Sunday, September 29, 2013

An Asymmetry of Justice

Eve Online recently changed its Terms of Service and made pretending to be another player a bannable offence. Naturally, this being Eve, there is an uproar over the issue.

This issue is very interesting. Once you start examining the situation in detail, it leads to a lot of different places and different ideas.

One thing this illustrates is that there is a real "asymmetry of justice" in online games. The bad player can scam you, but you cannot punish her. In the real world, a scammer can be caught and lose their liberty or life. But in most online games, players cannot effectively punish other players. They cannot jail them, they cannot permanently kill them.

Even ostracism is very hard to pull off. As a simple example, you cannot prevent a player in Eve from trading with you, because the markets are implemented with an in-game system.

Of course, players punishing other players might lead to more griefing, which is why everyone stays away from it. But this leaves the game company as the only entity capable of punishment, capable of enforcing laws.

In a sandbox game, the game company should enforce the "laws of nature" of the world. How the world works, the nuts and bolts of physics. Ideally they would not enforce the "laws of man", leaving that up to the players. But other than A Tale In The Desert, no game has made that distinction. And even ATITD still had the game company be the enforcer of the laws.

The other problem, of course, is that of alts. In a way, alts are not really different characters. They are masks or disguises that a single character wears. And these masks are virtually impenetrable to other players. Once again, only the game company is capable of penetrating the disguise to the character underneath. And the mask can be discarded and thrown away if necessary.

Again, that makes it very hard for players to enforce laws or punish those who break them.

Eve takes pride in it's "Wild West, anything goes" atmosphere. But another way of looking at it is that Eve deliberately coddles the outlaws, denying the sheriffs the necessary tools to impose law and order.

Sunday, September 22, 2013

Money Is Not Time

There is an argument among Free-2-Play advocates that "money is equal to time". The argument goes that some players are time-rich and cash-poor, while other players are time-poor and cash-rich. MMO design usually favors the time-rich players. These F2P advocates argue that F2P levels the playing field, allowing cash-rich but time-poor players to use money to make up for their lack of time.

I think that Diablo 3 has shown that this is not correct. Money is not a substitute for Time.

This is because games are emotional experiences. Only, the emotions evoked are not the standard ones, but flow and fiero. The emotions of engaging in an activity, seeking to defeat it, and the payoff from defeating a hard challenge, or finishing a long task.

But these two emotions require time. You have to spend time to get into the flow. And fiero is very often related to how long you spent working on the activity.

When you substitute money for time, there is no flow, and no fiero. There is no emotional attachment to the event, or to the payoff. And that makes the game itself less compelling.

Thursday, September 19, 2013

Warhammer Online Closes

Warhammer Online is shutting down in December.  I played it for a bit when it first came out, and actually wrote a fair bit about it on this site.

WAR had several good ideas, most notably Public Quests. Having both an offensive and defensive target is one of my favorite UI innovations. I think that WAR has been quite influential on the design of the MMOs that came after it.

But ultimately WAR was a failure. I think it was a failure because, while it reached for new heights, it didn't get the basics correct. Chat was a nightmare, and the latency and performance were pretty bad. And who can forget the contribution bug. Not to mention that just logging into the game meant wading through a morass of splash screens and opening movies.

The real lesson of Warhammer Online is that cool design will generate hype. But polish and performance, the basic grunt work, are vital to success.

Tuesday, September 17, 2013

Blizzard Shutters Diablo 3 Auction House

The big news today is that Blizzard announced that they will be removing both the Real Money Auction House and the gold Auction House on March 18, 2014. (Gee, I wonder when the expansion will be released.)

As you know, I am not a fan of the AH in D3. I still didn't think Blizzard would remove it entirely, though. Props to them for being willing to reverse course as needed. I think the major turning point was probably the release of the console version of D3, which did not have the AH. The console version has been very well received.

