The snobbishness of game culture never ceases to amuse me.
Video Gamer: "Pokemon is so childish!"
Normal person: "Video games are childish!"
I think Pet Battles are an interesting idea. I probably won't do a lot with this system, but it looks neat and I'm sure there will be people who find it fun.
It occupies an unique space, design-wise. In some ways, it's a solo PvP game, only without the crazy balance issues that would occur if Blizz made dueling a official sport. It does not depend on gear, so it's good for people who don't climb either the PvP or PvE grinds, while also not interfering with PvE or PvP.
It's a completely transient activity, so you can drop in and out. But it still leverages the multi-player and permanent aspect of WoW, as you get to play against other players.
It might be a possible sub-game for the people who want less twitch and more strategy, depending on how it's implemented. It would be easier to make the pet battle slower, or even turn-based, than it would be to change the regular game.
There are a significant number of people who can't or don't want to raid, or who don't want to be on the gear treadmill for PvE, and who aren't good enough for competitive PvP. These people need something to do, just as much as the raiders need raids. This is an option for those people.
I don't know if Pet Battles are the best option for this segment of the audience, but it ties into pet collecting, and is generally not as "hardcore" as PvE and PvP main games are. I think it's good for WoW to have these "softer" elements, and I would like to see Blizzard come up with more of them.
So what pet are you going to level and train? I'm going with my favorite White Kitten.
Also, Blizzard, make a [Faceless Minion] companion pet! You know you want to. We have a couple of die-hard pet collectors in my guild, and there is much sighing over the tiny Faceless Minions every time we go to Bastion of Twilight.
Thursday, October 27, 2011
Monday, October 24, 2011
Monks
So monks. Leather-wearing tank-dps-healing hybrid characters, so they will pretty much share gear with druids. Every race except the newest ones, goblins and worgens, can be monks.
The resource system described sounds pretty intriguing. In a lot of ways, it's the inverse of the death knight resource system. Both classes have two linked opposite-phase cyclical resources (see Resource Theory). But where the death knight had multiple full-phase resources feeding a single zero-phase resource, the monk has a single full-phase resource (Chi) feeding multiple zero-phase resources (Light and Dark Force). It will be really interesting to see which system plays better.
One twist on this system that might play well is an ability which costs Chi, but generates a random Light or Dark Force. I think that would shake up the rotation in an interesting manner.
As for healing, I was concerned at first. I don't think cyclical resources are a good model for healing. You can't burst when you need to, and you can't conserve the resource. But Blizzard has said that the healing monk spec will get a mana bar--a net-loss resource--so monks will fall in line with the other healers. Blizz says that monks might heal in melee, but we'll see. There are a lot of obstacles to melee-healing, as we paladins know all too well.
I expect that the monk's main three heals (the Holy Light, Divine Light, and Flash of Light equivalents) will cost only mana, but that the unique monk spells might partake of the Chi/Force system. Perhaps like paladins use Holy Power.
As for tanking, it's somewhat odd, but non-shield tanks will actually outnumber the shield tanks. That does feel a bit weird to me. Legendary tanking polearm incoming?
I'm also not sure about the "no auto-attack" thing. It sounds cool, but I think that it might lead to burst problems in PvP. No auto-attack means that each ability needs to hit harder. Also, the monk doesn't really feel like a DoT class, which might mitigate that effect. It would have been kind of nice if they used bleeds, but I'm not sure if that sounds right.
I do like their weapon selection. It's a nice selection of agility weapons crossing rogue/shaman/druid lines, while maintaining thematic appropriateness.
I'm not really sure what else you can say about monks. Lore and culture-wise, monks are somewhat interesting, but not really in my areas of interest.
Oh, one other interesting point is that with monks, a 10-man raid is guaranteed to always be missing at least one class. I wonder what ramifications, if any, that will have for encounter design.
The resource system described sounds pretty intriguing. In a lot of ways, it's the inverse of the death knight resource system. Both classes have two linked opposite-phase cyclical resources (see Resource Theory). But where the death knight had multiple full-phase resources feeding a single zero-phase resource, the monk has a single full-phase resource (Chi) feeding multiple zero-phase resources (Light and Dark Force). It will be really interesting to see which system plays better.
One twist on this system that might play well is an ability which costs Chi, but generates a random Light or Dark Force. I think that would shake up the rotation in an interesting manner.
As for healing, I was concerned at first. I don't think cyclical resources are a good model for healing. You can't burst when you need to, and you can't conserve the resource. But Blizzard has said that the healing monk spec will get a mana bar--a net-loss resource--so monks will fall in line with the other healers. Blizz says that monks might heal in melee, but we'll see. There are a lot of obstacles to melee-healing, as we paladins know all too well.
I expect that the monk's main three heals (the Holy Light, Divine Light, and Flash of Light equivalents) will cost only mana, but that the unique monk spells might partake of the Chi/Force system. Perhaps like paladins use Holy Power.
As for tanking, it's somewhat odd, but non-shield tanks will actually outnumber the shield tanks. That does feel a bit weird to me. Legendary tanking polearm incoming?
I'm also not sure about the "no auto-attack" thing. It sounds cool, but I think that it might lead to burst problems in PvP. No auto-attack means that each ability needs to hit harder. Also, the monk doesn't really feel like a DoT class, which might mitigate that effect. It would have been kind of nice if they used bleeds, but I'm not sure if that sounds right.
I do like their weapon selection. It's a nice selection of agility weapons crossing rogue/shaman/druid lines, while maintaining thematic appropriateness.
I'm not really sure what else you can say about monks. Lore and culture-wise, monks are somewhat interesting, but not really in my areas of interest.
Oh, one other interesting point is that with monks, a 10-man raid is guaranteed to always be missing at least one class. I wonder what ramifications, if any, that will have for encounter design.
Sunday, October 23, 2011
Pandaren and Pandaria
So Pandaren are the new playable race. In a surprise twist, they're available to both Horde and Alliance. The Pandaren starting area is neutral apparently, and the individual Pandaren choose Horde or Alliance at about level 10.
