Wednesday, June 15, 2016

Which Players Should Be Mentors?

It's nice that FFXIV decided to mark all the jackasses in Duty Finder. They're the ones with a crown beside the name.

For those of you who don't play FFXIV, the crown denotes a "Mentor", a high-level player who is supposed to help new players. However, in my experience, people marked as Mentors are equally likely to be the people who are unpleasant in groups.

There's no denying that the Mentors are qualified players. FFXIV has quite high requirements. You need to have at least three classes at max level, a tank, healer and a damage dealer. You also have to have done a thousand dungeons, which is a crazy amount. As a result, Mentors are the top slice of people in the game.

However, I'm not sure if they are the best players to advise new players. Being edge players, they have a tendency to use and expect edge strategies. Giving too specific and complex advice instead of ensuring mastery of the basics.

Also, and this may be a skewed perspective, they also seem to be most impatient, especially on older content which is trivial for them.

In some respects, I think the people below the edge tier would make better mentors for new players. They would still be decent at the game, but would be closer to the new player experience, and better able to give advice from that perspective.

To put it into a WoW perspective, currently you need to be a Mythic raider to be a Mentor. It might be better if the Heroic raiders were Mentors, and Mythic raiders expressly prohibited from being Mentors to new players.

It's kind of like a university, where professors give high level lectures, but graduate students are the teaching assistants and help students with problems. A lot of time a professor is too far away from the student experience to really see the issue.

Tuesday, June 07, 2016

Heavensward Story Finale

The latest installment of FFXIV's main storyline came out today in Patch 3.3. This was the finale to the main expansion storyline involving Ishgard.



I thought it was an excellent and satisfying ending. The story was concluded well. The final boss fight was intense, and very well done. There were a number of callbacks to earlier parts of the story. FFXIV also spent a fair bit of time on the denouement/epilogue, winding down the story nicely.

This is actually an area where a lot of MMOs and videogames fall down. The climax comes right at the end of the game with a final boss fight, and then the games ends, maybe with an NPC congratulating you. I really like FFXIV's approach of taking its time to wind down, showing consequences and outcomes for the major NPCs.

All in all, Heavensward was an excellent expansion and storyline. I've mentioned this before, but it's ironic that it took a Japanese game to give us a classical story about knights and dragons.

Tuesday, May 31, 2016

Favorite Overwatch Heroes

Like everyone else, I've been playing a fair amount of Overwatch over the last week. I'm level 15, and I've only gotten one Legendary skin so far. However, it happened to be the one skin I actually wanted: Devil Mercy. So Lady Luck has smiled on me.

Devil Mercy skin
Heroes never die ... for a price!
Inspired by Syl's post at MMO Gypsy, I'm going steal her format and list my favorite heroes so far.

A) Heroes I feel confident playing

1. Mercy - highest playtime so far
2. Lucio - preferred for pushing the payload
3. Reaper - the one hero I can kill people with
4. Torbjorn - turrets have good aim

B) Heroes I’d like to get better at

5. Reinhardt
6. Winston
7. Junkrat
8. McCree
9. Bastion

C) Heroes that feel awkward

10. Symmetra
11. Roadhog
12. D.Va
13. Zarya
14. Soldier 76

D) Heroes I haven’t really touched

15. Mei
16. Widowmaker
17. Genji
18. Zenyatta
19. Hanzo
20. Pharah
21. Tracer

The biggest issue so far is that I don't really have a tank character that I understand and can play decently. I can put up Reinhardt's shield and walk to the objective. And sometimes Winston works well, but sometimes I just continuously die.

Otherwise, since I'm willing to heal, I don't get much of a chance to play offensive characters, especially the snipers.

So far Overwatch has been a lot of fun. The matchmaking seems to be working well. I have a good mix of wins and losses, and there have been many close and exciting games.

Sunday, May 29, 2016

FFXIV's Murder Mystery Event

This post contains  major spoilers for the latest Gold Saucer event in FFXIV.

Apparently feeling that there wasn't enough seasonal holidays, especially in early summer, FFXIV added a new event centering around the Gold Saucer. The Gold Saucer is a casino with a lot of non-combat mini-games. Things like chocobo racing, Triple Triad card games and some arcade-style games.

The new event was a murder mystery. A customer was mysteriously poisoned. You had to search out clues and then create a theory of how the murder took place over several dialogue choices. It was an interesting try at creating a different type of content.

