Wednesday, October 24, 2012

Farming

It's odd, but for me, the killer feature of Mists is your farm at Halfhill.

I've played games which had player housing, and similar cosmetic structures, and I've never really done anything with them. I've bought the land or house, maybe added one decoration, and then never bothered with it again.

So why is Farmer Yoon's farm so different?

I think it's because the farm is useful.

I like logging in and harvesting vegetables to level cooking. Or planting crops for various quests. Or planting crops to get raw materials for professions or even Motes of Harmony.

It's like you don't need to farm mats anymore, you can just "farm" them. Very zen.

I like upgrading the farm, and making it more useful. I like that there's a "rhythm" to the farm. Log in, harvest today's crops, plant tomorrow's crops. Simple, and yet feels just right.

I even like getting the cosmetic features like the dog. It's like player housing, but making it actually useful instead of just cosmetic was the element that put it over the top.

Excellent work on the farm and the Tillers, Blizzard.

I hope the next expansion sees an expanded farm system, maybe near Stormwind, that is more integrated into the game as an evergreen feature, rather than just an expansion-only feature.

Tuesday, October 23, 2012

Categorizing Payment Models

The Old Republic released its vision of Free2Play, and naturally all the forums are in an uproar over it. The big issue is that there is no common definition of F2P, so everyone believes that "true" F2P is something different.

I thought it would be interesting to categorize F2P models. However, I realized that the inverse, categorizing payment models, is actually more illuminating.

First, let's stipulate that all MMOs must be paid for in some fashion. At the end of the day, someone has to hand money over to the devs so that they can eat. One would assume this is obvious, but judging by a lot of the forum rhetoric, it isn't.

Here are the payment models that I can think of:
  1. Box - a large initial payment when the game is first obtained. Not really optional.
  2. Access - a fee must be paid for access to the game for a given time. Not really optional. 
  3. Content - a fee is paid for access to specific pieces of content. Not really optional.
  4. Cosmetic - can purchase items which have no effect on gameplay. Optional.
  5. Convenience - can purchase items which allow players to skip hurdles. Optional.
  6. Power - can purchase items which directly increase a player's power, and cannot be obtained elsewhere. If the item or equivalent can be gained in-game, it's more accurately a convenience item. Kind of optional, playing with or against other players might make it effectively required.
  7. Advertising - the game sells advertising space to other companies
  8. Sponsor - the game is sponsored by an organization for a specific purpose. Example is America's Army.
You can use these categories to describe the payment models used by different games:
  • WoW - Box, Access, Cosmetic (minor)
  • LotRO - Access or Content (have to pick one), Cosmetic, Convenience
  • TSW - Box, Access, Cosmetic
  • GW2 - Box, Cosmetic, Convenience
  • League of Legends - Essentially content with specific champions, Cosmetic, Convenience
And so on.  TOR is proposing Access or [Content (temporary), Convenience, and Power] (have to pick one of the two groupings), and Cosmetic. I think a lot of people are unhappy with the temporary part of Content, and some of the Power items (epic gear licence, ability bars) if you don't subscribe.

Most players who are proponents of F2P seem to feel that the maximum allowable categories are Cosmetic and Convenience. That anything more is excessive. I would say that most games don't think that is enough to support them, and they require at least one more category.

Edit: Spinks reminds me that the method of sale is important as well. Two types here: direct and lottery. Direct is the default way. You pick item X and you buy it. The other way is lottery, where you buy a random item that contains something from the categories above. The method influences the behavior of the player, and adds randomness and rarity to the equation.

There's possibly a third method where you purchase a category above with the intent of selling it to another player. Eve PLEX and so on. One person buys Access, and sells that Access to a second player. Let's call this method "agent".

Sunday, October 21, 2012

A Disconnect on Valor Gear

After thinking about the dailies issue for a bit, I wonder if there is a disconnect between Blizzard's view of Valor gear in this expansion and the player's view of that same gear.

Perhaps Blizzard is viewing Valor gear as entirely optional in this expansion. That the best route for PvE players to get gear is to skip factions entirely and just run dungeons and raids. Meanwhile the players feel that capping out faction rep is the best path to gear.

