Monday, May 09, 2016

Alternatives to Daily Quests

There's a very good discussion in the comments of the last post. Shandren comments:
The problem with dailies is that they are... daily. You have to set time aside to do them every day or you will fall behind (yes i know it is not a lot, and likely doesn't actually matter, but the problem is how it feels to miss them, not what the actual outcome is). If you skip you dailies today,you will not be able to just do them twice tomorrow and catch up. Ergo you are "forced" to do them every day.
This is true to a degree, and I sympathize with this perspective. But the alternative to dailies isn't a game where you log in whenever you feel like it and complete tasks on your own schedule.

The alternative is a game where you grind like crazy the first couple of weeks, and then spend the next few months complaining that there is nothing to do. If you don't do the hardcore grind, you "fall behind", just as much as if you miss a day of dailies. This is especially true if the rewards are half-decent. It's only the grinds with trivial rewards which players feel free to work on at their own pace.

Of these two extremes, I prefer the dailies.

There's certainly room for improvement though. For example, suppose you could do 5 dailies per day. But you could "bank" up to 25 dailies. This would allow you to skip a day here and there, and make it up the next day.

FFXIV does something similar with its levequest allowance, though that is mostly used for leveling classes. In fact, FFXIV offers two types of leves: one type gives you, say, 100 XP per quest and costs 1 leve allowance. The other type gives you 500 XP per quest, but costs 10 leve allowances. So one is better XP per time, and the other is better XP per allowance.[1]

But overall, I think dailies were an improvement over very long grinds, especially those grinds with meaningful rewards.

1. To be honest, this is probably more complexity than is warranted. I think it also ended up confusing most players.

Monday, May 02, 2016

Yet Another Look At Garrisons

With all the various controversies in WoW over the last couple weeks, I decided to play it again for a little bit. My plan is to at least finish the Legendary ring on my character in preparation for Legion.

I mixed up my playing style a bit, and came to an interesting realization: Garrisons are really enjoyable as "winding down" content.

Basically, you log in and do whatever your main goal is. Join a raid, do a heroic dungeon, hit up Tanaan, whatever. You defer the Garrison stuff to the end of the play session. After you're done your main content and are thinking about logging out, you spend the last 5 or 10 minutes taking care of your Garrison.

I find this works really well. Garrisons don't take much effort, and there's a nice sense of tidying up before you log. It's perfect for the end of a play session. You log out while seeing your followers off on their adventures. As well, being at the end, I find myself more willing to ignore the parts of the garrison which are completely unnecessary. Like the herb garden, since I have no need for herbs.

A player named Torvald had an excellent post where he postulated that doing garrison stuff up front drains a player's "stamina" and enthusiasm for other content. I find that simply moving the garrison to the end of the play session eliminates that entirely. Maybe it still drains your stamina, but you were planning to log off anyways.

There are a couple problems with this style of play though. First, it's sub-optimal. Since missions are timed, you lose out on the time during your play session. Second, it requires you to defer some easy gratification, some easy rewards. And as we all know from various experiments involving children and marshmallows, deferred gratification is not an easy thing.

The thing, though, is that incentivizing the player to do the garrison stuff at the end seems very hard. They could remove some of the time pressure by making missions based on days, rather than timed, where they all finish at the same time at night.

But you're still faced with the deferred gratification problem. The marshmallow dangling in front of your face when you first log in. You can't put a timer on it, because the player might be logging in quickly just to do garrison tasks.

The only idea I had was that while your followers are hanging around your garrison, they give you a stacking buff which increases gold, xp, and valor gained by 1-2% per follower, up to 50% when you have a full complement of 25. That way you want to delay sending your followers on missions while you are doing content, but you're perfectly happy to send them off while you are logged off.

In conclusion, I think that garrisons are much more enjoyable when moved to the end of a play session. But I think actually nudging players into that playstyle will be hard sell.

Sunday, May 01, 2016

Overwatch Open Beta Tips From a Bad Player

The Overwatch open beta starts this week. Early access is May 2 if you pre-ordered, and it fully opens up a couple of days later.

Overwatch is an amazingly fun game, and I'm a terrible FPS player. I wasn't in Closed Beta, but I was in the stress tests. So here are some tips from someone who is probably worse than you are.

1. Don't be afraid to solo queue.

Obviously, if you have friends, queue with them. But the solo queue is surprisingly balanced. It seems to quickly find your skill level. As well, matches aren't independent of each other. The players from the last match will be the same players in the next match. Only the teams are shuffled. So maybe there was an awesome enemy Pharah last game that kept killing you. This game, you might end up on the same team as her. This goes a long way to keeping the matches even and popping quickly.

2. Don't bother with AI games.

Maybe play one match to get the hang of things, but I would recommend jumping directly into matches with other players. Playing against the AI just isn't the same as playing against humans. If you want to figure out a hero's abilities, use the training room to see how they work, but then fling yourself against other players.

3. Try to focus on one hero from each category.

There are four categories of heroes: Offensive, Defensive, Tanks, and Support. You generally want a mixed squad, so if you're capable of playing at least one hero of each type, you can fill in for any missing element. Also, tanks and support can be a little more newbie-friendly as they are less reliant on aim and are often a little less fragile than the others.

