Thursday, August 18, 2011

Remembering Divine Intervention

I rather miss Divine Intervention.

For those who don't know, Divine Intervention was a spell that killed the casting paladin, but removed another player from combat and encased him in a unbreakable bubble for up to three minutes. It was generally used to save someone when wiping, or possibly to grief the tank.

Divine Intervention definitely was a clunky spell, mechanics-wise, but I always felt that it spoke to the heart of the paladin class. The paladin sacrificing herself to save a comrade.

I had the thought that--if it was still in the game--Divine Intervention would actually work really nicely with Mass Resurrection. Wipe is called, you DI anyone else still alive, and they Mass Res the raid.

Wednesday, August 17, 2011

Transmogrification and Cosmetic Gear

Well, it looks like I'm the only one, but I don't think cosmetic gear is a good idea.

I talked a bit about this in 2007. Your character model is on screen for 99% of the time. It's the one constant in your WoW experience. I think the game is better served by having that model gradually change over time. I wore T4, and then upgraded to T5, then so forth.

As seasons change, your character changes in a natural fashion. You look forward to new sets, commiserate with others when sets are weird (honestly, pally T3 and T5?), rejoice with them when they are good. Your character changes as you do things, and your gear reflects your accomplishments.


Gear is tied to a time period, and gear from that time period evokes memories of that time.

Cosmetic gear throws away all that. You find some set of gear that you think looks "cool", and you wear that. Or more accurately, all the teenagers will find the gear that looks the sluttiest and wear that. Yay for raiding with people wearing [Black Mageweave Leggings].

I guarantee that the vast majority of paladins will be wearing T2 Judgement from now until the end of time. Judgement is awesome, I have collected 7/8 T2 and an Ashkandi recently. I consider that to be the high water mark of paladin fashion, and wear it in town on occasion. But its time has come and gone. New tier sets will just not be as exciting as before when everyone wears the best of the old ones.

There are issues with gear art at the moment. There are too many recolors, diminishing the uniqueness of the art. Tier art is reused for off-spec pieces, so everyone looks the same, instead of having Tier sets being instantly recognizable.

But I think those issues could have been solved without cosmetic gear. I think cosmetic gear will prove to be a mistake in the long run. We play these games for a long time, and fashion needs to cycle, to refresh itself with new ideas. Allowing time to stand still, to grow stagnant and ossify, will only hurt WoW.

Tuesday, August 16, 2011

Tank Changes

Ghostcrawler has written a post on upcoming tank changes in WoW. The changes can basically be broken down into two items:
  1. Tank threat is being significantly boosted, to the point where tanks can maintain threat leads with minimum effort. This is coming in a hotfix soon.

  2. The tanking classes will have some of their survivability changed from passive to active. Basically, moving towards the Death Knight model where the tank uses Death Strikes at appropriate times to stay alive. This will be implemented with the 4.3 patch.

In the past, tanks have had responsibility for both threat and survival. And yet, survival has always been the most important. I don't think that--in the history of the game--there has ever been a time where tanks sacrificed survival for more threat.1

So this change is basically Blizzard throwing in the towel after 5 years and saying, "Well, you tanks don't care about Threat at all, so we're going to stop trying to force you to care." Instead, tanks will have to take a more active role in their survival. They will still gear and optimize for survival. But if, for example, Shield Slam has to hit the enemy to boost your armor, then stats like Hit and Expertise become survival stats instead of threat stats, and will be valued higher as a result.

Additionally, this will make it easier for under-geared tanks to group with geared DPS, which should help out Dungeon Finder groups a little.

The truth is that tanks never really had to care about threat, save at the edges of progression content. If a DPS pulls threat, most people consider it the fault of the DPS player. This change is merely reflecting that reality.

1. Possibly Horde-side Vaelastraz back in Vanilla, as the Horde didn't have Blessing of Salvation then. But I don't know for sure. I do know that Horde tanks were pretty sick threat machines compared to Alliance tanks in my experiences back then.

Monday, August 15, 2011

Creator-centric Games

There's been a fair amount of chatter recently about Namaste's upcoming game/system, Storybricks. The tech they are talking about looks very cool.

But here's the problem I have with these types of games:

Where is the audience?

Creators need an audience for their work. A writer needs readers. A director needs movie-goers. A machinima maker needs YouTube viewers. And a game designer needs players.

So what is the hook that will get people that will play the stories that others make with Storybricks?

When I think of the most robust add-on/amateur communities, they tend to be for games which stand on their own, which throw in mod-tools as more of an extra than anything else. Quake, Civ mods, the WoW mod community.

