The Original Bargain
THQ and Penny Arcade kicked off a debate last week on used games. Tycho compared used games to straight-out piracy, and got a lot of heat for that view. Here is my perspective on the issue.
Our society created a bargain called copyright between creators and consumers. Creators got certain rights, such as the sole ability to make and distribute copies and derivate works for a set period of time. Consumers got certain rights, such as the right to sell or lend their copy to another person, and to quote snippets of the work in other works, such as essays.
By and large, this bargain worked pretty decently up until the end of the last century. Creators got enough rights that they could make a living selling their work. Consumers did not get penalized for using works in a normal manner. Aside from maybe Disney's efforts to extend the term of copyright for far longer than originally set, the copyright bargain was fair to both sides.
But this bargain was forged when all creative works were physical media. Digital media, on the other hand, differs from physical media in subtle ways. That difference may be enough that the old bargain is no longer fair to one of the sides.
Differences Between Physical and Digital Media
There are two major differences between physical media and digital media.
First, physical media can degrade. Why buy a new book instead of a used book? Well, for one thing, the new copy is pristine. A used book might have water stains, or torn or dog-eared pages. Some barbarous philistine may have underlined or highlighted sections.
That concept of pristine doesn't really apply to digital media. Pardon the pun, but digital media is rather binary: it either works or it doesn't. Your game either installs and runs, or it doesn't.
Second, copying physical media is expensive. Copying a paper book is an arduous process for an individual consumer. There's no concept of making a backup copy of a book, or a transformative copy to a different format.
Copying and manipulating digital media, in contrast, is trivial. That's pretty much the whole purpose of computers: to copy and manipulate data.
Because copying physical media is so expensive, copyright's restrictions on copying really only affected the corporations and not the end consumer. But digital media changed all that.
Conclusions
These two differences have put more pressure on the creator side of the bargain. It is important that the bargain is fair to both sides. The harder it is for creators to make money, the fewer works that will be created. There is such a thing as "killing the goose which laid the golden eggs." At the same time though, making end consumers jump through hoops is just going to annoy everyone.
I think that the differences between physical and digital media are strong enough that the copyright bargain may need to be adjusted. For example, maybe we could ban resale and lending, but cut the copyright term to 5 or 10 years. So the creators can make more money, but only for a shorter time.
If we had a political class worth a damn, maybe they would look at this issue and hammer out a reasonable compromise. But we don't, so we'll just muddle along, trying to force the old bargain to apply in a world that it is not suited to.
Wednesday, September 01, 2010
Thursday, August 26, 2010
On Crafting
There are four aspects involved in crafting:
Different games emphasise different aspects. For example, in A Tale in the Desert, Transmutation is a complicated process, essentially a mini-game within the game. In contrast, WoW abstracts Transmutation to a single press of a button. In WoW, the game associated with crafting is primarily focused on the first two aspects of acquiring knowledge and raw materials.
A lot of people dislike this choice, and feel that Transmutation should be more involved. I am not so sure that this is the case. An interesting mini-game is fun the first time you make the item, but it what about the tenth or hundredth time? Not to mention that it is inconvenient for potential customers. If I get some new gear and need 5 gems cut, I don't really want to wait for my jewelcrafter guildie to struggle through 5 games of a Bejeweled clone, maybe even failing some of them. I much prefer getting the raw materials, giving them to her, and getting cut gems almost immediately.
I think where WoW's crafting really falls down is actually Aspect 4: Using the Item.
Initially, WoW is character progression through level. But at the level cap, it switches to character progression through gear. But that progression is controlled through the Bind-on-Pickup mechanism. Bind-on-Pickup ensures that a player needs to actually complete content to have their character improve. While there is a smattering of items you can buy, or alternate ways to earn gear like daily heroics, the vast majority of good gear can only be gained by going out and defeating content.
The problem is that currently crafting cannot partake of the bind-on-pickup mechanism. As I've mentioned before, WoW crafting is missing an action: a crafter cannot create a Bind-on-Pickup item for another character using Bind-On-Pickup raw materials that the other character has acquired.
Crucially, an NPC can do this. That's why crafting is sidelined in end-game, and NPCs hand out emblem gear. Crafting is missing that crucial verb that would allow it to be used in the endgame content.
If a crafter could make Bind-On-Pickup items for another player, that would open the door to a lot of possibilities. For example, Tier armor could be crafted entirely, given that it is already tokenized. Raid bosses could drop recipes, and players would gather raw materials along with special boss drops and take them to a crafter to get their tier gear. You could even restrict recipes to specific classes. Imagine if you had to find a paladin blacksmith to forge Lightsworn Battlegear.
Such a scheme would make crafting armor--not just consumables--an integral part of endgame once again. I think it would also feel better. To see what I mean, compare turning tokens to a vendor to gathering raw materials (could have a field day with what you need to collect) and getting armor forged by a blacksmith who learned the forgotten recipes deep inside the epic dungeon. On one level, both methods are really the same thing, but on another level, the latter would be so much more stylish.
Much better than getting to play a random Tetris-clone every time you want to cut a gem.
- Gathering knowledge - This is learning how to craft items. It can be finding recipes, or trial and error, or even random chance.
- Gathering raw materials - This is getting the ingredients necessary to make the final item.
- Transmutation - this is the specific process of converting the raw materials to the finished product.
- Using the created item - Using the item for it's intended (and maybe unintended) function.
Different games emphasise different aspects. For example, in A Tale in the Desert, Transmutation is a complicated process, essentially a mini-game within the game. In contrast, WoW abstracts Transmutation to a single press of a button. In WoW, the game associated with crafting is primarily focused on the first two aspects of acquiring knowledge and raw materials.
A lot of people dislike this choice, and feel that Transmutation should be more involved. I am not so sure that this is the case. An interesting mini-game is fun the first time you make the item, but it what about the tenth or hundredth time? Not to mention that it is inconvenient for potential customers. If I get some new gear and need 5 gems cut, I don't really want to wait for my jewelcrafter guildie to struggle through 5 games of a Bejeweled clone, maybe even failing some of them. I much prefer getting the raw materials, giving them to her, and getting cut gems almost immediately.
I think where WoW's crafting really falls down is actually Aspect 4: Using the Item.
Initially, WoW is character progression through level. But at the level cap, it switches to character progression through gear. But that progression is controlled through the Bind-on-Pickup mechanism. Bind-on-Pickup ensures that a player needs to actually complete content to have their character improve. While there is a smattering of items you can buy, or alternate ways to earn gear like daily heroics, the vast majority of good gear can only be gained by going out and defeating content.
The problem is that currently crafting cannot partake of the bind-on-pickup mechanism. As I've mentioned before, WoW crafting is missing an action: a crafter cannot create a Bind-on-Pickup item for another character using Bind-On-Pickup raw materials that the other character has acquired.
Crucially, an NPC can do this. That's why crafting is sidelined in end-game, and NPCs hand out emblem gear. Crafting is missing that crucial verb that would allow it to be used in the endgame content.
If a crafter could make Bind-On-Pickup items for another player, that would open the door to a lot of possibilities. For example, Tier armor could be crafted entirely, given that it is already tokenized. Raid bosses could drop recipes, and players would gather raw materials along with special boss drops and take them to a crafter to get their tier gear. You could even restrict recipes to specific classes. Imagine if you had to find a paladin blacksmith to forge Lightsworn Battlegear.
Such a scheme would make crafting armor--not just consumables--an integral part of endgame once again. I think it would also feel better. To see what I mean, compare turning tokens to a vendor to gathering raw materials (could have a field day with what you need to collect) and getting armor forged by a blacksmith who learned the forgotten recipes deep inside the epic dungeon. On one level, both methods are really the same thing, but on another level, the latter would be so much more stylish.
Much better than getting to play a random Tetris-clone every time you want to cut a gem.
Thursday, August 19, 2010
Roleplaying and MMOs
Hopefully, roleplayers won't feel too insulted by this post.
Kill Ten Rats has an article up asking why there isn't more role-playing in Dungeons and Dragons Online? We can extend the question to ask why--since MMOs stem from pen-and-paper (PnP) roleplaying games like Dungeons & Dragons--relatively few people roleplay in MMOs?
I'm going to say that it is because roleplaying in an MMO is fundamentally different than roleplaying in a PnP game. And the difference is significant enough that the majority playerbase sees MMO roleplaying as mere affectation, irrelevant window dressing that kind of misses the point of the underlying game.
