Once again we are discussing the issue of cookie-cutter specs created by theorycrafters and the high-end, and those specs being enforced by the playerbase at large.. An article on BlizzardWatch started the current issue, and Talarian offers his viewpoint.
I think that most of the comments are approaching this from the wrong angle. Everyone seems to assume that the players who insist on cookie-cutter specs are being irrational and "mean", denying other players the option to be creative. But what if the players insisting on cookie-cutter specs are entirely rational, and entirely correct in their reasoning?
So let's start there. Why do players insist on cookie-cutter specs?
Well, let's say you're a raid leader and you have two applicants: Chris and Sam. Chris' spec is drastically different from the accepted theorycraft, as are his secondary stats. Sam, on the other hand, is texbook cookie-cutter. Which of the two is more likely to be the better player?
You may not like to hear this, but 99% of the time Sam will be the better player. And it won't even be close. Sam will probably do twice the damage that Chris does. Adherence to the cookie-cutter spec is usually a sign the player has done outside research, who at least has read a guide and knows the best rotation.
Essentially what the raid leader is looking for is a "Proof of Competence". A cookie-cutter spec is one such proof. Yes, this is unfair to good players who want to experiment, but from the raid leader's point of view, she cannot infer that. The information she has is limited, and it's best to follow the Proof of Competence, even if she occasionally turns down a good player.
So how can we encourage a wider variety of specs? The answer to that revolves entirely around the Proof of Competence.
First, you could substitute something else as the Proof of Competence. Examples here are logs showing good performance, or achievements. These are often harder to obtain, though. Requiring a cookie-cutter spec is better than requiring people to have already beaten the fight you are working on.
Second, you can not allow the opportunity to view the Proof of Competence. For example, you could not allow inspection of specs. But that doesn't stop people from just asking questions. Another example is LFR, where the group is automatically put together. It's much easier to take a variant spec into LFR.
Third, you could make the spec matter a lot less. Throughput talents almost always have a "right" answer. If all talents were utility talents, most people would not care so much. For example, SWTOR talents are almost entirely utility talents, and no one cares what talents you take. However, the downside is that they require something different as a Proof of Concept. In SWTOR, pick-up groups usually require that you have already beaten the instance previously (by linking the achievement), which makes life hard for newer players.
Fourth, you could make content easier. Arguably LFR and Normal Mode in WoW are like this. People are less likely to insist on a Proof of Competence when success is likely.
Fifth, you can encourage extended groups such as guilds, and diminish the viability of transient pick-up groups. The thing about a Proof of Competence is that you only have to demonstrate it once, at the start of the relationship. Once the other players are confident in you, you have a lot more freedom. If the great mage in your group wants to experiment with a different spec tonight, the rest of the group is often happy to let her try. People in established raid groups have far more leeway to experiment with spec choices than people who run with pick-up groups.
In conclusion, players are being entirely rational when they insist on cookie-cutter specs. If you want to allow your players the freedom to choose their talents, you have to address the need to prove competence. From my point of view, cookie-cutter specs are actually among the least restrictive Proofs of Competence. Pretty much every other option is worse.
Thursday, December 10, 2015
Wednesday, November 25, 2015
Aliases
One thing the Overwatch beta brought home to me is that I need to change my BattleNet tag. When Blizzard came up with the old system, the only Blizzard game I was playing was WoW. I couldn't think of a decent handle to use, and since the tag doesn't appear in WoW, I just entered my real name.
But now, when I play other Blizzard games, my real name appears very out of place. It is traditional to not use real names in gaming, to use a made-up handle instead.
I haven't really used an alias online in years though. My usual Coriel-style names are for characters, not for me. I suppose I could go back to using "GSHamster", but it was always pretty lame. I used it mostly for laughs in FPS games.
So I'm trying to think of a decent handle, and am drawing a blank. Do most of you use a consistent online alias? How did you come up with it in the first place?
But now, when I play other Blizzard games, my real name appears very out of place. It is traditional to not use real names in gaming, to use a made-up handle instead.
I haven't really used an alias online in years though. My usual Coriel-style names are for characters, not for me. I suppose I could go back to using "GSHamster", but it was always pretty lame. I used it mostly for laughs in FPS games.
So I'm trying to think of a decent handle, and am drawing a blank. Do most of you use a consistent online alias? How did you come up with it in the first place?
Monday, November 23, 2015
Overwatch Stress Test Beta Impressions
I was lucky enough to get an invite to the Overwatch Stress Test Beta this past weekend. I last played an First Person Shooter well over a decade ago, Unreal Tournament 99. So I didn't expect much from this test. I fully expect that I am in the bottom 20% of Overwatch's audience.
My first reaction is that despite how terrible I was, Overwatch was really, really fun. I thoroughly enjoyed myself. Overwatch has that "just one more game" draw to it. Matches are fast and frantic.
For the most part, I stuck with Mercy, who is a healer. Mercy is an excellently designed healer. She can heal or buff allies, and her ultimate is a resurrection of all dead allies. She's very well designed for new players, as her ability targeting is quite forgiving and has a decent about of computer assist. On the other hand, she's pretty fragile, and you'll die a lot. Blizzard nailed the aesthetic of a basic healer here. It's even great when, at the end of match, you see a Play of the Game, and it's your teammate and you can see that you healing/buffing them throughout their play.
After playing healer for a bit, I tried out some of the other characters. I'm pretty terrible at aiming, so I wasn't having much luck until I tried Reaper. For some reason, I just clicked with Reaper, and managed to actually get as many kills as deaths in a few games. I even got a couple kill streaks and a Play of the Game (which was basically me charging blindly at a group of people and magically killing several of them somehow).
There are a lot of heroes, and they all feel different, both to play as and fight against.
There are also some interesting design decisions. I don't know if other modern FPS'es do this, but if time expires, but there are still people fighting on the object, the game goes into overtime and continues until either the objective is cleared or the attackers claim it. It makes for some amazingly tense final seconds of a match, and is just so much fun.
There is no also killboard for the entire group. Instead, at the end of the match, Blizzard feature four people (who can come from either team) who have done quite well based on whatever metrics they capture. For example, people can show up for number of kills, healing done, damage absorbed by tanks, etc. Then everyone can vote for one person to be MVP. Blizzard then shows you personal stats for the match, and compares them to your average play. So there is a bit of feedback there, as it's really nice to show up on a card, and to slowly drag your averages up.
By focusing on the positive plays, Blizzard avoids embarrassing or humiliating lower skill players, but still provides them decent feedback. I hope Blizzard stands strong on this decision, as a lot of better FPS players on Reddit and the like seem to be demanding a killboard.
There's also no progression systems built in. It's very much a throwback to old FPS games of the 1990s where your character was the same in every match and didn't really change or level up. I liked this, as it is a lot easier to drop in and play, and outside of player skill, opposing characters behaved predictably.
Overall, I thought Overwatch was a lot of fun. Of course, I have zero idea what its competition is like, or what the hardcore FPS scene is like. But I'll probably pick up Overwatch when it is released.
