Tuesday, April 19, 2016

Vanilla Servers and Paladins

Vanilla Servers

I gather there was a little tempest over one of the Vanilla WoW pirate servers. So much so that people are calling for Blizzard to officially support Vanilla servers. Personally, I think the demand for Vanilla servers is overrated. I think that if Blizzard opened one, a lot of people would join, and then the vast majority would quit within three months.

Not to mention that it would be a pretty expensive undertaking. Unlike pirate hobby servers, Blizzard has to pay the people working on their Vanilla servers. People are expensive.

Maybe I'm a little cynical about gamers, but if there is this pent-up demand for a Vanilla-like experience, why don't people go and play one of the current MMOs that offer a similar experience? Games like RIFT or EQ2 or FFXIV? I'm sure the potential audience will always  have a reason why the option you have to pay for is not good enough.

The Vanilla Paladin

Azuriel has declared that a lot of the Vanilla and TBC design was garbage. That may be so, but he has singled out the paladin class as an example. Thus I am forced to defend it.

The vanilla Paladin was not badly designed. Rather, it was designed for a game that soon became obsolete. The paladin was designed for 5-man groups, where the make up was [tank, healer,  2x dps, paladin]. The paladin would back up the tank and healer at the same time.

That's why the vanilla Paladin appears to be so passive. Its combat is very passive. But that's so you could run up to a mob, Judge, Seal and then focus on your group. You'd throw out heals, cleanses, and Blessings as appropriate. The UI was designed for this, so that you could throw spells on groupmates without losing your main target, even without mouseovers. You could tank one mob, or small adds, when the warrior took the rest of the group.

Shamans were the opposite. Shaman support was passive, through totems mainly, but their damage was active. Paladins had active support, but passive damage.

The thing is that this system does not scale into raids. [3x tanks, 3x healers] is stronger than [2x tanks, 2x healers, 2x paladins]. And obviously solo play is fairly boring. Though honestly, I kind of liked it. It was very steady and relentless.

But the Vanilla paladin in 5-man groups is still my favorite MMO playstyle, across all the MMOs I've tried.

Tuesday, April 12, 2016

FFXIV Beast Tribes

Lately I've been working on the Beast Tribe quests in FFXIV.

The Beast tribes are an interesting part of FFXIV. They're sort-of monstrous, but generally the "civilized" people of Eorzea have been pushing into their territory, in some cases outright violating treaties. In response, the beast tribes summoned their gods as Primals. But exposure to Primals "tempers' a normal being, brainwashing them into slaves of the Primal. The beast tribe quests are handed out by a splintered faction of the tribe, who have avoided being tempered, and need your help to defeat or survive the remainder of their tribe.

It's an interesting dynamic, combined with the very different personalities of each tribe. For example, the Amalj'aa are a warrior tribe revering strength, the slyphs are playful and like to play tricks, the Vath are a breakaway sect of an insect hive mind who are now just discovering individuality.

So far, I've finished the Amalj'aa and Vanu Vanu stories. The Amalj'aa was a typical story of gaining strength to take revenge. The Vanu Vanu was ... kind of weird, really. It ended in an epic dance-off.

Here's a video of the ending from YouTube:

   

Mechanically, the Beast tribe quests are kind of like faction dailies in WoW. It's aimed at the solo player, and you earn reputation with the tribe. As your reputation increases more of the story is unlocked, as are new quests. Rewards-wise, you earn a little bit of endgame currency, pets, and a mount at max level. The beast tribe quests are also a way to progress on the Relic weapon quest.

The big mechanical difference between WoW's factions and the FFXIV beast tribes is that FFXIV has a very low daily cap on quests. You can do a maximum of 12 dailies each day. The tribes effectively only offer 3 quests per day (the original tribes offer more, but only 3 that give max rewards).

I actually like this low cap a lot. It's pretty easy to finish your dailies in about 30 minutes. If you can play for longer, you can then do a dungeon or whatever. But if you only have half an hour to play, you can still feel like you got everything done. Beast tribes are aimed at the solo, casual player, and they feel like they hit the perfect spot for that audience.

Monday, April 11, 2016

Diablo 3 Builds and Fun

I've been playing a bit more of Diablo 3 lately. I've been playing my regular Crusader and Wizard, rather than a seasonal character.

One thing I've found is that I'm not too happy with my Crusader. I cannot seem to find a build I enjoy. I'm currently running a 6-piece Akarat's Champion set with Blessed Hammer. It's good enough, but it's just not fun enough. It's a little hard to explain, but it doesn't really feel "melee" enough for me.

Meanwhile I'm running this Fire/Lightning Arcane Torrent with Hydras build on my Wizard and I find it hilarious. Stunning, fire, electricity, I really enjoy playing it, even if it's much lower power than my Crusader.