I am rather lukewarm about Pandaren characters. I don't think that pandas are any worse than gnomes, goblins, space-goats, or werewolves. But I'm not really excited to play one either. Though that may be more because I have my main, and I really don't feel enthusiastic about alts anymore. I'll probably roll a Pandaren to play through the starting area, but I doubt it will get much farther than that.
What I really hope is that Blizzard chooses to give the pandaren--and pandaren culture--a vein of seriousness, and use understated humor rather than slapstick. I think that would balance the intrinsically humorous nature of panda warriors.
I am wondering what Pandaren will look like in Tier armor. Most tier sets seem to designed for a "less round" body type. And of course, we'll see how sexy Blizzard can make female Pandaren. There are a lot of people who want a, let's say, more lush body type. But the stats show that these types of female figures tend to be the least played, even by women.
I actually kind of pity Blizzard that decision. The more sexual dimorphism they introduce (even to the Draenei level), the more people will actually play the characters, but the more outrage it will generate on the forums and possibly even the media and press.
A final thought about player characters, will Pandaren characters be able to communicate cross-faction? It seems odd that they would start together, but be unable to talk. Maybe the Pandaren language only will be cross-faction, so when the panda-trash-talk starts, no one else--Horde or Alliance--will understand it.
As for Pandaria itself, it does look pretty neat. The art is very nice and very different from the rest of Azeroth. I actually really like the theme of expansion, at least as Blizzard explained it. The Horde versus Alliance war, playing out by both sides courting or fighting the Pandaren. Symbolically, it works extremely well with the Pandaren being available to both sides. The individual's choice echoing the continent's choice.
I am rather lukewarm about Pandaren characters. I don't think that pandas are any worse than gnomes, goblins, space-goats, or werewolves. But I'm not really excited to play one either. Though that may be more because I have my main, and I really don't feel enthusiastic about alts anymore. I'll probably roll a Pandaren to play through the starting area, but I doubt it will get much farther than that.
What I really hope is that Blizzard chooses to give the pandaren--and pandaren culture--a vein of seriousness, and use understated humor rather than slapstick. I think that would balance the intrinsically humorous nature of panda warriors.
I am wondering what Pandaren will look like in Tier armor. Most tier sets seem to designed for a "less round" body type. And of course, we'll see how sexy Blizzard can make female Pandaren. There are a lot of people who want a, let's say, more lush body type. But the stats show that these types of female figures tend to be the least played, even by women.
I actually kind of pity Blizzard that decision. The more sexual dimorphism they introduce (even to the Draenei level), the more people will actually play the characters, but the more outrage it will generate on the forums and possibly even the media and press.
A final thought about player characters, will Pandaren characters be able to communicate cross-faction? It seems odd that they would start together, but be unable to talk. Maybe the Pandaren language only will be cross-faction, so when the panda-trash-talk starts, no one else--Horde or Alliance--will understand it.
As for Pandaria itself, it does look pretty neat. The art is very nice and very different from the rest of Azeroth. I actually really like the theme of expansion, at least as Blizzard explained it. The Horde versus Alliance war, playing out by both sides courting or fighting the Pandaren. Symbolically, it works extremely well with the Pandaren being available to both sides. The individual's choice echoing the continent's choice.
Saturday, October 22, 2011
WoW Annual Pass and Free Diablo III
Blizzard is offering an Annual Pass for WoW. It's essentially a contract that if you subscribe for the next twelve months, you get Diablo III free, a mount, and beta access for Mists of Pandaria. You still pay monthly (or whatever your current payment plan is), but you can't cancel for a year. Or possibly you lose D3 access if you cancel.
I picked up this option as soon as I saw it. I'm going to play WoW for at least the next four months until I beat patch 4.3, if not longer. I'm also going to pick up Diablo III when it comes out. There's pretty much no downside for me, as far as I can see.
This promotion is, of course, a preemptive strike at Star Wars: The Old Republic. To staunch the bleeding from the number of subs who cancel WoW in order to subscribe to The Old Republic.
But perhaps more importantly, it is a preemptive strike at Diablo III itself!
The thing is that, with Diablo III, Blizzard is making a competitor to its own game. A lot of people will move from World of Warcraft to Diablo III. By allowing people to avoid having to choose between D3 and WoW, Blizzard may get the best of both worlds. People stay subscribed to WoW, maybe logging in once or twice a week, while spending the majority of their gaming time in D3 for a few months.
The web of social ties that make up an MMO stays stronger, doesn't have as many holes from people who have stopped subscribing because of D3. Maybe they don't log in as much, but they're still there.
I think that this is a fairly strong indication that when Titan comes out, a Titan subscription will include a subscription to WoW.
It may even be the first step to one day having a "Blizzard subscription", where you get access to all their MMOs, and free copies of all their single-player games when they come out. Other MMO companies have done single subscriptions to multiple MMOs, but I don't think anyone has yet added single-player games to that. I think Bioware is probably the only other company that could do so.
I picked up this option as soon as I saw it. I'm going to play WoW for at least the next four months until I beat patch 4.3, if not longer. I'm also going to pick up Diablo III when it comes out. There's pretty much no downside for me, as far as I can see.
This promotion is, of course, a preemptive strike at Star Wars: The Old Republic. To staunch the bleeding from the number of subs who cancel WoW in order to subscribe to The Old Republic.
But perhaps more importantly, it is a preemptive strike at Diablo III itself!
The thing is that, with Diablo III, Blizzard is making a competitor to its own game. A lot of people will move from World of Warcraft to Diablo III. By allowing people to avoid having to choose between D3 and WoW, Blizzard may get the best of both worlds. People stay subscribed to WoW, maybe logging in once or twice a week, while spending the majority of their gaming time in D3 for a few months.
The web of social ties that make up an MMO stays stronger, doesn't have as many holes from people who have stopped subscribing because of D3. Maybe they don't log in as much, but they're still there.
I think that this is a fairly strong indication that when Titan comes out, a Titan subscription will include a subscription to WoW.