![]() |
| I didn't take any screenshots, so have some Blizzard ones. |
For the most part, I stuck with Mercy, who is a healer. Mercy is an excellently designed healer. She can heal or buff allies, and her ultimate is a resurrection of all dead allies. She's very well designed for new players, as her ability targeting is quite forgiving and has a decent about of computer assist. On the other hand, she's pretty fragile, and you'll die a lot. Blizzard nailed the aesthetic of a basic healer here. It's even great when, at the end of match, you see a Play of the Game, and it's your teammate and you can see that you healing/buffing them throughout their play.
After playing healer for a bit, I tried out some of the other characters. I'm pretty terrible at aiming, so I wasn't having much luck until I tried Reaper. For some reason, I just clicked with Reaper, and managed to actually get as many kills as deaths in a few games. I even got a couple kill streaks and a Play of the Game (which was basically me charging blindly at a group of people and magically killing several of them somehow).
![]() |
| A Blizzard screenshot of Reaper |
There are also some interesting design decisions. I don't know if other modern FPS'es do this, but if time expires, but there are still people fighting on the object, the game goes into overtime and continues until either the objective is cleared or the attackers claim it. It makes for some amazingly tense final seconds of a match, and is just so much fun.
There is no also killboard for the entire group. Instead, at the end of the match, Blizzard feature four people (who can come from either team) who have done quite well based on whatever metrics they capture. For example, people can show up for number of kills, healing done, damage absorbed by tanks, etc. Then everyone can vote for one person to be MVP. Blizzard then shows you personal stats for the match, and compares them to your average play. So there is a bit of feedback there, as it's really nice to show up on a card, and to slowly drag your averages up.
By focusing on the positive plays, Blizzard avoids embarrassing or humiliating lower skill players, but still provides them decent feedback. I hope Blizzard stands strong on this decision, as a lot of better FPS players on Reddit and the like seem to be demanding a killboard.
There's also no progression systems built in. It's very much a throwback to old FPS games of the 1990s where your character was the same in every match and didn't really change or level up. I liked this, as it is a lot easier to drop in and play, and outside of player skill, opposing characters behaved predictably.
Overall, I thought Overwatch was a lot of fun. Of course, I have zero idea what its competition is like, or what the hardcore FPS scene is like. But I'll probably pick up Overwatch when it is released.
Monday, November 09, 2015
Holy Paladins in Legion
Blizzard has started releasing Class Previews. Here's the Paladin preview. They say that are aiming going back and strengthening the core fantasy of each of the specializations. Here's what they plan to do for Holy paladins:
Of course, for this plan to work, holy paladins can't be targeted by range effects. We'll see if their encounter design team actually remembers this.
I'm not entirely sure if Blizzard intends the bonus to scale depending on the distance between you and the target. For example, 30% if you're right on top of each other, 15% at 5 yards, 0% at 10 yards. I hope they don't do this, and have a flat bonus for everyone within a certain range, especially as you will never be right on top of the tank.
All in all, the changes to Holy Paladins look good. The changes for the other classes and specs are also looking very good, with some classes (Shadow Priests, for example) seeing significant overhauls.
We love the unique identity of the Paladin healer and are modifying the gameplay to better support it. Single-target healing from Beacon of Light remains their marquee ability, but other abilities and talents have been adjusted to encourage Holy Paladins to be near the people they want to heal—including melee characters, when necessary. This is incentivized by Lightbringer, a new Mastery, which increases healing on allies near you. This is further reinforced by the addition of a row of Aura talents that provide a variety of localized beneficial effects, and refinements to some spells, such as Light of Dawn returning to being a cone.It looks like Paladin healing will remain roughly the same, but with a bit more emphasis on positioning. That's pretty good, I've always enjoyed spells like Light of Dawn and the old Holy Radiance. As well, Auras were a core part of the Vanilla paladin, and it's good to see them come back.
Of course, for this plan to work, holy paladins can't be targeted by range effects. We'll see if their encounter design team actually remembers this.
Talents will also provide players with options to incorporate offensive capabilities while healing. When allies are in need, Light of the Martyr allows the Holy Paladin to rapidly heal them by sacrificing personal health. Finally, we’re addressing gameplay restrictions caused by Holy Power—in which players often feel forced to use abilities in specific orders or ratios—by removing it in favor of making Mana the primary resource.That's good. Healing works best when it is fairly simple resource-wise. Holy Power didn't really add much to the healing experience.
To give you an idea of the Holy Paladin in action, here’s a basic look at their core combat abilities:
Holy Light
2.0% Mana, 40 yd range, 2.5 sec cast
A slow but efficient spell, healing a friendly target for a moderate amount.
Flash of Light
4.0% Mana, 40 yd range, 1.5 sec cast
A quick but expensive spell, healing a friendly target for a moderate amount.
Light of the MartyrLight of the Martyr is an interesting spell. Divine Intervention is always cited as a defining paladin ability, but it has proven too difficult to bring back. Light of the Martyr aims to get some of that same flavor back. It's should be especially interesting in PvP, as it is instant but with an important PvP cost. I'm not sure it will be much use in PvE, even though PvE damage is more predictable, making the spell safer to use.
2.5% Mana, 40 yd range, Instant
Sacrifices a moderate amount of your own health to instantly heal an ally for a moderate amount.
Cannot be cast on yourself.
Light of Dawn
4.0% Mana, 1.5 sec cast, 12 sec cooldown
Unleash a wave of healing energy before you, healing up to 5 injured allies within a 15 yd frontal cone for a moderate amount.
Holy Shock
1.5% Mana, 40 yd range, Instant, 10 sec cooldown
Instantly trigger a burst of Light on the target, dealing moderate Holy damage to an enemy, or moderate healing to an ally.
Holy Shock has double the normal critical strike chance.
Infusion of Light
Passive
Your Holy Shock criticals reduce the cast time of your next Holy Light by 1.5 sec or increase the healing of your next Flash of Light by 50%.
Beacon of Light
0.5% Mana, 60 yd range, Instant, 3 sec cooldown
Place a Beacon of Light on a friendly target.
Your heals on other party or raid members will also heal the Beacon of Light target for up to 50% of the amount healed. Your Flash of Light and Holy Light on the Beacon of Light target will also refund 40% of their Mana cost.
Mastery: LightbringerThe mastery is pretty interesting. One suggestion I would make is to rename it to Devotion Aura and make sure there is a buff on affected parties. This makes it more like the Auras of old, and I think is a small cosmetic change that would make it a lot more appealing.
Proximity to your target causes your spells to heal for up to 30% (with Mastery from typical gear) more.
I'm not entirely sure if Blizzard intends the bonus to scale depending on the distance between you and the target. For example, 30% if you're right on top of each other, 15% at 5 yards, 0% at 10 yards. I hope they don't do this, and have a flat bonus for everyone within a certain range, especially as you will never be right on top of the tank.
Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Holy-specific talent:
Beacon of the LightbringerAn interesting talent, allowing you to add a second Mastery circle to the raid, and compensate for positioning. Since Beacon will be on the tank, this Mastery circle should cover both the tank and the melee groups, if the Holy paladin does not want to stand in melee.
