Anyone out there raid on a Mac?
I think my current PC's motherboard is dying. Today I had to turn it off and on multiple times before it would "catch" and boot up. And when the motherboard goes, that's pretty much it for the machine, in my experience.
I was thinking about maybe indulging myself and getting a Macbook Pro, but I wonder if it will handle raiding okay, especially if the graphics are turned up enough to actually see the fire.
I used to have a Mac a few years ago, and WoW played decently enough back then, if I recall correctly. But then my apartment got broken into, and the Mac stolen, so I brought a relatively cheap PC to replace it.
The big disadvantage of Macs when it comes to gaming, of course, is that so few game companies actually make Mac versions of their games.
In any case, if anyone has recent experience on gaming with Macs, I'd love to hear from you.
Wednesday, March 09, 2011
Monday, March 07, 2011
Team or Zerg?
The blogosphere seems to be falling over themselves to proclaim the greatness of rifts in RIFTS. I, on the other hand, am feeling rather ambivalent about them.
The thing about rifts, I'm finding, is that there is no substance to them. A rift appears, you zerg it down, and loot falls out of the sky. No strategy, no tactics.
Is that all we want from our games?
The simplest 5-man is more interesting and contains more team play than any of the rifts I've participated in. I know it is fashionable to mock the tank/healer/dps Trinity, but at least in a Trinity group you're working together. There's a feeling of being part of a team that is completely missing in rifts.
For all that RIFTS makes joining public groups easy, there's no sense of teamwork at all. Most rifts are just everyone attacking the boss on their own, including it being a literal graveyard zerg when people die. Indeed, people talk less in Rift groups than they do in WoW's Dungeon Finder!
If you don't act as a group, are you really in a group?
Kind of honestly, the only thing that changes if you join a Rift public group is that the healers might find it easier to heal people with the group/raid UI. But of course, for that to be useful there actually needs to be healers who heal, which is somewhat rare.
That's not to say that they're not somewhat fun. Rifts are like popcorn. They're light and tasty at first. But they're ultimately unsatisfying when compared to the hearty meal of a small team dungeon, or the rich banquet that is raiding.
The thing about rifts, I'm finding, is that there is no substance to them. A rift appears, you zerg it down, and loot falls out of the sky. No strategy, no tactics.
Is that all we want from our games?
The simplest 5-man is more interesting and contains more team play than any of the rifts I've participated in. I know it is fashionable to mock the tank/healer/dps Trinity, but at least in a Trinity group you're working together. There's a feeling of being part of a team that is completely missing in rifts.
For all that RIFTS makes joining public groups easy, there's no sense of teamwork at all. Most rifts are just everyone attacking the boss on their own, including it being a literal graveyard zerg when people die. Indeed, people talk less in Rift groups than they do in WoW's Dungeon Finder!
If you don't act as a group, are you really in a group?
Kind of honestly, the only thing that changes if you join a Rift public group is that the healers might find it easier to heal people with the group/raid UI. But of course, for that to be useful there actually needs to be healers who heal, which is somewhat rare.
That's not to say that they're not somewhat fun. Rifts are like popcorn. They're light and tasty at first. But they're ultimately unsatisfying when compared to the hearty meal of a small team dungeon, or the rich banquet that is raiding.
Sunday, March 06, 2011
WoW Videos: Heavy in Your Arms
Saw this video the other day, and loved it. It's by Harmon Productions.
I like the song (Heavy in Your Arms, by Florence and the Machine), and the video works perfectly with it. It has an interesting storyline that is somewhat out of the norm.
As well, the cut in the church to the wedding is absurdly brilliant.
Monday, February 28, 2011
Gathering Professions
One of the trends I really dislike in modern WoW is the idea that raiding characters should have two crafting professions and zero gathering professions. This is done because the crafting profession perks are generally more powerful and flexible than the perks granted by the gathering professions.
I don't really play alts, so having a gathering alt is out. What I like best about crafting is the "self-sufficiency" of it. Of making your own gear or items from scratch. And this current trend cuts directly against that.
I was talking to a friend, Tharok, and we were discussing crafting in Rift. In Rift, each crafting profession requires materials from two gathering professions. For example, Armorsmithing mainly requires materials from Mining, but some recipes also use leather from Butchering. Rift does give you 3 profession slots, so you can take both gathering professions. Or you could take 2 crafting professions (like Armorsmithing and Weaponsmithing) and the main gathering profession (Mining). Then you would just buy extra materials from the Auction House when necessary.
In any case, Tharok made a suggestion that is brilliant in its simplicity: why not eliminate gathering professions altogether?.
The idea would be that if you take a profession like Blacksmithing or Jewelcrafting, you would automatically get the ability to mine ore. This immediately simplifies professions immensely. Of course, you would reduce the number of professions you could take to one or two.
There are already a couple of professions in WoW that work this way: Enchanting and Tailoring. Enchanting generates its own raw materials, as does tailoring. There's no extra gathering profession. And honestly, those two professions are fine on their own. They aren't hurt, or are less fun, by the lack of a gathering profession.
The counter-argument against this idea is that the gathering professions are necessary to the economy in some fashion. But I'm not sure that this is the case. Cloth and enchanting materials are still sold and traded on the AH.
And even if it did hurt the economy, I would prefer this change because it makes crafting simpler and more useful (and maybe even more fun) for each individual player.
I don't really play alts, so having a gathering alt is out. What I like best about crafting is the "self-sufficiency" of it. Of making your own gear or items from scratch. And this current trend cuts directly against that.
I was talking to a friend, Tharok, and we were discussing crafting in Rift. In Rift, each crafting profession requires materials from two gathering professions. For example, Armorsmithing mainly requires materials from Mining, but some recipes also use leather from Butchering. Rift does give you 3 profession slots, so you can take both gathering professions. Or you could take 2 crafting professions (like Armorsmithing and Weaponsmithing) and the main gathering profession (Mining). Then you would just buy extra materials from the Auction House when necessary.