And I don't think this is coincidence. I think that the audience, that group of non-creators, is essential to the growth of a creator community. It provides the feedback loop and the sense that people are using your creation because it is useful or provides enjoyment.

This is the part where the creator-centric or building games always seem to stumble for me. I just don't see what will draw the audience. And without the audience, I don't think a creator-centric game can thrive.

Sunday, August 14, 2011

Some Thoughts on World PvP

WoWInsider posted an article on world PvP. MMO Melting Pot posted an editorial decrying that post, calling it "a guide to griefing". I meant to comment on this kerfuffle at the time, but got distracted. Jinxed Thoughts posted some thoughts and reminded me about the issue.

For reference, I play on a PvP server, though I'm really a PvE player at heart. But my guild prefers PvP servers, so that's where I am.

In my experience, there are two "mindsets" when it comes to player-against-player combat. One mindset is that of chivalrous combat:
The orc warrior steps into the clearing, and sees the human knight. The knight draws his sword and salutes the orc warily. The orc unlimbers her axe and grunts, acknowledging her enemy's bravery. A charge, and there is blood in the snow. A single tear rolls down the face of the victor.

This mindset is old, invoking Arthurian legends, and codes of single combat and dueling. Combat here is consensual for both parties, and they are driven to it by their honor.

The second mindset is that of total war. Here victory means everything, and victory is the goal. Ambush, poisoned knives, the destruction of supply lines, outnumbering your opponents. All of these are acceptable practices. There is no honorable combat, only death and victory. Under this mindset, the entire idea of consensual combat does not even apply.

In my experience, the players who tend towards the first mindset usually prefer PvE servers, while players who tend towards the second mindset prefer PvP servers. But then the chivalrous mindset people see what happens under total war mindset and object to those tactics. And the other side doesn't see why they are objecting. In essence, they are playing different games, and talking past each other.

The thing is that world PvP is not consensual on a PvP server. Or rather, the act of existing is implicit consent.

If you cannot handle that, or you think that is dishonorable or griefing, then you should not roll on a PvP server. It will just lead to frustration. Stay on a PvE server and formally flag when attacking the enemy or do battlegrounds. The act of flagging counts as giving consent on a PvE server, but there is no equivalent action on a PvP server.

For PvP though, the entire mindset is different, and you just have to accept that PvP servers play by "total war" rules. You have to keep your guard up, be alert. It is a tiring playstyle sometimes. (Also, I miss bubble-hearth.)

So why play on a PvP server? Because you get random stories that never happen on a PvE server. The other night I got jumped by a Horde rogue and shaman healer. They killed me pretty quickly. When I got back to my body, the rogue had attacked a druid. But that druid had a friend who the Horde hadn't seen. So I ressed, and jumped into the fight. We killed the shaman, and the rogue vanished and that was the end of the fight.

A short vignette that interrupted my questing, true. But it is something that doesn't really happen on PvE servers.

Finally, from a fairness perspective, the Molten Front is the best place to engage in world PvP. All parties are guaranteed to be level 85. As well, there are usually many people questing, so you can call for help from others of your own faction in the area.

Sunday, August 07, 2011

Molten Front Daily Quests

Warning: Contains spoilers for the first part of the Molten Front.

I'm way behind on my Molten Front dailies. I generally like the quests, but I haven't been doing them diligently. I've unlocked the Shadow Wardens and the Druids of the Talon, but haven't unlocked any of the next three.

I really like the Leyara storyline so far. When she killed Hamuul Runetotem, it was a genuine shock, and Leyara jumped quite rapidly to the top of the villain list. Even though my guild is Alliance, there were outcries in guild chat as people hit that part. As I posted back in Wrath, villains need victories. In some ways, it's sort of unfortunate that Blizzard copped out and let Hamuul survive, though badly wounded.

For the quests themselves, they're quite good for the most part. I like how a lot of the group quests share tagging. The Mylune quests are awesome.

I also really like the quest that gives you a small group with a named character to help out. It's really nice to see old favorites like Mankrik, Chromie, etc. The one thing I would like for this is if these friendly NPCs would show up on your group bars. It would make it a lot easier for a healer character.

However, in one respect the Molten Front dailies feel weird to me. The zone really feels like it was designed to "progressively phase". It really feels like when you first unlock the Shadow Wardens/Druids of the Talon that the first area is supposed to permanently phase to a "finished" state. And then you only do the tearing down of the tower and walking through the flames once. Instead of going through the entire process every day.

One point of evidence is that there are no Achievements for those first quests in the Molten Front, though there are Achievements for every other section.

I think this would have lead to slightly fewer daily quests, and not so many bottlenecks in questing progress. You would unlock entire sections of the Molten Front once, and they would stay unlocked from that point on.

