Monday, November 24, 2014

Gorgrond Questing, Garrisons, Sub Numbers

Gorgrond Questing

I was out of town for most of last week, so I have not advanced much farther. I did finish Gorgrond. I'm not sure what I think about choosing one quest path based on which outpost you build. It felt like you only got half the story.

I chose the Sparring Ring and ended up being sent to the north. Overall, Gorgrond was decent but not really memorable. I did like seeing alternate-Rexxar and his animals.

Garrisons

I really like Garrisons. I like them a lot more than housing in other games. For me, I really like the way different parts of the Garrison work together to produce things. Housing very often feels so static me. You place a chair and then you are done. But with the garrison, the mine produces ore which feeds the jewelcrafter. Lumber gets turned into resources. NPCs are dispatched on various tasks. It's a lot more SimCity that normal housing, and I think that makes it more attractive.

I also really like how Blizzard brought back old NPCs to help populate your garrison. The best was seeing Maybell Maclure-Stonefield and Tommy Joe Stonefield. I've mentioned before that I love that quest from Elywnn Forest, and it was really well done to see the results.

Sub Numbers

So WoW is back up to 10 million subscriptions in time for the 10th anniversary. There's some pleasing symmetry to that. Also, no wonder the servers melted.

I wonder how much of a role Elder Scrolls Online and Wildstar played in this. I think there were a fair number of players who were burned by both those games, and they may have retreated back to WoW, the comfortable, dependable game.

Sunday, November 16, 2014

Warlords of Draenor Launch

Warlords of Draenor was released on Thursday. As is tradition, the servers promptly melted. Thursday and Friday were pretty bad. The few times I was able to get in, the lag was so bad it was nigh-unplayable. However, the server maintenance Saturday morning seems to fixed most issues. Aside from queues on the high population servers, everything seems to be going well now.

All in all, it just emphasizes that one should never take time off work for the launch of an online game.

My paladin, Coriel, is level 93 now, and I've done the first Alliance zone: Shadowmoon Valley. It was a pretty good zone with a decent story. I like the mix of quest-driven gameplay combined with more open "Timeless Isle"-style activities like rare monsters and treasures. It's the best of both worlds, and it's always exciting to see a skull pop up on your mini-map.

I must admit that I was caught off guard by how central the garrison is to the leveling experience. It's well done, and I think does a very good job of establishing your character's role in the expansion. I rather like how all the NPCs call you "Commander".

I really have no idea what I'm doing with the garrison, but hopefully it's working out. I like recruiting new people and sending them on missions. It's simple but very well done.

I also like the randomness as applied to quest rewards. It's neat that green quest reward can randomly upgrade to blue or purple. It's a very good use of randomness.

A very bad use of randomness, on the other hand, is the Draenor Perks system. My first Draenor Perk for Retribution was Improved Forbearance. As I predicted, this was very disappointing.

All in all, WoD is going reasonably well. Blizzard says that demand was much higher than they anticipated. Which I suppose is good for them. However, I can't help but think that the lesson that will be drawn is that "SAVAGE! Orcs, orcs, orcs!" is what the players want. And maybe that is what we want.

Wednesday, November 12, 2014

Mists of Pandaria, in Review

Overall, I thought Mists was a pretty good expansion. It never quite pushed over the line into "great" though. This was one expansion that I really did not do a lot in. I never raided seriously, and I ended up leaving WoW at the beginning of this year.

