Wednesday, November 23, 2016

A Loot System Suite

This would be my ideal suite of built-in loot systems for an MMO. Each system is aimed and optimized for a different audience.

1. Personal Loot
  • Items are handed out on an individual basis, and are independent of other people in the group.
  • Items cannot be traded.
  • Aimed at eliminating loot drama entirely, as you get what the system gives you.
  • Is the fixed loot system for any group activity where you queue for a group.

2. Master Loot
  • The group leader gets full control over who gets which items.
  • Items can be traded with other people in the same group.
  • Aimed at guild groups who want to use their own system, be it Loot Council, DKP, etc, to distribute loot.

3. Need/Greed with WinCount
  • 3 buttons on an item popup: Main-spec, Off-spec, Greed.
  • Main-spec beats Off-spec beats Greed.
  • Each button has a WinCount associated with it for each player.
  • WinCount starts at zero for the instance
  • When you win an item, the WinCount for the button you chose is incremented by 1.
  • Lower WinCount beats higher WinCount.
  • If choice and WinCount are tied, random roll for winner.
  • Items can be traded with other people in the same group. This does not affect WinCount.
  • No Disenchant option, so mistakes with loot are always recoverable.
  • Aimed at pre-made groups who want a reasonably fair loot system that distributes loot widely with minimal administrative overhead.
  • Someone who rolls Main-spec all the time is expected to be dealt with by the group leaders. If people insist on gaming the system, then Personal Loot or Master Loot is a better option.
  • Basically requires more trust, in exchange for more speed and less overhead.

4. Auction
  • 2 button on an item popup: Bid, Pass, with a short timer.
  • Bidding starts at 1000 gold.
  • Bid increases the current bid by 10%.
  • If the timer runs out, the item goes to the highest bidder.
  • Gold is taken from winning bidder and divided evenly among other players in the group.
  • Items cannot be traded.
  • If no one bids, the item is given to someone at random.
  • Aimed at pre-made groups which want to sell items to people, rewarding geared players who help carry the group.
  • This type of system is popular in Asia, so may as well build it in for them.
There would be some other restrictions. Like when you make a group in the group finder, you have to choose a loot system, which is clearly displayed. Once you've chosen a loot system and listed your group, you cannot change it.

This is the type of loot system suite I would like. Each system is very different from the others, and has specific places in the game, or specific audiences, where it is better suited. I think that is a better way to go than four systems which only differ from each other slightly.

Monday, November 21, 2016

Personal Loot is a Corrupted System

I'm going to define a "corrupted system" as the following: The developers design a system for a specific purpose. Someone else comes along, and says, "That system is really cool, but if we make this tweak, we can also use the system for a different purpose." So the tweak is made, but the result ends up weakening the system for the original purpose.

To see what I mean, let's take Personal Loot. Blizzard introduced Personal Loot to eliminate loot drama when grouping with strangers. The game gives individuals loot, and that's that.

But then Blizzard allowed Personal Loot to be trade-able to other members of the group. That immediately cuts against the original purpose, to eliminate drama. Now we have mods like Personal Loot Helper which call out in group chat when you get an item that you can trade and someone else needs. Refusing to trade creates drama.

Blizzard should have stuck with the original plan. Completely eliminate loot drama in transient groups. If you want to share loot, use Master Loot.

Part of my annoyance at Personal Loot is that my guild likes to use it during raids. I have no idea why, as it turns loot distribution into a huge hassle of people calling out tradeable items and having to find others to trade. It's pretty much a dumber version of Master Loot.

Personal Loot has its purpose, and it is an important purpose. It should be designed to fulfill that purpose to the best possible degree. Instead Personal Loot was watered down so that it is usable in a greater variety of situations. But those other situations already had reasonable options.

Friday, November 18, 2016

Did Eve Online Go F2P?

Syncaine is adamant that Eve Online did not go F2P with its new alpha accounts. I think he's mostly right, but its interesting to see exactly why. After all, a pretty literal reading of "Free-To-Play" gives you the fact that people can play a hugely significant amount of Eve for free.

The difference lies in the nature of subscriptions. A subscription is a barrier to entry. If you don't want to pay $15/month, you can't play the game.

But a subscription is also a "cap" on revenue. If a dedicated player would be happy to pay $40/month, she can't. (Well, unless we get into multi-boxing, etc.)

What the F2P games currently do is that they remove both facets of the subscription. They remove the barrier to entry, and they also remove the cap on revenue. If a dedicated player wants to drop $40/month, they'll happily sell her lockboxes or whatever.