The thing is that the point of pen-and-paper roleplaying is "conflict resolution in character". You play a character, you are presented with conflicts, and you resolve them in character. It's sometimes hard to see this in D&D because so much of the rulesbase concerns itself with combat. But if you look at indie PnP games such as Dogs in the Vineyard, where conflict resolution is more abstract, it becomes really obvious.
But in an MMO, you can be in-character all you want, but you cannot resolve conflicts in character. You are limited to the options provided to you and the need to share the same world with other players. You can try and spin "extra" conflicts between other players, but those do not have same weight as the conflicts the game itself provides. It's not "roleplaying" per se, it's just amateur theatrics.
(As normal, we pause to insert the standard EvE Online disclaimer. This is mostly because EvE Online gives players the tools to resolve said conflicts: ship-to-ship missiles.)
So I think that role-playing is not really relevant to MMOs, and isn't really something that should be expected from the players, regardless of the lineage of the genre. If players want to indulge in RP, there's nothing wrong with that, but I don't think it is something that game developers need to spend time worrying about. And I don't think that the presence or absence of a roleplaying community has any bearing whatsoever on the quality of an MMO.
Kill Ten Rats has an article up asking why there isn't more role-playing in Dungeons and Dragons Online? We can extend the question to ask why--since MMOs stem from pen-and-paper (PnP) roleplaying games like Dungeons & Dragons--relatively few people roleplay in MMOs?
I'm going to say that it is because roleplaying in an MMO is fundamentally different than roleplaying in a PnP game. And the difference is significant enough that the majority playerbase sees MMO roleplaying as mere affectation, irrelevant window dressing that kind of misses the point of the underlying game.
The thing is that the point of pen-and-paper roleplaying is "conflict resolution in character". You play a character, you are presented with conflicts, and you resolve them in character. It's sometimes hard to see this in D&D because so much of the rulesbase concerns itself with combat. But if you look at indie PnP games such as Dogs in the Vineyard, where conflict resolution is more abstract, it becomes really obvious.
But in an MMO, you can be in-character all you want, but you cannot resolve conflicts in character. You are limited to the options provided to you and the need to share the same world with other players. You can try and spin "extra" conflicts between other players, but those do not have same weight as the conflicts the game itself provides. It's not "roleplaying" per se, it's just amateur theatrics.
(As normal, we pause to insert the standard EvE Online disclaimer. This is mostly because EvE Online gives players the tools to resolve said conflicts: ship-to-ship missiles.)
So I think that role-playing is not really relevant to MMOs, and isn't really something that should be expected from the players, regardless of the lineage of the genre. If players want to indulge in RP, there's nothing wrong with that, but I don't think it is something that game developers need to spend time worrying about. And I don't think that the presence or absence of a roleplaying community has any bearing whatsoever on the quality of an MMO.
Monday, August 16, 2010
Recruiting
My guild, Ad Infinitum, is trying to make a last push for Heroic Lich King before Cataclysm comes. We're looking for some people to fill out our raid.
Specifically, we're looking for priests and mages, but we're always willing to talk to good players of any class.
We're 11/12 Heroic ICC. We're a Pacific Standard Time guild on US-Lethon, which is a low-pop PvP realm. We raid 25-mans 3 days a week (Wednesday, Sunday, Monday) from 7pm - 11pm PST.
There's also several 10-mans throughout the week and an alt 25-man on Fridays.
If you're at all interested, please take a look at our website and apply. If you have any questions, feel free to email me or comment on this post.
Specifically, we're looking for priests and mages, but we're always willing to talk to good players of any class.
We're 11/12 Heroic ICC. We're a Pacific Standard Time guild on US-Lethon, which is a low-pop PvP realm. We raid 25-mans 3 days a week (Wednesday, Sunday, Monday) from 7pm - 11pm PST.
There's also several 10-mans throughout the week and an alt 25-man on Fridays.
If you're at all interested, please take a look at our website and apply. If you have any questions, feel free to email me or comment on this post.
Virtual Passports
John Patricelli wrote an exceptionally good post on MMOs as a virtual government. It's extremely thought-provoking.
I do have a couple of quibbles. For example, sometimes changes are made for reasons other than controlling player behavior. For example, John cites the tremporary window where you can trade BoP items with other people in party as a reaction to ninja looters. It's far more likely that this was done so that people could correct genuine mistakes, where someone accidentally rolled need, or the item was master-looted to the wrong person.
That's a general weakness of attempts to legislate good behavior through programming. It's often hard to distinguish between someone actively griefing, versus a genuine mistake, or someone who doesn't know what the "right" thing to do is. The classic example is a newbie hunter joining a group with his pet on aggressive. Very annoying, but it's hard to tell if it is a griefer or a new player.
(Though, 99% of the annoyance could be removed if Aggressive was disabled in instances. The new Defensive is more than good enough for group play, even for a hunter who doesn't micro-manage their pet. To be honest, I don't really see why Aggressive pets are a good idea to start with. The new Defensive could be Aggressive and bring back the old Defensive. I'm not sure it's good gameplay for the Hunter to ever lose control of her pet the way Aggressive does.)
I would like to point out the very first example of Blizzard attempting to promote good behavior via game rules: the language barrier between Horde and Alliance. It was done in order to remove trash talking from the PvP game, or at least move it to the forums.
I do have a couple of quibbles. For example, sometimes changes are made for reasons other than controlling player behavior. For example, John cites the tremporary window where you can trade BoP items with other people in party as a reaction to ninja looters. It's far more likely that this was done so that people could correct genuine mistakes, where someone accidentally rolled need, or the item was master-looted to the wrong person.
That's a general weakness of attempts to legislate good behavior through programming. It's often hard to distinguish between someone actively griefing, versus a genuine mistake, or someone who doesn't know what the "right" thing to do is. The classic example is a newbie hunter joining a group with his pet on aggressive. Very annoying, but it's hard to tell if it is a griefer or a new player.
(Though, 99% of the annoyance could be removed if Aggressive was disabled in instances. The new Defensive is more than good enough for group play, even for a hunter who doesn't micro-manage their pet. To be honest, I don't really see why Aggressive pets are a good idea to start with. The new Defensive could be Aggressive and bring back the old Defensive. I'm not sure it's good gameplay for the Hunter to ever lose control of her pet the way Aggressive does.)
I would like to point out the very first example of Blizzard attempting to promote good behavior via game rules: the language barrier between Horde and Alliance. It was done in order to remove trash talking from the PvP game, or at least move it to the forums.
Sunday, August 08, 2010
Warrior Tanking is Fun
You know, I really like the way the warrior tank plays in Wrath. At least at level 66, which is where my lowbie tank has gotten to.
There are two major things I like about warrior tanking. First is Charge. Warbringer is one of the best talents in the game. Charging into combat is fun. Charging around during combat is fun. Charging into the next pack when the current pack is almost dead is extremely fun.
The second thing is Thunderclap and Shockwave. The thing about these skills that I like is that they very much reward you for timing things well. There's a satisfaction from Thunderclapping at the exact right time to get every mob in the group. Or lining up the perfect Shockwave and stunning everything just right.
It's not like Thunderclap and Shockwave are hard to use. But you can make mistakes with them. And that makes using them correctly valuable.
All in all, I really like the way the warrior tank plays in Wrath. I hope it doesn't change too much in Cataclysm.
There are two major things I like about warrior tanking. First is Charge. Warbringer is one of the best talents in the game. Charging into combat is fun. Charging around during combat is fun. Charging into the next pack when the current pack is almost dead is extremely fun.
The second thing is Thunderclap and Shockwave. The thing about these skills that I like is that they very much reward you for timing things well. There's a satisfaction from Thunderclapping at the exact right time to get every mob in the group. Or lining up the perfect Shockwave and stunning everything just right.
It's not like Thunderclap and Shockwave are hard to use. But you can make mistakes with them. And that makes using them correctly valuable.
All in all, I really like the way the warrior tank plays in Wrath. I hope it doesn't change too much in Cataclysm.
Thursday, August 05, 2010
Gearscore and FICO scores
I came across a couple of interesting articles by Megan McArdle of The Atlantic where she talks about a new trend of employers using FICO (credit) scores to weed out job candidates.
This situation immediately reminded me of Gearscore, and the way the WoW PuG community often uses Gearscore to determine who gets into raids.
(For those who don't know, Gearscore is a mod which examines a character's gear and gives a single value score that represents the quality of the gear. The higher ilevel, the higher your Gearscore.