That being said, there are some people attacking Blizzard for putting the AH in the game in the first place. I think this is misguided. It wasn't an obvious mistake at first. The AH was put in to solve the problem of third-party scams, and by all accounts it did a very good job at that.

What I think will be most interesting is to see what measures Blizzard puts in place to stop the inevitable third party sales, scammers, and spammers.  Will there be some sort of secure trading? Will trading be disabled entirely?

By and large, I believe the console version doesn't have issues with trading because you trade primarily with local players in your living room. As well, the different networks are segregated and more controlled. But I think that free trading on the PC will lead to the same problems as D2.

But perhaps that's the better outcome. The positives gained by removing the Auction House might outweigh the negatives of spammers and scams.

Sunday, September 15, 2013

Proving Grounds

Until 5.4, I never realized just how much I resented the way Mists of Pandaria was turning out. I play a healer, and it just seemed like so much of Mists was healer-unfriendly. There was all this neat new content and game modes, and I had to switch to Ret to do most of it.  Brawlers' Guild, dailies, scenarios, Battlefield Barrens.

On top of that, it was so hard to gear up my offset, which made doing all this new content even more painful. The loot system in LFR makes you focus on your main spec, so you can't pick up scraps like in a regular raid. All the reputation gear used to cost gold in previous expansions, so I could have bought both main and offset. But now it cost Valor, a much scarcer currency, so all my Valor had to be dedicated to my main set.

Let's put it this way: I entered 5.4 with two i437 green trinkets in my Ret set. And that mishmash was still better than Holy for soloing.

But 5.4 has introduced Proving Grounds, and they are amazingly fun for healers!

My first attempt went pretty badly. Went through Bronze, but wiped out on Silver 5. Then I realized I was healing like an idiot, and decided to play properly. This time I beat Silver, and then wiped out on Gold 5. I spent the next couple of attempts refining strategy, and got up to Gold 9. That's where I stopped for the night.

I really enjoy it. It's not exactly like raid healing, but it is very PvE healing with a little more responsibility for the healer. You want to add a little more damage, stun a little bit, maybe even try to interrupt. As a paladin, you need to use your cooldowns, including Sacrifice.

The thing is that even if Proving Grounds don't teach you to raid heal, they teach you to heal, and to adapt your techniques to different damage patterns (damn rabbit bleed!). If you can do that, learning to raid heal is not all that difficult.

The NPCs are pretty funny, and play just badly enough to make it interesting. They miss some interrupts, don't stack, and stand in the fire. The comments on the healer threads are amusing. Some of the priests were complaining that if they Lifegrip the hunter out of the fire, sometimes he'll manage to Disengage back into it.

I've noticed some interesting conversations on whether guilds should require Proving Grounds for their raiders. I think that requiring Gold is excessive for a normal/Flex guild, but any decent player should be able to handle Silver. Requiring a Proving Grounds achievement is still better than requiring gear or raid achievements. I would break down the levels like so:

Bronze - for people completely new to healing. After this you should be able to do normal dungeons and LFR.
Silver - If you can do Silver, you're ready for Flex or normal
Gold - If you can do Gold, you're ready to try Heroic content
Endless 30 - Probably good enough to hang with the Royalty crowd

I think Proving Grounds is an excellent feature. I hope it encourages more people to try out the group-centric roles of tank and healer. Before Proving Grounds, you had to learn how tank or heal by getting tossed into real situations with other players. While there's something to be said for learning through trial by fire, a lot of people did their best to avoid that harrowing experience.

Thursday, September 12, 2013

Giving Up Your Unique Points

In the last patch for The Old Republic, Bioware added two new flashpoints (4-man instances). The Czerka instances and boss fights are reasonably decent. The role-less story mode is excellent. However, the flashpoints are missing something.

All the other flashpoints in TOR have a light/dark choice. Most of them have conversations. The entire group goes through the conversation, everyone picks a choice, and the game randomly chooses a choice to play out the storyline.

