World of Warcraft
We're working on Heroic Uu'nat at the moment. It will probably take a couple more weeks, I think. We're currently working on steadying Phase 2 and figuring out Phase 3.
Otherwise, things are pretty steady in WoW. One thing about the server transfer is now all my other characters are stuck on the old server, and it's a bit of pain to switch servers. So they're basically gathering dust now.
I am very slowly leveling a Shadow Priest. I decided to do questing-only, with no heirlooms. I like upgrading gear and watching my character change appearance as I level. But it's quite slow without heirlooms. I think I would like Blizzard to separate out the XP gain from the heirlooms. Since quest gear now scales with level, you don't really need heirlooms unless you don't want to bother with gearing entirely. Perhaps XP gain while leveling becomes a stat that you could permanently increase through various mechanics, including heirlooms.
Final Fantasy FFXIV
I'm pretty much done with Stormblood, and waiting for the next expansion. I've been leveling Ninja using the AI Squadron in dungeons. It's not bad, but it can be tricky to force the tank to take aggro on everything.
The only thing I have really left undone in Stormblood is Eureka. But I'm at an awkward stage in Pagos where I'm too low level for the bosses, but I find it hard to get a smaller challenge log group going. Content that requires groups is really hard to do if you can't find groups.
Torchlight II
I ended up deleting this. The problem here was that Torchlight is one of those games which doesn't allow you to respec. I was putting all my points into one main ability and a bunch of passives. This worked well, but got boring. I really wanted to try different builds, but that would have required making new characters. The story wasn't really gripping me, so I eventually decided that I wasn't interested in finishing the game.
Anthem
I haven't played much since the patch. I did log in and do some missions and a stronghold for the daily one day. It was actually a pretty good day in terms of loot, with two Legendaries and four or five Masterworks. I haven't tried the new stronghold yet, though.
Wednesday, May 01, 2019
Wednesday, April 24, 2019
Mythic Champion of the Light
We had a weird raid last evening. First, we went and did Normal Crucible of Storms. I think we did this mainly to get another look at Uu'nat before we start working on the Heroic version.
Then we killed Heroic Restless Cabal again. Interestingly, this was harder than our previous kill because we were trying to fully use the Promise of Power mechanic, instead of just dispelling it early.
After Cabal, the raid leader noticed that we had exactly 20 people in the raid, so we tried the first boss of Mythic Dazar'Alor: Champion of the Light. She was fairly easy, and we actually one-shot her. I think that because it was Mythic, everyone paid a lot more attention to the mechanics.
Loot-wise, it was pretty lucrative, as I got a warforged i425 shield! I also realised that our raid does not have a single 2H Strength DPS character. No Warriors, Retribution Paladins, or Death Knights. As a result, there's no one for me to leech Retribution weapons from. I was wondering why I haven't replaced my Retribution mace since Uldir.
We then tried Mythic Jadefire Champions, but that was a big step up in difficulty and coordination. We made some decent progress, but then people had to leave. So we finished up the night with the first three bosses in Heroic Dazar'Alor.
Pretty good night, all in all. It's rather unlikely that we'll have exactly 20 people again, so that's probably our only foray into Mythic this tier. To be honest, I don't mind. I do kind of miss the intricacies of Mythic raiding, but that's more than outweighed by not having to worry about roster issues or the bench.
Then we killed Heroic Restless Cabal again. Interestingly, this was harder than our previous kill because we were trying to fully use the Promise of Power mechanic, instead of just dispelling it early.
After Cabal, the raid leader noticed that we had exactly 20 people in the raid, so we tried the first boss of Mythic Dazar'Alor: Champion of the Light. She was fairly easy, and we actually one-shot her. I think that because it was Mythic, everyone paid a lot more attention to the mechanics.
Loot-wise, it was pretty lucrative, as I got a warforged i425 shield! I also realised that our raid does not have a single 2H Strength DPS character. No Warriors, Retribution Paladins, or Death Knights. As a result, there's no one for me to leech Retribution weapons from. I was wondering why I haven't replaced my Retribution mace since Uldir.
We then tried Mythic Jadefire Champions, but that was a big step up in difficulty and coordination. We made some decent progress, but then people had to leave. So we finished up the night with the first three bosses in Heroic Dazar'Alor.
Pretty good night, all in all. It's rather unlikely that we'll have exactly 20 people again, so that's probably our only foray into Mythic this tier. To be honest, I don't mind. I do kind of miss the intricacies of Mythic raiding, but that's more than outweighed by not having to worry about roster issues or the bench.
Monday, April 22, 2019
Heroic Jaina, Heroic Restless Cabal
Heroic Jaina Proudmoore
Last week, we killed Heroic Jaina and got the Ahead of the Curve feat for Battle of Daz'alor. The fight took us a fair amount of time overall, as we had a lot of problems with Phase 3.
We ended up switching to having most of the raid get frozen early during Bloodlust, and having a small group break people out. That proved to be the strategy which got us past P3, and Jaina went down shortly after.
I really like the Jaina Proudmoore fight. It feels like fighting a powerful frost mage. It matches the story quite well. There's a solid variety of mechanics, but nothing feels too contrived. Jaina using Iceblock in response to Bloodlust is simply hilarious, an outstanding mechanic. Once you master each portion of the fight, you generally have it down. Wipes never feel arbitrary, but always because you made an identifiable mistake.
Heroic Restless Cabal
After we got Jaina, we still had an hour or two left in the raid, so we went back to Crucible of Storms, this time on Heroic. The first boss took us about an hour. It's basically the same as Normal, only this time you have to do all the mechanics correctly.
If you did the fight properly on Normal, and didn't try to overpower mechanics, Heroic is just more healing and damage required. It's less difficult than Jaina.
After Restless Cabal, we took a look at Heroic Uu'nat. This one looks a lot harder, and it looks like a fun challenge to finish the rest of the tier. I also think that--unlike Cabal--we didn't do half the mechanics properly in Normal, so we'll have to learn to do them correctly.
Last week, we killed Heroic Jaina and got the Ahead of the Curve feat for Battle of Daz'alor. The fight took us a fair amount of time overall, as we had a lot of problems with Phase 3.
We ended up switching to having most of the raid get frozen early during Bloodlust, and having a small group break people out. That proved to be the strategy which got us past P3, and Jaina went down shortly after.
I really like the Jaina Proudmoore fight. It feels like fighting a powerful frost mage. It matches the story quite well. There's a solid variety of mechanics, but nothing feels too contrived. Jaina using Iceblock in response to Bloodlust is simply hilarious, an outstanding mechanic. Once you master each portion of the fight, you generally have it down. Wipes never feel arbitrary, but always because you made an identifiable mistake.
Heroic Restless Cabal
After we got Jaina, we still had an hour or two left in the raid, so we went back to Crucible of Storms, this time on Heroic. The first boss took us about an hour. It's basically the same as Normal, only this time you have to do all the mechanics correctly.
