WoW's 6.0 patch comes out tonight with the new character models, stat squish, and class changes. There's also the pre-expansion content, including a new version of Upper Blackrock Spire.
I'm still undecided on whether to re-subscribe or not. I do kind of want to see the new content and the new changes to healing. But I'm not super-excited about it either.
What changes are you looking forward to?
Monday, October 13, 2014
Sunday, October 12, 2014
A Transient Group Type
More and more MMOs are attempting to incorporate open-world content into their games. However, participating in open-world content often conflicts with queuing for formal instance-based group content.
For example, in FFXIV, a dragoon signs up for a dungeon queue that will take 20 min. While waiting, the dragoon participates in FATES in the open world. But the dragoon cannot join a local group working on FATES without conflicting with the queue. This is true even though such FATE groups are very transient in nature. People join and leave such groups fairly often.
The major issue here is the nature of a formal group in most games is very rigid. Once you join a group, the entire group signs up for queues, participates in content as a unit. This type of group is a little too rigid for open-world content that is continuous and on-going, with no real defined start and end.
Consider a world PvP battle like Tarren Mill-Southshore in the old days. Wouldn't it be nice to be able to join up with a group to participate in the battle, but still be able to sign up for dungeons and battlegrounds? Your queue pops, and you simply leave the open-world group.
Essentially, we need a new, more transient group type (maybe called a skirmish?) that only exists in the world. The skirmish cannot sign up for queues, but individuals in the skirmish can do so. Maybe everyone can invite people to the skirmish, or other people can automatically join the skirmish without needing an invite. The skirmish becomes the default form of group for open-world content. The more formal "group" and raid are reserved for explicit teams, or instanced content.
For example, in FFXIV, a dragoon signs up for a dungeon queue that will take 20 min. While waiting, the dragoon participates in FATES in the open world. But the dragoon cannot join a local group working on FATES without conflicting with the queue. This is true even though such FATE groups are very transient in nature. People join and leave such groups fairly often.
The major issue here is the nature of a formal group in most games is very rigid. Once you join a group, the entire group signs up for queues, participates in content as a unit. This type of group is a little too rigid for open-world content that is continuous and on-going, with no real defined start and end.
Consider a world PvP battle like Tarren Mill-Southshore in the old days. Wouldn't it be nice to be able to join up with a group to participate in the battle, but still be able to sign up for dungeons and battlegrounds? Your queue pops, and you simply leave the open-world group.
Essentially, we need a new, more transient group type (maybe called a skirmish?) that only exists in the world. The skirmish cannot sign up for queues, but individuals in the skirmish can do so. Maybe everyone can invite people to the skirmish, or other people can automatically join the skirmish without needing an invite. The skirmish becomes the default form of group for open-world content. The more formal "group" and raid are reserved for explicit teams, or instanced content.
Saturday, October 11, 2014
Raid Mechanic Comparison: Drumuru vs Brontes
Coincidentally, both the Drumuru fight in WoW (Throne of Thunder raid) and Dread Master Brontes in SWTOR (Dread Fortress operation) share a very similar, yet unusual, mechanic. Let's compare the two implementations of this mechanic, and see which did a better job.
Both bosses have a phase where the boss stands in the center of the room and fires a beam towards the edge. The beam then sweeps around the room and players have to run around the boss, avoiding the beam. If a player is hit by the beam, the player instantly dies.
Drumuru differs by having a poisonous fog appear on the ground at the same time as the beam. There is a "path" through the fog, somewhat like being in a maze, and the players are supposed to follow that path as they move around the boss. The path opens up as the beam progresses, keeping the players in danger from the beam.
Brontes has six robots appear around the room. If the beam hits a robot, there is a massive explosion and everyone dies. So the players have to kill the robots in order, starting from the one closest to the beam and working around the room.
The biggest downside to the Drumuru version of the mechanic is that the colors chosen make seeing the path more difficult. The fog is dark purple in a dark room on a dark floor. It's a mechanic that people consistently failed on, even after several months. However, this was probably done to maintain difficulty. If the path was very easy to see, this would be a trivial phase.
The Drumuru mechanic is fairly artificial. The speed you move through the phase is restricted by the rate at which the path in the fog opens up, not by player skill.
The biggest downside to the Brontes version is that it is very much a mechanic where if one person fails and gets caught by the beam, the entire group wipes. For Drumuru, survival of the phase is independent for each player. (Thank God for that, else the fight would have been impossible in LFR.) One or two players dying doesn't affect the group getting through that phase.
The Brontes phase can be a little harsh on a melee-heavy group, since they have more running time to get from robot to robot. Drumuru had two paths, one for melee, and one for ranged.
All in all, the Brontes version of the mechanic is superior. For one thing, being able to actually see the battlefield is so much better than blindly running around in the dark. The fact that Drumuru never really saw improvement in survival rates over time (in LFR at least) is indicative that many players were simply unable to grasp the mechanic. The test of a good raid mechanic is "mastery", in that players learn the mechanic and continuously improve their skill at handling it.
The fog path is also an artificial "dancing" mechanic. Whereas killing the robots is a test of basic character skills like dps and positioning skills, while still maintaining the "threat" of the sweeping beam. The robots' health gives you a good measurement of how much you have to improve. Finally, you can see your group's improvement from week to week as you kill the robots faster and faster.
Drumuru vs Brontes is a good case study in how a single raid mechanic can be implemented in two different ways: one sucessful, and one unsucessful.
Both bosses have a phase where the boss stands in the center of the room and fires a beam towards the edge. The beam then sweeps around the room and players have to run around the boss, avoiding the beam. If a player is hit by the beam, the player instantly dies.
Drumuru differs by having a poisonous fog appear on the ground at the same time as the beam. There is a "path" through the fog, somewhat like being in a maze, and the players are supposed to follow that path as they move around the boss. The path opens up as the beam progresses, keeping the players in danger from the beam.
Brontes has six robots appear around the room. If the beam hits a robot, there is a massive explosion and everyone dies. So the players have to kill the robots in order, starting from the one closest to the beam and working around the room.
The biggest downside to the Drumuru version of the mechanic is that the colors chosen make seeing the path more difficult. The fog is dark purple in a dark room on a dark floor. It's a mechanic that people consistently failed on, even after several months. However, this was probably done to maintain difficulty. If the path was very easy to see, this would be a trivial phase.