It may even be the first step to one day having a "Blizzard subscription", where you get access to all their MMOs, and free copies of all their single-player games when they come out. Other MMO companies have done single subscriptions to multiple MMOs, but I don't think anyone has yet added single-player games to that. I think Bioware is probably the only other company that could do so.
Friday, October 21, 2011
Blizzcon Initial Reaction
In the immortal words of Keanu Reeves: Whoa!
Edit: I'm probably going to do a series of posts over the next week, each focusing on one of the new elements announced at a time.
Edit: I'm probably going to do a series of posts over the next week, each focusing on one of the new elements announced at a time.
Friday, October 14, 2011
Out of Town
I think I need to refine the last post, and respond to some of the (very good) comments made.
However, I'm headed out of town for a week. (Sadly, not Blizzcon.) So the conversation will hopefully resume in a week or so.
Or more likely, we'll all get distracted by the latest shinies from Blizzcon.
However, I'm headed out of town for a week. (Sadly, not Blizzcon.) So the conversation will hopefully resume in a week or so.
Or more likely, we'll all get distracted by the latest shinies from Blizzcon.
Thursday, October 13, 2011
Extrinsic Rewards
I was thinking about the mechanics and systems that I do not enjoy or approve of in WoW, and it struck me that a large percentage of them share the same characteristic of being extrinsic rewards.
These include mechanics like crafting profession perks, or guild perks, or valor points. Basically rewards where you stop doing the underlying activity for its own sake and instead are doing it solely for the sake of this extra reward.
Crafting used to be about making stuff. Or about gathering resources to sell. I used to have Mining, and I rather enjoyed it. But now crafting is all about the character perks which add power to your character.
This is in contrast to Fishing, for example. I rather like Fishing, even if it isn't the most challenging activity in the game. The point of Fishing is to get fish, which you turn into Feasts via cooking. This chain makes sense to me, the rewards are inherent in the profession.
Before Cataclysm, guild used to be about joining friends or social groups, or banding together to accomplish a goal. Now it's about getting random rewards from being in a guild, most of which have nothing to do with the guild itself.
I've discussed Valor Points before. I'm not a fan of running old content over and over again just to get VP.
All these perks and systems share the same characteristic of giving extra rewards to entice people to do these activities. And yet all these perks and systems have warped the game, in my opinion, and made it less fun.
The only extrinsic reward system that has really worked, in my opinion, is reputation. I'm not really sure why reputation works. Maybe because it is a side-effect of questing and dungeon running, and never really moves into the point where you are doing quests and dungeons solely for reputation.
And even then, reputation used to be a lot less fun before the tabard system. Even Therezane and Hodir reputation are not the funnest parts of the game, but you do it because you have to have the extrinsic rewards of shoulder enchants.
I think extrinsic rewards are bad for the game. If an activity cannot be made inherently fun or useful, then maybe it's better to let the players ignore it until it can be improved.
Take archeology, for example. Some players like archeology and have collected everything. Some players ignore it. I would absolutely hate for Blizzard to decide that not enough players are doing archeology and tack on a perk that gives you a stat bonus for hitting 450 archeology.
Personally, I would be quite happy to see profession perks, guild perks, and valor points and most other extrinsic rewards stripped from the game.
These include mechanics like crafting profession perks, or guild perks, or valor points. Basically rewards where you stop doing the underlying activity for its own sake and instead are doing it solely for the sake of this extra reward.
Crafting used to be about making stuff. Or about gathering resources to sell. I used to have Mining, and I rather enjoyed it. But now crafting is all about the character perks which add power to your character.
This is in contrast to Fishing, for example. I rather like Fishing, even if it isn't the most challenging activity in the game. The point of Fishing is to get fish, which you turn into Feasts via cooking. This chain makes sense to me, the rewards are inherent in the profession.
Before Cataclysm, guild used to be about joining friends or social groups, or banding together to accomplish a goal. Now it's about getting random rewards from being in a guild, most of which have nothing to do with the guild itself.
I've discussed Valor Points before. I'm not a fan of running old content over and over again just to get VP.
All these perks and systems share the same characteristic of giving extra rewards to entice people to do these activities. And yet all these perks and systems have warped the game, in my opinion, and made it less fun.
The only extrinsic reward system that has really worked, in my opinion, is reputation. I'm not really sure why reputation works. Maybe because it is a side-effect of questing and dungeon running, and never really moves into the point where you are doing quests and dungeons solely for reputation.
And even then, reputation used to be a lot less fun before the tabard system. Even Therezane and Hodir reputation are not the funnest parts of the game, but you do it because you have to have the extrinsic rewards of shoulder enchants.
I think extrinsic rewards are bad for the game. If an activity cannot be made inherently fun or useful, then maybe it's better to let the players ignore it until it can be improved.
Take archeology, for example. Some players like archeology and have collected everything. Some players ignore it. I would absolutely hate for Blizzard to decide that not enough players are doing archeology and tack on a perk that gives you a stat bonus for hitting 450 archeology.
Personally, I would be quite happy to see profession perks, guild perks, and valor points and most other extrinsic rewards stripped from the game.
Wednesday, October 12, 2011
The Kitten Economy
The big news this week is that Blizzard is going to sell a new pet, a Winged Guardian cub (or kitten, as everyone is referring to it), in their Real Money store. Unlike the previous pets, however, this new pet will be trade-able, and thus can be sold on the Auction House for gold.
Here are some assorted quick thoughts:
Here are some assorted quick thoughts:
- Yes, it's technically a way to indirectly trade real money for gold.
- Prices will probably start pretty high, and then fall rapidly as people get kittens.
- As an experiment, it's good, because it won't permanently distort the game. At some point, we'll probably reach a kitten saturation level and everything will calm down.
- I think people are paying a lot of attention to the real money aspect. But I think Blizzard might actually see more gain in reducing or eliminating support costs dealing with scams.
- We may also see an increase in liquidity in the markets. There's probably a lot of goblins hoarding large amounts of gold, simply because there's nothing for them to buy. Some of that gold will go to kitten sellers, and then get turned into things like mounts, motorcycles, and Vials of Sands.