Passive
The maximum bonus from Mastery: Lightbringer is increased by 24%, and it now increases your healing based on the target's proximity to either you or your Beacon of Light, whichever is closer.
All in all, the changes to Holy Paladins look good. The changes for the other classes and specs are also looking very good, with some classes (Shadow Priests, for example) seeing significant overhauls.
Sunday, November 08, 2015
Legion Cinematic
The Legion Cinematic was released at Blizzcon this past weekend. As is traditional, we note that it is quite good, but not as good as the Wrath cinematic. The explicit call out to the Wrath cinematic at the very start is nice.
Again, technically the cinematic is very well done. In particular, the Blizzard cinematic team did an excellent job with Varian. He may very well be the best CG human I have seen. They nailed the look and feel of an aging warrior king, one who has been fighting all his life.
The trailer has no orcs! It's kind of sad that is now a good thing, and shows how much Blizzard overused the orcs in the last two expansions. Instead the Horde side is represented by Sylvannas, who is always good to see. She also looks very good, like a proper undead banshee queen.
This cinematic has one really superb scene, where the skycarrier is crashing and Varian closes his eyes. It's the one moment where Blizzard is willing to do less, and it pays off. Otherwise the scenes are a touch too busy.
Still though, it's a great cinematic, and starts off Legion on a high note.
Wednesday, November 04, 2015
Has Final Fantasy XIV caught World of Warcraft?
The latest news is that World of Warcraft lost another 100,000 subscribers, and is now at 5.5 million subscribers. This is a pretty small loss compared to the previous quarters, and is somewhat unusual given the content drought WoW is going through.
That 5 million number has come up recently in another context, though. FFXIV announced it had over 5 million "registered accounts".
No one is quite sure what SE means by registered accounts, though. Last year, SE said FFXIV had 2 million registered accounts and 500,000 daily logins. With 500,000 daily logins, that 2 million number is almost certainly subscriptions. So if "registered accounts" were what we would call subscriptions last year, then I think it's reasonable to believe that they are subscriptions this year as well.
As well, consider the latest trailer FFXIV has put out for the 3.1 patch. The last frame explicitly says, "Join Over 5 Million Adventurers Worldwide". This again cuts strongly in favor of FFXIV having 5 million current subscribers or equivalents.
Of course, the distribution of subscribers is probably different. WoW probably has more NA/EU players, while FFXIV has more Japanese players.
But in my view, FFXIV is now roughly the same size as WoW. With a new FFXIV content patch coming next week, and no new content in sight for WoW, it's possible that FFXIV will actually surpass WoW and claim the crown of "largest subscription MMO" in the near future.
It certainly puts a different light on Blizzard's decision to stop reporting subscription numbers. It's one thing to report losses when you're still at the top. It's another to confirm that you've slipped to second place.
Tuesday, November 03, 2015
Quantum Link Remembered
David Wilding sent me a link to his article about Quantum Link, a online service from 1985 (30 years ago!). It's a very nice and thorough look at one of the forerunners of our current internet environment.
Quantum Link is about a decade before my time, but I remember connecting to BBSes in the 1990s, and playing Doom over modems. Good times.
Heh, here's a tidbit about PvP in Habitat, an early MMO that ran on Quantum Link:
Edit: Pallais found a really nice paper on Habitat, written in 1990. It's an interesting read.
Quantum Link is about a decade before my time, but I remember connecting to BBSes in the 1990s, and playing Doom over modems. Good times.
Heh, here's a tidbit about PvP in Habitat, an early MMO that ran on Quantum Link:
At first, during early testing, we found out that people were taking stuff out of others hands and shooting people in their own homes. We changed the system to allow thievery and gunplay only in non-city regions.PvP game designers encountering PvP players, something we've been able to count on for the last 30 years.
Edit: Pallais found a really nice paper on Habitat, written in 1990. It's an interesting read.
Monday, November 02, 2015
Blade And Soul Beta, Headset Issues
I tried the Blade and Soul Closed Beta test this weekend. I didn't get very far, mostly because of an odd headset issue. I'll give quick impressions below.
Headset Issues
I had an odd issue with my headphones this weekend. For some reason, I could not hear voices at all, but all background music and other sounds came through fine. At first I thought it was caused by the Blade and Soul beta, so I uninstalled that relatively quickly. But that didn't help.
After a lot of fiddling, I found that if I adjusted the Left/Right balance of my headphones, I could hear voices. Of course, now everything sounded odd. It looks like I'll just have to find a replacement headset.
Blade And Soul Impressions
Because of the above issue, I didn't really get that much time with Blade and Soul. I tried the first 3 levels or so with three or so classes. However, since the beta was a weekend-only thing, I didn't bother re-downloading it after uninstalling it the first time.
Blade and Soul is an action-y MMO from Korea, being brought over here by NCSoft. The character creator is very extensive with crazy amounts of sliders. Sadly, for me this just means that it is very hard to make a decent-looking character, and very easy to make something grotesque. I ended up doing my standard "drag every slider to the middle" technique.
The game plays a little like TERA, with somewhat similar controls. There are some interesting design touches, like several classes having a block-style ability. Successfully executing a block restores resources and empowers one of your attacks.
However, I am not a big fan of the interface. Most western games like to have the default interface on the edges of the screen, leaving the center area dedicated to your character and the world. Blade and Soul moves a lot of the important UI elements into that center area, impinging on your view of your character.
Of course, the flip-side is that this is very common practice among experienced players. Moving the most relevant information closer to the center is very useful for performance. I just did not like it here, though. It seemed like there was too much "UI" and not enough "game".
However, I really did not get any time to give more than the barest of impressions. Maybe next beta weekend I'll be able to give a better overview.
Headset Issues
I had an odd issue with my headphones this weekend. For some reason, I could not hear voices at all, but all background music and other sounds came through fine. At first I thought it was caused by the Blade and Soul beta, so I uninstalled that relatively quickly. But that didn't help.
After a lot of fiddling, I found that if I adjusted the Left/Right balance of my headphones, I could hear voices. Of course, now everything sounded odd. It looks like I'll just have to find a replacement headset.
Blade And Soul Impressions
Because of the above issue, I didn't really get that much time with Blade and Soul. I tried the first 3 levels or so with three or so classes. However, since the beta was a weekend-only thing, I didn't bother re-downloading it after uninstalling it the first time.
Blade and Soul is an action-y MMO from Korea, being brought over here by NCSoft. The character creator is very extensive with crazy amounts of sliders. Sadly, for me this just means that it is very hard to make a decent-looking character, and very easy to make something grotesque. I ended up doing my standard "drag every slider to the middle" technique.
The game plays a little like TERA, with somewhat similar controls. There are some interesting design touches, like several classes having a block-style ability. Successfully executing a block restores resources and empowers one of your attacks.
