Tuesday, January 01, 2019

Othrongroth, the Great Barrow

I ended up making several different characters in Lord of the Rings Online. I finally settled on a Captain, even if the NPC ally is a little janky.

I got my Captain up to the level of the first dungeon, the Great Barrow, and gave that a try.

LotRO has an interesting dungeon system. You have to form the group on your own, mostly by advertising the the Looking For Fellowship channel. But once you form the group, you start the dungeon using a menu system where you select the dungeon and a level for the dungeon. Then everyone teleports inside.

Selecting the level is interesting too. I just set it to the level of the lowest person in the party. But I think setting it to a higher level rewards more XP and loot, but is more difficult.

The actual dungeon run was very disappointing though. It was a total zerg. The tank took off at warp speed and blitzed to the end. To make matters worse, the dungeon is a bit of a maze, so you're chasing down corridors and hoping you don't take a wrong turn and end up with more mobs.

It was also very dark, and very hard to tell what you were fighting. The bosses were okay, I'm not sure if they had special mechanics. But it is the first instance, so one really only expects basic fights.

I did try the dungeons (there are three separate wings) twice. I had to do it twice because the first run was so fast I didn't finish some of the quests. If anything, the second run was worse.

All in all, The Great Barrow has really soured me on LotRO. I don't really want to do more dungeons, and I'm not sure if I really want to keep leveling solo. Especially as the Captain feels like a dedicated group character.

Monday, December 31, 2018

Ask Coriel: What's Changed Since 2015?

A reader asked:
I use to read your blog for many years and I have been away from WoW since 2015... How is the game nowadays and what major changes have been made ? I plan on returning next week.
Welcome back!

Since you say 2015, I'm guessing you missed Legion. The most noticeable changes Legion introduced are World Quests/Emissaries and Mythic Keystone dungeons.

World Quests/Emissaries replaced daily quests at max level. Instead of getting a bunch of dailies, when you open your map, there are a variety of quests scattered around the zones. Each day, there's an "Emissary" quest to do 4 World Quests from a specific area or faction.

Mythic Keystone dungeons (also called Mythic+) are extra-difficulty 5-man dungeons. They're timed runs which reward higher item level the more difficult the Keystone used to start them is.  They're basically an alternate to raiding, and higher Keystones award comparable gear to Heroic and Mythic raiding.

Battle for Azeroth introduced Island Expeditions and Warfronts. They're lower difficulty than dungeons, and more optional activities. Their reception has been mixed, but they're worth trying out.

Otherwise the game is pretty much the same as ever. BfA has separate stories for each faction, so it's worth having both an Alliance and a Horde character.

Any other changes in the last couple of years worth talking about?

Edit: I completely forgot, but Legion added Demon Hunters, which are a pretty neat class.

Friday, December 28, 2018

Soul Calibur VI

Over the holidays I picked up Soul Calibur VI.


It's been forever since I've played a fighting game. I'm pretty terrible, the veriest button-masher. But SC is a lot of fun. It's bright and colourful. There are lots of characters and weapons. Each weapon set is a different fighting style.

Soul Calibur VI also has an extensive custom character creator where you can make your own unique fighter. You assign that fighter a weapon which determines what moves your character uses.

The main story mode, Libra of Souls, has you creating a character, then wandering around in a quasi-RPG. Your character gains XP and levels from fighting enemies. You can also find or buy weapons which have levels and powers.

The RPG mechanics are actually a really nice fit for a single-player fighting game. As far as I can tell, levels just reduce the damage you take and increase the damage you deal, while the fighting game aspect is the same. So if you're actually good at fighting games, you can do everything at low levels. If you're bad, you can grind a few levels with the random encounters, and then have an advantage on the fights.

The story is pretty basic. There are a couple of choices you can make which change parts. You can do a Good or Evil play-through, though I'm still working my through it. Sometimes fights will have special conditions, like the area being slippery, making it very easy to fall off the edge.

There's also a second story mode (Soul Chronicle) where you play shorter stories as the specific characters in the game. Soul Chronicle doesn't have RPG elements, basically a series of fights with some story scenes in-between.

As for fighting game mechanics, I have no idea how it compares to other fighting games. It's quasi-2D, you can move towards or away from the camera, but it's mostly to dodge attacks and change direction in the arena. The camera keeps the view like a standard 2D fighter.

