Tuesday, September 03, 2019

WoW Classic Observations, Part 2

More WoW Classic observations:

  • Ragnaros and Onyxia have been killed already, pretty much putting a stake through the heart of the "Classic is hard!" crowd. As someone observed, Queen Azshara has about as many mechanics as all of Molten Core combined.
  • I was a bit surprised when Ragnaros died. I thought Hydraxian Waterlord rep would gate the kill. But apparently you can grind Hydraxian Waterlord rep in Silithus or something, so people were able to obtain enough Aqual Quintessence to spawn Ragnaros.
  • I'm really not feeling the druid. After playing a bit more and trying to analyse why, I think I just don't like shape-shifting for some reason. Druid is also the one original class I've never really been able to level on Retail either, and I think it is for much the same reason. Maybe it's part of my aversion to transmog, where I like seeing my character look change as I level.
  • I did try to tank Ragefire Chasm at level 12. This was probably a small mistake, as many enemies are level 15 and bosses are level 16. It did get better when I dinged 13 in the middle of the dungeon. Also, druid is completely missing AoE threat and a ranged pull in Bear form (at that level), so gathering mobs was a little difficult. Apparently you get Swipe at 16, in time for Deadmines or Wailing Caverns, which would have made life a lot easier.
  • I've been trying several other classes, but I really cannot pick a class to focus on.
  • We are beginning to see more and more posts suggesting that--for a lot of players--Blizzard was right when they said "You think you want it, but you don't." I think Classic is actually improving the view of Retail by highlighting the things Retail does better.
  • I think the wider WoW community is beginning to coalesce around the phrase "Retail is a better game. Classic is a better world." I've seen it posted in multiple discussion threads by multiple people, and it is always highly rated and gets positive responses. In a month or so, I predict this will be the accepted wisdom in the WoW community.

Thursday, August 29, 2019

More WoW Classic Thoughts

Tuesday was raid night in BfA so I didn't play much Classic. We did log on after the raid to set up a Classic guild, which was mostly a round of collecting silver and signatures from people running to Razor Hill. I did get a chance to play more on Wednesday. Here are some random thoughts:

  • It looks like Blizzard bit the bullet and drastically increased the number of layers per server. While this has greatly reduced queues, it will probably cause them grief when it comes time to collapse those layers. But I guess they're kicking the can down the road, and figuring that queues later are better than queues now.
  • I find it pretty funny coming across skeletons in Mulgore. You can tell that, yup, a lowbie got jumped by a few mobs and died here.
  • Speaking of which, I've seen some people claim that these deaths are evidence that Classic is hard, and I don't think that's correct. It's very easy to avoid dying in Classic. Pull carefully, don't attack more than one mob at a time, run away if a second one engages. It's more that people are impatient, and willing to push the edge. And then sometimes they misjudge and die.
  • I've got Corhal up to level 10, though I haven't done the druid quest (bear form, I believe) yet. I'm not really "feeling" the druid, though. I'm not sure if I should keep going, or try a different class. After all, I will have bear and cat forms eventually, and those might be more interesting than casting.
  • The one thing I really, really like in Classic is the chat. Now maybe this is just because it is launch, but it is very nice to see conversations going on. I do think that the amount of downtime does help, though. It's very easy to type something quickly while drinking or eathing to regen mana and health after a fight.
  • It's funny to see much of the lowbie conversation revolve around bags. Six-slot bags are the equivalent of epics in Mulgore.

Tuesday, August 27, 2019

Classic WoW Launch!

Yesterday, WoW Classic launched. There were major queues on many (if not all) of the servers. I was at work during the actual launch. When I got home, there was about a 90 minute queue on Atiesh. So I left it running and went and did some chores.

When I finally got in, I made a male Tauren druid named Corhal. In contrast to many of the other posts I've seen, the starting area was fairly empty. There were a few other people, but there was plenty of space for questing. It was also fairly quiet, with no chat, which I found unusual.

It's possible that I was one of the first to be assigned to a fresh layer, as it seemed like there were more people as time went on, and chat became livelier. One positive about the chat is that people seemed disinclined to talk about current WoW. Another amusing thing about Mulgore chat is that people keep losing the ghost wolf for the Rite of Vision escort quest, and have to be directed by chat to the cave with the quest.