However, I am not a big fan of the interface. Most western games like to have the default interface on the edges of the screen, leaving the center area dedicated to your character and the world. Blade and Soul moves a lot of the important UI elements into that center area, impinging on your view of your character.
Of course, the flip-side is that this is very common practice among experienced players. Moving the most relevant information closer to the center is very useful for performance. I just did not like it here, though. It seemed like there was too much "UI" and not enough "game".
However, I really did not get any time to give more than the barest of impressions. Maybe next beta weekend I'll be able to give a better overview.
Tuesday, October 27, 2015
Fallen Empire: Alliances
I've finished the nine chapters of Fallen Empires that were released. Shintar makes a good point, when she describes the experience as "the borders between your personal story and the rest of the game are marked more starkly." The main story is very much a true single-player experience, the KotoR 3 that people have been asking for.
But after that come the more traditional MMO elements. Here, Bioware has done some interesting things. The main story of Fallen Empire is not complete yet. What's been released is more like Part 1. Where it stops, your character is setting up an Alliance to oppose the Zakuul Empire.
In some respects, it's like Garrisons from WoW. Only the focus is on recruiting new companions, and sending you out into the galaxy to accomplish things, rather than encouraging you to hang around your base.
One amusing element is that SWTOR now has a second conversation style. Bioware is touting it as a callback to KotoR, but it's real advantage is that your character is unvoiced. This allows Bioware to add these small pieces of content without calling in all 16 class voice actors.
In any case, there are 4 or 5 companions you can recruit through small missions or other tactics. For example, one companion requires you to participate in 20 PvP matches (wins count as 2 matches). Another companion requires you to hunt dangerous beasts, which you can do by killing World Bosses. Level sync makes that a lot more interesting. I like this because the only reward is a companion, of which you have plenty. So these missions are totally optional.
There are also Star Fortresses. Six worlds have Star Fortresses in orbit, and you have to do a mission on the ground to take out the shield protecting them. The Star Fortresses themselves are miniature instances, which can either be done solo or in a group of 2-4. It's pretty great content for just grabbing a friend and running through them.
Finally, all the planetary Heroic missions have been rebalanced and are available from your base, offering transport directly to the mission. This is essentially solo or duo content, and rewards lockboxes which you turn in to improve your base, and also gives you legacy cosmetic gear.
All in all, the Alliances seem like a strong and extensible system for solo and duo endgame content.
But after that come the more traditional MMO elements. Here, Bioware has done some interesting things. The main story of Fallen Empire is not complete yet. What's been released is more like Part 1. Where it stops, your character is setting up an Alliance to oppose the Zakuul Empire.
In some respects, it's like Garrisons from WoW. Only the focus is on recruiting new companions, and sending you out into the galaxy to accomplish things, rather than encouraging you to hang around your base.
One amusing element is that SWTOR now has a second conversation style. Bioware is touting it as a callback to KotoR, but it's real advantage is that your character is unvoiced. This allows Bioware to add these small pieces of content without calling in all 16 class voice actors.
In any case, there are 4 or 5 companions you can recruit through small missions or other tactics. For example, one companion requires you to participate in 20 PvP matches (wins count as 2 matches). Another companion requires you to hunt dangerous beasts, which you can do by killing World Bosses. Level sync makes that a lot more interesting. I like this because the only reward is a companion, of which you have plenty. So these missions are totally optional.
There are also Star Fortresses. Six worlds have Star Fortresses in orbit, and you have to do a mission on the ground to take out the shield protecting them. The Star Fortresses themselves are miniature instances, which can either be done solo or in a group of 2-4. It's pretty great content for just grabbing a friend and running through them.
Finally, all the planetary Heroic missions have been rebalanced and are available from your base, offering transport directly to the mission. This is essentially solo or duo content, and rewards lockboxes which you turn in to improve your base, and also gives you legacy cosmetic gear.
All in all, the Alliances seem like a strong and extensible system for solo and duo endgame content.
Wednesday, October 21, 2015
Knights of the Fallen Empire: Early Access
Yesterday SWTOR launched early access for its latest expansion, Knights of the Fallen Empire. The launch was smooth, with no real server issues.
There was an amusing bug where all companions were not wearing pants when you logged in. The companion gearing system has changed, with gear being cosmetic only. Therefore companions no longer have non-visible gear slots. All extra gear was sent to your inventory or mail. Amusingly enough, companion pants were also sent to inventory unnecessarily.
The story is quite good. I'm in the middle right now, so we'll see how it ends. It's very much in the vein of Mass Effect 2, with a time skip and rebuilding your companion roster.
The graphics also seem to have bumped up a notch in the expansion, especially the major NPC models.
The big question I have is if this is really enough content. Each chapter is about one hour in length, and nine of them were released yesterday. So pretty much every one is going to blitz through them fairly quickly. Starting in the new year, Bioware is planning on releasing one chapter every month. Is one hour of story content each month enough to keep people playing?
On the other hand, it's more content than we got previously, and people kept playing. So who knows.
The other interesting element was that there is a minimal gear increase. Playing through the existing story up to Ziost gives you item level 190 gear, and HM raiding gave 198 gear. So far, KotFE has only been handing out 190 gear (mostly for people who choose the instant 60), and it looks like group content will start with 200 to 204 level gear. That's a very compressed gear curve, which is fairly unusual for an MMO.
So far so good. We'll see how the story finishes, and what endgame content looks like.
There was an amusing bug where all companions were not wearing pants when you logged in. The companion gearing system has changed, with gear being cosmetic only. Therefore companions no longer have non-visible gear slots. All extra gear was sent to your inventory or mail. Amusingly enough, companion pants were also sent to inventory unnecessarily.
The story is quite good. I'm in the middle right now, so we'll see how it ends. It's very much in the vein of Mass Effect 2, with a time skip and rebuilding your companion roster.
The graphics also seem to have bumped up a notch in the expansion, especially the major NPC models.
The big question I have is if this is really enough content. Each chapter is about one hour in length, and nine of them were released yesterday. So pretty much every one is going to blitz through them fairly quickly. Starting in the new year, Bioware is planning on releasing one chapter every month. Is one hour of story content each month enough to keep people playing?
On the other hand, it's more content than we got previously, and people kept playing. So who knows.
The other interesting element was that there is a minimal gear increase. Playing through the existing story up to Ziost gives you item level 190 gear, and HM raiding gave 198 gear. So far, KotFE has only been handing out 190 gear (mostly for people who choose the instant 60), and it looks like group content will start with 200 to 204 level gear. That's a very compressed gear curve, which is fairly unusual for an MMO.
So far so good. We'll see how the story finishes, and what endgame content looks like.
Monday, October 19, 2015
SWTOR and Class Armor
One overlooked aspect of the new SWTOR expansion is that SWTOR seems to be moving away from class-based armor entirely. This is unusual for an MMO based on classes.
The primary stats (Strength, Willpower, Aim, Cunning) are being replaced with a single stat called Mastery. So all gear becomes interchangeable class-wise. There are still multiple secondary stats, including some role-specific ones like Defense or Accuracy. But no longer will an item drop and you can say that it is Warrior gear or Agent gear.