The Drumuru mechanic is fairly artificial. The speed you move through the phase is restricted by the rate at which the path in the fog opens up, not by player skill.
The biggest downside to the Brontes version is that it is very much a mechanic where if one person fails and gets caught by the beam, the entire group wipes. For Drumuru, survival of the phase is independent for each player. (Thank God for that, else the fight would have been impossible in LFR.) One or two players dying doesn't affect the group getting through that phase.
The Brontes phase can be a little harsh on a melee-heavy group, since they have more running time to get from robot to robot. Drumuru had two paths, one for melee, and one for ranged.
All in all, the Brontes version of the mechanic is superior. For one thing, being able to actually see the battlefield is so much better than blindly running around in the dark. The fact that Drumuru never really saw improvement in survival rates over time (in LFR at least) is indicative that many players were simply unable to grasp the mechanic. The test of a good raid mechanic is "mastery", in that players learn the mechanic and continuously improve their skill at handling it.
The fog path is also an artificial "dancing" mechanic. Whereas killing the robots is a test of basic character skills like dps and positioning skills, while still maintaining the "threat" of the sweeping beam. The robots' health gives you a good measurement of how much you have to improve. Finally, you can see your group's improvement from week to week as you kill the robots faster and faster.
Drumuru vs Brontes is a good case study in how a single raid mechanic can be implemented in two different ways: one sucessful, and one unsucessful.
Friday, October 10, 2014
Wildstar and Tiers of Endgame
Here's another thought I had while reading about the various issues Wildstar has at endgame.
What if Wildstar had not launched with raids? And instead of the attunement being an attunement, it was an achievement? Same requirements, but what you got for it was just the achievement?
Then Wildstar could have launched raids a few months later.
To me, looking at the attunement, Wildstar essentially launched with two tiers of endgame. The attunement basically said, "Do all of Tier 1 before starting Tier 2". If Tier 2 had not existed at launch, then everyone would have taken their time playing through Tier 1. I imagine that by the time that the raids launched, many people would have effectively completed their attunements already, and would not have complained about them.
WoW generally has the same problem whenever it launches an expansion. Two tiers of endgame content are released, and everyone blitzes the first tier to get to the second one. The difference is that WoW generally shrugs when people do that, and doesn't try to prevent it.
Unfortunately, no one has really managed it yet, but it would be very nice to figure out a way that single tier of endgame can contain multiple playstyles. For example, releasing a raid and a small dungeon that both give the same level of loot, both in the same tier of endgame. If you did this, very often one of the two routes will be significantly easier, and everyone will flock to that route.
FFXIV comes close to this, having dungeon "roulettes" that can be done once per day that award the highest raid currency. But it isn't quite the same tier. And then they messed it up with the addition of Hunts.
All in all, I think launching multiple Tiers of endgame for an MMO at the same time is a mistake. Wildstar compounded that mistake by trying to explicitly force people to complete the first tier before getting access to the second tier.
What if Wildstar had not launched with raids? And instead of the attunement being an attunement, it was an achievement? Same requirements, but what you got for it was just the achievement?
Then Wildstar could have launched raids a few months later.
To me, looking at the attunement, Wildstar essentially launched with two tiers of endgame. The attunement basically said, "Do all of Tier 1 before starting Tier 2". If Tier 2 had not existed at launch, then everyone would have taken their time playing through Tier 1. I imagine that by the time that the raids launched, many people would have effectively completed their attunements already, and would not have complained about them.
WoW generally has the same problem whenever it launches an expansion. Two tiers of endgame content are released, and everyone blitzes the first tier to get to the second one. The difference is that WoW generally shrugs when people do that, and doesn't try to prevent it.
Unfortunately, no one has really managed it yet, but it would be very nice to figure out a way that single tier of endgame can contain multiple playstyles. For example, releasing a raid and a small dungeon that both give the same level of loot, both in the same tier of endgame. If you did this, very often one of the two routes will be significantly easier, and everyone will flock to that route.
FFXIV comes close to this, having dungeon "roulettes" that can be done once per day that award the highest raid currency. But it isn't quite the same tier. And then they messed it up with the addition of Hunts.
All in all, I think launching multiple Tiers of endgame for an MMO at the same time is a mistake. Wildstar compounded that mistake by trying to explicitly force people to complete the first tier before getting access to the second tier.
Thursday, October 09, 2014
PvE Experiment With Permadeath
Another experiment I would like to see is a game with perma-death but without PvP. A purely PvE game.
I think perma-death would have interesting effects, especially on the economy. Right now, characters are walking vortexes which just continuously accrue more and more stuff. Having those accrued resources released back into the game might have positive effects on economic balance.
Perma-death also makes the risk/reward calculation more realistic, and that might result in more interesting behavior.
The reason I don't want PvP is because if the game had PvP it would be a griefer's paradise. As well, in a PvP game--especially Free-for-all PvP--if you see another player, your first instinct is to treat them as a hostile.
By default, in a PvP game other players are your enemies. In a PvE game though, maybe the default will be to treat other people as allies, not enemies. Especially with perma-death, helping someone out could become imperative.
Such a game would have to have several other design considerations. For example, some form of bounded accuracy and non-exponential power levels would make it a lot easier for people to play together. This is especially important if you have people restarting often.
I envision perma-death to be present, but difficult to actually happen. For example, perhaps the entire party needs to wiped out before perma-death kicks in. If only one person "dies", then the other people in the group can save them after the fight.
There's probably tons of design issues with such a game, but I would like to see what a PvE perma-death MMO would look like. Right now, anyone who proposes perma-death seems to automatically take it for granted that PvP will be included. Then all the sane players just go, "Nope!"
I think perma-death would have interesting effects, especially on the economy. Right now, characters are walking vortexes which just continuously accrue more and more stuff. Having those accrued resources released back into the game might have positive effects on economic balance.
Perma-death also makes the risk/reward calculation more realistic, and that might result in more interesting behavior.
The reason I don't want PvP is because if the game had PvP it would be a griefer's paradise. As well, in a PvP game--especially Free-for-all PvP--if you see another player, your first instinct is to treat them as a hostile.
By default, in a PvP game other players are your enemies. In a PvE game though, maybe the default will be to treat other people as allies, not enemies. Especially with perma-death, helping someone out could become imperative.
