If you've been following the top guilds and the World First races in WoW, you'll notice that a lot of the top guilds have been calling it quits. I think the higher-than-normal burnout has two intertwined causes, and it's hard to propose solutions without understanding those causes.
First, I don't think the long hours during the race itself is an issue. The world-first guilds have always raided intensely during the first couple of weeks. Ciderhelm talked about it in his guide to Time Management way back in Vanilla/TBC. You raid intensely for two week, and then have a very relaxed schedule for the next four or five months.
The current issue facing edge guilds is that to be competitive, each raider needs multiple "finished" characters.
First, the multiple part. Edge raiders need multiple characters for split runs as well as to swap characters around to have an optimal setup. There's always been a degree of this in WoW, but the number of characters needed has steadily increased. I believe that edge raiders are now expected to have four or five characters they can switch to for progression.
Second, the "finished" part. A finished character is one which is fully geared and maximized from the previous tier. This is the major change in Legion. Before Legion, it was fairly easy to finish a character, especially if you were in a guild which regularly cleared Mythics.
But Legion increased the amount of work to finish a character significantly. Now you need Best-in-Slot legendaries, maximized Artifact Power, and Warforged/Titanforged gear to be truly finished.
Now, this is actually great for those of us who play one main character and aren't at the cutting edge. There's always the chance of upgrading. Maybe you'll get a titanforged piece, or a new Legendary. I've only got 40-something points in my Artifact Weapon, so more AP is always useful.
However, for the edge raider, this is murderous. Where Ciderhelm once touted a intense two weeks, then a relaxed schedule for 4 months, the modern edge raider spends all her time trying to finish her character, chain-running content for AP and the chance of titanforged gear. And due to the first requirement of needing multiple characters, she has to do this on four or five characters. No wonder they are burning out.
The big problem, of course, is that the longer path to finishing a character is excellent and enjoyable for the vast majority of the population, even if it is burning out the edge raiders.
In the next post, we will look at potential solutions.
Friday, March 17, 2017
Thursday, March 16, 2017
A Virtual Core Set for Magic: the Gathering's Standard Format
Background
Magic: the Gathering has several constructed formats. The flagship format is called Standard, and basically consists of all sets released in the last couple of years. As new sets are released, older sets rotate out, so the pool of cards from which to build decks changes regularly.
Lately, the Standard environment has had a lot of issues. Earlier this year, WotC banned 3 cards, the first time cards have been banned in around five years. And even after that, the resulting environment is not perceived as healthy, and there are calls to ban more cards.
Proposal
Right now, WotC really has only one way to affect the Standard environment: banning cards. New sets in the pipeline have already been finalized. Changes made to sets in production won't show up for over a year.
I propose that WotC add a new Virtual Core Set for Standard. This would be a list of already printed cards from older sets which are now legal in the current Standard. I envision a starting list of about 50 cards, 10 from each color, which are "staples" of traditional Magic. The Core Set would not be cards that you build a deck around, but be mostly utility and sideboard cards to help weaker decks challenge the stronger ones. Not the stars of your deck, but role-players. "Engine" cards, finishers, and "flashy" cards would come from the current sets in print.
Advantages:
Magic: the Gathering has several constructed formats. The flagship format is called Standard, and basically consists of all sets released in the last couple of years. As new sets are released, older sets rotate out, so the pool of cards from which to build decks changes regularly.
Lately, the Standard environment has had a lot of issues. Earlier this year, WotC banned 3 cards, the first time cards have been banned in around five years. And even after that, the resulting environment is not perceived as healthy, and there are calls to ban more cards.
Proposal
Right now, WotC really has only one way to affect the Standard environment: banning cards. New sets in the pipeline have already been finalized. Changes made to sets in production won't show up for over a year.
I propose that WotC add a new Virtual Core Set for Standard. This would be a list of already printed cards from older sets which are now legal in the current Standard. I envision a starting list of about 50 cards, 10 from each color, which are "staples" of traditional Magic. The Core Set would not be cards that you build a deck around, but be mostly utility and sideboard cards to help weaker decks challenge the stronger ones. Not the stars of your deck, but role-players. "Engine" cards, finishers, and "flashy" cards would come from the current sets in print.
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| A candidate staple for the Virtual Core Set |
- This would provide a second, less-drastic mechanism for tuning Standard. Instead of the only option being to ban or not ban cards, WotC could first try adding or removing cards from the Virtual Core Set. If Standard needs a little more graveyard hate, rotate in some more graveyard hate.
- This would allow WotC to add cards to Standard without affecting Limited formats. This allows WotC not to have to worry damaging a good Limited environment by reprinting a strong card meant for Standard.
- Allows WotC more breathing room when it comes to reprints. Sometimes reprints are necessary, but don't fit in the set thematically, or have to replace a new card. This avoids that issue.
- Cheap. There used to be a Core Set made up mostly of reprints. But since most players already had the cards, and the Core Set was at a lower power level, it didn't sell well. A simple list of allowed cards has a minimal cost, in contrast. There should be a healthy supply of most cards that would be in the Virtual Core Set from previous sets.
- I think a Core Set would provide a stronger "baseline" for Magic in Standard. There would always be a little counter-magic, a little burn, etc. that adds additional support for the main themes from the released sets.
Disadvantages:
- Standard legality becomes more complex. Right now, it's just cards in the legal sets minus a handful of banned cards. Standard would become cards in the legal sets plus cards in the Virtual Core Set minus the banned cards. Depending on how often the Virtual Core Set changes, keeping track of whether a deck is legal or not would become harder for more casual players.
- Virtual Core Set cards might oppress or crowd out new cards. For example, let's say Counterspell was added to the Virtual Core Set. Obviously it would displace any counters from the new set, and may end up killing whole potential strategies.