In any case, Tharok made a suggestion that is brilliant in its simplicity: why not eliminate gathering professions altogether?.
The idea would be that if you take a profession like Blacksmithing or Jewelcrafting, you would automatically get the ability to mine ore. This immediately simplifies professions immensely. Of course, you would reduce the number of professions you could take to one or two.
There are already a couple of professions in WoW that work this way: Enchanting and Tailoring. Enchanting generates its own raw materials, as does tailoring. There's no extra gathering profession. And honestly, those two professions are fine on their own. They aren't hurt, or are less fun, by the lack of a gathering profession.
The counter-argument against this idea is that the gathering professions are necessary to the economy in some fashion. But I'm not sure that this is the case. Cloth and enchanting materials are still sold and traded on the AH.
And even if it did hurt the economy, I would prefer this change because it makes crafting simpler and more useful (and maybe even more fun) for each individual player.
Wednesday, February 23, 2011
To Rift or not to Rift?
The Rift beta is over, and the head start launches tomorrow. I'm trying to decide whether to subscribe for a bit or not.
In a lot of ways, my decision has surprisingly little to do with the game itself. Rift is a good game. Instead of the title question, the real question I'm struggling with is:
To tank/heal or not to tank/heal?
My favorite part of these games is group content. Group content needs a tank and a healer. I highly doubt that Rift has done anything that will make those two roles more prevalent.
But none of the tank or healer souls really attracted my attention. They all seemed rather boring. So I'm left with a conundrum. If I want to indulge in group play, my best option is to roll a tank or healer. But I'm not very enthusiastic about the tank/healer souls, and the dps souls seem more interesting. But if I go dps, I resign myself to a poor grouping experience.
Edit: To clarify, I'm talking about the time wasted looking for tank/heals before starting, not the actual experience once the group has been assembled.
The one build I actually liked was a Warrior Champion/Beastmaster/Riftstalker build. Two-handed weapons with a charge, a pet and a little elemental damage. But you know that build will be pretty pointless in group play.
In a lot of ways, my decision has surprisingly little to do with the game itself. Rift is a good game. Instead of the title question, the real question I'm struggling with is:
To tank/heal or not to tank/heal?
My favorite part of these games is group content. Group content needs a tank and a healer. I highly doubt that Rift has done anything that will make those two roles more prevalent.
But none of the tank or healer souls really attracted my attention. They all seemed rather boring. So I'm left with a conundrum. If I want to indulge in group play, my best option is to roll a tank or healer. But I'm not very enthusiastic about the tank/healer souls, and the dps souls seem more interesting. But if I go dps, I resign myself to a poor grouping experience.
Edit: To clarify, I'm talking about the time wasted looking for tank/heals before starting, not the actual experience once the group has been assembled.
The one build I actually liked was a Warrior Champion/Beastmaster/Riftstalker build. Two-handed weapons with a charge, a pet and a little elemental damage. But you know that build will be pretty pointless in group play.
Monday, February 21, 2011
User Interface Windowing
I was playing the Rift beta when the following sequence of events happened, and got me thinking.
I usually put my crafting skills on the right-side action bar. Rift crafting skills have a "disenchant" option (which is pretty neat). For example, armorsmiths can "salvage" armor to get materials to make more armor. So I added a right action bar and put the Salvage button on it as I would in WoW. I then opened my bags to find some armor I wanted to break down. To my surprise, the bags opened in the same spot that they normally do, overlapping the right action bar and hiding the Salvage button.
This, of course, made Salvaging a rather tricky option. I figured out that you could move the bags around, but sadly, I couldn't get them to perfectly line up anymore. So now when I open my bags, they display in a rather raggedy manner, but at least they're not obsuring the action bar.
I started wondering why something like this never happens in WoW. I realized that--for all that WoW and Rift are very similar--the default WoW interface uses a completely different windowing system/metaphor than Rifts.
The default WoW interface uses tiling windows. For the most part, there is only one plane, and all interface elements exist on that plane. Nothing overlaps, and if you open a new window, the other windows either shift position or close in order to accommodate the new window.
(The preceding paragraph is not strictly true. There's really two planes for the default user interface. The lower one (which can be obscured) has the group/raid health bars, the quest tracker, and the small zone map.)
Rift, on the other hand, uses an overlapping windowing system. Interface elements can overlap and be moved around, or brought to the foreground at different times. But the price you pay here is that if you want to see two elements at once, you often have to rearrange things yourself.
Just a small technical observation. I think I like the tiling system better for a default game UI. It's probably more work, making sure that all the elements tile nicely, especially related elements. But everything that is active is immediately available to the user, without them having to move elements around to see information.
I usually put my crafting skills on the right-side action bar. Rift crafting skills have a "disenchant" option (which is pretty neat). For example, armorsmiths can "salvage" armor to get materials to make more armor. So I added a right action bar and put the Salvage button on it as I would in WoW. I then opened my bags to find some armor I wanted to break down. To my surprise, the bags opened in the same spot that they normally do, overlapping the right action bar and hiding the Salvage button.
This, of course, made Salvaging a rather tricky option. I figured out that you could move the bags around, but sadly, I couldn't get them to perfectly line up anymore. So now when I open my bags, they display in a rather raggedy manner, but at least they're not obsuring the action bar.
I started wondering why something like this never happens in WoW. I realized that--for all that WoW and Rift are very similar--the default WoW interface uses a completely different windowing system/metaphor than Rifts.
The default WoW interface uses tiling windows. For the most part, there is only one plane, and all interface elements exist on that plane. Nothing overlaps, and if you open a new window, the other windows either shift position or close in order to accommodate the new window.
(The preceding paragraph is not strictly true. There's really two planes for the default user interface. The lower one (which can be obscured) has the group/raid health bars, the quest tracker, and the small zone map.)
Rift, on the other hand, uses an overlapping windowing system. Interface elements can overlap and be moved around, or brought to the foreground at different times. But the price you pay here is that if you want to see two elements at once, you often have to rearrange things yourself.
