Thursday, October 03, 2019
Heroic Azshara Down!
We finally got Heroic Azshara down! It's a pretty good fight. It feels crazily chaotic at first, but as you repeat it, it becomes more and more tractable. A good fight for seeing and mastering phase by phase.
It also feels like a fight where, as individuals get a handle on mechanics, especially decrees, it seems to stabilize for everyone else as well. Decrees are orders from Azshara to soak a mechanic, stay moving, stand still, group up, or be solo. Then you get 2 random ones in heroic. It's very hard at first because everyone is running around like a chicken with their head cut off. But then people start to move predictably, and it becomes easier for people with the more complicated combinations.
Tuesday, October 01, 2019
Oct 2019 Updates
Posting dropped off a cliff in the last two weeks. Let's see if I can do better this month.
World of Warcraft
I finished getting the Nazjatar companions up to level 30, and have basically stopped doing Nazjatar. I'm now working on getting the level 3 Azerite Essences from Mechagon.
It's weird, but I like Nazjatar better than Mechagon, but I'm not really too sure why. Possibly because flying in Nazjatar is less annoying than Mechagon. Or possibly Mechagon feels the same every time you go to it. Get chests, kill Rustfeather, do quests in the same area. Nazjatar felt a little bit more varied. Or perhaps it was easier to skip the parts of Nazjatar that you disliked.
Like all of the Alliance, I'm also working on the Bee mount. My current plan is just to kill Honey Smasher and do an event if it pops while I'm in the area once a day until Revered. Then farm for jelly with the item that shows jelly on the minimap.
Raid-wise, we're working on Heroic Azshara. We've mastered the decrees and are working on killing the Phase 3 adds and Phase 4.
World of Warcraft Classic
I levelled a whole bunch of classes to the level 10 to 15 range. Then for some reason I picked up my rogue and just ran with it. My rogue is level 20 now.
It's interesting playing DPS again. You have no control over the group and since tanks and healers are so rare, you just grin and bear it. Like I did Deadmines, and the healer seemed to be playing a game where he let the tank's health drop to as near zero as possible before getting a heal. Is it really too much to ask for people to just play sensibly?
I do like all the rogue quests that encourage you to use skills like Stealth and Pickpocket. Retail WoW could really use some class quests again.
Heh, perhaps the most shocking change in Classic that I've forgotten is that Sap takes you out of stealth. I used Sap for the first time on one of a large group, hoping to stealth past. Instead I came out of combat and was promptly slaughtered by the rest of the group. Combined with being unable to Sap people in combat, Sap is surprisingly useless in Classic.
World of Warcraft
I finished getting the Nazjatar companions up to level 30, and have basically stopped doing Nazjatar. I'm now working on getting the level 3 Azerite Essences from Mechagon.
It's weird, but I like Nazjatar better than Mechagon, but I'm not really too sure why. Possibly because flying in Nazjatar is less annoying than Mechagon. Or possibly Mechagon feels the same every time you go to it. Get chests, kill Rustfeather, do quests in the same area. Nazjatar felt a little bit more varied. Or perhaps it was easier to skip the parts of Nazjatar that you disliked.
Like all of the Alliance, I'm also working on the Bee mount. My current plan is just to kill Honey Smasher and do an event if it pops while I'm in the area once a day until Revered. Then farm for jelly with the item that shows jelly on the minimap.
Raid-wise, we're working on Heroic Azshara. We've mastered the decrees and are working on killing the Phase 3 adds and Phase 4.
World of Warcraft Classic
I levelled a whole bunch of classes to the level 10 to 15 range. Then for some reason I picked up my rogue and just ran with it. My rogue is level 20 now.
It's interesting playing DPS again. You have no control over the group and since tanks and healers are so rare, you just grin and bear it. Like I did Deadmines, and the healer seemed to be playing a game where he let the tank's health drop to as near zero as possible before getting a heal. Is it really too much to ask for people to just play sensibly?
I do like all the rogue quests that encourage you to use skills like Stealth and Pickpocket. Retail WoW could really use some class quests again.
