Tuesday, January 19, 2016

Blade And Soul Release Impressions

I talked a bit about Blade and Soul when it was in beta, but it has been released today. I'd consider waiting a few weeks if you aren't willing to subscribe, as the queues are insane at the moment. It's also overrun with gold spammers.

It's a very "Korean" MMO. If you don't like other Korean games like TERA, I doubt you will like Blade and Soul. The character creation is pretty amazing with a ton of sliders. The game tends to "skimpy female clothing" side of things.

The combat is pretty interesting. Lots of combos and abilities that change in response to other abilities. It does seem somewhat dependent on your internet connect, though.

The story and dialogue is pretty atrocious. I rather wish they had left in the Korean voice-acting, and just translated it with English sub-titles. However, I'm not very far in, so it may get better.

There are some interesting design decisions. For example, the default loot mechanism in random dungeons is Gold DKP. When an item drops, people bid gold. The highest bid wins and the gold is distributed to the other party members.

Personally, I think this is a great idea. It stops people from rolling Need on everything. If you don't win anything, at least you get a lot of gold to help you in your next run. It's a better solution than Personal Loot, as far as I'm concerned.

World PvP is enabled by equipping a special faction costume. Once equipped, you can attack people wearing the opposite faction costume. It's a very visual, in-game, approach to a PvP flag. However, there are also multiple pairs of factions, which might make things more interesting.

Truthfully, I don't really have a lot more to say about Blade and Soul. It's kind of fun. But I don't think it will hold me for very long.

Monday, January 18, 2016

Randomness in Hearthstone, Part II

A while back, we were discussing the randomness in Hearthstone, with several commenters saying that Hearthstone is much more random than Magic: the Gathering. I disagreed. I recently came across a post in the Magic sub-reddit making the same points:
The problem with Hearthstone is that it is too consistent. You always have your mana when you need it. As such, that five-drop of yours is coming down on turn five. In Magic, your five-drop may come down on turn five in one game, and then have to wait until turn seven on the next. Mana is too consistent in Hearthstone, so every game feels the same. On top of that, card draws are more consistent because you have 30 cards as opposed to 60 in Magic/Pokémon and 40 in Yugioh. And because you don't have to put lands in your deck (or mana crystals, whatever), you can cram more good spells into your deck, so your odds of getting a "good card" go up. Finally, the mulligan process in Hearthstone of being able to pick-and-choose makes opening hands more consistent, especially since there's no penalty for taking a mulligan (either in full or in part).
 It makes the point that the randomness in Hearthstone is just surface randomness built into a few cards. While the deeper deck construction is far more consistent in Hearthstone than in Magic.

Note too that this player thinks consistency at this level is a flaw in the game, not a positive. I've commented before on how the initial hand in card games (and subsequent draws) is a far more acceptable source of randomness to players than other sources.

Thursday, January 14, 2016

A Game of Votes

Eve Online is having its yearly elections for the Council of Stellar Managment, an advisory body made up of players. There's lots of controversy this year because the last CSM apparently had a lot of drama. And of course, Eve being Eve, everything is part of the metagame, including the CSM.

Elections are run online, using Single-Transferrable-Vote, I believe. However, this is a pretty boring system for a game like Eve, and has already been gamed out by the various power blocs.

I have an idea for a more "entertaining" CSM voting system:
  • Every account gets one vote.
  • The vote is a virtual object attached to the first character who logs in once election season starts.
  • The vote can be transferred from one character to another. It may not be stored or sold via the automatic trading markets.
  • Characters can accumulate multiple votes.
  • If your ship and pod are destroyed by another player, all the votes you hold are dropped into space and can be looted by another character.
  • There is a special election station in a contested null-sec sector (maybe Providence sector?).
  • A character who gets to the election station may turn in her accumulated votes, which are tallied and recorded.
  • Votes may be turned in once and only once during the election season. If you turn in 40 votes and later accumulate 500 votes, your total is stuck at 40, and you cannot turn in the 500.
  • The qualifying accounts with the top X totals at the end of election season are the winners.

You may need additional rules about not being able to jump directly into the election station system or surrounding constellation.

In any case, this should be a more entertaining system than the current one, ensuring that players elected to the CSM have the requisite amounts of skill and guile. You can have meta-game shenanigans where spies intercept votes and defect to other corporations with those votes. The big corps may spread out their votes via "bundlers" to avoid losing a lot of them at once.

It is an election far more in the style of Eve Online. And the most important thing is that it will be far more entertaining for the rest of us.

Thursday, January 07, 2016

Knights of the Fallen Empire versus The Force Awakens

This post contains spoilers for both Knights of the Fallen Empire and The Force Awakens.

I was playing Chapter 4 of KotFE on my Jedi Knight recently. This is my second playthrough of KotFE, and the one after I saw The Force Awakens. It struck me that there were some unintentional parallels between Chapter 4 and TFA.