Wednesday, March 01, 2017
Updates
Well, last month was pretty much a bust as far as blogging goes. Hopefully, I will do better this month.
World of Warcraft
My guild slowly moving through Heroic Nighthold. I think we're 5/10 now. Our biggest enemy, really, is time. We're a 2-nights-a-week guild, but we spend the first night on Normal Nighthold. So we don't really get a lot of time in on the current boss. But so far it's been steady progress, killing a new boss each week.
I have my 4-piece set bonus, so I'm pretty set.
Otherwise, not a lot is going on in WoW. I leveled a Demon Hunter to max and finished that story line. It was perfectly fine, but there's just something about the demon hunter mechanics that I can't warm to. I'm not really sure what it is, but I just don't enjoy demon hunter combat. It may very well be that demon hunters are too mobile for me.
FFXIV
I haven't been playing FFXIV a lot. I've done the latest 24-mans, and they're fun. I still have one 8-man trial to go.
Otherwise, I've been kind of down on FFXIV. I play a tank in that game, but I don't like large pulls or speed runs. However, the community seems to expect speed runs in all content lately, and the dps have taken to pulling for me.
It's an interesting contrast to WoW. In WoW, the "go-go-go" crowd is segregated into Mythic+ dungeons. I haven't done a single Mythic+, and any regular mythics or heroics I do are nice and relaxing.
But in FFXIV, you're expected to do a wide variety of roulettes each day. On the one hand this is good because it keeps queues hopping, and sends veteran players back to help newbies. On the other hand, that means the veteran playstyles dominate all facets of the game. Tanks are expected to speed run and pull big. Healers are expected to switch to cleric stance and do damage.
There's really no room to play in a more relaxing fashion if you prefer.
World of Warcraft
My guild slowly moving through Heroic Nighthold. I think we're 5/10 now. Our biggest enemy, really, is time. We're a 2-nights-a-week guild, but we spend the first night on Normal Nighthold. So we don't really get a lot of time in on the current boss. But so far it's been steady progress, killing a new boss each week.
I have my 4-piece set bonus, so I'm pretty set.
Otherwise, not a lot is going on in WoW. I leveled a Demon Hunter to max and finished that story line. It was perfectly fine, but there's just something about the demon hunter mechanics that I can't warm to. I'm not really sure what it is, but I just don't enjoy demon hunter combat. It may very well be that demon hunters are too mobile for me.
FFXIV
I haven't been playing FFXIV a lot. I've done the latest 24-mans, and they're fun. I still have one 8-man trial to go.
Otherwise, I've been kind of down on FFXIV. I play a tank in that game, but I don't like large pulls or speed runs. However, the community seems to expect speed runs in all content lately, and the dps have taken to pulling for me.
It's an interesting contrast to WoW. In WoW, the "go-go-go" crowd is segregated into Mythic+ dungeons. I haven't done a single Mythic+, and any regular mythics or heroics I do are nice and relaxing.
But in FFXIV, you're expected to do a wide variety of roulettes each day. On the one hand this is good because it keeps queues hopping, and sends veteran players back to help newbies. On the other hand, that means the veteran playstyles dominate all facets of the game. Tanks are expected to speed run and pull big. Healers are expected to switch to cleric stance and do damage.
There's really no room to play in a more relaxing fashion if you prefer.
Sunday, February 05, 2017
Return to Karazhan: Nightbane
Last week, my guild group that has been running Karazhan semi-regularly unlocked and beat the "secret" boss, Nightbane.
The unlocking mechanism is basically a speed run. There are 6 or so crystals scattered around Karazhan, and you have about 6 minutes to reach each crystal in turn. It's mostly trash, as you only have to kill 3 bosses (Opera, Moroes, and Curator). We even use invisibility potions at one point to skip a couple packs of particularly nasty trash.
It was pretty fun, though I am not super-thrilled with Blizzard making speed runs the only challenge in lower content. I haven't done a single Mythic+ yet, for example. But I don't know. So far, speed runs have proven to be the only enduring challenge in low level content. And perhaps having speed runs filters the "go-go-go" crowd out of regular dungeons.
Nightbane itself is a pretty straightforward fight. It's very similar to the old Nightbane with a dragon, skeletons, and charred earth zones on the ground.
The one really interesting mechanic is Ignite Soul. Ignite Soul is a debuff which targets one player and lasts for 9 seconds. On expiry, damage equal to the target's current health is dealt to the other players in the group. So the player with Ignite Soul has to stand in the charred earth and get her health down to 25% or so when the buff expires. So the healer has to watch them, avoid healing them (but don't let them die), and heal everyone else up high enough to take the coming hit.
It's a neat mechanic. The fight overall is quite decent. It even has Nightbane fearing everyone, just like the old fight. Though this time, I don't think anyone can break it early consistently. Heh, that brings up memories. I think the fear was what I complained about in the original fight.
Nightbane also drops a mount. The loot mechanism is interesting. If no one in the group has already killed Nightbane this week, it's a 100% drop for one of the players who don't have the mount. Otherwise the chance of the mount dropping decreases by 20% for each person who has already done Kara. So it's really aimed at people who run Kara once a week in a steady group, but allows a group of 4 who already have the mount to guarantee the mount for the 5th person.
All in all, Nightbane was an good fight. It's a bit unfortunate that it's locked behind a speed run, but the run is pretty doable with a decent group. It's actually a decent challenge for a stable 5-man group that doesn't raid.
The unlocking mechanism is basically a speed run. There are 6 or so crystals scattered around Karazhan, and you have about 6 minutes to reach each crystal in turn. It's mostly trash, as you only have to kill 3 bosses (Opera, Moroes, and Curator). We even use invisibility potions at one point to skip a couple packs of particularly nasty trash.