I think the disconnect between the two views hinges on how both parties view randomness. I've mentioned before that I don't think raiders handle randomness particularly well, and I think this is yet another example of that.

If we just look at what gear is available and the timeline to acquire it, I suspect that gear that drops from instances will account for the vast majority of slots, and players will only have one or two pieces of valor gear, even if they cap out reputations as fast as they can.

But instance drops are random, and raiders tend to discount randomness. Or they expect the worst possible outcome of that randomness. But Valor gear is entirely under their control. They guarantee themselves a piece of valor gear, even if it is more probable that they will get enough gear just through random drops.

That difference between randomness and guaranteed result pushes the raider to focus her efforts on the guaranteed result, even if that path is far more work per item than purely running instances.

Wednesday, October 17, 2012

Optional, Redux

I am kind of glad I am not raiding so far in this expansion. There's so much to do at level 90, and I'm having a lot of fun just taking it slowly. I've decided to focus on two factions: Golden Lotus and the Tillers. I do their dailies, and maybe an instance. I don't need to log in every day. Eventually I'll switch to another faction, maybe when I hit revered. But there's more than enough content to sustain me for a long while now.

Meanwhile, I look at all the raider blogs out there, and they're all tearing their hair out. So much stuff to do, and they all have to do it right now.

I wrote a post a couple years ago, Optional, that still applies today, more than ever:
Sometimes it seems like this genre has no concept of the term "optional". Something is either absolutely necessary, or it is useless. There doesn't seem to be any in-between.
As far as I can see, Blizzard has tried to thread the needle here. They've tried their hardest to make the factions optional, but still give good rewards for those who do them. Feasts give good stats, but if you focus on cooking, you can get a tiny bonus.

And yet, have they succeeded? I don't think so. Judging by the blogs in my reader, the higher-end raiders can't pace themselves, and look to be burning out.

I guess I'll end this post the same way I ended the post two and a half years ago:
Maybe it's better for the designers to assume that players will have no sense of moderation or sanity, and will take every possible step to gain any potential benefits. Then design the game to severely limit the amount of possible steps to keep players from hurting themselves.

Monday, October 15, 2012

Ask Coriel: Diablo 3 Abilities and WoW

Songen writes:

I was thinking about WoW the other day while I was playing Diablo 3. The thing I love most about Diablo 3 is that you can switch your abilities up anytime you want. So I started thinking about how you might be able to implement that in a way that might fit WoW.
What I came up with was taking all the spells that the WoW classes have and boiling them down to what all the specs share. Like making Crusader Strike available to all specs for example (which Blizz has already done). Then making glyphs work along the lines of the rune system in Diablo 3, where major glyphs change the spells dramatically (Crusader Strike turning into Hammer of the Righteous) and minor glyphs making smaller changes to the spells (increased or decreased  cost/cooldown/range of use/area of effect).
Right now I’m thinking that your specialization would change the glyphs available to you, if we would even need specializations but the many hybrid classes leave me thinking that specializations are necessary in the game today. 
I thought it was an interesting idea, but I’d love to hear your thoughts on it. Do you think it could work? What do you think would need to change to make it work? Would it make the game better? Worse?


It's an interesting idea, but I'm not sure it would be a good fit for WoW. I think an MMO would have to be built from the ground up to work this way.

If you look at D3, it has very simplistic rotations compared to WoW. A builder and a finisher is the main part. That allows D3 to have many options for the builder, and many options for the finisher. In
contrast, the standard WoW rotation has about 5 buttons. You would need different options for each of those five buttons.

Plus, WoW players really like having all their abilities available to them. I think they would react badly to seriously limiting the cooldowns and special abilities available. As an example, would you be happy if Blizzard said you can either have Cleanse, or you can have Blessing of Freedom? I think most paladins wouldn't, because they're used to having both.

That's not to say that this style can't work. The Secret World and Guild Wars both limit the number of abilities you can have, forcing you to pick X abilities from a larger pool of abilities. But rotations in those two games are notably simpler than rotations in WoW. For example, TSW is basically Builder + Finisher 1 + Finisher 2, where the builder builds 2 different resources, one for each finisher.

Sunday, October 14, 2012

Endgame PvE in The Old Republic

I really like the endgame group PvE in The Old Republic. As Goldilocks says, "it's just right" for me. In fact, in a lot of ways, I would say that it feels even better than the current incarnation of WoW group PvE.