FICO is a credit score that represents your credit-worthiness. It's the main score used in the United State. It is generally used when people are deciding if they should lend you money. Low scores generally mean that you have trouble paying back loans, or have declared bankruptcy, and are likely to be a bigger risk for a loan.)
In the articles, employers are using these credit scores as a general proxy for your overall trustworthiness, just like raid leaders use Gearscore as a general proxy for your skill as a raider.
In both situations, the measurement is a weak proxy for what the evaluators really want. It's easy to imagine that someone with a poor credit score might still be a good employee, or someone with a lower Gearscore might still know how to play.
But there are reasons that these scores are used. It's too easy to say that using Gearscore or FICO score is wrong, and so raid leaders or employers should be forbidden from using it.
First, it's fast and obvious. A FICO score of 300 is worse than one of 800. GS 4k is worse than GS 5k.
Second, the best method to determine competence is unfeasible. The best method is by giving the potential employee or raider a trial. But this is just not possible due to logistical constraints. Even the second or third-best methods are not viable. For raiding, high end raid guilds often require proof in the form of logs, or will ask the candidate questions in an interview process. You just don't have time to do this when making a PuG.
Third, you cannot trust the potential employee or raider. People lie on their resumes all the time, and due to litigation concerns, most previous employers won't do much more than confirm employment dates. Similarly, all raiders say they know the fights and will do top DPS.
Finally, it is better to be wrong in one direction than to be wrong in the other. For example, when picking up a PuG raider, there are two different ways a raid leader can be wrong. He can turn down a good player, or he can pick up a bad players. The consequences for picking up a bad raider are much higher, and so the raider leader will pick a method that minimizes the chances of that outcome, even if it increases the chances of the other wrong outcome.
The same thing happens with employment. It is generally considered better to turn down a good employee than hire a poor one.
I find the two parallel situations to be very intriguing. It's always interesting when a real world issue comes up independently in a controlled game world.
Note that I don't actually use Gearscore. It's a chatty mod, and I dislike taking a chance of being disconnected in raids. But I still understand why people do use Gearscore.
If I had to make a Gearscore-like mod, what I would actually do is evaluate gems/enchants against spec. The more optimal your gems/enchants for your spec, the higher your score. In my experience, people who care enough to keep their gear in good condition, regardless of the underlying ilevel, are more likely to be successful raiders.
This situation immediately reminded me of Gearscore, and the way the WoW PuG community often uses Gearscore to determine who gets into raids.
(For those who don't know, Gearscore is a mod which examines a character's gear and gives a single value score that represents the quality of the gear. The higher ilevel, the higher your Gearscore.
FICO is a credit score that represents your credit-worthiness. It's the main score used in the United State. It is generally used when people are deciding if they should lend you money. Low scores generally mean that you have trouble paying back loans, or have declared bankruptcy, and are likely to be a bigger risk for a loan.)
In the articles, employers are using these credit scores as a general proxy for your overall trustworthiness, just like raid leaders use Gearscore as a general proxy for your skill as a raider.
In both situations, the measurement is a weak proxy for what the evaluators really want. It's easy to imagine that someone with a poor credit score might still be a good employee, or someone with a lower Gearscore might still know how to play.
But there are reasons that these scores are used. It's too easy to say that using Gearscore or FICO score is wrong, and so raid leaders or employers should be forbidden from using it.
First, it's fast and obvious. A FICO score of 300 is worse than one of 800. GS 4k is worse than GS 5k.
Second, the best method to determine competence is unfeasible. The best method is by giving the potential employee or raider a trial. But this is just not possible due to logistical constraints. Even the second or third-best methods are not viable. For raiding, high end raid guilds often require proof in the form of logs, or will ask the candidate questions in an interview process. You just don't have time to do this when making a PuG.
Third, you cannot trust the potential employee or raider. People lie on their resumes all the time, and due to litigation concerns, most previous employers won't do much more than confirm employment dates. Similarly, all raiders say they know the fights and will do top DPS.
Finally, it is better to be wrong in one direction than to be wrong in the other. For example, when picking up a PuG raider, there are two different ways a raid leader can be wrong. He can turn down a good player, or he can pick up a bad players. The consequences for picking up a bad raider are much higher, and so the raider leader will pick a method that minimizes the chances of that outcome, even if it increases the chances of the other wrong outcome.
The same thing happens with employment. It is generally considered better to turn down a good employee than hire a poor one.
I find the two parallel situations to be very intriguing. It's always interesting when a real world issue comes up independently in a controlled game world.
Note that I don't actually use Gearscore. It's a chatty mod, and I dislike taking a chance of being disconnected in raids. But I still understand why people do use Gearscore.
If I had to make a Gearscore-like mod, what I would actually do is evaluate gems/enchants against spec. The more optimal your gems/enchants for your spec, the higher your score. In my experience, people who care enough to keep their gear in good condition, regardless of the underlying ilevel, are more likely to be successful raiders.
Wednesday, July 21, 2010
Cataclysm Talent Tree Awkwardness
I figured out what was bothering me about Cataclysm tree design.
If you look at the first row of talents, Blizzard usually has 2x 3pt talents and a 2pt talent. That means that if you want to only spend 5 points in the first row to get to the second, you get the 2pt and one of the 3pts.
However, in a lot of cases, the 2pt talent is "more optional" than the 3pt talents. If you look at the current paladin trees, Ret has Eye for an Eye at 2pts, and Prot has Imp Hammer of Justice. Both of those are more PvP talents, and somewhat less attractive to other specs.
Because of this, you tend to be pushed towards taking both 3pts in the first row, leaving you with only 4 points for the second row. So you can take a 3 or 2pt talent, and then you're left with 1 or 2 points and very few options to cap out. No matter what, if you are subspeccing, you cannot take 2 3pt talents in the second row.
I think talent trees would flow a little better if the 2pt talent was "less optional" than the 3pt talents. That way, you'd grab the 2pt and choose which 3pt you liked, making the next tier easier to finish. And you'd less likely to have 1 point left dangling in a standard 31/10 build.
For example, in Retribution, I think that tree would flow better if Crusade was 2pts and Eye for an Eye was 3pts. Then PvP/Prot would take Eye for an Eye and Crusade, and Holy and Ret would take Rule of Law and Crusade, and that would give everyone 5 points for the second row of Ret or for the first row in Prot.
If you look at the first row of talents, Blizzard usually has 2x 3pt talents and a 2pt talent. That means that if you want to only spend 5 points in the first row to get to the second, you get the 2pt and one of the 3pts.
However, in a lot of cases, the 2pt talent is "more optional" than the 3pt talents. If you look at the current paladin trees, Ret has Eye for an Eye at 2pts, and Prot has Imp Hammer of Justice. Both of those are more PvP talents, and somewhat less attractive to other specs.
Because of this, you tend to be pushed towards taking both 3pts in the first row, leaving you with only 4 points for the second row. So you can take a 3 or 2pt talent, and then you're left with 1 or 2 points and very few options to cap out. No matter what, if you are subspeccing, you cannot take 2 3pt talents in the second row.
I think talent trees would flow a little better if the 2pt talent was "less optional" than the 3pt talents. That way, you'd grab the 2pt and choose which 3pt you liked, making the next tier easier to finish. And you'd less likely to have 1 point left dangling in a standard 31/10 build.
For example, in Retribution, I think that tree would flow better if Crusade was 2pts and Eye for an Eye was 3pts. Then PvP/Prot would take Eye for an Eye and Crusade, and Holy and Ret would take Rule of Law and Crusade, and that would give everyone 5 points for the second row of Ret or for the first row in Prot.
Sunday, July 18, 2010
Holy Power
The Dev chat on Friday revealed the new paladin mechanic for Cataclysm, Holy Power:
It looks like the closest mechanic to this is rogue combo points. Certain of our abilities generate Holy Power, and other abilities will consume all of it, and have an effect proportional to the number of points consumed.
However, where the rogue is focused on combo points, and most GCDs are used either generating or consuming combo points, Holy Power looks to be layered over top of our regular abilities. Paladins look to generate a point of Holy Power every 4-6 seconds using our normal rotation, and use a Holy Power finisher roughly every 12-18 seconds.
I guess that this is intended to make paladin gameplay a little more dynamic, and we weave in Holy Power finishers every so often, or maybe even save them for times when we need burst.
On paper, this seems pretty good. We'll have to see how this plays out. There is always the possibility that tactics getting a 3-stack of Holy Power, then running to a new PVP target and unloading a full-power Templar's Verdict will be deemed overpowered. (And naturally, hotfixed 24 hours after Cataclysm's release.)