What I think happened is that Blizzard originally designed the Molten Front to work like this. But a lot of people complained that extensive phasing made it hard for grouping, so Blizzard cut back on the phasing that actually affected questing, leaving in the cosmetic phasing like the tree, and then "resetting" the phasing of the zone every day, so you always start fresh.

In some respects, I think that was a mistake, and a progressive phasing design for the entire zone would have been better and smoother. But it would definitely have caused issues for people at different stages of progression trying to group together.

Wednesday, August 03, 2011

Mists of Pandaria?

MMO-Champion is reporting that Blizzard has trademarked the phrase "Mists of Pandaria". Apparently the timing and technical details of the trademark are leading people to speculate that this will be the title of the next WoW expansion.

It could be true. A mysterious continent, maybe magically hidden until the Cataclysm revealed it, would be an interesting setting for an expansion.

I don't think Pandaren will be a playable race, though. Which faction would they belong to? What race would the other faction get? If anything, I thing Blizzard should go with making them a neutral race, maybe one that both the Alliance and the Horde are courting for favor.

Another argument against a Pandaren expansion is that it would not be "epic" enough. The last two expansions have been the Lich King and Deathwing. Pandaren are simply not in that league.

While this is a good point, I wouldn't mind a quieter expansion. A little less world-destroying threats, and a narrower, more detailed focus.

So is Mists of Pandaria the next expansion? I have no idea, but Blizzcon this year should be very interesting.

Monday, August 01, 2011

Diablo III Cash AH

Eliminating the middleman is never as simple as it sounds. ‘Bout 50% of the human race is middlemen, and they don’t take kindly to being eliminated.
-Malcolm Reynolds (Firefly)

So the big news is that Diablo III will feature a real currency Auction House.

Personally, I don't think it's that bad an idea. Diablo being more a single-player game than a persistent world, it seems very optional.

Things I like about this plan:
  • It uses real currencies like dollars. There's no messing around with "fake" transition currencies like Turbine Points, etc.

  • It's obvious how Blizzard is going to make their money. They get the listing fee on every posting and the transaction fee on a sale. There's no games or trickery. Their cut is obvious, straightforward, and reasonably fair.

  • It's symmetrical. You can buy or you can sell. But there's also no subscription fees so that certain segments of the audience end up going infinite and playing for free at the expense of others.

  • It's completely ignorable. You can use the regular gold AH or even not use any AH at all.

  • Arbitrage between the two auction houses might be interesting. Maybe people will buy items off the gold AH to put up for sale on the cash AH.

  • Hardcore mode is cordoned off into its own section. You play Hardcore, and all you have to rely on is in-game resources. That is respectable.

Stuff I'm unsure about:
  • It kind of legitimizes farming. The "illegal" and dangerous part of farming has always been the transfer from gold to dollars. This gives a reasonable way for people to take advantage of this. Further, farmers will decrease prices on the cash AH, because of increased supply of items. But they should actually increase prices on the gold AH, because the farmers will use the gold they farm to buy items on that AH to sell on the cash AH.

    Keeping the dollar price low seems better, even if it frustrates would-be sellers. It sort of separates the professional sellers from the people would sell in the course of playing the game. The gamer sellers would probably be better off with the gold AH, at least in my initial eyeballing of it.

  • As someone on another message board pointed out, this is the precise strategy offered by many people to deal with illegal drugs. Legalize it and tax it. Let's see how that works out.

    Most gamers tend to the liberal/libertarian side of things, so it's amusing to see how many of them complain about this strategy when it affects what they deem important.

Things I don't like:
  • It raises the stakes enormously for account theft. Let's say you have $100 attached to your Diablo 3 account. Now if your account is stolen, the immediate strategy is to buy overpriced items from a specific seller in order to transfer your money to a different account.

    I don't really know how Blizzard plans to deal with this. Perhaps access to the cash AH will require an Authenticator. Perhaps there will be a significant delay on the actual cash transfer in order for Blizzard to identify and reverse false transactions. You could give the item to the player right away, but just delay the payment for 48 hours.

So those are my thoughts. Overall, I think it's a good fit for a random item-driven game like Diablo. I especially approve that Blizzard makes it obvious how they are going to make money. In my view, when you can't tell how the company providing a service will get their money, that is cause to be nervous.

Wednesday, July 20, 2011

Eliminating Reforging, Hit Rating, and Expertise

I hate reforging. It's just so inelegant. It's complex and time-consuming. You basically have to use an external application to figure out how to reforge properly. All in all, it just seems so unnecessary.

So how can we get rid of reforging?