I think the biggest thing is that TOR has the balance between AoE and single-target almost perfectly correct. Sometimes you AoE, and sometimes you single-target individual mobs. Crowd Control is often used, but it is not absolutely required.

In contrast, WoW has devolved into spamming AoE much of the time, especially in 5-mans.

I think one key element is that AoE in TOR tends to be either much weaker, or on a long-ish cooldown. For example, my sniper has one excellent AoE, Orbital Strike, but it is on a 45 second cooldown. So you can really only use it every other pull, or once every three pulls if you're moving quickly. The other two AoE abilities are very weak compared to the single target abilities.

The other major key is probably the composition of trash packs. Trash packs are often composed of several mobs of differing strengths. There are weak, normal, strong, elite and champion mobs. AoE is really only good for dispatching weak and normal mobs. The other types take too long to kill with AoE.

As well, the tank really only needs to tank the elite and champion mobs. Strong and below are roughly what you encounter in questing, so the DPS can take them out with only a little healing.

So in TOR, a standard pack often sees one of the champion mobs be crowd controlled, the tank jumps in and grabs the elite or other champion, and the DPS start single-targeting the other adds from weakest to strongest before moving onto the tank's mobs. This gives the tank a fair bit of time to build threat, and keeps threat reasonably important.

Or if there's many weaker guys, AoE is used to clear them out while the tank holds the stronger ones, and the stronger ones are finished off with single-target abilities.

Another factor that might contribute is that there is only 2 DPS in a small group in TOR. They can't bring a huge amount of AoE damage to bear. You would think that this would make DPS waits very long, but oddly, I find that they're about the same as WoW, about 15 minutes or so.

It's so much more fun than the current WoW 5-man instances, where the tank grabs everything in the group, and the three DPS start AoE'ing. Meanwhile the tank has super threat, and can't be pulled off. Indeed, actually single-targeting things makes it more likely you will pull threat.

Wednesday, October 10, 2012

Reputation and Rewards

Reputation in Pandaria is interesting. There are a lot of factions, each with many dailies. It's clear that Blizzard is positioning the faction reputations as endgame content for the solo player.

However, Blizzard also tied the Justice and Valor point gear to the factions. This means that the Group PvE players also have to work on faction reputation to unlock gear.

In Cataclysm, this worked fine because of the tabard system. With tabards, a Group PvE player gained faction reputation by doing Group PvE. So faction rep was gained in doing what the Group PvE player was going to do anyways.

However, in Mists, Blizzard did away with the tabard system. This meant that the Group PvE players now had to do the Solo PvE game in order to unlock their rewards. Naturally, this made them upset, and Blizzard has had to weaken the repuation system, to make it easier, in order to compensate.

I think the major problem was "crossing the streams". The Group PvE endgame content should have stayed separate from the Solo PvE endgame content. To be honest, almost every time crossover happens, be it from PvE to PvE or Solo to Group, there is unhappiness.

And yet, if the factions have gear as rewards, they will be seen as necessary to the Group PvE player. But if they don't have gear, the Solo PvE players don't get to improve their characters by playing their endgame.

My solution would be to offer all Justice/Valor gear from a regular vendor, just like in past expansions. But if you get the faction reputation, you can buy that same gear at a significant discount, say half-price.

So this sets up two paths. If you don't want to dailies at all, you can just run dungeons, get Valor at a faster rate as well as boss drops, and buy gear from the regular vendors. If you do dailies, you get Valor at a slower rate, but eventually you unlock and can purchase gear for a significant discount.

If you do a mix, then you can get some gear cheap, and some gear at full price. You can do the factions you care about, and ignore the others. If you like min-maxing, figuring out the optimal mix of dailies and dungeons would be an interesting exercise.

But essentially, it would make reputation and dailies optional for the players who don't like doing them, since you can always replace dailies with more dungeon runs.