The other thing I like are the new paladin ability names. Word of Glory, Inquistion, Templar's Verdict, and Light of Dawn (new cone healing spell mentioned in the Dev chat) are very nice paladin names that avoid resorting to the words Holy, Judgment, Light, Righteousness, and Divine.
On the other hand, "Holy Power" is a rather bland name, and could stand to be spiced up. I suggest using a name that paladins have been waiting to see in WoW since Diablo 2: Zeal.
All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy Power
Templar’s Verdict: An instant weapon attack that causes a percentage of weapon damage. Consumes all applications of Holy Power to increase damage dealt:
1 Holy Power: 55% Weapon Damage
2 Holy Power: 125% Weapon Damage
3 Holy Power: 225% Weapon Damage
Word of Glory: Consumes all Holy Power to heal a friendly target for a specific amount per application of Holy Power (0 mana cost, 0 cooldown, instant cast).
It looks like the closest mechanic to this is rogue combo points. Certain of our abilities generate Holy Power, and other abilities will consume all of it, and have an effect proportional to the number of points consumed.
However, where the rogue is focused on combo points, and most GCDs are used either generating or consuming combo points, Holy Power looks to be layered over top of our regular abilities. Paladins look to generate a point of Holy Power every 4-6 seconds using our normal rotation, and use a Holy Power finisher roughly every 12-18 seconds.
I guess that this is intended to make paladin gameplay a little more dynamic, and we weave in Holy Power finishers every so often, or maybe even save them for times when we need burst.
On paper, this seems pretty good. We'll have to see how this plays out. There is always the possibility that tactics getting a 3-stack of Holy Power, then running to a new PVP target and unloading a full-power Templar's Verdict will be deemed overpowered. (And naturally, hotfixed 24 hours after Cataclysm's release.)
The other thing I like are the new paladin ability names. Word of Glory, Inquistion, Templar's Verdict, and Light of Dawn (new cone healing spell mentioned in the Dev chat) are very nice paladin names that avoid resorting to the words Holy, Judgment, Light, Righteousness, and Divine.
On the other hand, "Holy Power" is a rather bland name, and could stand to be spiced up. I suggest using a name that paladins have been waiting to see in WoW since Diablo 2: Zeal.
Wednesday, July 14, 2010
Beta Talent Trees
There are beta talent trees up at WoWTal.
Honestly, the trees are still a great state of flux, so it's really too early to comment on them. In general, I like the paladin trees so far.
The only comment I have is that I keep making builds for many different classes and specs, and I always seem to have 1 talent point left over, and 2/3-point talents to use it in. So I have to partially fill a talent, which I've never really liked doing.
Maybe it's just a general problem with the numbers used to make the talent trees, but it seems kind of odd to be happening so often.
Honestly, the trees are still a great state of flux, so it's really too early to comment on them. In general, I like the paladin trees so far.
The only comment I have is that I keep making builds for many different classes and specs, and I always seem to have 1 talent point left over, and 2/3-point talents to use it in. So I have to partially fill a talent, which I've never really liked doing.
Maybe it's just a general problem with the numbers used to make the talent trees, but it seems kind of odd to be happening so often.
Thursday, July 08, 2010
Talent Tree Changes
Extensive talent tree changes coming in Cataclysm.
I'm not really sure what to think of these changes. In general, I like the smaller trees. I'm just not sure about the forced specialization.
It means that there is much less potential builds out there. No 30/11, or 21/20 builds will be possible. But on the other hand, such builds tend to be rare anyways. Sometimes choice is an illusion, and in reality there are only a handful of viable builds. So the end result might be the same now and in Cataclysm, but it will just be more obvious.
As well, right now the 11 and 21 point talents tend to be a little weak, just to keep other-spec builds in check. This is especially true when leveling. Take paladin trees for example. Aura Mastery, Divine Favor, Divine Sacrifice, Blessing of Sacrifice, and Sanctified Retribution are good abilities, but they are a little boring.
Compare them to the 31 point talents of Holy Shock, Holy Shield, and Repentance. Those talents are "fun" talents, but they come so late, and you get them at a much higher level, just to prevent off-talent builds from picking them up. Wouldn't Protection leveling be much more fun if you could get Holy Shield at level 20?
The one "fun" early ability, Seal of Command, is perfect to get at level 20. Unfortunately, it's quite arguable that Seal of Command has made Protection overpowered at producing AoE threat. Because it is available so early, Protection can pick up Seal of Command, forcing a choice between leaving Protection slightly overpowered, or weakening Retribution.
The enforced specialization does away with those concerns. You could move more interesting abilities earlier in the tree, confident that you won't accidentally overpower one of the other two trees.
The current trees are a little top-heavy. Sometimes it's hard to be enthusiastic about pushing through those rather boring mid-tier talents, and then you want to get all the juicy, game-changing top-tier talents.
It probably will be easier to balance PvP as well. PvP builds often forwent the deep damage increasing talents in favor of mid-tier utility and survival talents.
So on the whole it's probably a good change that strengthens the game mechanically. I guess I mourn the illusion of a potential vast amount of builds. An mirage of possibilities. But that was just a dream, and high-end group play rudely awakens you to the fact that only a few builds are ever truly viable.
I'm not really sure what to think of these changes. In general, I like the smaller trees. I'm just not sure about the forced specialization.
It means that there is much less potential builds out there. No 30/11, or 21/20 builds will be possible. But on the other hand, such builds tend to be rare anyways. Sometimes choice is an illusion, and in reality there are only a handful of viable builds. So the end result might be the same now and in Cataclysm, but it will just be more obvious.
As well, right now the 11 and 21 point talents tend to be a little weak, just to keep other-spec builds in check. This is especially true when leveling. Take paladin trees for example. Aura Mastery, Divine Favor, Divine Sacrifice, Blessing of Sacrifice, and Sanctified Retribution are good abilities, but they are a little boring.
Compare them to the 31 point talents of Holy Shock, Holy Shield, and Repentance. Those talents are "fun" talents, but they come so late, and you get them at a much higher level, just to prevent off-talent builds from picking them up. Wouldn't Protection leveling be much more fun if you could get Holy Shield at level 20?
The one "fun" early ability, Seal of Command, is perfect to get at level 20. Unfortunately, it's quite arguable that Seal of Command has made Protection overpowered at producing AoE threat. Because it is available so early, Protection can pick up Seal of Command, forcing a choice between leaving Protection slightly overpowered, or weakening Retribution.
The enforced specialization does away with those concerns. You could move more interesting abilities earlier in the tree, confident that you won't accidentally overpower one of the other two trees.
The current trees are a little top-heavy. Sometimes it's hard to be enthusiastic about pushing through those rather boring mid-tier talents, and then you want to get all the juicy, game-changing top-tier talents.
It probably will be easier to balance PvP as well. PvP builds often forwent the deep damage increasing talents in favor of mid-tier utility and survival talents.
So on the whole it's probably a good change that strengthens the game mechanically. I guess I mourn the illusion of a potential vast amount of builds. An mirage of possibilities. But that was just a dream, and high-end group play rudely awakens you to the fact that only a few builds are ever truly viable.
Wednesday, July 07, 2010
Death Penalties
Recently there has been some commentary about death penalties. There are some people who feel that the current penalties are too low.
My question is:
Why is it so important to punish failure?
I mean, you shouldn't reward failure, but I don't really see the need to punish failure either.
No one really wants to fail. And failure is often obvious. Your character is dead on the ground and you have a corpse run. You can't really miss the fact that you failed.
Do high death penalties really make players better, or do they just make players more cautious? It's arguable that one of flaws of lower tier raid guilds is that they don't fail enough. They'll wipe 5 times and then call it, or move on to something easier. While a high end guild might wipe 200+ times when learning a really hard fight. I don't think that an even greater death penalty would help these guilds, and it might actively hurt them.
What you do want to keep in check is the ability to fail with partial success, so that several failures add up to a success. The ability to zerg something needs to be carefully watched. But that can be done without harsh death penalties. Quest timers, group respawns, instances that prevent you from zoning in while a fight is in progress, requirements that you do X without dying, etc.
Of course, you do have to be careful with this. If quest progress was wiped on death, and you had a quest to kill 100 boars, it would really, really suck if you died on the 99th boar.