The Good:
  • Initial questing - I thought all the initial zones were very well done, and quite interesting.
  • The Pandaren - Everyone expected a joke race, but the pandaren turned out surprising well.
  • Patch 5.1 - I really like the way the story was woven into the dailies in this patch.
  • Thunder Isle - Another good zone.
  • All Raid Instances - All the raids were pretty well done, I thought. There were no tiers that were distinctly disliked.
  • Flexible Raiding - An outstanding innovation.
  • Legendary Questline - I really liked this questline, and how it worked over the course of the expansion.
  • The Farm - I really enjoyed building the farm and those series of quests and dailies.
The Mushy Middle:
  • Dailies - I know that a lot of people would put this in the bad column, but I think that is excessive. The dailies were very optional, in my mind, and were fairly fun to do if you did a faction at a time or so.
  • The Isle of Time - I didn't really like this zone, but it seemed like a lot of other people did. I just prefer zones with stories, rather than random wandering around. Basically, if I wanted self-directed gameplay, I'd play Eve or another sandbox.
The Bad:
  • Pacing - Each of the early patches should have had an extra month, and the last patch should have been a couple of months shorter. The length of time Siege of Ogrimmar was current was way too long.
  • Spoiling the End Boss - I think the biggest mistake Blizzard made was revealing Garrosh as the end boss before the expansion even began. They should have done their best to keep it a secret until 5.3/5.4. I think revealing it so early caused people to overlook Pandaria itself, instead focusing on the ultimate end.
  • Excessive Focus on the Horde- Orcs, trolls, orcs. This expansion was too focused on the Horde side. There is a whole other faction, Blizzard.
There was a lot of stuff I didn't try this expansion. I didn't do any challenge mode dungeons, or any raiding other than LFR. Basically, I was super casual. But the Pandaria core of the expansion was lots of fun. However, the pacing and later focus on the Horde weakened the overall experience.

Monday, November 10, 2014

Jedi Consular Done!

This post contains significant spoilers for the Jedi Consular storyline in Star Wars: The Old Republic.

I finished the Jedi Consular story yesterday. I played as a Light Side female Jedi Shadow tank. I used the 12x promotion, so I leveled strictly by class missions.

When you see most rankings of the TOR stories, the Consular story is often near the bottom. I disagree with this. So far, the Consular story is my favorite Republic story. It's not as good as the Agent story, but it's solidly in that second tier with the Jedi Knight and Sith Warrior.

However, I can see why some people don't like the Consular story. It's focused inwards, on the Jedi and the Republic. It's all about healing and diplomacy. I actually liked it a great deal. I really liked the hints of history in Chapter One. And then slowly building your alliance and armies in Chapters Two and Three. Corellia was very well done too, as you got to see the payoff of your recruitment efforts.

As well, I do not think think that going Dark Side works with this story. It really feels that you have to be Light Side, to unironically embrace the Jedi code and philosophy.

There are other minor criticisms. Tharan Cedrax is an excellent character, but his "Did you know I'm a pacifist?" is excessively annoying. I know he's supposed to come off as somewhat annoying, but there is a line, and the overuse of that phrase crossed it.

The main villain was very predictable. But even so it was very well done, with a nice twist.

The story also does suffer slightly from early choices constraining the future. It would have been nice for some of the characters from Chapter One, especially Yuon Parr, to come back in later chapters. But because killing them is a Dark Side option, they don't appear again, even though you saved them if Light Side.

Those are pretty minor criticisms. Overall, I thought it was an excellent story. However, I also think that it is not the best story to do first. It works really well as a later story, because of the perspective it provides on some of the later planets, especially Belsavis and Voss.

Force Persuade

If Obi-wan Kenobi had not been the one to use Force Persuade in the first movie, do you think it would have been considered a Dark Side action?

After all, you're literally overriding the mind and will of your target, forcing them to obey you. If you had put a shock collar on them and forced them to obey by threatening shocks, there would be no doubt that is Dark Side. Is Force Persuade so much better?

Maybe Force Persuade is really a Dark Side action. That makes for an interesting perspective on Obi-wan, with him being a little more "gray" than he first appears.

Sunday, November 09, 2014

Thoughts on Overwatch

At Blizzcon, Blizzard unveiled their latest game: Overwatch. This also marks the first new world from Blizzard in 15+ years. Thank God.



So here are some quick thoughts on Overwatch:
  • The key element to take away from Blizzard's new world is that in the future, the moon will be populated by intelligent gorillas.