The new Czerka instances are missing that element. They play like a pretty normal dungeon from WoW or similar games.

I think Bioware has listened to all the speed runners who urge people to "spacebar" through the conversations. Now there is no conversation to spacebar through. Admittedly, I only listen to the conversations the first few times I run an instance. Afterwards, I spacebar through them.

But those conversations are what made TOR flashpoints unique. I enjoyed them. Some of the conversation and choice-heavy instances are the best part of TOR.

Basically, if I wanted to run a straightforward, linear instance without conversations and LS/DS choices, I'd play WoW. I think giving up your unique points for the sake of end game efficiency is a mistake.

The Czerka flashpoints are good MMO instanced content. But they are not good TOR flashpoints.

Monday, September 09, 2013

5.4 Holy Paladin Changes

Patch 5.4 comes out tomorrow, and there are a fair number of changes for Holy Paladins. Here is a quick rundown of the major changes as I see them.

  • Tier 3 talents are rebalanced - Mastery no longer affects the Eternal Flame HoT. The HoT does tick for more healing. Sacred Shield can be maintained on 3 targets. Selfless Healer will give you a Holy Power charge when you Judge (but Judgement increased in cost) and you can get free, instant Divine Light and Holy Radiances. I like the new Sacred Shield. Selfless Healer looks powerful, but you have to change your playstyle.

  • Mana changes - Seal of Insight no longer gives back mana. Divine Plea now has no drawback. You should use Divine Plea on cooldown as soon as you have spent some mana. There is no reason to melee anymore.

  • Holy Shock improvements - Holy Shock became cheaper and the cooldown is now affected by Haste. Combined with the change to Eternal Flame, Haste might become the new stat of choice.

  • Guardian of Ancient Kings - cooldown is lowered, but only heals the target, not multiple people.

  • Glyph of Blessing of Sacrifice - removes the drawback on Sacrifice. This is now a must-have.

  • AoE Heals - had their mechanics changed to improve performance during raids. They should still heal for the same amount, but they now heal in a slightly different style.
There's probably a couple other minor changes. I'm probably going to switch to Sacred Shield. I may also try a Haste build and see how that plays. I did like the faster Holy Shocks with T14, and the new changes may bring that style of play back.

There is also lots of new content. I am very interested in seeing how Proving Grounds and Flex Raids turn out.

Tuesday, September 03, 2013

The Next Warchief

In 5.4, Garrosh Hellscream will be deposed, and a new warchief chosen to lead the Horde. Who do you think the next warchief will be?

I think that Blizzard will not pick someone obscure. They will pick someone with a lot of name recognition, who makes sense to the average, casual Horde player. With that in mind, here are my rankings:

Front-runner - Vol'jin

Vol'jin has gotten a lot of screen time, including a full novel. He's also the driving force behind the rebellion, and has been a racial leader for all of WoW. That makes him the obvious choice.

Contender - Lor'themar

Lor'themar has also gotten a lot of screen time in MoP, and has been developed into an admirable, competent leader. However, the big negative is that he is a blood elf. The Horde's motif in Warcraft is to be the "monstrous" faction, the outsiders. Having a pretty-boy blood elf be the Warchief cuts against that, and cuts against the Horde's identity in a major way.

Contender - Thrall

Thrall was the previous Warchief, and he has very high name recognition. But he's also the one who left the Horde, and it might seem weird to just waltz back into leadership. However, the orcs will still need a racial leader. Thrall is pretty much the most important orc left, and is likely to be the orc racial leader. Having Thrall be leader of the orcs--but not Warchief--may seem odd.

Dark Horse - Sylvannas

It's Sylvannas. Massive name recognition and popularity, and cunning enough that her ascension could seem plausible. However, she's been on the sidelines for most of Mists, so it would be odd for her to come out of nowhere and grab the throne. Plus, what would she really do as Warchief? She has her kingdom and her armies over in the Eastern Kingdoms. Taking on leadership of the entire Horde seems like it would gain her a lot of trouble and not many advantages.

