Tuesday, September 28, 2010

A Blind Guild?

How viable do you think a guild that insisted on doing content "blind" would be? By "blind", I mean not reading boss strategies or watching videos. Maybe not even using Boss Mods.

I've greatly enjoyed the few times I've gotten to tweak boss strats. But I'm not really in the first stare of Royalty guilds, both by talent and inclination. So I don't really have the opportunity to do things like that in the natural course of play.

I guess I'm just looking at Cataclysm, and idly thinking about what I'd like to do in that expansion. I like my current guild, but I'm just wondering if I would perhaps enjoy something different.

There are a lot of issues with a blind guild, though. You'd have to get people who would not cheat. Progress would be a lot slower. Probably would be a lot less loot.

As well, you'd have to consider the type of people who would be attracted to this sort of guild. Would they use the no-strat policy as an excuse to slack off in other areas? If you're already handicapping yourself by not using outside resources for boss fights, would people still be willing to use outside resources for rotations, or insist on full consumables.

Sometimes it feels that people are "efficient" in all things, or efficient in none. I think that this is a point which is under-appreciated by those people who wish that people were less concerned about spec or gems. The choice is rarely between a 100% efficiency player and a 95% efficiency player, it's between a 100% player or a 50% player.

The thing is that the players you need to make a blind guild relatively successful are also the players who will seek out strategies, watch videos or ask people who have already beaten the fight.

I think you might be able to get a 10-man normal blind guild running. But I like 25-man heroics, and that may be a bit too much to ask.

Monday, September 27, 2010

Response to Tobold on Board Games Philosophy

Tobold recently wrote a post on Board Games Philosophy that I thought was rather interesting. He explores the concept of "Eurogames" vs "Ameritrash", which is described as:
As RPS describes it, "Eurogames are the board games you can play in polite company" and "If you’ve ever rolled a dice to hit the guy sitting to your left with a poisoned lance, causing him to storm out of the door and march back to his mum’s house with tears in his eyes, you’ve played some prime Ameritrash."

Tobold feels that Eurogames are a much more popular genre than Ameritrash. But I am not so sure.

First, let's get rid of the prejudicial names. I observe that there are two main styles of adversarial games: Last One Standing, and First to the Mark.

Last One Standing games feature people being knocked out as the game goes on. The winner is the person who survives and defeats all her opponents. Examples include Monopoly, poker, Axis & Allies, and Diplomacy.

First to the Mark games usually feature everyone gaining score, with the winner being the first person to reach a predetermined state. Examples include Settlers of Catan, Clue, and trick taking games like whist or euchre.

There's also a third type, High Score at Time. But these games are often just one of the other two types with a time limit. If you remove the time limit, it's often pretty obvious which category they fall into. For example, Risk is a Last One Standing game, only with a time limit. Scrabble is a First to the Mark game with a time limit.

As you can see from the examples, it is not at all obvious that First to the Mark games are innately more popular than Last One Standing games.

I think that both game types have strengths and weaknesses. To me, Last One Standing games are often better when the stakes are higher. Poker dominates the other card games when it comes to gambling. On the other hand, Last One Standing games are very annoying if the elimination period is very long. It's no fun being the first person knocked out when the game continues for a significant period of time. As well, two people can often team up against a single other person, and the out-numbered person can rarely survive.

With First to the Mark games, everyone usually gets to keep playing the game until the very end. On the other hand, one thing I loathe about this type of game is the presence of kingmakers. Kingmakers are players who absolutely cannot win, but can determine which of the two leaders will win the game. Often times, a kingmaker's support will have nothing to do with the game, but much to do with outside relationships.

First to the Mark games are also less adversarial than Last One Standing games. A lot of people might say that this is an advantage, but I am not so sure. Many times, First to the Mark games don't really feature a lot of interactivity between the players. It's like each player is playing solitaire, and the fastest player wins.