Sunday, October 07, 2012

Level 90, Coren Direbrew, Eternal Flame

Kun-Lai Summit



Townlong Steppes

I hit level 90 in Townlong Steppes. Townlong Steppes is a little more linear than the preceding zone, but it's also fairly short. The storyline zone was a little confusing to me midway through. I think the zone storyline actually starts in the Shado-Pan Monastery instance. As I have not done any instances yet (45 min wait for healers!), the storyline made me wonder if I had skipped a hub somewhere.

Otherwise it's a good zone. I like the Shado-Pan. I like how the story took a bit of darker tone from the earlier zones.

Sha

The Sha are interesting villains. The one problem I have with them is that they are very interchangeable. I can never remember exactly which Sha I'm currently fighting. Is it Hatred, Despair, Fear, or Anger? Half the time, it's like, "Didn't I kill this Sha in the previous zone? No, wait, that was other negative emotion."

Coren Direbrew

It's funny. There's a 45 minute wait for healers to get into the leveling instances. The queue for Coren Direbrew, on the the other hand, is instant. I tried it a couple times at level 89, and quickly realized why that was so. Healing is harsh, especially in pathetic gear. I tried at 90 and it went much better.

Mana is very harsh when you're just starting. You can't even afford to spam Holy Light. Instead, you have to be very conservative with mana, and use cooldowns aggressively. I like Execution Sentence particularly. Double Sacrifice with Clemency  is also a life-saver. Also stand somewhat near the tank so she can pick up adds from you.

The first time I killed Coren, I had a shadow priest roll need and beat me on the healing trinket. It was very annoying. Honestly, if you're too scared to heal, you should let the person who actually did the work get the trinket. And don't offer "needing to gear up" as an excuse. I'm doing this in the i408 purchased green gear and a couple quest greens.

Eternal Flame vs Sacred Shield

I've changed my mind on Eternal Flame after trying it out. One important thing about EF is that it transfers through Beacon (at 50%). So if you combine it with Divine Purpose, you can often have multiple Eternal Flames running at the same time, especially if you get a good string of Divine Purpose procs. Then you can blanket the group with EF and the tank gets a huge buffer of heals.

It's very stabilizing. Can't really guarantee that it will happen, but it did often enough. The only thing you have to watch out for is making sure that you don't cast EF on the same person twice in a row.

Thursday, October 04, 2012

More of the Same

Bronte comments on the previous post:

Optimized it may be, but isn't [questing in Pandaria] just more of the same? With a new coat of (panda) paint, running on the same treadmill, with the scenery a little more scenic?

Well, yes. But the implication of the comment is that "more of the same" is a bad thing. I don't agree with that.

Novelty is not the only criteria for value. It is an important one, yes, but there are others. Execution is worth a lot, and Pandaria executes extraordinarily well.

It comes back to polish. The gaming industry drastically underestimates how important polish is. I think it's because different features are easier to justify and to advertise. Almost all modern games would be made better by cutting features, not adding them. Then spending time just cleaning up the small things.

I have a perfect example with The Old Republic. Ever since launch, two graphical bugs have been annoying me. First, when character select screen comes up, the current character appears shifted downwards. Selecting a new character immediately fixes it from that point on. Second, if you destroy something in game, the character model does not return to the default rest position, but is instead stuck in an awkward state until you manually pull out your weapon. They're utterly trivial graphical bugs, but I see them every single time I play the game, ever since launch. Seeing those bugs just reminds me that Bioware is not dedicated to polish as they should be.

Anyways, back to WoW. Yes, Pandaria is more of the same. If you are absolutely tired of WoW, then you're not going to like Pandaria. As for me, I really only have one character, so I only do extensive questing in WoW once every couple of years. So I'm not tired of it yet.

Pandaria is WoW, only a better, more polished WoW than ever before. Personally, I'm more than happy with that.

Wednesday, October 03, 2012

Into Kun-Lai Summit

I finished Karasang Wilds, hit level 88, and have moved on to Kun-Lai Summit. If you don't know, finishing both Karasang Wilds and Valley of the Four Winds unlocks a final quest hub, which provides an ending to the main storylines in both those two zones.

I thought this final hub was very well done, capping the story line appropriately, and also bringing back many familiar faces from the two zones.

Moving on to Kun-Lai Summit, I've only done a couple quest hubs. I particularly liked the hub where you essentially build an Alliance outpost, and the outpost improves as you do quests. It's a good use of phasing.