If you did the fight properly on Normal, and didn't try to overpower mechanics, Heroic is just more healing and damage required. It's less difficult than Jaina.
After Restless Cabal, we took a look at Heroic Uu'nat. This one looks a lot harder, and it looks like a fun challenge to finish the rest of the tier. I also think that--unlike Cabal--we didn't do half the mechanics properly in Normal, so we'll have to learn to do them correctly.
Thursday, April 18, 2019
Torchlight II
Since I signed up for Origin Access Premium for Anthem, I decided to see if there were any other interesting games on the service that I might like to try. I noticed Torchlight II, and thought that it would be a good light game to play. I did play the original Torchlight back in the day.
Torchlight II is very much like Torchlight. An ARPG like Diablo, but much more light-hearted. There are more pets than just the dog this time around. I also believe that there is multi-player this time, though I am playing it as single-player.
There are four classes:
Torchlight II is very much like Torchlight. An ARPG like Diablo, but much more light-hearted. There are more pets than just the dog this time around. I also believe that there is multi-player this time, though I am playing it as single-player.
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| Outlander, Embermage, Berserker, Engineer |
There are four classes:
- Outlander - Two pistols, traps
- Embermage - pretty standard elemental mage
- Berserker - Dual-wielding fast melee attacks
- Engineer - 2H melee, cannon, or 1H+Shield, with tech special abilities like bots
I'm playing an Engineer, which feels a lot like a heavy hitting melee class. A Warrior who occasionally pulls out a bot.
In some ways, there are two types of RPGs: ones where you can respec freely (like Diablo III); and ones where character decisions are set in stone. Torchlight II is the latter type. In some ways it's a little restrictive, because it stops you from experimenting. I took a main attack and a healing bot, and have otherwise been putting my points into passives. You also have to put points into your stats.
There are some interesting elements here. Gear has either a level requirement or an ability requirement. So you can use the gear early if it matches the stats you are focusing on. Or you can wait a couple of levels and it will be fully unlocked. It's an interesting way of pushing you to choose specific types of gear without locking the gear to a specific class.
Combat is fairly normal for this genre, with lots of potion-chugging. The story is decent enough, nothing too unique.
So far, Torchlight II has been a pretty fun game. It's not a game you'll play for years, but it's pretty solid. A good bonus for Origin Access, or if you find it on sale somewhere.
Wednesday, April 17, 2019
Crucible of Storms
Yesterday, the Crucible of Storms raid in WoW opened. It's a small raid with two bosses, with about the same difficulty and item level as the latter half of Battle For Daz'alor. Similar to the Trial of Valour raid from Legion.
First off, there is a quest line leading to this raid. If you have not done so, do a Naga invasion. There's usually one active at all times. A mob will drop the item which starts the quest chain. It's a pretty neat quest, and actually leads into the mechanics used in the raid.
The items in particular seem to have less stats, but an equip effect which is somewhat double-edged. For example, I got a belt which heals you for 70k if you drop below 35%, but deals 60k damage to you over 6 seconds. I gave the belt to one of our tanks to try out.
We decided to try the new raid on Normal, and extend the Jaina lockout from last week. The raid was fairly easy on Normal difficulty. The fights revolve around three artifacts. In the first fight you have work around the different artifact powers, and in the second fight you have to use those same powers to your advantage.
One very interesting mechanic introduced is effects that turn you hostile to the other people in the raid, but do not mind control you. So you're still attacking the boss, but you can't be healed, can't heal others, and you take damage from cleaves.
For Holy Paladins, you have to be careful with Holy Shock. It's very easy to accidentally Shock someone else in the raid for damage if you don't realise that they're hostile.
All in all, it was a fun raid, with some very unique mechanics. The loot is particularly interesting, with lots of weird effects.
First off, there is a quest line leading to this raid. If you have not done so, do a Naga invasion. There's usually one active at all times. A mob will drop the item which starts the quest chain. It's a pretty neat quest, and actually leads into the mechanics used in the raid.
The items in particular seem to have less stats, but an equip effect which is somewhat double-edged. For example, I got a belt which heals you for 70k if you drop below 35%, but deals 60k damage to you over 6 seconds. I gave the belt to one of our tanks to try out.
We decided to try the new raid on Normal, and extend the Jaina lockout from last week. The raid was fairly easy on Normal difficulty. The fights revolve around three artifacts. In the first fight you have work around the different artifact powers, and in the second fight you have to use those same powers to your advantage.
One very interesting mechanic introduced is effects that turn you hostile to the other people in the raid, but do not mind control you. So you're still attacking the boss, but you can't be healed, can't heal others, and you take damage from cleaves.
For Holy Paladins, you have to be careful with Holy Shock. It's very easy to accidentally Shock someone else in the raid for damage if you don't realise that they're hostile.
All in all, it was a fun raid, with some very unique mechanics. The loot is particularly interesting, with lots of weird effects.
Monday, April 15, 2019
Star Wars News
Apparently there was some sort of Star Wars celebration over the weekend, as several different announcements were made.
Star Wars IX: The Rise of Skywalker
"The Rise of Skywalker"? Seriously? Is that really the best Disney could come up with?
I hope Rey doesn't turn out to be of the Skywalker bloodline. I really liked VIII's reveal that she had no special heritage. Hopefully "Skywalker" will turn out to be a title or name she assumes. Or maybe it refers to Kylo Ren, who is a Skywalker.
Star Wars Jedi: Fallen Order
Is it just me, or are the game devs making better Star Wars movies than the movie people?
Apparently, Fallen Order is a pure single-player game, with no micro-transactions. A bold move for EA, we'll see how it pans out.
The trailer feels a little reminiscent of Kyle Katarn and the Jedi Knight games. I liked those games back in the day, so hopefully this one will turn out well.
The Old Republic: Onslaught
No snazzy trailer here, but SWTOR announced that the next expansion will launch in September. The quick feature list is:
They also announced that they're trying to do some interesting things with gear, including more sets and items which changes your abilities. A little like the old Glyph system in WoW. It should be interesting to see how things turn out.
Star Wars IX: The Rise of Skywalker
"The Rise of Skywalker"? Seriously? Is that really the best Disney could come up with?
I hope Rey doesn't turn out to be of the Skywalker bloodline. I really liked VIII's reveal that she had no special heritage. Hopefully "Skywalker" will turn out to be a title or name she assumes. Or maybe it refers to Kylo Ren, who is a Skywalker.
Star Wars Jedi: Fallen Order
Is it just me, or are the game devs making better Star Wars movies than the movie people?
Apparently, Fallen Order is a pure single-player game, with no micro-transactions. A bold move for EA, we'll see how it pans out.
The trailer feels a little reminiscent of Kyle Katarn and the Jedi Knight games. I liked those games back in the day, so hopefully this one will turn out well.