The F2P marketing emphasizes the first facet, because it sounds very generous and is good marketing. But I think they actually make their money from the second facet, from dedicated players spending above the subscription cap.

Eve Online's program is fairly unique in that it dropped the barrier to entry side of subscriptions, but kept the cap on revenue. Aside from buying a few ship skins, most transactions are a constant amount per month of play-time.

So Eve Online is not F2P as we commonly think of it. But it is half-way there. If CCP unveils a much expanded in-game store, then at that point we can say that Eve Online has truly gone F2P.

Wednesday, November 16, 2016

Return to Karazhan

In Patch 7.1, Blizzard returned to a fan-favourite instance from The Burning Crusade: Karazhan. The new Karazhan instance is a call-back to the old one, but is designed for a 5-person group, rather than a raid.


Return to Karazhan is also part of an interesting new trend in Legion: a move away from transient content, and towards more extended content. Return to Karazhan are is the third Mythic-only dungeon, and then there are also Mythic+ dungeons. Personally, I think it's a good trend, shifting the balance back. Regular heroic versions of these dungeons are coming in a later patch.

Return to Karazhan is also a much longer dungeon than we've seen in a very long time, maybe not since Blackrock Depths in Vanilla. The first time I went into Kara with a guild group, we only managed to kill 4 bosses in 4 hours. As one guildie put it, "[Kara] isn't a 5-man dungeon, it's a 5-man raid!"

The next week we did better, of course, and managed to down all 8 bosses in 4 hours. But it's still a very long instance, and would be a good candidate for a smaller guild to do over a couple of nights.

The bosses are all very well-done. They're almost all call-backs to the original bosses and share similar themes. Old-school players will recognize most of the fights, but the mechanics are all very well designed to work with a 5-man group instead of a raid.

The first half of the instance is fairly normal, but the second half has this crazy Alice-in-Wonderland feel to it. For example, for one part, you're shrunk down to a tiny size and have to deal with trash like a single normal rat (who hits like a truck, by the way) or a single spider. The boss of this area is a single Mana Devourer, which is a weak trash mob in the rest of the instance which you usually kill multiples at a time. That whole area just makes me smile when remembering it.

About the only negative thing I can say about Return to Karazhan is that the Chess event is not very good. It's kind of boring, takes up a lot of time, and it isn't even a boss with loot. It also comes at the very end of the instance where you just want to get to the final boss. It feels like something that should have been cut, but was left in because everyone would have complained if Return to Karazhan didn't have a Chess event like old Karazhan.

But all in all, Return to Karazhan is an excellent instance.

Monday, November 14, 2016

Legendaries in Legion

I got my first (and only) Legion legendary a couple of weeks ago: [Ilterendi, Crown Jewel of Silvermoon]. So I immediately respecced to Judgement of Light.

It actually works pretty decently. Judgement into Light of Dawn into Holy Shock does a fair amount of healing. Judging more or less on cooldown contributes about 25k dps, and it doesn't seem to really drop my total healing.

It got me thinking about the general design of legendaries in Legion. In many respects, I think my experience is how Blizzard intended legendaries to be used. You get one, and you build your character around it. So each legendary gives you a slightly different playstyle.

But one issue is that you may not like that playstyle. I like Judgement of Light, but it is mechanically different from the other builds, and I can see some healers disliking having to keep an eye on the enemies. Not to mention that it generally works best with some macros to smooth things out.

Another issue is that some playstyles will strictly math out better than others. Ilterendi is consider the second-best Holy Paladin legendary, and pretty close to the best. So it's not an issue for me. But someone who gets one of the "worse" legendaries will be unhappy.

But if everyone gets to choose their legendary, or the drop rate is high enough that you eventually get them all, then everyone will pick the one considered "Best-in-slot". And that seems to negate the whole "build-around" aspect.

The other part is that the legendaries have secondary stats on them, and they might be the "wrong" stats for your class. I do think it would have been better if the legendaries only had primary stats.

Another possibility might have been to have the legendaries be more common, but they have a lower item level base. Then there could be Warforged or Titanforged versions. This way, it would be fairly easy to get access to the "build-around" component, but a player might choose to build around a Titanforged version of a weaker legendary.

Or maybe add an expensive device that allows you to transmute legendaries. A Kanai's Cube. That way if you really did not like the legendary you got, you could spend resources on getting the one you desired.

Also making it completely random was probably not the best of ideas. I think getting a random legendary from a quest to kill the last raid boss (in any difficulty) would have been a better way of handing them out.