Of course, some people insist that punishing failure in raid groups is the appropriate way to go, like docking DKP for making mistakes. But is the punishment the key driver of improvement, or is it the fact that the mistake was specifically identified and called out, giving the player the feedback necessary to improve?
I don't think that actively punishing failure works when the player wants to succeed. So I don't think that death penalties need to be harsher, and if anything, they could stand to be easier.
My question is:
Why is it so important to punish failure?
I mean, you shouldn't reward failure, but I don't really see the need to punish failure either.
No one really wants to fail. And failure is often obvious. Your character is dead on the ground and you have a corpse run. You can't really miss the fact that you failed.
Do high death penalties really make players better, or do they just make players more cautious? It's arguable that one of flaws of lower tier raid guilds is that they don't fail enough. They'll wipe 5 times and then call it, or move on to something easier. While a high end guild might wipe 200+ times when learning a really hard fight. I don't think that an even greater death penalty would help these guilds, and it might actively hurt them.
What you do want to keep in check is the ability to fail with partial success, so that several failures add up to a success. The ability to zerg something needs to be carefully watched. But that can be done without harsh death penalties. Quest timers, group respawns, instances that prevent you from zoning in while a fight is in progress, requirements that you do X without dying, etc.
Of course, you do have to be careful with this. If quest progress was wiped on death, and you had a quest to kill 100 boars, it would really, really suck if you died on the 99th boar.
Of course, some people insist that punishing failure in raid groups is the appropriate way to go, like docking DKP for making mistakes. But is the punishment the key driver of improvement, or is it the fact that the mistake was specifically identified and called out, giving the player the feedback necessary to improve?
I don't think that actively punishing failure works when the player wants to succeed. So I don't think that death penalties need to be harsher, and if anything, they could stand to be easier.
Tuesday, July 06, 2010
RealId and Forums
Most of us have heard of John Gabriel's Greater Internet F******d Theory (link slightly NSFW). I would wager that the majority of gamers even believe it to be true.
But it has never truly been proven, or conclusively demonstrated. So for that alone, I am looking forward to Blizzard's plan to integrate RealId with the WoW forums. Maybe it will turn out to be a good idea, maybe it will turn out to be a bad idea. But at least we'll know. There's something to be said for actual experimentation, rather than just armchair theorycrafting.
Heck, maybe the *real* problems with RealId on the forums will turn out to be completely different than anything that has been thought of.
Sometimes I think our society spends too much time worrying over potential outcomes, and not enough time actually doing things. Not to say that we shouldn't think ahead, but there is a balance, and right now I think we've swung too far to the worrying side.
I think that, on the whole, RealId integration with the forums will work out well. I think the official forums will become much more usable. Many people, both good and bad, will migrate to other forums like Tankspot, and that might pump up some of the non-official sites. But I could be wrong. Maybe there will be many negative consequences.
In some ways, this is probably a tipping point for gaming companies and the internet. If the forums calm down and Blizzard does not lose customers, every gaming company that can will follow their lead. If Blizzard does end up losing money, then we'll probably never hear these schemes again.
Though, kind of honestly, it's going to be weird seeing Greg Street post instead of Ghostcrawler.
But it has never truly been proven, or conclusively demonstrated. So for that alone, I am looking forward to Blizzard's plan to integrate RealId with the WoW forums. Maybe it will turn out to be a good idea, maybe it will turn out to be a bad idea. But at least we'll know. There's something to be said for actual experimentation, rather than just armchair theorycrafting.
Heck, maybe the *real* problems with RealId on the forums will turn out to be completely different than anything that has been thought of.
Sometimes I think our society spends too much time worrying over potential outcomes, and not enough time actually doing things. Not to say that we shouldn't think ahead, but there is a balance, and right now I think we've swung too far to the worrying side.
I think that, on the whole, RealId integration with the forums will work out well. I think the official forums will become much more usable. Many people, both good and bad, will migrate to other forums like Tankspot, and that might pump up some of the non-official sites. But I could be wrong. Maybe there will be many negative consequences.
In some ways, this is probably a tipping point for gaming companies and the internet. If the forums calm down and Blizzard does not lose customers, every gaming company that can will follow their lead. If Blizzard does end up losing money, then we'll probably never hear these schemes again.
Though, kind of honestly, it's going to be weird seeing Greg Street post instead of Ghostcrawler.
Monday, July 05, 2010
Pods: A Raid Force Management System
Managing a raid force is a very complex task. You have to recruit enough people so that you have redundancy, that you can still raid when some members are missing. You have to have enough redundancy to cover the essential roles. Yet you also have to ensure that everyone gets enough raiding time. Sometimes a player can get left on the sidelines more than you expect, and they end up leaving the guild because they feel they aren't getting into raids enough. You have to constantly recruit and people are constantly leaving, creating new holes in the raid force that have to be filled.
Yet, for such a complex task, most guild leaders operate in an ad hoc fashion. They react to events a lot of the time and things slip through the cracks. This is my attempt at creating a system, a set of rules and heuristics, to help a guild leader manage her entire raiding force in an efficient manner.
The system is called Pods, because the central element of the system is a pod.
A pod is a group of three players who share a similar raid role. The basic pod types are:
Each pod owns two slots in the raid. So a 10 man raid is made up of:
A 25-man raid would be:
Now, since each pod has three players, but two raid slots, one person in each pod sits out each night. Anna sits out first, the Betty, then Charity, then Anna's turn comes around again. Of course, the players can trade nights with each other but only within the pod. Since there are only three players in a pod, scheduling that pod becomes a much simpler problem than scheduling the entire raid force all at once.
For the Off Tank and Off Healer pods, one slot will act as the extra tank or healer on necessary fights, while the other slot will be pure DPS. (Or both slots can go tank/healer if the fight is really demanding). Which player gets which job can rotate just like sitting out.
If only one or zero people from a pod show up, then people from the other pods who are sitting out can be drafted to fill out the raid. If the problem is known in advance, as two of the three players say they can't make a specific night, that fact can be brought to the attention of the officers.
For 25s, the third slot can be given to a DPS player who alway shows up, or just reserved for any missing significant buffs.
With three people for every two slots, each raider is guaranteed a minimum of raiding 66% of the time. Some people may raid more than that, but no one will raid less. As well, each position has significant redundancy, which should ensure that you never call a raid because you don't have enough healers, but enough DPS and tanks.
In addition, the guild can use the pods to guide recruiting efforts. The pods with unfilled spots are the positions you need to recruit for. You don't need to consider the entire guild as a whole, you can just go pod by pod and recruit for each position.
Of course, there are potential issues with this system. For example, since sitting out is determined in advance, people might decide to not show up on nights when they are scheduled to sit. This can cause problems if there are unexpected absences. There would need to be some understanding that everyone in guild who can show up does.
In general, the idea is to have each pod run itself to a certain degree, without needing the officers to get involved all the time. The officers' main job is to make sure that the pod is filled with players, and to intervene in unusual situations.
But on the whole, I think that this system would reduce the effort involved in managing a raid force. It provides redundancy for all positions, while guaranteeing a minimum amount of raiding for each individual.
Yet, for such a complex task, most guild leaders operate in an ad hoc fashion. They react to events a lot of the time and things slip through the cracks. This is my attempt at creating a system, a set of rules and heuristics, to help a guild leader manage her entire raiding force in an efficient manner.
The system is called Pods, because the central element of the system is a pod.
A pod is a group of three players who share a similar raid role. The basic pod types are:
- Main Tank - players who always tank
- Off Tank - players who switch between tanking and DPS
- Melee DPS - melee DPS players
- Ranged DPS - ranged DPS players
- Main Healer - players who always heal
- Off Healer - players who switch between healing and DPS
Each pod owns two slots in the raid. So a 10 man raid is made up of:
- 1x Main Tank pod
- 1x Melee DPS pod
- 1x Ranged DPS pod
- 1x Off Healer pod
- 1x Main Healer pod
A 25-man raid would be:
- 1x Main Tank pod
- 1x Off Tank pod
- 3x Melee DPS pod
- 3x Ranged DPS pod
- 1x Off Healer pod
- 3x Main Healer pod
- 1 free slot
Now, since each pod has three players, but two raid slots, one person in each pod sits out each night. Anna sits out first, the Betty, then Charity, then Anna's turn comes around again. Of course, the players can trade nights with each other but only within the pod. Since there are only three players in a pod, scheduling that pod becomes a much simpler problem than scheduling the entire raid force all at once.