The other element is that most newer armor is "Adaptive". This means that if you're a class that uses Light Armor, the armor is Light Armor for you. If you use Heavy Armor, it's Heavy, and so on.
The link between armor and class in a class-based MMO is usually very strong. But with these changes, the link becomes very weak. I'm sure that there will still be gear with class-specific set bonuses. But outside of that, we're setting up for a situation where any class can wear any gear.
I'm not so sure that I like this change. I like having different armor for the different classes. I suppose that it can be annoying to wait for your one piece to drop, though. Still, it does feel like the game has lost something.
Maybe this is an inevitable result of selling cosmetic gear in a F2P game. You don't want to restrict costumes to different characters, so you sell costumes that all characters can wear. And then there's not much point in forcing the player to find a Strength mod compared to an Aim mod.
I am a bit surprised that SWTOR hasn't taken the next step and started dropping armor shells separately from the mods in instances. That would separate the cosmetic part of the armor even farther from the mechanics aspect. People who wanted the mods would roll specifically on them. People who wanted the costume could roll specifically on the armor shell.
The primary stats (Strength, Willpower, Aim, Cunning) are being replaced with a single stat called Mastery. So all gear becomes interchangeable class-wise. There are still multiple secondary stats, including some role-specific ones like Defense or Accuracy. But no longer will an item drop and you can say that it is Warrior gear or Agent gear.
The other element is that most newer armor is "Adaptive". This means that if you're a class that uses Light Armor, the armor is Light Armor for you. If you use Heavy Armor, it's Heavy, and so on.
The link between armor and class in a class-based MMO is usually very strong. But with these changes, the link becomes very weak. I'm sure that there will still be gear with class-specific set bonuses. But outside of that, we're setting up for a situation where any class can wear any gear.
I'm not so sure that I like this change. I like having different armor for the different classes. I suppose that it can be annoying to wait for your one piece to drop, though. Still, it does feel like the game has lost something.
Maybe this is an inevitable result of selling cosmetic gear in a F2P game. You don't want to restrict costumes to different characters, so you sell costumes that all characters can wear. And then there's not much point in forcing the player to find a Strength mod compared to an Aim mod.
I am a bit surprised that SWTOR hasn't taken the next step and started dropping armor shells separately from the mods in instances. That would separate the cosmetic part of the armor even farther from the mechanics aspect. People who wanted the mods would roll specifically on them. People who wanted the costume could roll specifically on the armor shell.
Thursday, October 15, 2015
Crowfall and the Metagame
It's been a while since I've written anything about Crowfall. Artcraft looks to be steadily making progress. Unfortunately most of their updates in the last few months have been in video format, so I've pretty much ignored them. Videos just take so long to get through compared to text, and text is so much easier to reread and pull out bits to chew on.
In any case, Artcraft seems to be toying with the idea of promoting a "metagame" as in Eve Online. Where people can be spies and scammers in other guilds, and betray them, etc. It's always a newsworthy part of Eve, so it's not surprising that it would be attractive to someone making another PvP MMO.
However, I think it's a bad idea. To be fair, I think it's a bad idea in Eve Online as well. The culture of spying, betraying, "awoxing", and generally being hard to trust is bad for the game. I think games where trust is easier are a lot more fun. But Eve has its own culture, and the people who play Eve are happy with it.
However, I think the "metagame" is an especially bad fit for Crowfall. Crowfall's signature element is that the game board resets. After a while, the campaign world ends, and players start fresh on a new campaign world.
A strong metagame cuts across that. When the board resets, the alliances and enemies made should also reset. I'm sure we've all played board games with people who hold a grudge from one game to the next. Or two people who will always attack each other. Or people in a relationship, where you can expect one of them to throw away her chance at victory to support her partner. These games are less fun than new games where everyone is attempting to win.
Crowfall will never get rid of all relationships between campaigns. For one thing, guilds will want to play together and support each other. But it's better if the game encourages relationships between guilds to reset, to treat each world as truly new. But that will require discouraging the Eve-style metagame of guild politics.
In any case, Artcraft seems to be toying with the idea of promoting a "metagame" as in Eve Online. Where people can be spies and scammers in other guilds, and betray them, etc. It's always a newsworthy part of Eve, so it's not surprising that it would be attractive to someone making another PvP MMO.
However, I think it's a bad idea. To be fair, I think it's a bad idea in Eve Online as well. The culture of spying, betraying, "awoxing", and generally being hard to trust is bad for the game. I think games where trust is easier are a lot more fun. But Eve has its own culture, and the people who play Eve are happy with it.
However, I think the "metagame" is an especially bad fit for Crowfall. Crowfall's signature element is that the game board resets. After a while, the campaign world ends, and players start fresh on a new campaign world.
A strong metagame cuts across that. When the board resets, the alliances and enemies made should also reset. I'm sure we've all played board games with people who hold a grudge from one game to the next. Or two people who will always attack each other. Or people in a relationship, where you can expect one of them to throw away her chance at victory to support her partner. These games are less fun than new games where everyone is attempting to win.
Crowfall will never get rid of all relationships between campaigns. For one thing, guilds will want to play together and support each other. But it's better if the game encourages relationships between guilds to reset, to treat each world as truly new. But that will require discouraging the Eve-style metagame of guild politics.
Wednesday, October 14, 2015
DPS Meters and Player Behavior
Whether DPS meters are good or bad is a hotly debated topic. I saw an interesting Reddit post by WitcherMog that approaches the question from a different angle.
In FFXIV, there are no in-game damage meters. However, you can run an external parser that reads your combat log and gives information for your group. FFXIV runs on a "don't ask, don't tell" policy when it comes to meters, though. If you reference them in chat, it's considered harassment, and you get punished by SE. So meters are pretty much the province of individuals and high-end static groups.
WitcherMog ran 100 instances with his parser active and compared player behavior with parser results. He found that harassment of other group members for being slow or wiping uniformly came from low-dps players.
The negative behavior indulged in by high-powered players (as measured by gear level) was to slack off during fights. Of course, negative behavior in either case only occurred in a minority of runs.
This is not quite the same negative behavior exhibited in games with public meters. In WoW, any harassment is more likely to come from good dps towards the low dps.
The results do make sense. In a game without meters, a good dps makes the run faster and less likely to wipe. So really, she has nothing to complain about, as all visible outcomes are positive. Meanwhile the low dps player believes he is doing fine, believes that he is really a good player, so obviously any problems must come from the other players.
In a game with meters, on the other hand, the poor player cannot blame others for visibly bad outcomes, because each individual performance is quantified. However, even if the outcome is visibly good, a negative high-dps player can feel aggrieved that she is "carrying" the group, and incite harassment of the others that she feels are not playing up to par.
So it's really a choice of picking your poison. Without meters, runs that have negative outcomes like excessive slowness or wipes incur harassment from the very people who most likely cause the problem in the first place. With meters, a run that is successful might very well still see harassment, just because one player thinks another player is not living up to an arbitrary standard.