In more interactive First to the Mark games, negative interaction comes in the form of "refusal to help". Somehow I find that an outright attack in Last One Standing game is just more honest and less frustrating. An attack is what one expects. Maybe it's just me, but I take getting attacked in a wargame--or even getting betrayed in Diplomacy--much better than someone refusing to trade in Settlers of Catan.

So both types of games have strengths and weaknesses, and I think it is incorrect to say that one type is obviously better or popular than the other. But one thing is that Last One Standing games are best when they reset quickly, and that is often against the nature of MMOs.

Sunday, September 19, 2010

4.0 Paladin Healing (at 80)

I copied Coriel over to the PTR this weekend and tried some heroics. Some thoughts:

1. I don't think the mana requirements are in at 80.

Now maybe the mana requirements drastically increase from 81-85, but at level 80 they're negligible. The only way to run dry would be to spam Divine Light (the big heal) or Flash of Light (now an expensive, fast heal).

2. Holy Shock and Word of Glory are the go-to heals.

They're fast, cheap and heal for a decent amount. I was using Holy Shock on cooldown, tossing WoG when I hit 3 Holy Power, and filling in with Holy Light on non-tanks and Divine Light on the tanks.

3. Beacon of Light is now dirt-cheap.

It's so cheap that Beacon is a no-brainer now. Just put Beacon on the tank and heal as if Beacon did not exist. It only transfers 50%. If you heal a non-tank, the tank gets a little heal as a side-effect. If you heal the tank, you get a boost of Holy Power.

4. Flash of Light is obsolete.

Holy Shock is instant, costs 25% of the mana, and heals for something like 66% of FoL. WoG heals for 66% and is free. Plus, after a HS, HL or DL are sped up, so they can land very quickly. And you can proc Daybreak to get double HS and then chain into Word of Glory for very quick heals. I'm not really sure I see what situation FoL would fit in now.

5. One-click buffing is awesome.

One button press, and everyone gets Kings. Heaven.

6. Light of Dawn is ... interesting.

I don't really know about this spell. The thing is that in the two heroics I ran, the only time everyone took damage was when the DPS pulled aggro. More often than not, they were running around like monkeys so it was really hard to get all of the them in the cone.

As well, it's a good heal, but it won't keep a group up when mobs are beating on them. It seems fine for splash damage, but not when people pull aggro. Plus it's on a fairly long cooldown, long enough that it often falls out of mind.

7. The Healing Mastery is okay.

The healing mastery puts a temporary shield on your heal target for 8 seconds. The shield is for about 8% of heals. It's okay, but the only problem is that the shield doesn't increase with subsequent heals unless it expires. This is especially problematic as Holy Shock tends to hit quickly after the last heal, before the shield can expire. So you often end up losing some of your mastery if you heal the same target twice in a row.

This could be a bug, so we'll see if Blizzard fixes it.

Conclusions

So is the new healing model better?

Well, it's certainly better than spamming Holy Light all the time. But I'm not sure about the actual triage involved. The thing is that you want to use HS all the time, because it's cheap, fast, heals for a decent amount, and is the primary generator of Holy Power, which gives you your Word of Glories. So really, I found I was following a strict priority of WoG-3, HS, then Holy Light. The only exception was if the tank dropped to 50-60%, at which point I used Divine Light to bring them back.

The problem I see with making mana more important is that if Holy Shock gets more expensive, then a paladin will be less likely to use it. But that will mean less Word of Glories, so you're kind of just left with Holy Light.

It could work, but it does feel as if HS and WoG are too tightly bound to really allow one to truly triage and conserve mana. But I don't know. I'd really have to try first-hand the later levels when mana restrictions actually kick in.

Tuesday, September 14, 2010

4.0 Early Levels, Part II

I'm just rolling new classes and giving the first couple levels a whirl on the PTR. These are some impressions.