The Old Republic: Onslaught
No snazzy trailer here, but SWTOR announced that the next expansion will launch in September. The quick feature list is:
- New Storyline
- New Planet - Onderon
- New Planet - Mek-Sha
- New Flashpoint - Corellia
- New Operation - Dxun
- New Species - Nautolan
- New Level Cap - 75
They also announced that they're trying to do some interesting things with gear, including more sets and items which changes your abilities. A little like the old Glyph system in WoW. It should be interesting to see how things turn out.
Monday, April 08, 2019
Random Thoughts on Battle For Azeroth
Just some thoughts about Battle For Azeroth which have been bouncing around in my head over the last little while.
General
A lot of people seem to think BFA is a "bad" expansion. I confess that I don't really see this. To me, BFA seems more or less like Legion. I liked Legion, and I like BFA.
Story
The base zone stories in BFA are quite good. I do think that effectively requiring you to level both a Horde and an Alliance character will be deemed a mistake in hindsight. But as I have max level characters on both sides, it's not much of a barrier.
As for the faction war story, I didn't have very high expectations, thanks to my predictions about the nature of war. I think BFA has shown that the basic logic of those posts were sound and correct. However, Blizzard has managed to exceed my expectations in the handling of the war. So where many other people seem to be disappointed, I'm actually impressed that they did as good a job as they did.
Azerite Armor
Azerite armor was a decent attempt at fixing the issues with both artifact weapons and legendaries in Legion. However, Azerite armor really demonstrated that character power must be monotonically increasing, as mathematicians would put it. Players will not accept a temporary reduction of power now in exchange for future power later.
And as always, it falls victim to people theorycrafting the best options, and everyone ignoring all the others.
Island Expeditions, Warfronts
In my opinion, the last two expansions gave us several solid "evergreen" systems. For example, Warlords gave us the modern LFR/Normal/Heroic/Mythic raiding structure, which is quite good. Legion replaced dailies with World Quests and Emissaries. Legion also gave use Mythic Keystones, which are excellent small-group content for players in the higher tiers.
I believe that Blizzard is looking for a new system or mechanic for players below that tier, for whom Mythic Keystones are not a good fit. Players who are casual, and primarily use Group Finder to make groups instead of guilds or Party Finder. Basically the type of player who currently tops out in Heroic Dungeons or LFR.
Blizzard basically took two cracks at the problem with Island Expeditions and Warfronts. I'm not sure either was entirely successful. Though here, it's hard to tell. The vocal part of the WoW player base, the people who post on the forums, are not the target audience, they're in the tier above. Overall, Warfronts have probably been better received than Island Expeditions.
I think Blizzard has been looking for something for this group of players for a long while. Their last attempt was Scenarios in Mists of Pandaria, and given that Scenarios never appeared again, we can gather that they weren't successful.
General
A lot of people seem to think BFA is a "bad" expansion. I confess that I don't really see this. To me, BFA seems more or less like Legion. I liked Legion, and I like BFA.
Story
The base zone stories in BFA are quite good. I do think that effectively requiring you to level both a Horde and an Alliance character will be deemed a mistake in hindsight. But as I have max level characters on both sides, it's not much of a barrier.
As for the faction war story, I didn't have very high expectations, thanks to my predictions about the nature of war. I think BFA has shown that the basic logic of those posts were sound and correct. However, Blizzard has managed to exceed my expectations in the handling of the war. So where many other people seem to be disappointed, I'm actually impressed that they did as good a job as they did.
Azerite Armor
Azerite armor was a decent attempt at fixing the issues with both artifact weapons and legendaries in Legion. However, Azerite armor really demonstrated that character power must be monotonically increasing, as mathematicians would put it. Players will not accept a temporary reduction of power now in exchange for future power later.
And as always, it falls victim to people theorycrafting the best options, and everyone ignoring all the others.
Island Expeditions, Warfronts
In my opinion, the last two expansions gave us several solid "evergreen" systems. For example, Warlords gave us the modern LFR/Normal/Heroic/Mythic raiding structure, which is quite good. Legion replaced dailies with World Quests and Emissaries. Legion also gave use Mythic Keystones, which are excellent small-group content for players in the higher tiers.
I believe that Blizzard is looking for a new system or mechanic for players below that tier, for whom Mythic Keystones are not a good fit. Players who are casual, and primarily use Group Finder to make groups instead of guilds or Party Finder. Basically the type of player who currently tops out in Heroic Dungeons or LFR.
Blizzard basically took two cracks at the problem with Island Expeditions and Warfronts. I'm not sure either was entirely successful. Though here, it's hard to tell. The vocal part of the WoW player base, the people who post on the forums, are not the target audience, they're in the tier above. Overall, Warfronts have probably been better received than Island Expeditions.
I think Blizzard has been looking for something for this group of players for a long while. Their last attempt was Scenarios in Mists of Pandaria, and given that Scenarios never appeared again, we can gather that they weren't successful.
Friday, April 05, 2019
Epic's Digital Storefront
Lately, one problem I've been having with the gaming community is that so many issues go like this:
![]() |
| My foray into outdated memes |
Case in point is Epic's new digital storefront. Everyone is complaining about games being exclusive on Epic's store. But this was entirely predictable and expected.
When Epic announced the store, the major point which set them apart from Steam was that Epic's cut would be 12%, compared to Steam's 30%. Developers would get 88 cents of every dollar instead of 70 cents.
But developers are not Epic's customers. Developers are Epic's suppliers!
The only point in giving a supplier a better price is so that they will sell the product to you instead of selling it to your competitors. Or in other words, exclusives. Epic's entire strategy is centred around exclusives, and has been from the very beginning.
It is an interesting strategy, certainly. Steam is so consumer-focused that it is hard to see what Epic could have offered that could compete consumer-side. They could have offered a lower average price. Of every Steam dollar, give the developer 70 cents, take 12 cents, and effectively "give" the consumer 18 cents. But Steam sales are so steep that pretty much all the cost-conscious consumers would probably wait for those rather than buy at the default Epic price.
There is the curation issue, I suppose. People complain that there's a lot of junk on Steam. But is this a real problem for consumers, given that you can search for the specific game you want? I don't think Steam has gotten to the point where search fails, which is where curation becomes really valuable.
Ultimately, I think Epic's exclusives strategy was entirely predictable. It's also possibly the only strategy with a chance of breaking Steam's hold on the market. I expect that while Epic may pay lip service to complaints about exclusives, they're going to ignore the community clamour, and follow this strategy until they get established.
Wednesday, April 03, 2019
Anthem's Development
Jason Schreier has written an article on Anthem's development: How Bioware's Anthem Went Wrong. It's a very interesting read, and explains a lot about why Anthem is as it is.
In particular, there's a saying, "It's better to make a bad decision than no decision at all" which I think really applies here. It seems like until Mark Darrah came on board, the leadership kept flip-flopping. The whole going back and forth on flight, which is a core game system, is a real indicator of problems.