Just a small technical observation. I think I like the tiling system better for a default game UI. It's probably more work, making sure that all the elements tile nicely, especially related elements. But everything that is active is immediately available to the user, without them having to move elements around to see information.
Friday, February 18, 2011
Rift: First Impressions, Part II
Played a little bit more yesterday. Got a couple levels with my Warrior, and tried a Defiant Bladedancer/Nightblade/Assassin Rogue. Still very low level with both of them.
More on Abilities
The soul trees are pretty interesting. Generally, each tier has about 5 "soul-specific" talent points, and 5 "generic" talent points. That way, if you don't use the soul-specific abilities, you can still climb the tree by investing in the generic talent points.
So far, what I've found is that about 70% of the abilities I use come from the primary soul, about 30% from the secondary soul, and I use one buff or one ability from the tertiary soul.
AoE looting
AoE looting is amazing! You loot one dead mob, and all the surrounding dead mobs you can loot are looted at the same time. All the items appear in one window, and is essentially treated as one transaction.
This change is definitely worth stealing.
Rifts
Rifts are random events that occur fairly often. A portal opens, and enemies spew out. There are several waves, and the UI tracks your progress much like a Public Quest in Warhammer. There's a little contribution meter that tracks your participation, and when the rift is closed, you get a loot bag containing some random items. Mostly special currency to purchase gear, but also crafting items and some sort of trophy items that you collect sets of. Don't really know what you do with the trophy items.
As well, when you first enter the rift area, there's an option to join a public group, and you get dropped into a raid with other people.
I rather like the rifts. They're random, which makes them a nice break from solo questing. You do your quests, see a rift form near you and join up and beat down the rift. Then you go back to questing. It's a nice change of pace that doesn't require a lot to set up or even a great deal of commitment.
I think it might also make healing and tanking a little more attractive. You get a small dose of group content every so often, which is your main purpose as a healer or tank, and you don't really feel the pressure to go DPS to make questing easier.
Now the downsides of rifts is that, so far, they are essentially a giant zerg. There's not a lot of tactics or strategy involved. But then again, this is low-level, and things can change at higher levels.
More on Abilities
The soul trees are pretty interesting. Generally, each tier has about 5 "soul-specific" talent points, and 5 "generic" talent points. That way, if you don't use the soul-specific abilities, you can still climb the tree by investing in the generic talent points.
So far, what I've found is that about 70% of the abilities I use come from the primary soul, about 30% from the secondary soul, and I use one buff or one ability from the tertiary soul.
AoE looting
AoE looting is amazing! You loot one dead mob, and all the surrounding dead mobs you can loot are looted at the same time. All the items appear in one window, and is essentially treated as one transaction.
This change is definitely worth stealing.
Rifts
Rifts are random events that occur fairly often. A portal opens, and enemies spew out. There are several waves, and the UI tracks your progress much like a Public Quest in Warhammer. There's a little contribution meter that tracks your participation, and when the rift is closed, you get a loot bag containing some random items. Mostly special currency to purchase gear, but also crafting items and some sort of trophy items that you collect sets of. Don't really know what you do with the trophy items.
As well, when you first enter the rift area, there's an option to join a public group, and you get dropped into a raid with other people.
I rather like the rifts. They're random, which makes them a nice break from solo questing. You do your quests, see a rift form near you and join up and beat down the rift. Then you go back to questing. It's a nice change of pace that doesn't require a lot to set up or even a great deal of commitment.
I think it might also make healing and tanking a little more attractive. You get a small dose of group content every so often, which is your main purpose as a healer or tank, and you don't really feel the pressure to go DPS to make questing easier.
Now the downsides of rifts is that, so far, they are essentially a giant zerg. There's not a lot of tactics or strategy involved. But then again, this is low-level, and things can change at higher levels.
Wednesday, February 16, 2011
Rift: First Impressions
I took a look at the Rift Open Beta yesterday. Here are my impressions. I didn't get very far, only to about level 7 or so.
Rift is very similar to World of Warcraft and similar quest-driven fantasy MMOs. Trion has deliberately made the interface very familar to WoW players, using much the same hotkeys and layout. This is a positive, in my view.
Class System
Rift's major innovation is its class system. You start by picking a fundamental archetype: Warrior, Cleric, Mage, or Rogue. Then you pick up to three sub-classes, called souls, which focus on different aspects of the base archetype.
It's an interesting system, and in a lot of ways is opposite to the direction that WoW has taken. WoW characters focus on a specific specialization: Holy Paladin versus Retribution Paladin. In contrast, Rift is aiming at the combination of souls taken.
We will see how successful they are. WoW's drive for specialization was driven by the playerbase, because it produced optimal results.
I created a Malthusian (human) Warrior. I choose the Paladin/Warlord/Void Knight souls, pretty much creating a sword-and-shield tank.
Abilities
Gaining abilities in Rift depends on your souls. Each soul is like a talent tree you can invest talent points in. But each talent tree also has a "root" line of abilities. As you invest points in the talent tree, new abilities are unlocked along the root line. So if you put more points in the Paladin tree than the Warlord tree, you unlock more Paladin abilities than Warlord abilities.
Abilities themselves are pretty standard MMO fare so far. Some have cooldowns, debuffs, buffs, reactive abilities etc. Warrior use a combo-point system with generators and finishers.
All in all, it's a very clean system. However, there are a few issues. First, you still have to buy ranks in each ability, so you have to go to a trainer every so often. It seems like this is just extra complexity. Unlocking abilities through talent points was enough, and I think it would work better if your abilities just automatically scaled with your level.
Second, there's a lot of front-loaded complexity. Each soul comes with starter abilities. For example, I have 3 different basic combo-point generator at level 7, and about 5 different buffs. I'm using the Warlord generator and a paladin finisher, and just dropped the other two off my bars. But the sheer number of buttons available at level 7 is a bit overwhelming.