Hunters

Uhh, low level hunters are a little insane. Before, Arcane Shot had a 6s cooldown, so you only got one shot off per fight. Now, Arcane Shot costs 25 focus, and you start with 100 focus, so you can pop off 4 Arcane Shots in a row. The new hunter starts with a pet, which is great, but stuff dies before your pet even reaches the mob. Maybe low level Arcane Shot should do a little less damage, so combat lasts longer than 2 GCDs.

Mages

Mages are very nice at low levels. You start with Fireball, which is pretty much the essence of magery.

Then at level 3 you get Arcane Missiles. The new Arcane Missiles is a lot of fun. It's now activated (like a proc) by your spells, but it's free. So you Fireball a couple times, and then Arcane Missiles proc and you blast the mob with them. It's lots of fun, and much better than just spamming Fireball.

The proc also shows off Blizzard's new built-in Power Auras. When Arcane Missiles proc, two purple lines appear on your screen to either side of your character. It's very noticeable, and is much better than watching your action bar or buffs.

Warlocks

Warlocks start with the Imp and Shadowbolt. They also start with Demon Armor, but that wasn't on the action bar so I didn't notice it.

The Imp is good, but I don't agree with Shadowbolt. It makes the low level warlock feel too much like a mage. But then again, I'm prejudiced against Shadowbolt. I think the single worst mistake ever made by the WoW Class Dev Team was warlocks at the end of TBC. We started with a pet class with a focus on DoTs and lovely, lovely complexity. Then it was turned into a class that sacrificed the pet and spammed a single nuke.

So yeah, putting Shadowbolt forward as the introductory warlock spell is bad. I would suggest giving level 1 warlocks Drain Life instead. It's very different from mage spells, and is much more appropriate thematically. Warlocks don't just blast you down, they drain the very life from you, healing themselves at your expense.

As well, 4.0 warlocks get Drain Life at level 8, so moving Shadowbolt up to level 8 in its place doesn't really change things in the long run.

Warriors

Level 1 Warriors are very meh. You start with Attack, which starts auto-attack, and Strike, which is a 20 rage attack. It's better than starting with Heroic Strike, I guess. It takes about two auto-attacks to generate enough rage for a Strike. I found that I was actually pressing the Attack button, just to have another button to press during combat.

But then, at level 3 you get Charge. And the warrior goes from meh to great. Charge, swing, Strike, good times. Charge is just awesome, definitely a contender for best spell in the game.

And at level 5, warriors get Victory Rush and go from great to outright amazing. Victory Rush does a fair chunk of healing and damage. Charge, swing, Strike, Victory Rush the next target, swing, Strike, Charge, Victory Rush, etc. It just flows so beautifully.

Other Observations

I like the low level tooltips on abilities. They're geared to the beginner, and often offer tips on how best to use the ability. For example, Fireblast suggests that you use the spell when you are moving or in melee.

Ranged classes also had their range increased to 40 yards. I'm not sure I really like this. It feels a little too far from the mob. 30-35 yards felt a little better.

As well, from a healing point of view, 35-ish yards was ideal because heals reached 40 yards. The tank was often on the other side of the mob from you. So when ranged stood at 35 yards from the boss, you could stand with them and still reach the tank on the other side. And if mob did that charge the closest range thing, they'd hit the ranged instead of you.

Now with both heals and ranged hitting 40 yards, if the ranged stands at 40 yards, the healers will have to stand closer to reach the tank. That creates some separation meaning that AoE heals will be a little less effective. Not to mention that rather than just having the melee in one place and ranged in another place, we'll now have melee at point 1, healers at point 2, and ranged dps at point 3. As well, healers will soak random mechanics that target the nearest range. Or that any effect which causes the ranged to run will probably cause the healers to have to run farther or in different directions.

Sunday, September 12, 2010

4.0 Early Paladin

So the 4.0 PTR is out. You can download it (16 gigs!) and test all the new class talents and mechanics. No Cataclysm content is available though.

Character copy wasn't working for me, so I decided to test out the low level paladin experience.