Such a game would have to have several other design considerations. For example, some form of bounded accuracy and non-exponential power levels would make it a lot easier for people to play together. This is especially important if you have people restarting often.
I envision perma-death to be present, but difficult to actually happen. For example, perhaps the entire party needs to wiped out before perma-death kicks in. If only one person "dies", then the other people in the group can save them after the fight.
There's probably tons of design issues with such a game, but I would like to see what a PvE perma-death MMO would look like. Right now, anyone who proposes perma-death seems to automatically take it for granted that PvP will be included. Then all the sane players just go, "Nope!"
Wednesday, October 08, 2014
Currently Playing
I'm blanking on what to write about today, so here's an overview of what I'm currently playing:
Star Wars: The Old Republic
TOR is my main game at the moment. I'm raiding with my Sniper, and am currently working through the Sith Warrior storyline.
I'm still debating whether to get the pre-order or not. I kind of like leveling slowly and upgrading gear piece by piece. Plus, I would like to try leveling with the new Discipline system coming in the expansion. On the other hand, I have a couple characters stuck at 50, because I don't really want to do Makeb again. With the pre-order perk, I could boost them through Makeb to 55.
Diablo 3
I'm very slowly leveling a Seasonal Wizard. She's only about 52. The goal is to get the Wizard to 70 before the season ends.
Final Fantasy XIV
I'm still subscribed to FFXIV, but I haven't been playing it a great deal. I guess I'm focusing on other games, and am waiting for Patch 2.4.
Archeage
Well, I think I'm going to drop Archeage. It just isn't the game for me. There's nothing excessively wrong with it, but I just haven't gotten into the crafting and trading aspects. As well, chat is very unpleasant. Probably because it is a Eve-like PvP game, only F2P, and is attracting the same bad crowd.
Games To Play
I still have Transistor and Divinity: Orginal Sin to play. I've barely started them though. I'm also thinking about playing through Dragon Age: Orgins again, in case I decide to play Dragon Age: Inquisition.
Topics to Write About
I need to do a better job of actually noting down interesting topics I come up with during the day. Is there any topics you'd like to see me write about?
Star Wars: The Old Republic
TOR is my main game at the moment. I'm raiding with my Sniper, and am currently working through the Sith Warrior storyline.
I'm still debating whether to get the pre-order or not. I kind of like leveling slowly and upgrading gear piece by piece. Plus, I would like to try leveling with the new Discipline system coming in the expansion. On the other hand, I have a couple characters stuck at 50, because I don't really want to do Makeb again. With the pre-order perk, I could boost them through Makeb to 55.
Diablo 3
I'm very slowly leveling a Seasonal Wizard. She's only about 52. The goal is to get the Wizard to 70 before the season ends.
Final Fantasy XIV
I'm still subscribed to FFXIV, but I haven't been playing it a great deal. I guess I'm focusing on other games, and am waiting for Patch 2.4.
Archeage
Well, I think I'm going to drop Archeage. It just isn't the game for me. There's nothing excessively wrong with it, but I just haven't gotten into the crafting and trading aspects. As well, chat is very unpleasant. Probably because it is a Eve-like PvP game, only F2P, and is attracting the same bad crowd.
Games To Play
I still have Transistor and Divinity: Orginal Sin to play. I've barely started them though. I'm also thinking about playing through Dragon Age: Orgins again, in case I decide to play Dragon Age: Inquisition.
Topics to Write About
I need to do a better job of actually noting down interesting topics I come up with during the day. Is there any topics you'd like to see me write about?
Tuesday, October 07, 2014
Questing and Levelling
Talking about story quests and the pre-order perk for TOR reminded me about a thought that's been bouncing around my head in the last little while:
I find that story-based quests are the best form of leveling the first time. But they are not as repeatable as a lot of other content.
To put it another way, I prefer (good) story-based quests over dungeon running on my first character. But on my second character, I prefer dungeon running over repeating story quests.
In a lot of ways, I think FFXIV did this quite well. Quests can only be done once. But once you have a class to 50, you get a 50% xp bonus when leveling other classes. So you do the story line on your first class, and then do a variety of more repeatable content on your subsequent classes.
Where TOR originally went wrong is that they underestimated the drop in enjoyment between the first and second playthroughs. The story "pillar" is both stronger and weaker than the other "pillars" in the game.
In a lot of ways, I would argue that original WoW did this better than current WoW. At launch, there were roughly 4 different paths to max level. You usually had a choice between two zones at any given time for each faction. On your first character you could do zone A. On your second character you could do zone B.
Most of the expansions though, have greatly reduced the number of paths. There's usually only two paths, one for each faction. But even both those paths have significant overlap with neutral quest givers. I wonder if this has hurt the replayability of WoW.
I find that story-based quests are the best form of leveling the first time. But they are not as repeatable as a lot of other content.
To put it another way, I prefer (good) story-based quests over dungeon running on my first character. But on my second character, I prefer dungeon running over repeating story quests.
In a lot of ways, I think FFXIV did this quite well. Quests can only be done once. But once you have a class to 50, you get a 50% xp bonus when leveling other classes. So you do the story line on your first class, and then do a variety of more repeatable content on your subsequent classes.
Where TOR originally went wrong is that they underestimated the drop in enjoyment between the first and second playthroughs. The story "pillar" is both stronger and weaker than the other "pillars" in the game.
In a lot of ways, I would argue that original WoW did this better than current WoW. At launch, there were roughly 4 different paths to max level. You usually had a choice between two zones at any given time for each faction. On your first character you could do zone A. On your second character you could do zone B.
Most of the expansions though, have greatly reduced the number of paths. There's usually only two paths, one for each faction. But even both those paths have significant overlap with neutral quest givers. I wonder if this has hurt the replayability of WoW.
Monday, October 06, 2014
Shadow of Revan
Bioware unveiled the latest (real) expansion for The Old Republic today: Shadow of Revan.
Contents
SoR is a normal expansion, with a 5 level cap increase, new storyline and leveling zones, and new flashpoints and operations. As well, buying SoR automatically gets you Rise of the Hutt Cartel. It's a good idea to bundle all the expansions together.
Revan himself is interesting as a focus for the story. There are a lot of complaints of "too much Revan" in TOR, but realistically, he doesn't appear all that much. There's a handful of quests devoted to the Revanite cult at about level 15, and then about 4 flashpoints (2 Republic, 2 Empire) in the mid-30s. It's just indicative of how popular KOTOR was, and much weight Revan exerts on the Old Republic part of the Star Wars franchise.