It was pretty fun, though I am not super-thrilled with Blizzard making speed runs the only challenge in lower content. I haven't done a single Mythic+ yet, for example. But I don't know. So far, speed runs have proven to be the only enduring challenge in low level content. And perhaps having speed runs filters the "go-go-go" crowd out of regular dungeons.
Nightbane itself is a pretty straightforward fight. It's very similar to the old Nightbane with a dragon, skeletons, and charred earth zones on the ground.
The one really interesting mechanic is Ignite Soul. Ignite Soul is a debuff which targets one player and lasts for 9 seconds. On expiry, damage equal to the target's current health is dealt to the other players in the group. So the player with Ignite Soul has to stand in the charred earth and get her health down to 25% or so when the buff expires. So the healer has to watch them, avoid healing them (but don't let them die), and heal everyone else up high enough to take the coming hit.
It's a neat mechanic. The fight overall is quite decent. It even has Nightbane fearing everyone, just like the old fight. Though this time, I don't think anyone can break it early consistently. Heh, that brings up memories. I think the fear was what I complained about in the original fight.
Nightbane also drops a mount. The loot mechanism is interesting. If no one in the group has already killed Nightbane this week, it's a 100% drop for one of the players who don't have the mount. Otherwise the chance of the mount dropping decreases by 20% for each person who has already done Kara. So it's really aimed at people who run Kara once a week in a steady group, but allows a group of 4 who already have the mount to guarantee the mount for the 5th person.
All in all, Nightbane was an good fight. It's a bit unfortunate that it's locked behind a speed run, but the run is pretty doable with a decent group. It's actually a decent challenge for a stable 5-man group that doesn't raid.
Sunday, January 29, 2017
A Critique of the Story of Pillars of Eternity
This post contains major spoilers for Pillars of Eternity. Seriously, I will be discussing the ending and everything.
I bought Pillars of Eternity in March, 2015, almost two years ago. Yesterday, I finally finished the game. This post is an examination of what I see as the flaws of the story.
I should note that Pillars is a very good game, especially if you like old school Baldur's Gate-style isometric party RPGs. In particular, you may find the elements which kept me from finishing the game attractive to you.
A World With No Triumphs
My first mistake with Pillars is that I like to play paladins. And Pillars is not a paladin-friendly game. The world is somewhat dark, and the game delights in giving you quests and situations where there are no good choices, and you're usually picking the least-bad choice.
For example, in Act II you have to ally with a faction. One faction is city knights, who are arbitrarily discriminatory (basically, your soul has to come from someone who fought for the right side in the country's war of independence), and who are creating an army of clockwork knights which they are going to imbue with human souls. The other factions are a bunch of thugs and vigilantes who you generally encounter beating up people you need to rescue, and the local crime syndicate.
I didn't want to ally with any of them, but the game forced me to choose one.
But the thing is that every quest in the game is like this. There are no unambiguous wins to be found, and no one who is likable, worth saving, or even worth caring about. Or if there are such people, you won't be able to help them in any way.
Event the one good thing you do in Act I, getting rid of the cruel local lord, is arbitrarily overwritten in Act III. The lord comes back from the dead and slaughters the people you left in charge. I was like, "Really?"
I found my reaction to this to be very similar to my reaction to books like Game of Thrones. After a point, I stopped caring, and ended up dropping the game for months at a time. This position, though, is a personal one. Lots of people like grim works, and if you like this kind of work, you'll enjoy Pillars. I don't care for overly hopeless works, and as a result I didn't like much of Pillars.
Ultimate Truths That Clash
The basic structure of Pillars goes something like this:
I bought Pillars of Eternity in March, 2015, almost two years ago. Yesterday, I finally finished the game. This post is an examination of what I see as the flaws of the story.
I should note that Pillars is a very good game, especially if you like old school Baldur's Gate-style isometric party RPGs. In particular, you may find the elements which kept me from finishing the game attractive to you.
A World With No Triumphs
My first mistake with Pillars is that I like to play paladins. And Pillars is not a paladin-friendly game. The world is somewhat dark, and the game delights in giving you quests and situations where there are no good choices, and you're usually picking the least-bad choice.
For example, in Act II you have to ally with a faction. One faction is city knights, who are arbitrarily discriminatory (basically, your soul has to come from someone who fought for the right side in the country's war of independence), and who are creating an army of clockwork knights which they are going to imbue with human souls. The other factions are a bunch of thugs and vigilantes who you generally encounter beating up people you need to rescue, and the local crime syndicate.
I didn't want to ally with any of them, but the game forced me to choose one.
But the thing is that every quest in the game is like this. There are no unambiguous wins to be found, and no one who is likable, worth saving, or even worth caring about. Or if there are such people, you won't be able to help them in any way.
Event the one good thing you do in Act I, getting rid of the cruel local lord, is arbitrarily overwritten in Act III. The lord comes back from the dead and slaughters the people you left in charge. I was like, "Really?"
I found my reaction to this to be very similar to my reaction to books like Game of Thrones. After a point, I stopped caring, and ended up dropping the game for months at a time. This position, though, is a personal one. Lots of people like grim works, and if you like this kind of work, you'll enjoy Pillars. I don't care for overly hopeless works, and as a result I didn't like much of Pillars.
Ultimate Truths That Clash
The basic structure of Pillars goes something like this:
- In Act I, you learn that children in Dyrwood are being born without souls, called Waidwen's Legacy. It may be natural, it may be the result of the death of a god's avatar fifteen years earlier, or it may be the work of soul mages called animancers.
- In Act II, you learn that Waidwen's Legacy is being caused by a conspiracy called the Leaden Key, using ancient Engwithan technology. They are acting partially to discredit and end the study of animancy.
- In Act III, you learn that this is really a power-play among the gods, with one of them trying to usurp the other's powers. The different factions of the gods have different philosophies on how the problem is to be solved, and you have to ally with one of them.