- I wonder if a lot of people who don't normally purchase pets might take a flier on one. You buy a pet and put it on the AH. If it sells, great. If not, well, you can add it to your own pet collection. Right now, I'm thinking of going this route, even though I've never bought a mount or pet before.
- I much prefer this to Eve Online's method of selling game time. As I've mentioned before, I think it's important that everyone in the audience spends a little money, shares some of the burden of paying for the game, and that good players do not end up playing for free.
- I think that the effects of gold-selling in WoW are more nebulous than in a lot of games. It is actually somewhat hard to purchase "power" with gold. You could buy BoEs or crafted equipment. It might help you in a GDKP run. You might be able to purchase a raid spot if guilds still sell them. But realistically, I think the vast majority of kitten gold will probably get turned into other pets or mounts.
Tuesday, October 11, 2011
Dancing
Note: All Cataclysm fights being discussed in this post are pre-nerf.
I've been pondering Gevlon's assertion that Cataclysm raiding is no longer about improving your ability to play your character, but about mastering the "dance steps" of each fight.
I think he has a definite point, at least as it pertains to Normal modes.
I believe I've discussed it before, but I do think that the difficulty level of Normal mode fights this expansion has existed in a very narrow band. To me, pretty much all the fights this expansion have hovered around the same difficulty as the Icecrown Citadel wings.
It's easiest to look at DPS. If your guild can meet the DPS requirements to kill Shannox, then you can meet the DPS requirements to kill the other Normal mode bosses, save only Baleroc and Ragnaros, which have slightly higher requirements.
It feels like all Normal mode fights are being designed around about 60% of maximum theoretical DPS. If you can meet that, then you can meet the DPS requirements of any of the other Normal mode fights. It might rise to 70% for the final boss.
But if the DPS requirements stay constant, then all that's left to master are the specific abilities of each boss, the "dance steps", as Gevlon puts it.
Hard modes, on the other hand seem to have a larger range. The first bosses come in at about 75% or so, but the DPS requirements do rise as well. I remember that our problem with Heroic Ryolith was hitting the Superheated timer, and that was a pure DPS problem, not any issues with "dancing".
I'm not too sure what Blizzard could do about this. If they keep raising the DPS requirements, then groups start dropping out as they become unable to meet the latest requirements. The difficulty of increasing DPS requirements is non-linear as well. It's much more difficult to go from 80% to 90% of the theoretical maximum than it is to go from 60% to 70%.
A lot of the problem does go away once you start pushing into hard modes. There's more than enough challenge on all levels, including basic class performance, to satisfy everyone.
Perhaps it would have been better for Blizzard to start raiding at a lower difficulty. If T11 was aimed at 40%, T12 at 50%, and T13 at 60%. Or perhaps a greater gradient within a tier. Perhaps starting Shannox off at 40%, and having the DPS requirements rise within the tier until you hit Ragnaros at 70% would have been the better way to go.
I've been pondering Gevlon's assertion that Cataclysm raiding is no longer about improving your ability to play your character, but about mastering the "dance steps" of each fight.
I think he has a definite point, at least as it pertains to Normal modes.
I believe I've discussed it before, but I do think that the difficulty level of Normal mode fights this expansion has existed in a very narrow band. To me, pretty much all the fights this expansion have hovered around the same difficulty as the Icecrown Citadel wings.
It's easiest to look at DPS. If your guild can meet the DPS requirements to kill Shannox, then you can meet the DPS requirements to kill the other Normal mode bosses, save only Baleroc and Ragnaros, which have slightly higher requirements.
It feels like all Normal mode fights are being designed around about 60% of maximum theoretical DPS. If you can meet that, then you can meet the DPS requirements of any of the other Normal mode fights. It might rise to 70% for the final boss.
But if the DPS requirements stay constant, then all that's left to master are the specific abilities of each boss, the "dance steps", as Gevlon puts it.
Hard modes, on the other hand seem to have a larger range. The first bosses come in at about 75% or so, but the DPS requirements do rise as well. I remember that our problem with Heroic Ryolith was hitting the Superheated timer, and that was a pure DPS problem, not any issues with "dancing".
I'm not too sure what Blizzard could do about this. If they keep raising the DPS requirements, then groups start dropping out as they become unable to meet the latest requirements. The difficulty of increasing DPS requirements is non-linear as well. It's much more difficult to go from 80% to 90% of the theoretical maximum than it is to go from 60% to 70%.
A lot of the problem does go away once you start pushing into hard modes. There's more than enough challenge on all levels, including basic class performance, to satisfy everyone.
Perhaps it would have been better for Blizzard to start raiding at a lower difficulty. If T11 was aimed at 40%, T12 at 50%, and T13 at 60%. Or perhaps a greater gradient within a tier. Perhaps starting Shannox off at 40%, and having the DPS requirements rise within the tier until you hit Ragnaros at 70% would have been the better way to go.
Monday, October 10, 2011
New Need Before Greed Issue
My praise for the new Need/Greed system may have been premature. It's been pointed out that there is a moderate flaw in the system
Consider the case of a player who rolls Need on everything she can, regardless of what she is currently using. Under the new system, that player will prevent a off-spec character from getting the item. Under the old system, the off-spec character at least has a chance of getting the item.
So it's a trade-off, I guess. Under the old system, a rogue player has a chance--it's not guaranteed--to take main-spec items from you. Under the new system, a rogue player can guarantee that you won't get any off-spec items at all.
Of course, there is a work-around. If you really want gear of a certain role, queue as that role. And guaranteeing the main-spec items you need is probably the more optimal outcome.
Consider the case of a player who rolls Need on everything she can, regardless of what she is currently using. Under the new system, that player will prevent a off-spec character from getting the item. Under the old system, the off-spec character at least has a chance of getting the item.
So it's a trade-off, I guess. Under the old system, a rogue player has a chance--it's not guaranteed--to take main-spec items from you. Under the new system, a rogue player can guarantee that you won't get any off-spec items at all.
Of course, there is a work-around. If you really want gear of a certain role, queue as that role. And guaranteeing the main-spec items you need is probably the more optimal outcome.