The basic moves (horizontal attack, vertical attack, kick, and block) are simple but effective. Then there are throws, break attacks, soul edge, and reversal edge specials. Soul edge are specials you can only use after a meter builds up. Reversal edge is a special break attack that takes you into this rock-paper-scissors mini-game, which I think allows you to "reset the momentum" if your opponent is pushing hard. Then there are combos after that. I'm still learning the basics and next tier though. Trying to learn how to block effectively.

I'm probably going to stick with single-player, rather than fighting other players online. But so far, the single-player component of Soul Calibur VI is surprisingly extensive, and very enjoyable. If you feel like trying a modern fighting game, I recommend giving Soul Calibur VI a whirl.

Wednesday, December 19, 2018

8.1 Island Expeditions, Part 2

Though Blizzard announced that they had changed the way rewards were determined for Island Expeditions in 8.1, they actually made many other changes.  Many of the changes I wanted in the previous post have been implemented, even if it is still something of a race:
  • The location of monster packs has been tightened up. It's a lot easier to move between or around packs without accidentally pulling the entire island.
  • The amount of Azerite elementals has been greatly reduced. I don't think I've seen a large elemental yet. This puts the focus back on the varied fauna of the island.
  • Invasions of other creatures occur a lot earlier, and I think it's possible for two different types to land. Like you might get Vrykul early and then Mantid later on. 
  • I think that the items you need for the various quests to rescue NPCs are now found much closer. So it's much more likely you'll actually be able to do those quests.
All in all, the changes to Island Expeditions have made them a lot smoother and a better experience. It feels like you have more control over your progress, with more focus on special monsters rather than zerging everything in sight.

Island Expeditions are still the same in many ways as in 8.0, just a more refined experience. I think they're more enjoyable, and I rather like doing the four or five Heroic ones you need for the Weekly Treasure map.

Tuesday, December 18, 2018

8.1 Faction Assaults and War Mode

8.1 introduces Faction Assaults. Like Legion Invasions, one zone comes under attack for a set period of time. New world quests appear, and after you complete four, you do a final quest to finish the assault.

There are some changes from Legion. The Assault World Quests don't replace existing World Quests. They are all clustered in a specific part of the zone. There are different (but similar) quests for each faction.

The assaults are well done. The zone changes, and it really feels like a major battle is taking place. For example, in Drustvar, the city has magic shields fending off Horde bombardments.

These Assaults are excellent in War Mode. I turned on War Mode to do the kill 25 Horde quests, and it was a lot of fun. There are Alliance groups running around clashing with Horde groups. The Assault structure funnels everyone into the same locations, encouraging lots of faction combat while doing the World Quests.

I even joined an Alliance raid group in Zuldazar that got hyped up and decided to sack the city of Dazalor. Not really sure why, but we invaded the bottom of the city, killed everyone at the inn, then charged all the way to the Great Seal and killed everyone there. It was pretty hilarious.

Even though I had a fair amount of fun in raids, I still don't think they're a good match for War Modes. It's just too uneven. I was in a raid of 25, and we encountered a raid of 10, and wiped them out. I strongly believe that War Mode would work better if they were somehow restricted to 5-man groups. Even multiple 5-man groups loosely coordinating would be better. It also might improve performance a bit, having several 5v5 fights scattered around, rather than a single 40v40.

I'm not sure how Blizzard would do that though. Perhaps War Mode is automatically disabled while in a raid. I have a feeling that there would be a huge outcry though.

In any case, Faction Assaults are quite fun. I strongly recommend turning on War Mode for them, and joining a small group.

Monday, December 17, 2018

8.1 Alliance War Campaign

I finished the available parts of the Alliance war campaign. There are three "chapters" available, out of four total. I'm somewhat surprised that Blizzard didn't time-gate each chapter. It would have fit well, and each chapter is a reasonable chunk of content.

The first chapter is working with Jaina to fend off an assault on Anglepoint. This was a pretty good use of a previous location and NPCs. Also, the final cutscene combined with the Achievement name ([Kul Tirans Don't Look At Explosions]) was very amusing.

The second chapter was this very odd blend of comedy and tragedy, where you use a gnomish device to "embiggen" an intelligent gorilla at the cost of his intelligence. The gorilla volunteers for this operation, seeking to strike back at the Horde (goblins, naturally) for hunting his people. So the entire quest line is a bunch of things that are normally funny, but kind of aren't anymore. I'm not certain if this was a good idea or not, but it was an interesting way of presenting the usual light and mindless gnomish shenanigans.