In Chapter 4, your two main companions are Koth Vortena and Lana Beniko. Koth is a black man, who was a former officer in the enemy Empire's military. He deserted when he was ordered to massacre civilians. That's a fairly strong parallel with Finn. Lana, meanwhile, parallels Rey to a degree, being a powerful white female force user.

Of course, there are differences. The two are balanced better, Koth being the pilot and mechanic. Koth and Finn are both more classic good guys. Lana is a ruthless but pragmatic Sith Lord, the former Minister of Intelligence. To be honest, I think she's a far more interesting character than Rey.

One important difference is that the KotFE characters are both older. They've lived more, and done more, than the characters in TFA. That history makes them more interesting.

I was just struck by the unintentional parallel between the two stories at this point. Yet KotFE managed to do a better job with it's two characters, and manages to balance them better as well.

Of course, the biggest difference is HK-55. I'm pretty sure that an HK unit would have livened up TFA immeasurably.

Wednesday, January 06, 2016

Belief and Outcomes

This  is not really related to gaming, but is something I've been contemplating lately.

Let's say that there is a statement X. You do not believe that X is true. You think it is wrong, that it does not describe the reality of the world.

There are other people out there who do believe in statement X. Who believe wholeheartedly, who believe that X describes a truth of the world. And because they believe in X, they act in a certain manner.

The issue is that because of the way they act, these people accomplish more than your group. They never prove X, and it is entirely probable that you are right about X. But still, in pursuit of X they do more, even make the world a better place, than your group does.

Should you join this other group, even if you don't believe in the fundamental principle which they do?

Perhaps believing X to be true might lead them down a wrong path someday in the future. But so far, other people believing in X has just resulted in outcomes which you like.

Monday, January 04, 2016

Underwater Environments

Syp at Bio Break expresses his disdain for underwater environments.

I generally agree with him in regards to full underwater zones. I hated Vash'jir in Cataclysm. I think that 3D is generally not suited for MMO movement. Underwater also feels like it punishes melee more than ranged, as melee depends more on moving than a ranged caster who can stand still and nuke.

However, I like having water in a regular zone. Like a lake, and a quest sends you to find something in the lake. It changes the rules of the game, but in an intuitive manner. You expect to be slowed down, to have drowning mechanics. The experience is short enough that it's interesting, but not long enough to outstay its welcome.

Alternate environments where the world "rules" change significantly are fun in short doses. I would love to see an outer-space, zero-G mission in SWTOR, for example. But like any good idea, alternate environments can be taken too far.

Sunday, January 03, 2016

Holidays

I hope everyone had a happy New Year's Day, and will have a great 2016!

This past week, I was contemplating the difference in holidays between WoW, SWTOR, and FFXIV.

On one side, WoW and SWTOR both have somewhat grindy holidays. WoW used to have rare drop mounts, or collecting hundreds of eggs during Easter. SWTOR's Life Day holiday involves throwing hundreds of snowballs at people to collect the random parcels which are the currency.

In contrast, FFXIV holiday events are usually a short questline, maybe with a couple FATEs thrown in. If you complete the questline, which usually takes about an hour and can be done at low levels, you get all the rewards for the holiday. The grind is totally absent.[1]

Perhaps I'm reading too much into this, but it feels like the games have different philosophies towards holidays. WoW and SWTOR both say:

It's a holiday, so you probably have a lot of free time. Here's a way for you to spend that time.

FFXIV, in contrast, says:

It's a holiday, so you probably have other plans. Here's a short piece of content that you can quickly do to celebrate in-game, before you go.

Truthfully, the WoW/SWTOR attitude is probably more accurate for many of their players. But I like FFXIV's attitude better.

1. And it's not like FFXIV has any objection to grinds, as the Relic weapon questline proves.

Monday, December 21, 2015

Empires or Nomads

One problem with PvP MMOs is that they can fall into stagnant states. Each major entity has their own empire. The empire generates enough resources to maintain that power. The empires are unwilling to fully engage other empires in war, because there's a chance they might lose. Instead they'll skirmish on the borders to relieve boredom.

In theory, new entities could challenge the existing empires. In practice though, long-standing empires are usually structured better than the challengers. The empires have been around longer, and have seen what works and what doesn't work. If a challenger does arise, they are usually beaten into submission quite quickly.

When you get into the stagnant state, the real threat to an Empire's survival is not other players, but internal drama. It's arguable that Eve Online has fallen into this state now.

Perhaps the problem is the very concept of empire itself. Once an empire is in a steady state, it usually stands until something major changes. Things like the emperor dying or succession struggles. But these sorts of events are unlikely in PvP games.