Any D3 players out there have suggestions for an interesting melee-ish Crusader build that's still reasonably effective? I did try a Thorns-build with the Invoker set, but this was before Blizzard revamped Thorns. I remember that it was decent, but annoying because I couldn't kill Treasure Goblins.

Thursday, April 07, 2016

The Missing Element in Competitive Seasons

Overwatch has released its current plans for competitive ranked play.  Basically, it will have "seasons" that are one month long, as in Hearthstone. Everyone starts at the bottom rank, and you try to play your way up through the various divisions. At the end of the month, prizes or bragging rights are handed out, and the ranks are all reset.

The immediate reaction from the community is that the seasons are too short. That they would much prefer a season which was 3 or 6 months long, giving people time to come to their true rankings.

I am not entirely in agreement with this view. In an odd way, I think that the current season length is both too short and too long. The real problem, in my view, is that the competitive structure of many games is missing a crucial element.

The missing element is tournaments.

As an analogy, let's look at a sport like tennis. Tennis has matches between two players or teams. Tennis has a 52-week season where the entire pro community is ranked. But tennis also has intermediate structure of tournaments.

A tournament is different from a season, and has a lot of desirable properties. The time frame is much shorter. Only a subset of the community participates. Most players don't attend every tournament. Each tournament usually produces different winners and different results. Prizes handed out at the tournament level end up going to wider variety of players.

Overwatch wants a lot of these properties for its seasons. But a month is too long for a tournament. It's long enough that most players cannot skip it if they want. But it's too short to act like a true season does and produce definitive rankings.

My suggestion for Overwatch would be to actually break the current "season' into a tournament which runs weekly and a longer season of 3,6, or 12 months which aggregates the weekly tournament results. This way players have less pressure to participate in every tournament. There are more changes at the top, with different players placing in the Top 100 each week.

I do think that many games have this same hole in their structures. They have individual matches, and they have long seasons, but they don't do anything with the medium time-frame. The only games I can think of that significantly utilize this time-frame are Path of Exile and Magic Online.

For example, imagine that Overwatch you could join a league. Leagues start every hour and run for four hours. You are only matched with people in your league. When you get two losses, you are knocked out of the league. At the end of the time, the person who won the most matches without getting two losses wins the league.

I think that there's a lot of room for fun game play in this medium time-frame. Obviously, the time frame is long enough that not everyone will participate. It can't be the only option to play. But it could stand to be used a lot more than it is currently.

Friday, April 01, 2016

One Joke, Two Communities

Today is April Fool's Day, so the internet is useless as normal. However, I found one interesting thing. Both the Reddit Eve Online and FFXIV communities posted the same joke, and both were upvoted to the top of their respective pages.

The difference, though, is a little illuminating about the respective communities:
(The joke is that both these posts linked to the history of the current viewer.)



The best April Fool's joke I saw this year was also on Reddit, in the Overwatch page. The moderators made a small notification that sometimes appeared in the lower right corner and looked exactly like the Battle.Net notifications that appear on your desktop if you have the Battle.net app open. The notification said "Overwatch is now playable."

Understated, perfect for the target audience, and brilliantly cruel.

Thursday, March 31, 2016

Intentional Concessions in Magic: the Gathering

There's an interesting controversy in tournament-level Magic these days around the concept of "intentional concessions".

Background

Tournaments in Magic follow a standard format: X rounds of Swiss, followed by a Top 8 playoff. In Swiss matching, players with the same record in the tournament so far are matched with each other. For example, for Round 4, the players who are 3-0 play each other, the 2-1's play each other, etc. So you're always playing an opponent who's done roughly as well as you are. The top 8 after the Swiss portion go to the playoffs.

In the past, in the last rounds of the Swiss portion, the players who are at the top often "intentionally draw". With the draw, both players' records are good enough to qualify for the Top 8. And they get to save some time and the possibility that a loss might knock them out of the Top 8. Though getting knocked out is pretty unlikely, due to the way tie-breakers work.

The intentional draw is regarded as a fact of life in tournament Magic. It may not be the best scenario, but it's equal on both sides and has a fairly neutral effect on the tournament on the whole.

Current Controversy

At the pro level, some players are now asking for intentional concessions in certain situations, where one player deliberately takes a loss, not just a draw. For example, say Alice is 8-0 coming into the final Swiss round, and she gets paired down with Bob, who is 7-1. A player will need at least an 8-1 record to get into the Top 8. So regardless of whether she wins or loses, Alice is a lock for Top 8.

Bob, on the other hand, must win this round. Even a draw, which will bring him to 7-1-1, won't be enough. Bob asks Alice to intentionally concede the match, since it makes no difference to her.