There's no obvious best choice here. Would you rather have poor players never realize that they're bad, or have good players hold others to an unnecessary standard?
Of course, we must reiterate that, especially in FFXIV, we are talking about a minority of outcomes. Most runs are successful and go just fine.
In FFXIV, there are no in-game damage meters. However, you can run an external parser that reads your combat log and gives information for your group. FFXIV runs on a "don't ask, don't tell" policy when it comes to meters, though. If you reference them in chat, it's considered harassment, and you get punished by SE. So meters are pretty much the province of individuals and high-end static groups.
WitcherMog ran 100 instances with his parser active and compared player behavior with parser results. He found that harassment of other group members for being slow or wiping uniformly came from low-dps players.
The negative behavior indulged in by high-powered players (as measured by gear level) was to slack off during fights. Of course, negative behavior in either case only occurred in a minority of runs.
This is not quite the same negative behavior exhibited in games with public meters. In WoW, any harassment is more likely to come from good dps towards the low dps.
The results do make sense. In a game without meters, a good dps makes the run faster and less likely to wipe. So really, she has nothing to complain about, as all visible outcomes are positive. Meanwhile the low dps player believes he is doing fine, believes that he is really a good player, so obviously any problems must come from the other players.
In a game with meters, on the other hand, the poor player cannot blame others for visibly bad outcomes, because each individual performance is quantified. However, even if the outcome is visibly good, a negative high-dps player can feel aggrieved that she is "carrying" the group, and incite harassment of the others that she feels are not playing up to par.
So it's really a choice of picking your poison. Without meters, runs that have negative outcomes like excessive slowness or wipes incur harassment from the very people who most likely cause the problem in the first place. With meters, a run that is successful might very well still see harassment, just because one player thinks another player is not living up to an arbitrary standard.
There's no obvious best choice here. Would you rather have poor players never realize that they're bad, or have good players hold others to an unnecessary standard?
Of course, we must reiterate that, especially in FFXIV, we are talking about a minority of outcomes. Most runs are successful and go just fine.
Tuesday, October 13, 2015
A Lull in the Storm
It feels like we're in a lull in the MMO sphere. There's stuff on the horizon, but nothing really interesting is happening right now. Well, I guess there was the Wildstar F2P launch, but I ignored that.
The Old Republic's Knights of the Fallen Empire expansion comes in a week. In a month, FFXIV will drop its 3.1 patch. Who knows when the next Warcraft expansion will come out. I honestly thought Blizzard would aim for a release around the end of the year. But with no beta in sight, that's looking extremely unlikely.
In the meantime I'm just casually cleaning up side-activities in TOR and FFXIV.
In TOR, I've levelled my Sith Warrior to 60, and am also looking to go through all the companion stories from the original game. I have 5 done, so only 3 classes to go.
In FFXIV, I've levelled White Mage to 59. I also have worked on pretty much all the other classes, gaining a level here and a level there. I really should pick one activity to focus on. But there's so many options I'm just bouncing around.
What are you doing in this lull?
The Old Republic's Knights of the Fallen Empire expansion comes in a week. In a month, FFXIV will drop its 3.1 patch. Who knows when the next Warcraft expansion will come out. I honestly thought Blizzard would aim for a release around the end of the year. But with no beta in sight, that's looking extremely unlikely.
In the meantime I'm just casually cleaning up side-activities in TOR and FFXIV.
In TOR, I've levelled my Sith Warrior to 60, and am also looking to go through all the companion stories from the original game. I have 5 done, so only 3 classes to go.
In FFXIV, I've levelled White Mage to 59. I also have worked on pretty much all the other classes, gaining a level here and a level there. I really should pick one activity to focus on. But there's so many options I'm just bouncing around.
What are you doing in this lull?
Tuesday, October 06, 2015
Level Syncing
Last week The Old Republic revealed some of the game mechanic changes coming in Fallen Empire. The most controversial is that all planets will be level synced. That is, when you out-level a planet, your character and gear will be scaled back to the max level for that planet.
On the one hand, I can see why some people are unhappy. These games are about character progression, and level syncing undoes your progression. It's fun to come back to an old zone that gave you trouble and destroy it. What's the point of gaining levels if the game is going to arbitrarily roll them back?
On the other hand, because it's normal for a max level character to overpower old zones, the game never sends you back to those zones. Or if it does, it sets up a little max level area where the max level players go. It's harder to preserve challenge without level syncs.
Level sync makes it easier to add new content to old zones. For example, all holiday events in FFXIV are level 15 or 30. High level players will get synced down, and the low level requirement makes it easy for new players to join the event.
However, FFXIV only scales group content. Solo-content is pretty much left alone.
Another point is that level syncs also balance world PvP a bit better. Sure, a synced player is more powerful than a leveling character, but the disparity isn't as great any more. If world PvP starts up, the leveling players on the planet can join in.
In the end there is an unavoidable tension between maintaining character progression and preserving challenge. I think that FFXIV strikes a good balance for group content. I thought that Guild Wars 2 did a bad job maintaining character progression, as it was very aggressive about syncing levels, so you'd get scaled back even in the same zone. Games without leveling syncing basically give up on attempting to preserve a challenge in old zones.
We'll see how well TOR manages to balance both goals.
On the one hand, I can see why some people are unhappy. These games are about character progression, and level syncing undoes your progression. It's fun to come back to an old zone that gave you trouble and destroy it. What's the point of gaining levels if the game is going to arbitrarily roll them back?
On the other hand, because it's normal for a max level character to overpower old zones, the game never sends you back to those zones. Or if it does, it sets up a little max level area where the max level players go. It's harder to preserve challenge without level syncs.
Level sync makes it easier to add new content to old zones. For example, all holiday events in FFXIV are level 15 or 30. High level players will get synced down, and the low level requirement makes it easy for new players to join the event.
However, FFXIV only scales group content. Solo-content is pretty much left alone.
Another point is that level syncs also balance world PvP a bit better. Sure, a synced player is more powerful than a leveling character, but the disparity isn't as great any more. If world PvP starts up, the leveling players on the planet can join in.
In the end there is an unavoidable tension between maintaining character progression and preserving challenge. I think that FFXIV strikes a good balance for group content. I thought that Guild Wars 2 did a bad job maintaining character progression, as it was very aggressive about syncing levels, so you'd get scaled back even in the same zone. Games without leveling syncing basically give up on attempting to preserve a challenge in old zones.
We'll see how well TOR manages to balance both goals.
Monday, September 28, 2015
Starting Raiding In Warlords of Draenor
Atherne asks:
I've decided to respond in a separate post so that I can get input from other people, especially people who are currently raiding in WoW.
I would suggest picking the character and specialization that you like the best and are most comfortable with. The only hard position is tanking, as tanks are generally held to a higher standard than everyone else.
The way I see it, there are three paths you can take:
1. Looking For Raid
Just sign up for LFR with your character. I would follow the Legendary quest, as it takes you through all the current raids in order. It's pretty much like a dungeon run, only with a lot more people. You can read up on the fights in the Dungeon Journal, and that will give you a decent idea of what's going to happen.