  • This new world is not dark. It's fun, vibrant, maybe even joyful and hopeful. I think that's a very good approach to the FPS scene. Most FPS games are on the darker side. Even "funny" FPS games like Duke Nukem, Serious Sam, and Team Fortress 2 go for more cynical, mordant humor.

  • I really like how Blizzard announces games with hands-on playable machines available. It's a really strong gesture of faith in their product. It's not empty hype or vaporware. Instead the hype is being generated by the regular people who actually got to play the game.

  • As to actual mechanics, things look good. People seem to like the responsiveness and control, which are vital to the genre. The different heroes seem to play differently and synergize well. There also looks to be a hero for most every playstyle.

  • The single most important design decision might be the mechanic Blizzard chose to leave out: an XP bar. Almost every game these days has some form of leveling or progression, or earning money to purchase weapons. Blizzard just goes old-school and eschews progression entirely.

  • Will I play Overwatch? I will try it out. However, the last couple of first-person games I played made me motion-sick, so I've avoided those types of games for the last few years.
All in all, Overwatch looks like an impressive addition to the Blizzard family.

Sunday, October 26, 2014

Sith Warrior Done!

This post contains significant spoilers for the Sith Warrior storyline in Star Wars: The Old Republic.

I finished the Sith Warrior storyline today. I did it without the class XP buff, so the old way with side missions. I played a female Juggernaut (tank) and went pure Light Side (except for two choices).

Overall, the story was excellent. The female voice actor, Natasha Little, was outstanding with a very rich, strong voice that perfectly matched the character. I also thought the story was very even, more than the other stories I've played. Each chapter was solid. It also was a superb story for the Warrior, demonstrating the rise through the ranks of the Sith.

The main villain was also good, and killing him at the very end (one of my two Dark Side choices) was very satisfying.

I also like the way Light Side worked in this story. Not so much a good person exactly, but more like a pure knight of the Empire, not spending time and effort on unnecessary and petty cruelties. I was wondering how the Emperor would react to a Light Side warrior, as you become his Wrath. But it was portrayed perfectly, as the Emperor simply did not care, was beyond the petty LS/DS conflicts of this galaxy.

The companions were mostly good. I especially liked the rivalry and contrast between Quinn, the smooth calculating officer, and Pierce, the rough frontline soldier. I used Jaesa most of the time, though.

So far, I would rank the story second, behind the Imperial Agent. It's close behind in quality, but the Sith Warrior story is just missing that final "something" which would have pushed it over the line into brilliance.

Sex and the Sith

Because Star Wars is a PG world, sexual depravity is not present, or is glossed over. The closest it comes is having omni-present "dancers" in the cantinas and as slaves.

You know that in an adult Star Wars, the Sith would be utterly depraved. Power structures specifically elevating the powerful over the weak. A code decrying peace and elevating passion. An entire aristocracy focusing on cruelty and power. It would be the worst of human aristocracies, without even the slight mitigations of chivalry and codes of manners.

But for the most part, this is not present in game. Relationships are almost entirely consensual.

Except for the female Sith Warrior romance.

Now, I haven't finished the full story line, but the initial relationship with Quinn is textbook sexual harassment. The superior--both in terms of rank and personal power--continually propositions her subordinate. The subordinate does his best to avoid or deflect her attentions, but he cannot afford--the cost might be his life--to outright reject his superior, and his dialogue reflects that.

It's very different from the Sith Inquisitor romance, where there was clear interest from both parties.

I found it really interesting that Bioware would include a "romance" like this. I cannot decide if it was the correct thing to do or not. On the one hand, a Dark Side relationship with undertones of imposed power seems appropriate to the class. On the other hand, it's much more deviant than I expected from the game.

The romance probably becomes more mutual as the companion story line progresses, though. We'll have to see.