4. Don't switch heroes too much.

You can switch heroes every time you die, but I recommend playing the entire match as the same hero, at least at the start. They do take some time to get used to, so they might feel frustrating at first until they click for you.

5. Stick with your team.

If you're all alone, it's better to retreat for a few seconds and meet up with the rest of your team, rather than throwing yourself at the enemy. Also remember that the game is about objectives, not a death-match, so emphasize pushing the objective.

6. Use ultimates aggressively.

Ultimate abilities charge quite quickly, so don't hesitate on using them. You have to fail with them a few times to figure out how to use them best.

7. The Kill Cam is your best teacher.

Whenever you die (and you will die a lot) a kill cam will come up showing your death from the opponent's point of view. This is the best way to learn. You can see what you did wrong, and see what your opponent did right.

I think Overwatch is an amazing game, and I strongly recommend that you all try it out. There are lots of different heroes with different playstyles, so I'm sure you'll find at least a couple you enjoy.

Thursday, April 28, 2016

The MMO That Abandoned Raiding

My SWTOR raid group called it quits tonight. A bit sad, because we had a good run of about three years or so. I think we were all getting a little burned out. But it also has sunk in that SWTOR has given up on raiding. It has been about 16 months since the last operation was released, and looks very unlikely that any future operations will ever be made.

Back in the first few years of WoW, there was a huge debate between raiders and casuals. Casuals pointed out that raiders were a small minority of the player base, and that the devs spent too many resources on them. Raiders felt that they were the dedicated players, who made guilds and a community, made an MMO an MMO as it were.

WoW, and FFXIV to lesser extent, followed the path of trying to make raiding more accessible to the broader player base. It's perhaps not quite as successful as people would like, but that path has preserved group content.

With the release of the Knights of the Fallen Empire, SWTOR has gone in the opposite direction. All new content has been aimed at the solo player. The main story content does not work well with groups, even duos. The new side content is again mostly aimed at solos or duos.

SWTOR did re-tune a lot of the existing group content for KotFE, but did not create any new group content.

I'm not saying this is the wrong decision. Focusing on single-player content might be the right call for SWTOR. Maybe the casuals were right all along, and the raiders are superfluous. Maybe the number of people who want group content is not enough to justify the cost of creating it.

It is a bit of a pity, as Bioware did make good operations and flashpoints back in the day. I especially liked all the puzzle bosses.

Thursday, April 21, 2016

Vanilla Servers, Part II

A lot of replies to the last post felt that I do not understand what attracts people to the idea of vanilla WoW servers. I, of course, disagree with that.

People who clamor for vanilla servers generally want two things:
  1. Vanilla content - the quests, zones, and classes that existed at that time.
  2. Vanilla "feel" - a return to an era where server community was important, where guild and reputation mattered, where the difficulty was slightly higher and required groups to interact more.
Of these two, I think getting the first one is extraordinarily unlikely. Blizzard would essentially be launching and maintaining a completely separate game. I think that the risk is too high. So given that this is basically not going to happen, I don't see much point in expending energy over it.

The second item, however, I believe might be possible. It would be a variant on the current game, and would be a lot easier to maintain. Fixes for the current game would hit both server types. It might even be good for the game by segregating the audience a little bit. The people who insist on increased challenge would have a home.

Of course, even maintaining server variants is more effort. There's already two variants in PvP/PvE. Another orthogonal variant makes four possibilities. But I think it's still less risky and less effort than a full vanilla server.

Wednesday, April 20, 2016

WoW Legends Server Idea

I think opening an actual Vanilla WoW server, with Vanilla quests, classes, talent trees, and other systems would be way too much work for too little reward.

However, I do think that, for a reasonably small amount of effort, Blizzard could make a version of the current game that reasonably approximated the original experience. I'll call such a server a "Legends" server.

A Legends server would have:
  • A constant Legends debuff which reduced health, damage done, healing done, and XP gained by about 50%.
  • Looking For Group/Raid disabled
  • Heirlooms disabled
  • No server transfers
  • No cross-realm zones
  • Battlegrounds/Arena disabled
  • One character per account per server
  • Pet Battle Queue disabled
  • No Starter Edition accounts
  • No Death Knights / Demon Hunters, classes which start at a higher level
  • Black Market Auction disabled
I think that would be enough to create a Vanilla-like experience. You'd still have the same quests, classes and talents as the regular game. But a lot of the elements which Vanilla champions say hurt communities would be disabled. I also think that the amount of work required to create such a server would be relatively low.

You'll note that the one thing I did not add was a level cap of 60, or disabling access to expansions. I think that will be very buggy, and end up eating a lot of QA and bugfixing resources. It would also require class design to be tuned for a cap of 60. Raids at 60 would have be tuned again. As well, there is gear from the expansions available at 60 that outstrips raid gear, and trying to keep that gear out of the hands of capped 60s might be a lot of work.

I think trying for a lower cap is simply unfeasible. Better to simply have the same game as the regular servers, just with some added restrictions. The Legends debuff could be reduced at the real maximum level too, if that turns out to be an issue.

I think a compromise like this could worthwhile for Blizzard to experiment with. Personally, I think a lot of people would roll on the server, but most would soon go back to the regular game.

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.