As the article states, you have to design your entire world very differently if you can fly. Think of the current Anthem world, which is very vertical to take full advantage of the ability to fly.
EA comes off surprisingly well in this. Other than the directive to use Frostbite, which is not unreasonable, they seemed very hands-off until presented with an unacceptable product. They seemed to be the only adults in the room willing to exercise judgement.
One thing that I've seen a lot of people talk about is that Bioware did not like referencing Destiny, preferring Diablo 3. I don't think this is as bad as people are making it out to be. The problem with referencing something too close to your project is that you'll often just end up making a slightly-better version. Of course, if you ignore that game, you might end up making the same mistakes as the first game. It's a hard line to judge. I think the decision to avoid looking at Destiny is defensible.
I do like Anthem, though. I enjoyed levelling through the story, and the basically game play is very fun. It's a good secondary game. I play for about an hour every other day or so. Log in, go through all the dailies, slowly improve my Javelins.
The fact that the team managed to put this together after such a rough development process is actually somewhat heartening. Hopefully they will be given enough resources to improve it further. The fact that they have a clearer identity and vision now should be very helpful.
In particular, there's a saying, "It's better to make a bad decision than no decision at all" which I think really applies here. It seems like until Mark Darrah came on board, the leadership kept flip-flopping. The whole going back and forth on flight, which is a core game system, is a real indicator of problems.
As the article states, you have to design your entire world very differently if you can fly. Think of the current Anthem world, which is very vertical to take full advantage of the ability to fly.
EA comes off surprisingly well in this. Other than the directive to use Frostbite, which is not unreasonable, they seemed very hands-off until presented with an unacceptable product. They seemed to be the only adults in the room willing to exercise judgement.
One thing that I've seen a lot of people talk about is that Bioware did not like referencing Destiny, preferring Diablo 3. I don't think this is as bad as people are making it out to be. The problem with referencing something too close to your project is that you'll often just end up making a slightly-better version. Of course, if you ignore that game, you might end up making the same mistakes as the first game. It's a hard line to judge. I think the decision to avoid looking at Destiny is defensible.
I do like Anthem, though. I enjoyed levelling through the story, and the basically game play is very fun. It's a good secondary game. I play for about an hour every other day or so. Log in, go through all the dailies, slowly improve my Javelins.
The fact that the team managed to put this together after such a rough development process is actually somewhat heartening. Hopefully they will be given enough resources to improve it further. The fact that they have a clearer identity and vision now should be very helpful.
Sunday, March 31, 2019
War of the Spark Trailer
Wizards of the Coast unveiled the trailer today for the latest Magic: the Gathering set, War of the Spark. This is the culmination of the story for the last seven years or so. The trailer quite quickly hit 4 million views, so it's clearly struck a chord in the gaming community.
You know, if someone had described this trailer to me, I would have been skeptical. Time flowing backwards, showing events in reverse. The unironic use of a cover of Linkin Park's In the End. And yet, it works.
Perhaps the aspect that makes it work is that the central character is Lilliana Vess, the necromancer planeswalker who represents the color Black. Black is selfish and ruthless, and Lilliana is all of those things. In the Magic community, Black's tagline is "Greatness, at any cost."
Yet Lilliana is still very popular, and is perhaps the character that WotC has done the best job with.
You know, if someone had described this trailer to me, I would have been skeptical. Time flowing backwards, showing events in reverse. The unironic use of a cover of Linkin Park's In the End. And yet, it works.
Perhaps the aspect that makes it work is that the central character is Lilliana Vess, the necromancer planeswalker who represents the color Black. Black is selfish and ruthless, and Lilliana is all of those things. In the Magic community, Black's tagline is "Greatness, at any cost."
Yet Lilliana is still very popular, and is perhaps the character that WotC has done the best job with.
Friday, March 29, 2019
8.1.5 Horde War Campaign, Heroic Mekkatorque, Heroic Blockade
Horde War Campaign
I finished the Horde War Campaign. It's basically the prequel to Alliance-side. I do like how Blizzard is implementing the choices. It's not a huge change, but my Blood Elf Warrior is a Sylvanas loyalist, so it's fun setting it up as an infiltrator into the rebel's plans, and reporting to Nathanos. In essence, your character is directly responsible for the last cutscene where Zelling is killed and Baine arrested.
The more interesting part of the Horde quests was the continuing Vol'jin story. This was actually very extensive. I'm not really sure where this is going, perhaps Vol'jin will become a loa in Rezan's place. But if you don't have a max level Horde character, I strongly recommend levelling one to see this story.
I've mentioned this before, but you really need both an Alliance character and a Horde character to get the full impact of the BFA story. I'm still not sure that this was the best of ideas on Blizzard's part.
Heroic Mekkatorque
We had multiple sub-5% wipes on Mekkatorque on Tuesday. So last night, we jumped right back into it and killed him within two pulls. It was a very messy kill, with only the two tanks and a healer alive at the end.
I'm not sure why we have so much trouble with that last phase. We go into it with a full raid, and then just start getting picked off. I think part of it might be tank movement. We drag the boss around quite a lot, instead of moving him in a predictable manner. I think adjusting to that is where we lose people at the end.
Heroic Stormwall Blockade
In contrast, Blockade was much easier. We spent an hour and a half, and got a fairly clean kill. Really, the only difference is that you have to know how to do both boats, as the tidesages switch at 50%. Otherwise, it's very similar to normal, just with a bit more damage, and a bit stricter timing.
We even got to spend an hour on Heroic Jaina. That fight is going to take us some time to learn, I think. We got to phase 2 though it all falls apart quite quickly. Haven't made it to the ice wall yet.
I finished the Horde War Campaign. It's basically the prequel to Alliance-side. I do like how Blizzard is implementing the choices. It's not a huge change, but my Blood Elf Warrior is a Sylvanas loyalist, so it's fun setting it up as an infiltrator into the rebel's plans, and reporting to Nathanos. In essence, your character is directly responsible for the last cutscene where Zelling is killed and Baine arrested.
The more interesting part of the Horde quests was the continuing Vol'jin story. This was actually very extensive. I'm not really sure where this is going, perhaps Vol'jin will become a loa in Rezan's place. But if you don't have a max level Horde character, I strongly recommend levelling one to see this story.
I've mentioned this before, but you really need both an Alliance character and a Horde character to get the full impact of the BFA story. I'm still not sure that this was the best of ideas on Blizzard's part.
Heroic Mekkatorque
We had multiple sub-5% wipes on Mekkatorque on Tuesday. So last night, we jumped right back into it and killed him within two pulls. It was a very messy kill, with only the two tanks and a healer alive at the end.
I'm not sure why we have so much trouble with that last phase. We go into it with a full raid, and then just start getting picked off. I think part of it might be tank movement. We drag the boss around quite a lot, instead of moving him in a predictable manner. I think adjusting to that is where we lose people at the end.