The primary reason that reforging exists is because of Hit Rating and Expertise Rating. In particular, Hit Rating has a very steep value curve that looks like a step function. When you are below the Hit cap, Hit Rating is usually the most valuable stat. Then past the Hit cap, Hit rating is a complete waste. Expertise displays a similar value curve.

So the best path to eliminating reforging would be to eliminate Hit Rating and Expertise Rating. If those two stats were gone, reforging would not be needed. It still might be nice to have, but the extra complexity would outweigh the value it adds to the game.

The easiest way to get rid of Hit and Expertise would be to say that special attacks and spells cannot miss, or be dodged or parried. White melee auto-attacks could still be affected by those stats.

If this was done, the game would not change greatly. Once you hit raiding, pretty much everyone has enough hit to make this the default state anyways. Indeed, Blizzard has started moving towards this state in small steps. First, taunts were changed to always succeed. Then interrupts were changed to always succeed. A lot of threat dumps used to miss, but now always succeed. Extending this to all specials just removes a little randomness.

Then Blizzard just needs to introduce a new stat for melee dps and ranged dps. Perhaps something like changing Expertise to increase autoattack damage. Maybe casters could get a stat like "Spell Charge" which increases damage done by spells with cast or channel times. Then each role would have a unique secondary stat. Healers would have Spirit, tanks have Dodge and Parry, melee DPS would have Expertise, and caster DPS would have Spell Charge.

But none of the remaining secondary stats would display the steep step change of value. They wouldn't go from amazing to useless at a single point. There would still be breakpoints where the value changes slightly, and that would keep the theorycrafters happy. But adding more of stat would always improve your character.

The need for reforging would disappear. Blizzard could eliminate reforging from the game. Mylune would save all the wee forest animals in Hyjal. And we would all live happily ever after.

Monday, July 18, 2011

Dev Interaction with the Community

Blizzard recently ended their "Ask the Devs" series of community interaction. In Ask the Devs, the community posted questions and the questions were voted on. The 10 or so questions with the top ratings for each topic were resented to the devs and the devs gave answers.

It was an interesting exercise in community management. However, Ask the Devs is generally regarded as unsucessful by both the Blizzard CMs and the community.

Let's take a look at why Ask the Devs failed. It was a worthwhile experiment, but I think that there are two major reasons why it failed.

First, the vast majority of questions were thinly-veiled versions of, "My class sucks. When will you buff my class?"

That was not conducive to interesting answers.

The second reason is that asking good questions is just plain hard. A lot of the time, it is difficult to ask a good question unless you already know the answer.

For example, let's take a question like, "Is Blizzard planning to change the paladin healing model?" If the answer is No, this was a very pointless question. But if the answer is Yes (as in pre-4.0), all of a sudden the question is extremely interesting.

But the playerbase doesn't really have enough information to know which are the interesting questions and which are the boring questions.

This was the biggest strength of the previous interaction between Ghostcrawler and the forums. Because Ghostcrawler knew the answers, he also knew which questions were worth answering.

Of course, that model was not sustainable, and Ghostcrawler's presence on the forums tended to warp them, as everyone started trolling for blue responses.

The new form of Dev interaction, the development blog posts, also have weaknesses. In particular, they have a tendency to be at "too high a level". Ten thousand foot overviews are generally not interesting. Specifics are interesting. The best Dev blog was probably Ghostcrawler's line-by-line explanation of the patch notes, which was about as specific as you can get. Even the ten thousand foot overviews can be greatly improved with concrete examples.

But dev blogs are probably an art, and something that needs to be learned. The gold standard of gaming dev blogs, in my opinion, is Mark Rosewater's columns for Magic: the Gathering. A dev looking to communicate with her game's community would probably be well served by studying how Rosewater did things.

Thursday, July 14, 2011

Valor Point Capping

Over the last couple of weeks, when I've sat down to game on the computer, here's a list of activities that I wanted to do:
  1. Raid Firelands
  2. Work on the new Molten Front daily quests and achievements.
  3. Play Mass Effect
Notice what's not on the list? Running Troll Heroics for Valor Points.

I liked the troll heroics. I don't mind doing them occasionally. But honestly, being "forced" to do them when there's all this cool new content to explore is very annoying.

What's especially aggravating is that I know that in a couple of weeks the novelty of new content will have started wearing off, and it will be enjoyable to mix in a few heroics. But by then my guild will be 6/7 or 7/7 and we'll be capping out Valor Points just from raiding.

Of course, "forced" is a bit of a misnomer. But right now, capping valor points is the most effective use of non-raid time to help your team defeat bosses. And the worse your guild is, the more pressure there is to do more heroics. Someone in a 4/7 guild only has to do 3 heroics, while someone who is 1/7 needs to do 6.