Friday, October 07, 2011
Random Observations on Armor
RIFT Sets
I've been playing RIFT again lately, mostly as a casual leveling game. But recently I stumbled across the raid armor vendor, and I thought that their system for handling raid sets was rather neat.
Basically, RIFT has 4-piece armor sets, but the set bonuses are actually on a different piece of gear, a "synergy crystal". There are 8 souls in each class and each soul uses a different set of abilities. So each soul has it's own synergy crystal. The armor sets themselves are more generic. For example, there's DPS armor and tanking armor. So you buy the armor for your role, and then get the synergy crystal for your main soul.
In WoW terms, it would be like having a single DPS plate armor set that could be used by any warrior, death knight or paladin. Then you pick up a Retribution crystal, Fury crystal, etc. to get set bonuses specific to your spec.
Obviously, it's not the best solution for WoW, if only because WoW classes prefer unique looks. But for RIFT, it's a rather elegant solution, as each class has its own armor type.
New Need Before Greed System
Blizzard posted that the new Raid Finder will use a modified Need Before Greed system. Items will be tagged with roles. If a player with the same role as the item rolls Need, she gets a +100 bonus to the roll.
Basically, it's Main Spec beats Off-spec, but you hit Need if you want it for either spec. Your role is defined as the current role you are playing in the raid.
It's an interesting solution. Tanks always get priority on tank gear. DPS gets priority on DPS gear. And healers get priority on healing gear.
The hard part here, as always, is classifying items. Is an Intellect cloth item without Spirit or Hit considered Healing or DPS or both? Are categories going to be restrictive or broad?
But still, this should be an improvement. Nothing burns a tank more than seeing a DPS--who has proven themselves unwilling to take the hard job of tanking--grab an upgrade that the tank needed.
Transmogrification
Apparently, plate bikini bottoms are selling on the Auction House for 5000+ gold.
Hooray for transmogrification?
I've been playing RIFT again lately, mostly as a casual leveling game. But recently I stumbled across the raid armor vendor, and I thought that their system for handling raid sets was rather neat.
Basically, RIFT has 4-piece armor sets, but the set bonuses are actually on a different piece of gear, a "synergy crystal". There are 8 souls in each class and each soul uses a different set of abilities. So each soul has it's own synergy crystal. The armor sets themselves are more generic. For example, there's DPS armor and tanking armor. So you buy the armor for your role, and then get the synergy crystal for your main soul.
In WoW terms, it would be like having a single DPS plate armor set that could be used by any warrior, death knight or paladin. Then you pick up a Retribution crystal, Fury crystal, etc. to get set bonuses specific to your spec.
Obviously, it's not the best solution for WoW, if only because WoW classes prefer unique looks. But for RIFT, it's a rather elegant solution, as each class has its own armor type.
New Need Before Greed System
Blizzard posted that the new Raid Finder will use a modified Need Before Greed system. Items will be tagged with roles. If a player with the same role as the item rolls Need, she gets a +100 bonus to the roll.
Basically, it's Main Spec beats Off-spec, but you hit Need if you want it for either spec. Your role is defined as the current role you are playing in the raid.
It's an interesting solution. Tanks always get priority on tank gear. DPS gets priority on DPS gear. And healers get priority on healing gear.
The hard part here, as always, is classifying items. Is an Intellect cloth item without Spirit or Hit considered Healing or DPS or both? Are categories going to be restrictive or broad?
But still, this should be an improvement. Nothing burns a tank more than seeing a DPS--who has proven themselves unwilling to take the hard job of tanking--grab an upgrade that the tank needed.
Transmogrification
Apparently, plate bikini bottoms are selling on the Auction House for 5000+ gold.
Hooray for transmogrification?
Tuesday, October 04, 2011
Heirlooms
Are heirlooms a good idea?
It occurred to me that there are generally two complaints from experienced players about the early game that was revamped in Cataclysm: it is too easy; and you level too fast.
Now, I'm not saying that heirlooms caused these problems at all. But it's pretty clear that heirlooms make these problems worse. A character decked in heirlooms is significantly more powerful than a character in quest greens, and has a much higher rate of XP gain.
Cataclysm made the leveling game easier for new players. At the same time, heirlooms made the leveling game even easier for experienced players. I think the combination has proven to be excessive.
Additionally, I think heirlooms have created a couple of other problems. Low-level PvP is very affected by the disparity in power between a character with heirlooms and one without. As well, heirlooms remove much of the "upgrading gear" game while leveling. You never replace your heirlooms, so you never experience the thrill of getting a better bow or chest piece. I think that does suck a lot of the fun out of the leveling process.
I wonder if the Death Knight solution would have been a better way to go. Rather than speeding up leveling for someone who doesn't really want to level, maybe it would have been better to simply allow them to skip the leveling process.
You could sell a level 80 character to someone who already has a max-level character. Either for real money, or put in a way the max-level character can earn the extra character. But if you liked leveling, you could still level the old-fashioned way. It would be easy, but not as easy as heirloom-assisted leveling is.
It occurred to me that there are generally two complaints from experienced players about the early game that was revamped in Cataclysm: it is too easy; and you level too fast.
Now, I'm not saying that heirlooms caused these problems at all. But it's pretty clear that heirlooms make these problems worse. A character decked in heirlooms is significantly more powerful than a character in quest greens, and has a much higher rate of XP gain.
Cataclysm made the leveling game easier for new players. At the same time, heirlooms made the leveling game even easier for experienced players. I think the combination has proven to be excessive.
Additionally, I think heirlooms have created a couple of other problems. Low-level PvP is very affected by the disparity in power between a character with heirlooms and one without. As well, heirlooms remove much of the "upgrading gear" game while leveling. You never replace your heirlooms, so you never experience the thrill of getting a better bow or chest piece. I think that does suck a lot of the fun out of the leveling process.
I wonder if the Death Knight solution would have been a better way to go. Rather than speeding up leveling for someone who doesn't really want to level, maybe it would have been better to simply allow them to skip the leveling process.