- In Act IV, you learn that the gods were created long ago by the Engwithans, because they learned that there were no gods, and they feared what people unbound by faith would do.
The major problem of the last two Acts is that the two "layers" of knowledge don't really work with each other. For example, the final choice you make at the end of the game is based on the truths of Layer III, on the gods and their philosophies, and not on Layer IV.
The main villain, Thaos, is working to empower one of the gods with the stolen souls. This works with Layer III. But in Layer IV, Thaos is revealed to be the one originally created all the gods back in ancient times. It's never really explained why he now works to shatter his original vision. The Layer IV truth of Thaos is opposed to the Layer III truth of Thaos.
As well, if you have a game with a pantheon, there are two ways you can go. The gods can be an active, literal presence in the game. Or they can be mysterious beings that may or may not exist. Act III chooses one path, and Act IV chooses a different path. The whole question of whether the gods are real or not is somewhat pointless when your character has communicated with them, obtained their blessing, and has observed that they have dominion over their portfolios.
I think Pillars of Eternity would have been far better off if they had chosen one of the two final truths and discarded the other. Either the divine power-play, or the truth about the creation of the gods, could have worked. But both together simply don't. They conflict and create holes in each other.
A final point is that the last layer of truth in particular is very heavy on the "tell instead of showing". You find out about it mainly through conversations of a past life where the conflict between telling the truth about the gods or spreading their worship was more central. This adds to a basic feeling of unimportance around the last truth.
Conclusions
Pillars of Eternity has an interesting story. However, it was a little too dark, hopeless and "unlikeable" for me. As well, it has one "reveal" too many. The last reveal, rather than enhancing the story as whole, undermines and weakens the previous reveal, as well as the motivations and actions of the main villain.
Wednesday, January 25, 2017
Exchange of Material
I've been thinking about Magic: the Gathering lately. One thing I've been musing about is the complexity of "fat" creatures, that is creatures with toughness greater than power.
For reference, creatures in Magic have power and toughness. When one creature blocks a second creature, they deal damage equal to their power. If that damage is higher than the toughness, the creature dies. Two important differences between Magic and Hearthstone. First, in Magic the defender chooses which creatures block (or not block) which attacker. Second, damage done to a creature is wiped away at end of turn. It isn't permanent like in Hearthstone.
In any case, consider a very simple board. Jane has a 2/2, and Sally has a 2/2. Jane attacks with her 2/2. Now Sally has a choice: she can either take 2 damage, or block with her 2/2. If she blocks, both creatures will die. It will be an even exchange of material.
A similar situation happens if Sally has two 2/2 creatures. She can block, but will still exchange material.
However, let's consider what happens if all the creatures are 2/3 creatures. In the first scenario, if Jane attacks, Sally simply blocks and both creatures bounce off each other. There's possibility of a simple exchange here.
In the second scenario, it becomes foolish for Jane to attack. Sally would block with both 2/3 creatures, and kill Jane's creature without losing one of her own.
Simply adding that extra point of toughness makes exchanges less likely. But exchanges are good for the game. They simplify the game state. The high toughness creatures lead to a more "stalled" board, which becomes more and more complicated.
High power doesn't display this. If the creatures where 3/2, exchanges would be just as prevalent.
I think it's good for PvP games to be able to exchange resources. Otherwise, the board state builds and builds, until one side gets a sudden advantage and overruns the other side.
I think healing plays a similar role in MMOs, especially PvP. It prevents the exchange of material until a certain threshold is met. For example, Eve PvP might be more interesting without logistics ships. An outnumbered force could attempt to come out slightly ahead in each exchange of material.
But with healers, you either have enough firepower to get past the healing, or you don't. Or you have enough crowd control to disrupt the healing long enough to kill something.
In any case, evenly exchanging material in PvP is good. Anything that makes exchanging material harder, even as small as a single point of toughness, should be considered very carefully.
For reference, creatures in Magic have power and toughness. When one creature blocks a second creature, they deal damage equal to their power. If that damage is higher than the toughness, the creature dies. Two important differences between Magic and Hearthstone. First, in Magic the defender chooses which creatures block (or not block) which attacker. Second, damage done to a creature is wiped away at end of turn. It isn't permanent like in Hearthstone.
In any case, consider a very simple board. Jane has a 2/2, and Sally has a 2/2. Jane attacks with her 2/2. Now Sally has a choice: she can either take 2 damage, or block with her 2/2. If she blocks, both creatures will die. It will be an even exchange of material.
A similar situation happens if Sally has two 2/2 creatures. She can block, but will still exchange material.
However, let's consider what happens if all the creatures are 2/3 creatures. In the first scenario, if Jane attacks, Sally simply blocks and both creatures bounce off each other. There's possibility of a simple exchange here.
In the second scenario, it becomes foolish for Jane to attack. Sally would block with both 2/3 creatures, and kill Jane's creature without losing one of her own.
Simply adding that extra point of toughness makes exchanges less likely. But exchanges are good for the game. They simplify the game state. The high toughness creatures lead to a more "stalled" board, which becomes more and more complicated.
High power doesn't display this. If the creatures where 3/2, exchanges would be just as prevalent.
I think it's good for PvP games to be able to exchange resources. Otherwise, the board state builds and builds, until one side gets a sudden advantage and overruns the other side.
I think healing plays a similar role in MMOs, especially PvP. It prevents the exchange of material until a certain threshold is met. For example, Eve PvP might be more interesting without logistics ships. An outnumbered force could attempt to come out slightly ahead in each exchange of material.
But with healers, you either have enough firepower to get past the healing, or you don't. Or you have enough crowd control to disrupt the healing long enough to kill something.
In any case, evenly exchanging material in PvP is good. Anything that makes exchanging material harder, even as small as a single point of toughness, should be considered very carefully.