Please note that the single most effective use of time overall is to put in more attempts on the boss. If your guild is thinking of raiding less and instead doing heroics for valor point gear, reconsider! Down that path lies failure, madness, and a shattered raid team!

I am really not fond of mechanics that keep me doing things that I may not be interested in. If I just want to raid, why not just let me raid? Why make the optimal path include a lot of other stuff?

Tuesday, July 12, 2011

Mastery/Crit Build In Practice

I decided to give the Mastery/Crit build a try last night in raid. We were going after Baleroc, and it was mentioned that this build was particularly good for Baleroc since the fight is mostly single-target heals.

The Mastery/Crit build uses the following stat priority: Intellect > Mastery > Crit > Haste > Spirit. The idea is to rely more on Holy Light and less on Divine Light. It was a little nerve-wracking to reforge away so much Spirit.

Performance-wise, the build is solid, I think. The numbers were definitely comparable to the other paladins. Additionally, the single highest source of healing done is actually from mastery shields, Illuminated Healing (something like 27% for me, followed by Beacon at 25%), and damage prevented is always better than damage healed. As well, overheals are not a complete waste, as they still give shields.

For playstyle, initially the build feels very sluggish. High haste means that all your spells are very fast, and it feels easier to react. But you get used to it after a while, and you still have Holy Shock and Word of Glory for speed.

Surprisingly, mana is not really an issue. The thing about Spirit/Haste builds is that even though you regen mana faster, you also spend mana faster. This build seems a lot less "swingy" when it comes to mana. You spend mana at a steadier rate. You still have to Judge on cooldown and use Divine Plea, like normal.

Personally, I rather like this build. It feels very solid and complements the other healers in the raid well. I'd like to see how it performs across more fights, but I think it's the build I will try for the next few weeks.

Monday, July 11, 2011

Holy Paladin Builds

Blizzard's class dev team is probably estatic at how their changes have worked out for Holy Paladins. Holy Paladin theorycraft is all over the map at the moment. As I can see it, there are currently three different stat weights being discussed.

1. Intellect > Spirit > Haste > Crit > Mastery

The standard build from 4.1. It's still the best build if you have to raid heal, and is also the most versatile build.

2. Mastery > Intellect > Spirit > Haste > Crit

The ultimate single-tank healing build. Insanely large mastery shields buffer the tank's health. Probably only viable in 25-man raiding with good raid healers to cover for you.

3. Intellect > Mastery > Crit > Haste > Spirit

Eloderung of Eternal Reign is touting this build. He says that it is a very strong two-tank Beacon healing build. It relies a bit more on Holy Light, and takes advantage of all three new mechanics: 100% HL transfer through Beacon, 200% crits, and a stronger mastery. Unlike build 2, this is likely a viable build for 10-mans.

This is probably the most interesting time to be a Holy Paladin in a long while. Excellent work, Blizzard!

Monday, July 04, 2011

Zaroua on Holy Paladin Mastery

Zaroua of Premonition made a really interesting post on the official forums discussing Holy Paladin Mastery today:
I'm creating this thread hoping to greatly reduce the influx of PMs and tells I get regarding our mastery. Keep in mind that is pretty much only for 25 man raids; I see some potential uses for this in 10 man, but for the most part it probably won't be as useful in a 10 man scenario.

The Firelands fights come in two categories: sustained AoE damage stages and no AoE damage/AoE damage that Holy Radiance isn't suited to heal. Beth'tilac, Lord Ryolith, Domo and the ground phase of Alysrazor are all mostly based around AoE healing for sustained amounts of time while while Alysrazor air phase, Shannox, Baleroc and Ragnaros are fights where Holy Radiance isn't even worth casting.

For the AoE fights, all we really have going for us is Holy Radiance and Light of Dawn, while all of the other healers are able to pump out AoE heals nearly non-stop. Now the way I look at it is that someone still needs to heal the tank and that since Paladins are pretty horrible at sustained AoE healing, a 25 man raid may as well put one or two Holy Paladins on full time tank healing and just have them Holy Radiance on cooldown.

For the non AoE healing fights, Paladins have the choice to choose between tank healing or... tank healing. Casting Holy Lights and Lights of Dawn on the raid simply doesn't compare to Chain Heal/Wild Growth/Circle of Healing/Prayer of Healing.

My guild's healing team is flexible enough to allow for a Paladin to have a weaker Holy Radiance in order to have more powerful tank healing. This translates in the AoE healers having to spend less time on the tank and more time doing what they're good at.