A better structure for PvP MMOs might be "nomadic tribes" rather than empires. Under the nomadic model, resources in a given area are consumed faster than they are generated. Thus when the resources run out, the nomads must move on to new regions.

That movement brings them into contact and competition with other tribes, making conflict and war more likely and more necessary.

Imagine that all the CFC's territory in Eve Online suddenly stopped producing resources. The CFC would have to move, and that would generate a huge amount of PvP.

But there is an attraction to holding territory, to claiming "your" space. I'm not sure that a nomadic game would have the same attraction that the empire games do.

Sunday, December 20, 2015

Star Wars: The Force Awakens

I will try to avoid major spoilers, but this is a discussion of the new movie. There may be spoilers, especially in the comments.

The Force Awakens is a competent but unimaginative movie. It's like Disney asked "What are the elements of a Star Wars movie?" and then went down the list and added in equivalents of each item.

The prequels were bad movies, significantly worse than The Force Awakens. But even they had a sense of vision that TFA lacks. Lucas was trying to tell a story, to tell something new. To add something to his universe. While watching TFA, I got the sense that this movie was so insistent on reminding you that it is a Star Wars movie, that it forgot to be its own thing.

As a result, TFA comes off as a pale copy, a second-rate Star Wars. That's true of many elements in the movie as well. The First Order is a second-rate Empire, Kylo Ren is a second-rate Darth Vader, Jakku is a second-rate Tatooine, BB-8 is a second-rate R2-D2. There are a lot more parallels, but that gets into spoiler territory.

But a second-rate Star Wars is still a pretty good movie.

There are many good things about TFA. The two new leads, Rey and Finn, are solid, engaging characters. Harrison Ford is Harrison Ford, and pretty much steals every scene he's in.

I think Finn is a bit of a missed opportunity. He's an ex-Stormtrooper, but the film went to great lengths to make sure you know he's a good guy and never did anything bad. He might have been far more interesting as a redeemed bad guy.

As for Rey, she's a decent heroine. The problem with Rey is that she is ... excessively competent.  (Though this is probably mandatory for a female lead in an action movie these days.) Compare her character to Luke Skywalker from the first movie. The problem is that she has no path to growth. I rather think the only way she'll become interesting is if she falls to the Dark Side.

I should note that complaints about Finn and Rey are minor at best. In many ways they were the best part of the movie.

But I keep returning to the part about "adding something". The really good works in an extended universe make that universe richer and more interesting. As an example, take Timothy Zahn's Thrawn trilogy. Those books may not have been the greatest literature but they gave us Grand Admiral Thrawn and the Chiss, among many other elements. The Force Awakened really does not expand Star Wars in any direction.

As well, I think that I am not a fan of J.J. Abrams, at least his movies. So far, he tends to string together frentic action scenes instead of making an actual movie. It's like "action sequence, glue scene, action sequence, glue scene, repeat". It's not as bad as the atrocity which was Star Trek: Into Darkness. However, I think TFA would actually have been better with fewer action sequences.

To be fair, I think a lot of modern action and sci-fi movies have the same problem. I blame the extensive budgets of modern films. The the older films couldn't afford to make the entire film a special effects extravaganza, so they saved up for a few really key sequences. But now budgets are such that directors can and do go crazy, and I think the films suffer for it.

In any case, that's what I thought of The Force Awakens. It's decent enough, but unimaginative. If you were asked what a Star Wars movie "designed by committee" would look like, you'd probably come up with The Force Awakens.

Thursday, December 17, 2015

Rotations as a Proof of Competence

Continuing on from the previous discussion of Proof of Competence, asking for spec is not the best question. It's a decent question. It's easy to answer and verify. And it does tend to give the information you're looking for. But there are better questions.

In particular, asking for rotation is a much better question. Someone who can rattle off the correct rotation is very likely to be a decent player.  (Rotation here also means ability priority list, not just strict rotation.) The problem is that asking for the rotation is a harder question to answer and verify. You can't just inspect the player and see their rotation.

But what if you could?

In WoW, there are a number of mods which will display the next ability you should use. Some also show the next few abilities of the optimum sequence. You still have to hit the right buttons, but these mods basically show you the best theorycrafted rotation as it happens.

What if this type of UI element, this "Rotation Helper", was part of the base game?

The idea here is that the game doesn't fill out the rotation on its own. Instead, you would have a screen where you could drag abilities into a priority list. Essentially construct your own rotation. The rotation you constructed would then be displayed, and you could hit your buttons to match.

Another player could then inspect you, and just like they see your gear today, they could see the rotation loaded in your Rotation Helper. And perhaps you could send and receive rotations from other players or third parties. If Sally is another Retribution paladin in your raid and is doing better than you, perhaps you can ask her for her rotation and compare it to yours, or replace yours with hers.