All in all, legendaries in Legion remind me of garrisons in Warlords. The system is not quite there, but is pretty close. A few more iterations might have made it much better.

Tuesday, October 25, 2016

FFXIV's Haunted House

As part of the All Saint's Wake (Halloween) event this year, FFXIV added an interesting small piece of content: a haunted house.

It's essentially a non-combat dungeon for four people join of any class or level. (Well, I think you need to be level 15 to participate in the event.) SE reused one of the spookier dungeons, Haukke Manor. But instead of the normal mobs, they have patrolling monsters. You have to sneak behind them. The party has a combined sanity meter. If a patrol spots you, they turn you into a pumpkin and reduce the group's sanity by a bit.


The group has to complete 3 challenges before time runs out (30 minutes) or they lose all their sanity. The challenges are random, and selected from a pool. They are fairly simple, and mostly an excuse to send the players searching around the manor. One challenge is that four rooms in the manor have magical circles, and each player has to stand in a circle. Another challenge requires you to collect 15 cookies from the different rooms. A third challenge has chests in all the rooms, with most chests trapped. But there are clues which point you to the correct room, and the party has to work together to call out clues and cover the floors.

It's a relatively simple piece of content, but it's fun. It's a nice change of pace from a combat dungeon. It's also an interesting feature to have the group split up to cover different areas of the manor. Reusing Haukke Manor is clever, as it's a nice callback to a "spooky" dungeon, and very thematically appropriate.

The only loot is the event currency, and if you run the haunted house three times, you'll get enough to buy all the new items. The pacing of the dungeon is also very well done. Ten minutes per challenge, and 100 sanity is enough to make the end a bit tense, especially with new people, but isn't excessively challenging. Though one of my runs finished with 6/100 sanity, and that was a little nerve-racking.

All in all, I think the Haunted House in FFXIV is an excellent and innovative piece of content. I think the community reaction has been quite positive as well. It will be interesting to see in what direction the dev team takes these ideas.

Monday, October 17, 2016

SWTOR's New Endgame Loot System

The Old Republic is introducing an interesting new endgame loot system in their next expansion:
First, here are the details on how gearing will work at level 70:
  • Once you hit level 70, the source of end-game gear will be Command Crates from Galactic Command.
  • Most activities in the game will earn Command Experience Points (CXP), which will earn you Command Ranks. Each time your Command Rank increases, you earn a Command Crate.
  • The higher your Command Rank, the better gear that will drop from your Command Crates.
  • The highest difficulty Operations and Uprisings, along with Ranked Warzones are intended to be the fastest ways to earn CXP. This means they are the fastest way to get the best gear.
  • Both PvP and PvE gear will come from Command Crates. Their gear is now shared as Expertise is being removed (head to this thread to discuss PvP/PvE itemization specifically).
  • Gear will no longer drop from bosses as all gear will come from Command Crates. All cosmetic/unique drops will still remain on those bosses (Stronghold Decorations, Wings of the Architect, etc.).
  • Players will be able to craft comparable item level gear without set bonuses.

This system reminds me of the loot system in Overwatch. All activities give CXP, and every level you get a loot box. Gear that comes from the loot box is based on your endgame level.

It essentially converts gear into a straight currency system, albeit one with a some randomness in reward. It heavily simplifies the endgame gear system, and unifies it. Now you can do whatever you like, and you'll still earn experience. It prevents content from becoming entirely obsolete once you've out-geared it.

The downside is that some "easy" activity will become optimum for grinding and gaining levels, and then people will insist on doing that non-stop to earn levels. The advantage of harder content giving better gear is that eventually you have to challenge yourself if you want to improve. This system makes it easy to keep from challenging yourself, and contenting yourself with content that you know you can succeed with.

The normal PvE mindset is that quality of reward is intrinsically tied to difficulty of content. I wrote a bit about this a long time ago, though more in the context of PvP versus PvE. (See Raider Perspective on Rewards, and Why Does the Reward System Matter?) I am not certain that breaking this link will be healthy for the game.

The other problem is that reward is now greatly tied to time spent in game. If you play twice as much as someone, you should have twice as many levels, and thus twice the gear and further into the higher level gear. But maybe making this explicit is more fair than current games. And I suppose you can tweak the XP gained to mitigate this. For example, the first time you do a piece of content each week, you get a big bonus to XP, etc.

Still, it looks like an interesting experiment, and it will be interesting to see what sort of effect it has on the game and the players.

Thursday, October 13, 2016

Legion Raiding as a Holy Paladin

I ended up joining a small, somewhat casual guild. We've gone 7/7 Normal Emerald Nightmare, and hopefully will end up completing Heroic mode.