Heroic Stormwall Blockade
In contrast, Blockade was much easier. We spent an hour and a half, and got a fairly clean kill. Really, the only difference is that you have to know how to do both boats, as the tidesages switch at 50%. Otherwise, it's very similar to normal, just with a bit more damage, and a bit stricter timing.
We even got to spend an hour on Heroic Jaina. That fight is going to take us some time to learn, I think. We got to phase 2 though it all falls apart quite quickly. Haven't made it to the ice wall yet.
Wednesday, March 27, 2019
FFXIV Tokyo Fanfest
It's been a while since I've checked into FFXIV. SE had the Tokyo Fanfest last weekend, where they revealed most of the details about the next expansion: Shadowbringers. Here's the full trailer:
SE also revealed details about the new jobs and races in the expansion, and the reveals were surprising controversial.
Other than the previously revealed Gunbreaker, the second new job will be Dancer. Dancer is going to be a ranged DPS class that uses throwing weapons. It's in the same category as Bards and Machinists. FFXIV differentiates between "ranged DPS" and "caster DPS". Ranged DPS are usually more support oriented.
Apparently a lot of people were expecting Dancer to be a healer. The forums are full of salt from disappointed healers.
SE also revealed the new races: Hrothgar (male-only bestial cat people); and Viera (female bunny girls). There's only one of each gender, and that decision is even more controversial than Dancer.
SE's reasoning was pretty logical from their point of view. Apparently they only wanted to make two more rigs because of the amount of work multiple races cause. They wanted to do Hrothgar, but they knew that players would be extremely disappointed if Viera were never made. So they swapped female Hrothgar for female Viera.
Personally, I'm okay with having races with only a single gender represented, especially in a game where race is mostly cosmetic. Gender-locked classes are more annoying.
All in all, Shadowbringers is looking pretty good. The final Main Story Quest installment for Stormblood just came out yesterday. I haven't done it yet, but hopefully I'll be able to get to it soon.
SE also revealed details about the new jobs and races in the expansion, and the reveals were surprising controversial.
Other than the previously revealed Gunbreaker, the second new job will be Dancer. Dancer is going to be a ranged DPS class that uses throwing weapons. It's in the same category as Bards and Machinists. FFXIV differentiates between "ranged DPS" and "caster DPS". Ranged DPS are usually more support oriented.
Apparently a lot of people were expecting Dancer to be a healer. The forums are full of salt from disappointed healers.
SE also revealed the new races: Hrothgar (male-only bestial cat people); and Viera (female bunny girls). There's only one of each gender, and that decision is even more controversial than Dancer.
SE's reasoning was pretty logical from their point of view. Apparently they only wanted to make two more rigs because of the amount of work multiple races cause. They wanted to do Hrothgar, but they knew that players would be extremely disappointed if Viera were never made. So they swapped female Hrothgar for female Viera.
Personally, I'm okay with having races with only a single gender represented, especially in a game where race is mostly cosmetic. Gender-locked classes are more annoying.
All in all, Shadowbringers is looking pretty good. The final Main Story Quest installment for Stormblood just came out yesterday. I haven't done it yet, but hopefully I'll be able to get to it soon.
Tuesday, March 26, 2019
Level Squish and Zones Done
The WoW development team is discussing a potential "level squish", reducing the maximum level to something much lower. With 120 levels, new abilities are spread out, and there are large gaps where nothing much changes when you level up.
One of the problems I have these days with blogging is that it seems I've already written about the topic of the day. This time we have a post from 2009: Time to Max Level. In that post, I propose that the time to max level should be roughly the same, regardless of what the maximum level is.
Rather than looking at time, though, let's take a look at a different angle:
How many zones should a new character complete before you reach the current expansion?
I suggest that this should be a constant. That a new character should do about eight zones before reaching the current expansion. That's enough time to level up, see several different stories and feel that you are ready to take on the latest content.
However, there are far more than 8 zones in the current levelling path. It would be better to construct multiple paths from beginning to the current expansion, then allow a new character to pick her path at the start. The current options would be something like:
One of the problems I have these days with blogging is that it seems I've already written about the topic of the day. This time we have a post from 2009: Time to Max Level. In that post, I propose that the time to max level should be roughly the same, regardless of what the maximum level is.
Rather than looking at time, though, let's take a look at a different angle:
How many zones should a new character complete before you reach the current expansion?
I suggest that this should be a constant. That a new character should do about eight zones before reaching the current expansion. That's enough time to level up, see several different stories and feel that you are ready to take on the latest content.
However, there are far more than 8 zones in the current levelling path. It would be better to construct multiple paths from beginning to the current expansion, then allow a new character to pick her path at the start. The current options would be something like:
- Kalimdor
- Eastern Kingdoms
- Outlands and Northrend
- Cataclysm and Pandaria
- Draenor and The Broken Isles
You start an new character and can choose to go to Outlands or Cataclysm zones or Draenor right away. The first continent gets you about half-way, and the second continent gets you to the current expansion. That's about enough time that you'll be satisfied with leveling, and the multiple paths means that each alt can have a different experience.
When Battle for Azeroth is done, maybe it becomes a second-half zone, and when the expansion after that is done, the two of them become a sixth path for alts.
Another advantage this would have is that it breaks up the weirdness in timelines that happens with Outlands and Northrend. You don't suddenly go back into the past after doing post-Cataclysm Azeroth.
The biggest problem, though, is that if you're a completely new player, you'll only see a small fraction of the total story on your way to the current expansion. On the other hand, it won't take you forever to get there either. And each zone can be paced appropriately and not go by in a blur.
Other people's posts on level squish:
Other people's posts on level squish:
- The Ancient Gaming Noob - Where would a Level Squish Get Us?
- Gnomecore - Leveling and Azeroth 2.0
- Biobreak - World of Warcraft's level squish is not the solution
Tuesday, March 19, 2019
Kul Tiran Recruitment, Heroic Rastakhan
Kul Tiran Recruitment
The quest line to unlock the Kul Tiran Allied Race was really well done. It had you revist all the zones in Kul Tiras, and had several callbacks to the levelling experience.
Being able to name the new Alliance flagship was a very nice touch, especially as Blizzard got the location names to match what you picked. I went with Tiffin's Melody.
The only issue I had is that Blizzard tried too hard to "surprise" you with the fact that shipwright was female. In fact, it was really obvious because a lot of the sentence construction and word choices used were unusual, and served no purpose beyond veiling the shipwright's gender. And whenever writers do this, they invariably make the character female.
Whenever authors do this it feels as though they are condescending to the audience. Like the audience is so obviously prejudiced that they cannot possibly conceive of a female shipwright, and so it falls to the enlightened writer to educate the audience.