Monday, January 16, 2017
Buff Spells and Abilities
A couple weeks ago, a Blizzard CM posted the following in response to a forum thread:
It's also part of the ritual before starting something. Food, flask, buff up and then pull. When all decisions and actions occur in combat, I think something is lost. These actions in preparing for combat are important too.
I think buff spells might be most important to healer players. They're a concrete manifestation of your support. You buff your allies, you buff random people. I liked joining a group with a druid and seeing Mark of the Wild go up. I liked having Blessings and Auras.
Now, buff spells do have a lot of problems. The presence of buff spells mean that you want specific classes, rather than letting people play what they want. If the class was balanced around the buff spell, then the best plan was to only take one person of that class, and not multiples.
(Though, it seems that without buff spells, play what you want basically becomes "take the top parsing specs", so I'm not sure that we've truly gained anything.)
Blizzard tried to get around that in previous expansions by handing buffs out to every class. But that kind of watered down the whole concept. So in Legion, they've pretty much removed buff spells, or made them "interesting". Of course, it turned out that the new Blessing of Might was too interesting for Retribution paladins to handle, and so it had to be removed.
A Design for Class Buffs
Here's what I would do to reintroduce buffs:
Why do you feel blessings and auras are fun? I can understand that it feels "nice" to help other players with buff spells, but, in general, they were just niche spells that actually didn't contribute much to meaningful game play (Seals are a different story, I guess). I never thought to myself on my Pally that turning on Retribution or Devotion Aura was going to result in an exciting change besides some passive armor or thorns-like-damage reflect.Buff spells are fun, but articulating exactly why is a bit of a challenge. They're not difficult decisions, which leads to the claim of "not meaningful gameplay." But not everything needs to be a difficult decision. The mere presence of a buff spell means that before the group even starts playing, people in the group are better off. Buff spells enhance the idea that the characters are stronger together.
It's also part of the ritual before starting something. Food, flask, buff up and then pull. When all decisions and actions occur in combat, I think something is lost. These actions in preparing for combat are important too.
I think buff spells might be most important to healer players. They're a concrete manifestation of your support. You buff your allies, you buff random people. I liked joining a group with a druid and seeing Mark of the Wild go up. I liked having Blessings and Auras.
Now, buff spells do have a lot of problems. The presence of buff spells mean that you want specific classes, rather than letting people play what they want. If the class was balanced around the buff spell, then the best plan was to only take one person of that class, and not multiples.
(Though, it seems that without buff spells, play what you want basically becomes "take the top parsing specs", so I'm not sure that we've truly gained anything.)
Blizzard tried to get around that in previous expansions by handing buffs out to every class. But that kind of watered down the whole concept. So in Legion, they've pretty much removed buff spells, or made them "interesting". Of course, it turned out that the new Blessing of Might was too interesting for Retribution paladins to handle, and so it had to be removed.
A Design for Class Buffs
Here's what I would do to reintroduce buffs:
- Three buff types - 5% damage increase, 5% damage reduction, 5% healing taken/output (numbers are subject to tuning)
- One cast buffs the raid.
- Buffs of the same type don't stack.
- Healing specs get the buffs
- Holy/Disc Priest - Prayer of Fortitude (healing)
- Resto Druid - Mark of the Wild (tanking)
- Mistweaver Monk - White Tiger statue (damage)
- Holy Paladin - Blessing of Might (damage), Wisdom (healing), Kings (tanking). Only one blessing at a time.
- Resto Shaman - Totems: Windfury (damage), Strength of Earth (tanking), Mana Tide (healing). Only one totem at a time.
Thursday, January 12, 2017
Updates
Since I don't seem to be doing well at actually writing posts, here's a round-up of what I've been doing gaming-wise.
World of Warcraft
My paladin has gotten the 35th point in The Silver Hand, and I'm at 34 in The Ashbringer. I've done all the Suramar quests, and am pretty much ready for 7.2.
I have a Horde warrior at 110, and have finished the class order campaign. However, I haven't done much else with it. I also levelled a Demon Hunter to 110, but that character hasn't even finished the class order campaign.
FFXIV
This is pretty much dormant, waiting for the next patch. The interesting thing here is that I haven't done the second 24-man raid, or the 2nd and 3rd 8-man raid. I play a tank, and I seem to have concluded that those pieces of content are too complicated for me, for some reason.
Diablo 3
I started a Demon Hunter in Season 9. Really, I did this because my 70 Crusader has the same name as my current 70 Demon Hunter, and I want a Demon Hunter with a different name. I'm not sure if this character will make it to 70, though.
Pillars of Eternity
I made it to Act 3, and I just can't seem to push myself further. Maybe I'll spin this out into a full post.
The basic problem I'm having is that I don't like anyone in this world, so I have no real impulse to keep going. It's kind of like my attitude to Game of Thrones: if you kill all the characters I care about, I'm left with a book full of characters I don't care about, and that rapidly becomes a book I stop reading.
World of Warcraft
My paladin has gotten the 35th point in The Silver Hand, and I'm at 34 in The Ashbringer. I've done all the Suramar quests, and am pretty much ready for 7.2.
I have a Horde warrior at 110, and have finished the class order campaign. However, I haven't done much else with it. I also levelled a Demon Hunter to 110, but that character hasn't even finished the class order campaign.
FFXIV
This is pretty much dormant, waiting for the next patch. The interesting thing here is that I haven't done the second 24-man raid, or the 2nd and 3rd 8-man raid. I play a tank, and I seem to have concluded that those pieces of content are too complicated for me, for some reason.
Diablo 3
I started a Demon Hunter in Season 9. Really, I did this because my 70 Crusader has the same name as my current 70 Demon Hunter, and I want a Demon Hunter with a different name. I'm not sure if this character will make it to 70, though.