Here are some initial thoughts on raiding as a Holy Paladin.

  • Healing feels very much old-school, with you focusing on the tanks, and having other healers cover the raid, though helping out occasionally.
  • Bestow Faith is the standard Tier 1 talent, but I don't have a good feel for it. It felt like it was always getting sniped, and it seemed to have a much higher overheal than my other spells. I did try Light's Hammer, but it never seemed to work nicely.
  • I used Aura of Mercy for the most part. I think Devotion Aura has a better cooldown, but it requires you to be proactive. Aura of Mercy actually does a fair bit of healing, and it supplements your raid healing which is your weak point. I think I want to try Devotion Aura and see if that works better next time.
  • Judgment of Light actually does a decent amount of healing. Of course, it's all ambient healing, and you do have to remember to judge a lot.
  • I couldn't decide between Beacon of Faith or Beacon of the Lightbringer. The increase to Light of Dawn from BotL is really strong. But double-beaconing is a lot easier in fights where you need to focus both tanks.
So far, my initial impression of Holy Paladin healing is that you have to choose between strengthening your strong points of focused tank healing, or trying to shore up your weakness of raid healing.

I started with the focused build, but we were a little healer-light to start, and it felt like the dps died too easily. So I switched talents around to add more raid healing, and that felt a little better. If we had another healer though, I think the focused build would have been better.

Of course, I'm very rusty with raid healing, and we're only a Normal-mode guild at the moment, so keep that in mind.

Any other holy paladins care to share their experiences and tips?

Sunday, October 02, 2016

FFXIV Patch 3.4 Main Story Quest

FFXIV's latest patch, 3.4, came out this week. I spent the afternoon going through the main story quest.

It was really good. It tied up a lot of loose ends, and set the stage for the next expansion. There were a lot of good moments, especially in the middle. It did get a little complicated near the end. Final Fantasy "theology" has always been a little mind-bending.

One interesting element in the main story was that they sent you back to do an old primal from 2.0. Not a new version of the primal, but literally the old fight. Now, FFXIV does include mechanical reasons to do old fights. They're part of the random duty finder roulettes which give out endgame currency. But this is the first time they've given a story reason to do the old fight.

What was most interesting was that it was the old fight, but if you're on the main story, they changed the dialogue of the primal during the fight to reflect the new situation. It was a really interesting idea, and worked really well. I'm not sure if it's something SE could pull off again, but it worked beautifully in this story.

All in all, the 3.x story was a great one, and I'm looking forward to the next expansion.

Monday, September 26, 2016

World Quest Group Finder

Yeah, I know, I haven't posted for a while. I fell out of the habit, I guess.

I've been playing Legion a fair bit though. I'm a bit behind the curve, only ilvl 825 or so. I haven't stepped into Mythics or raids yet, though I've been looking for a guild on Lightbringer. So far everyone seems full up on Holy paladins, sadly.

In any case, I'm using a new addon, World Quest Group Finder, that's really nice.

It allows you to automatically make or join groups that are doing the same World Quest as you are. It's pretty nice, making grouping for world quests a lot easier. Now, you can do all the world quests solo, and kill credit is usually shared, but having an actual group is pleasant, and useful for sharing credit for other objectives. Especially as I am often questing as Holy, so I get to feel more useful with heals.

It's pretty smooth and pretty automatic. When you enter a World Quest area, the addon will automatically ask if you want to join a group. If you do, it's pretty much automatic from that point, searching the group finder or adding you to it. In fact, if you look at quest group finder right now, you'll probably see a few groups created by WQGF users.

It's a really nice tool for making questing a bit faster and a bit less lonely than pure soloing.

Thursday, September 01, 2016

Eve Online F2P or Unlimited Trial

Eve Online announced a F2P or unlimited trial variant. Basically, you can make a character with a restricted number of skillpoints and skills and play for free. To get a full character, you have to be a subscriber.

It's an interesting choice for Eve. The biggest advantage is that it gives the new player a long time to truly come to grips with the game. Eve is infamous for its learning curve, and now there's no time pressure on learning how to play.

The interesting side will be seeing how the current Eve players abuse this mechanic. At certain levels, Eve is often a numbers game, and now each side can field arbitrarily large numbers. For example, instead of scouting multiple systems in a patrol with a single ship, you could instead station one character per system, and log onto each character in turn.

If I remember correctly, Eve did crack down on multi-boxing, so maybe that will mitigate the effect.