You could sell a level 80 character to someone who already has a max-level character. Either for real money, or put in a way the max-level character can earn the extra character. But if you liked leveling, you could still level the old-fashioned way. It would be easy, but not as easy as heirloom-assisted leveling is.
Monday, October 03, 2011
Bastion Review
Bastion is an amazing game.
On the surface, it's an isometric action-RPG that's about 6 hours long. It's available on Steam or Xbox Live for $15 or so. You play The Kid, who's exploring the world after a Calamity struck and destroyed the existing civilization.
And yet, that description comes barely scratches the surface of Bastion. I saw another reviewer describe Bastion as three games in one: the game you see; the game you hear; and the game in your mind. This description is so apt that I am going to steal it.
The game you see is the basic action RPG. You can equip two weapons from an arsenal of about ten. Each weapon is different and can be upgraded in a different manner. You go around levels and fight various bad guys, find new weapons and secrets, gaining experience and "treasure" you can use to buy new items or upgrade old ones. That's the basic game-play.
The game you hear is the element which immediately separates Bastion from other games. The main conceit or innovation is the omni-present narrator. This gravelly-voiced narrator tells the story of the game as you play through it, reacting to what's happening on screen. It feels a bit like an old Western or noir-style film. The narration is superbly written, and adds an amazing amount of depth and pathos to the game.
In addition to the narration, the music is very well done, and adds a great deal to the experience. One interesting thing about the game is that even though we're praising the sound, there's almost no dialogue. It's entirely narration and music that creates the game we hear.
The game in your mind is the way all these elements come together to serve the story of Bastion. And Bastion's story is outstanding. It's very sparse, with a bare handful of significant characters. But the resulting story is beautiful.
The final hour, in particular, is a tour-de-force. The choice at the end is so much better than the standard good-evil choices in most games. Both choices are arguably right, and yet they are opposites. The game ends extremely well.
Bastion is not perfect, though it comes very close. In particular, I would like to single out one sequence for disapproval. For most of the game, the space bar causes you to do a rolling dodge. But late in the game, that's changed to a jump, and a platform jumping-puzzle sequence happens. It's completely out of place, is pretty much the only time you have to jump, and is extremely annoying. But at least Bastion is very forgiving when you fall off, so it's not like a true blocker.
But, aside from that jumping sequence, Bastion is superb. The basic game-play, the narration and music, and the story all combine for one of the best gaming experiences of the last few years.
Tuesday, September 27, 2011
Preliminary 4.3 Holy Paladin Changes
The 4.3 Public Test Realm and patch notes came out today. There are pretty significant changes for Holy paladins. I'm going to quote changes from Ghostcrawler's explanation post as they're the most high level:
There's also some Holy Power tossed in there, but the current notes are inconclusive. No word on how it interacts with Beacon of Light or our Mastery. This is the spell we'll have to keep an eye on. Not sure if the numbers will work out for us to spam it during high AoE, or do something like Holy Radiance, Holy Shock, Holy Radiance, etc.
I think it's way too early to evaluate this spell. It's definitely something we'll have to see on the PTR.
All in all, 4.3 will be very interesting. We will see if this change makes us acceptable raid healers. I do lament the death of having two viable builds, but I think cleaning up Judgement was worth it.
We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.I like this change from the Judging standpoint. You now need to only judge once a minute or so, instead of having to judge on cooldown. On the other hand, tying Judgement mana regen to Spirit guts the Mastery/Crit build. I would suspect that Spirit/Haste will go back to being the one true build.
We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance to Light of Dawn instead of Holy Light et al. to Word of Glory.This is the big change to paladin AoE healing. Holy Radiance becomes a cast spell, with pretty much the same cast time as Holy Light and Divine Light. The current implementation targets another player and heals the people around her for a 3 second HoT.
Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light.
There's also some Holy Power tossed in there, but the current notes are inconclusive. No word on how it interacts with Beacon of Light or our Mastery. This is the spell we'll have to keep an eye on. Not sure if the numbers will work out for us to spam it during high AoE, or do something like Holy Radiance, Holy Shock, Holy Radiance, etc.
I think it's way too early to evaluate this spell. It's definitely something we'll have to see on the PTR.
It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.We do lose a little run speed boost, but we also get 30s Divine Protection, which can be pretty huge. There are a number of effects that trigger every 30 seconds, and we will be able to cooldown all of them.
We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.An interesting change to Light of Dawn. There's also a change such that Divine Plea give a Holy Power when you use it. That's a bit odd, but it's a straight buff, so I guess we'll take it.
All in all, 4.3 will be very interesting. We will see if this change makes us acceptable raid healers. I do lament the death of having two viable builds, but I think cleaning up Judgement was worth it.
Monday, September 26, 2011
The Old Republic: Release Date and Companions
Release Date
It was kind of funny watching Diablo III and The Old Republic dance around each other's release date. But D3 has been pushed into 2012, and The Old Republic seized the opportunity to get a Christmas release date.
The game looks pretty interesting so far. Like many gamers, I'm looking to give it a whirl.
Companions
Whenever I think about NPC companions, the following dialogue runs through my head:
From a healer standpoint, the one thing I hope The Old Republic does with their companions is make them full party members in the UI. Often in WoW, healing companions and pets--especially those belonging to other players--is hard to deal with most UIs. The poster child for this is that one Firelands daily that gives you a full group including a tank. But because there's no UI support for that group, healing them is a pain.
Ideally, NPC companions show up in the UI exactly like other players, making healing a companion the exact same as healing another player. This would even help train new healers.
Other than that, I would like companions to not be so "main character"-centric as they have been in recent Bioware games. In some ways, I enjoy the NPC-NPC interactions more than the NPC interactions with my character. It feels a little bit weird that everything is about your main character. I rather liked the husband-wife pair, Jaheira and Khalid, in Balder's Gate.
Of course, I may feel this way because Alistair and Morrigan were clearly destined for each other in Dragon Age: Origins. It was gravely disappointing when I realized that I could not promote that pairing.
It was kind of funny watching Diablo III and The Old Republic dance around each other's release date. But D3 has been pushed into 2012, and The Old Republic seized the opportunity to get a Christmas release date.