Now, the non-Pro community is strongly against Alice deliberately losing. It is completely against the spirit of competition. It screws over Carl, who ends up in 9th because Bob got a "free" win.

However, the Pro community is a bit more torn on the issue. To see why, you can think of them as being in an iterative Prisoner's Dilemma where they can co-operate or defect. The optimum strategy in these types of situations is to cooperate. After all, in next tournament, maybe Alice will want to ask someone to intentionally concede. If she defects first instead of cooperating, she can expect future partners to defect to punish her. And hardcore gamers are the type of people who will very strongly flock to the optimal strategy in a Prisoner's Dilemma game.

It's also really hard to outlaw intentional concessions. For example, there are good reasons to concede. Maybe you need to leave, so you concede the current match. And it's really hard to tell when someone is deliberately playing badly. Gamers are very good at obeying the letter of the law and completely evading the spirit.

Solutions

In my view, the main reason this is a problem is because seeding in the Top 8 does not really matter. It's really hard to predict who your first opponent in the Top 8 will be. Plus the 8th person's deck is only slightly worse than the 1st person. That difference would be swamped by the variance in the game of Magic itself.

If seeding mattered, Alice would be hurt, perhaps significantly, by taking a deliberate loss.

Right now, the Top 8 playoffs are a best-of-5 match. My suggestion would be to give the higher-seeded player a game in hand. So the higher seed only needs to win 2 games, but the lower seed would need to win 3 games to take the match and advance.

Of course, this significantly slants the matches in favor of the higher seed. But that in turn makes it vital to get as high a seed as you can in the Swiss portion of the tournament. Perhaps this solution could be toned down to only apply to the first round of the playoffs, essentially giving the Top 4 an advantage over the 5th-8th place.

Tuesday, March 29, 2016

Diablo 3 Season 5

I recently went back and finished leveling my Season 5 Barbarian in Diablo 3. That makes 5 of 6 classes done, leaving the Witch Doctor for Season 6.

The newest element in Season 5 are Set Dungeons. As you complete the goals of Season 5, you are rewarded with pieces from one of the class sets. For Barbarians, it's the Might of the Earth set. Each set has an associated Set Dungeon which requires you to complete tasks utilizing that set.

For example, the Might of the Earth set requires you to kill a Frozen enemy every 10 seconds for 1 minute. Now the only way a Barbarian can normally freeze an enemy is by using one of the Earthquake variants, which has a 60s cooldown. But the 4-piece bonus of the set has your Leap trigger an Earthquake when you land. So to fulfill that requirement, you have you take the Earthquake variant, and then Leap fast enough to kill enemies quickly.

There is another requirement as well which similarly takes advantage of the set's properties. The set dungeon is timed. 

One thing that wasn't clear is that you only need to meet one of the requirements to complete the dungeon, not both. I unnecessarily quit several times when I failed a requirement early. But in the end I decided to explore the whole dungeon, and it turned out that I was successful enough to finish the Set Dungeon and qualify for the season's rewards.

It was an interesting piece of content. To be honest, it's aimed at the crowd that runs a little higher than I do. I think I've only collected one other full set, on my Crusader.

All in all, though, it was a pretty enjoyable season.

Sunday, March 27, 2016

Dippling a Toe Back Into WoW

Hearthstone has a promotion where you can get Lady Liadrin as a hero if you level a new character in World of Warcraft. Despite the fact that I am not actually playing Hearthstone, I decided to take the opportunity and level a new character. You can level to 20 without a subscription, making it very easy.

I created a Night Elf Druid, and mainly quested until 16, and then did a few dungeons to hit 20. Leveling to 20 was not a particularly fun experience. Here are the major issues as I see them.

Time-to-Kill

The Time-to-Kill for most mobs was really short. I didn't have any heirlooms, so I was just in quest greens. It's one thing to make the game easier for new players, but almost everything died in 2 global cooldowns. Very often only one if the first ability crit. It's actually kind of annoying because I was Feral, and it seemed very hard to get into the rhythm of using combos. Rake, Shred, and the mob would die before I could use a finisher.

It's one thing to have a short TtK in a game like Diablo, where you're pretty much spamming your mouse button. But in a game where you have an actual rotation where abilities work with each other, you really should at least get to use a full rotation before the mob dies.

If you want to make the game easier on new players, the better path would be to reduce mob damage, but keep a decent time to kill of at least 4-5 GCDs.

Heirlooms

I've said this before, but heirlooms are a mistake. One thing I didn't realize before, though, is that make group play for the non-heirloomed character singularly unfun.