The third chapter was a treasury heist scenario featuring our favourite Alliance rogues, Mathias Shaw and Flynn Fairwind. Even though they're both rogues, they're both very different characters. Lots of fun banter. The scenario itself was pretty interesting, with several traps that you have to navigate.

I believe the second and third chapters are setting up potential bosses in the Dazalor raid.

There's still one more chapter, which I'm guessing unlocks tomorrow.

All in all, the Alliance War Campaign is pretty good. One interesting thing Blizzard is doing this expansion is taking their time with the story. 8.0 was all about setting initial outposts, and trying to avoid the enemy's attention. In 8.1 things are heating up, and there is more direct confrontation. This long view of the story is interesting, especially as we see many complaints that the factions aren't clashing as much as people think they should be.

Edit: One thing I forgot that I wanted to point out was that Blizzard was very good with cutscenes featuring your character in this patch. The aforementioned first chapter cutscene with both your character and Jaina walking away from the explosion was particularly stylish.

Wednesday, December 12, 2018

Battle for Darkshore

Patch 8.1 was released yesterday. I did the Night Elf quest chain leading to the Battle of Darkshore.

I really enjoyed the quest line. It was good to see the Night Elves go feral and strike back.

The new warfront is interesting. The initial phase before getting a base is longer, which makes it feel more like an invasion or amphibious assault.

The primary resource seems to be wood, where Arathi emphasized iron. In Darkshore it feels like you use iron for recruiting troops or special abilities, and use wood for building. I liked the Night Elf style of the buildings, and the abilities you get.

It did seem to go a bit faster than Arathi, with a shorter building phase, but that might be just because we're learning the new zone.

I'm not really sure about the undead/goblin opposition. Though that's mostly because I don't like goblins and the "tech" that they bring in. They seem out of place in a night elf/worgen/undead fight. It's all shadows and knives in the dark, then the goblins burst in with flashy neon lights.

All in all, the new warfront is pretty good. Warfronts aren't really an activity I focus on, but it's nice to do them once or twice whenever they become active in each cycle.

Tuesday, December 04, 2018

Island Expeditions in 8.1

Blizzard is changing up how rewards work for Island Expeditions in 8.1:
Currently in Battle for Azeroth, Island Expeditions have a chance to reward cosmetic items based on which type of creatures you and your team defeated. For example, if the island theme of the week was Hozen, there’s a chance to receive one of the Banana toys. If the invaders were Nerubian, you could have a chance to receive the Voru’kar Leecher companion pet (among other things). They way this has worked is by means of a hidden scorecard that counted your group’s efforts against anything on the island that was part of the invaders’ ecology. So if anyone in the group earned some Azerite from killing invaders or mining Azerite near the invaders, everyone in the group had a chance at the cosmetic rewards. That chance grew based on how much invaders’ Azerite was obtained, and was also a higher chance in Heroic and even higher in Mythic difficulty Islands. We set the maximum chance you could earn at a reasonable threshold, in the hopes that players wouldn’t feel that they needed to only kill invaders and not complete the islands in a natural way. 
Of course, that’s not how it worked out. Confusion around the best way to get cosmetics led to a divergence in playstyles, with some players wishing to focus exclusively on hunting specific creatures, while others wished to win the island efficiently to get Azerite. This caused a significant amount of tension between players who had differing goals. 
In Tides of Vengeance, all players on an Expedition will have a chance to receive cosmetic rewards based on the island’s inhabitants, rather than which enemies were specifically defeated. That chance will again be higher on higher difficulties, but there will be no need to strategize around invaders. The most efficient way to receive cosmetic rewards will be whatever tactics cause you to complete the Island quickly, on the highest difficulty that you’re comfortable.
I agree with Blizzard that the two playstyles interacted badly with each other. However, I wish they had chosen the other path to be the default.  Hunting rares and specific enemies is much more fun than speeding to the goal.