The game looks pretty interesting so far. Like many gamers, I'm looking to give it a whirl.
Companions
Whenever I think about NPC companions, the following dialogue runs through my head:
Gamer Gary, MMO newbie: "MMOs are awesome! You get to play with real people!"Snark aside, I do like the idea of NPC companions. For one thing, they make the fundamental unit of play a group, rather than a solo character. You're always in a group. That makes group-centric characters like healers and tanks a lot more viable.
*Gamer Gary goes off and plays with real people for several years*
Gamer Gary, MMO veteran: "NPC companions are awesome! They'll help me solo!"
From a healer standpoint, the one thing I hope The Old Republic does with their companions is make them full party members in the UI. Often in WoW, healing companions and pets--especially those belonging to other players--is hard to deal with most UIs. The poster child for this is that one Firelands daily that gives you a full group including a tank. But because there's no UI support for that group, healing them is a pain.
Ideally, NPC companions show up in the UI exactly like other players, making healing a companion the exact same as healing another player. This would even help train new healers.
Other than that, I would like companions to not be so "main character"-centric as they have been in recent Bioware games. In some ways, I enjoy the NPC-NPC interactions more than the NPC interactions with my character. It feels a little bit weird that everything is about your main character. I rather liked the husband-wife pair, Jaheira and Khalid, in Balder's Gate.
Of course, I may feel this way because Alistair and Morrigan were clearly destined for each other in Dragon Age: Origins. It was gravely disappointing when I realized that I could not promote that pairing.
Sunday, September 25, 2011
Tier 13
Perhaps it's a side-effect of Transmogrification, but Blizzard artists seem to be more willing to make "polarizing" sets with Tier 13. If you look at the reaction to the shaman and mage sets in particular, half the audience is "best set ever!" and the other half is "worst set ever!".
For the paladin set, I rather like it. It's been a while since we got a "knight in shining armor" set. Amusingly, if the paladin pops Avenging Wrath, she will seem to have six wings like a seraph.
I'm not sure I'd put it in the very top tier of paladin sets (T2 and T6) but it's definitely above average, and in the next group of sets.
One other nice thing about Transmogrification is that Ret and Prot paladins will be able to change their boots and belt to match the tier set.
The set bonuses have also been revealed:
For the paladin set, I rather like it. It's been a while since we got a "knight in shining armor" set. Amusingly, if the paladin pops Avenging Wrath, she will seem to have six wings like a seraph.
I'm not sure I'd put it in the very top tier of paladin sets (T2 and T6) but it's definitely above average, and in the next group of sets.
One other nice thing about Transmogrification is that Ret and Prot paladins will be able to change their boots and belt to match the tier set.
The set bonuses have also been revealed:
- Holy, 2P -- After using Divine Favor, the mana cost of your healing spells is reduced by 25% for 15 sec.
- Holy, 4P -- Increases the healing done by your Holy Radiance spell by 20%.
- Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 30% of the damage it dealt.
- Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
- Retribution, 2P -- Your Judgement ability has a 50% chance to generate 1 Holy Power.
- Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.
I rather like the Holy bonuses. The 2pc is a nice bonus to Divine Favor, especially if you pair it with Holy Radiance. The 4pc boosts one of our big weaknesses, and will be a large help in things like Bethilac's or Ryolith's final phases.
Thursday, September 22, 2011
Respecs
I saw an interesting post at Keen and Graev's about respecs. I somewhat agree with the idea that making it easy to switch roles at the touch of a button seems...unseemly somehow.
But then I had another thought. Suppose you had a game without talent trees or specializations. So all you had to do was swap armor to go from tank to DPS. Isn't this the same thing from the outside? You press one button (your armor swap key) and you switch roles, just like an easy respec.
Yet why does switching armor seem so much more acceptable than switching specs? The end result is the same. Should we make it hard to switch armor, so that you can't switch roles easily?
But then I had another thought. Suppose you had a game without talent trees or specializations. So all you had to do was swap armor to go from tank to DPS. Isn't this the same thing from the outside? You press one button (your armor swap key) and you switch roles, just like an easy respec.
Yet why does switching armor seem so much more acceptable than switching specs? The end result is the same. Should we make it hard to switch armor, so that you can't switch roles easily?
Wednesday, September 21, 2011
A Transient Group Leveling Game
I was thinking about making it hard to respec, and that led me to thinking about how "group-centric" specs get the shaft because they find it so hard to solo. I love having my Ret off-spec easily available so that I can do dailies. Then I thought that, if you couldn't solo, group-centric specs would actually be fine during the leveling game.
But a lot of the older games required a group, and they were outperformed by WoW. A great deal of WoW's success is attributed to the fact that WoW allowed people to solo up to the level cap. But then I remembered a comment by Christopher a few days ago which phrased this common wisdom in a subtly different manner:
What would a game where you leveled in transient groups look like?
It could look like leveling through the Dungeon Finder or by running PvP battlegrounds. That's certainly one option.
But could you adapt questing in an open world to a transient group style? Thinking about this, here's what I came up with.
1. Imagine you had to be in a group whenever you ventured outside a city. The game would automatically place you in an existing group or form one for you. You could still have a "find another group" option while in a group though. You would probably need an option to teleport to the group's location to make life easier for joining mid-quest.
2. World content would be tuned for 3 players, with groups of up to 5 being allowed to give flexibility when forming groups.
3. Quests would be tied to the group, not the individual. When your group is formed, it is given a quest. When your group completes that quest, the group is given a new quest. The quests could be semi-random, in that they don't necessarily form a story-chain the way quests in WoW do. When you leave your group, you lose access to the quest you are currently working on.
Do you think such a game would be viable? It's entirely transient, with people being added to and leaving groups as necessary. You could still play with an extended group if you prefer. But it's definitely a group-centric game where you can't solo. Playing a tank or a healer would be much more viable as you always have the group those roles need to thrive.
I'm not sure if this style of play would be viable. But I think it would be an interesting experiment.