The hard part, though, is to construct a Rotation Helper which is simple enough to use, but also powerful enough to construct a decent priority list. A lot of abilities require things like "use when this buff reaches 4 stacks" or "use when this debuff is about to drop off". This kind of stuff is easy to do in code, in a programming language, but is harder to create in a GUI. A Rotation Helper is a non-trivial design problem.

This Rotation Helper wouldn't really help with reactive abilities like healing, or tank cooldowns, or interrupts. But it would significantly help with DPS.

Of course, there are concerns that this type of UI element is "playing the game for you". But such helper mods already exist, and a decent amount of high end players use them already. These type of mods help those players perform better, and would probably significantly help weaker players who don't know about them.

Wednesday, December 16, 2015

A Few Good Raiders

Crimsonbreeze:
Son, we play the game that has tiers, and those tiers have to be guarded by men with an attitude. Who's gonna do it? You? Or intern Musco? Toxic players have a greater responsibility than you could possibly fathom. You weep for loot, and you curse the Elitism. You have that luxury. You have the luxury of not knowing what they know. That kicking the noobs, while tragic, probably saved lives. And their existence, while grotesque and incomprehensible to you, saves lives. You don't want the truth because deep down in places you don't talk about at parties, you want hardcore players to explore the game, you need elite players. We use words like masterloot, knowfights, gear check. We use these words as the backbone of a life spent achieving something. You use them as a punchline. So I have neither the time nor the inclination to explain myself to a man who rises and sleeps under the blanket of Cartel Market. I would rather you just said thank you, and went on your way, Otherwise, I suggest you pick up a weapon, gear and rise your skill. Either way, I don't give a damn what you think you are entitled to.
Jonax:
Colonel, did you order the vote kick?
Crimsonbreeze:
You're goddamn right I did!

Monday, December 14, 2015

Devilian First Impressions

Devilian is the latest game published by Trion. It's developed by a division of Bluehole, who made TERA. Devilian is a ARPG MMO, sort of like Diablo, only with more MMO aspects. It's the classic isometric perspective like Diablo, rather than the 3rd-person over-the-shoulder perspective of most modern MMOs. The design "asthetic" is very much like TERA.

The first thing that will turn off a lot of people is that classes are locked to a specific body type. The Evoker is a tall female, Cannoneer is a short female, Berserker is a brawny male, and Shadowhunter is a more slim male. You can change hair color, skin color, facial features, etc, but you are locked to the base body.

The game plays very well. Bluehole always gets this aspect right. The controls are crisp and well-done, and combat is very nice. The pace is slower than Diablo 3, but not excessively slow. Gearing is more like an MMO as well.

The leveling is very quest driven and linear. In fact, every quest literally has an auto-run which will automatically take you to the right location. This sounds excessive, but it works nicely for this style of game. Every few levels you come across a dungeon which you do with two others. There's no threat, so it's a bit of a zerg, but it plays well with just three. Group matching is automatic.

The game is polished, and feels high-quality. The story isn't anything amazing, it's on par with TERA and other imports. But there are a lot of nice touches all over. I'm only level 27 or so, and the cap is 55, so I have no idea what endgame is like.

There are some interesting aspects as well. For example, you have the standard gear (gloves, boots, hat, etc.) but you also have "talismans". Talismans are collectible cards featuring a person. Each card has attributes. You can equip up to five talismans. Some talismans belong to sets, and get bonuses if each card from the set is equipped. You can also merge duplicate cards together, making that talisman more powerful. You get talismans from boxes as rewards or that you can craft using materials from disenchanted magic items. It's actually a really neat alternate gearing system, with just the right amount of randomness, but even having "bad draws" be useful.

They're also trying some interesting things in the social realm. Every day you can send 10 gift boxes to people on your friends list. The game actually gives you a quest to invite 10 people as friends, and shows you a list of people at your level. So there's a lot of spamming strangers for invites around then. But I once defined social bonds as "repeated interactions among a set of people", so maybe sending gifts to each other will build bonds. Or maybe not. In any case, it's a neat idea.

The only thing I should note is that Devilian is a F2P game. There is a cash shop. Honestly, I'm not sure if it's cosmetic-only, or if you pay for power. I imagine that it will be like TERA's cash shop.

Personally, I think that, if you can get past the locked character classes, Devilian is worth trying. It plays well, and does a few new neat things. The talisman system in particular is worth stealing by other MMOs.

Thursday, December 10, 2015

Proof of Competence

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.

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?

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.

I didn't take any screenshots, so have some Blizzard ones.
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).

A Blizzard screenshot of Reaper
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.

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:
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 Martyr
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 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.
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: Lightbringer
Proximity to your target causes your spells to heal for up to 30% (with Mastery from typical gear) more.
The 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.

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 Lightbringer
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.
An 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.

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:
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.