How does this relate to mastery? The golden rule of tanking and healing is that when it comes to handling damage, the best to worst order to do it in is this: completely avoiding the damage, mitigating the damage, healing the damage with a very large amount of fast heals, healing the damage with slow and large heals. Mastery helps mitigate damage and in some cases, completely avoid it. The reason why mitigating damage is so good is because it leads to reduced frequency of spikes in the tank's health and when spikes do occur, it makes them less pronounced, which in turn means that other healers don't panic and waste cooldowns or inefficient heals on the tank. Before the 4.2 change to make Mastery shield stack, the stat was mostly useless because such a huge portion of the shield was wasted on any given heal that gearing for Haste for faster reaction times was something pretty much every Holy Paladin agreed to being the better choice. But now we're in a position where Mastery is finally viable for a Paladin who wants to focus on tank healing.

The most important thing to note about healing with a Mastery set is that you sacrifice throughput in order to become a more effective tank healer. [Emphasis mine.] Your Holy Radiance (and mana regen) will be weaker than a Paladin who is going for a more balanced approach to gearing or a Paladin going for Haste. But in turn, you'll be putting a downright overpowered shield on the tank every time you heal him directly. And don't kid yourselves: if you're able to reduce the average hit the tank takes by 10k because of the Mastery shield, what you're doing is very nearly game breaking. The shield simply is that good for keeping tanks alive. What a full set of mastery comes down to is your guild's capacity to support one of its healers focus less on raid healing and more on tank healing.

Even if your guild can't (or won't) support a Paladin will a full mastery set, every Paladin should try to get off pieces with mastery on them so they can use them for Shannox, Baleroc and Ragnaros at the very least.

If you look at his gearset, he's gemming and reforging according to the following priorities:

Mastery > Intellect > Spirit > Haste > Crit

This has a lot of drawbacks. It's hyper-specialized for tank healing, and possibly even single-tank healing (no off-Beacon healing).

Now, you probably shouldn't run out and switch to this right away. But any time someone from a top Royalty guild like Premonition or Paragon says something that contradicts common wisdom, it's worth taking a good long look at the situation.

Sunday, July 03, 2011

Melee vs Ranged

It's pretty common to hear that a fight favors ranged over melee. Relatively few fights favor melee over ranged. So let's take a look at why this happens.

In my experience, most fights don't punish you for taking melee, they punish you for taking more melee than normal. Put another way, it's easier to take extra ranged DPS than it is to take extra melee DPS.

So what are the advantages that ranged has over melee?

1. Any effect that hits one melee usually hits all the melee.

Usually if there's an effect that melee needs to avoid, all melee have to avoid it at the same time. However, you very rarely see an effect target all the ranged simultaneously. Usually the ranged can spread out, so that only a portion is hit at any one time.

This also shows up in effects that "chain" from one target to another. It's easier to organize ranged such that chain lightning hits a minimum number of people. It's much harder to do the same for melee.

2. Ranged can go to melee, but melee cannot go to ranged.

If a fight does favor melee, ranged can often avoid it by running into melee range. Take Magmaw, for example. A common strategy is to have most of the ranged DPS stand with melee, with minimal people standing out at range to be targeted by the specials.

If ranged could not do this, it's arguable that Magmaw would be considered a melee-friendly fight, instead of a draw.

Not saying it would be a completely good idea, but if ranged had a 10 yard minimum on their spells, the balance between melee and ranged would be very different.

3. Any effect that affects the ranged will also affect healers.

The healers are usually at range, so any environmental effects will often affect them as well. That means that there is a maximum to what can be done to ranged without making it impossible to heal.

Conclusions

As you can see, it's not so much that individual melee classes are weak, but more that melee and ranged are affected by mechanics differently. Add to that the ranged can "pretend" to be melee characters, and pretty much every advantage ends up falling to the ranged.

Fixing this might be pretty complicated. Large fixes, like a minimum range for ranged, are not really feasible at this point.

The best way to go is probably identify the ranged classes and have effects target those characters. For example, when Magmaw does flame pillar, rather than targetting "a character at range", he instead targets "a ranged DPS spec" even if that character is standing in melee. That would allow melee specs to avoid some mechanics, while preventing the ranged specs from running into melee range.

Thursday, June 30, 2011

Age of Conan Goes F2P

Age of Conan goes Free-2-Play today or tomorrow.

It's odd, because the truth is that I ragged a lot on this game when it came out, but AoC has somehow become my favorite non-WoW MMO. I'm not 100% sure why, but here's a list of reasons that you should try out AoC.

1. Sensibility

It has a very different feel than a lot of other MMOs. The setting feels older and rawer. A lot of MMOs feel quasi-Medieval-Renaissance, but AoC is Bronze or Iron Age.