Another concern is that Eve often boasts that a new player can become "useful", even to the major powers, within a few days. But if that new player is useful, surely a couple hundred alpha accounts is even more useful. But if you nerf the usefulness of the alpha accounts, are you not also nerfing the usefulness of the new player?

WoW has an unlimited trial, where you're limited to level 20. But no one cares about level 20s. They're pretty much useless in the greater scheme of things. So there's no need to worry about players (other than gold-sellers) making tons of level 20s.

Will low level characters in Eve become more useless, thus diminishing that selling point?

Edit: Here's another way of putting the issue. I think there are two options:

1. Infinite low level characters
2. Useful low level characters.

I think that these need to be mutually exclusive to be balanced. If you have infinite amounts of useful low level characters, the game is going to break. That means I expect Eve Online to eventually choose Option #1 over Option #2.

Tuesday, August 02, 2016

WotC's Solution to Intentional Draws and Concessions

Back in March we discussed the problem of intentional draws and concessions in Magic: the Gathering. Today, Wizards of the Coast unveiled their solution for professional Magic tournaments. It's pretty hardcore.

Click to enlarge

The Top 8 is turned into a single-elimination gauntlet, where higher seeds get to skip matches and start closer to the end.  T5-T8 need to win 4 matches, T3-T4 need to win 3 matches, and T1-T2 only need to win 2 matches.

Now, you want to get as high a seed as possible in the Swiss portion of the event as it greatly impacts your chance of winning.  It certainly aims directly at intentional draws and concessions.

In retrospect, I'm kind of amused at how timid my suggestion was. I suggested giving the higher seeds a single game in-hand, and thought that might be excessive. WotC blew right past my limits.

There are some other interesting administrative factors in this setup. The same number of matches are played [1], but there are four rounds instead of three. However a maximum of two games per round are played. Thus if you broadcasting the event, you only need to cover two games, rather than four in the first round of the traditional style. Similarly, it also means that you only need 2 judge teams to cover the finals, making it more likely that nothing will be missed rules-wise.

All in all, I'm impressed that Wizards is trying something this radical. We'll have to see how well it works in practice.

1. Technically, this mathematically obvious. 8 players, single-elimination, thus 7 players have to lose a match, no matter how you arrange the rounds. It's a old elementary school math puzzle. Given X players, how many matches do you have play to determine a winner? The answer is always X - 1.

Monday, August 01, 2016

Stat Templates for Leveling Dungeons

In Patch 7.0 Blizzard introduced stat templates for PvP. In B\battlegrounds now, you don't get stats from your gear. Instead your gear stats are overridden by a stat template. All characters of a given specialization share the same template. Your gear level does increase the amount of stats given by the template, but by a much lower amount than in PvE.

These stat templates apply to low-level PvP. I've been leveling a rogue without heirlooms and dabbling in some PvP. In my mind, these stat templates are amazing. Low level PvP is actually fun again. You don't get one-shot by characters decked out in heirloom gear. In my mind, whatever the impact at max level, the stat templates have rejuvenated low level PvP.

Then I did a low level dungeon. It was pretty terrible. The other characters were decked in heirlooms, so they just zerged the entire thing. Bosses died in less than 30 seconds. There was no skill or strategy, or any sense of group play.

The problem is that leveling dungeons need to be balanced such that a group of new players in quest gear can complete them. But if one or more heirloom characters are present, that balance goes out the window.

I think stat templates for leveling dungeons would be a great idea. Everyone would be reduced down to an even playing field. Dungeons would be a proper group experience once more. I rather doubt anyone will sheep anything, but maybe it could happen.

Heirlooms are fine for solo-play. They can be overpowered in the world. But when playing with others, I think it's more important to provide a fun, balanced, and reasonably challenging experience. Heirlooms will still give the character more XP and a high ilevel, but at least with stat templates the disparity and zerg would be greatly diminished.

Tuesday, July 26, 2016

Adding a Time Component to Ranking Systems

Overwatch has added competitive play and a ranking system. The ranking system is a 0 to 100 scale, centered on 50. If you win matches you gain in rank, if you lose matches, you lose rank. As is pretty standard, the magnitude of the gain or loss depends on the rank of your opponents.

For the most part this system is pretty serviceable, but it has its quirks. For one thing, it's zero-sum: the ranking gained matches the ranking lost. Then Blizzard decided that if someone left a game in-progress, hitting the remaining members with the full loss would be too punishing, so the loss is greatly reduced. But since its zero-sum, the winning team gets a very small gain. Which is arguably fair, as there's nothing great about winning when you're up a person. However, this has led to people quitting when they are losing, to "punish" the winning team.