In any case, I did all the initial quests, and grouped up with a warrior and a hunter to do the quests in Bristleback Ravine. We even found a quest in a cave that I had never seen before!

I ended up logging off when I got to Bloodhoof village, at level 5. Fun times. Hopefully the queues calm down quickly.

Monday, August 26, 2019

Social Addons in Classic WoW

Blizzard announced that they would take steps to break a Looking-For-Group addon for Classic WoW:
We’ve been closely following the community discussion around this add-on for WoW Classic, as well as analyzing it to make sure we understand how it works. After careful examination, we believe the nature of ClassicLFG is incompatible with our social design for Classic. Thus, in an upcoming patch (in the weeks following launch), we will be adding restrictions to the Classic add-on API that will significantly limit this add-on and others like it. 
In line with what we shared at BlizzCon last year, we intend to be very careful about allowing add-on functionality that might undermine aspects of the social dynamics that are core to the Classic experience, even in cases like this where it’s clear that the addon author had no ill intent and was simply trying to provide a service to the Classic community. Ultimately, if a streamlined group-finding system was something we considered compatible with Classic, we would have kept the modern Premade Group Finder tool rather than choosing to remove it from the Classic client. 
It’s difficult to articulate a clear-cut rule for exactly when an add-on crosses the line. However, when an add-on goes beyond presenting information or providing aesthetic customization, and attempts to create an interconnected social network that relies on other players also using that same add-on, we are likely to scrutinize it particularly closely.
I did predict that the addon community would attempt to replicate the "convenience" of modern WoW. But it is very interesting that Blizzard is going to take steps to stop them. In particular, Blizzard singles out the automation of social networks as perhaps the primary difference between Classic and modern WoW.

It is perhaps ironic that this is mimicking society at large. Facebook, Tinder, Instagram, Twitter. Instead of older, more manual methods like writing letters, assemblies/dances, writing articles for publication, etc.

I'm not really sure where I am going with this. Maybe the old, manual, ways were better for social cohesion. Maybe the modern, automated, ways are better as they make it easier to find like-minded people, or just to get things done without all the social maintenance required.

Either way, Classic is going to be a very intriguing experiment.

Wednesday, August 14, 2019

Classic Name Reservation

My guild has decided to go Horde for Classic. We are making characters on Atiesh, one of the North American PST PvE servers. I think most people in the guild will be treating their Classic characters like an alt on retail

I jumped on and reserved three names on Atiesh. I'm not sure if they really fit Horde characters, though.

Going Horde immediately solved the dilemma of playing a paladin or not. It's simply not an option for Horde. Now, however, I have no idea what I want to play. I'm thinking about an Undead Priest, an Orc Warrior, a Tauren Druid, or maybe an Undead Mage. Or maybe a Rogue of some sort.

I am ruling out Hunters, Warlocks, or Shaman. I'm leaning against dealing with ammo, soul shards, and pets. And Shaman, seems to much like the same problems as Paladins. Though now that I am writing things down, maybe it would be nice to play one of these classes.

Heh, in some ways it would have been easier if we had gone Alliance. I probably would have just ended up with my default of Human Paladin.

Thursday, August 01, 2019

Heroic Ashvane, Orgozoa, Queen's Court

We killed Lady Ashvane, Orgozoa and the Queen's Court in the Eternal Palace Heroic raid tonight.

We struggled the most on Ashvane, simply not getting enough damage before getting overwhelmed. I think that will become easier as we get used to the fight, especially breaking the coral. We were not doing well with it. I did get a new healing mace from Ashvane, though.

Heroic Orgozoa, I think is undertuned compared to Ashvane. We actually one-shot it. I think it would have been fine if it had come before Ashvane, but after Ashvane it was a little easy.

Heroic Queen's Court took us a few tries, but it's one of those fights where there are a few mechanics which absolutely have to be handled perfectly, but once you get those down, the rest of the fight is straightforward.

Perhaps it is because we didn't have a lot of turnover from last tier, but we're really moving along at a steady clip in Heroic Eternal Palace. I rather imagine the next two bosses are going to take a few weeks.