Finally, warriors theoretically have a resource bar, called Power. But so far, Power seems to regenerate faster than I can spend it, so you're really limited by the global cooldown and ability cooldowns. The resource doesn't seem to matter.
Graphics
First, the game is very responsive. No input lag or discontinuity between pressing buttons and results. Animations are solid and fun to watch.
The graphics are pretty decent, but they draw from the green/brown/gray "realistic" palette and thus are not very vibrant or crisp.
As well, apparently Trion belongs to the camp that believes that female plate armor does not need to cover vital areas like the chest or stomach. At least they aren't in high heels, though.
In-game, the performance is very good. I'm not 100% certain that I have the graphics set right, but I set them to Good and everything plays well with a decent framerate.
Oddly though, my system can't seem to handle the cutscenes. I get massive framerate stutters during cutscenes. It's really weird considering that in-game performance is excellent.
Conclusions
Rift seems like a pretty decent game. It's pretty polished and plays well so far. I haven't really gotten into the Rifts part, which seem to be like Warhammer's public quests, or instancing or anything really advanced.
If you're looking for something majorly different than WoW, than Rift is probably not for you. But personally, I'm a fan of choosing one thing to change and then doing a great job with that single change, and that is what Trion is aiming for with their class system.
Rift is very similar to World of Warcraft and similar quest-driven fantasy MMOs. Trion has deliberately made the interface very familar to WoW players, using much the same hotkeys and layout. This is a positive, in my view.
Class System
Rift's major innovation is its class system. You start by picking a fundamental archetype: Warrior, Cleric, Mage, or Rogue. Then you pick up to three sub-classes, called souls, which focus on different aspects of the base archetype.
It's an interesting system, and in a lot of ways is opposite to the direction that WoW has taken. WoW characters focus on a specific specialization: Holy Paladin versus Retribution Paladin. In contrast, Rift is aiming at the combination of souls taken.
We will see how successful they are. WoW's drive for specialization was driven by the playerbase, because it produced optimal results.
I created a Malthusian (human) Warrior. I choose the Paladin/Warlord/Void Knight souls, pretty much creating a sword-and-shield tank.
Abilities
Gaining abilities in Rift depends on your souls. Each soul is like a talent tree you can invest talent points in. But each talent tree also has a "root" line of abilities. As you invest points in the talent tree, new abilities are unlocked along the root line. So if you put more points in the Paladin tree than the Warlord tree, you unlock more Paladin abilities than Warlord abilities.
Abilities themselves are pretty standard MMO fare so far. Some have cooldowns, debuffs, buffs, reactive abilities etc. Warrior use a combo-point system with generators and finishers.
All in all, it's a very clean system. However, there are a few issues. First, you still have to buy ranks in each ability, so you have to go to a trainer every so often. It seems like this is just extra complexity. Unlocking abilities through talent points was enough, and I think it would work better if your abilities just automatically scaled with your level.
Second, there's a lot of front-loaded complexity. Each soul comes with starter abilities. For example, I have 3 different basic combo-point generator at level 7, and about 5 different buffs. I'm using the Warlord generator and a paladin finisher, and just dropped the other two off my bars. But the sheer number of buttons available at level 7 is a bit overwhelming.
Finally, warriors theoretically have a resource bar, called Power. But so far, Power seems to regenerate faster than I can spend it, so you're really limited by the global cooldown and ability cooldowns. The resource doesn't seem to matter.
Graphics
First, the game is very responsive. No input lag or discontinuity between pressing buttons and results. Animations are solid and fun to watch.
The graphics are pretty decent, but they draw from the green/brown/gray "realistic" palette and thus are not very vibrant or crisp.
As well, apparently Trion belongs to the camp that believes that female plate armor does not need to cover vital areas like the chest or stomach. At least they aren't in high heels, though.
In-game, the performance is very good. I'm not 100% certain that I have the graphics set right, but I set them to Good and everything plays well with a decent framerate.
Oddly though, my system can't seem to handle the cutscenes. I get massive framerate stutters during cutscenes. It's really weird considering that in-game performance is excellent.
Conclusions
Rift seems like a pretty decent game. It's pretty polished and plays well so far. I haven't really gotten into the Rifts part, which seem to be like Warhammer's public quests, or instancing or anything really advanced.
If you're looking for something majorly different than WoW, than Rift is probably not for you. But personally, I'm a fan of choosing one thing to change and then doing a great job with that single change, and that is what Trion is aiming for with their class system.
Saturday, February 12, 2011
Light of Dawn
Well, Light of Dawn may or may not transfer via Beacon of Light.
Yeah, I don't know what's going on.
Yeah, I don't know what's going on.
Thursday, February 10, 2011
Ask Coriel: Priest or Paladin?
A reader asks:
Well, I don't really have a lot of experience with priests, especially the new 4.0 priest. But in my guild, one of our best healers is a Holy priest. From what I've seen, priests are still a strong healing class.
I would probably say that priests, especially Holy, are a more complex than paladins, and have a larger healing toolbox. Paladins have a bit more survivability and have more non-healing tools like Hand of Salvation, Freedom, Hammer of Justice, and now Rebuke.
Priests also have a small advantage in that they have two healing styles to choose from, Holy or Disc. But paladins get to hit things with a giant two-handed mace, which is never to be sneered at.
They're both good healing classes. I would suggest that you pick whichever one you like playing best, or whether you think plate armor and shields looks better than cloth armor and staves.
Any thoughts from readers, especially those who've played both classes?
I have a paladin and a priest both. I recently came back to the game for the expansion. I have taken my paladin up to 83 and recently spent some time on my priest leveling him up as well. The other day I hear someone mention that he has bailed on his 85 priest because they are the worst healers at 85 right now.
With your experience on the paladin and your obviously spending a lot of time evaluating the paladin class and raiding. Do you have any quick thoughts on paladin versus priest healing? I want my primary role to be a healer, its what I enjoy.
Well, I don't really have a lot of experience with priests, especially the new 4.0 priest. But in my guild, one of our best healers is a Holy priest. From what I've seen, priests are still a strong healing class.