What I would have preferred:
  • Expeditions are a fixed time, say 20 minutes.
  • Most Azerite at the end wins the match.
  • Normal creatures do not give Azerite, only named creatures.
  • Many normal creatures become non-hostile.
  • The "invasion" occurs at the half-way mark.
  • No Azerite elementals.
So you can't speed up the expedition, and all you have to do to win is stay ahead of the enemy. Your focus becomes finding named enemies, and doing the mini-events around the island. Then when the invasion occurs, you hunt them down and clear them out.

Wednesday, November 28, 2018

Updates

Here's what I'm up to in the various games I am playing.

World of Warcraft

We're still working on Mythic. Last week was Thanksgiving in the USA, so we basically lost all our raid days and ended up just doing the first two Mythic bosses and several Heroic bosses on one day.

We also probably need to recruit some more. We pulled in a casual for the Mythics, and he hadn't even done them on LFR!  He did manage to stay alive for both fights, so I think we should recruit him.

Other than Mythic Uldir, I'm pretty much waiting on the next patch. I am levelling a warlock alt, currently in Dustwallow Marsh. But I'm not putting a lot of effort into it. Maybe I should try to get into PvP or Mythic Keystone dungeons.

Lord of the Rings Online

I started the Captain, got to the point where you get a Herald, and decided to shelve the Captain. The Herald is just a bit too janky for me.

I ended up rolling a Ministrel. However, on the weekend, I ran into a bug where a quest item in the main prologue quest would not spawn, and that pretty much blocked me from continuing. So I created an Elf Guardian. It's somewhat ironic that I went with the base tank/healer classes after saying I would play what was fun.

The other part I'm deciding about are deeds. I really like how LotRO has deeds which reward you traits like Valor, Compassion, Charity, etc. and you can "equip" those traits to give your character bonuses. I think that's an excellent mechanic, and really emphasises the "goodness" of your character, which is very appropriate for the game.

But deeds are also a little like achievements in that you have to go out of your way, or grind a bit, to finish them. So they're somewhat optional.

Final Fantasy XIV

I haven't really played this much. I got to elemental level 20 in Eureka Anemos, and went to check out Eureka Pagos. But because you can still level in Anemos, most people are levelling there, and there are no challenge log groups in Pagos.

Destiny 2

I haven't played this in a while. There was a 13 GB patch yesterday. It's probably on the way out for me, but maybe I'll give it another whirl.

Tuesday, November 27, 2018

Alt-based Design and Battle for Azeroth

Shintar has a post reminiscing about SWTOR's Golden Launch Days. In it, she cites the premise of eight different class stories being a attractive factor:
The promise of being able to level at least eight different alts, have it be a totally different experience, and then receive continued updates for all of those unique class stories sounded absolutely amazing. That those plans ultimately weren't sustainable is another matter, but the amount of content to play through at launch was huge. And yet the game ended up with loads of players who just speed-levelled one class to cap and then complained that there weren't enough raids. I don't even know. Though speaking as someone who did raid once I hit the level cap, the first few months were good times for me too. While there was only one operation at launch, Bioware had added three more by the end of the year. It was a golden age of constant content additions.
To me, the SWTOR's experience leads me to believe that alt-based design--design which expects players to play multiple characters--is a losing strategy. I've mentioned this before in the context of SWTOR:
It really looks like alt-based design is not a good strategy. The Old Republic greatly rewards playing alts, with eight different (excellent, in my opinion) class storylines and the entire Legacy system. And yet, judging by the timeline, I would wager that the largest group of people who quit only had one max level character, and the second largest only had two. 
To me, this strongly looks like encouraging alts is a losing strategy. The better strategy for MMO design might be to assume that most people play a single character all of the time. I mean, don't go out of your way to stop people from playing alts, but just design the game assuming that everyone focuses on one character.
With that in mind, let's look at Battle for Azeroth. BfA is an example of alt-based design, with a lot of changes aimed at encouraging people to play alts. The biggest example, of course, is the separate Horde and Alliance stories, with a full three zones for each side.

But there are more examples. For example, there is no Paragon reputation, which would keep people doing World Quests on their mains. There are no Legendaries, which again encouraged play on mains in order to increase the chances of getting one. Allied Races are a big thing, and are implicitly alt-centric. Professions are much simplified, and it's a lot easier to have a stable of alts with fully-maxed professions compared with Legion.

Now personally, I don't mind a lot of these changes. I quite liked seeing both the Horde story and the Alliance story. But I do notice that I am playing my Paladin, less and less. I pretty much raid with her now. And I am less enthused when on an alt.