Tuesday, July 23, 2019

Updates

Been a while since my last post. I'm not sure what happened. There was so much content released recently that I've been spending all my time playing instead of writing.

World of Warcraft

I've basically been alternating between Nazjatar and Mechagon. I'm still Revered with both factions. I haven't had a chance to do the Mechagon dungeon yet.

For the Eternal Palace raid, we've cleared it on Normal, and have killed the first three bosses on Heroic. It's a pretty good raid, with some interesting fights.

Final Fantasy FFXIV

I finished the main story, did the new dungeons, and have tried the new raid on Normal difficulty.

The new raid, Eden, is pretty interesting. I actually like the story a lot, better than the MSQ. It's interesting, and I have no idea where they are going with it.

SE is introducing a lot of new mechanics in this raid. For example, there's a delayed timer mechanic. You get the marker for the next mechanic (basically stack or spread) like normal and boss does the cast. But then the cast finishes, the marker disappears and a countdown starts over your head. When the countdown disappears, whatever mechanic originally targets you goes off.

It's a pretty good raid overall.

Tuesday, July 09, 2019

FFXIV Shadowbringers MSQ Review

This post contains significant spoilers for Shadowbringers.

I finished the Main Story Quest for FFXIV: Shadowbringers last night. I have mixed feelings on it. I should note that everyone else seems to be raving about the story, and are extremely happy about the expansion. So I appear to be out of step with the community at large.

When I see a new story or game, there are two dimensions along which I evaluate it: execution, and ambition. And perhaps I value ambition too highly. I'd rather see something where the creators aim high, and stumble. Of course, the best works are those which combine the two successfully.

Shadowbringers is a case of superb execution, but also far less ambition than the previous expansions. And that makes Shadowbringers somewhat of a disappointment to me.

I should start off with the good. The small moments, the characterisation, the interactions with the Scions, the dungeons and trials, all are absolutely excellent. The best FFXIV has ever been.

However, suppose I told you a story about a demon invasion. The demons invaded, conquered the lands, and magically created an eternal night. People wandering outside might get attacked and killed by roaming demons. Demons sometimes transform their prey into new demons. The hero needs to lift the night by killing the demon lords. There's one human kingdom which allies with the demons. None of the kingdoms are particularly new or interesting, mostly because they're all remnants of older kingdoms from before the invasion.

This is a pretty cliche fantasy story. One that's been done many times. Yet this is exact same story of the first 80% of Shadowbringers, only with a palette swap. Instead of being shown as "demons", the enemies are shown as "angelic". Instead of eternal night, it's an eternal day. Only there is zero difference in behavior. The change is only skin-deep.

The last 20% is an Ascian story. But it did not feel much different than the Lahabrea story from ARR. The execution was superb, true, with a great villain and set-pieces. But ultimately it was just a retread of what had happened before. There were moments where I thought the Ascian would do something new, take the story in a different direction, and break new ground. But ultimately that never happened, and everything fell into the old patterns.

I would rate Heavensward as the best expansion, then Stormblood, then Shadowbringers, and finally ARR. Stormblood stumbled a bit in execution, but I thought it was more interesting and more ambitious than Shadowbringers.

Monday, July 01, 2019

FFXIV Shadowbringers Dungeon Trust System

This post may contain minor spoilers for FFXIV: Shadowbringers. I am trying avoid major ones, though.

Final Fantasy XIV launched early access for its latest expansion, Shadowbringers, this weekend. I'm still in the middle of the story, so no comments on that yet. However, I thought I'd take a look at one of the new systems introduced: Trusts for dungeons.

The new 4-man dungeons in Shadowbringers can be done entirely with NPCs. The NPCs available depend on the story line leading to the dungeon. All the roles are covered, though, so the player can choose any role.

I've done the first three dungeons using the Trust system, playing as a tank. In general it works quite well. The NPCs do mechanics correctly, they move out of AoEs, and stack appropriately. It's actually pretty useful, as you can just mimic them if you don't know what to do for a particular mechanic. You cannot give the NPCs any orders, they just do their thing, as if you were playing with other players.

There's also no queue time for the dungeons when using a Trust. It works better with the story, as using the same NPCs makes it feel more seamless, and allows SE to add appropriate commentary.