There are other issues. In general, your rank settles down after a while and does not really change, leading to a feeling of stagnation.

I think it would be interesting to add a time component to these ranking systems. The current system for Magic: the Gathering does something similar.  Here's my idea:

Let's start with the existing rank, R.

Then let's add the concept of a Time-Adjusted rank, T = nkR + nm, where n is the number of days since the start of the season, and k and m are constants.

What this does is cause the ranking curve to go higher and wider as time goes on. Let's say that on Day 1, the ranking system goes from 0 to 100. On Day 10, the Time-Adjusted ranks would range from 10 to 1010. (The constants adjust how the curve changes.)

However, the rank the player sees does not automatically increase each day.

The final piece we need is a Display rank, D. This is the number that players see, and are ranked by. The Display rank only changes when the player plays a game.  The Display rank increases, targeting the Time-Adjusted rank. The Display rank doesn't need to jump directly to the Time-Adjusted rank, it might do so in stages. Cap the amount gained per match, only jump halfway to the target, etc.

The big advantage of the Display rank is that it is decoupled from the real rank. It does not have to be zero-sum. Indeed, it does not have to decrease at all. You can set up so it always increases (or stays flat).

To go back to our earlier example, on Day 1 Jane plays a bit and has a real, time-adjusted, and display rank of 50. She then doesn't play for a week or so. On Day 10, her real rank is still 50, her time-adjusted rank is now 510, but her display rank is 50.  She plays a game and loses. Her real rank drops to 49, her time-adjusted rank is now 500. But her display rank increases from 50 to 150 (increase in display rank is capped at 100 points for a loss). As she continues playing, her display rank continues to increase, win or lose.

Such a system keeps the forward momentum going. You are always moving forward. The better players move forward faster and higher, but even the worse players see movement. The system also encourages players to keep playing steadily. You can't achieve a high rank early and then stop playing.

Since display rank is not zero-sum, you can do things like penalize leavers 10 points, without modifying the other players' increases.

There are a few negatives, of course. It's harder to compare players' skill, as a lower display rank might just mean that you haven't played in a while. And you do have to play steadily, especially near the end of a season. Playing the first two months and skipping the last month is worse than skipping the first month and playing the last two months.

Overall, though, I think a time-adjusted ranking system is better as a whole, and focuses people on playing the game rather than gaming the ranking system.

Sunday, July 24, 2016

The Clunky New Retribution Rotation

The new Retribution paladin is getting lambasted on the forums, and rightfully so. The new rotation is extraordinarily clunky. It just feels bad and frustrating to play. I imagine that it most players will just end up using an add-on to tell them which button to press.

Here's my analysis of the new rotation, and why it just doesn't work. There are four main pieces to the rotation:
  • Blade of Justice - 10.5s cooldown, +2 holy power
  • Crusader Strike - 4.5s cooldown, +1 holy power, 2 charges
  • Judgment - 12s cooldown, +20% damage to holy power spenders for 8s
  • Templar's Verdict - costs 3 holy power
To the previous paradigm of generating and spending holy power, Legion adds this concept of a Judgment "window". You want to Judge and then squeeze as many Templar's Verdicts in those eight seconds as you can. The Ret paladin mastery emphasizes this as well, increasing the damage done by spenders in that window.

The first problem is that there are simply too many levels to Ret now. You have to track your cooldowns, your total holy power, and the Judgment window.

The second problem is that the cooldowns for Blade of Justice and Judgment are slightly off. Judgment is 8 GCDs, and Blade of Justice is 7 GCDs. So they never quite line up, and are always changing position in the rotation relative to each other. This makes it impossible to really get into a rhythm.

The third problem is that Judgment changes its traditional position in the rotation. Ever since Vanilla, paladins open the fight with Judgment. It's the only ranged ability as well. But now you want to delay judgment until 5 holy power has been generated. It's not really an issue on long fights, but it's very annoying to have to hold off on the ranged ability when going to attack something new.

Even Holy's combat rotation is better, simple as it is. There the Judgment window improves Holy Shock and Crusader Strike. So you Judge as you run towards the mob, Shock, and CS as you get into melee range. It works intuitively and smoothly. (Also, you get to use Consecrate as a regular part of the rotation, which is always fun.)

I gather Blizzard is enamored of the Judgment window, seeing as it's also the new Mastery. My suggestion would be to smooth out the cooldowns by increasing the Blade of Justice cooldown to 12s (increasing the damage done to compensate). The heart of the Retribution rotation would become Judgement - Spender - Blade of Justice. That common piece would anchor the rotation, giving it a regular rhythm that you always return to.