I switched to Resto for the dungeons. The other players were in heirloom gear so they charged through the dungeon at max speed. I tried to heal, but my heals did so little because they had so much health and I had relatively few stats. But because they were pulling everything at once, they sometimes took enough damage to make things dangerous.

I think a lot of issues I have with group play in the current version of WoW have their genesis here. If people get into bad habits early, it's a lot harder to get them to "accept" proper play much later.

And that's not even getting into PvP, which I imagine must be horrific for the new player without heirlooms.

Stories

The revamp of the old world in Cataclysm was another mistake. It's been years since I played through Darkshore, and I don't remember the original zone very well. But the current Darkshore feels like it expects you to have played the old version. It feels like a continuation of that story, and it's kind of disconcerting to be dropped into the middle of things.

Conclusions

In some ways, the current early game of World of Warcraft feels hostile to new players, despite the fact that it's so trivially easy mechanically. You get all these neat abilities that combo together, and you can't get the satisfaction of executing a combo successfully, because the mob dies when you sneeze on it. Playing with other experienced players is like playing with cheaters because they're so far above you. And all the stories feel like you started reading a book in the middle rather than at the end.

Sunday, March 13, 2016

First Impressions of The Division

I picked up Tom Clancy's The Division on the weekend. It's a pretty interesting game.


The Division is an RPG 3rd-person shooter. The setting is near-future New York, after a smallpox outbreak causes the city to descend into chaos and anarchy. The Division are a bunch of US government sleeper agents, who are activated for this emergency and sent in to restore order and fix New York.

The graphics are quite nice, and they did a stellar job with New York. It's laid out nicely, and feels like a real city in breakdown. There's garbage everywhere, thugs roaming the streets, wild dogs and rats, and civilians trying to survive. There's all sorts of atmospheric details.

The game is online-only, and is sort of multiplayer. Basically, it makes intensive use of phasing. Normally, you're in a separate phase by yourself, so it feels very much like a single player game. But safe houses and zones are a shared phase, so you see other players running around there.

You can also search for a group, either in general or for specific missions. If you do, you're pulled into the group's phase, and only your group exists there. I haven't grouped very much, but it's a nice system for beating a mission you're having trouble with.

Combat is pretty standard shooter fare, with lots of taking cover and moving from cover to cover. Only with results based on your gear and stats, as in an RPG. So far, I've found that if your weapon is decent, the game feels like a shooter. If you're behind the curve, it feels a bit weird to be emptying multiple clips into a normal hoodlum. And like RPGs, there's random loot with stats, as well as abilities you can talent into.

So far, The Division is a pretty decent game, with an excellent setting and production details.

Random Thoughts
  • I'm pretty early in, but I find the entire concept of the Division (the organization) kind of weird. What's the point of embedding sleeper agents in your own cities? Why not just stick with the Army reserves or National Guard? The game makes a big deal out of Division agents possibly being someone you know, or "even your friends". I can't help but wonder if this a symptom of the widening gulf between social classes in the West. Maybe the university-educated gentry class finds it more likely that their sons and daughters would join a clandestine paramilitary organization, rather than joining the actual Army.
  • Or maybe they just wanted an excuse for the characters to wear civilian clothes and have multiple civilian outfits.
  • Most of the tech seems believable, if slightly in the future. But there's one element, which lets you build a holographic image of the past with sound, that seems really fantastical to me. I suppose it gives a very immersive sense of what happened to New York, but it just screams "magic" to me, and jars me out of the world they've created.

Thursday, March 10, 2016

Play Diary #6: Ennui

I haven't actually been playing much over the last week.

Blade and Soul

BnS has been the game I've played most. The warlock patch came out, and they gave you a free character slot, and you get a costume if you level to max before the end of Mar. So I rolled a Blade Master, and have been leveling that steadily.

It's interesting playing a melee character focused on blocking. There's a lot less movement involved than with my Force Master. The Force Master relies mostly on kiting.

However, I think I'm nearing the end of my time with Blade and Soul, as I am starting to lose interest in the game. Still, it was an interesting experience, with a lot of interesting design choices.

The Old Republic

We have a few people on vacation right now, so raiding is curtailed for the next couple of weeks.

Truthfully, I kind of want to quit TOR. I think we're pretty much at the edge of my skill level. There's no new Operation content on the horizon. The current operations are accumulating bugs and becoming broken. For example, right now a bunch of bosses have visuals that no longer match what happens. For example, a death beam goes from Point A to Point B. The beam still goes from Point A to Point B, but visually looks like it is going from Point A to Point C.

Truthfully, I think Bioware has given up on group content almost entirely. They seem to want the game to be a "single-player" MMO, where you generally play by yourself or with a partner, but don't actually form groups as we traditionally think of them.