SE also tried to add some personality into how the NPCs do things. For example, there's one fight which creates a chasm between the party and the boss. There's a thin zig-zagging bridge you can use to cross the chasm. One NPC, who's something of a hothead, just ran across the bridge with no hesitation. Another one, a magic-user, used a personal teleport spell to get across. The third NPC is timid, and she slowly and hesitantly walked across. She did not make it across before the rest of us finished that mechanic.

So why play with normal people instead of using a Trust? The biggest difference is that the NPCs are slow and have lower DPS. They do not AoE at all, and single-target everything. Even in pulls which have eight small things, and are quintessential AoE pulls, the NPCs will kill one by one. It isn't that bad, as they will focus the same target, and are generally very predictable, so tanking is easy.

The first dungeon I did with a Trust took 35 minutes, with no wipes. I estimate it would have taken around 25 minutes with a normal group of players. So using the NPC Trust increases the time taken by 50% or so. However there is no queue time.

As a result of this, I think people will be very happy to use Trusts for the first time through the dungeon, while doing the story. But after that, when leveling other classes, they'll probably choose to play with other people. A few people--who really don't want to play with others--will stick with Trusts. It was pretty clever of SE to use time as the factor to separate players and NPCs, while ensure that ultimate success is still the likely outcome.

Thursday, June 27, 2019

8.2 Nazjatar

World of Warcraft released patch 8.2, Rise of Azshara, this week. It introduced two new zones, Nazjatar and Mechagon. You go to Nazjatar first. I haven't really started Mechagon, so these are just impressions of Nazjatar.

Nazjatar is an interesting zone. The story line unlocks a faction which you ally with. For Alliance, it's the Waveblade Ankoan, who are basically fish-men. There are a lot of quests, and things to find and unlock.

Gameplay-wise, the zone is a combination of dailies and world quests, which actually work fairly well together. A lot of the dailies are more general, like "kill 15 Naga", which you can do anywhere on the island. You also choose one of three Ankoan companions who fight alongside you, and have three specific daily quests to level up. So you try to do dailies and World Quests at the same time, completing the dailies on the way to and from the World Quests.

I chose the hunter companion, who honestly comes across as a bit emo. I think I'll try the shaman next.

The combination of having some quests which are tied to a specific location, and others which are more general, is very good. It allows you to play a mini-optimising game with your quests each day.

There's also lots of puzzle quests in Nazjatar. Everyone was complaining about this one where you have to rescue someone by bouncing on jellyfish. I thought it was pretty easy, as I one-shot it. Maybe it was beginner's luck, but all you need to do is turn and face the next platform/jellyfish as you are being bounced.

Nazjatar also has Benthic armour, which you can buy and upgrade with the currency found in the zone. I'm not entirely certain if it's something a raider should pursue, or if it's mostly for solo players, alts, and filling in holes. I blew most of my currency on fixing an Abyssal device, which doesn't seem to do anything, but might be used in crafting later. So gear is mostly moot for me at this point.

One thing is that the armour is random, but whatever stats it has is maintained as it upgrades. So it's possible that the ideal is gambling until you get a piece with the best secondaries and a socket, and then upgrading that. The initial armour is very cheap as well, which lends itself to this strategy.

Edit: Apparently the secondaries and special Benthic bonuses are fixed for each item slot. All belts have the same secondaries and Benthic bonus, etc. So if you want to gamble, it's really only for tertiary stats like leech and sockets.

Second Edit: Apparently the above is not quite right. Some slots have multiple "types" of Benthic armor. Each type has specific secondaries and bonuses. Like there are three different plate legs.

All in all, Nazjatar is a pretty interesting zone, with a variety of activities. It should be interesting to see how things unfold, especially as there is a second zone to balance it out.

Sunday, June 23, 2019

A Worrying Sign for Classic?

My latest experiences in the WoW Classic Beta have made me more pessimistic about the success of the WoW Classic. To wit, the early zones, Elywnn Forest and Westfall, are already dead. Honestly, they died faster than many of the other "failed" MMOs which I've tried.