Phasing in Mists is interesting. Blizzard is doing a lot with phasing of NPC characters and individuals, but is using phasing of terrain sparingly. As well, the majority of phasing occurs in friendly, non-combat areas, and not out in the world. I think they're doing this to keep everyone in phase which each other especially when it matters most for combat, even if we're interacting with NPCs in different phases.

All in all, questing is still going strong.

Monday, October 01, 2012

Mists Weekend Thoughts

Progress

I've made it up to level 87. I've completed the first two zones, Jade Forest and Valley of the Four Winds, and am midway through Karasang Wilds.

Valley of the Four Winds

I really liked this zone. It's a pretty quiet zone that reminds a lot of Nagrand. Blizzard did an excellent job showing off the Pandaren daily life. Lots of interesting characters and situations. Plus the training montages were hilarious.

Farming

The farm at Halfhill market is really neat. It's a very simple mini-game, but it is very nice to slowly build something, to plant seeds and then harvest a crop. I think that's a mechanic which could stand more use. I'm currently growing carrots, to help level cooking.  What crops are you growing?

Storyteller Quests

Blizzard's new quest style is very interesting. There are quests where someone is telling you a story, and you play out the story as that character, as the person narrates what happened. It's an excellent use of the game dictum, "do, don't show or tell". The narration is very Bastion-like, and I find the whole setup just works. It makes it feel that there are other people in the world who are doing stuff.

Now obviously this could be overused, and you end up not playing your character, but random other people. But so far it seems like a judicious use that spices up questing.

Overall Thoughts

So far, Pandaria has continued to impress me. I am really enjoying leveling. I haven't yet had a chance to try out instances, mostly because I join the queue, then get caught up in the quests, then leave the queue so I can continue questing.

Wednesday, September 26, 2012

Mists Day Two Thoughts

You know, I'm rather glad I'm not in a raiding guild at the moment. There's no pressure to level, to get to max level as fast as possible so the guild can start raiding. I can play a little bit, then log off, then play a bit more later. Plenty of time to stop and smell the cherry blossoms.

I've hit level 86 and am about 75% of the way through the first zone. The first half of the zone was very much  the faction intro quest, and the second half is more of "Introduction to Pandaria" where you show off the pandaren culture and meet the inhabitants of the continent.

The second half is structured as a "spoke-and-wheel" sort of idea. There's a central hub, and it sends you in multiple smaller quest hubs in several directions. You can do these smaller hubs in any order. I think one of the hubs is the "main quest line". I think this spoke-and-wheel setup is a lot better than Cataclysm's linear model. It feels more sprawling and gives the separate parts of a zone a more distinct flavor.

I'm also enjoying the new Retribution model. Most abilities give Holy Power, and Inquistion/Templar's Verdict use Holy Power. It's a much tighter loop, and is a lot of fun. As well, Divine Purpose is pretty hilarious when it procs off itself. I've managed to chain 4 Templar's Verdicts back-to-back. It's just awesome when RNG goes off in your favor like that.

A final observation, the introductory quest plate armor is very good looking. It's a white/lightish set, and is very clean, elegant, and functional. Not very a lot of bells and whistles, but just gorgeous.


Tuesday, September 25, 2012

Mists Day One Impressions

In a word: magnificent!

Admittedly, I've only done two or three questlines in the very first zone. But so far it has been Blizzard at the very top of their game. Fun, enjoyable quests. An interesting storyline. Killing lots of Horde. Gorgeous scenery. Lots of excellent small touches.

The SI:7 mini-questline was superb.

Now, it is a bit crowded with tons of people running around. Truthfully, I think Blizzard intended to use the Cross-Realm Zone techniques to split up the crowded zones into multiple ones. But since the outcry against CRZ is harsh, they've just let the zones be.

But still, it's the same as every expansion at release.

The gear rewards are interesting. If it's a green reward, you only get the reward appropriate for your current spec. But if it's a blue reward, you can choose the item for whichever spec you prefer. I think that's a reasonable way of keeping your dungeon set up to date if it is different from your questing set.

I really hope Blizzard can keep this up for the rest of the continent. If they do, it will be--by far--the best expansion of WoW.