First off, the UI changes are superb. The new character pane is great. The new guild pane is pretty nice as well. The only thing I would change is that the Guild pane really needs a default hotkey.

As for the newbie paladin experience, I don't really like it. The thing is that the very first level sets the tone for the class. Cataclysm Paladins start off with only Crusader Strike. No heal. CS is a great skill, and does make leveling more interactive. But it makes the level 1 paladin feel like a warrior. Previously, a level 1 paladin had Seal of Righteousness and Holy Light. It set the tone that the paladin hits her enemies and heals her allies.

The next few levels don't help either. At level 3 the paladin gets Judgement and Seal of Righteousness. Judgement doesn't even have the healing debuff, so it's a straight combat move. You get Devo Aura at 5, but still, it just doesn't feel right.

The other problem with level 1 paladins is that CS generates Holy Power, but you don't have any skills to use it. An extremely common question in general chat is "What is this yellow bar under my paladin's health/mana?" The first skill that uses Holy Power is Word of Glory (the instant heal) at level 9.

What I would suggest is that Word of Glory gets moved to level 1. That way the paladin gets both a melee attack and a heal right from the very start. Both facets of the paladin are represented, and paladins are once again differentiated from warriors. As well, you get an outlet for Holy Power, and get paladins used to the new mechanic right from the start.

Then you could move Judgement to level 5 and push Devotion Aura to level 9. You don't really need Judgement right away at level 3.

I think this scheme would work better for the initial paladin experience.

Thursday, September 09, 2010

Tier Sets in Wrath

For some reason, I feel like the Tier sets in Wrath were less ... effective, maybe ... than the Tier sets in TBC and Vanilla. For me, the main differences are colors and uniqueness.

When I think of old Tier sets, I remember the colors more than anything else. The red and gold of Lightforge, the black edged with red/gold of Judgement, the blue and gold of T6, and even the purple of T5. The Wrath Tier sets, on the other hand, have as many as 3 different variations, and that greatly decreased their memorability. You couldn't just look at someone and recognize the Tier set, like you could in the previous version.

Of all the paladin sets of Wrath, the white T8 may have been iconic enough to stand near T2 and T6.1 But having the other recolors of the same set diluted the effect.

The other issue with Tier armor this time around is that the non-Tier armor shared the same look with the Tier. Perhaps that this was done so people would look more cohesive, not have the "clown" effect of TBC. But it just made Tier feel less special. You couldn't just look at the crowd and pick out someone in her full Tier set.

Blizzard should step back a bit and make Tier armor feel a bit more unique. Use a single, iconic, color scheme for both normal and heroic variants. Use a different, more generic, armor model for non-tier gear. Tier armor pieces are the main Loot as Reward items in raids, the armor you collect and save in your bank. Someone in full Tier should look significantly different than someone in mixed gear, and that really wasn't the case for most of Wrath.

1. Also, T10 should have gone with pants. I like the plate skirt/cassock of T2, but it's something that should be used sparingly, and regular plate pants worked better with the rest of T10. The skirt/cassock works better with sets that have a cleric-ish vibe, but the dragon helm of T10 evokes knights.

Wednesday, September 08, 2010

Response to Spinks on Gamer Misogyny

This is a response to Spinks' That 'women in gaming' post. I posted a comment to that post in haste, and didn't really convey what I wanted to convey. So this is my second stab at it.

Proposition 1: A significant portion of gamer culture is virulently misogynistic.

I completely and utterly agree with this proposition. It's pretty much self-evident.

Proposition 2: A significant portion of gamer culture is virulently misogynistic, because of the way games are designed.

I completely disagree with this proposition.

Aside from the few companies who are stupid and/or deliberately provocative (*cough*Rockstar*cough*), modern Western games--not gamers, but games--are extremely respectful to women. They feature strong, competent female characters. Off the top of my head consider Jaina, Sylvannas, Jaheria, Bastila, Annah, Fall-From-Grace, Leilana, Morrigan, Wynne, April Ryan. Western game rulebases do not differentiate between male and female. Female characters are just as likely to be successful as male characters.