I ended up deleting all the characters I made and started fresh with a Priest. There are very few (like on the order or 5 or less) people in Elywnn Forest. Local chat is completely dead.  I got up to Hogger, and then spent time on the weekend going, "LFG Hogger".  After three different sessions, I finally got a level 9 dwarf hunter to take pity on me and we teamed up and killed Hogger.

Westfall is pretty much the same. There isn't even anyone just hanging out in Goldshire. In Retail, there's always people dueling or jumping around in Goldshire.

Classic is a game which requires other people. If there are no other people around, it becomes a very frustrating experience.

Now, maybe everyone is on higher level characters, and focusing on them. Though Stormwind was pretty empty as well. Maybe people aren't playing because it is Beta, and they're saving their powder for when Classic launches.

I guess my advice to people thinking about Classic is to make sure you do not miss the initial wave of players. If you fall behind, Classic will rapidly become a lot less fun.

Thursday, June 20, 2019

Classic Stress Test Thoughts

Blizzard started a stress test for Classic yesterday, where anyone in NA with a WoW subscription could try Classic. The servers will be up for a day or two, if you didn't get to try Classic out.

I found the test quite funny. Blizzard was clearly testing their server stability, as they put way too many people in the zone for game-play purposes. I made a mage, and I had a lot of trouble finishing the very first quest. I'd start casting a Fireball at a kobold, and someone would tag it before the cast finished.

In the end, I resorted to running up to the kobold, hitting it with my staff to tag it, and only then start casting Fireballs.

The conversation in the zone was very lively, and everyone was remarking how this was totally unlike retail servers where it's silent. That's true, but the Beta servers were like that at the start, and now they're dead silent.

If I was making an MMO, I would strongly consider adding a world chat channel that everyone on the server is in.  There's a critical mass of people necessary to get chat going. For zone chat, it really only exists in the starting zones, and really only at launch.

Or maybe, like Blizzard is having layers for the world, have "layers" for chat that expand and contract depending on the number of people. Maybe the game starts with one chat for the starting zone, and all the other zones have the same chat. Then as people starting levelling up, maybe the first two zones share the same chat, and so on.

Wednesday, June 12, 2019

Classes in an Alternate Burning Crusade

Continuing on from my previous post on races, another major mistake The Burning Crusade expansion made was with classes. Specifically allowing Alliance Shamans and Horde Paladins.

I've discussed this before, but I think that the Alliance in particular lost a lot of its identity when the Horde got paladins. Especially as the Silver Hand opened up to both factions, but the Horde had separate orders for the Blood Knights and Sunwalkers.

In an alternate TBC, paladins could stay Alliance, and shamans could stay Horde. As long as Blessing of Salvation (and the equivalent totem) is removed, there would be no real imbalance.

Then, assuming an alternate Wrath comes along, perhaps the Horde could get Death Knights, and the Alliance gets Demon Hunters (since both Night Elves and Blood Elves are Alliance in my alternate timeline).

I think reinforcing the faction division mechanically, with different classes that play significantly different, would be a much better path. WoW chose to homogenise the factions. In the long run, I think that was not a good decision.

Tuesday, June 11, 2019

Personal Loot Needs an 'Any Specialization' Option

Quick thought from raiding tonight. Personal Loot needs an 'Any Specialization' option.

Right now, you can choose 'Current Specialization' or pick a specific specialization. But at this point in farming, an 'Any' option would be really nice. If you're a Holy Paladin, you might get a Ret weapon, or a Prot trinket, without giving up the chance to get a Warforged Holy item.

The other option is basically switching loot specializations on all the different bosses, which is rather fiddly. As well, it's unfortunate when one specific boss has items from different specs, and you have choose which spec to forego.

Perhaps a small change, but I think it would make Personal Loot a bit better.

Monday, June 10, 2019

Graehl's FFXIV Videos

I came across Graehl on Youtube. He makes FFXIV informational videos which are absolutely superb. They're clean and efficient, and present new data beautifully.

Check out his video introducing the new Dancer class:


The class looks really cool. The "dance" mechanic is quite novel for MMOs (even if it is just Simon Says), and I'm quite intrigued as to how it will work in actual group content.