This simplifies the cooldown level, and allows the Ret paladin to focus on Holy Power and using spenders in the Judgment window.

The new Retribution rotation reminds me of one of the Jedi Sentinel rotations in SWTOR. It had the same concept of cooldowns, generating and spending resources, and a damage window. But it simplified the cooldown and resource levels, allowing the player to focus on the damage window.

Sunday, July 17, 2016

Legion Beta Impressions

I got into the Legion Beta last Friday. I was debating trying it, because I don't really want to be spoiled. But in the end, I rolled a blood elf priest and gave it a whirl. Some thoughts:

  • The level 100 boost and initial sequence is really nice. You start out in a tutorial that goes through your basic spells one by one, and you use them on enemies. Priests start as Discipline, so the tutorial went through Shadow Word: Pain, Penance, Smite, Psychic Scream, Power Word: Shield, and Plea. It's really well done.
  • I do wonder if they are going to end up making new tutorials for every expansion.
  • Regarding spoilers, they come fast and furious. Legion starts off with a scenario, and crazy stuff happens. It's good to see Blizzard putting the main story back into the game, and having important events happen in-game, rather than in a novel or other tie-in.
  • After the scenario, the next part that happens is the Artifact Weapon questline. It's a pretty fun quest that sends you to different parts of the world and ends in a nice scenario that makes use of class abilities. For example, as a Discipline Priest, I had to kill things, heal things, use Levitate and even take control of an enemy with Dominate Mind.
  • After you get your weapon, you're introduced to the Class Hall. It's really nice to see a space with just other people of your same class. It feels like an exclusive club, and much better than an empty garrison. It's also nice to see all these NPCs of your class.
  • After that starts Legion questing proper. You get a choice of 4 zones to start with. I guess this is their new scaling technology so that it doesn't matter what level you are. I started one, but then decided I didn't want to spoil the experience any more, and so stopped.
  • It feels like Blizzard put in a lot of work to avoid bottle-necks at Legion launch. You start off in an instanced scenario. Then the Artifact Weapon quest scatters specializations to different parts of the world. Finally, four starting zones scatter everyone further. I guess we'll see if it works.
  • I did also try the Demon Hunter initial experience. It's quite good. It puts a different spin on what happens when players did the Black Temple back in TBC. The demon hunter class feels pretty good. With a dash, double jump, and a glide ability, it also feels very mobile.
I think I'm actually going to uninstall the beta and wait for Legion to launch. Initial impressions are very good, though.

Wednesday, July 06, 2016

AoE Damage is Hurting Trinity MMOs

I have a sinking feeling that dungeon gameplay in FFXIV is making the same mistakes that WoW did. There is increasing pressure for the tank to just run and grab everything, and the DPS proceeds to AoE everything down in the name of efficiency.

A random picture of AoE from Google Images
WoW has gone super crazy with this, especially with leveling dungeons. There's no strategy, no interesting gameplay. Just spam AoE.  But FFXIV is trending in the same direction, especially in the higher levels.

I've had dps and healers run ahead and pull packs back to me. It's really annoying, but the growing community consensus is that the tank should be getting as many packs as they can.

I think the major problem is that AoE is too good relative to single-target damage. AoE is generally better at 3 or more mobs, and that's the size of an average pack. So simply pulling two packs at a time is a complete win.

AoE also obsoletes tactics like Crowd Control. No point in sheeping something, it's going to get broken in the first few seconds. As well, tank AoE threat has to keep up to match DPS, and that in turn has made tanking very easy, and has removed a lot of the tank gameplay that Vanilla WoW or older MMO structures.

AoE should be significantly reduced in effectiveness, such that it only becomes viable at the 8-10 creature mark. Single-target gameplay should be the norm, except in situations which specifically call for AoE. Single-target trinity gameplay is far more interesting and fun than AoE gameplay, and so AoE damage should be kept under strict control.

Tuesday, July 05, 2016

SWTOR's Dark vs Light Event

The Old Republic is running a Dark vs Light event. Naturally, this event has produced a lot of angst in the community.

Companion rewards for the event
The basic event is clearly modeled after Diablo 3's Seasons. You start a new character and level it up over the course of the event. There are different tiers you work through, which roughly correspond to the sections of the game. Tier 1 is up to level 25, Tier 2 is up to 50 and requires the three low-level story-heavy flashpoints, etc.

The D3 Season model is a good one. It encourages you to try a different character and focus on that character for a period of time. Instead of just having "max-level" as a goal, it breaks it up into sub-goals which are achievable, and which guide you through all the content.