2. Similar, yet different.

AoC is similar enough to WoW that it's easy to adjust to. But it's also significantly different, and at a deeper level than you'd expect. For example, AoC is a tank-healer-dps trinity game. But the default group is 2 tanks, 2 healers, and 2 dps, and that makes the actual experience very unique.

It often seems to me that AoC tries new things at a deeper level than the other game companies. Sometimes they fail, but I give credit for the attempt.

3. Music

The music in Cimmeria is amazing.

Conclusions

Give Age of Conan a shot. You might be pleasantly surprised.

One piece of advice, you really need a good set of keybinds in this game. It makes a huge difference. I use the numpad on my keyboard, and have 4,5,6 bound to the direction attacks and 1-3 and 7-9 bound to specials.

Monday, June 27, 2011

Fandral Staghelm

I have always liked Fandral Staghelm.

To me, Fandral was the only character who treated your new character the way she should have been treated. All other friendly NPCs fawn over your character, giving them praise that they haven't really earned yet. Fandral, on the other hand, was all "Why is this level 10 noob bothering me? Here, go take a message to Darkshore."

The thing is that Fandral (as originally presented) wasn't a nice character, but he was a good character. That distinction is not often made. Far too often, nice is synonymous with good. Bad characters are mean to you, good characters are nice to you.

I also like that he wasn't a passive character, like Tyrande. He tried to fix things, even if the solutions were not perfect. He didn't get help from the Dragon Aspects (the majority of which had disappeared or gone rogue), but he kept on going anyways. He was arrogant and ambitious, but seemed genuinely concerned with his people.

In the Ahn'Quiraj patch, I really enjoyed the way Blizzard fleshed out Fandral's back story. The loss of his son at the moment of victory made him sympathetic, and understandable.

But with Cataclysm, Blizzard has made Fandral into a villain. Apparently the simplistic case is correct. If an NPC is mean, he is a bad guy.

Even the Morrowgrain storyline backs this up. Some no-name druid tells you Fandral is using Morrowgrain for evil purposes, and instead of telling you to stop collecting Morrowgrain, tells you to bring it to him instead. Yeah, that's not the least bit suspicious. But since Quentis Jonespyre was nice to you, and Fandral was mean, clearly Quentis is the good guy.

And all the challenges Fandral struggled with? Mary-Sue-Furion comes back, and then everyone else (like the Dragon Aspects) fall over themselves to help him resolve all the problems easily.

Fandral was intriguing friendly NPC. In my view, having him "go evil" was a waste of a unique character, and merely reinforces a cartoonish "mean equals bad" way of looking at the world.

Sunday, June 26, 2011

Blocked Player Advancement

Let's say that a player with a max-level character cannot raid for whatever reason. How then should she advance her character as the game progresses?

Options

There are three options.

1. She can't advance.

Also known as Vanilla WoW. The players only option is to quit or reroll a new character. This is a potentially viable solution, but the viability depends on how many people end up quitting. This option also probably has the highest "conversion rate" of raiders. If the only way the player can advance is raiding, than a lot of people will give raiding a try.

In all honesty, I think that this option might actually work better now than it did in Vanilla. Because of the 10/25 split, and the normal/hard mode split, it might actually be a lot easier to get into raid groups, or convert smaller guilds into raid guilds.

2. Advance through new content at her level

Blizzard makes new 5-man content. But new content costs resources to create, and there is a finite amount. As well, each "tier" of 5-man content fragments the player pool further, and makes it harder to assemble groups.

3. Advance by repeating existing content

Essentially running the current instances and either upgrading the gear that drops, or giving points to purchase better and better gear.

Analysis

Obviously, Blizzard has chosen a mix of options 2 and 3. New 5-mans are released every so often, and as the raid tiers are added, you can get better gear from Valor Points.

There is one further point to consider. Does advancing her character mean that the player must earn the best gear, or is it enough that the player only earns better gear than what she currently has?

Consider the idea that Valor Points don't exist. A non-raider would have gone up to i346 gear with some i359s from reputation. When the troll 5-man instances came out, she would upgrade all her i346s to i353s. When Firelands comes out, she upgrades those i353s to i359s, which are now available for Justice Points (which reset when the new raid comes out).

Would that be enough advancement to satisfy the non-raider?

Personally, I think it's good enough. And it has the side effect of removing Valor Points from the game. Let raid loot drop from raid bosses. If you want the best loot in the game, you get to deal with the random dungeon generator, as in Vanilla. I would change the Tier tokens to a single token for each armor type, and that would be enough. When Firelands comes out, those tokens can go on the Justice Point vendor.