Monday, September 24, 2012

Pandaria Anticipation

Why do we fight? Because that dude over there said he'd give us a new sword if we did.

Is everyone excited for Pandaria?

I'm debating staying up until midnight and playing for half an hour or so. Just for the new expansion release excitement. And seeing everyone try to click the main quest giver.

On the other hand, it will probably be half an hour of crashing servers, so maybe sleep is a better choice.

Thursday, September 20, 2012

Catch Up Mechanics

Matticus proposes that Blizzard remove in-combat resurrection spells. His rational is that "Individual player accountability would have no choice but to go up. Can’t really be as reckless anymore."

That's probably true. But it would also result in a lot of unfun gameplay. "Someone died, wipe it up." Again and again.

Combat resses are a "catch-up mechanic". These mechanics allow players to recover from a mistake and keep going. Without these mechanics, game outcomes have the potential to be unchangeable. As soon as one side gets an advantage, they ride that advantage all the way to the end. If you fall behind early, you can never catch up and win.

Think of chess. You can often predict who's going to win right from the first exchange which results in a loss of piece advantage. Someone nets an extra pawn, the odds in their favor skyrocket. Sometimes the losing player can mount a comeback, especially if she is more skilled, but it is rare.

In my opinion, having good catch-up mechanics is an important element in making games more interesting and the outcome more uncertain. A lot of the problem with MMOs is that catch-up mechanics are hard to create, because invariably they get woven into regular play, rather than being reserved for times when one falls behind.

Think of most damage reduction cooldowns. Or feral/moonkin druid Tranquility. Tranquility used to be a great catch-up mechanic. If things went south, your feral druid could shift out of cat form and Tranq, stabilizing the raid. But now many raid teams incorporate non-healer Tranquilities into the healing strategy, and use them to buttress the regular healers at specific times.

Other catch-up mechanics in WoW include Lay On Hands or a rogue's Evasion. In an ideal world, you don't need these abilities. But when things start going bad, they're golden. I'm sure we've all seen a rogue Evasion-tank a boss for a few vital seconds.

Without catch-up mechanics, every mistake means that you have to restart.  This doesn't result in a raid which doesn't make mistakes. It results in an increasingly short-tempered raid.

Wednesday, September 19, 2012

Limited Number of Auctions

Azuriel has a nice post on the problems with the Guild Wars 2 economy. However a couple of comments have proposed limiting the number of auctions that each player can make. They feel that this will cause prices to increase.

This suggestion betrays a fundamental misunderstanding of "supply" in supply and demand. Supply is not just the items available right now. It's also the items could be made available very rapidly. If you have a store, the stuff on your shelves available for purchase is supply, but so is the stuff in the back rooms.

In fact, restricting the number of auctions one can make can drive prices even lower. It introduces the concept of inventory turnover. Once you've maxed out your auctions, inventory space taken up by other objects you could sell is wasted space. You need your auctions to sell quickly so that you can move items out of inventory. To do this, you price items even cheaper, so that they have the highest chance of selling.

This phenomena happens in Diablo 3. Only the best items can command good prices, or are worth the possibility of not selling. Everything else must be sold off cheaply just to clear inventory space.

The only way you can increase prices for most goods is by decreasing supply, or increasing demand. Playing games with the structure of transactions rarely works out as expected.

The only reason to have limits on the number of auctions is to limit the load on your auction house servers. If your servers can at all handle the strain, you're better off allowing as many auctions as possible.

Monday, September 17, 2012

Theramore

The worst thing to happen to World of Warcraft were the novels.

Ever since the novels started coming out, the in-game storytelling has been downright shoddy. WoW stories has never been high art, but at least they were more or less cohesive in-game.  Now, nothing really makes sense unless you read the companion book.

Last year, I predicted:
Now, it's probable that, like most major storyline events, [the destruction of Theramore] will happen "off-screen", in a novel or comic, or maybe a cut-scene before Mists of Pandaria comes out.
And that's exactly what happened. Out of nowhere, the Horde nukes Theramore. With an actual nuke mana bomb dropped from a skyship. It's like the Focusing Iris from the Eye of Eternity, or something.

Apparently it makes sense if you read Tides of War. I just wish it made sense in-game.

