WoW has quests which you can do once per day. Raid dungeons, on the other hand, can be done once per week. Is one time interval better than the other?

Part of the issue is that rewards tend to map towards how often the content can be repeated. The shorter the period, the smaller the reward is. Dailies in WoW tend to reward about 10 gold. Rewards are balanced assuming that people will do the content as often as possible. This is because there are people who will do the content as much as humanly possible.

Instead of having a daily quest which rewards 10g, would it be better to have a weekly quest that rewarded 70g?

I think it comes back to how people play. Are people (who are working on repeatable content) more likely to log in every day for small amounts of time, or do they log in less often but for longer play sessions? My personal thought is that the second alternative is a better fit for most lifestyles. Balancing around a period of a week might be better than balancing around a day. You could even make the quests a bit more involved.

However, there are two repeatable quests which I think are good as dailies: The daily Heroic Dungeon and the daily Battleground. These quests work best when there is a large pool of potential players, and having a fresh quest each day means that it will be easier to find a group.

To sum up, repeatable solo content and fixed group content are better off on a weekly basis, as this allows players to better make use of the time they have available, without being pushed to play every day. However, repeatable ad hoc group content is best on a daily basis, to make forming groups as easy as possible.

Wednesday, July 22, 2009

Duoing and System Requirements

Spinks has a good post on Duoing in MMOs, where she examines content in MMOs and pairs of players. I'd just like to add another thought to this discussion.

One important point about duoing that’s not often considered is that it has a large impact on system requirements.

A couple or family rarely has two top-of-the-line computers. They might have one edge computer, but the other computer will be a few years older. Then the oldest computer gets an upgrade, and the other person lags behind. Or the second computer won't be a desktop machine, but a laptop geared more towards work and websurfing.

So it’s important that your game be playable on the *second* household computer. I think that is where WoW has a marked advantage. A lot of newer MMOs are definitely playable on the first system, but won’t run on the second system in the household, and so the couple cannot play together.

Where a single-player game can target the spec of the first computer and still count on a purchase, an MMO or co-op multiplayer game really needs to target the second system in order to be considered a viable option for many players.

Thursday, July 16, 2009

Paladin PvP From the Other Side

I decided to do some battlegrounds with my warlock. I'd forgotten how much fun they are. The BGs also seem to be a lot more competitive these days, as I had a wide range of experiences. Short, quick charges to the end, and also prolonged defenses. Several wins and several losses.

After a few games, I'm beginning to sympathize with all the anti-paladin feeling out there. However, it's not really the damage, or the healing, or even the bubble that's annoying. All of these seem to be more or less comparable to the other classes. I'm just in the crafted tailoring gear, so I have the minimum resilience, but it doesn't seem that bad.

The real annoyance is the Hammer of Justice stun. It's a long stun, and the paladin gets free reign to beat on you while it's up.

It seems like the only comparable class that locks you down for so long is the Rogue. At least rogues have the courtesy to stealth and sneak up on you. When a rogue stunlocks, it feels like she went to some trouble to do so, so you can't really begrudge her that.

In comparison, the paladin just bulldozes ahead, runs straight at you, and stuns you. It just seems effortless for the paladin, and it doesn't seem fair that the paladin should be able to stun you for so long without taking a lot of trouble to do so.

If I were to change Paladins in PvP, I'd take a long look at Hammer of Justice, and find a way to make it more interesting. Maybe a shorter stun with a lower cooldown. Maybe an incapacitate instead of a stun. But it feels too easy as it exists now.