Thursday, October 23, 2014

Learning Content

Spinks has a interesting post up about learning content in MMOs:
I feel increasingly that random group content in MMOs is an anti-learning environment. If people zone in with someone who is learning the fight, they’re likely to be disappointed because it will take longer. They don’t want to take ‘the hit’ of being part of someone else’s learning experience.
This reminds me of one of the biggest differences between Japanese and North American culture in FFXIV. FFXIV has two forms of organizing group content with strangers:
  1. Duty Finder - This is the random group finder. You sign up, and the game matches you with other people in the queue.
  2. Party Finder - The leader lists her party, desired instance, and requirements. Other people apply to join. The leader can approve or disapprove of applicants.
My understanding is that in Japan, players use the Party Finder to form "learning parties". After they learn the fight, they use the Duty Finder to do the fight quickly with other experienced players.

In North America, it's the other way around. Party Finder is the province of experienced players, who usually require a applicant to have previously completed the instance. If you're new to a fight, you generally have watch videos and then sign up for Duty Finder and try and learn the fight on the fly. Too many new players in a given Duty Finder group generally leads to an unsuccessful run. Difficult fights (Titan HM before the patches) can be very hard to successfully complete in Duty Finder.

The Japanese system seems like a better experience to me. Expectations are clearly laid out in both cases. However, it suffers from two flaws. First, it is vulnerable to "cheaters". Someone who doesn't care about social opprobrium can just sign up as a newbie to Duty Finder and hope to be carried. 

Second, it requires that people be willing to form those "learning parties". I have seen NA players try to form learning parties. Their parties never fill, and just sit half-empty in the finder for hours. My personal theory is that the Japanese approach to schooling, with formal study groups and cram schools at an early age, makes this approach a lot more natural for Japanese players.

There are ways the NA devs could forcibly shift players towards the Japanese model. For example, suppose that you had to previously complete the instance before you could sign up for it in the random group finder. That would mean that you absolutely had to use the Party Finder system for your first kill.

I am not sure if such a requirement would fly with NA players. It might work. For example, running learning parties would be an astonishing recruiting tool for established guilds. If the easy path wasn't there, maybe individuals would step and start learning parties, and thus form stronger and better networks.

But on the other hand, maybe it won't work. Maybe we want to be anonymous and not bear any responsibility towards other people. If we end up with more failed groups, so be it. We can always just try the instance again, and get a new group of people. Maybe if this was a requirement, people would just quit or roll alts when they hit that point.

Wednesday, October 22, 2014

Dreamfall: Chapters?

The latest entry in The Longest Journey saga, Dreamfall: Chapters, was released yesterday.

I have mixed feelings about this. I absolutely loved The Longest Journey. It's on my Top 10 Games list, maybe even Top 5. But my reaction to the sequel Dreamfall was ... shall we say, strong?

So I'm really on the fence about picking this up. Not to mention that I still have a couple of other single player games I really should finish. And a Seasonal Wizard in Diablo 3 to get to 70.

Have any of you picked up Dreamfall: Chapters yet?

Tuesday, October 21, 2014

Women In Computer Science

This NPR story, When Women Stopped Coding, has been making the rounds in tech circles.  Its main thrust can be summed up with the following graph:


The given explanation by NPR is cultural. As they see it, computers started being marketed towards boys, driving the girls out. This is the pretty standard explanation whenever someone discusses the disparity between the sexes in computer science.

However, the data they use for the graph is essentially "percent of a percent". As you know, I loathe this type of data. So I went to see what the raw data from the National Science Foundation says:


In my view, the raw data tells a different, and perhaps more interesting, story.

Essentially, the story of computer science for both men and women is that there were two bubbles. One around the year 1980, and the other around the year 2000.[1] Which maps to what happened historically. Although women are always less represented, both curves follow somewhat similar shapes. The major difference though, is what happens around the peak of the bubble.

First, in the two or three years right before the peak, a lot more men jump into the program than women. More women enroll, but there are even more men who look to join in. Women seem a little less inclined to flock to the newly "hot" programs.