Stories need a beginning, a middle, and an end. More and more, it seems that Blizzard is putting the beginning and end in a book, and featuring a small part of the middle in-game.  Even a random quest from King Varian Wrynn sending you to Theramore would have added so much.

Onto the actual scenario mechanics, they seem about what you can expect from a 3 dps group. It's a bit of a zerg, with some mechanics and some running around. This particular scenario wasn't very hard, especially if you're in full raid gear. On the whole I think this was a good thing, in order to allow everyone to see the content within a window of only a week.

I started as Holy, got bored of spamming Denounce, and switched to Ret. I did have to heal myself a few times. I do like how Blizzard used swarms of enemies. With three dps, this allows you to split the aggro, and thus split the damage in a sensible way.

On the whole, the scenario mechanics seem okay, and probably as good as non-Trinity content can be. Hopefully the level 90 scenarios are a bit more difficult.

Back to the storyline, one thing I dislike about WoW's current direction is that it's heading in a very technological direction. I blame the goblins. Now, WoW has always had steampunk elements with the gnomes, but lately I think they're going too far. I liked the fantasy style with paladins and dragons. Honestly, I think nuclear weapons being dropped from planes crosses a line.

It's like, what was wrong with an actual siege and battle involving armies? That's traditional fantasy. Why resort to having a nuclear weapon? Or even a warlock/mage ritual.  More fantasy, less technology.

(Yes, I know the mana bombs appeared or were foreshadowed in TBC.)

I did also hope that Theramore would make the players central characters once again. Make them take responsibility for the Horde/Alliance war. Sadly, Blizzard stuck to their current style and had the NPCs do everything, with the players just acting as clean up once again.

I hope that Theramore is not a sample of what we can expect in Pandaria. I fear that it will be, though.

Tuesday, September 11, 2012

Rotations

I play a Marksmanship Imperial Agent Sniper in The Old Republic, and it has a very interesting rotation. It has a ton of abilities, but at the same time it's very structured.  It's not the "John Madden" craziness of old-school feral cats, but it does feel significantly more complex than most class rotations.

The Marksmanship Sniper rotation follows a 4 GCD cycle:
A - F - X - X
  1. The heart of the rotation is F. F is the ability Followthrough, which has a 6 second cooldown, and must be activated by using another ability first. Following this pattern means Followthrough is always available right when it comes off cooldown.
  2. A is the ability which activates Followthrough:
    1. Ambush with proc. The proc reduces the cast time to 1 GCD. Ambush has a 12s cooldown.
    2. Snipe. A basic ability that costs Focus
  3. X-X has two possibilities:
    1. One 2-GCD ability:
      1. Series of Shots. Has a 12s cooldown.
      2. Orbital Strike. Technically an AoE ability, but does really good damage and costs a lot of focus. 45s cooldown.
    2. Two 1-GCD abilities. Choose from the following list:
      1. Takedown. Execute ability only available at low health.
      2. Corrosive Dart. Damage-over-Time.
      3. Explosive Probe. 30s cooldown.
      4. Scatter shot. Puts an armor reduction debuff on the boss.
      5. Snipe. Can use if you have excess focus.
      6. Rifle Shot. The basic auto-attack that does not cost focus.
Edit: Heh, in the next patch, Takedown moves from the X column to the A column.

It's a complicated rotation, but you can see that is is heavily structured. It's not just a priority list.

The other wrinkle is that a sniper must manage focus, and focus regenerates faster the more you have of it. So you do have to manage your focus a bit. For the most part, I find it's not an issue except when you use Orbital Strike.

So that's 10 abilities that get worked into the regular rotation. There's also 3 offensive cooldowns, about 5 defensive cooldowns, and an interrupt and an incapacitate which is sometimes used.

The Old Republic really has issues with ability bloat.

Now, you can simplify this a fair bit. Drop Explosive Probe and Corrosive Dart and don't bother with Orbital Strike for single-target. That brings it down to 7 abilities for a fairly minor dps loss, and pretty much takes energy management off the table. It also allows you to stay out at a greater distance, as all the remaining abilities have a slightly longer range.

Now is it a good idea to have rotations this complicated? Honestly, I rather think that this is is too complex. I  generally prefer rotations with about 5 abilities. One of the other points to note is that The Old Republic doesn't have an auto-attack, so you have to fill every empty GCD with Rifle Shot. There's no such thing as a free GCD for you to do something else.