Female villains are just as daunting as male villains, without resorting to offensive caricatures. Quite frankly, this is something the game industry does better than any other media out there. Consider Onyxia, Queen Anora, Kerrigan, SHODAN, GLaDOS, Carmen Sandiego. There aren't that many female villains, but the ones that are tend to be drawn quite well.

Most game companies also go out of their way to be welcoming to women. A decade ago, when Wizards of the Coast released Dungeons & Dragons 3rd Edition, they wrote the rulebooks using female pronouns (she, her instead of he, his), to basically hammer home on every single page the point that women were welcome. I don't really know how successful that method was, but I thought it particularly stylish, so I copied it for my own writing.

In my experience, the modern game industry is more respectful of women than most modern movies, music, television, fiction, and even media aimed mainly at women like romance novels1. In my opinion, the only genre that routinely treats women better than modern games is young adult fiction, and even young adult fiction rarely has good female villains.

So then, how do we square the fact that many gamers are misogynistic, when most games are not, and in fact do make significant efforts to be respectful to women?

I think it is a combination of three factors.

The first factor is that gamers, especially teenage gamers, are treated badly by female culture. Male culture has mostly absorbed gaming to the point where almost every young male games casually. But female culture still looks down on gaming. Exactly how many guys would tell a girl that they gamed on first acquaintance? Versus pretty much any other hobby? What other moderately mainstream hobby carries such social stigma as gaming?

So is it any surprise that some gamers, especially teenage males, lash back defensively? It completely fails to excuse that behavior. Misogyny is inexcusable. But if the misogyny stems from this cause, then there is really nothing that game makers can really do. They've been trying to make games more popular and more main-stream for years now.

The second factor is that it is much easier for like-minded gamers to find each other and group together, reinforcing their negative tendencies. This is because gaming communities are heavily internet-based. In a smaller or geographic-based community, the community leaders could police these behaviors, and bring deviants in-line with the rest of the community norms. But in a very large community, such as the internet, the deviants just slink off and form their own sub-community and impose their behavior on others.

Again, I am not really sure what game makers can do about this. Would you really accept limitations on your right of association? Imagine if you could not choose your guild, but were randomly assigned to one. And you could not easily switch guilds. What would the social structure look like? What norms would prevail? I think it would prevent the reinforcement of an individual's misogyny, but it would also prevent reinforcement of some positive norms. Not to mention that most people want to play with their friends.

As well, so much of association is carried out on Vent and external message boards that the game maker cannot control.

The third and final factor is anonymity. Anonymity dehumanizes people. You don't see other people in the game, you start to see just characters running around. These gamers do not see how many women actually play the game, do not see that real people control the characters that they are insulting. Anonymity also reduces fear of reprisal. People act badly just because they can. They pay no social price for their vitriol.

Consider the game of chess. In many ways, chess maps to gaming in that very few women play, and it has a low social cachet. Yet, chess culture is not nearly as misogynistic as game culture can be. Now, maybe it's because chess is more staid, but I think it is because chess lacks that culture of anonymity. Everyone uses their real name and are ranked with that. And as a result, chess culture is far more respectful to everyone than gaming is, even if almost no women play.

But then again, none of you agree with me about anonymity and real names. Everyone is too concerned with "privacy" in video games2. And so we reap the consequences of that decision.

That's where I stand on this issue. I agree that a significant portion of gamer culture is virulently misogynistic. However, I think the games themselves have done a really good job of driving out disrespect to women in the actual game and rulebase. I'm not sure that there is too much more that they could do. They can't force female culture to not stigmatize gaming. I think gamers would fuss if they made a solid attempt to break the right to choose your associations. We've already seen that gamers howl if their precious "privacy" is in any way threatened.