I think a lot of problems with BfA can be traced back to the decision encouraging alts instead of expecting people to focus on a single main character. BfA has a ton of content. But maybe it would have been better with six common zones that all characters level through.

The pro-alt crowd is very vocal, and constantly complaining about thing like reputation, and locked content, and difficulty of gearing up. But catering to them seems to make the game less satisfying for the majority of the population.

Monday, November 26, 2018

Kotaku's Blizzard Article

Last week, Kotaku ran an article on Blizzard, The Past, Present, and Future of Diablo.

It has lots of interesting tidbits about Diablo's development. Basically Blizzard opted to work on Diablo IV's development instead of a second expansion of Diablo 3. The article presents that as a "bad decision". But honestly, I remember the chatter around around D3 at the time. A lot of the gaming community didn't like the direction of D3, and Reaper of Souls didn't really change that.

It's a bit of revisionist history to say the community loves Reaper of Souls. Yes, it fixed a lot of problems in the base D3, mostly by closing the auction houses and adding the Crusader. But by and large, the people who liked D3 before Reaper liked it afterwards, and the people who didn't like D3 before Reaper still didn't like it afterwards.

So I think the decision to move on from D3 is defensible. As a fan of Diablo 3, it's not what I would have preferred, but it is reasonable.

There are is some interesting information about Diablo IV's development. The first idea, Project Hades, was a Dark Souls variant. Over-the-shoulder perspective. I think it would have failed miserably as Diablo IV. Blizzard ended up cancelling this one too.

The current project is codenamed Fenris. It's a more traditional Diablo, going back to more D2 aesthetic rather than D3. But it's a few years out, so Blizzard isn't saying anything about it publicly.

The most interesting part of the article, though, is the fact that the push for mobiles games is coming from Blizzard senior developers, not the business side. It seems to be a reaction to the very long development cycles for PC games.

An AAA PC game apparently takes a decade to build, and a mobile game takes 1 to 2 years. I can totally see devs wanting to shepard a project from inception to fruition in two years, rather than spend ten years of your life on single game, with a high possibility of seeing it cancelled halfway through. Make five different games rather than one.

The interesting underlying question is why AAA development is taking so long. Is it the art requirements? Is it the game engine that new properties require? Is it just that content creation for expected amount of playtime takes so long? Does iterative development, which Blizzard is famous for, waste too many resources, even if it produces a better game in the end?

We'll see what answers Blizzard comes up with. To be honest, this makes me more interested in Diablo Immortal, and seeing what Blizzard's new team comes up with, even if it is on mobile.

Wednesday, November 21, 2018

Zandalar

This post contains spoilers for the Horde stories in Battle For Azeroth.

I finally finished the Zandalar and Horde war stories last week on my Blood Elf Warrior.

The Horde stories are decent. I'm not as attached to the Horde as the Alliance, so I didn't think it was quite as good. Also, I think straight-back trolls look weird. They look more like misshapen humans than trolls. I much prefer the traditional Darkspear look.

I did Nazmir first, followed by Vol'dun, and then Zuldazar. In hindsight, the better order would be in reverse, Zuldazar, Vol'dun, and finally Nazmir. Zuldazar in particular really introduces you to the Zandalari.

I did like the Loa, and all the different interactions with them. The star NPC Horde-side, and probably the most memorable overall, was Bwonsamdi. A very interesting personality for a death god, more reminiscent of trickster gods (Coyote, Loki, etc.) than gods of the underworld. Superb voice acting, as well.

Though, this would be the downside of starting in Zuldazar, as Bwonsamdi is introduced properly in Nazmir.

One odd thing is that there is no story connection to the King's Rest dungeon, even though that dungeon seems like it is an important part of main story.

The war story is also interesting, perhaps more so than the Alliance one. Having Derek Proudmoore become Forsaken seems like a vastly important plot point, and it will be interesting to see where Blizzard goes with this.

Zandalar was a very good country, and between it and Kul Tiras, this expansion had an enormous amount of story content.

Tuesday, November 20, 2018

Revisiting Lord of the Rings Online

Lord of the Rings Online launched a "Legendary" server last week, with a lower level cap, slowed down levelling, and some of the original quests added back in. It's also a subscriber-only server. I gave it a whirl last night.