I would expect her to use this opportunity to throw out the Kor'koron Overseers in the Undercity. That seems like a very Sylvannas-like move to me.

Conclusion

That's how I see the race for Warchief. I think Blizzard is going to pick Vol'jin. He's the one they've been setting up, the one who's story arc leads to the mantle of Warchief. To be honest, picking anyone else really seems like deliberately making a twist ending, just for the sake of having a twist. That rarely works out well.

Monday, September 02, 2013

FFXIV: Launch Woes

Final Fantasy XIV has been out for a week or so. There have been two experiences with the game. The first, the actual game itself, is very good and a lot of fun. The second, trying to actually log into the game, is very unfortunate.

The problem is FFXIV was not prepared for the amount of interest. The producer has said that, since it was a relaunch of a failed game, they predicted that it would start slow, and slowly grow through word of mouth. This may have been a reasonable assumption.

I think that they got a lot of last minute sales. I don't think the vast majority of the audience realized it was a relaunch. The 1.0 launch slipped under the radar for a lot people, including myself. As well, there are so many FF games that it is sometimes hard to remember exactly which number the series is on.

In any case, the servers have been swamped. Character creation has been locked on most servers. Most NA/EU servers are full, and you cannot even log into them. Personally, I've been experimenting with random characters on the Japanese servers.

Now, there are some technical flaws that make the situation worse. The log-in queue system is not very good, it seems to only handle a few people. Most of the time, attempting to log into a server is met with a flat rejection, rather than a queue. This encourages people to spam the login, hoping to catch the small window when someone leaves the server.

The second issue is that there is no auto-logout if someone has been AFK for a while. People are logging in, and simply never logging off. As we have seen time and again in MMOs, gaining personal advantage trumps behaving in a way that would benefit the group as a whole.

Tomorrow, Square is planning to add more servers. While this will be good, I hope they don't go overboard like The Old Republic did. Overly full servers now are better than half-empty servers in a couple months. I can see a lot of people trying this game and deciding that it is not for them. It is a slower, more old-school experience, with all the inconvenience that implies.

The real lesson is that these server-based games should start limiting sales. With physical sales, you could match your copies printed to your server hardware. With digital sales, the temptation is to just sell an infinite number of copies. As pretty much every major launch in the last few years proved, that creates an unhappy launch environment. The artificial scarcity (assuming that the game is good) might even help the sales, by creating more interest and more anticipation for new sales.

Monday, August 26, 2013

General Chat

I got into a bit of an argument on FFXIV yesterday. There were a couple of people having a random conversation in general chat (or shout, which is FFXIV's zone channel). Then a third person, Octavia, got upset with those two, and told them that general chat was for people to find groups and sell stuff. Octavia said that the other two were "making general chat like that of WoW".

I felt that was incorrect. I don't want to see general chat to be a list of "LFG, LFG, LFG, WTS". I like seeing random conversations.

But then again, random conversations often make LFG messages disappear if people are talking a lot. That can be frustrating to someone who is looking for a group. Also, conversations that touch on hot topics such as politics and religion are annoying. Seeing variations of "Trudeau/Harper is a meanie"[1] makes me want to turn off general chat.

That's not even to mention getting into barrens chat and the Chuck Norris or even less savory spam.

I don't know. Trying to restrict conversation, to move the conversational norms to just WTS and LFG seems excessive to me. At the same time, I see the attraction of it.

[1] In some alternate universe where Canadian politics is debated in MMO chat.

Friday, August 23, 2013

First Impressions: Path of Exile

It all starts with Diablo 2. Diablo 3 took one path, streamlining and simplifying systems. Path of Exile takes the opposite path, dialing complexity up to eleven.

Path of Exile is a Diablo-style action RPG. There are six classes: Warrior, Duelist, Ranger, Shadow, Witch, and Templar. Each class is locked to a specific gender and model. Like most action RPGs, you wander around the zone killing things for randomly dropped loot, upgrading your gear as you level. However, many of the systems are very different from the standard.