I don't know. Maybe it's time to cut my losses, acknowledge TOR's change of direction, and find a new game to focus on.

Black Desert Online

The new hotness seems to be Black Desert Online. Normally I'd at least give it a try, but I'm not feeling inclined to. It reads a lot like Archeage, up to the whole PvP'ish endgame. I really would like to see someone do a comparison and say why BDO is better or worse than Archeage.

The other barrier is that everyone seems to be discussing and complaining about the cash shop. There doesn't seem to be much talk about the game itself. I find that a little weird and off-putting.

Monday, February 29, 2016

FFXIV Patch 3.2: Gears of Change



FFXIV released its latest patch last week, and I took a look at the contents. So far, it's a pretty solid patch. The main story was good, including a epic duel with a notable character.

The introduction to the next Hildibrand story was pretty funny as well, especially some of the quest descriptions.

The two new dungeons are very nice, especially Lost City of Amadpor (Hard). The last two bosses of that one are just beautiful.

There was also a new Primal introduced: Sephirot of the Warring Triad. I only did this on Hard Mode, not Extreme. This is an excellent fight. All the mechanics combine beautifully for a super fun experience.

In my opinion, FFXIV has really nailed the "softcore" dungeon/primal experience. It's not hard, precisely, but you do have to do the fight properly. There's still a little room for error, but you can't just ignore mechanics. Heck, today I wiped on the old Moogle Mog Primal fight from level 50 because people didn't kill the mobs in the correct sequence. So people are doing the fight correctly as a team.  Personally, I think it's something WoW's LFR could learn. A fight doesn't have to be toothless to be done by a random group. People will learn and do the fight properly.

Other than that, I did try FFXIV's attempt at DPS meters. There's an area called Stone, Sea, or Sky. You sign up for a specific duty tied to a given fight, and have to kill this target dummy in three minutes. If you do so, you are considered "qualified" for the fight. It's not required or anything, but it's a good way of testing if your individual dps needs work. The dps required to beat the trial varies from class to class. I beat the basic endgame trial for a Paladin. However, I think the trial would have more meaning as a DPS class.

I have not tried the new "tutorial" instances. Apparently SE introduced a set of tutorials for level 15 classes that take you through basic dungeon mechanics. I've heard good things about these trials. For example, the first DPS tutorial is about dodging AoEs. Tank tutorials apparently discuss threat and holding onto multiple mobs. These sound very interesting, and it will be interesting if they improve the skills of the playerbase.

I also haven't tried the new Beast tribe dailies, or the new Alexander: Midas raid. Heh, I haven't even finished the last floor of Alexander: Gordias.

All in all, Patch 3.2 is an excellent patch for FFXIV.

Sunday, February 28, 2016

Blade and Soul's 24-Person Zones/Raids

Blade and Soul has a really interesting variant on raids. It's not exactly a raid. In many ways it's a lot closer to WoW's Timeless Isle or blue-bar areas like Shattrath City or The Pit.

The zone can hold up to 24 people. It's group content, so you're expected to go in with a 6-person group. However, your group doesn't need to start with other groups, or even work together for the most part. So it's like a normal zone which just happens to have a few groups working inside.

The zone itself is not linear, but has many paths. There are also portals, and you can use windwalking and gliding abilities to quickly move around the zone.

There are essentially four classes of mobs inside the zone: regular mobs, lieutenants, captains, and the endboss (a vice-admiral). Regular mobs and lieutenants do not share tags between groups, but the captains and vice-admiral are shared. This pushes the groups to go their separate ways to guarantee they get credit for the regular and lieutenant kills, but also converge to kill captains and the vice-admiral together.

Vice-Admiral Poharan of the Blackram Marauders

There are a set of dailies at the start that cover the entire zone. Kill a bunch of regular guys, kill a couple of lieutenants from each section, kill each captain, and kill the vice-admiral.

Everything respawns after a bit, so the zone is essentially continuous in time. It is never "cleared". A captain spawns about every 5 to 10 minutes. The spawn is announced to the zone, and a marker appears on the map.  After several captain kills, the vice-admiral spawn is announced. The groups have 5 minutes to get to her area. Then the vice-admiral spawns and everyone kills her together.

This probably sounds relatively simple, but in practice I find it just works. A group goes into the zone and starts working on their dailies. When a captain spawns, the two or three closest groups make their way to it. After the captain is killed, one group will take one exit, and the other group will take a different exit. After a while the vice-admiral spawns and all the groups in the zone will converge on her location. Groups that finish all their dailies zone out, and new groups replace them.