This would be cleaner and simpler, and remove the need for over-geared people to run heroics. Heroics would remain the province of those people who needed to run them. People wouldn't expect everything to be AoE'd down. It would also have the side-effect of encouraging more people to try to step up to raiding, rather than just grinding heroics. But heroics also offer loot one step below the current raid tier, keeping a heroic geared character a viable recruit for all but the very edge guilds.

Thursday, June 16, 2011

The Root Problem

Before you read this post, go read Shintar's excellent An Annotated History of the Badge System. As you read over the history, it becomes quite obvious that the current Valor Point system we have evolved over time, and now serves several different purposes than it used to.

So let's take a step back. What is the root problem that Blizzard is trying to solve?

In my view, the original design of PvE went something like this: First, a player would do quests mostly solo. After a while, she would transition into small 5-man group content. After that, she would move onto larger group content, or raiding. Each step up would be more difficult, and would reward better gear.

The problem, though, was that not everyone was able to transition from stage to stage. In particular, the transition from small group content to large group content was particularly harsh in Vanilla. Players effectively became "blocked" from moving up.

So then the problem becomes two linked--but subtly different--questions: What does a blocked player do with her time? and How does a blocked player improve her character?

That's the primary function of Valor Points. They allow a player who is in the second stage to still advance her character, by engaging in second stage activities.

Valor/Justice Points also have a secondary function. They mitigate the randomness of loot drops. Enough points guarantee you loot.1

Finally, Valor/Justice Points serve a third function. They give players a small reward even if the player doesn't need loot off a specific boss.

But is the current design of Valor Points the best way to accomplish these functions? Are some of these functions even necessary? When looking at randomness, consider that the amount of loot per player has greatly increased since Vanilla. Combine that with a more generic token system for tier pieces, and smoothing out of loot distribution is pretty much unnecessary in Cataclysm.

And the small reward is also unnecessary. Indeed, the current daily heroic cuts against this idea. Since only the end boss of a heroic gives VP, there is great incentive to skip other bosses, even though they give JP.

That really only leaves the first and greatest purpose of VP, giving a path of character advancement for non-raiders. I will look at that issue in a future post.

1. Unlike, say, Cho'gall and paladin bracers.

Monday, June 13, 2011

Remove the Daily Heroic

Kleps had a post a while back on segregating the playbase. Basically, the idea is that groups are happiest when all the group members share the same goals and are roughly the same skill level.

I think there is some sense to that when you look at LFD groups. Levelling instances are pretty much on the same page, as are normal 85 instances. It's really only Heroics where a lot of the negativity and conflicts come into play.

This is because there are three separate groups running Heroics: people gearing up; non-raiders collecting Valor; and raiders supplementing the Valor gained from raiding. Yet the goals, methods, and standards of these three groups often conflict. People start complaining when the tank is new, or refuse to use CC, or skip bosses trying to get to the end as fast as possible.

But suppose that Heroic 5-mans never gave out Valor? That the only way you could get Valor is from raiding. What would happen?

Well, immediately, Heroics would become the province of those people who needed Justice points and Heroic blue gear. People who had "outgrown" heroics would not run them. Heroic groups would share the same purpose. People would not skip bosses. Tanks learning the ropes, or being less-geared, would be more understandable. CC would still be used, as it would be less likely that everyone would out-gear the instance.

A lot of other people have said that having Heroics give badges (the old equivalent of Valor), was the worst mistake made in the endgame. There is some truth to that. But it was done for a reason. It was done because people who did not raid 25-mans had no way of advancing their character. But in the current game, there are 10-man raids, 25-man raids, as well as normal and heroic versions. Pick-up groups are a lot more common.

Additionally, even with just Justice points a non-raider would still be able to advance her character. When new tier of raid gear comes out, the old tier rolls over to Justice points. Admittedly, the non-raider is behind the raider, but she can still advance and make her character more powerful as time passes. It isn't like Vanilla, where if you couldn't raid, that was it for you.

There are advantages for the raiders as well. They are freed of the necessity to run instances long after they have outgrown them.

The big question is if this will increase queue times. After all, forcing raiders into the Heroic LFD pool makes the pool larger, and more likely that groups will form. Now increased queue times are certainly possible. But consider that leveling groups and normal 85 groups still form with reasonable queue times. Those pools are not artificially inflated, and yet you can still get groups for those dungeons.

Badges of Justice dropping in Heroics was a necessary solution back in TBC. But in Cataclysm the options for endgame, and for advancing your character, are much wider. Valor points in Heroics are no longer necessary. The Heroic experience will be much better without them, when all participants are on the same page and share the same goals.