Second, and more importantly, the bust right after the peak absolutely devastates female participation in computer science. The first time, in the 1980s, female degrees drop to less than half of their high point, while male enrollment only falls by 30%. The second time is even more destructive for women. All the gains from the boom are wiped out, and female participation falls back to the steady state before the boom. Male participation drops, but again, it doesn't drop all the way back down.

My interpretation of the data is that less women participate in computer science not because of cultural reasons, but because of economic ones. My hypothesis would be that more women avoid industries that are perceived to be "unstable", or have significant economic downturns, even if the industry is lucrative during boom times.

To be fair, that's a reasonably sensible position. I was in university when the last tech bubble burst, and it was a terrible time to hunt for work. I can only imagine what a high school student is thinking when they see the obliteration of large tech companies like Nortel on the news.

[1] You choose your program roughly four years before you get your degree.

Monday, October 20, 2014

Proactive vs Reactive Stories

This post contains entirely predictable spoilers for the Sith Warrior and Sith Inquisitor stories in The Old Republic.

In both the Sith Inquisitor and Sith Warrior stories in TOR, there comes a point where your master betrays you. You survive the betrayal and ultimately defeat your master. This seems like a very traditional part of being Sith.

Except that's not quite how the Sith tradition goes. The apprentice is the one who betrays her master, not the other way around.

In the class stories, the betrayal is flipped. This is because the game cannot force the player to take action, to betray her master first. If you're playing Light Side, you might choose to be loyal. If the master forces you to take an unpalatable action, you might do it anyways if you are Dark Side.

Well, obviously the game could just not give you a choice. At point X, you betray your master, and that's that. But most players would be greatly unhappy with that.

Can a story-based game push the player into taking proactive actions? Or is the player always reacting?

Sunday, October 19, 2014

Republic Makeb Thoughts

It's almost time for a new expansion in The Old Republic, so I've finally finished the Makeb story line on a Republic character. I completed it on my Jedi Knight (Sentinel).

The new GSI buff stations that boost your gear level make Makeb much easier. I once accidentally logged out in the middle of a mission far away from a station, and when I logged back in I did not have the buff. The rest of the mission was much harder. I had to switch from a dps companion to a healing companion to finish it.

It's pretty clear that the Republic story line should be done first. It comes earlier, and a lot of the mysteries are cleared up when you go through the Empire story line. The Republic story is also a lot more straightforward than the Imperial story, being a regular rescue mission. Albeit a rescue mission for an entire planet.

The only hard fight was the final battle, and that was mainly because I kept getting one-shot right at the start of the fight. Once I figured out that I had to start the attack from a different location, it went smoothly. Of course, this probably more due to the GSI buff than any skill on my part.

I would rate the Republic story lower than the Imperial story. The Imperial story was a bit stronger, the NPCs (especially Katha Niar) were more interesting, and the conclusion was stronger. Plus Darth Marr is just awesome.

I think the villains for both stories were a bit weak. For one thing, they didn't really have any personal contact with your character until the very end.

Overall, Makeb was an "okay" story. Nothing really amazing, but nothing really wrong either.

Saturday, October 18, 2014

FFXIV Expansion Announced

FFXIV announced it's new expansion, Heavensward, today.



I really like how FFXIV embraces its killer mechanic, class changing on the same character, in its trailers. Apparently that warrior started as an archer in 1.0, then switched to warrior at the end of 1.0 and start of 2.0, and now is going for dragoon.

Dollar for dollar, I think FFXIV is the best value in the MMO market today (at least for themeparks). Every 3-4 months they drop a substantial content patch.

In fact, there's one patch (2.4) scheduled for the next few weeks, and maybe even another patch (2.5) before the expansion. 2.4 has a new raid instance, multiple new dungeons, and even a new class and job (Thief and Ninja). And most importantly, more Inspector Hildebrand!