The dailies provide natural direction to determine what the group does. They can't just sit and farm in a lucrative spot, they have to go around the entire zone to find the lieutenants and different regular mobs required. The tagging rules encourage the groups to spread out and not move as a giant zerg. But you still come together for boss kills. Finishing all your dailies gives you a nice stopping point, rather than grinding rares for hours.

I've complained about WoW's blue bar areas before, and I think BnS's raids are a further, better evolution of the general idea. I think they're a good model, especially the clever tagging rules, for producing interesting open-world group content.

Wednesday, February 24, 2016

Reprints and the Cartel Market

The Old Republic is having some drama around its Cartel Market. The Cartel Market follows a collectible card game pack pattern. Every so often Bioware releases a new "set" of item and sells packs. Items have different rarities, and opening a pack gives you a number of items based on that. When a new set is released, an older set is retired.

The problem Bioware is having is determining what to do with the items from older sets. There are a number of items which are highly sought, and which the regular market price is quite high. For example, a long time ago, I picked up the Xoxaan's set for my Sith Inquisitor. I got the entire 6-piece set for about 800,000 credits. Today, a single piece of Xoxaan's costs north of 1 million credits.

The solution Bioware came up with was the Grand Chance Cube, the "lockbox inside a lockbox". The GCC is an item which comes in the current set. It contains a random item from the older sets.

There are two problems with the GCC:
  1. They have a very high chance to drop. For example, I think a current pack contains 2 items. There is a chance that both items will be GCCs. This obviously annoys the person who wants to get one of the new items from the current set.
  2. They are somewhat indiscriminate in which old items are gained. Apparently there's a high chance of getting low-value items like emotes and pets.
In any case the backlash has been fairly strong against the Grand Chance Cubes. No to mention the amount of "Yo dawg, I heard you like lockboxes in your lockboxes" memes that get brought up whenever this topic comes up.

I think that TOR should have gone with straight reprints, like Magic does, or re-releases of old items. Make a commitment that the number of reprints won't exceed 50%, and that it will be at least a year before an item is reprinted. Then be more careful what what items are reprinted at what rarity.

This way, rather than relying on complete chance, Bioware could hype the return of valuable sets, at the proper rarity. People would be happy to know that Xoxaan's armor is coming back in the next Cartel Market set. There would be an increase in supply, and prices would drop to reasonable levels. Plus Bioware would know that people would be happy if they get that specific armor. It allows them to reprint the popular stuff, and not worry about reprinting the unpopular items.

Sunday, February 21, 2016

Group Mechanics in Blade and Soul

Blade and Soul has an interesting approach to group mechanics. As I understand, it's not quite Trinity gameplay, but it's not quite a zerg either.

Threat exists in BnS. Blademasters and Kung Fu Masters are considered "tanks" and have higher threat output. Their damage is still roughly the same as the other classes. Threat also appears to decay fairly rapidly, which means the tanks have to keep up with consistent threat output. But DPS can stop doing damage and will drop threat reasonably fast, and then not pull threat immediately when they restart.

However, there are no healers in BnS. That part of the trinity is entirely missing. The tanks rely on active mitigation, blocks and counters, and some self-healing to keep themselves alive. The other classes also rely on their defensives, mobility and potions. There are some group defensive abilities. I believe Summoners can occasionally heal the group, and Force Masters can put up a defensive shell that protects people under it for a few seconds.

The end result is a quasi-zerg, where everyone is attacking the boss with their full potential. But it's a controlled zerg, as the boss is generally attacking the tank, rather than bouncing from person to person. This means that incoming damage is very controllable, and if you play well, you can do an entire boss fight with minimal loss of health.

It's reasonably fun, because you do function as a group, and the quality of your play matters. As well, no one is forced to play a low damage characters. The tank classes generally have blocking and countering being central to their damage combos, so they want the boss to attack them. However, they don't have a taunt, and they don't really "control' the fight the same way a trinity tank does.

This structure is better than straight zerg or kiting. However, I don't think it's quite as good as Trinity gameplay. In particular, I don't think it can provide the variety of encounters that the Trinity structure can.

Friday, February 19, 2016

Play Diary #5

The Old Republic

Second raid night, but we only had 5 people on. So we pugged 3 people and we did an alt run of Scum & Villainy HM. I switched to my Sorc healer, who was somewhat undergeared. I didn't even realize I still had a i186 weapon.

The run went fairly well, though one of our pugs had never done S&V HM before, and the second tank had only done the first four bosses. Our newbie decided to be "helpful" on Operations Chief, and threw out a heal on someone in a different group.

Operations Chief is a really neat boss. You have to sneak through a city, avoiding patrolling droids and get to 4 guard teams. The raid breaks into 4 groups of 2 people, and each group takes a separate guard team. You have 6 minutes to take out all the guards and get to the chief guard. In HM, you absolutely cannot interfere with another group in any way or you wipe, which is unfortunately what happened.