Heroic Rastakhan
We also killed Heroic Rastakhan. Surprisingly, this was the first night we attempted him, and the previous boss had taken a while. But Heroic Rastakhan isn't that different from Normal. We actually tried a different strategy to start, but then we gave up and went back to our Normal positioning.
The only real difficulty is the phase where the raid is split in two, and once you have that down, the fight is pretty much done.
We then tried Heroic Mekkatorque for an hour or so. I think that fight may take us a few nights. It seems pretty obvious that we aren't executing correctly on Normal, as we had a lot of gigavolt charges blowing up in the middle of the raid. That should have been a mechanic we mastered previously.
The quest line to unlock the Kul Tiran Allied Race was really well done. It had you revist all the zones in Kul Tiras, and had several callbacks to the levelling experience.
Being able to name the new Alliance flagship was a very nice touch, especially as Blizzard got the location names to match what you picked. I went with Tiffin's Melody.
The only issue I had is that Blizzard tried too hard to "surprise" you with the fact that shipwright was female. In fact, it was really obvious because a lot of the sentence construction and word choices used were unusual, and served no purpose beyond veiling the shipwright's gender. And whenever writers do this, they invariably make the character female.
Whenever authors do this it feels as though they are condescending to the audience. Like the audience is so obviously prejudiced that they cannot possibly conceive of a female shipwright, and so it falls to the enlightened writer to educate the audience.
Heroic Rastakhan
We also killed Heroic Rastakhan. Surprisingly, this was the first night we attempted him, and the previous boss had taken a while. But Heroic Rastakhan isn't that different from Normal. We actually tried a different strategy to start, but then we gave up and went back to our Normal positioning.
The only real difficulty is the phase where the raid is split in two, and once you have that down, the fight is pretty much done.
We then tried Heroic Mekkatorque for an hour or so. I think that fight may take us a few nights. It seems pretty obvious that we aren't executing correctly on Normal, as we had a lot of gigavolt charges blowing up in the middle of the raid. That should have been a mechanic we mastered previously.
Friday, March 15, 2019
8.1.5 Alliance War Campaign
The Alliance War Campaign for 8.1.5 is fairly reactive. Things are happening horde-side, and the Alliance is basically watching the fallout. Shades of this older post of mine:
The writers' work with Jaina has been the major standout this expansion. They've done an excellent job with her all around.
I wasn't really on-board with all the "Garrosh 2.0" complaints about the storyline earlier. But it's looking more and more like this expansion will be a re-tread of the Pandaria story line. There's some differences, notably Sylvanas is treating the rest of the Horde much better. But her character and motivations are really mysterious. There's been no attempt to get Horde players to sympathise with her or her aims, even if you disagree. That lack makes it really seem like they're setting her up to be deposed.
Oh well, there's still plenty of time left in the story. Perhaps Blizzard will surprise us.
I think this story illustrates the disadvantages of "going big". If Sylvanas hadn't burned down Darnassus, there's actually a lot more room for the story to manoeuvre. But because she did, the story points in one direction. Though imagine a scenario where Sylvanas sues for a peace or truce that leaves her as Warchief still. Anduin agrees to this truce (as his nature inclines him to), and that causes a schism in the Alliance as the Night Elves, Worgen, and Kul Tirans strongly disagree. That would be an interesting turn of events, and move the "civil war" over to the Alliance side.
Now in Pandaria, we see the end result of that. One side had to go evil to make the war "fit" with modern sensibilities. Thus one of Garrosh or Varian had to go bad, and Garrosh was the one chosen.
That sets up two stories: a civil war within the Horde, and the Alliance attempts to finish Garrosh. Of those two stories, the civil war is always going to be the more interesting story.
There's a nice cutscene, though:
The writers' work with Jaina has been the major standout this expansion. They've done an excellent job with her all around.
I wasn't really on-board with all the "Garrosh 2.0" complaints about the storyline earlier. But it's looking more and more like this expansion will be a re-tread of the Pandaria story line. There's some differences, notably Sylvanas is treating the rest of the Horde much better. But her character and motivations are really mysterious. There's been no attempt to get Horde players to sympathise with her or her aims, even if you disagree. That lack makes it really seem like they're setting her up to be deposed.
Oh well, there's still plenty of time left in the story. Perhaps Blizzard will surprise us.
I think this story illustrates the disadvantages of "going big". If Sylvanas hadn't burned down Darnassus, there's actually a lot more room for the story to manoeuvre. But because she did, the story points in one direction. Though imagine a scenario where Sylvanas sues for a peace or truce that leaves her as Warchief still. Anduin agrees to this truce (as his nature inclines him to), and that causes a schism in the Alliance as the Night Elves, Worgen, and Kul Tirans strongly disagree. That would be an interesting turn of events, and move the "civil war" over to the Alliance side.
Wednesday, March 13, 2019
Patch 8.1.5, Heroic Conclave, Glimmer Build
Patch 8.1.5
Patch 8.1.5 launched yesterday. As it was raid night, I only did Magni's quest to get 10 ilvls for the Azerite necklace. That quest was pretty short, featuring a return to Uldir and a couple of cutscenes. It felt a bit more like set up for future developments (in 77 cycles, a nod to the 77 day patch cycle of Legion).
I'll probably continue the main campaign line next, though I'm considering making a Kul Tiran druid. Of course, I've never actually finished levelling an Allied race character. So it will probably languish as an alt.
Heroic Conclave
We got Heroic Conclave down tonight. Pretty fun fight, though I think we still aren't positioning the frog quite correctly. In particular, I use Avenging Crusader during the Paku phase, which means I have to be in melee on the edge, and inevitably I get bounced when the frog jumps there.
Also Conclave is a little annoying because you have to look through translucent mobs to marks on the ground beneath them. The translucent mobs don't actually do anything but act as timers (and a marker in the case of Paku), so it is unfortunate that they take up space in the arena.
Avenging Wrath Buff
Paladins got a small buff to Avenging Wrath in this patch:
Edit: Apparently a bunch of cooldowns for different classes got a small effect on use. I guess Blizzard just wanted to add some "punch" to these abilities.
Glimmer Build
I tried the Glimmer build in the raid. My Retribution chest had Glimmer so I reforged that to try it out.
My verdict: I disliked the build.
I was performing a little worse than normal, but a lot of that was unfamiliarity with the build, and generally Holy Shocking the wrong target. In particular, the same people often took damage, and I would instinctively Holy Shock someone who already had Glimmer on them.
What I found, though, is I really disliked the number of Crusader Strikes you use. The priority is Holy Shock > Light of Dawn > Crusader Strike, and sometimes it felt like I was spending half my GCDs on Crusader Strikes instead of healing.
As well, it felt like you had to be stricter about staying in melee. The old build, you want to be in melee, but it's not strict about it. If the boss is moving, you can heal and then catch up to melee. I did do a fair bit more DPS with the Glimmer build than normal, though. And mana seemed much more forgiving with the Glimmer build.