I think this will be a good story line and am looking forward to it.
Disciplines
The other major news is that TOR is following in the footsteps of WoW and getting rid of the talent trees. I do like their layout showing you the upcoming abilities. As well, their utility pools are interesting. TOR has fewer pools of choices, but you can choose multiple abilities from each tier.
I think TOR is doing a better job of making sure that something happens every level, be it a discipline ability or a utility choice.
I don't know if they are keeping trainers and ability ranks. If they do, that should also contribute to making gaining power at each level obvious.
For reference, I talked about the flaws and benefits of talent trees here and here.
Pre-order Perk
The pre-order perk for subscribers is interesting. It gives you a 12x bonus to experience from class quests until the expac launch. This means that you could level a character to max solely by doing the class story line. A lot of people do not like repeating the world and side quests on each character. This avoids that and makes leveling alts much easier.
I'm not too sure I want this perk personally. I find it fun doing all the quests with a different character, and seeing the different responses tailored for each class. But there's no denying that this perk would make it easier to see the last few story lines.
This perk is an interesting spin on WoW's automatic level 90s. Because the class storyline is so important to TOR, the game can't really just boost a character to max. This is a good compromise.
Conclusions
All in all, the expansion looks pretty good. I am looking forward to it.
Contents
SoR is a normal expansion, with a 5 level cap increase, new storyline and leveling zones, and new flashpoints and operations. As well, buying SoR automatically gets you Rise of the Hutt Cartel. It's a good idea to bundle all the expansions together.
Revan himself is interesting as a focus for the story. There are a lot of complaints of "too much Revan" in TOR, but realistically, he doesn't appear all that much. There's a handful of quests devoted to the Revanite cult at about level 15, and then about 4 flashpoints (2 Republic, 2 Empire) in the mid-30s. It's just indicative of how popular KOTOR was, and much weight Revan exerts on the Old Republic part of the Star Wars franchise.
I think this will be a good story line and am looking forward to it.
Disciplines
The other major news is that TOR is following in the footsteps of WoW and getting rid of the talent trees. I do like their layout showing you the upcoming abilities. As well, their utility pools are interesting. TOR has fewer pools of choices, but you can choose multiple abilities from each tier.
I think TOR is doing a better job of making sure that something happens every level, be it a discipline ability or a utility choice.
I don't know if they are keeping trainers and ability ranks. If they do, that should also contribute to making gaining power at each level obvious.
For reference, I talked about the flaws and benefits of talent trees here and here.
Pre-order Perk
The pre-order perk for subscribers is interesting. It gives you a 12x bonus to experience from class quests until the expac launch. This means that you could level a character to max solely by doing the class story line. A lot of people do not like repeating the world and side quests on each character. This avoids that and makes leveling alts much easier.
I'm not too sure I want this perk personally. I find it fun doing all the quests with a different character, and seeing the different responses tailored for each class. But there's no denying that this perk would make it easier to see the last few story lines.
This perk is an interesting spin on WoW's automatic level 90s. Because the class storyline is so important to TOR, the game can't really just boost a character to max. This is a good compromise.
Conclusions
All in all, the expansion looks pretty good. I am looking forward to it.
Sunday, October 05, 2014
Silencing Sentries
I was musing yesterday about sentries and people guarding elements in PvP. In a movie, a PvE scenario or a stealth game, the rogue would sneak up and sap or take out the guard. The rest of the group would run by the guard, without the alarm being raised. It's an important element in making stealth viable.
This behaviour does not really exist in PvP, even world PvP. That's because as soon as the guard is sapped, she's going to raise the alarm loudly on the chat channels.
One solution could be to prevent typing in chat if you are dead or sapped. But that doesn't stop the player from raising the alarm on an out-of-game channel like Vent.
Is there a way that we can emulate the behavior of a rogue preventing a guard from sounding an alarm?
My thought is that player guards are more like video cameras, rather than real guards. Let's say you have a bank of video cameras being monitored by a central guard station. If one camera suddenly goes black, you know you have a problem where that camera is located.
The traditional movie solution here is to "loop the feed". Change what the camera is sending back to something other than reality.
Could we do something similar in an game? Give the rogue an ability to "blind" an opposing player guard. This would remove all enemies from the information given to the guard's client. The guard would literally not be able to see the enemy as long as the blind is in effect. But the guard would still be able to move around and see everything else. To the guard it would look like everything was normal. No alarm would be raised because the player has no reason to raise an alarm.
Of course, one could say that this is the same as stealth abilities, but stealth generally makes you invisible to everyone. This makes you invisible to one person, making it less game-breaking.
Would an ability like this, which deliberately filters the information given to another player, be an interesting ability?
This behaviour does not really exist in PvP, even world PvP. That's because as soon as the guard is sapped, she's going to raise the alarm loudly on the chat channels.
One solution could be to prevent typing in chat if you are dead or sapped. But that doesn't stop the player from raising the alarm on an out-of-game channel like Vent.
Is there a way that we can emulate the behavior of a rogue preventing a guard from sounding an alarm?
My thought is that player guards are more like video cameras, rather than real guards. Let's say you have a bank of video cameras being monitored by a central guard station. If one camera suddenly goes black, you know you have a problem where that camera is located.
The traditional movie solution here is to "loop the feed". Change what the camera is sending back to something other than reality.
Could we do something similar in an game? Give the rogue an ability to "blind" an opposing player guard. This would remove all enemies from the information given to the guard's client. The guard would literally not be able to see the enemy as long as the blind is in effect. But the guard would still be able to move around and see everything else. To the guard it would look like everything was normal. No alarm would be raised because the player has no reason to raise an alarm.
Of course, one could say that this is the same as stealth abilities, but stealth generally makes you invisible to everyone. This makes you invisible to one person, making it less game-breaking.
Would an ability like this, which deliberately filters the information given to another player, be an interesting ability?
Saturday, October 04, 2014
Pandaria in Reverse
This was an odd and rather weird concept. You have to wonder at the thought process that came up with this.
But the video actually came out fairly well. Good job, Slightly Impressive!
Friday, October 03, 2014
Jump Drives and Flying Mounts
The latest controversy in Eve Online is CCP's proposed changes to jump drives.