For the Off Tank and Off Healer pods, one slot will act as the extra tank or healer on necessary fights, while the other slot will be pure DPS. (Or both slots can go tank/healer if the fight is really demanding). Which player gets which job can rotate just like sitting out.
If only one or zero people from a pod show up, then people from the other pods who are sitting out can be drafted to fill out the raid. If the problem is known in advance, as two of the three players say they can't make a specific night, that fact can be brought to the attention of the officers.
For 25s, the third slot can be given to a DPS player who alway shows up, or just reserved for any missing significant buffs.
With three people for every two slots, each raider is guaranteed a minimum of raiding 66% of the time. Some people may raid more than that, but no one will raid less. As well, each position has significant redundancy, which should ensure that you never call a raid because you don't have enough healers, but enough DPS and tanks.
In addition, the guild can use the pods to guide recruiting efforts. The pods with unfilled spots are the positions you need to recruit for. You don't need to consider the entire guild as a whole, you can just go pod by pod and recruit for each position.
Of course, there are potential issues with this system. For example, since sitting out is determined in advance, people might decide to not show up on nights when they are scheduled to sit. This can cause problems if there are unexpected absences. There would need to be some understanding that everyone in guild who can show up does.
In general, the idea is to have each pod run itself to a certain degree, without needing the officers to get involved all the time. The officers' main job is to make sure that the pod is filled with players, and to intervene in unusual situations.
But on the whole, I think that this system would reduce the effort involved in managing a raid force. It provides redundancy for all positions, while guaranteeing a minimum amount of raiding for each individual.
Tuesday, June 29, 2010
Age of Conan: Group Play
Group play in Age of Conan is an interesting experience. In many ways it is very different than WoW, even though they are both games based on the trinity of tank-healer-dps.
The nature of AoC groups stems from how healing in AoC is designed. All three healer classes have the same type of spells. There are three healing spells: green, blue, and yellow.1 The green spell is a group HoT. The blue spell is a stronger HoT that affects people in a cone in front of you. The yellow spell is a direct group AoE spell, but a player can only be affected by a yellow spell once a minute.
So healing is essentially HoT-based. You put up your green and blue HoTs and then do damage until you need to refresh them.
The first consequence of this design is that one healer can heal multiple tanks just as easily as one tank, so long as the tanks are positioned correctly.
The next element in AoC group play is that mobs hit like trucks. The standard pull in AoC (so far) is two mobs. Each tank grabs a mob and tanks them next to each other. If you get more than two, the tanks try and hold them and the group uses knockdowns as much as possible. When a mob is knocked down, it doesn't do damage while it gets back up, giving the HoTs time to tick.
In WoW, this is the sort of situation in which crowd control would be used. But AoC is a PvP game, so all crowd control is short duration, on the order of a few seconds. As well, you don't deal damage to targets exactly, you deal damage to the area in front of your character. This means that there is a lot of splash damage, which would mean that crowd control would need to ignore damage.
With two tanks, boss mobs are often handled by the tanks swapping aggro. Since both of them are getting healed at the same time, one tank's health is dropping, while the other tank goes back to full. Of course, tanks don't have a threat meter or even a baseline taunt, so this can be pretty hard. A tank swap is often accomplished when the lead tank dies.
The long and short of this is that in AoC the normal group size is 6 people, and consists of 2 tanks, 2 dps, and 2 healers. Yes, that's a worse tank/healer/dps ratio than WoW. This is despite the fact that there are 3 tank classes, 3 healing classes and 6 dps classes.
Oddly enough, even though healing in AoC is fairly easy2 and tanking rather difficult, it's not that hard to find tanks. It's still hard to find healers. I think that's an interesting difference between WoW and AoC. Healers are scarce in both games, but tanks are more common in AoC than WoW.
Of course, maybe part of the reason is because I am starting late, and everyone else who rolled a DPS character rolled a tank to get into groups.
All in all, group play in AoC is different enough from WoW to be interesting, yet similar enough to be easily understandable. Now, if only forming a group didn't take several hours.
1. The spells put a colored circle around the feet of your teammates, so you can see who is affected by each spell.
2. At least healing is easy in theory. I seem to have a hard time finding healers who understand the idea of keeping the two HoTs up at all times.
The nature of AoC groups stems from how healing in AoC is designed. All three healer classes have the same type of spells. There are three healing spells: green, blue, and yellow.1 The green spell is a group HoT. The blue spell is a stronger HoT that affects people in a cone in front of you. The yellow spell is a direct group AoE spell, but a player can only be affected by a yellow spell once a minute.
So healing is essentially HoT-based. You put up your green and blue HoTs and then do damage until you need to refresh them.
The first consequence of this design is that one healer can heal multiple tanks just as easily as one tank, so long as the tanks are positioned correctly.
The next element in AoC group play is that mobs hit like trucks. The standard pull in AoC (so far) is two mobs. Each tank grabs a mob and tanks them next to each other. If you get more than two, the tanks try and hold them and the group uses knockdowns as much as possible. When a mob is knocked down, it doesn't do damage while it gets back up, giving the HoTs time to tick.
In WoW, this is the sort of situation in which crowd control would be used. But AoC is a PvP game, so all crowd control is short duration, on the order of a few seconds. As well, you don't deal damage to targets exactly, you deal damage to the area in front of your character. This means that there is a lot of splash damage, which would mean that crowd control would need to ignore damage.
With two tanks, boss mobs are often handled by the tanks swapping aggro. Since both of them are getting healed at the same time, one tank's health is dropping, while the other tank goes back to full. Of course, tanks don't have a threat meter or even a baseline taunt, so this can be pretty hard. A tank swap is often accomplished when the lead tank dies.
The long and short of this is that in AoC the normal group size is 6 people, and consists of 2 tanks, 2 dps, and 2 healers. Yes, that's a worse tank/healer/dps ratio than WoW. This is despite the fact that there are 3 tank classes, 3 healing classes and 6 dps classes.
Oddly enough, even though healing in AoC is fairly easy2 and tanking rather difficult, it's not that hard to find tanks. It's still hard to find healers. I think that's an interesting difference between WoW and AoC. Healers are scarce in both games, but tanks are more common in AoC than WoW.
Of course, maybe part of the reason is because I am starting late, and everyone else who rolled a DPS character rolled a tank to get into groups.
All in all, group play in AoC is different enough from WoW to be interesting, yet similar enough to be easily understandable. Now, if only forming a group didn't take several hours.
1. The spells put a colored circle around the feet of your teammates, so you can see who is affected by each spell.
2. At least healing is easy in theory. I seem to have a hard time finding healers who understand the idea of keeping the two HoTs up at all times.
Monday, June 28, 2010
Single-Colour Gems
It occurs to me that gemming has become very boring these days. It's pretty much choose the best stat for your class and stack it.
When jewelcrafting was first released, it seemed much more exciting. There were all these colors of gems, with different colours of sockets, different socket bonuses, and meta-gems with interesting requirements.
Pretty much all of that has been bled from the system. Socket colours are pretty much ignored. The different types of socket bonuses have disappeared, replaced for most classes by a single stat. For example, on plate DPS armor, the socket bonus is always strength. It's the only stat that can possibly tempt someone away from mono-coloured gems. Meta-gem requirements have been reduced to the bare minimum. And even that is not enough. The meta-gems which require 1 of each color are considered much better than the meta-gems which require 2 blues, because you can use only 1 Nightmare Tear and meet the meta-gem requirements.
As well, I'm not sure being able to focus so much of your item budget on your single-best state is good for the game. It allows for an extremely wide range of that one ability. For example, the health difference between a tank stacking all stamina gems and one matching socket colors is very noticeable.
Is there a way to make gemming interesting once again, and maybe also rein it in a bit?
My suggestion would be to remove single-color gems. If all gems are dual-colors, then it might be easier to hit the socket bonuses. You can't focus so much in the same way. The choice becomes not so much between best stat and second-best stat, it's between second-best stat and third-best stat. Oftentimes, that's enough wiggle room to make decision-making interesting again.
In my opinion, sometimes offering the best possible choice as an option is not the best way to go. Making a decision between two flawed choices can be more interesting.
When jewelcrafting was first released, it seemed much more exciting. There were all these colors of gems, with different colours of sockets, different socket bonuses, and meta-gems with interesting requirements.
Pretty much all of that has been bled from the system. Socket colours are pretty much ignored. The different types of socket bonuses have disappeared, replaced for most classes by a single stat. For example, on plate DPS armor, the socket bonus is always strength. It's the only stat that can possibly tempt someone away from mono-coloured gems. Meta-gem requirements have been reduced to the bare minimum. And even that is not enough. The meta-gems which require 1 of each color are considered much better than the meta-gems which require 2 blues, because you can use only 1 Nightmare Tear and meet the meta-gem requirements.