If you sign up as DPS, your queue time will be fairly long. You can sign up for multiple wings to help with this.
This path is the easiest to get into. You can do it on your own time and on your own schedule. It's also the least rewarding path, though. However, you will see all the content and get your feet wet.
2. Pre-made Groups in the Group Finder
Here you would find a Normal Mode group for the raid you are interested in. Start with Highmaul if you can find it. You will probably need to watch some video guides, as it is expected that you will know the fights.
In some ways these might be the hardest groups to join, as these types of groups are often leery or unwilling to take completely new players. As well, most people are focusing on the latest raid, so it might be hard to find groups for the older raids.
The advantage here again is that you can do it on your own schedule. However, there's no guarantee that you'll find a group willing to take you on a specific day.
3. Find a Guild
Here you have to look for a guild which does Normal raids at a regular day and time where you can attend. You'll probably have to apply on their website, or at least talk to an officer in-game. Here you'll have to do whatever the group is currently working on.
From an organizational standpoint this is the most work. As well, you'll have to raid on a specific schedule. However, this is also the path which is most likely to be successful for a new raider. Because you are willing to commit to the guild, the guild is willing to commit to you, to invest in training you in how to raid.
This is also the most rewarding path, in my opinion. Working on mastering fights as a group is what raiding is all about to me, and this is the path which exemplifies that. But there's no doubt this is also the path which requires the most commitment from you.
The most important part here is to make sure you are compatible with the guild you choose. That your schedules match, and that you like the atmosphere in the guild.
Conclusions
Those are the options as I see it. LFR and Group Finder are easier schedule-wise, but does put a little more burden on you to learn fights and improve on your own. It's much easier to learn how to raid from an existing raid guild, and is also more rewarding, but the price is that your time is no longer fully your own.
Note that if you choose to look for a guild, you can still do LFR until you find one.
Thoughts and tips from other readers? What would you do if you were completely new to raiding?
I've been thinking about this and have decided to try Raiding. I'll need to gear up an appropriately leveled character. Yours is the first Wow blog I ever read because I was looking for tips for my Paladin. My thought is, I always play Paladin, Shadow Priest and Warlock well in dungeons, so I should pick one of those for a first try. Any advice? Also, what Raid should I try first to see if I do well and like the format? Thanks!
I've decided to respond in a separate post so that I can get input from other people, especially people who are currently raiding in WoW.
I would suggest picking the character and specialization that you like the best and are most comfortable with. The only hard position is tanking, as tanks are generally held to a higher standard than everyone else.
The way I see it, there are three paths you can take:
1. Looking For Raid
Just sign up for LFR with your character. I would follow the Legendary quest, as it takes you through all the current raids in order. It's pretty much like a dungeon run, only with a lot more people. You can read up on the fights in the Dungeon Journal, and that will give you a decent idea of what's going to happen.
If you sign up as DPS, your queue time will be fairly long. You can sign up for multiple wings to help with this.
This path is the easiest to get into. You can do it on your own time and on your own schedule. It's also the least rewarding path, though. However, you will see all the content and get your feet wet.
2. Pre-made Groups in the Group Finder
Here you would find a Normal Mode group for the raid you are interested in. Start with Highmaul if you can find it. You will probably need to watch some video guides, as it is expected that you will know the fights.
In some ways these might be the hardest groups to join, as these types of groups are often leery or unwilling to take completely new players. As well, most people are focusing on the latest raid, so it might be hard to find groups for the older raids.
The advantage here again is that you can do it on your own schedule. However, there's no guarantee that you'll find a group willing to take you on a specific day.
3. Find a Guild
Here you have to look for a guild which does Normal raids at a regular day and time where you can attend. You'll probably have to apply on their website, or at least talk to an officer in-game. Here you'll have to do whatever the group is currently working on.
From an organizational standpoint this is the most work. As well, you'll have to raid on a specific schedule. However, this is also the path which is most likely to be successful for a new raider. Because you are willing to commit to the guild, the guild is willing to commit to you, to invest in training you in how to raid.
This is also the most rewarding path, in my opinion. Working on mastering fights as a group is what raiding is all about to me, and this is the path which exemplifies that. But there's no doubt this is also the path which requires the most commitment from you.
The most important part here is to make sure you are compatible with the guild you choose. That your schedules match, and that you like the atmosphere in the guild.
Conclusions
Those are the options as I see it. LFR and Group Finder are easier schedule-wise, but does put a little more burden on you to learn fights and improve on your own. It's much easier to learn how to raid from an existing raid guild, and is also more rewarding, but the price is that your time is no longer fully your own.
Note that if you choose to look for a guild, you can still do LFR until you find one.
Thoughts and tips from other readers? What would you do if you were completely new to raiding?
Sunday, September 27, 2015
Transistor Review
Transistor is the second game by Supergiant Games. Transistor is an isometric RPG-style game that's 4 to 6 hours long. Supergiant's first game was Bastion, which I loved. Transistor, though, I think I would have liked a lot better if I knew what the hell was going on.
Story
The best way to describe Transistor's story is that it is a technological noir crossed with an alien invasion. And then it gets weird.
You play Red, a singer who has her voice stolen for mysterious reasons. The game starts in media res, with Red standing over the body of a man who has just been stabbed by a giant talking sword, the eponymous Transistor. Red takes the Transistor and sets out to unravel the conspiracy that took her voice.
I'll leave it there to avoid spoilers, but the setting is very unique and weird. The story was decent enough, but it always felt like I didn't quite understand the setting, or what was really going on. It just felt like the author moved too far, too fast, and ended up leaving behind the people coming to this setting for the first time.
In part, this ended up leaving me cold, and I never really cared about any of the characters in the story.
Aesthetics
Transistor is a gorgeous game for all the senses. The artwork is stunning, the music and sound is outstanding. Along these dimensions, Transistor is truly a work of art.
Gameplay
The gameplay of Transistor is really neat. Basically, you "freeze time" and plan out your sequence of moves. Then when you start time up again, you execute your plan in a short burst. Next you wait for your ability to freeze time to recover, and your enemies attack you. You can generally move around during this period, but can't do much else. Once you get the hang of things, this is a really interesting system.
I adored the ability system. Each "ability" has an active, passive, and modifier effect. You have four active slots, four passive slots, and each active slot has two modifier slots. The passive and modifier slots start locked and you can unlock them as you level up.
The key here is you can only assign one ability to a slot. If you use the ability as a passive, you can't use it as a modifier or an active ability. It's a beautiful system that encourages you to use many abilities, and combine them in an interesting manner. For example, I used a summon ability with an AoE passive to give me a pet who did AoE attacks. I used the pet to clean up small attackers, while I focused the main attacks on bigger threats.
Transistor also includes a similar difficulty system as Bastion. You get Limiters as you level up. Limiters boost the enemies in specific ways, but also increase your rate of experience gain. You can choose exactly how you want to make the game more difficult. I didn't enable any Limiters, though.