In any case, I switched back when we took a break in the raid to the standard Judgment of Light build. Given that we did get Conclave after that, maybe I'll take it as a sign that the JoL build is the one for me.
Patch 8.1.5 launched yesterday. As it was raid night, I only did Magni's quest to get 10 ilvls for the Azerite necklace. That quest was pretty short, featuring a return to Uldir and a couple of cutscenes. It felt a bit more like set up for future developments (in 77 cycles, a nod to the 77 day patch cycle of Legion).
I'll probably continue the main campaign line next, though I'm considering making a Kul Tiran druid. Of course, I've never actually finished levelling an Allied race character. So it will probably languish as an alt.
Heroic Conclave
We got Heroic Conclave down tonight. Pretty fun fight, though I think we still aren't positioning the frog quite correctly. In particular, I use Avenging Crusader during the Paku phase, which means I have to be in melee on the edge, and inevitably I get bounced when the frog jumps there.
Also Conclave is a little annoying because you have to look through translucent mobs to marks on the ground beneath them. The translucent mobs don't actually do anything but act as timers (and a marker in the case of Paku), so it is unfortunate that they take up space in the arena.
Avenging Wrath Buff
Paladins got a small buff to Avenging Wrath in this patch:
Avenging Wrath now causes your next Holy Shock, Light of the Protector, Templar’s Verdict, or Divine Storm to critically strike.A little unusual for a mid-expansion buff. I'm not really sure what prompted this change.
Edit: Apparently a bunch of cooldowns for different classes got a small effect on use. I guess Blizzard just wanted to add some "punch" to these abilities.
Glimmer Build
I tried the Glimmer build in the raid. My Retribution chest had Glimmer so I reforged that to try it out.
My verdict: I disliked the build.
I was performing a little worse than normal, but a lot of that was unfamiliarity with the build, and generally Holy Shocking the wrong target. In particular, the same people often took damage, and I would instinctively Holy Shock someone who already had Glimmer on them.
What I found, though, is I really disliked the number of Crusader Strikes you use. The priority is Holy Shock > Light of Dawn > Crusader Strike, and sometimes it felt like I was spending half my GCDs on Crusader Strikes instead of healing.
As well, it felt like you had to be stricter about staying in melee. The old build, you want to be in melee, but it's not strict about it. If the boss is moving, you can heal and then catch up to melee. I did do a fair bit more DPS with the Glimmer build than normal, though. And mana seemed much more forgiving with the Glimmer build.
In any case, I switched back when we took a break in the raid to the standard Judgment of Light build. Given that we did get Conclave after that, maybe I'll take it as a sign that the JoL build is the one for me.
Monday, March 11, 2019
Anthem Loot Issues
On Friday before the patch, there was a brief window where loot in Anthem dropped like crazy. The patch restored loot rates to normal. Since then the Anthem community has been clamouring for loot rates to return to that pre-patch state.
In my opinion, Anthem loot rates are correct up to Grandmaster 1. Every difficulty should have a purpose:
In my opinion, Anthem loot rates are correct up to Grandmaster 1. Every difficulty should have a purpose:
- Easy - for people who find Normal too hard, or perhaps people soloing
- Normal - go through the initial story
- Hard - finish levelling to max, equip Javelin with epics
- GM1 - replace epics with masterworks
- GM2+ - replace masterworks with better versions
I think that GM1 loot rates are fine for that primary job. It won't take you very long get masterworks for most of your slots. At which point you should move up to the next level.
It's like Torment I in Diablo 3. Torment I doesn't actually drop that many legendaries, probably a bit less than one per rift. You farm Torment I until you have legendaries for most slots, and then you move up.
Anthem, however, does make that last stage, where you are chasing better versions of your masterworks, more difficult than it needs to be. I do think that drop rates in GM2 and especially GM3 could be increased a fair bit.
I also think the community outcry is excessive. It's been two days, over a weekend. I think it's unreasonable to expect a response on an issue like this so soon.
In some ways, maybe this is Bioware's fault for trying to respond to earlier issues so quickly. Rather than giving them credit for that fast response time, it's just conditioned the audience to expect that, and become upset when responses don't appear that fast.
Wednesday, March 06, 2019
New Holy Paladin Glimmer Build
A new Holy Paladin healing build has popped up recently, one based around the new Azerite trait introduced in 8.1: Glimmer of Light:
Here's a more detailed article: A Glimmer of Hope for Holy Paladins in BFA.
Apparently, the build plays more like a druid putting HoTs on the raid than a traditional paladin build. It's also quite powerful, as many of the top parses are using it.
There's all sorts of interesting nuances to this build. You eschew Judgment of Light, which has been a staple for so long. You go back to a single Beacon. You don't use Avenging Crusader, though you have to be in melee more.
You even want to take one Retribution Azerite trait, Light's Decree. I admit I was very confused when I saw people in the Holy Discord channel asking about that.
I haven't tried the build yet, as I think I only have 2x Glimmers. But maybe I'll try and pick up that third Glimmer and give it a whirl.
Holy Shock leaves a Glimmer of Light on the target for 30 sec. When you Holy Shock, all targets with Glimmer of Light are damaged for 1076 or healed for 1587.The basic idea is that you get 3x Glimmer of Light traits on your Azerite gear, and then use your talents to get as many Holy Shocks as possible. You try to put Glimmer on as many people as possible, and each Holy Shock then acts like a mini-Beacon of Light to all your Glimmered targets. You also have to be in melee and using Crusader Strike to get more Holy Shocks.
Here's a more detailed article: A Glimmer of Hope for Holy Paladins in BFA.
Apparently, the build plays more like a druid putting HoTs on the raid than a traditional paladin build. It's also quite powerful, as many of the top parses are using it.
There's all sorts of interesting nuances to this build. You eschew Judgment of Light, which has been a staple for so long. You go back to a single Beacon. You don't use Avenging Crusader, though you have to be in melee more.
You even want to take one Retribution Azerite trait, Light's Decree. I admit I was very confused when I saw people in the Holy Discord channel asking about that.
I haven't tried the build yet, as I think I only have 2x Glimmers. But maybe I'll try and pick up that third Glimmer and give it a whirl.
Monday, March 04, 2019
Guild Updates, Server Transfers and Names
As you may remember, the guild I was in for Legion and BFA imploded in the beginning of February. The remaining officers and a few others from that guild transferred to a new server and went Horde.
The previous guild leaders came back, and formed a new guild from the remaining players. We've been raiding with another guild on Doomhammer for the past couple of weeks. They're a pretty good group and are around our age, skill level, and preferred schedule. We've picked up Heroic Grong and Heroic Opulence, and are working on Heroic Conclave.
In any case, the Doomhammer guild asked us to server transfer and join up with them. Our guild leaders want to step back from the work of recruitment and building up the new guild to a point where we could raid on our own. So they, and most of the other people in our new guild have decided to transfer.