Although, this patch did produce a lot of teasing for dragoons (melee dps lancer type class, the elite warriors of Ishgard in the lore, and with a reputation for dying in fights):
Why hasn't Ishgard won the war against the dragons?  
It's because all those dragoons spend 1000 years wiping. Don't worry guys, we'll kill the dragons for you. 
{Raise}{Do you need it?}

Friday, October 17, 2014

Abilities Per GCD in FFXIV

The discussion in the previous post brought to mind how FFXIV handles abilities and GCDs, which is slightly different from the norm.

GCDs in FFXIV are longer than other games, 2.5s instead of the standard 1-1.5 seconds. However, FFXIV expects every class to hit a button each GCD in their main rotation.

For classes with instant attacks, like melee classes, this usually means that the actual attack takes up a slice of that GCD, and gives the player a small amount of time to move their character. This is important, because melee characters need to move between the back and flank of the target during the rotation.

However, classes in FFXIV also have a set of off-GCD abilities. Because of the way animations work, you can effectively use one off-GCD ability per GCD.

So each GCD can have a max of two abilities. You're guaranteed to press at least one, the main rotation ability, but only some GCDs will have the second ability used.

You could model this with two GCDs (though I suppose they technically aren't "global" anymore). Some abilities trigger GCD 1, others trigger GCD 2. There are no empty GCDs in track 1, but there are some in track 2.

I think this method is pretty good. You get into the rhythm of your main rotation, each ability coming 2.5s after the last. But there's lots of empty space to throw in cooldowns and specials. As well, you can't trigger all your cooldowns at once, but have to space them out. The biggest downside is that classes can seem very slow at early levels, where you only have track 1 abilities.

On the whole though, I do like FFXIV's approach to GCDs. I especially like the longer GCDs. It slows the game down a bit, makes it a touch more forgiving. I have never been a fan of the way Haste speeds up the game by messing with the GCD.

Thursday, October 16, 2014

"Player-sexual" NPCs

At the New York Cantina Event, Bioware announced that the romance arcs in the upcoming Shadows of Revan expansion will be "player-sexual". Bioware defines this as: "if you are a player no matter your gender you can romance [the non-player character]."

I disapprove of this.

Oh, I don't care if the NPC is gay or straight. If Bioware wants to include a gay NPC, that's fine by me. If the romance is heterosexual, that's fine as well.

What I object to is defining the NPC's characteristics in terms of the player. An NPC's characterization should exist independently of the PC. Otherwise, the NPC feels less like an actual character, and more like a reflection of the PC, a mere object to fulfill the player's fantasy.

As a silly example, imagine if at the beginning of the game, you were asked "What is your favorite ice cream?"  Later, you meet the love interest in the game and she goes, "My favorite ice cream is [player's favorite]." That's rather odd and narcissistic. The character should have her own opinions on ice cream.

There's a really good example of this in the Imperial Agent story line. Watcher Two is one of the main supporting characters. She is can be romanced, but only if you are playing a human male. If you're playing an alien, you get shot down. It's part of her character that--as awesome as Watcher Two is--she's an Imperial to the core, and still bound by the prejudices of her culture.

It's okay for an NPC to change in reaction to the actions taken by the player. But the change should be a reaction, driven by the existing independent personality.

Of course, we know why Bioware is choosing this path. It cuts down on the number of characters and permutations required, while still allowing everyone a romance option. But I think it makes for weaker characterization, and leads to a lesser and overly player-centric story.

Wednesday, October 15, 2014

Abilities Per GCD

How often should a player be hitting a button? Should the player be pressing a button every global cooldown (GCD), or is it better that some GCDs are left empty?

I've been watching forums for a while now, and it seems that the trend is for people to demand that every GCD has to be filled. But that leads to a problem with certain archetypes.

Consider 10 GCDs. Let's say that each class is designed to deal 1000 damage after 10 GCDs. If every GCD is filled, then each button press contributes an average of 100 damage.