Pillars of Eternity
I made it to Act 3, and I just can't seem to push myself further. Maybe I'll spin this out into a full post.
The basic problem I'm having is that I don't like anyone in this world, so I have no real impulse to keep going. It's kind of like my attitude to Game of Thrones: if you kill all the characters I care about, I'm left with a book full of characters I don't care about, and that rapidly becomes a book I stop reading.
Thursday, January 05, 2017
Diablo's 20th Anniversary
It's the 20th anniversary of the release of Diablo, and the various Blizzard games are celebrating. These are the events I've tried.
World of Warcraft
In WoW, there are Treasure Goblins which spawn in the Broken Isles, in the Dalaran Sewers, or at the end of instances. Kill them fast enough, and you can take a portal to the Cow Level, which has a lot of diabolical tauren, cows, and the Cow King. Killing the Cow King gives you a toy.
I recommend going for a Treasure Goblin in the Dalaran Sewers. You can pick up a guard from the guard captain for 5g, and that will keep you out of PvP (for 5 minutes or so). There are usually lots of players in the sewers, making it easier to kill the Goblin.
You can only loot the Cow King once, no matter how many times you kill him. However, you can loot multiple Treasure Goblins. Apparently the Cow King is a mess on PvP servers, but that's what you get for rolling PvP.
All in all, a short, fun event with some Diablo-themed loot.
Diablo 3
Diablo 3 has a small area and dungeon which mimics the original Diablo. There's a filter making all the graphics look old-school and pixelated, though all the mechanics are still Diablo 3. There's 16 levels in total, and four old bosses.
I recommend that you start with a new level 1 character in an Adventure game on Normal. You can portal right near the entrance to the new area and enter it without killing anything. Completing the dungeon on normal with that character gives you an achievement and pet. Plus it gives you the enjoyment of low level gearing and gaining levels and abilities.
One thing I wasn't sure about was if you were allowed to go back to town before finishing and still get the achievement. I ended up just dropping all the blue and yellow items that I didn't equip.
I did it with a new Crusader, and it was pretty easy. If you're thorough, you can get almost all the seasonal achievements in that one run. The only one that takes multiple runs is the achievement to kill all the unique mini-bosses.
This was a lot of fun, and the old-school graphics did a good job at invoking nostalgia. And at the same time subtly pointing out that normal D3 is a pretty good looking game.
World of Warcraft
In WoW, there are Treasure Goblins which spawn in the Broken Isles, in the Dalaran Sewers, or at the end of instances. Kill them fast enough, and you can take a portal to the Cow Level, which has a lot of diabolical tauren, cows, and the Cow King. Killing the Cow King gives you a toy.
I recommend going for a Treasure Goblin in the Dalaran Sewers. You can pick up a guard from the guard captain for 5g, and that will keep you out of PvP (for 5 minutes or so). There are usually lots of players in the sewers, making it easier to kill the Goblin.
You can only loot the Cow King once, no matter how many times you kill him. However, you can loot multiple Treasure Goblins. Apparently the Cow King is a mess on PvP servers, but that's what you get for rolling PvP.
All in all, a short, fun event with some Diablo-themed loot.
Diablo 3
Diablo 3 has a small area and dungeon which mimics the original Diablo. There's a filter making all the graphics look old-school and pixelated, though all the mechanics are still Diablo 3. There's 16 levels in total, and four old bosses.
I recommend that you start with a new level 1 character in an Adventure game on Normal. You can portal right near the entrance to the new area and enter it without killing anything. Completing the dungeon on normal with that character gives you an achievement and pet. Plus it gives you the enjoyment of low level gearing and gaining levels and abilities.
One thing I wasn't sure about was if you were allowed to go back to town before finishing and still get the achievement. I ended up just dropping all the blue and yellow items that I didn't equip.
I did it with a new Crusader, and it was pretty easy. If you're thorough, you can get almost all the seasonal achievements in that one run. The only one that takes multiple runs is the achievement to kill all the unique mini-bosses.
This was a lot of fun, and the old-school graphics did a good job at invoking nostalgia. And at the same time subtly pointing out that normal D3 is a pretty good looking game.
Tuesday, December 27, 2016
Rogue One
This post contains spoilers for Star Wars: Rogue One.
I saw Rogue One yesterday, and I am not quite sure how to word my feelings. It wasn't a bad movie, but it wasn't a very good one either. Decent enough, I guess.
The truth is that Rogue One commits the same sin as most modern action movies: there is too much action.
As a result, you can't really tell much about the characters, as they spent 95% of their time being shot at, shooting people, or running away from stuff. The characters certainly seemed serviceable enough, though I don't really remember their names or much about them.
The action set pieces all seemed fine and well done. I do wonder if the movie would have been better as a pure infiltration/heist piece, rather than the warzone of the last third.
I did like the bureaucratic in-fighting in the Empire, with both Tarkin and Krennic struggling to make sure they got credit for the Death Star. That felt very true to life.
Tarkin was CGI, and I thought that was pretty decent. I hope it doesn't start a trend of making movies with dead actors, though.
Vader's cameos were pretty good, especially at the end of the movie.
I don't really know what else I can say about Rogue One. A bunch of disjointed observations for a movie which really was a bunch of disjointed scenes strung together. Each individual scene was pretty good, but it never really became a whole, complete thing.
I saw Rogue One yesterday, and I am not quite sure how to word my feelings. It wasn't a bad movie, but it wasn't a very good one either. Decent enough, I guess.
The truth is that Rogue One commits the same sin as most modern action movies: there is too much action.
As a result, you can't really tell much about the characters, as they spent 95% of their time being shot at, shooting people, or running away from stuff. The characters certainly seemed serviceable enough, though I don't really remember their names or much about them.