First of all, LOTRO has a very long download and install process. It took something like four hours before everything was fully installed. The process of subscribing is also a little janky. You have to log into a non-Legendary server first to get access to the store.

Lately, I keep debating if I should play a healer or tank so that I can join group content in new MMOs. This time around, I just chose the most appealing class, a Human Captain. It's very similar to a paladin with a 2H weapon, buffs, and heals.

Way back in 2007, I wrote a First Impressions post of LOTRO. Pretty much everything I said in that post applies today. The graphics are a bit better, but the colour palette is much the same. Movement and combat feels very similar. It is interesting to see how many elements have been incorporated into other MMOs, especially the quest tracker details.

Somehow, though, I feel a little more charitable to the game this time around. I'm enjoying the slower pace. I haven't got very far, I'm still in the introductory town of Archet. But it's really nice to see all the classic Lord of the Rings elements like Hobbits, the Rangers, and the Nazgul.

Also, there's a lot of world chat going on, which is nice to see. And for once they're not discussing WoW. Instead all the chatter is about Moria.

Monday, November 19, 2018

Blue Mage Controversy

FFXIV's newest class, Blue Mage, is proving to be quite controversial. Here's the basic outline (taken from Reddit):
  • Will start at level 1
  • Initial level cap will be 50 which will be raised at later dates
  • Gear will be from ranged magic DPS
  • Initial amount of monster skills will be a count of 49
  • 24 monster skills will be equippable at once
  • Developed more for solo, including new content "Masked Carnival" for Blue Mages
  • Various restrictions including not being able to use Duty Roulettes to enter parties
  • You can enter pre-formed party instances, but obviously the level cap is at 50
Basically, the Blue Mage learns skills by fighting monsters with that skill. There is no obvious order in which skills are gained, or what skills a Blue Mage can choose to use. This is apparently very true to the way Blue Mage has been depicted in previous Final Fantasies.

The big controversy is that SE is locking them out of random match-making content like levelling dungeons.  The obvious reason is to keep Blue Mages who don't have the necessary skills equipped or learned from negatively affecting the party.

Blue Mages can do content in pre-made parties, but in FFXIV the vast majority of content is done through automatic matchmaking.

I think it's a very interesting experiment, seeing how far SE can push the current FFXIV class/role structure. I believe they're being conservative for now. FFXIV has had several classes introduced with unique mechanics at the start, but ended up having to be brought in line with the existing classes, and much of their uniqueness removed. Dark Knight suffered from this a lot, I believe.

If Blue Mage works out, I imagine that automatic matchmaking will be opened up to allow them in, perhaps with extra requirements on which skills must be equipped.

I'm a big fan of experimentation, so I'm excited to see how this will work out.

Friday, November 16, 2018

FFXIV Shadowbringers Expansion and Blue Mage

FFXIV is having it's Fanfest this weekend, and it announced the latest expansion, Shadowbringers:


I do like that FFXIV teases things, rather than stating them outright. I'm a little tired of everything in WoW being revealed and data-mined months in advance.

Apparently, Viera (some sort of bunny race) was strongly hinted at. Yoshi-P wore a Bugs Bunny t-shirt, which is as close to gospel as FFXIV gets.

There are multiple classes coming, including Blue Mage:


FFXIV does like flamboyant casters (see Red Mage).

Blue Mage is actually coming out in Patch 4.5, but has a level cap of 50, which will be raised later. It's a little unsure what SE has in mind here. Is it like a preview, do they think they won't meet the 4.5 deadline with a full class, are they dealing with balance concerns? The last class they released in a mid-expansion patch was Rogue/Ninja, and that did have a lot of balance issues at first.

It's also possible that this isn't a regular job, but more something meant for solo play.

All in all, Shadowbringers looks pretty interesting. It sounds like the major story arc with the Ascians that started in 2.0 will come to a close. And it continues FFXIV's focus on story and traditional dungeons.

Thursday, November 15, 2018

Mythic Zek'voz

My guild killed Mythic Zek'voz last night! This puts us at 3/8 Mythic.

Been a while since I've posted a killshot
We actually killed the boss with every single person in the raid dead. Zek'voz keeled over just as the last person died. Though this is mostly because Zek'voz has a soft enrage where people are mind-controlled and need to be killed.

Mythic Zek'voz took us about three weeks or so. I think more than anything else, we just needed to put time into the fight, practice the mechanics and slowly get used to the timers.