If this had been the entirety of the event, I think it would have been received positively by the community. But Bioware had to include a top level "Legendary" tier which requires you to level all 8 classes, and do most of the content in the game.

The Legendary tier is quite clearly aimed at the super-hardcore, a challenge for them. But I think the bulk of the community took it badly. For one thing, most people don't have 8 character slots free, requiring them to buy more. As well, if you only have to level one character, you can choose a story which you haven't done yet, or would like to try a different path through. This choice would be different for each player.

In many ways, this is a case of addition through subtraction. If Bioware had simply cut the top tier entirely, this event would be far more appealing. As well, they could repeat it next year, and people could try a different story. For example, in D3, I do one class a season. This season was Witch Doctor, last season was Barbarian. Next season will probably be Demon Hunter.

The lesson here is that you don't always have to challenge the hardcore. For time-limited events in particular, perhaps it's better to have an event that the majority of players complete, rather than one where only a few players get to the end.

Tuesday, June 21, 2016

Unintended Consequences of Anti-Toxicity Systems

Jeff Kaplan made an excellent post on the Overwatch forums about matchmaking. It's definitely worth the read. The most interesting part, however, was this section:
For example, we recently realized that “Avoid this player” was wreaking havoc on matchmaking. One of the best Widowmaker players in the world complained to us about long queue times. We looked into it and found that hundreds of other players had avoided him (he’s a nice guy – they avoided him because they did not want to play against him, not because of misbehavior). The end result was that it took him an extremely long time to find a match. The worst part was, by the time he finally got a match, he had been waiting so long that the system had “opened up” to lower skill players. Now one of the best Widowmaker players was facing off against players at a lower skill level. As a result, we’ve disabled the Avoid system (the UI will go away in an upcoming patch). The system was designed with the best intent. But the results were pretty disastrous.
Essentially, players took a system meant to avoid toxic players, and instead chose to avoid players who were simply more skilled.

Another issue with this system is that it didn't have a cost. I think time and again, games have shown that when an action does not have a cost associated with it, people will abuse it. Think vote kicks from MMOs. Then the action gets removed or hedged with excessive restrictions, such that it becomes fairly useless.

Imagine if avoiding a player cost 50 credits (the currency for the cosmetic items). The amount of people who abuse this system would drop drastically. But if there was a cost, everyone would complain that they had to pay "real" money to avoid the people harassing them. Yet the end result is that we lose the avoid ability entirely.

Sunday, June 19, 2016

Low Level Notes from the PTR

I took a poke around the public test realm this weekend. Trying to avoid spoilers, I didn't do anything major. I made a few low-level characters and took them through the first few levels. Here are some observations:

  • Classes now start with a specialization. Paladins start as Retribution, Druids start as Feral (and start the game in Cat form, no less), Hunters start as Beastmaster, etc. I think the other specializations unlock at level 10. Overall, I think this is a good idea. There's no forgetting to specialize, and no "generic" abilities which are only used in first 10 levels. You also don't get two abilities that don't synergize, because they are meant for different specializations.
  • Judgment has a new animation. You throw a golden hammer at the enemy, and the hammer returns to you. It also sometimes chains to a nearby enemy, but I can't tell if that's intentional or a bug.
  • I think the Hammer of Justice animation changed. A giant hammer drops from the sky on the enemy's head. I don't really like it. I miss the simplicity of the current spinning rising uppercut animation.
  • The default nameplates have changed. They're cleaner, and enemy health is represented as a thin red line, instead of a fatter bar. There's also small health/mana/resource bars in the center of your screen under your character. These bars only appear in combat, and fade out otherwise. I really like these new nameplates.
  • The quest helper minimap graphic has changed. It's now this transparent outline instead of a shaded area.
  • There's a nice animated flair on the XP bar when you get a large amount of XP. It's snazzy.
  • The initial class quests that send you to your trainer are gone. I guess it makes sense since the abilities have all changed. Still, it makes me a little sad. I liked that little nod to your class right at the start, with the notes expounding the philosophy of the class.
  • Armor starts as the max armor type. Paladins get plate, hunters get mail, etc. The item still looks the same as previous, like mail or leather. This is a bit weird with mail armor that looks like leather (those night elf shorts you always get), but plate that looks like mail looks decent enough.
  • Otherwise quests appear to be all the same as live. For low levels, it looks like only mechanics changes.
I didn't poke around a great deal, but these are some smaller impressions of what you can expect in Legion at low levels.