The action set pieces all seemed fine and well done. I do wonder if the movie would have been better as a pure infiltration/heist piece, rather than the warzone of the last third.
I did like the bureaucratic in-fighting in the Empire, with both Tarkin and Krennic struggling to make sure they got credit for the Death Star. That felt very true to life.
Tarkin was CGI, and I thought that was pretty decent. I hope it doesn't start a trend of making movies with dead actors, though.
Vader's cameos were pretty good, especially at the end of the movie.
I don't really know what else I can say about Rogue One. A bunch of disjointed observations for a movie which really was a bunch of disjointed scenes strung together. Each individual scene was pretty good, but it never really became a whole, complete thing.
Monday, December 12, 2016
SWTOR's Command XP System
In their latest expansion, The Old Republic introduced a unified item reward system for endgame. Basically, all activities give some amount of "command" XP. Once you gain enough CXP, you gain a command level and get a lootbox. The lootbox has a random item in it. The quality of item you get depends on your current command level.
The community reaction to this is very negative. Personally, I don't think it's that bad a system. Its one great advantage is that you can do whatever activity you like, and you'll earn gear. You aren't "forced" to do raids or PvP.
But perhaps people like being able to "optimize" their gear hunt. To go after specific pieces in specific different activities. I complained once about grinding blue bars in WoW, specifically because you could not optimize your gameplay, and thus it was less interesting. In a way, this CXP system is very similar.
Or perhaps it's because the optimization is really obvious. Find the activity with the best ratio of CXP to time spent and spam it. Perhaps if Bioware made the CXP system artificially more complex, like having diminishing returns on activities, players would find it more "fun".
Another group of players complain because the system is entirely random. What if CXP had been a straight currency system, where you spend CXP at a vendor to purchase items? The grind is still there, but at least there is no random factor in obtaining loot. But then the random system gives you more gear because it expects you to end up wasting a large amount of it. A true purchase system would have very high prices to compensate.
Another possibility might be to "seed" the game with set tokens. Certain bosses or activities can reward specific set tokens, maybe with a cap on how many tokens you can earn in a week. So people can target those activities if they need that exact piece. The Command XP system would still exist, but would be more supplemental.
I don't know. I'm rather sympathetic to Bioware here. People always complain about "needing" to do activity X, which they dislike, to get gear. Bioware makes a decent system aimed squarely at letting you play whatever you want. And they end up with a huge community outcry.
The community reaction to this is very negative. Personally, I don't think it's that bad a system. Its one great advantage is that you can do whatever activity you like, and you'll earn gear. You aren't "forced" to do raids or PvP.
But perhaps people like being able to "optimize" their gear hunt. To go after specific pieces in specific different activities. I complained once about grinding blue bars in WoW, specifically because you could not optimize your gameplay, and thus it was less interesting. In a way, this CXP system is very similar.
Or perhaps it's because the optimization is really obvious. Find the activity with the best ratio of CXP to time spent and spam it. Perhaps if Bioware made the CXP system artificially more complex, like having diminishing returns on activities, players would find it more "fun".
Another group of players complain because the system is entirely random. What if CXP had been a straight currency system, where you spend CXP at a vendor to purchase items? The grind is still there, but at least there is no random factor in obtaining loot. But then the random system gives you more gear because it expects you to end up wasting a large amount of it. A true purchase system would have very high prices to compensate.
Another possibility might be to "seed" the game with set tokens. Certain bosses or activities can reward specific set tokens, maybe with a cap on how many tokens you can earn in a week. So people can target those activities if they need that exact piece. The Command XP system would still exist, but would be more supplemental.
I don't know. I'm rather sympathetic to Bioware here. People always complain about "needing" to do activity X, which they dislike, to get gear. Bioware makes a decent system aimed squarely at letting you play whatever you want. And they end up with a huge community outcry.
Wednesday, December 07, 2016
Personal Loot and Set Pieces
I was musing about Personal Loot a bit more, and began to wonder if Personal Loot would fall out of favor with guilds when Nighthold is released.
A somewhat unique element of the raids released so far is that there have been no tier sets released. The first Legion tier set is coming in Nighthold.
At that point, though, guilds may feel that guaranteeing X set tokens for the raid each week through Master Loot is better than leaving set bonuses up to random chance. Sure, on an individual level you may have to wait, but eventually it will be your turn.
I'm also watching The Old Republic's new loot system, where all loot, including set pieces, comes in a random lootbox. It does feels like the the largest complaint against the system is the possibility of getting very unlucky and never getting your set bonuses.
Well, the SWTOR community doesn't like the system as a whole, but I think that the set pieces are the single biggest complaint. I wonder if Bioware could mitigate a lot of the complaints simply by having set tokens drop from a few raid bosses, even with leaving set pieces dropping from the lootbox as well.
It will be interesting to see if Nighthold does change the dynamic, and push organized raids back towards Master Loot.
A somewhat unique element of the raids released so far is that there have been no tier sets released. The first Legion tier set is coming in Nighthold.
At that point, though, guilds may feel that guaranteeing X set tokens for the raid each week through Master Loot is better than leaving set bonuses up to random chance. Sure, on an individual level you may have to wait, but eventually it will be your turn.
I'm also watching The Old Republic's new loot system, where all loot, including set pieces, comes in a random lootbox. It does feels like the the largest complaint against the system is the possibility of getting very unlucky and never getting your set bonuses.
Well, the SWTOR community doesn't like the system as a whole, but I think that the set pieces are the single biggest complaint. I wonder if Bioware could mitigate a lot of the complaints simply by having set tokens drop from a few raid bosses, even with leaving set pieces dropping from the lootbox as well.
It will be interesting to see if Nighthold does change the dynamic, and push organized raids back towards Master Loot.