For starters, abilities do not belong to the class. Instead they are gems. All gear has sockets. Sockets are red, green, or blue. You match the ability gem to the socket. Let's say that you have a Templar and you find a Glacial Hammer blue gem. You put that gem in your weapon or armor piece with a blue socket and you can now use the ability. Any class can use any ability, only some classes are more suited to the ability than others. While you have the ability gem equipped, the gem accrues XP and levels up.

Then there is the talent tree. I urge you to go take a look at it. It is the ultimate talent tree, with hundreds of talents.  All six classes are embedded in the same tree, but talents closer to the class are more suitable. For example, if you wanted to make a necromancer, the major minion talents are close to the Witch's starting location. But you could still reach those talents from another class, it would just take longer.

I believe the development studio is from New Zealand. This gives the game a unique flavor. The accents are New Zealand or Australian. The native warrior is based on the Maori, I believe, rather than the typical Norse or African. It just feels very different from the norm.

There are other interesting touches. There doesn't seem to be any gold. Instead people trade using scraps of Scrolls of Wisdom, which allow you to identify magical items, and other bartered items. This is a very interesting idea, getting across the idea that this is an uncivilized land without even basic luxuries like coinage. Health and mana potions are gear items which can have stats. The potions refill as you kill monsters.

Path of Exile is also big into "leagues", which are modes of play where you start a new character. Each league often has specific rules. A simple example is the Hardcore league where you can only die once, and then your character transfers to the regular league. But leagues can get a lot more complicated. For example, there's a league which starts at a given time and lasts for 12 hours or so. Every few minutes, the lowest level character is kicked out of the league. The last character standing wins a prize.

There is really only one thing I dislike about Path of Exile, but unfortunately it is a major element. I do not like the graphics. It's all from the "realistic" palette, all dark greens, dark reds, greys and browns. I just find it unpleasant, and even hard to identify elements on the screen. I much prefer more "cartoony" graphics which "pop" on the screen. But this is very much personal preference. Other people may like this graphics style better.

Mechanically, Path of Exile is a very intriguing game. It's Free-2-Play, so it's easy to check out. It's complex, but if you feel that D3 went in the wrong direction, you'll probably enjoy the complexity.

Thursday, August 22, 2013

Subscriptions Strike Back!

The latest news is three up-and-coming MMOs (Final Fantasy XIV, Wildstar, and The Elder Scrolls Online) are going to try for subscriptions rather than Free-2-Play.

Reactions seem to mostly mirror existing biases. The people who think F2P is the future, feel this is going to fail hard, or that it is just a money grab before the inevitable F2P conversion. The people who champion subscriptions want to believe that the tide has turned, and that super-aggressive monetization is falling out of fashion.

The only real conclusion I am drawing is that, given a choice, most developers would prefer subscriptions. The steady income without the need to constantly hawk the latest items in the store must seem a more enticing proposition to the devs.

I think the key is the target number of subscribers. If any of these games are targeting a million subs, I think they're going to fail and end up as F2P. But if they're targeting 100,000 steady subs, I think that's within reach for all three games. In between those two targets is a great deal of uncertainty.

Wildstar and C.R.E.D.D.

In addition to going subscription, Wildstar is copying the Eve Online PLEX model. CREDD is worth a months subscription and can be traded for in-game currency. It does cost a bit more than a month's subscription, though, which is odd.

I'm not really sure how successful this will be. Eve has a much stronger economic simulation. In Eve, the people who earn enough to purchase PLEX are heavily involved in producing and trading the goods that make Eve work.

Wildstar, on the other hand, looks to be more like a regular themepark game where the economy is secondary to boss drops.