But a lot of the older games required a group, and they were outperformed by WoW. A great deal of WoW's success is attributed to the fact that WoW allowed people to solo up to the level cap. But then I remembered a comment by Christopher a few days ago which phrased this common wisdom in a subtly different manner:
WoW really broke new ground by bringing transient players into a style of game that had always been built around extended players, and doing so massively increased their subscriber numbers.Transient/extended is not the same thing as solo/group. The concepts overlap a fair deal, but there are differences. And maybe those differences are exploitable.
What would a game where you leveled in transient groups look like?
It could look like leveling through the Dungeon Finder or by running PvP battlegrounds. That's certainly one option.
But could you adapt questing in an open world to a transient group style? Thinking about this, here's what I came up with.
1. Imagine you had to be in a group whenever you ventured outside a city. The game would automatically place you in an existing group or form one for you. You could still have a "find another group" option while in a group though. You would probably need an option to teleport to the group's location to make life easier for joining mid-quest.
2. World content would be tuned for 3 players, with groups of up to 5 being allowed to give flexibility when forming groups.
3. Quests would be tied to the group, not the individual. When your group is formed, it is given a quest. When your group completes that quest, the group is given a new quest. The quests could be semi-random, in that they don't necessarily form a story-chain the way quests in WoW do. When you leave your group, you lose access to the quest you are currently working on.
Do you think such a game would be viable? It's entirely transient, with people being added to and leaving groups as necessary. You could still play with an extended group if you prefer. But it's definitely a group-centric game where you can't solo. Playing a tank or a healer would be much more viable as you always have the group those roles need to thrive.
I'm not sure if this style of play would be viable. But I think it would be an interesting experiment.
Tuesday, September 20, 2011
Firelands Nerfs and Difficulty
Firelands Nerf
I have to say that I was expecting Blizzard to nerf more gradually. 5% to 10% nerfs, not 15% to 25%. Ah well, it is what it is. Let's see if this idea works out or not. I don't think it will, but you never know.
Firelands Difficulty
The Renaissance Man comments:
Marrowgar:
A raid that can kill Shannox would not even bat an eye at Marrowgar.
I have to say that I was expecting Blizzard to nerf more gradually. 5% to 10% nerfs, not 15% to 25%. Ah well, it is what it is. Let's see if this idea works out or not. I don't think it will, but you never know.
Firelands Difficulty
The Renaissance Man comments:
Shannox isn't any harder than halfus, who wasn't any harder than Lord Marrowgar 25 at 0%.I think this is absurd. Let's look at the two fights.
Marrowgar:
- One mob
- Tanks stack on each other to split damage
- Avoid fire
- Dodge bonestorm
- Kill bonespikes
- Three mobs
- Dodge traps
- Burst one add with large spells
- Heal one random target who takes high damage
- Trap and kite one add until a stacking debuff wears off, failing this increases tank damage
- Avoid aoe spear damage
- Damage increases significantly as fight progresses
A raid that can kill Shannox would not even bat an eye at Marrowgar.
Friday, September 16, 2011
Upcoming Firelands Nerfs
So Blizzard has informed us that Firelands will start seeing nerfs shortly. Unlike T11 content, these nerfs are coming in advance of 4.3, and not after. Predictably there is a lot of anguish in the community.
I don't really know how I feel about these nerfs. First, I think an ICC-style stacking buff is the better way to go than actual nerfs. Even if you can't turn off the buff, I think people would respond to that better. 10% damage/healing/health a month is a good buff.
Objectively, 3 months from content release is a good time for the buff to start. A content patch usually lasts from 4 to 6 months, so having a buff come in at 10% for month 4, then rising to 30% by month 6 sounds about right to me. So I'm not really against the timing of these nerfs in the abstract.
On the other hand, my guild, and what seemed to be a lot of other guilds, had a pretty rough summer. Some canceled raids, some 23-man raids, some splitting into 2 10-mans, higher than normal turnover, etc. It feels like we've finally recovered from that and are just getting back into gear again when we're faced with the nerfs.
As well, I don't think Blizzard has the tuning of raids this expansion quite right. I think the end bosses on Normal are the correct difficulty, or maybe a touch too hard. But the beginning bosses on Normal are definitely too hard. For both T11 and T12 content, it felt like raiding difficulty started just below the wing bosses of ICC (Putricide/Blood Queen).
I think that's too difficult for the first few bosses of a tier. Bethilac, Shannox, and Ryholith should be easier, with the raid having a larger difference in difficulty from start to finish. Same with Magmaw, Omnotron Council, Halfus and Valiona in T11.
But other than those concerns, it's probably about the correct time for a nerf to content. We've had three months to establish our position, and now it's time for 2 to 3 months of cleaning up content.
I don't really know how I feel about these nerfs. First, I think an ICC-style stacking buff is the better way to go than actual nerfs. Even if you can't turn off the buff, I think people would respond to that better. 10% damage/healing/health a month is a good buff.
Objectively, 3 months from content release is a good time for the buff to start. A content patch usually lasts from 4 to 6 months, so having a buff come in at 10% for month 4, then rising to 30% by month 6 sounds about right to me. So I'm not really against the timing of these nerfs in the abstract.
On the other hand, my guild, and what seemed to be a lot of other guilds, had a pretty rough summer. Some canceled raids, some 23-man raids, some splitting into 2 10-mans, higher than normal turnover, etc. It feels like we've finally recovered from that and are just getting back into gear again when we're faced with the nerfs.
As well, I don't think Blizzard has the tuning of raids this expansion quite right. I think the end bosses on Normal are the correct difficulty, or maybe a touch too hard. But the beginning bosses on Normal are definitely too hard. For both T11 and T12 content, it felt like raiding difficulty started just below the wing bosses of ICC (Putricide/Blood Queen).
I think that's too difficult for the first few bosses of a tier. Bethilac, Shannox, and Ryholith should be easier, with the raid having a larger difference in difficulty from start to finish. Same with Magmaw, Omnotron Council, Halfus and Valiona in T11.
But other than those concerns, it's probably about the correct time for a nerf to content. We've had three months to establish our position, and now it's time for 2 to 3 months of cleaning up content.
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