Wednesday, November 30, 2016
Raiding and Time Management Issues
My guild is moving along steadily. We're currently 7/7 Heroic Emerald Nightmare (Ahead of the Curve!), but now we're running into time management issues.
It's actually kind of interesting how things have turned out. I think the guild leadership expected to be a casual Normal-mode guild for the most part, and maybe work on a few heroic bosses in the time left after the Normal raid ended. So we've ended up with a Normal raid on Friday where everyone in the guild is welcome to come. And then we have a Heroic raid on Saturday which you have to "qualify" for.
The qualifications are really low, but it's just enough that you actually know the correct rotation for your spec and have minimal gear. But it's kind of indicative of the mindset of the guild, in that they see Heroic as "not for casuals".
The problem, however, is that even though we raid two days a week, it's sort of like we only raid one day a week, but in two different worlds. Friday we do 7/7 N EN, and there's maybe enough time to poke at Odyn. Saturday is 7/7 H EN, and again, barely enough time to poke at Trials of Valor.
If you add to that the casual inclination to farm gear before tackling something hard, and you can see how--even though we are relatively successful--we're kind of stuck at the same time, and not really progressing forward.
To me, the best solution would be to see if we can take the Friday group to Heroic EN. The vast majority of the raid is the same for both nights. (Though a lot of people now play alts on Friday.) If we can kill 3 or 4 Heroic bosses on Friday, I think that would free up enough time on Saturday to make solid attempts on Trials of Valor.
But I don't know if that squares with the way guild leadership views Heroic raiding. Ultimately, in their heart of hearts, I think they still believe we are a Normal mode guild, and the majority of people in the guild aren't really ready for Heroic raiding.
Monday, November 28, 2016
An Interesting Twist on Faction Warfare
The Old Republic is launching its latest expansion, Knights of the Eternal Throne, tomorrow. One of their new elements caught my eye. In the expansion, you declare if you are Light Side or Dark Side. Then doing stuff generates points for your side. Whichever side gets to LS/DS 5 first "wins", and that side gets gear faster. But for the other side:
The only issue I see is that it would have been ever more flavorful as Republic versus Empire, rather than Light vs Dark. But I guess SWTOR has moved away from that faction division.
During the “Victory State”, that side’s influence can be seen and felt throughout the galaxy. Powerful bosses loyal the victor’s side will appear on Tattooine, Alderaan, Hoth, and Dromund Kaas or Coruscant. On each of those worlds, there are 8-10 possible places the bosses may appear, and a 25% chance in each spawn area that the boss will stay and face battle. If the losing side can defeat these bosses they will earn bonus Command Experience as well as a chance to earn Dark or Light Tokens. For example, if the light side wins, light side bosses will randomly appear on some worlds. If dark-aligned players defeat these enemies, they have a chance to earn Dark Tokens. These tokens can be used at the special cosmetic item vendor mentioned above.The losing side gets extra bosses to fight, as well as a boost in the next war. This is a pretty neat consolation for losing, as extra bosses/content is always fun. It's also very flavorful, as the new bosses represent the winning side oppressing the losing side or flaunting their power. I think this is a pretty decent attempt at making a mechanic which encourages the sides to switch winning and losing, and keep everyone from defecting to the winning side.
The only issue I see is that it would have been ever more flavorful as Republic versus Empire, rather than Light vs Dark. But I guess SWTOR has moved away from that faction division.
Friday, November 25, 2016
RPGs, Stats, and Conversations
I decided to try and finish some of the unfinished games that I have hanging around. I'm currently working on Pillars of Eternity. The first time I played Pillars, I was very enthusiastic at the start, but lost interest somewhere in Defiance Bay. This time through, though, I think I've put a finger on what caused me to stop playing.
I created a paladin, as normal. In Pillars, the paladin's main stat is Resolve. But many of the early Resolve conversation options are, well, not quite paladin-like.
The early Resolve conversation options are very aggressive, almost intimidating the opposition through sheer force of will. As an example, take Rorschach's famous line from Watchmen: "I'm not locked in here with you. You're locked in here with me." That's the kind of high-Resolve conversation options the early part of Pillars contains. I suppose it is high-Resolve, but it's not exactly paladin-like.
(Though perhaps Rorschach is a paladin, after a fashion. He certainly was the only one who stayed true to his beliefs, unflinching in the face of overwhelming opposition.)
In any case, I think last time I was regretting making a character with high Resolve, and wishing I had spent my points in Perception or Intelligence. I think that's what caused me to drop away from the game the first time.
This time, though, I realized the issue, and simply ignored Resolve lines that I disliked. I'm also not really trying for "perfect" results, but just taking the outcomes as they happen. So I'm making more progress, and more fitting Resolve options are coming up later.
I thought it was an interesting conflict between stats and personality in the more old-school RPGs.
I created a paladin, as normal. In Pillars, the paladin's main stat is Resolve. But many of the early Resolve conversation options are, well, not quite paladin-like.
The early Resolve conversation options are very aggressive, almost intimidating the opposition through sheer force of will. As an example, take Rorschach's famous line from Watchmen: "I'm not locked in here with you. You're locked in here with me." That's the kind of high-Resolve conversation options the early part of Pillars contains. I suppose it is high-Resolve, but it's not exactly paladin-like.
(Though perhaps Rorschach is a paladin, after a fashion. He certainly was the only one who stayed true to his beliefs, unflinching in the face of overwhelming opposition.)
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| A Paladin? |
This time, though, I realized the issue, and simply ignored Resolve lines that I disliked. I'm also not really trying for "perfect" results, but just taking the outcomes as they happen. So I'm making more progress, and more fitting Resolve options are coming up later.
I thought it was an interesting conflict between stats and personality in the more old-school RPGs.
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.
2. Master Loot
3. Need/Greed with WinCount
4. Auction
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.
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.
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.
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.
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.
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