I would probably say that priests, especially Holy, are a more complex than paladins, and have a larger healing toolbox. Paladins have a bit more survivability and have more non-healing tools like Hand of Salvation, Freedom, Hammer of Justice, and now Rebuke.
Priests also have a small advantage in that they have two healing styles to choose from, Holy or Disc. But paladins get to hit things with a giant two-handed mace, which is never to be sneered at.
They're both good healing classes. I would suggest that you pick whichever one you like playing best, or whether you think plate armor and shields looks better than cloth armor and staves.
Any thoughts from readers, especially those who've played both classes?
Wednesday, February 09, 2011
Guild LF A Couple Healers
My guild, Ad Infinitum, is looking for a few more healers. We're 10/12 normal at the moment, missing Nefarian and Al'Akir.
We raid 3 nights a week: Wednesday, Sunday, Monday from 7pm to 11pm PST.
If this sounds like something you'd be interested in, we'd love to have you put in an application.
If you're not a healer, feel free to apply as well, we're always on the lookout for good players. If you have any questions about the guild, I can answer in the comments, or you can email me at rverghes@gmail.com.
We raid 3 nights a week: Wednesday, Sunday, Monday from 7pm to 11pm PST.
If this sounds like something you'd be interested in, we'd love to have you put in an application.
If you're not a healer, feel free to apply as well, we're always on the lookout for good players. If you have any questions about the guild, I can answer in the comments, or you can email me at rverghes@gmail.com.
Tuesday, February 01, 2011
Sheep and Wolves
It's something of an article of faith among MMO literati that hardcore PvP games with consequences cannot really thrive. The line of thought goes something like:
I can't really disagree with that argument. I rather doubt people will pay to be killed in PvP, with consequences like losing gear. But what if the idea was flipped?
If people won't pay to be sheep, will people pay to be wolves?
There are a lot of Free-2-Play games running around. What if one of the things for sale was the ability to attack and kill other characters? I.e. normally, players can't initiate attacks on other players. But if you subscribe, you can attack other players, and they can fight back. I'm talking full PvP with looting rights, a la original Ultima Online.
The thing is, in a F2P game, the players who don't pay primarily exist to entertain the the people who shell out money. To provide people to play with, to fill out dungeon groups, to create an economy that the subscriber can participate in.
It's merely a step further to suggest that, when it comes to PvP in an F2P game, the non-payers exist to be sheep for the subscriber wolves.
And hey, if you don't like being ganked, maybe you could pay more to be immune to PvP attacks.
In a PvP game, some people are wolves and everyone else end up as sheep. Who is going to pay to be a sheep?
I can't really disagree with that argument. I rather doubt people will pay to be killed in PvP, with consequences like losing gear. But what if the idea was flipped?
If people won't pay to be sheep, will people pay to be wolves?
There are a lot of Free-2-Play games running around. What if one of the things for sale was the ability to attack and kill other characters? I.e. normally, players can't initiate attacks on other players. But if you subscribe, you can attack other players, and they can fight back. I'm talking full PvP with looting rights, a la original Ultima Online.
The thing is, in a F2P game, the players who don't pay primarily exist to entertain the the people who shell out money. To provide people to play with, to fill out dungeon groups, to create an economy that the subscriber can participate in.
It's merely a step further to suggest that, when it comes to PvP in an F2P game, the non-payers exist to be sheep for the subscriber wolves.
And hey, if you don't like being ganked, maybe you could pay more to be immune to PvP attacks.
Monday, January 31, 2011
Gearscore for Guilds
If you look at the new Raid and Guild Leadership forums, you'll see that there's a fair amount of antipathy for Blizzard's new guild levelling scheme. There's a lot of small guild leaders bemoaning the fact that everyone wants perks, so they join the higher level guilds which have unlocked more perks.
While there's probably a little bit of perk-hunting going on, I think that most people are opting for higher-level guilds for a reason closer to the reasons behind Gearscore.
Gearscore was a weak proxy for raid experience which in turn is a weak proxy for effectiveness. People used Gearscore because they wanted to have successful pick-up raids, and didn't really have any other quick and easy method to evaluate strangers.
In the same way, people join guilds for new opportunities. Opportunities to meet new people, do new content, earn a high PvP rank, etc. People leave guilds when they feel they can't obtain those new opportunities.
Guild levels are a weak proxy for activity, which is a weak proxy for opportunities. It's not a big stretch to say that a Level 13 guild is more active than a Level 4 guild. There are probably more people playing regularly and actually doing stuff in the high level guild than the low level guild. And in turn, there's probably more opportunity to do stuff in an active guild than in an inactive guild.
Now, of course this may not be strictly true. For example, the raid team could be fully established, with no room for you. Or the players could be very clique-ish. Or maybe the tenor of guild chat is offensive to you.
But on the whole, that Level 13 guild probably offers more opportunities than the Level 4 guild. So people prefer to join the higher level guilds, even though they are not motivated solely by perks.
Of course, though, this leaves the same problem as Gearscore: how do you bootstrap yourself to a higher level? You need people to become an active guild, but people won't join you until you become an active guild.
I don't really have any solutions for that part.
While there's probably a little bit of perk-hunting going on, I think that most people are opting for higher-level guilds for a reason closer to the reasons behind Gearscore.
Gearscore was a weak proxy for raid experience which in turn is a weak proxy for effectiveness. People used Gearscore because they wanted to have successful pick-up raids, and didn't really have any other quick and easy method to evaluate strangers.
In the same way, people join guilds for new opportunities. Opportunities to meet new people, do new content, earn a high PvP rank, etc. People leave guilds when they feel they can't obtain those new opportunities.
Guild levels are a weak proxy for activity, which is a weak proxy for opportunities. It's not a big stretch to say that a Level 13 guild is more active than a Level 4 guild. There are probably more people playing regularly and actually doing stuff in the high level guild than the low level guild. And in turn, there's probably more opportunity to do stuff in an active guild than in an inactive guild.