In Eve Online, star systems are connected to each other by stargates. Normal ships travel through the stargate network to get from one system to another. For example, to get from system A to system E, a ship might have to go through the gates connecting A to B to C to D to E. Using stargates is slow and can be dangerous, as gates are an obvious choke point where bad guys can intercept you.
Currently, larger capital ships cannot use stargates. Instead they have jump drives, which allows them to jump directly from point-to-point within a certain range. For example, a capital ship might be able to jump directly from A to E.
CCP is proposing to drastically reduce range of the jump drive, and add a "fatigue" mechanic limiting the number of consecutive jumps a ship can make. In exchange, capital ships can now use the stargates. This greatly reduces the effective range of capital ships, and makes it more likely that they can be intercepted if they are travelling long distances by stargate.
It occurs to me that the situation around jump drives is very similar to the situation in World of Warcraft around flying mounts. Both are getting nerfed for very similar reasons.
Flying mounts allow you to go directly from point A to point E. It allows you to skip over the dangers on the ground below. The ground in WoW is roughly equivalent to the stargates in Eve. Forcing people to the ground slows them down, makes their travel path more predictable, and allows PvP opponents to force battles at specific choke points.
In both games, a form of travel ended up being too fast and too safe, leading the developers to nerf that mechanism.
It's not a completely analogous situation of course. For one thing, Eve still allows limited jumps. So a canny capital fleet might be able to evade some ambushes with good use of scouts.
Still though, it's a reminder of how games often face the same issues and problems, and come to similar solutions, even when they are as wildly divergent as WoW and Eve Online.
In Eve Online, star systems are connected to each other by stargates. Normal ships travel through the stargate network to get from one system to another. For example, to get from system A to system E, a ship might have to go through the gates connecting A to B to C to D to E. Using stargates is slow and can be dangerous, as gates are an obvious choke point where bad guys can intercept you.
Currently, larger capital ships cannot use stargates. Instead they have jump drives, which allows them to jump directly from point-to-point within a certain range. For example, a capital ship might be able to jump directly from A to E.
CCP is proposing to drastically reduce range of the jump drive, and add a "fatigue" mechanic limiting the number of consecutive jumps a ship can make. In exchange, capital ships can now use the stargates. This greatly reduces the effective range of capital ships, and makes it more likely that they can be intercepted if they are travelling long distances by stargate.
It occurs to me that the situation around jump drives is very similar to the situation in World of Warcraft around flying mounts. Both are getting nerfed for very similar reasons.
Flying mounts allow you to go directly from point A to point E. It allows you to skip over the dangers on the ground below. The ground in WoW is roughly equivalent to the stargates in Eve. Forcing people to the ground slows them down, makes their travel path more predictable, and allows PvP opponents to force battles at specific choke points.
In both games, a form of travel ended up being too fast and too safe, leading the developers to nerf that mechanism.
It's not a completely analogous situation of course. For one thing, Eve still allows limited jumps. So a canny capital fleet might be able to evade some ambushes with good use of scouts.
Still though, it's a reminder of how games often face the same issues and problems, and come to similar solutions, even when they are as wildly divergent as WoW and Eve Online.
Thursday, October 02, 2014
Existing Theorycraft or Your Own Work
Massively's Daily Grind asks:
I take a first pass on my own, making my own build and rotation. Then I go to the theorycraft sites and see how and why their optimum build differs from mine. Usually I'm close, but I've misunderstood exactly how some abilities work. Or perhaps I miss a combination of abilities or another trick. Finally, there are some results which are just plain counter-intuitive, but fall out from the math, and get proven by parses. Seeing the "optimal" build and reasoning explains what I don't understand correctly.
Sometimes the theorycrafters value something higher than I do. For example, I tend to prefer passive abilities over active ones because I'm not good at hitting abilities perfectly, so an ability that's always on often works better for me. Fewer buttons for the win! But very good edge players often prefer the control given by the active ability, and are good enough to weave the extra button into their rotation seamlessly.
I think this approach is better than: a) not checking and unknowingly using a suboptimal layout; or b) blindly copying whatever Elitist Jerks or the forums say. Making your own build first, and then checking for differences leads to a stronger understanding of the game as a whole.
Do you do your own class or skill testing in your favorite game, or do you make use of theorycrafters and their research?Here's my approach to class builds and rotations:
I take a first pass on my own, making my own build and rotation. Then I go to the theorycraft sites and see how and why their optimum build differs from mine. Usually I'm close, but I've misunderstood exactly how some abilities work. Or perhaps I miss a combination of abilities or another trick. Finally, there are some results which are just plain counter-intuitive, but fall out from the math, and get proven by parses. Seeing the "optimal" build and reasoning explains what I don't understand correctly.
Sometimes the theorycrafters value something higher than I do. For example, I tend to prefer passive abilities over active ones because I'm not good at hitting abilities perfectly, so an ability that's always on often works better for me. Fewer buttons for the win! But very good edge players often prefer the control given by the active ability, and are good enough to weave the extra button into their rotation seamlessly.
I think this approach is better than: a) not checking and unknowingly using a suboptimal layout; or b) blindly copying whatever Elitist Jerks or the forums say. Making your own build first, and then checking for differences leads to a stronger understanding of the game as a whole.
Wednesday, October 01, 2014
Story Choices That Constrain the Future
This post contains spoilers for Imperial Taris in The Old Republic.
I like Thana Vesh. She's a Sith introduced in the Imperial Taris storyline, the apprentice to Darth Gravus. I find her very funny. She's like this angry Sith kitten, fluffing up her fur and pretending to be a great cat. She's terribly proud, terribly arrogant, and has a habit of getting in over her head.
She would have been an outstanding recurring character. Every couple of planets, she could pop up, engage in a battle of insults with your character, and then stride off.
However, that will never happen. At the end of Imperial Taris, the player is given the choice of killing Thana or letting her live. Because she dies in many storylines, she effectively cannot appear in future planets, even if she lives in others. At most she can send an email, or some other easy method which is easy to implement. In a lot of ways, it sort of ruins the choice of keeping Thana alive.
Essentially, it's too much work to add Thana in only some of the stories. It's much easier to introduce a new character that works for everyone.
Because budgets are limited, every time a game offers a choice, the future is constrained by the most restrictive option. This is especially true for life-or-death choices. If one choice leads to character dying, that character is effectively gone from the story, even for the players who choose to let that character live.