Speaking of FFXIV, I'm really excited about Shadowbringers, especially the class overhauls. However, I don't really want to play FFXIV right now, and level classes with the old mechanics. Ironic.

Tuesday, June 04, 2019

Revisiting the Deadmines

I finally reached a point where I could take on the first Alliance dungeon, the Deadmines. Luckily a guildie was looking for a final DPS spot, and I was the quickest to respond. The group was a warrior tank, a paladin healer, a rogue, a hunter, and my paladin. All about level 17 or 18.

The run was ... interesting.

It wasn't bad. People generally knew what they were doing. But we didn't use any crowd control. The warrior tank didn't really have any AoE threat, but played as if she did. So the rogue and I often ended up tanking individual mobs.  The warrior also didn't have any ranged weapons, likely because she had not gone to Darnassus to train them yet. So every pull was a body pull or a charge.

I did enjoy playing the old-style paladin. Mostly dealing damage, tanking the occasional mob, throwing out a heal every so often. Especially on VanCleef, when the healer went out-of-mana at about 30%, so I healed the last bit.

We did wipe once in the middle, too many goblin runners.  The hunter had run out of ammo, so he took a spirit res to buy some more. Then the others ran out of the dungeon to help him get back, though he did die once on the way. I stayed in the dungeon to make sure it didn't reset.

Most of the bosses were fairly easy. After VanCleef, we jumped down to get Cookie, but pulled too many mobs and died. At that point the healer called it, and the group disbanded. In total, the run took about an hour and half.

I'm not really sure what to think about that run. On the one hand, it wasn't entirely successful. We wiped twice. It took a fairly long time. We didn't even clear the entire dungeon.

On the other hand, it was memorable. It made for a better story than the fast, efficient, successful runs of modern WoW. Is that valuable? It's good for your first run of a dungeon to be memorable, but I rather expect you want your hundredth run of that same dungeon to be fast, efficient and successful.

Sunday, June 02, 2019

Races in an Alternate Burning Crusade

Assuming Classic is a success, what is the future of Classic servers? The most probable option is that Blizzard releases The Burning Crusade for Classic, following the same path as Classic.

But playing with Classic Beta has lead me to believe that TBC made several big mistakes, which weakened the setup of Classic WoW. In some ways, an alternate TBC, with several changes and essentially new content, would be a better future. Of course, Classic would have to be spectacularly successful for Blizzard to green-light something like this. And even then, they may not, believing that fidelity to what was released is more important.

The biggest mistake, in my opinion, was having the Blood Elves join the Horde.

In Classic, the Horde has a very strong identity. They are the monsters, banding together for survival. In the immortal words of Zangief from Wreck-It Ralph, "You are bad guy, but this does not mean you are bad guy."

The blood elves really weaken this. They're pretty elves. Blizzard tried their best to give them a dark backstory, but when you join a group where 4 of 5 characters are blood elves, it just doesn't feel like the Horde, not the way a Classic Horde group does. Now, maybe Blizzard did need a pretty race to balance the factions numerically, but that balance came at the cost of the Horde's identity.

What I would suggest is that the Alliance gets the Blood Elves, and the Horde gets the Worgen. Werewolves are classic monsters, and would fit in with the Horde. Of course, this would invalidate pretty much all of current WoW's story lines.

A later expansion could give the Horde goblins, and the Alliance draenei. Keeping the Horde's identity as the "monstrous" faction, and keeping the Alliance as the "normal RPG" faction would serve make the factions more distinct.

Thursday, May 30, 2019

Revisiting Tera Online

I've been playing Tera Online over the last few weeks. It's pretty interesting to see what they've changed.

They've streamlined leveling a fair bit. You just follow the main story quests and you don't have to do any of the zone quests. The story quests give you armor, and special relic weapons drop at certain level ranges which gives you a good weapon. Monsters are a bit easier to defeat while leveling. Most leveling dungeons have been repurposed for 3-people of any class, rather than needing a tank or healer.

I leveled a Castanic Valkyrie to 65, the start of current content. The Valkyrie is a spear-wielding class with several AoE moves, so her combo chains have lots of spins. She also builds combo points on enemies, and detonates them for large amounts of damage.