Second, Eve does boost the trade in PLEX because they effectively only have one character per account. That means that many players have multiple accounts, increasing the income per player, and increasing the market for PLEX. Someone who is perfectly fine paying $15/month for one account might decide to purchase PLEX to fund a second or third account. That means the market for PLEX is larger and more liquid.

I don't really see that happening in Wildstar. But I don't know for sure. It is certainly an interesting experiment.

Tuesday, August 20, 2013

Do More Tanking Options Lead to More Tanks?

A couple of commenters mentioned on the previous post that having paladins be Alliance-only would mean that the Horde would have fewer tanks.

Has having more tank classes led to more tanks, though?

Vanilla only had 2 tank classes: warriors and bears.  Now we have five.  Yet it seems like the proportion of tanks out there is still the same. It's still very hard to find a tank, just as hard as it was in Vanilla. I am suspicious of the idea that death knights, monks, and the emergence of pally tanks has lead to more tanks overall.

Of course, it's also possible that there are more tanks now, but that Dungeon Finder and LFR introduced a larger population of DPS into regular grouping, which has swamped the increase in tanks.

But I don't think that is true. I think the number of people willing to be tanks is just rather low, regardless of the different ways one can tank.  Introducing more tank classes just increases the diversity of tanks, but not the overall total.

Monday, August 19, 2013

What If Paladins Had Stayed Alliance-Only?

I was thinking about the story imbalance between the Horde and the Alliance, and started wondering. What happened to all the Alliance paladins?

In a lot of ways, the story of the Alliance in Warcraft is the story of their paladins. Uther, Turalyon, Arthas, Bolvar Fordragon. But all the major Alliance paladins are gone. The last one is Tirion Fordring, and he is now neutral.

Back in Vanilla, paladins were unique to the Alliance, while shaman were unique to the Horde. I think that class distinction added a great deal of character to the two factions. The paladins symbolized the civilization and law of the Alliance, while the shaman symbolized the wildness and more natural state of the Horde.

But when the two classes were opened up to both sides, I think the Alliance lost more of its identity than the Horde did. For example, the Order of the Silver Hand went neutral, and became the Argent Crusade. However, the Horde gained two paladin orders: the Blood Knights and the Sunwalkers. It seems odd to me that there is no Alliance paladin order, but two different Horde ones. A Horde paladin, Sunwalker Dezco, is playing a major role in the Horde storyline.

I don't think the parallel case of the shaman matches. Alliance shamans are pretty marginal in the lore. There are some in the Earthen Ring. But shamans, especially with Thrall, are still central to the Horde.

Personally, I think the classes should stayed faction-specific. In my mind, the balance issues were not that bad, aside from Blessing of Salvation. Had Blizzard just axed that one ability, I think the imbalance would have been easier to fix.

It's interesting to ponder an alternate timeline where the classes had remained faction-specific, and the mechanical divisions between the factions had been deepened instead of lessened.

For example, in Wrath, Tirion Fordring and the Argent Crusade might have remained Alliance. And this could have been balanced by making Death Knights a Horde-only class. Death Knights were always classic Horde units, and the theme of outcasts banding together fits in well with the Horde. Not to mention the natural relation with the Forsaken.

Then in Mists of Pandaria, Monks could have been an Alliance-only class. In my mind, the quiet, contemplative nature of the monks and pandaren fit in better with the lawful Alliance than the rough-and-tumble Horde.

So in this alternate timeline, we'd have a Horde with Death Knights and Shamans, and an Alliance with Paladins and Monks. The differences between the factions would have been more pronounced. I think this would have made it easier for the writers to craft stories that were unique to each faction.

Of course, I don't think this plan would have been okay with the players though. If the Death Knights had been revealed as a Horde-only class, with no Alliance class in Wrath, the howls of outrage would have been deafening.

Sunday, August 18, 2013

First Impressions: Final Fantasy XIV

I decided to give the open beta of Final Fantasy XIV a shot. I don't really play FF games, so I'm not too sure what the backstory of this game is like. I did like the trailer very much.