This isn't always true, of course, but it requires double the work to reuse a character that may have died. Thus it is something that will be used sparingly, if at all. I believe some of the class storylines reuse characters that were spared death.
I think storyline-based games would be better off to avoid such extreme choices, especially for notable characters. Offering players the option of killing important NPCs seems like it is empowering players, but only ends up constraining the future. It's not really much of choice to spare someone if they never appear again. They may as well have died.
I like Thana Vesh. She's a Sith introduced in the Imperial Taris storyline, the apprentice to Darth Gravus. I find her very funny. She's like this angry Sith kitten, fluffing up her fur and pretending to be a great cat. She's terribly proud, terribly arrogant, and has a habit of getting in over her head.
She would have been an outstanding recurring character. Every couple of planets, she could pop up, engage in a battle of insults with your character, and then stride off.
However, that will never happen. At the end of Imperial Taris, the player is given the choice of killing Thana or letting her live. Because she dies in many storylines, she effectively cannot appear in future planets, even if she lives in others. At most she can send an email, or some other easy method which is easy to implement. In a lot of ways, it sort of ruins the choice of keeping Thana alive.
Essentially, it's too much work to add Thana in only some of the stories. It's much easier to introduce a new character that works for everyone.
Because budgets are limited, every time a game offers a choice, the future is constrained by the most restrictive option. This is especially true for life-or-death choices. If one choice leads to character dying, that character is effectively gone from the story, even for the players who choose to let that character live.
This isn't always true, of course, but it requires double the work to reuse a character that may have died. Thus it is something that will be used sparingly, if at all. I believe some of the class storylines reuse characters that were spared death.
I think storyline-based games would be better off to avoid such extreme choices, especially for notable characters. Offering players the option of killing important NPCs seems like it is empowering players, but only ends up constraining the future. It's not really much of choice to spare someone if they never appear again. They may as well have died.
Sunday, September 28, 2014
Punishing Bad Behavior out of Game
James 315 has an interesting article up on The Mittani. It's about the history of bannings in Eve Online. The upshot of the article is that player bad behavior has started on out-of-game voice comms, and CCP has started handing out bans for such behavior. However, unlike inside the regular game, CCP has no real power to truly determine what happens on out-of-game channels. James 315's argument is:
Personally, I find this aspect of the Eve community confounding. To me, voice comms are something to be used with allies and teammates. I would never jump on an enemy's voice server. I don't see any case where that ends well.
Part of the issue here is that there is a concept in Eve called "birthday ransoms". A pirate offers to let a victim go if they go onto the voice server and sing Happy Birthday or another song. These ransoms are generally regarded as innocuous and a "fun" part of the game.
James 315's general argument about the arbitrariness of banning based on out-of-game behavior is sound. However, there's no denying that a lot of negative behavior has migrated to those out-of-game channels. I think CCP is wise to attempt to put a stop to it.
I would suggest a different approach, though. The point of making recordings of voice comms, and publishing them is humiliation. It might be small humiliations, such as the birthday ransoms. Or it could be larger ones, as when a spy publishes voice comms of an enemy alliance.
I think Eve would be better off with a blanket ban on such recordings. Something like: publishing recordings of voice comms, where post-recording permission has not been obtained from all parties, is a bannable offense. This eliminates all such recordings, and makes it much easier for CCP. Instead of having to determine whether a recording is true harassment or is "fun" doesn't matter. All that matters is permission, and that is easier to determine.
CCP's decision to police a realm where they have no ability to monitor, log, or control was a mistake. GM decisions for EVE-related matters already grapple with inconsistency and confusion. CCP's preference for secret, undefined rules, coupled with an apparently growing reliance on permabans instead of lesser punishments, can only lead to bad outcomes for everyone.There is a lot of sense in this argument.
Personally, I find this aspect of the Eve community confounding. To me, voice comms are something to be used with allies and teammates. I would never jump on an enemy's voice server. I don't see any case where that ends well.
Part of the issue here is that there is a concept in Eve called "birthday ransoms". A pirate offers to let a victim go if they go onto the voice server and sing Happy Birthday or another song. These ransoms are generally regarded as innocuous and a "fun" part of the game.
James 315's general argument about the arbitrariness of banning based on out-of-game behavior is sound. However, there's no denying that a lot of negative behavior has migrated to those out-of-game channels. I think CCP is wise to attempt to put a stop to it.
I would suggest a different approach, though. The point of making recordings of voice comms, and publishing them is humiliation. It might be small humiliations, such as the birthday ransoms. Or it could be larger ones, as when a spy publishes voice comms of an enemy alliance.
I think Eve would be better off with a blanket ban on such recordings. Something like: publishing recordings of voice comms, where post-recording permission has not been obtained from all parties, is a bannable offense. This eliminates all such recordings, and makes it much easier for CCP. Instead of having to determine whether a recording is true harassment or is "fun" doesn't matter. All that matters is permission, and that is easier to determine.
Friday, September 26, 2014
Using the Base Currency for Features
As all the comments on the last post pointed out, capping the base currency will destroy the player economy. Or at the very least, force the economy to shift to something more liquid, like cloth or barter.
So then, is it better for MMOs to avoid using the base currency for features?
I think the TOR experience this past year is instructive. When TOR introduced Galactic Starfighter, it also introduced two new currencies: Fleet Requisition and Ship Requisition. You earn Requisition by doing Starfighter activities. To upgrade your ship or get new ships you spend that Requisition (or Cartel Coins, because F2P).
In contrast, when TOR introduced Strongholds, the price of a Guild Capital Ship was set at 50 million credits.
There were no complaints about pricing for Galactic Starfighter. There were tons of complaints about the price of guild ships. Would TOR have been better off introducing a new Housing Currency, and having all the costs of housing use that currency instead of the base currency?
Perhaps it would be best to avoid setting expensive prices, and just leaving the base currency for the player economy and "small" stuff. That makes all items sold by NPCs to have "affordable" prices. All features would use their own unique currency, with separate rules and caps on acquisition.
So then, is it better for MMOs to avoid using the base currency for features?
I think the TOR experience this past year is instructive. When TOR introduced Galactic Starfighter, it also introduced two new currencies: Fleet Requisition and Ship Requisition. You earn Requisition by doing Starfighter activities. To upgrade your ship or get new ships you spend that Requisition (or Cartel Coins, because F2P).