So what's left? Fiddling with crafting and pet collecting in a futile effort to entice more women to play? (Does anyone really believe that women don't game because there's not enough pet collecting?) And this will reduce the misogyny how exactly? More women in the game won't matter because you cannot force the misogynists to associate with them. Social shame is pretty much the only option to control them, and that path is blocked.

Games cannot be held responsible for factors out of their control. Modern games have done, in my opinion, a superb job of creating strong, competent female characters and generally being friendly to women. If I had daughters, I would much rather them take Sylvannas as a role model than most other characters in non-gaming media (though maybe with less emphasis on the whole "raising the dead" thing).

1. I read Regencies, and kind of frankly, sometimes I wonder that women accept the way women are treated in a significant minority of those novels, let alone how men are treated. If women were treated that way in a male-dominated medium, there would be Senate hearings. Also, what's the deal with red hair?
2. Meanwhile, your local government is probably putting your house plans and property taxes up on the internet. Not joking, by the way.

Tuesday, September 07, 2010

Namespace

One of the good things about WoW is that Blizzard never deletes old characters, and Blizzard allows to have up to 10 or so characters on each server. However, each character's name is unique per server.

I wonder if this combination of factors will reach a boiling point as Cataclysm approaches. It is getting harder and harder to find a name for a new character. Instead it's a continuous round of "That name is not available" until you finally hit some acceptable combination. I think this factor has contributed to the large amounts of odd names and non-standard characters used these days.

Over 5 years worth of names have been locked away. And that might present a problem when Cataclysm hits. With two new races and a large overhaul of level 1-60, people are going to be making lots of new characters which will require new names.

Maybe it's time that Blizzard starts looking into ways to free up some of the names that are gathering dust. Deleting characters is excessive. But maybe Blizzard could unlock the name of any character under level 40 and that has not been logged in for 4 months. Anyone could take the name, and if the old character logs on, she will have to choose a new name.

I was skeptical at first, but I really like the way Cryptic handles names. They use "characterName@accountName". In-game and on nameplates only the Character Name is displayed, while the full name is shown in the chatbox. Though, the character name is emphasized and the account name dulled. To friend someone or send tells, you use the account name.

It's really nice to be able to just create a new character with the exact name you want, and not have to play "That name is not available" roulette.

Monday, September 06, 2010

Female NPCs

So there was some chatter in the blogosphere over the last couple weeks about women or feminism in WoW. No real comment on that issue, but on reading some of the posts, I had a random thought:

What if Garrosh was female?

Would Garrosha still be presented in the same fashion that Garrosh is, as a hot-headed warmonger? What would the player-base's reaction to a female character who displayed the same traits as Garrosh does?

I actually started thinking about this while playing the Starcraft II storyline. There is only one female character1: Dr. Ariel Hanson. The thing is that there is nothing wrong with Dr. Hanson. She's smart, educated, kind, a leader for her colonists. She is entirely unobjectionable. She is also completely uninteresting. For all of Tychus Findlay's flaws, he was a far more intriguing character.

You kind of see the same thing with female Warcraft NPCs. The only interesting (non-villain) female character is Sylvannas Windrunner. The other ones, Jaina, Tyrande, Liadrin etc., all tend to fall into this unobjectionable category. They're all competent, powerful, smart, non-sterotypical2 characters.

The female villains are interesting. Lady Prestor had style, and I really liked the portrayal of High General Abbendis of the Scarlet Onslaught, as revealed through her diaries3. But this doesn't seem to extend to female heroes.

Varian and Garrosh are at least unique characters, even if they are--or perhaps because they are--terribly flawed. They generate debate and passion. But it seems very unlikely that Blizzard would make a female NPC like those two.

I wonder if that's a defensive reaction. To keep people from objecting to their portrayal of female characters, they make those female characters unobjectional. It's just too bad that this process seems to make them uninteresting as well.