As well, I'm not sure being able to focus so much of your item budget on your single-best state is good for the game. It allows for an extremely wide range of that one ability. For example, the health difference between a tank stacking all stamina gems and one matching socket colors is very noticeable.
Is there a way to make gemming interesting once again, and maybe also rein it in a bit?
My suggestion would be to remove single-color gems. If all gems are dual-colors, then it might be easier to hit the socket bonuses. You can't focus so much in the same way. The choice becomes not so much between best stat and second-best stat, it's between second-best stat and third-best stat. Oftentimes, that's enough wiggle room to make decision-making interesting again.
In my opinion, sometimes offering the best possible choice as an option is not the best way to go. Making a decision between two flawed choices can be more interesting.
Saturday, June 26, 2010
On Reforging
In an interview on Gameplanet, Ghostcrawler talks about reforging:
I have to say that I thought reforging was going to be something you did rarely, to get rid of excess hit or a really bad stat. But from this description, it seems like reforging will be something that you do to every piece of gear.
To see what I mean, let's use our old technique of assigning a dollar value to stats. The standard 4-stat item has 2 primary stats and 2 secondary stats. We'll just ignore the primary stats because they don't change during reforging.
Let's assume, that for our class:
1 Crit rating = $1.00
1 Haste rating = $1.10
[Item with Crit and Haste]
100 Crit rating = $100
100 Haste rating = $110
-------------
Total = $210
Then we reforge some of that crit into haste.
[Reforged item]
50 Crit rating = $50
150 Haste rating = $165
-------------
Total = $215
Reforging the lower value stat into the higher value stat always makes the item better. So whenever you get an item, the first thing you do is reforge the lower value secondary stats into whatever secondary stat has the highest value for your class.
Pretty much the only time you wouldn't do this is if you are hovering around an inflection point in the value of a stat, such as the hit cap. At that point you get to bust out the spreadsheet to see if reforging is a gain or a loss.
Now, if you can't increase a stat that already exists on an item, then items with the two best secondary stats won't be reforged, but all other ones will.
I guess I understand the impetus behind reforging. My paladin has an i264 2H weapon, which I would like to use for Retribution, but I can't use it because it puts me 3% over the hit cap. However, I can't help but wonder if the implementation as described will just lead to an extra layer of complexity. You get a new piece of gear, and you have to reforge, gem, and enchant it before you can actually use it. Sometimes, I miss getting a new item and being able to equip it immediately.
Not to mention that there's a possibility for unintentional power inflation, as every item will contribute more than the design on paper, and maybe a lot more if a specific secondary stat turns out to be much more valuable than the others for a specific class. With both reforging and gemming, a character could focus a huge amount of her equipment budget on one specific stat.
The way [reforging] works is, instead of being tied to trade skills, now there are NPCs in the major cities. You go to this NPC and tell them you want to reforge an item. The interface opens and you place the item in it. It then asks you to pick a stat to reduce, and then pick a stat to add. You can’t use primary stats like agility, strength and intellect, but you can use all of the secondary stats like hit, crit, haste, parry, dodge, things like that. Then you reduce one of the stats by – at the moment it’s 40% but to make the example easier, say it’s 50%. If you have 100 crit, you reduce that by 50, that then gives you 50 points to put on, say, hit. And the cost of that transaction is the vendor cost of the item, so if you later decide to sell that item, you’re not really out of pocket.
I have to say that I thought reforging was going to be something you did rarely, to get rid of excess hit or a really bad stat. But from this description, it seems like reforging will be something that you do to every piece of gear.
To see what I mean, let's use our old technique of assigning a dollar value to stats. The standard 4-stat item has 2 primary stats and 2 secondary stats. We'll just ignore the primary stats because they don't change during reforging.
Let's assume, that for our class:
1 Crit rating = $1.00
1 Haste rating = $1.10
[Item with Crit and Haste]
100 Crit rating = $100
100 Haste rating = $110
-------------
Total = $210
Then we reforge some of that crit into haste.
[Reforged item]
50 Crit rating = $50
150 Haste rating = $165
-------------
Total = $215
Reforging the lower value stat into the higher value stat always makes the item better. So whenever you get an item, the first thing you do is reforge the lower value secondary stats into whatever secondary stat has the highest value for your class.
Pretty much the only time you wouldn't do this is if you are hovering around an inflection point in the value of a stat, such as the hit cap. At that point you get to bust out the spreadsheet to see if reforging is a gain or a loss.
Now, if you can't increase a stat that already exists on an item, then items with the two best secondary stats won't be reforged, but all other ones will.
I guess I understand the impetus behind reforging. My paladin has an i264 2H weapon, which I would like to use for Retribution, but I can't use it because it puts me 3% over the hit cap. However, I can't help but wonder if the implementation as described will just lead to an extra layer of complexity. You get a new piece of gear, and you have to reforge, gem, and enchant it before you can actually use it. Sometimes, I miss getting a new item and being able to equip it immediately.
Not to mention that there's a possibility for unintentional power inflation, as every item will contribute more than the design on paper, and maybe a lot more if a specific secondary stat turns out to be much more valuable than the others for a specific class. With both reforging and gemming, a character could focus a huge amount of her equipment budget on one specific stat.
Tuesday, June 22, 2010
Heroic Loot in Icecrown Citadel
Heroic loot distribution in Icecrown Citadel is slightly different than in the three previous tiers.
In Naxx, Ulduar, and Trial of the Crusader, heroic loot dropped in addition to regular loot.
In Icecrown Citade, heroic loot drops instead of regular loot.
This small change has some subtle ramifications for guilds doing heroic content. It's now a lot slower to gear up new players to the heroic standard.
The new players can get to the i245 level fairly easily. But since you're doing hard modes, i264 loot is actually somewhat scarce. In the past, new people would be geared up very quickly with all the regular loot that the established raiders had already acquired.
But when you're working on hard modes, that regular loot doesn't drop anymore. You get mostly i277 gear, which the established raiders want, and the new people have to compete against them.
The only item that this doesn't apply to is class tokens. i277 tokens drop in addition to i264 tokens. As a result, it's really easy for a new raider to get all their tokens in short time period. However, then she's blocked on Emblems.
I guess the solution is to try and recruit more people who are already in i264 gear.
In Naxx, Ulduar, and Trial of the Crusader, heroic loot dropped in addition to regular loot.
In Icecrown Citade, heroic loot drops instead of regular loot.
This small change has some subtle ramifications for guilds doing heroic content. It's now a lot slower to gear up new players to the heroic standard.
The new players can get to the i245 level fairly easily. But since you're doing hard modes, i264 loot is actually somewhat scarce. In the past, new people would be geared up very quickly with all the regular loot that the established raiders had already acquired.
But when you're working on hard modes, that regular loot doesn't drop anymore. You get mostly i277 gear, which the established raiders want, and the new people have to compete against them.
The only item that this doesn't apply to is class tokens. i277 tokens drop in addition to i264 tokens. As a result, it's really easy for a new raider to get all their tokens in short time period. However, then she's blocked on Emblems.
I guess the solution is to try and recruit more people who are already in i264 gear.
Monday, June 21, 2010
Measuring Performance with Plus-Minus
Measuring performance in a raid is somewhat hard. You can do a bit with damage and healing meters, but those meters are often skewed by the specific fight or class or spec. Sometimes it's hard to track the small things, like people who hit cooldowns at the perfect time, or kite mobs perfectly, or step beyond their specific role at the absolute correct time.
There is a statistic in ice hockey called Plus-Minus. If you're on the ice when your team scores an even-strength goal, you get +1. If you're on the ice when the opposing teams scores, you get a -1. So at the end, if you're positive, it implies that you are helping your team. If you are very negative, your presence on the ice actually hurts the team.
Of course, it's not a perfect stat. Since it relies on the team, a person on a bad team usually has a lower plus-minus than a person on a good team.
But it might be an interesting stat to use to measure a player's contribution to her raid team. After all, the ultimate goal is killing bosses. If you being in the raid means that bosses are more likely to be killed, then you are doing well. If the raid is more likely to wipe if you are in raid, then that's a problem. Rather than trying to measure and quantify the individual aspects of your role, we could just try and measure your effectiveness.