In contrast, when TOR introduced Strongholds, the price of a Guild Capital Ship was set at 50 million credits.
There were no complaints about pricing for Galactic Starfighter. There were tons of complaints about the price of guild ships. Would TOR have been better off introducing a new Housing Currency, and having all the costs of housing use that currency instead of the base currency?
Perhaps it would be best to avoid setting expensive prices, and just leaving the base currency for the player economy and "small" stuff. That makes all items sold by NPCs to have "affordable" prices. All features would use their own unique currency, with separate rules and caps on acquisition.
Thursday, September 25, 2014
A Cap on the Base Currency
Continuing our discussion on base currency, what would happen if the developers instituted a cap on earnings in the base currency?
All the other currencies generally have caps, and that helps keep the population together in terms of what is affordable. What would be the effect of extending this cap to the base currency of gold/gil/credits?
For the cap to work, it would have to restrict income purely. You would only be able to earn, say 1000 gold per week, no matter how much you spend.
The immediate effect I can see is that the market become a lot less liquid. Buying 500g worth of raw materials, and crafting finished materials worth 600g is only 100g of profit. But it would count as 600g towards the cap. If it doesn't, if spending money increases the amount of cap room, then a player could use an item as a store of value, and effectively evade the cap.
The game devs might have to eliminate a lot of gold sinks. Take repairs. Wiping a few dozen times is okay because the repair cost is negligible. But with a hard cap on gold, wiping and repairs become a large source of friction. The best solution might be to eliminate item damage altogether. Consumables like potions and flasks would be another issue.
But with a cap, the gap between experienced player and new player is much lower. A few thousand instead of potentially millions. Caps work well with all the other currencies. Surely it would be beneficial on the base currency as well.
All the other currencies generally have caps, and that helps keep the population together in terms of what is affordable. What would be the effect of extending this cap to the base currency of gold/gil/credits?
For the cap to work, it would have to restrict income purely. You would only be able to earn, say 1000 gold per week, no matter how much you spend.
The immediate effect I can see is that the market become a lot less liquid. Buying 500g worth of raw materials, and crafting finished materials worth 600g is only 100g of profit. But it would count as 600g towards the cap. If it doesn't, if spending money increases the amount of cap room, then a player could use an item as a store of value, and effectively evade the cap.
The game devs might have to eliminate a lot of gold sinks. Take repairs. Wiping a few dozen times is okay because the repair cost is negligible. But with a hard cap on gold, wiping and repairs become a large source of friction. The best solution might be to eliminate item damage altogether. Consumables like potions and flasks would be another issue.
But with a cap, the gap between experienced player and new player is much lower. A few thousand instead of potentially millions. Caps work well with all the other currencies. Surely it would be beneficial on the base currency as well.
Tuesday, September 23, 2014
The Latest in Anti-Bot Techniques
Archeage has a pretty cool anti-bot program. There's an ability you can use to report a bot. This ability costs 25 Labor. Trion checks the report and squashes the bot. If it is a bot, you get 50 Labor back, for a net profit of 25 Labor.
Since Labor is scarce for F2P players, this has encouraged a number of them to take up bot hunting as a sport for fun and profit.
This is clever because it utilizes humans for the computationally difficult task of differentiating bots from regular players. This is a task that humans are quite good at, and are especially good at continuing to identify bots as their behavior changes. Botting, as Justice Potter Stewart said of pornography, is something that "I know it when I see it".
It's also quite meta, in that it makes a mini-game out of removing bots, which is highly appropriate in a game.
Well done, Trion. Let's just hope that this doesn't go to the next stage:
Since Labor is scarce for F2P players, this has encouraged a number of them to take up bot hunting as a sport for fun and profit.
This is clever because it utilizes humans for the computationally difficult task of differentiating bots from regular players. This is a task that humans are quite good at, and are especially good at continuing to identify bots as their behavior changes. Botting, as Justice Potter Stewart said of pornography, is something that "I know it when I see it".
It's also quite meta, in that it makes a mini-game out of removing bots, which is highly appropriate in a game.
Well done, Trion. Let's just hope that this doesn't go to the next stage:
Shortly before the Patrician came to power there was a terrible plague of rats. The city council countered it by offering twenty pence for every rat tail. This did, for a week or two, reduce the number of rats—and then people were suddenly queuing up with tails, the city treasury was being drained, and no one seemed to be doing much work. And there still seemed to be a lot of rats around. Lord Vetinari had listened carefully while the problem was explained, and had solved the thing with one memorable phrase which said a lot about him, about the folly of bounty offers, and about the natural instinct of Ankh-Morporkians in any situation involving money: “Tax the rat farms.”
- Terry Pratchett, Soul Music
Monday, September 22, 2014
Day One Pricing for the Base Currency
Pretty much all MMOs have a base currency: gold, credits, gil, etc. This is the currency that the most transactions use, as well as the currency used between players. It's also the currency which is the most constant from the beginning to end. Here's something I've been wondering about base currency lately:
If the game offers something purchasable for base currency in an update, must it be affordable on Day One?
Both FFXIV and TOR offered player housing for what seemed to be exorbitant amounts of base currency. There were a lot of complaints that the prices were not affordable. But I did not think they were completely out of reach. It might have taken a few weeks, but I think everyone could earn the necessary amounts.
However, there seems to be an expectation that if something is offered for gold or credits, you should be able to buy it as soon as it comes out. This is in stark contrast to the other currencies. If an item costs 5000 Valor, no one bats an eye that it will take you a few weeks to earn enough Valor to purchase the item. But have the item cost 500,000 gold, and players will howl.
Not to mention that these items with exorbitant prices sell. In FFXIV, many of the servers have sold out of the limited personal housing supply. That strongly implies that the prices were not high enough.
Why do players treat the base currency so differently than the other currencies?
If the game offers something purchasable for base currency in an update, must it be affordable on Day One?
Both FFXIV and TOR offered player housing for what seemed to be exorbitant amounts of base currency. There were a lot of complaints that the prices were not affordable. But I did not think they were completely out of reach. It might have taken a few weeks, but I think everyone could earn the necessary amounts.
However, there seems to be an expectation that if something is offered for gold or credits, you should be able to buy it as soon as it comes out. This is in stark contrast to the other currencies. If an item costs 5000 Valor, no one bats an eye that it will take you a few weeks to earn enough Valor to purchase the item. But have the item cost 500,000 gold, and players will howl.