1. Discounting Kerrigan/Queen of Blades as she is a villain.
2. At least, they don't match the sterotypes of previous generations. Whether this in itself is a stereotype of our current generation, I leave as an exercise for the reader.
3. [The Path of Redemption], [The Diary of High General Abbendis]

Thursday, September 02, 2010

Advice From a Loyal Reader

I was surprised the other day when I logged in and found that I had advice in the mail from a long-time, though anonymous, reader:

I thought I'd go through this faithful reader's concerns, and talk about my choices about my current gear. (Points slightly rearranged for ease of response.)
Your armory makes me cringe. Drop the MP5 and SP gems and the MP5 enchants. Utter garbage. Gem pure int with 1 Nightmare Tear in the helm.

This is the major point where I differ with what I see as established Holy paladin theorycraft. Most high-end paladins gem, and even enchant, pure intellect. Personally, I like getting socket bonuses, so I use SP/Int, Int, and Int/MP5 gems. So far I haven't had any issues with mana. But if I was to change anything, this would be it.

I'm not really sure what MP5 enchants are being discussed. The only MP5 enchants I have are the faction head/shoulder SP/MP5 ones. As far as I know, MP5 is considered better than crit, so these enchants are the ones to use.
Get the 245 libram from Triumph Emblems. It's BiS.

I use [Libram of Renewal]. My loyal reader suggests using [Libram of Veracity] instead. I am somewhat puzzled by this. The point of gemming full Intellect is to spam Holy Light. Holy Light spam costs a lot of mana, and reducing the cost of HL by 10% is very powerful. Plus HL spam tends to have high overheal, so extra spellpower often just increases your overheal.
Pick up another 400 Haste. Stop wearing MP5 gear. Crafted legs are BiS. 60 Frost gloves are BiS. Crafted boots are BiS

These are pretty good suggestions. To be honest, I kind of just take gear as it drops. I don't do 10-mans, though, so I'm relatively behind on badges.
Consider a 51/5/15 spec for better HPS and efficiency.

I use a 51/20/0 spec for Divine Guardian. I think Divine Guardian is a really powerful cooldown that is extremely useful.
Drop Glyph of BoL, it's garbage. HS or FoL is the way to go.

I disagree here, Glyph of Beacon of Light is a better choice. It saves a bit of mana, saves a GCD every so often, and most importantly, staggers your BoL and SS refreshes. Taking two GCDs in a row to refresh buffs is a long time between heals. As for the other two, HL is the spell of choice, so buffing the other two is less valuable. Better to buff the spells you use most often, and Beacon is always up.
Drop enchanting for JC.

My second profession is already Jewelcrafting. Seems kind of silly to drop Enchanting at this point.
Seriously, after you got denied from Reclaimed I thought you would at least try to fix your !@#$. It just bothers my soul that you have a blog and give people advice when your own character is such a wreck. I feel bad for your guild. You at least owe it to them to research your class and play correctly.

Heh, Reclaimed was two years ago. I'm somewhat surprised that someone would remember and consider it important enough to reference. Or take time to look up my armor, make notes, create a character on my server and send me an anonymous mail with advice.

Still, the "bothers my soul" line is a tad over-wrought.

It's always useful to see what better players are doing. Let's take a look at Diamondtear of Paragon.

The immediate difference I see is that Diamondtear gems and enchants pure intellect, and does gear for haste (though she uses the same legs that I do). Otherwise, we use the same faction enchants, use the same libram, and have similar specs and glyphs.

Wednesday, September 01, 2010

The Copyright Bargain

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.

Thursday, August 26, 2010

On Crafting

There are four aspects involved in crafting:
  1. Gathering knowledge - This is learning how to craft items. It can be finding recipes, or trial and error, or even random chance.

  2. Gathering raw materials - This is getting the ingredients necessary to make the final item.

  3. Transmutation - this is the specific process of converting the raw materials to the finished product.

  4. 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.

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.

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.

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.

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.

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.

Sunday, July 18, 2010

Holy Power

The Dev chat on Friday revealed the new paladin mechanic for Cataclysm, Holy Power:
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.