The biggest problem was the solution to the murder mystery. It turns out that the entire thing was staged, like a play that you attend. This does have some advantages. Since it's just a play, there's nothing wrong with getting the solution incorrect. There's just a bit of acting, and you get a chance to try again. You can replay the event and see the other endings if you accuse different people.

But I felt kind of cheated. Because it was staged, the solution was a bit contrived, and didn't feel natural. I think it would have been a far better experience if it had been a real murder you have to solve.

However, I have no idea how the game would handle getting the wrong solution in that case. Would an NPC simply point out the flaws in your theory until you came up with the correct theory? Would there be several possible theories so that whatever you came up worked? Neither of these two choices sound ideal to me.

In some respects, content is easier to create if you can assume that the players will be successful, if not on the first try, than at least eventually. But if there's the chance of permanent failure, it becomes very tricky for an MMO without saves.

Sunday, May 22, 2016

Legendary Ring and Draenor Flying

Yesterday, in an unexpected coincidence, I managed to finish both my goals for Warlords of Draenor. I got my legendary ring, [Etheralus, the Eternal Reward]. I also finished [Draenor Pathfinder], unlocking flying mounts in Draenor.

I was a little surprised at the getting the ring. I was 31/33 for the tomes, but only had two bosses left for the week. But somehow Lady Luck decided in my favor, and a tome dropped for both bosses. I fully expected to be left with 32/33 and have to wait for next week.

As for the Pathfinder achievement, it was mostly a matter of finishing rep with the Order of the Awakened and finding enough rare monsters for the quest items. I still don't like the "blue bar" areas in WoD, but they're tolerable if you make or join a group in the LFG section.

There's still a lot of weird behavior in those posted groups that I don't understand. For example, I'd make a group. People would join and leave ten seconds later. For every person who joined and stuck around to work on the area, at least three people would join and leave. I don't know what they were looking for, as I was pretty explicit about what the group was for.

Now I'm not sure what to do with WoW. There are a couple quests to clean up, but I'm pretty much done until the pre-expansion stuff starts happening. I am leveling a mage, who's up to 45, so maybe I'll focus on that.

Tuesday, May 17, 2016

The Two Million Gold Mount

In Legion, Blizzard is introducing a spider mount that costs two million gold. This naturally has the forums up in arms. To give an idea of the scale, the maximum amount of gold I've ever had at one time is about 50k.



Is this mount a good idea?

It's pretty clearly a reward for "goblin" players. Players who like money-making and playing the Auction House. That's a playstyle that a significant number of players enjoy.

But just because a significant number of players enjoy a playstyle, that does not necessarily make it one that should be encouraged or rewarded. After all, a significant number of players enjoy ganking lowbies. If Blizzard introduced a mount that you got for getting 1000 kills of players half your level or lower, that would be a horrific mistake.

So first, do goblins benefit the game? In general, they do. Goblins generally "smooth" out the market. The vast majority of them make money by buying cheap items and relisting them at the market equilibrium price. The presence of goblins means that normal players probably won't be able to find bargains on the AH, but there will always be a supply of items available for purchase. It's fairly unlikely that the AH will be sold out of anything entirely.

As well, it means that normal players can guarantee sales simply by listing the item at a discount from the market price. A goblin will pick it up and relist it. Sometimes it is more important to have liquid cash than wait for the best price.

Second, does the goblin playstyle require skill or dedication, some characteristic worth rewarding? I suppose it does. The factors that give me pause is that the risk is much lower than other playstyles. I mean at least in a game like Eve you can get shot down while transporting something. The other issue is that it is a playstyle which is heavily automated. There are mods which can do amazing things for you. Of course, you have to be fairly savvy to get the most out of those mods.

Third, can the requirements be gamed? The big element here is gold-sellers and gold buying. Legitimately, you can buy 10 WoW tokens a week. If we say it's 50k gold per token, that's 4 weeks and $1200 USD. I'm really not sure that introducing a mount that can be legitimately purchased for $1200 is a good idea.

There's also the illegal gold sellers. But in a way, because the amount needed is so high, the mount can act as bait. There should be relatively few sold, so examining each account that buys the mount for gold-buying can be viable.