Not to mention that these items with exorbitant prices sell. In FFXIV, many of the servers have sold out of the limited personal housing supply. That strongly implies that the prices were not high enough.
Why do players treat the base currency so differently than the other currencies?
Sunday, September 21, 2014
A Queue System Design
Archeage Queue Issues
Still, it's interesting to see how Archeage's game design has interacted with the queues. There is one significant design element which is making the queues much worse than they should be. For all non-combat activities in Archeage, there is one primary resource: Labor. All crafting and gathering activities cost Labor, which regenerates over time. Labor is shared across the entire account, not per character.
However, for F2P accounts, Labor only regenerates when you are online! So that provides extra incentive for people to stay online. Not only do they avoid the queues, but they get the resource needed to play the game. So naturally Archeage is now full of people AFKing and making macros to avoid being kicked off. This, of course, makes the wait time for the people in the queue longer.
In some ways, Archeage would be better off right now if this design had been reversed: if F2P people only regenerated Labor when they were offline. That would give people incentive to log off, and let new people onto the server.
The problem here is that the queues are temporary, for the launch rush. For general play, when the population is at a steady state, it's better that the F2P players have an incentive to stay online to provide content for the paying players.
Finally, because Archeage is an open world where players can obtain property, Trion cannot use the "normal" method of opening up extra servers or extra instances and then merging them together. Merging claimed property would be a nightmare.
My Queue System
Here's my design for a queue system for a game:
- A queue to enter the game always exists, and players always go through the queue when first connecting to a server. Of course, if the server is not full, going through the queue is pretty much instantaneous.
- When a player reaches the front of the queue, the game assigns the player a "window" of X hours, and lets them log into the game proper. If you reach the front of the queue at 6pm, your window might be from 6pm to 8pm.
- If you disconnect and reconnect anytime during your window, you bypass the queue and automatically enter the server.
- When your window closes:
- If there are people waiting in the queue, you are logged off the server and re-enter the queue at the end.
- If there are no people in the queue, you are issued a new window of X hours and can continue playing. You are not logged off in this case.
- If the server goes down for Y minutes, all current windows are extended for Y minutes.
I think this is a reasonably fair queue system. It guarantees that you get to play for X hours once you sit through the queue. You can log off for a few minutes, and then log back on. But after you've played for a bit, you have to log off and let someone else play. It's like taking turns on the playground.
Because everyone has a window at all times, even those who logged in when there were no people in the queue, people start getting logged off naturally once a queue forms.
The major issue with this system that I can see is that the number of people who are currently logged into the server is now different from the number of people who could be logged into the server. For example, if you play for an hour, then log off and go to sleep, the system doesn't know that you are not coming back. It has to make the assumption that you could come back. Thus you have to be careful when determining how many active windows you can have, and the length of a window. But those are variables which can be tuned.
Thursday, September 18, 2014
Parity of Time
Azuriel has an interesting post on Parity as Entitlement. He's discussing entitlement, F2P, money and time. At one point his discussion touches on the different amounts of time people have available:
Existing MMOs have many mechanics which push towards parity of time. The most blunt example is raid lockouts. Play a little or play a lot, you can only do the latest raid once per week. WoW even tried limiting attempts per boss. It didn't go so well, but they did try.
Often there are extra rewards for the first instance you run per day, or the first X instances per week. This pushes towards parity of time by front-loading most of the reward onto the first few hours. You still get more reward as you play more hours, but the majority of the reward is concentrated in the first few hours.
The Old Republic does something similar with daily quests. The daily quests can be done each day, but there's also a weekly quest that requires you to do each daily once. The presence of the weekly makes the first set of dailies more rewarding.
Pretty much every currency after the base currency has a cap. Maybe you can only earn 1000 Endgame Currency a week, and can only bank 3000. Again this plays into parity of time. After a threshold, playing more hours simply does not help you.
Finally, there's rest XP. If someone plays fewer hours, the hours they do play become more valuable than the hours played by high-playtime player. The value per hour played effectively scales with the number of hours that are not played.
Far from players and developers accepting the disparity in time played, they actively add mechanics to mitigate that disparity. It is unfeasible to enforce true parity of time, but that doesn't mean that devs and players see the disparity as desirable.
(Admittedly, it would be pretty funny to see a game try to enforce true parity of time. Imagine a game which limited you to 10 hours per week. It would be interesting to see the audience's reactions.)
Perhaps this disagreement comes from differing definitions of parity. Tobold in later comments suggests no MMORPG features parity because different people have different amounts of time to spend playing the game. This is not a dilemma to me – as I mentioned previously, the both of us have the same 24 hours in a day in which to allocate our time. I have zero issue with you receiving greater rewards (etc) for having spent more time playing the game than I. In fact, it sort of boggles my mind that this is even a point of contention. Is that not how any activity should inherently work? “You spent more time reading a book and got farther into than I did… unfair!”Many players and MMO developers do not agree with this perspective. If it was feasible to enforce parity of time, many games would do so.
Existing MMOs have many mechanics which push towards parity of time. The most blunt example is raid lockouts. Play a little or play a lot, you can only do the latest raid once per week. WoW even tried limiting attempts per boss. It didn't go so well, but they did try.
Often there are extra rewards for the first instance you run per day, or the first X instances per week. This pushes towards parity of time by front-loading most of the reward onto the first few hours. You still get more reward as you play more hours, but the majority of the reward is concentrated in the first few hours.
The Old Republic does something similar with daily quests. The daily quests can be done each day, but there's also a weekly quest that requires you to do each daily once. The presence of the weekly makes the first set of dailies more rewarding.
Pretty much every currency after the base currency has a cap. Maybe you can only earn 1000 Endgame Currency a week, and can only bank 3000. Again this plays into parity of time. After a threshold, playing more hours simply does not help you.
Finally, there's rest XP. If someone plays fewer hours, the hours they do play become more valuable than the hours played by high-playtime player. The value per hour played effectively scales with the number of hours that are not played.
Far from players and developers accepting the disparity in time played, they actively add mechanics to mitigate that disparity. It is unfeasible to enforce true parity of time, but that doesn't mean that devs and players see the disparity as desirable.
(Admittedly, it would be pretty funny to see a game try to enforce true parity of time. Imagine a game which limited you to 10 hours per week. It would be interesting to see the audience's reactions.)
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