Now, of course this may not be strictly true. For example, the raid team could be fully established, with no room for you. Or the players could be very clique-ish. Or maybe the tenor of guild chat is offensive to you.
But on the whole, that Level 13 guild probably offers more opportunities than the Level 4 guild. So people prefer to join the higher level guilds, even though they are not motivated solely by perks.
Of course, though, this leaves the same problem as Gearscore: how do you bootstrap yourself to a higher level? You need people to become an active guild, but people won't join you until you become an active guild.
I don't really have any solutions for that part.
Wednesday, January 26, 2011
Odd PuG Group
Had a rather interesting pickup group the other day. It was heroic Blackrock Caverns.
I zoned in and joined Tank1, Dps1, Dps2, and Dps3. They were all from the same guild. We kill the first boss, good group, all DPS over 9k. I'm thinking it will be a quick clean run.
Then Tank1 leaves the group. Tank2 joins from LFD. Then Dps1, Dps2, and Dps3 leave as well. They are replaced by Dps4, Dps5, and Dps6.
I'm not really certain what's going on, but we continue on to Corla. We wipe once, because it's Dps4's first time with the beams, and he screws up. Dps5 and Dps6 leave the group, and are replaced with Dps7 and Dps8.
We kill Corla cleanly and move on. We wipe once on Karsh Steelbender, I think because the tank didn't pull the boss out of the fire fast enough. Tank2 leaves, followed by Dps7 and Dps8.
Tank3 joins along with Dps9 and Dps10. We kill Karsh Steelbender, and then kill the end boss, skipping Beauty.
It was a really odd run. There were only two wipes, one per boss, so it wasn't like a wipefest. Yet I went through 3 tanks and 10 dps to complete that run.
I zoned in and joined Tank1, Dps1, Dps2, and Dps3. They were all from the same guild. We kill the first boss, good group, all DPS over 9k. I'm thinking it will be a quick clean run.
Then Tank1 leaves the group. Tank2 joins from LFD. Then Dps1, Dps2, and Dps3 leave as well. They are replaced by Dps4, Dps5, and Dps6.
I'm not really certain what's going on, but we continue on to Corla. We wipe once, because it's Dps4's first time with the beams, and he screws up. Dps5 and Dps6 leave the group, and are replaced with Dps7 and Dps8.
We kill Corla cleanly and move on. We wipe once on Karsh Steelbender, I think because the tank didn't pull the boss out of the fire fast enough. Tank2 leaves, followed by Dps7 and Dps8.
Tank3 joins along with Dps9 and Dps10. We kill Karsh Steelbender, and then kill the end boss, skipping Beauty.
It was a really odd run. There were only two wipes, one per boss, so it wasn't like a wipefest. Yet I went through 3 tanks and 10 dps to complete that run.
Tuesday, January 25, 2011
Direction of Holy Paladin Mana
I'm not really happy with the direction Holy Paladin mana seems to be going.
In the run up to Cataclysm, Blizzard said that they were aiming to make mana matter. That a good healer would conserve mana by healing efficiently. By using the right heal at the right time. By reducing overheal.
I liked that idea. It seemed good, a way to get back to the basics of healing.
But paladins seem to be going in a different direction. Rather than worrying about healing efficiently, paladin mana management seems to be boiling down to:
Gimmick. Gimmick. Gimmick.
All I want to do is heal. I don't see what was so wrong with letting us heal without having to worry about all this other stuff.
If I had my way, I wouldn't raise the cost of paladin heals by 10%. I'd be axing Divine Plea, mana return on Seal of Insight, Tower of Radiance, and Blessed Life.
If you want costs to matter, you can't keep putting in mechanics that evade costs.
In the run up to Cataclysm, Blizzard said that they were aiming to make mana matter. That a good healer would conserve mana by healing efficiently. By using the right heal at the right time. By reducing overheal.
I liked that idea. It seemed good, a way to get back to the basics of healing.
But paladins seem to be going in a different direction. Rather than worrying about healing efficiently, paladin mana management seems to be boiling down to:
- How good are you at Judging on cooldown?
- How good are you at hitting Divine Plea on cooldown?
- How good are you at abusing Holy Power generation via Tower of Radiance or Blessed Life or 1-pt WoG/Protector of the Innocent/Beacon Transfer or even Crusader Strike?
Gimmick. Gimmick. Gimmick.
All I want to do is heal. I don't see what was so wrong with letting us heal without having to worry about all this other stuff.
If I had my way, I wouldn't raise the cost of paladin heals by 10%. I'd be axing Divine Plea, mana return on Seal of Insight, Tower of Radiance, and Blessed Life.
If you want costs to matter, you can't keep putting in mechanics that evade costs.
Tuesday, January 18, 2011
Quick Note On Random PuGs
I don't know why people are so down on random LFD groups. I get random groups with four people sporting [The Light of Dawn] title.
And even better, none of them wore plate, so I got all the plate DPS loot.
*grin*
And even better, none of them wore plate, so I got all the plate DPS loot.
*grin*
Monday, January 17, 2011
My Holy Setup and Macros
Alright, I've been bouncing around Holy playstyle for a bit now, and I think I've come up with a setup that's making me happy. This is what I'm currently doing in game. I'm not 100% sure it's what is recommended by Elitist Jerks, et al. Last time I looked at EJ, they seem to have gotten distracted by trying to find the maximum possible rate of Holy Power generation. Which, to me, is sort of missing the forest for the trees.
So this is my current setup.
Talent Spec
Current spec and Glyphs: 31/5/5
I take the Word of Glory points, skip Tower of Radiance, and put 1 point in Blessed Life.
Spells
On the Word of Glory side, WoG is really good for tank healing. Even if it does less healing than Light of Dawn, it's much easier to keep a tank up with it. I put Beacon on one tank, and mainly focus the other tank.