I haven't played a lot, so these are very basic impressions.

Character Creation

The character creation is superb, the best I've ever seen. It offers a very nice balance of options, while still making it easy and not too complex. In particular, I like that you can save a character look, and reuse it.

I think you can download the character creator from the main site, if you just want to see that. The only downside for character creation might be that you cannot really change body types.

Initial Gameplay

The game seems very polished. The UI is clean and colorful.

Gameplay looks like the pretty standard tab-target hotkeys. The GCD seems a little high, it's 2.5s to start with, but I think that there is a stat which reduces it. Combat is decent, though the effects seem very "flashy", with lots of particle effects. It's pretty typical "kill 3 squirrels" stuff.

Talking to people feels very much like a console game, with the speech bubble you keep clicking through.

One interesting thing is that there are three starting zones, but your starting zone is determined by your initial class.

Setting 

The setting seems like a typical Japanese fantasy setting, with a melange of types. You know, different characters using very different accents, and the word choices and names are mixed in from all real-world cultures.

It's interesting how Western settings seem to emphasize far more cohesive cultures. There is a common culture and style to Ferelden in Dragon Age, for example, which is different from the other countries in that setting. I wonder if it is the influence of Tolkein, or just the structure of Europe in general.

Experiences

I first rolled a gladiator, which looks like a one-handed sword class, maybe with a shield. Unfortunately, I ran into a bug where the North American servers think that I am logged in, and won't let me log in again. I didn't even get to test out combat on the gladiator.

So I made a lancer, which is a spear-wielding character, on the Japanese servers.

I gather that a single character can take multiple classes, though the classes use different gear. The armory system seems a little complex. I'm not exactly sure how multiclassing works.

Conclusions

It seems like a good enough game. It's colorful, nicely polished, and seems to work well (aside from that nasty login bug).

But it's pretty much the same style of MMO we're all used to and have been playing for years. Indeed, it feels very old-school, closer to vanilla WoW and Lord of the Rings Online (and probably Everquest, etc.). If you're looking for something different, this is not the game for you.

Thursday, August 15, 2013

Diablo III Expansion Speculation

Blizzard is starting to put out teasers for the D3 expansion. Here is the first teaser image: Reaper of Souls.

This means it's time to start speculating about the expansion. Here's my wish list:

1. Two new classes, including the Paladin

I'm biased of course, but I'd love to see the paladin come back. D3 could really use another class that emphasizes melee weapons and armor.

The second class could be the necromancer, or maybe the druid, or even something totally new to Diablo. Actually something totally new would be cool, so we'd have one returning class and one new class.

2. A No-Trade, No-AH mode

I'd like to see another game mode, like Hardcore with its separate stash, only without trading and the AH. I think the AH hurt D3, and I'd like to see what the game is like without it.

Introducing a new mode with the expansion also creates a new level playing field for everyone to compete in.

3. Allow Hardcore characters to transfer to Normal mode on death

This one is shamelessly stolen from Path of Exile. When a hardcore character dies, transfer it to Normal mode. That way the hours of work that was put in is not completely wasted. I think this might encourage more people to play hardcore mode.

On the other hand, part of attraction of hardcore is the "sting" of losing a character. Maybe reducing the risk will make hardcore less thrilling. Maybe having the character lose all her gear would be a good compromise. Or maybe it would be better to just leave it alone.

Those are the three (or two and a half) ideas I'd like to see in a D3 expansion. What would you like to see?

Wednesday, August 14, 2013

Thoughts on Garrosh Hellscream

Dacheng asks:
Why are the orcs turning on Garrosh? Isn't he the best warchief they ever had? Oh, I understand why the other species in the horde might not be so happy with him, but why would any real orc care about those wusses? Lok'tar Ogar, and all that.
If we're talking story, the orcs generally aren't turning on Garrosh. Which is why we're besieging Ogrimmar.