But then this is balanced by not being quite as strict with performance requirements as heroic raiding in WoW is. I would say that The Old Republic difficulty tops out in mid-heroic WoW, and has nothing like the killer end bosses of WoW (H-Lich King, H-Ragnaros, etc.)

What is your ideal rotation? Do you prefer structure, or a strict priority list? How many abilities do you want? Do you want to watch timers, to keep up debuffs? How much free space should there be? Do you want to keep track of a resource, or just go off cooldowns? What class in what game would you say has the best rotation?

Or do you just want 1-button Cataclysm arcane mage or Burning Crusade warlock spam?

Friday, September 07, 2012

DoT/HoT Tooltips

Watching some of the Diablo 3 changes and patch notes, I started wondering what the best format for a Damage-Over-Time or Heal-Over-Time tooltip is. Would you rather see:

1. Spell deals 5000 damage over 30 seconds.

or

2. Spell deals 500 damage every 3 seconds for 30 seconds.

The advantage of Option 1 is that, while it doesn't tell you exactly how the damage is dealt, it gives you the total amount, making it easy to compare damage-per-cast-time to other abilities. Given that DPCT is the most useful stat for ranking spells, this is a useful format. Option 2 requires you to multiply and divide to get the DPCT.

Option 2 tells you how much each tick is worth, which is useful if you won't get the full duration of the effect. This often happens with area DoTs like Rain of Fire, where people run out. As well, heals and shield hots (the new Sacred Shield) might have wasted ticks when the target is at full health, so knowing the tick amount can be more useful than a total number which is only partially used.

Option 2 also gets less useful when the damage dealt per tick changes. Like the new paladin spell Execution Sentence or the old warlock Curse of Agony. With Option 1, you can just tell the total, and add a rider saying that the damage increases as the time goes on.

Which tooltip do you prefer? Or do you have a different form that you'd like to see?

Tuesday, September 04, 2012

A Thousand Posts

Apparently, this is my 1000th post.  It's been about seven years since I started this blog.

Currently Playing

I'm currently playing The Old Republic the most, and have joined a small raiding guild. I still have subscriptions to WoW and The Secret World, but I haven't really played them in a while. WoW I will go back to in Pandaria, but I'm not really sure about joining a guild or raiding. I probably will end up joining a guild, but we'll see.

In the The Old Republic, I'm playing an Imperial Agent Sniper, and also leveling a Sith Inquisitor Sorceror on the side.

For The Secret World, I dunno. I went Illuminati because they had good rifle decks, but the Illuminati are starting to annoy me. Their Hollywood or Corporate-speak is rather grating. I wish I had rolled Templar.

Trends in MMOs

Of course, the big trend in MMOs over the last seven years has been the move to Free-2-Play.

However, I wonder if this is just part of a larger trend to ... reduce a player's commitment to the MMO, might be the best way of putting it. To make it easier to play and join the game, to drop in and out. To smooth away all inconveniences that might stop someone from playing, or cause them to quit. Going F2P, making the game easier, avoiding conflicts in loot and resource gathering.

I'm not sure how well this trend is working out though. To me, an MMO is kind of like the bar in Cheers. A place where you sign in, and you see the same faces in the community, and everybody knows your name. But lately, it seems like that feeling has been disappearing. That rather than a community, it is an anonymous crowd.

To go back to the Extended/Transient division, it feels like games are becoming more and more Transient. Which is good, I suppose, as Transient players are the large majority. And yet to me it feels like the Extended aspects are what gave the game weight, what made it worth subscribing to for months on end.

The other big trend, which is annoying me, is loading screens. Whatever happened to seamless continents?

Conclusions

I hope you've enjoyed the last thousand posts. Hopefully there will be a thousand more, and in less than seven years. (Though I really wouldn't bet on the "less than seven years" part.) I've enjoyed reading your comments and emails, and the blogs of other players.

I'm also thinking about starting another blog. This would be about real life stuff I find interesting, like programming, politics, books, etc. I've been thinking about this for a while now, but am procrastinating because I cannot think of a decent name for the new blog.