We did this using a normal strategy, moving from one voidweaver to the next. I had an idea where half the raid attacks the left voidweaver, and the other half takes the right voidweaver. Minimize target-switching and keep people spread out and use most of the room. Sadly, we never tried it out, so I have no idea if it would work or not.

Now to see if we can repeat the kill next week. On to Vectis!

Wednesday, November 14, 2018

Overhauling Mounts

In theory, WoW has a very large number of mounts which players can ride. In practice, though, everyone seems to use the same three or four mounts: water striders, sky golems, yaks, or mammoths.

This is because these mounts have unique special abilities. Water striders can walk on water, golems can gather materials without dismounting, and yaks and mammoths have vendors so you can sell and repair.

WoW should spread out these special abilities to other mounts. Ideally, every mount should have one, and only one, special ability. That way you would have a variety of mounts to use in different situations.

Potential properties:
  • Flying - can fly
  • Fast - can move faster than normal
  • Gathering - can gather without dismounting
  • Vendors - has vendors
  • Two-Seats - can carry a passenger
  • Swimming - provides water-breathing and faster swim speed
  • Steady - cannot be dazed or dismounted
Of course, this is a nerf to Sky Golems and some Two-Seats mounts as they effectively have two special abilities. Personally, I think the Sky Golem is a little too good, and could stand a nerf.

Another possibility is to come up with a few more properties, and then let each mount have two special properties. That would lead to a bunch of combinations.

I think making sure all mounts have access to special abilities would make it more likely that a wide variety of mounts are used, and reduce the importance of getting specific chase mounts. Personally, I'm a little tired of seeing everyone on water striders, and would like to use a different mount every so often.

Tuesday, November 13, 2018

FFXIV Eureka

In Stormblood, FFXIV introduced a new area/system called Eureka. It's meant to be a more old-school group mob-grinding experience with a lot of players (up to 144 per instance). As such, it's pretty controversial, especially among the forum community which prizes "skill". I kind of like it though.

In Eureka, you have a separate "elemental" level and all your stats are synced to a fixed point. Creatures generally require a group to kill, and experience has a very high drop-off, so you're sort of restricted to a band within two levels of your own. The larger and more skilled your group, the higher you can go.

The mob density is somewhat high. You can sneak around and run behind high level monsters without aggroing them, but you have to be careful and deliberate. If you accidentally aggro a monster with a much higher level, it will kill you in one or two hits. You cannot use a mount until max elemental level.

There's also a mechanic where you can attune yourself to certain elements, and either take less damage from or deal more damage to creatures of that type.  Finally, when you kill a creature your level or higher, it starts an "XP chain", increasing the amount of XP you get. If you kill the next creature within a minute or so, the XP chain increases.

So the base way you play Eureka is get into a small group and chain-pull specific mobs around your level. As your level increases, you have to keep moving to find new mobs.  There are challenge logs which require you to kill 30 or 60 creatures of a specific element once a week for a lot of XP.

The second way to play Eureka is the Notorious Monster train. If you kill enough of a certain monster, a Notorious Monster will appear. Once an NM is killed it won't respawn for a couple of hours. So people form a train of multiple 8-man groups, and move from area to area triggering NMs.

Killing NMs usually gives more currency to upgrade gear, while challenge logs are faster to level.

There are some interesting design decisions here and there. For example, if you respawn when you die, you lose XP, even dropping you back to the previous level. But if someone resurrects you, then you don't lose anything. So you'll see people asking for resses in general chat, and healers and red mages sneaking around trying to get to them and resurrect. A small binding together of community.

Eureka is not high skill or anything, but I find it fun. It's nice to join a group and just grind, or run around in a large group attacking, healing, ressing, with some chatter.  It's low intensity group content, which I think has been missing from the current generation of MMOs. It's something you can dip in and out of. Join the train, kill a few NMs, then leave. Groups pick up new members and lose old members as time goes on. A feeling of continuous content rather than something with a defined start and end.

Friday, November 09, 2018

Destiny 2 Impressions

Activision is giving everyone on PC the base game for Destiny 2 during November. Just open Battle.net and claim it as a gift.

I gave it a whirl. It's a pretty straightforward looter-shooter. You shoot things and collect loot. I rather like the variety of weapons. The inventory system is great, as it is combined with the character pane. Items are sorted by slot, so it's really easy to use. You can break down unneeded items for cash right away.