As for players, I think that Horde players see themselves first as Horde, and second as an orc, troll, tauren, etc. So they oppose Garrosh for damaging the Horde as a whole.

I saw an interesting question today: Why do players hate Garrosh, but like Sylvannas? You can make a case that Sylvannas is morally worse than Garrosh, what with the plague and the val'kyr. Yet Sylvannas is still a clear favorite with many players.

My first thought is that it is because Garrosh is a jock, and Sylvannas is a nerd. Garrosh is a thug, with lots of shouting and physical intimidation. Sylvannas is all cool and calculating. Since the playerbase draws extensively from the nerd/geek subculture, which is pretty hostile to the jock subculture, their sympathies are with Sylvannas.

What's sometimes lost is that Garrosh is pretty effective as a warleader. He's conquered most of Kalimdor. The strike on Theramore was tactically brilliant. He took out the main Alliance stronghold on Kalimdor, and killed many high-ranking Alliance officers. He almost took out Jaina Proudmoore, which would have been the one of the greatest Horde victories. Not to mention that if Jaina had been killed, Dalaran would have almost certainly fallen to the Sunreavers, as both Rhonin and Jaina would have been dead.

Yet if you asked the players which type of villain they would be like, the vast majority of players would choose the cool, calculating intellectual style of a Sylvannas. They look upon the rough, physical style of a Garrosh with distaste.

Still, the greatest crime of Garrosh is not Theramore, but the death of Cairne and the treatment of the other Horde races. It would have been interesting to see a Garrosh who took the exact same actions towards the Alliance, but chose to bind the Horde together instead of dividing it. A Garrosh who gave Vol'jin command over a theatre of war like Sylvannas, instead of attempting to assassinate him.

I think that if Garrosh did that differently, but everything else the same, including nuking Theramore and despoiling Pandaria, I think the great majority of the Horde would have been happier with him as Warchief, even supporting him over Thrall.

Tuesday, August 13, 2013

What to Talk About?

I'm drawing a blank on what to write about. We kind of seem to be in a waiting period in MMOs. There's some interesting stuff on the horizon, but nothing immediate.

We could rehash F2P, or the Trinity, or similar, but I'm a bit tired of those topics.

So I will turn to you, faithful readers. Anything worth writing about?

Monday, August 12, 2013

Musings on the Bench

Everything seems to be moving along steadily. My guild in The Old Republic is trying to move into Nightmare Modes. We've killed Writhing Horror on NiM, but absences have delayed attempts on Dread Guards.

The thing is that we have exactly 8 players on the team, all with solid performance and excellent attendance. This is great most of the time, as we move through content at a steady pace. But when one person is out, we fall to pieces.

I dunno, it's the same pattern I saw in WoW at this level. Progress is so good with a consistent core that everyone tries for that instead of maintaining a bench. Then absences cause significant setback. I just can't convince anyone that preparing for those absences is a good idea.

But maybe I'm wrong. Maybe the increased performance from a smaller team is worth infrequent chaos around an absence.

This was also the problem with 25s and 10s. The performance gain from simply taking the 10 best and most consistent raiders was too high for many 25 guilds to ignore.

Thursday, August 08, 2013

Destructible Terrain and Griefing

Another major element EQ Next is promising is destructible terrain. I think it's going to be an interesting experiment.

The immediate question, of course, is how long will it take for everything to be destroyed? What will the anti-griefing measures be like? For example, if a monster can destroy a city, I foresee someone kiting a monster to the city at every opportunity.

It's kind of sad how everything can turn into a tool for griefing. Destruction can lead to griefing. Creation can lead to griefing. For example, people can take up all the free space with buildings, making it hard for new players to start. Or they crowd out existing players.

I think there could be a lot more work to be done with costs in MMOs, especially non-linear costs. For example, maybe maintaining 5 buildings costs 1 resource per building, but maintaining 10 buildings could cost 2 resources per building. Or something where it's easy to destroy one piece of terrain, but gets harder and harder to destroy more terrain.