Here's how I'd set up a Plus-Minus system for a Raid Guild:
Going by this system, I was +4 this week. Not bad, but not really good either. But Plus-Minus is a relative system. So it would depend on what scores my other guildies would have.
Of course there are issues with this system. People who are in the raid all the time will have the same rating. It's not a problem in hockey because people are constantly taking shifts out on the ice. Certain bosses are more likely to cause wipes than other bosses. The method only works if you actually expect there to be some wipes.
Ultimately, killing bosses is the goal. Measuring effectives by how much a raider contributes to that goal might be a better method than trying to rank damage meters. But on the other hand, going through meters gives feedback on how to improve. A Plus-Minus system only identifies outlying players in either direction. It does not say how that player makes the raid better or worse.
There is a statistic in ice hockey called Plus-Minus. If you're on the ice when your team scores an even-strength goal, you get +1. If you're on the ice when the opposing teams scores, you get a -1. So at the end, if you're positive, it implies that you are helping your team. If you are very negative, your presence on the ice actually hurts the team.
Of course, it's not a perfect stat. Since it relies on the team, a person on a bad team usually has a lower plus-minus than a person on a good team.
But it might be an interesting stat to use to measure a player's contribution to her raid team. After all, the ultimate goal is killing bosses. If you being in the raid means that bosses are more likely to be killed, then you are doing well. If the raid is more likely to wipe if you are in raid, then that's a problem. Rather than trying to measure and quantify the individual aspects of your role, we could just try and measure your effectiveness.
Here's how I'd set up a Plus-Minus system for a Raid Guild:
- +1 for each boss kill.
- -1 for each boss wipe.
- Only count a maximum of 4 wipes per boss. This is so that raids with an obviously bad composition don't just give up to keep from wrecking their rating.
- Don't count wipes on new bosses that haven't been defeated.
Going by this system, I was +4 this week. Not bad, but not really good either. But Plus-Minus is a relative system. So it would depend on what scores my other guildies would have.
Of course there are issues with this system. People who are in the raid all the time will have the same rating. It's not a problem in hockey because people are constantly taking shifts out on the ice. Certain bosses are more likely to cause wipes than other bosses. The method only works if you actually expect there to be some wipes.
Ultimately, killing bosses is the goal. Measuring effectives by how much a raider contributes to that goal might be a better method than trying to rank damage meters. But on the other hand, going through meters gives feedback on how to improve. A Plus-Minus system only identifies outlying players in either direction. It does not say how that player makes the raid better or worse.
Sunday, June 20, 2010
Goblin GDKP Variant
I missed this when Gevlon first proposed it, but he proposed a variant on the standard Gold DKP loot system.
For those people unaware of GDKP, it's a loot system where raid members bid gold for items. Items are auctioned off in a standard multiple-round, public bidding process. The gold all goes into a pot and the pot is split equally among all the raid members at the end of the run. It's good system for pickup groups because it provides an easy way to compensate people who don't win items. If you don't get any items, you at least get several hundred or several thousand gold. This encourages geared and experienced players to join the PuG, giving it higher chance of success.
Gevlon proposes a rule giving 1/3rd of the winning bid to the second place bidder, in order to encourage higher bid prices and discourage "fake" bids.
I'm not really sure that this rule actually accomplishes anything useful.
Look at it from the point of view of the optimal bidding strategy. In a normal English auction, the optimal bidding strategy is to bid (up to) what you think the item is worth. In a normal GDKP auction, the optimal strategy is to bid you think the item is worth plus a little premium, because you get back a portion of your bid when the pot is divided up at the end of the raid.
Under the Goblin variant, the optimal bid is to bid 150% of the items worth (plus a little bit for the pot-split). To see this, let us ignore the pot-split for now, and imagine that there are two items that a player values at 1000g. The player bids 1500 for both and wins one and loses one (for 1500.01).
For the winning bid, the player nets 1000g (item) - 1500g (bid) = -500g.
For the losing bid, the player nets 500g for being the second place bid.
So when the two bids are taken together, it's a wash. The extra money you get from being second is cancelled out by the extra money you have to pay to win items.
Also, note that the size of the pot doesn't increase. There were two bids of 1500g, whereas under the regular rules there would be two bids of 1000g. But the pot is 2000g in both cases.
So as far as I can see, the only person who benefits from this rule is someone who is very skilled at bidding just enough to get second place. For example, consider a spoiler who only joins in bidding when there are two other people bidding. With three people bidding, the price gets pushed up and up. When one of the original two bidders drops out, the spoiler immediately drops out right after, guaranteeing that she has second place. It is very unlikely that two legitimate bidders will drop out at the exact same price point. There will be a small difference between their maximum amount which they are willing to pay, which the canny spoiler bidder can exploit.
Far from discouraging strategic bidding, I think this system actually creates a legitimate opening for someone who is bidding to push prices up. People who win items do not benefit. Higher end players carrying the group to earn some extra gold and maybe hoping a rare trinket drops do not benefit.
This rule just adds extra complexity for no good reason. It encourages people to bid using a non-optimal manner, just because they want the extra gold from being in second place.
Regular GDKP is a good system. It is close enough to English auctions that everyone understands it, and close enough that the strategy of bidding what you think the item is worth is very close to optimal. It's been my experience that when bidding systems stray from this optimum, they are more fragile, because people don't really understand how to bid well.
Gevlon's rule of "1/3rd to the second bidder" is not an improvement on GDKP, and should be avoided, in my opinion. It will still work, but it is more complicated, has a less intuitive optimal bidding strategy, encourages strategic bidding and does not actually add any positive effects that I can see.
For those people unaware of GDKP, it's a loot system where raid members bid gold for items. Items are auctioned off in a standard multiple-round, public bidding process. The gold all goes into a pot and the pot is split equally among all the raid members at the end of the run. It's good system for pickup groups because it provides an easy way to compensate people who don't win items. If you don't get any items, you at least get several hundred or several thousand gold. This encourages geared and experienced players to join the PuG, giving it higher chance of success.
Gevlon proposes a rule giving 1/3rd of the winning bid to the second place bidder, in order to encourage higher bid prices and discourage "fake" bids.
I'm not really sure that this rule actually accomplishes anything useful.
Look at it from the point of view of the optimal bidding strategy. In a normal English auction, the optimal bidding strategy is to bid (up to) what you think the item is worth. In a normal GDKP auction, the optimal strategy is to bid you think the item is worth plus a little premium, because you get back a portion of your bid when the pot is divided up at the end of the raid.
Under the Goblin variant, the optimal bid is to bid 150% of the items worth (plus a little bit for the pot-split). To see this, let us ignore the pot-split for now, and imagine that there are two items that a player values at 1000g. The player bids 1500 for both and wins one and loses one (for 1500.01).
For the winning bid, the player nets 1000g (item) - 1500g (bid) = -500g.
For the losing bid, the player nets 500g for being the second place bid.
So when the two bids are taken together, it's a wash. The extra money you get from being second is cancelled out by the extra money you have to pay to win items.
Also, note that the size of the pot doesn't increase. There were two bids of 1500g, whereas under the regular rules there would be two bids of 1000g. But the pot is 2000g in both cases.
So as far as I can see, the only person who benefits from this rule is someone who is very skilled at bidding just enough to get second place. For example, consider a spoiler who only joins in bidding when there are two other people bidding. With three people bidding, the price gets pushed up and up. When one of the original two bidders drops out, the spoiler immediately drops out right after, guaranteeing that she has second place. It is very unlikely that two legitimate bidders will drop out at the exact same price point. There will be a small difference between their maximum amount which they are willing to pay, which the canny spoiler bidder can exploit.
Far from discouraging strategic bidding, I think this system actually creates a legitimate opening for someone who is bidding to push prices up. People who win items do not benefit. Higher end players carrying the group to earn some extra gold and maybe hoping a rare trinket drops do not benefit.
This rule just adds extra complexity for no good reason. It encourages people to bid using a non-optimal manner, just because they want the extra gold from being in second place.
Regular GDKP is a good system. It is close enough to English auctions that everyone understands it, and close enough that the strategy of bidding what you think the item is worth is very close to optimal. It's been my experience that when bidding systems stray from this optimum, they are more fragile, because people don't really understand how to bid well.
Gevlon's rule of "1/3rd to the second bidder" is not an improvement on GDKP, and should be avoided, in my opinion. It will still work, but it is more complicated, has a less intuitive optimal bidding strategy, encourages strategic bidding and does not actually add any positive effects that I can see.
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