I'm probably going to join them, but there's one thing holding me back. My main name, Coriel, is taken on Doomhammer. It's taken by a level 90 blood elf paladin, who I think left the game in Mists of Pandaria.
I am rather loathe to change names, since that character has had that name since Vanilla. But I guess I'll have to do so. If it was a low level alt, I'd try and get it released, but it looks like someone's endgame main.
Several of the secondary names I use are free on that server, so it's not a huge deal. It's not like I'll have to resort to alternate characters. Though, amusingly, one person who was trying to invite me to a group recently asked what the code was for the "i" in Coriel, automatically assuming it was something special.
The other thing I'm considering is, since I have to change names anyways, is switching to a male character. I don't talk a lot in Discord, and I think some people have started assuming I'm female. It's kind of unusual, because in the past the default assumption has always been male. But maybe it's the combination of healer + female character + not talking. Either way, it's a little awkward, so I'm thinking of switching.
Server transfers are annoying, though. They're simultaneously too easy and too difficult. They're easy enough so that people don't really bat an eye at transferring a single main to join a specific guild on a different server. But it's also annoying to have characters spread out on multiple servers.
The previous guild leaders came back, and formed a new guild from the remaining players. We've been raiding with another guild on Doomhammer for the past couple of weeks. They're a pretty good group and are around our age, skill level, and preferred schedule. We've picked up Heroic Grong and Heroic Opulence, and are working on Heroic Conclave.
In any case, the Doomhammer guild asked us to server transfer and join up with them. Our guild leaders want to step back from the work of recruitment and building up the new guild to a point where we could raid on our own. So they, and most of the other people in our new guild have decided to transfer.
I'm probably going to join them, but there's one thing holding me back. My main name, Coriel, is taken on Doomhammer. It's taken by a level 90 blood elf paladin, who I think left the game in Mists of Pandaria.
I am rather loathe to change names, since that character has had that name since Vanilla. But I guess I'll have to do so. If it was a low level alt, I'd try and get it released, but it looks like someone's endgame main.
Several of the secondary names I use are free on that server, so it's not a huge deal. It's not like I'll have to resort to alternate characters. Though, amusingly, one person who was trying to invite me to a group recently asked what the code was for the "i" in Coriel, automatically assuming it was something special.
The other thing I'm considering is, since I have to change names anyways, is switching to a male character. I don't talk a lot in Discord, and I think some people have started assuming I'm female. It's kind of unusual, because in the past the default assumption has always been male. But maybe it's the combination of healer + female character + not talking. Either way, it's a little awkward, so I'm thinking of switching.
Server transfers are annoying, though. They're simultaneously too easy and too difficult. They're easy enough so that people don't really bat an eye at transferring a single main to join a specific guild on a different server. But it's also annoying to have characters spread out on multiple servers.
Thursday, February 28, 2019
Solution to A Makes B Worse
There's one interesting mistake pattern that Bioware has made a couple of times so far in Anthem.
Basically, Bioware predicted that Situation A would be problematic and devised a solution for A. However, in practice, it turns out that Situation B is more common, and that solution actually makes B worse.
For example, take tethering in missions. If you get too far away from the group, a warning pops up and then the game will automatically port you to the group (unfortunately, this requires a loading screen). It's clearly intended for people who go the wrong way, or get turned around, or just get lost. Porting that player to the group is a great solution for this situation.
However, it turns out that the more common scenario is for one player to be a little bit slower than the group, and she falls behind a little bit. Maybe she's not as good at flight, or took a few seconds to look around before taking off. She's still going in the right direction, and will catch up eventually. However, the tethering mechanic triggers and can port her, which is very annoying.
Bioware made the mechanic more forgiving in the Day One patch. However, the basic issue remains. There are too many false positives with the tethering mechanic.
A similar thing is happening in quick-play. If someone leaves a mission, then the spot is back-filled from the quick-play queue. This is a great solution to handle people who just leave missions for arbitrary reasons. But it turns out that the reason most people don't leave missions arbitrarily. Most of the time they leave missions is because the mission is bugged, which is a really good reason to leave. Then quick-play people get back-filled into the instance and can't do anything, end up leaving as well, and the cycle continues. Even if only a tiny percentage of missions bug out, those are the ones that people will always see in quick-play.
One has to wonder if it would have been better if Anthem just did not back-fill at all. If someone leaves, well, you carry on with three people. Quick-play always starts you with a fresh mission.
The main thing here is that the "effectiveness" of the solution depends on the frequency of the problem. If getting lost was more common than falling behind, there would be minimal complaints about tethering. If people leaving was more common than bugged missions, quick-play back-filling would be a great solution.
Of course, these issues will get fixed by narrowing the solution. Maybe tethering will consider if you are moving in the right direction before triggering. Or back-filling might put a cap on the number of people that fill. Like the queue will fill 2 empty spots, but after that it will mark the mission as unsalvageable, so no more people cycle in.
Basically, Bioware predicted that Situation A would be problematic and devised a solution for A. However, in practice, it turns out that Situation B is more common, and that solution actually makes B worse.
For example, take tethering in missions. If you get too far away from the group, a warning pops up and then the game will automatically port you to the group (unfortunately, this requires a loading screen). It's clearly intended for people who go the wrong way, or get turned around, or just get lost. Porting that player to the group is a great solution for this situation.
However, it turns out that the more common scenario is for one player to be a little bit slower than the group, and she falls behind a little bit. Maybe she's not as good at flight, or took a few seconds to look around before taking off. She's still going in the right direction, and will catch up eventually. However, the tethering mechanic triggers and can port her, which is very annoying.
Bioware made the mechanic more forgiving in the Day One patch. However, the basic issue remains. There are too many false positives with the tethering mechanic.
A similar thing is happening in quick-play. If someone leaves a mission, then the spot is back-filled from the quick-play queue. This is a great solution to handle people who just leave missions for arbitrary reasons. But it turns out that the reason most people don't leave missions arbitrarily. Most of the time they leave missions is because the mission is bugged, which is a really good reason to leave. Then quick-play people get back-filled into the instance and can't do anything, end up leaving as well, and the cycle continues. Even if only a tiny percentage of missions bug out, those are the ones that people will always see in quick-play.
One has to wonder if it would have been better if Anthem just did not back-fill at all. If someone leaves, well, you carry on with three people. Quick-play always starts you with a fresh mission.
The main thing here is that the "effectiveness" of the solution depends on the frequency of the problem. If getting lost was more common than falling behind, there would be minimal complaints about tethering. If people leaving was more common than bugged missions, quick-play back-filling would be a great solution.
Of course, these issues will get fixed by narrowing the solution. Maybe tethering will consider if you are moving in the right direction before triggering. Or back-filling might put a cap on the number of people that fill. Like the queue will fill 2 empty spots, but after that it will mark the mission as unsalvageable, so no more people cycle in.
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