But say you want a class that does big hits. With an ability that does 400 damage.  That means the remaining 9 buttons only do 66 damage. So you're spending button presses on many weak abilities just so you can have that one big hitter.

There are ways around this of course. For example, the small ability could boost the large ability, so a portion of that 400 damage is really attributable to the small ability.

But overall, it seems easier to design a class that doesn't use every GCD, or has abilities that cost multiple GCDs (casters, usually). If you only used 5 abilities in that 10 GCD window, your heavy hitter could do 400 damage, and the other four still do 150 damage, which is more than a class that fills each GCD.

Then the problem with empty GCDs is that filling them with anything becomes a viable means of increasing damage. The usual route is to throw in AoE abilities, like Retribution paladins did with Consecration.

SWTOR provides all classes with a very weak filler ability that does not cost resources (or even grants resources), giving the player a button to press when they have nothing better to do. I'm still not sure it's better than just having the player wait for the extra GCD.

Ultimately though, is a class with empty GCDs a viable playstyle anymore?

Tuesday, October 14, 2014

Patch 6.0 First Impressions

I bit the bullet and resubscribed to WoW. Here are my impressions of the new patch.

Character Models

The new character models look pretty decent. They still look a lot like the old models. The major differences I've noticed on the human female model are the eyes and the running animation. The eyes seem much bigger and brighter, more like "anime" eyes. At least you can change your face in the barbershop now.

The running animation also looks a little different than I remembered. It may just be a case of more moving parts though.

Ability Pruning

The ability pruning is pretty noticeable. I had a lot of blank buttons on my hotbars. But all the important abilities are there.

Inventory Changes

Warning! There's a new button to sort your bags. I accidentally pressed this button in my bank, and it wrecked my carefully laid out system of having specific bags for specific items.

Stat Squish

The stat squish is both noticeable, especial when you look at armor, and forgettable. The numbers seem to work, and general combat in the open world worked pretty much like normal.

Initial Warlords Questline

The new questline is pretty decent. There are some changes to the way the quest tracker works, which was surprising at first. As well, quest goals are pointed out with great detail.

Another new thing came with a quest to plant flags in certain locations. Before, you would go to that location and click a flag item in your inventory or on your quest tracker. But now there were golden outlines of the flag in the location. When you clicked on the outline, your character planted the flag. I cannot decide if this is a better or worse way to handle these types of quests.

Upper Blackrock Spire

I did the new UBRS. It's pretty short, ending at roughly where the Rend Blackhand encounter used to be. There are some nice call outs to the old UBRS. It feels incomplete, but it may just be a teaser for the full dungeon at 100.

New Healing Model

Healing-wise, I don't know. I don't think the numbers for healing are quite right at 90. For one thing, it didn't seem to make a lot of difference whether or not I used the expensive, fast heal, or the slower, cheap heal. It would also have helped a lot if the tanks had pulled slowly. The first tank pulled everything in the first room, we wiped, and then the tank left the group. Then for some reason the second tank left in the middle of the last boss fight event. Luckily we got a third tank quickly, and successfully finished the fight.

Healing is a lot weaker than it used to be, but it feels like damage still comes in at a higher rate. Or perhaps tanks have a lot more control over how much damage they take. I'd notice that the tank would take crazy damage, but then take very little when they were at low health, while I was trying to frantically heal them back up. Or with the DK tank, suddenly the tank would gain 30% of her health back, but it wasn't from one of my heals.

Basically, as a healer, it felt like the tank had more control over her health than I did. I am not sure that is a good thing for group mechanics. The bargain is that the tank controls the mobs, I as healer keep the tank up, and the dps kills the mobs. This feels like it breaks the link between healer and tank a little bit.

I guess we'll see how it works out at 100, though. I may also be wrong about why the tank's health dropped fast some of the time and slow at other times. I thought it was the tanks starting to use active mitigation more, but it may just have been random or the tank using her regular defensive cooldowns.

Monday, October 13, 2014

WoW Patch 6.0 Tonight

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?

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.

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.

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.