Fourth, will the game be hurt by incentivizing this playstyle? Ironically, adding more goblins probably makes it harder on all of them, There are more people hunting the bargains, competition becomes fiercer, and profit margins become thinner. So overall, the AH experience for normal players should be even better.

Finally, is the playstyle already rewarded enough? In general, there isn't really a great advantage to having huge amounts of gold. The one exception is the Black Market Auction House. It is a bit unfair that the other playstyle rewards can be purchased for large amounts of gold, while the spider mount remains exclusive. But then again, I've never liked the BMAH. Honestly, I think Blizzard should take the opportunity of these new rewards to drop the BMAH entirely.

All in all, the two million gold spider will probably work out fine. Though Blizzard should increase the price to eight million, one million for each leg. That's a far more aesthetically pleasing price, and also increases the time required for purchase via WoW tokens and real money to four months.

Monday, May 16, 2016

Ashran

I gave Ashran a try last week. Ashran is Blizzard's "world PvP" style zone for WoD. It's been through a couple different iterations and fixes. The current version is pretty fun, and does feel a lot more like World PvP used to.

The basic structure of Ashran is that there is one "road" connecting two bases. To get to the enemy commander you have to push your way up the road, capturing each node in sequence. Then there are 5 "off-road" events that take place in the other parts of the map. The main Ashran quest requires to win 4 events and kill the enemy commander once.

So the basic cycle of play is to skirmish at the current border in the road until an event pops, then both sides rush off to the event and contest it. Eventually one faction will win four events. That faction then makes a concerted push to get to and kill the enemy commander.

By and large, it's pretty fun. The different events give a feel of having several different battles within the larger battle. There's also mechanics like giving each class a new Ashran-only ability. The paladin ability allows you to judge people and send them to a jail in your base, which is greatly amusing. There's also items you can turn in to summon NPCs to aid your side.

There's really only two problems with Ashran. First, it desperately needs a catchup mechanic. If the other team is more organized or stronger, the weaker team simply loses event after event. As well, part of your honor gain comes from artifact fragments that you loot and turn in. But if you die, you lose half the fragments you've collected. And the weaker team dies a lot more.

My fix would be to give the side that loses an event a stacking buff that boosts them by 10% or so. If they win an event, their buff count drops by one. That should be enough to even out the sides.

The second problem with Ashran is that there is no point in defending your leader. If the other side is making a concerted push to kill the leader, the best thing to do is get out of their way and get a jump on the next event.

This problem is probably much harder to solve. I think any attempt at a real solution would just see the two sides explicitly collude and take turns killing the other leader.

It's ironic, but very often the best strategy in long-running PvP games is cooperation between the two enemy sides to maximize resource gain.

Tuesday, May 10, 2016

Legion Dev Update

Ion "Watcher" Hazzikostas did a Dev Liveblog today on Twitch, where he touched upon several of the topics we've been discussing recently. Wowhead has a nice summary. He also announced that Alpha is ending, and Beta starting shortly.

Every day when you log in, there is an emissary that asks you to do specific sets of world quests to aid a faction (eg all Dreamweaver faction quests in Val'sharah). Do four quests for the emissary and get an awesome chest. These emissary quests kind of work like Hearthstone dailies - they pile up for a few days, so you can catch up on ones you missed.

Legion will still have dailies, though these "world quests" seem more similar to Diablo 3 bounties. But they're adding a bit of a buffer, allowing you to save quests for a few days.

The leveling-up experience in classic zones is pretty broken right now and not well tuned. It's way too easy and it was neglected for a bit. Due to ability changes over the years, you basically feel invincible (even before heirlooms). You're running around more vs actually fighting. The pacing of the game isn't what it should be. They've been looking to fix this (even via hotfixes now).

As I remarked a few weeks ago, leveling is excessively easy with a very fast Time-to-kill. It's good to know that it's on Blizzard's list of things to fix.

As an aside, it's not all classes which are broken. I've been leveling a human Fire Mage, and that specialization feels surprisingly right while leveling. Admittedly, I'm only in quest rewards with no dungeon gear or heirlooms. Perhaps that spec is just under-tuned. It might be a function of not having enough critical strike, as Fire seems to want more critical strike rating to get off instant Pyroblasts. But I actually took First Aid to make bandages to keep my health up. Given my experience leveling a druid, that was completely unexpected.

In any case, there's a decent amount of interesting information on the major system changes coming in Legion. So far, it all sounds pretty good.

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.