(You know, writing that fight's description makes me sad about TOR's current lack of raiding. Their raid design team made some excellent boss fights.)

But aside from that, the run went fairly well and we killed the first 6 bosses. We didn't really have enough time, dps or heals for Styrak, so we called it after that. It was a pretty good run for being alts and pugs.

Thursday, February 18, 2016

Play Diary #4

The Old Republic

Raid night again. This time Ravagers was the highlighted HM operation, so we tried that. We went with two melee, which was not entirely successful. For Sparky, the melee didn't really help with adds, so I managed to get 100 stacks of the add debuff before the 25% soft enrage even started. Surprising I stayed alive for a fair bit, much to the credit of the healers, but died at around 10%.

Bulo was messy as well, but we killed it. Then we wiped on Torque for the rest of the night. I think we've beaten Torque once, but we don't do Ravagers very often, so we are out of practice.

As well, I think we would benefit from precisely choreographing the tank's movement to avoid certain hazards. But the standard guides just say "avoid fire", so we're left to wing it. We also have a couple of high skill players who prefer to stick to the guides and the standard strategies at all times. And who knows, maybe they're right and the precise movement plan won't work.

Blade And Soul

I didn't do much in Blade and Soul. I did a couple of the low level PvP dailies to increase my Faction rank and become eligible for the higher level dailies. I then tried the higher level PvP dailies, but got killed several times by the opposing faction.

So I gave that up and ran two of the level 45 blue dungeons. I really should write a post on BnS dungeons. They're a zerg, but they're not quite a zerg. I'm not even sure how to describe it. They somehow work, but I'm not exactly sure why I find them fun when I deeply dislike all other zergs in other MMOs.

Wednesday, February 17, 2016

Blade And Soul Endgame

My Force Master reached the level cap of 45 and finished off the story so far. The ending of the story was quite interesting, and went off in a new direction. The set up for the next arc is fairly intriguing.

There appears to be a fair number of things to do at 45. Apparently I need to increase my faction PvP level a bit in order to unlock some of the more lucrative dailies. This system of Blade and Soul is pretty neat, as you have to equip your faction uniform to accept and do these quests. The quests are PvE'ish, but you can be attacked by the opposing faction (while wearing your uniform).

BnS also has an interesting system revolving around Prestige Coins. As you kill enemy faction people (players or NPCs) you accumulate Prestige Coins. If you are killed by an enemy player, you drop all your Prestige Coins and the enemy acquires them.  You turn your Prestige Coins into a vendor in exchange for faction influence. However, the exchange rate is determined by the number of Prestige Coins you have. If you have less than 10, you get 1 influence per Coin, 11-20 is 2 influence per Coin, and 21+ is 3 influence per Coin. However, the rate applies to all the Coins you are carrying. Thus if you have 20 coins, you turn them in for 40 influence, but if you have 21 coins, you would get 63 influence instead.

The system is designed to push you to carry larger amounts of Prestige on you at all times. The amount of Prestige you are carrying is visible, making you a more lucrative target for enemy players. I thought it was pretty clever.

Of course, this PvP system is fairly optional. There are tons of other pure PvE dailies, and 4-5 dungeons you can run. There's also Mushin's Tower, which appears to be a single-person dungeon consisting of 7 bosses of increasing difficulty. And there's the whole Arena system if you're into formal PvP.

So I'm a bit unsure of what I will do next. I think I will take a tour of the various options and then decide if I want to go with an alt, or move on to a different game.

Tuesday, February 16, 2016

Play Diary #3

Blade and Soul

I've been focusing on BnS the last couple of days. My Force Master is level 44, about half a level from the current cap of 45.

I did revise my opinion of the story. It's not that bad. It got more interesting at the end of Act 1. The English voice acting is still pretty bad, and the translation is a bit weak. But the actual story itself is like an entertaining B-movie, an old Kung Fu flick from the 70s. Also, I like the main villain, Jinsoyun. I'm not entirely sure what she's up to, but she has style and is reasonably competent.

Right now, I'm a bit stuck on gold. I need about 50% more money than I have to be able to afford the next step in upgrading my weapon. Upgrading weapons is interesting. At the start of the game, you're given a Hongmoon weapon which you can upgrade by consuming other weapons. Every five weapon levels, you need to consume a specific weapon in order to get to the next tier.

Apparently this was a catch up mechanic introduced after the Korean launch, the equivalent of heirloom weapons. I think it's a nice spin on heirlooms. Having to manually upgrade them is more interesting than having them automatically scale with your character.