Healing-wise, my seal is Seal of Insight naturally. My main rotation is 3pt WoG (or LoD if need more raid healing), then Holy Shock, then a HS-DL macro:
What I've found is that if I only use HL as a filler, I spend almost no mana, but it seems to need a little more punch. If I try and use DL as a filler, I go dry very fast. The 2:1 ratio of HL:DL seems to drain mana at a nice rate, while doing a solid amount of healing.
Of course, if you need to bust out DL or FoL for intense healing you still can. I've macro'd Guardian of Ancient Kings with DL, so that the emergency heals start together.
I've also macro'd my trinkets and Divine Protection to Holy Shock, to get maximum use out of them.
The last macro I use is Holy Radiance and Divine Favor or Avenging Wrath.
What this does is trigger one of Divine Favor or Avenging Wrath. It casts whichever one is not on cooldown, or randomly picks one if both are available. I find it's good for spreading out your CDs, while still ensuring that your Holy Radiances are boosted.
Edit: As people have indicated in the comments, this does not work as I intended. The /castrandom can choose the spell on CD, and if that happens then it won't choose a different spell until it casts the original spell.
So that's healing spells. Also don't forget Blessing of Sacrifice and Judge often. I definitely need to improve the amount I judge.
Stats and Gear
Main stat is Intellect. Intellect flask and food.
Secondary stat order: Spirit > Haste > Crit > Mastery.
Reforge Mastery then Crit to Spirit then Haste. Enchants focuses on stats as presented, but get Run Speed to boots.
For gems, I think the stat bonuses are worth it this time around, so red Int gems, orange Int/Haste gems, and blue Int/Spi gems.
Personally, I don't worry about specific gear pieces, just upgrade whenever possible.
Conclusions
So that's my current Holy setup for raids. It seems pretty decent so far.
So this is my current setup.
Talent Spec
Current spec and Glyphs: 31/5/5
I take the Word of Glory points, skip Tower of Radiance, and put 1 point in Blessed Life.
Spells
On the Word of Glory side, WoG is really good for tank healing. Even if it does less healing than Light of Dawn, it's much easier to keep a tank up with it. I put Beacon on one tank, and mainly focus the other tank.
Healing-wise, my seal is Seal of Insight naturally. My main rotation is 3pt WoG (or LoD if need more raid healing), then Holy Shock, then a HS-DL macro:
/castsequence Holy Light, Holy Light, Divine Light
What I've found is that if I only use HL as a filler, I spend almost no mana, but it seems to need a little more punch. If I try and use DL as a filler, I go dry very fast. The 2:1 ratio of HL:DL seems to drain mana at a nice rate, while doing a solid amount of healing.
Of course, if you need to bust out DL or FoL for intense healing you still can. I've macro'd Guardian of Ancient Kings with DL, so that the emergency heals start together.
/cast Guardian of Ancient Kings
/cast Divine Light
I've also macro'd my trinkets and Divine Protection to Holy Shock, to get maximum use out of them.
/castrandom Divine Favor, Avenging Wrath
/cast Holy Radiance
What this does is trigger one of Divine Favor or Avenging Wrath. It casts whichever one is not on cooldown, or randomly picks one if both are available. I find it's good for spreading out your CDs, while still ensuring that your Holy Radiances are boosted.
Edit: As people have indicated in the comments, this does not work as I intended. The /castrandom can choose the spell on CD, and if that happens then it won't choose a different spell until it casts the original spell.
So that's healing spells. Also don't forget Blessing of Sacrifice and Judge often. I definitely need to improve the amount I judge.
Stats and Gear
Main stat is Intellect. Intellect flask and food.
Secondary stat order: Spirit > Haste > Crit > Mastery.
Reforge Mastery then Crit to Spirit then Haste. Enchants focuses on stats as presented, but get Run Speed to boots.
For gems, I think the stat bonuses are worth it this time around, so red Int gems, orange Int/Haste gems, and blue Int/Spi gems.
Personally, I don't worry about specific gear pieces, just upgrade whenever possible.
Conclusions
So that's my current Holy setup for raids. It seems pretty decent so far.
Thursday, January 13, 2011
Heroic Difficulty
Judging from the comments on the last post, I think some people may have misconstrued my sentiments about heroic difficulty. Here's my real thoughts:
Heroics need to be nerfed.
Just so you understand, I've pugged every single heroic. I had full i346 before I got a single piece of raid loot.
Heroics are hard and challenging. But they need to be nerfed.
Why? Because of the space heroics currently occupy in the game. Heroics are a necessary stepping stone to raids. If people fall off the path in heroics, before they ever get to raiding, raiding will be a disaster this expansion. What's the point of 4.1 with new raid tiers if the majority of the playerbase is struggling with heroics?
The decision to release raids with Cataclysm was a total mistake. If raids had not released, heroics would not be a stepping stone, they would be the current endgame. And they are pitch-perfect difficulty to be endgame for a couple months.
But with the route Blizzard took, heroics are not endgame, they're a mere stepping stone to endgame. And they are too difficult for a stepping stone, given the probable timespan to the next major patch. Thus they need to be nerfed to match the proper difficulty for their placement.
Heroics need to be nerfed.
Just so you understand, I've pugged every single heroic. I had full i346 before I got a single piece of raid loot.
Heroics are hard and challenging. But they need to be nerfed.
Why? Because of the space heroics currently occupy in the game. Heroics are a necessary stepping stone to raids. If people fall off the path in heroics, before they ever get to raiding, raiding will be a disaster this expansion. What's the point of 4.1 with new raid tiers if the majority of the playerbase is struggling with heroics?
The decision to release raids with Cataclysm was a total mistake. If raids had not released, heroics would not be a stepping stone, they would be the current endgame. And they are pitch-perfect difficulty to be endgame for a couple months.
But with the route Blizzard took, heroics are not endgame, they're a mere stepping stone to endgame. And they are too difficult for a stepping stone, given the probable timespan to the next major patch. Thus they need to be nerfed to match the proper difficulty for their placement.