It's a little weird, but for a futuristic shooter the story is very "high fantasy", with lots of magic, and magic-like elements running around. I suppose it's kind of necessary for a game where you can respawn from death. The story is fairly mundane so far. 

It has a fair amount of cutscenes and lots of voice acting. Nathan Fillion plays a very Nathan-Fillion-esque character. Your character doesn't say anything, but she has an AI companion, Ghost (possibly not an AI but a real ghost), who talks for you. The Ghost also delivers information to your character during missions.

I played a warlock. I'm not entirely sure what the major differences between classes are. It seems to be mostly special abilities, while primary gunplay is very similar.

One thing I had a lot of trouble with was jumping, especially as there are some jumping puzzles in the game. At first I was quite surprised at how difficult these were, but then I finally realized that I was jumping wrong.

I thought that first you pressed Space, and then pressed Space while in flight to activate your suit thrusters. It turns out that there's two completely separate jumps. Just Space is a normal jump, but Space-Space in quick succession at the very start is boosted jump. Once I figured out that there was two different jumps for the warlock, the jumping puzzles became much, much easier.

The ironic part is that when I tried a different class, the Gunslinger, jumping worked more like my original conception.

All in all, Destiny 2 is a decent game. It's free to try, though it is an 80 GB download. I'm not sure it's going to hold my interest though. The community around it is very positive, especially with the latest expansion. Apparently the game at launch was considered to have a lot of issues, but the community greatly approves of the Forsaken expansion.

Thursday, November 08, 2018

Blizzcon: What's Next for WoW

At Blizzcon, Blizzard laid out a road map for the next year or so of WoW. Here's what's coming up:

Patch 8.1
  • Releases Dec 11th
  • Raid comes out after the holidays
  • Raid - The Battle for Dazar’alor. 9-boss raid, Alliance attacks Horde capital. Includes Alliance bosses and Horde bosses. When you attack your same faction, it's like a point-of-view switch, and your raid appears as the other faction.
  • Warfront - Battle for Darkshore. Night Elves are angry. Malfurion actually does something useful.
  • Incursions - Basically Legion invasions, only this time the opposite faction attacks one of your zones.
  • Azerite armor changes - new traits, a new (fifth) ring of traits, mythic dungeons have a currency and a vendor
  • Some reputation changes - Paragon rewards, some reps will apply account-wide.
I like that the raid comes out in January. That seems like a good spacing to me. The two faction perspective is an interesting experiment, and I'm excited to see how it pans out.

I also like the pacing of the faction war. 8.0 was establishing bases and outposts. 8.1 heats things up with Incursions and the raid. Raising the stakes at an appropriate point in the story.

Patch 8.1.5
  • Allied Races - Kul Tirans and Zandalari
  • Warlords of Draenor Timewalking
  • More updates to holidays
  • PvE variant of Arathi Basin
  • Visual revamp for Warsong Gulch and Arathi Basin
  • Portal rooms for Storwind and Orgrimmar, consolidating expansion transport
I approve of breaking up the patch into smaller pieces. Hopefully this makes things easier and smoother for the development team.

Of these, I think the PvE version of Arathi Basin will be the most interesting. Key question: Will the AI fight on the road or not? And which answer is actually the correct behavior for a realistic AI?

Patch 8.2
  • Nazjatar - new zone, focus on naga and Queen Azshara
  • Azshara's Palace - 8 boss raid
  • Mechagon - megadungeon (like Karazhan)
  • Horde/Alliance story continues
  • Heroic warfronts
  • Flying is unlocked
As I really disliked Vash'jir, it's good to see that Nazjatar is on land. Karazhan was pretty popular, so Mechagon should be good. Otherwise, this patch is fairly far out, so there's not a lot of detail yet.

I believe there's also a small 2-boss raid raid coming between patch 8.1 and 8.2. And there are profession improvements, including a questline for every profession, but I'm not sure which patch it is in.

All in all, the next year of WoW looks good. Steady content and progress. I do hope Blizzard throws a curveball in somewhere, maybe in the story. I would like Saurfang to challenge Sylvanas, but then have Sylvanas defeat or kill him fairly in the Mak'gora. That would put an interesting gloss on the Horde story, making Sylvanas the "rightful" leader by all traditions.