Conclusions
Transistor is an ambitious game. It also falls short of those ambitions. Does that make it a failure? Maybe.
But these ambitious failures are often far more interesting than more pedestrian successes.
Wednesday, September 23, 2015
Eve Online Adds a DPS Cap Mechanic
Several years ago, I proposed a DPS Cap mechanic, in order to reduce the amount of optimization in DPS gameplay.
Surprisingly, Eve Online is going to implement a similar idea in their new Citadels expansion. The cap is on the target citadel, as there is a maximum amount of DPS that can be applied by attackers during a battle. Extra damage past the cap is just absorbed and disappears.
The intention here is to avoid requiring larger and larger fleets, and to stop an arms race between fleet size and citadel hitpoints. Instead, any fleet above a specific size will be "good enough" to take a citadel. Additionally, the DPS cap guarantees a minimum time that the citadel will be alive in a fight.
There are some other interesting wrinkles. For example, the citadel cannot be repaired or "healed" by friendly ships. I think it will start repairing itself after some time passes, though.
The DPS Cap mechanic is different than the one I proposed. It's on the defender, as a defensive mechanism. So from the attacker's perspective, it's a limit on the fleet, not on individual ships.
Still, I think this is an untouched area, and we will see more experimentation. I think this is especially true for world PvP games where there can be a large disparity between the two sides.
Surprisingly, Eve Online is going to implement a similar idea in their new Citadels expansion. The cap is on the target citadel, as there is a maximum amount of DPS that can be applied by attackers during a battle. Extra damage past the cap is just absorbed and disappears.
The intention here is to avoid requiring larger and larger fleets, and to stop an arms race between fleet size and citadel hitpoints. Instead, any fleet above a specific size will be "good enough" to take a citadel. Additionally, the DPS cap guarantees a minimum time that the citadel will be alive in a fight.
There are some other interesting wrinkles. For example, the citadel cannot be repaired or "healed" by friendly ships. I think it will start repairing itself after some time passes, though.
The DPS Cap mechanic is different than the one I proposed. It's on the defender, as a defensive mechanism. So from the attacker's perspective, it's a limit on the fleet, not on individual ships.
Still, I think this is an untouched area, and we will see more experimentation. I think this is especially true for world PvP games where there can be a large disparity between the two sides.
Sunday, September 20, 2015
Earning Commendations as a Healer in FFXIV
There is a minor debate in the FFXIV community as to the proper way to play healers in random groups. FFXIV healing is not super-spammy. If you heal efficiently, you often have several free GCDs. So many good healers add damage during those free GCDs, as damage spells cost very little mana. Indeed, edge healers learn to go into the damage stance (Cleric stance - reduces healing, increases damage) at appropriate times in order to maximize the amount of damage they can do.
This has led to a discussion of the role of healers in random groups. Should you expect the healer in a random group to add damage? Or is a healer who solely heals--as is normal in many other MMOs--acceptable?
This in turn encouraged some good healers conduct experiments on random groups. They did several runs maximizing damage, while still keeping everyone alive. Then they did several runs where they did no damage, and just focused on keeping people topped off. Universally, it's been found that the pure healing runs yield more commendations from the other party members. This implies that the FFXIV community prefers the pure healing style.
This has caused some consternation among the edge healers. Why does the FFXIV community not recognize the optimum play-style?
I think that the answer is more psychological than anything else. In a random group, you don't know how much you can trust the unknown healer. So a healer who doesn't deal damage, but does keep everyone topped off creates a feeling of safety. That gives the other group members confidence and makes life easier for them.
Aggressively dealing damage as a healer generally means letting people drop in health a bit, and not topping them off right away. With an unknown healer, this can be a bit nerve-wracking for the other party members. Is the healer actually bad, and going to let someone die? Do I need to play more defensively to compensate?
So the best way to get commendations as a healer in random groups is to make your group feel utterly safe, and allow them to enjoy a smooth run without concern. In a group where everyone knows and trusts each other, this is not the best way to play. But in a random group, generating trust is often more important than strict performance.
This has led to a discussion of the role of healers in random groups. Should you expect the healer in a random group to add damage? Or is a healer who solely heals--as is normal in many other MMOs--acceptable?
This in turn encouraged some good healers conduct experiments on random groups. They did several runs maximizing damage, while still keeping everyone alive. Then they did several runs where they did no damage, and just focused on keeping people topped off. Universally, it's been found that the pure healing runs yield more commendations from the other party members. This implies that the FFXIV community prefers the pure healing style.
This has caused some consternation among the edge healers. Why does the FFXIV community not recognize the optimum play-style?
I think that the answer is more psychological than anything else. In a random group, you don't know how much you can trust the unknown healer. So a healer who doesn't deal damage, but does keep everyone topped off creates a feeling of safety. That gives the other group members confidence and makes life easier for them.
Aggressively dealing damage as a healer generally means letting people drop in health a bit, and not topping them off right away. With an unknown healer, this can be a bit nerve-wracking for the other party members. Is the healer actually bad, and going to let someone die? Do I need to play more defensively to compensate?
So the best way to get commendations as a healer in random groups is to make your group feel utterly safe, and allow them to enjoy a smooth run without concern. In a group where everyone knows and trusts each other, this is not the best way to play. But in a random group, generating trust is often more important than strict performance.
Thursday, September 17, 2015
Return to WoW Ends Ignomiously
Yesterday, I posted that I had decided to play WoW a bit more. By the end of the evening, though, I had cancelled my account.
The reason: I joined an LFR run, and it was absolutely atrocious. Tanks letting the mobs cleave into the group. People (non-tanks) running off and pulling extra packs in an attempt to clear things faster. Rushing ahead and starting the boss fight so that people get locked out.
It was such a bad experience that I asked myself if getting the Legendary ring was worth a couple more months of this. I decided it was not. Then I asked myself if getting flying was worth a couple months of grinding blue bars, and decided that was not worth it either.
The end result is that I cancelled my WoW account.
Now, I don't know if it will stick, or if I'll get bored and start playing again. I'll probably check Legion out, I guess.
Somewhere along the line, WoW lost its basic group gameplay "skeleton". Even though WoW is technically a trinity game, it no longer feels like a trinity game. It feels closer to a zerg than to anything else. And the zerg is simply not fun.
The reason: I joined an LFR run, and it was absolutely atrocious. Tanks letting the mobs cleave into the group. People (non-tanks) running off and pulling extra packs in an attempt to clear things faster. Rushing ahead and starting the boss fight so that people get locked out.
It was such a bad experience that I asked myself if getting the Legendary ring was worth a couple more months of this. I decided it was not. Then I asked myself if getting flying was worth a couple months of grinding blue bars, and decided that was not worth it either.
The end result is that I cancelled my WoW account.
Now, I don't know if it will stick, or if I'll get bored and start playing again. I'll probably check Legion out, I guess.
Somewhere along the line, WoW lost its basic group gameplay "skeleton". Even though WoW is technically a trinity game, it no longer feels like a trinity game. It feels closer to a zerg than to anything else. And the zerg is simply not fun.
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