For the most part following the story quests worked well, though there were a couple of points near the end where they ended up in a dungeon for which I had outlevelled the instance finder, but was tedious to solo. That was fine for the most part, I just went back and finished up when I reached 65.

Technically, 65 isn't the cap, the real cap is 70. But apparently it takes weeks to level up from this point. Current content is a long grind, I guess.

For the most part, I really enjoyed my time in Tera. I still think the combat is excellent. The stories were not exactly good, but they were fun in a cheesy way. It was nice to see the conclusions to all those stories I started so long ago.

If you treat it as kind of a quasi-single-player game, levelling a character to 65 in Tera Online is a lot of fun. I don't know if I'll continue playing, or if I will try out a new character, but I really enjoyed the time I spent in the game these last few weeks.

In any case, here's the highlight of all Tera Online posts. Let's see what sort of ludicrous armor my character has to wear. Actually, I find this the most hilarious part of Tera, seeing the different, shameless, armor styles. Here's my Valkyrie in her current armor (from the login screen):

Tuesday, May 28, 2019

Classic Thoughts, Part II

Other People in Classic

A long time ago, I observed that:
It's a little unfair to the developers, but the best reason to play WoW instead of other MMOs is that you don't have to listen to people talking about WoW.
Well, now you can play WoW while listening to people constantly talk about WoW. Either castigating Battle for Azeroth or reminiscing about 15 years ago. It's non-stop, and it's like these people don't have any other conversation.

Truthfully, it makes me less inclined to play Classic.

Grouping and Questing

Regarding the discussion of grouping and questing, I came across this old post of mine from TBC days: Is Questing Anti-Social. An excerpt:
I think people don't group because they are ambivalent about approaching strangers. Maybe it's fear of rejection, a desire not to impose on someone else, or feeling bad about asking for help. But my experience is that a lot of people are perfectly willing to group up, they just don't want to be the one to ask. And because you can solo most quests, they don't ask unless they have to.
I think we are already seeing this issue in the Beta. Classic is a game which works best when groups are formed easily. But people simply don't like to group.

Will Classic Weaken Guilds on Live?

My current guess is that Classic will attract a great deal of attention on launch. But over the next three months, it will lose 90% of its audience. It will still stabilise at a few hundred thousand, numbers any other MMO would envy.

I don't think that Live will lose significant numbers to Classic. However, I wonder if the "type" of people who switch from Live to Classic will matter.

Basically, the type of people who will be very attracted to Classic are the highly social and the organizers. They'll be the ones who will be able to handle the grouping, who have a rolodex of friendly tanks or healers. In Live, though, these are the people who form the strong core of guilds. Guild leaders, officers, etc.

Numerically, these people are outnumbered by the rank-and-file. But they're the type of people who's loss hurts the most. I look at my current guild, and I think I have a general sense of who would be most interested in Classic. If we lost half of them at the same time, it would hurt us a lot.

I think something similar happened before, when 10-man raids were introduced. The core of many existing raid teams focused on 10-mans, but a lot of the rank-and-file ended up dropping away.

Monday, May 27, 2019

Classic Thoughts From The Weekend

More observations and thoughts on WoW Classic, from the Beta:
  • I am really unsure how successful Classic will be. Sometimes I think it will do well, but then I see three groups going "LF Tank for DM" in Westfall chat, and I become more sceptical.
  • One group even offered to pay the tank 15 silver. It's been years since I've seen that. Also, it is amusing how 15 silver is a valuable reward in Classic.
  • I made a whole bunch of alts and tried the various classes up to level 7 or so. Paladin is the most boring, all the other classes are reasonable.
  • Rogue is the one class which feels the most similar to modern classes, and you can see how many classes have become more like the Rogue over time.
  • I think the best way to play Classic is to be super-aggressive about grouping. Someone is in the same area as you doing the same quest? Send them an invite, do the quest, and then say good bye.
  • This is especially important for paladins. Add a single group member and game-play smooths out and efficiency spikes.
  • In some ways, I think Classic levelling is a better game than Live when in a group, but a significantly worse game when solo. When you're in a group in Classic, even at very low levels, there is a noticeable feeling of the group being stronger than the sum of its parts.
  • The question then becomes how easy is it to get a group while levelling.