The Old Republic

I have too many Light Side characters, and I wanted another Dark Side character. So I decided to remake my Jedi Knight, and tilt her to the Dark Side. I can't really handle full Dark Side, so I'm trying a middle path. This one is mostly good, but shows no mercy to enemies. Surprisingly, you get a lot of Dark Side points from the early Jedi Knight story by playing in this manner. But the side and planetary quests tend to have different LS/DS choices, so I find I'm getting DS points from the Knight story, and LS points from the planetary quests.

It will be interesting to see if this trend continues. I'm only on Corsuscant so far. The planetary quests also have a lot of "Dark Side for money" choices, where you do something bad because the NPC will reward you. There's a lot less "Dark Side for expedience, or total victory at a cost" style choices.

It's also interesting to see what missions are now deemed optional, and not shown by default. A lot of the more morally ambiguous missions, with more interesting DS/LS choices, are hidden. For example, the mission to steal documents from a Republic Senator who is an Imperial sympathizer; or the mission to dig up dirt on the Justicars by investigating the execution of the son of a prominent family. I'm not sure if this trend will continue on future planets, or if I'm seeing a pattern where none exists.

Monday, February 15, 2016

F2P Versus Subscription in Blade and Soul

Normally, if you asked me how to best spend money in a Free-2-Play MMO, I would tell you to buy a subscription. In most F2P MMOs I've seen, a subscription basically replaces the F2P structure. You subscribe, and everything unlocks. Most subscriptions even give you some F2P currency so you can indulge in some of the cosmetic items for sale. The idea here is that you can either go a la carte, and pick up exactly what you want in bits or pieces, or go for the one price which gets you everything.

In Blade and Soul, though, I'd tell you hold off on the subscription, or Premium, option. First, BnS Premium can't be purchased directly, you have to spend the F2P currency, NCoins, to buy it. Thus it doesn't come with a NCoin grant, because buying it for 2000 NCoins and getting 500 back would be silly.

Second, Premium doesn't actually unlock anything other than the wardrobe. Admittedly the Wardrobe, which stores costumes, is nice. Premium grants you a lot of bonuses: increased loot from mobs, increased XP, more spins on this Daily Dash login game, etc. But you still have to purchase extra character slots and inventory expansions separately.

I'm not saying not to spend money on BnS if you want to. Just don't fall into the trap of thinking that you can just buy Premium and you can ignore the cash shop, the way you can in SWTOR, for example.

Rather, if you're spending $15/month, or whatever your budget is, you should put your first purchases toward inventory expansion items, additional character slots, multiple skill specialization slots, etc. Unlock the full structure of the game first. Then in the second or third month or whenever you're satisfied with all the unlocks, you can purchase Premium if you want.

I guess this post is prompted by a bit of buyer's remorse. I picked up a month of Premium, simply because I'm in the habit of assuming that subscriptions are the best way to play this genre. I really should have spent that money on unlocks instead.

Still, it was an interesting look at a setup where the subscription does not replace the F2P elements, but just acts as an extra boost on your characters.

Sunday, February 14, 2016

Knights of the Fallen Empire: Chapter X

Chapter X

Bioware released the latest chapter for The Old Republic last week. I did the content of Chapter X this weekend. This is the first chapter in the one-chapter-per-month cadence that Bioware is planning for this year.

Overall, the story was pretty decent. However, it really felt like a part of the Agent story line. Which was great for me since my main is an Agent. But I really wonder how a non-Agent character would find this story? Would it work for them, or would it fall flat? Normally, you'd think that the story would be roughly the same for all the classes, but maybe they just took extra care to personalize extensively for the Agent.

The biggest reservation is that the chapter took about an hour to play through. Is that enough content to keep people subscribed? I have no idea, and it will be interesting to find out if it is or is not.

HK-55

The other piece of "content" was giving a HK-55 companion to everyone who had been subscribed on January 10th.

I really don't understand these rewards. Making them a one-time reward for subscribing on a specific date seems excessively restricting. I thought they would simply give you the companion, and that would be that.

But Bioware actually added a little quest/scenario around recruiting HK-55 that was quite fun. You had to calibrate HK's targeting parameters for the times he was on his own (thus side-stepping the issue when you're actually using him as a companion). This was done by going through several scenarios. Things like a hostage crisis, escort missions, wildlife attacks, etc. You'd then go through the potential targets, and mark them as kill or avoid.

It was an interesting exercise, and a novel way of tapping into the morality aspect of TOR (without actually invoking Light/Dark choices). For example, my LS Agent side marked unknown civilians as avoid, but unknown droids as kill.

Which makes it all the more odd that future players won't be able to see this piece of content, even if they subscribe.

Sometimes Bioware's plans for this game are very opaque.