Wednesday, January 12, 2011
Catering to Casuals
So Blizzard is toning down some of the heroics in the upcoming 4.0.6. Personally, I didn't think they were that bad. I've done them all, usually in a PuG. It's not a guaranteed success every run, sometimes you just wipe. But my PuGs have been pretty decent. Still, I wouldn't mind not wincing whenever I see the Stonecore loading screen.
But one nerf is a nerf too far. A veritable slap in the face for all of Blizzard's dedicated players.
I've broken out the Elitist Jerks spreadsheets, and run numerous sims, and can say with confidence that this nerf results in a 17% decrease in fun for this fight (19% for rogues).
Using my status as a serious Internet pundit, I demand that Blizzard revert this nerf! If they don't, I will threaten to quit (but not actually quit--let's not go crazy here).
(Seriously, what's up with this change?)
But one nerf is a nerf too far. A veritable slap in the face for all of Blizzard's dedicated players.
The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
I've broken out the Elitist Jerks spreadsheets, and run numerous sims, and can say with confidence that this nerf results in a 17% decrease in fun for this fight (19% for rogues).
Using my status as a serious Internet pundit, I demand that Blizzard revert this nerf! If they don't, I will threaten to quit (but not actually quit--let's not go crazy here).
(Seriously, what's up with this change?)
Monday, January 10, 2011
Tol Barad
Blizzard has a very interesting post on Tol Barad today. It turns out that Blizzard deliberately made it easier to defend, because they didn't want it to just flip sides, and to make capturing it a more momentous event.
Of course they made it too hard, and they increased the rewards to 10x for the attacking team. Which promptly led to win-trading to maximize honor gained for both sides. Blizzard recently reduced the honor for winning, and Tol Barad seems more or less back to normal.
On a side-note, its interesting to note that the reverse scenario does not produce win-trading, while still encouraging people to fight hard. If defending is harder than attacking, but defending has 10x rewards, you don't get win-trading. This is because winning as defense keeps you in the defensive position. But it doesn't accomplish the goal of making captures a momentous event. It makes a successful defense a momentous event.
First, I really wonder if fiddling with rewards will ever produce the result they want. Can motivation to win really outweigh the mechanical advantage, especially in an ad hoc group?
A commenter at MMO-Champion described the situation as two extremes: either the defending faction always holds Tol Barad, or Tol Barad switches every battle. Blizzard is aiming for something in-between. But it seems like this genre always ends up hugging one extreme or the other, so I'm not sure if Blizzard can hit the mark.
My solution to Tol Barad, given Blizzard's goals, is to leave the map weighted in favor of defense. Then I would add a stacking buff (a la ICC) to the attacking side, Attacker's Resolve. Each time the attackers fail to capture the island, the buff increases. When they do capture the island, the buff resets and goes to the other faction. The amount of honor the defense gets for winning would scale with the buff.
What this does is ensure that eventually the mechanical advantage goes from defender to attacker. It might take a while, and the exact point where the switchover happens is uncertain. Meanwhile, the defenders are always attracted by the honor gain, especially when the buff starts to get high. That means that more attackers can join the battle, since it's one-for-one.
But the defense still needs to win to gain the honor, they can't throw the game, and the attackers are less likely to throw the game because the defenders would remain in the desired position.
(It's possible that a server would come to an agreement to always switch when the buff reaches a certain point, but it's almost impossible to prevent that without making the reward zero-sum. You could remove the reward increase, but that might encourage defenders to stop showing up after a certain point.)
Basically Tol Barad would boil down to an equation. When does:
Attacker Skill + Attacker's Resolve Buff = Defender Skill + Defender Map Advantage
It might be a different point for each server, or be different for different times of the day. But eventually, the attackers would win, and the island would change hands. There would always be hope that this battle would be the tipping point.
Of course they made it too hard, and they increased the rewards to 10x for the attacking team. Which promptly led to win-trading to maximize honor gained for both sides. Blizzard recently reduced the honor for winning, and Tol Barad seems more or less back to normal.
On a side-note, its interesting to note that the reverse scenario does not produce win-trading, while still encouraging people to fight hard. If defending is harder than attacking, but defending has 10x rewards, you don't get win-trading. This is because winning as defense keeps you in the defensive position. But it doesn't accomplish the goal of making captures a momentous event. It makes a successful defense a momentous event.
First, I really wonder if fiddling with rewards will ever produce the result they want. Can motivation to win really outweigh the mechanical advantage, especially in an ad hoc group?
A commenter at MMO-Champion described the situation as two extremes: either the defending faction always holds Tol Barad, or Tol Barad switches every battle. Blizzard is aiming for something in-between. But it seems like this genre always ends up hugging one extreme or the other, so I'm not sure if Blizzard can hit the mark.
My solution to Tol Barad, given Blizzard's goals, is to leave the map weighted in favor of defense. Then I would add a stacking buff (a la ICC) to the attacking side, Attacker's Resolve. Each time the attackers fail to capture the island, the buff increases. When they do capture the island, the buff resets and goes to the other faction. The amount of honor the defense gets for winning would scale with the buff.
What this does is ensure that eventually the mechanical advantage goes from defender to attacker. It might take a while, and the exact point where the switchover happens is uncertain. Meanwhile, the defenders are always attracted by the honor gain, especially when the buff starts to get high. That means that more attackers can join the battle, since it's one-for-one.
But the defense still needs to win to gain the honor, they can't throw the game, and the attackers are less likely to throw the game because the defenders would remain in the desired position.
(It's possible that a server would come to an agreement to always switch when the buff reaches a certain point, but it's almost impossible to prevent that without making the reward zero-sum. You could remove the reward increase, but that might encourage defenders to stop showing up after a certain point.)
Basically Tol Barad would boil down to an equation. When does:
Attacker Skill + Attacker's Resolve Buff = Defender Skill + Defender Map Advantage
It might be a different point for each server, or be different for different times of the day. But eventually, the attackers would win, and the island would change hands. There would always be hope that this battle would be the tipping point.
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