Heh, perhaps the most shocking change in Classic that I've forgotten is that Sap takes you out of stealth. I used Sap for the first time on one of a large group, hoping to stealth past. Instead I came out of combat and was promptly slaughtered by the rest of the group. Combined with being unable to Sap people in combat, Sap is surprisingly useless in Classic.
Tuesday, September 17, 2019
First Open World Death in Classic
I finally had a character die out in the world in Classic. (I did have a few deaths on my druid in a dungeon). As predicted, it was because of stupidity, rather than the game being hard.
I was on my level 13 Warrior, and I joined a group of around the same level to kill Defias. After that, the group wanted to kill gnolls, so I tagged alone. They went to the southern gnoll camps, the ones with level 16 or so gnolls. That's +3 levels, so high enough to be dangerous, but there were four of us.
Surely it would be easy enough if we pulled carefully.
After killing one mob, I turned around and noticed the healer had managed to pull four level 16 mobs and was half-dead. Like an idiot I charged in instead of running away. And shortly thereafter we were all dead.
Otherwise, I'm pretty much just making low level alts in Classic. I have 7 characters between levels 7 and 15. Maybe I should just give up on Classic. It hasn't managed to really capture my interest. It really feels like the best or most optimum way to play is to play in as tedious a manner as possible. And the game is already tedious enough.
I was on my level 13 Warrior, and I joined a group of around the same level to kill Defias. After that, the group wanted to kill gnolls, so I tagged alone. They went to the southern gnoll camps, the ones with level 16 or so gnolls. That's +3 levels, so high enough to be dangerous, but there were four of us.
Surely it would be easy enough if we pulled carefully.
After killing one mob, I turned around and noticed the healer had managed to pull four level 16 mobs and was half-dead. Like an idiot I charged in instead of running away. And shortly thereafter we were all dead.
Otherwise, I'm pretty much just making low level alts in Classic. I have 7 characters between levels 7 and 15. Maybe I should just give up on Classic. It hasn't managed to really capture my interest. It really feels like the best or most optimum way to play is to play in as tedious a manner as possible. And the game is already tedious enough.
Wednesday, September 11, 2019
Two Murlocs
There's a debate running in the WoW blogosphere about the difficulty of Classic WoW. I had an experience last night which may shed more light on the issue.
I made a Human Warrior and was running around Elywnn Forest doing the quest that requires killing murlocs. I came across the dead body of a paladin, let's call him Dave, near one of the murloc camps. A few minutes later, I came across Dave again. He had pulled two murlocs and was at half-health. I jumped in and helped him kill the murlocs.
Several minutes after that, Dave starts ranting in General Chat about murlocs, and how when you attack one in a camp another comes, and you keep dying. The reaction in chat was not particularly charitable, telling him to form a group, or attack the lone murlocs instead of groups.
So here you have two perspectives:
Both perspectives are true, but I think neither perspective encompasses the whole.
In some ways, it comes back to my old posts on Small Decisions. Attacking murlocs is a small decision. The solution is trivial, don't attack two, only attack one. It's very similar to having to deal with ammo. Don't start a fight when you are low on arrows, go back to town and restock. Many of the commenters on those posts felt that small decisions with obvious solutions were a bad idea, and just busy work. For example, killing lone murlocs isn't hard. But you have to patrol more to find them, and it is more tedious.
Modern WoW has smoothed away most of those small decisions, instead choosing fewer large decisions that occur less frequently. For example, the equivalent of two murlocs in Classic might be an elite in Retail, which may happen only once in any given zone.
However, it's not obvious that this was the right decision. Many small decisions with easy solutions, and yet obvious consequences, might be better for the game than fewer, larger decisions.
I made a Human Warrior and was running around Elywnn Forest doing the quest that requires killing murlocs. I came across the dead body of a paladin, let's call him Dave, near one of the murloc camps. A few minutes later, I came across Dave again. He had pulled two murlocs and was at half-health. I jumped in and helped him kill the murlocs.
Several minutes after that, Dave starts ranting in General Chat about murlocs, and how when you attack one in a camp another comes, and you keep dying. The reaction in chat was not particularly charitable, telling him to form a group, or attack the lone murlocs instead of groups.
So here you have two perspectives:
- Classic WoW is difficult. If you get into a fight with two murlocs, there is a high chance you will die.
- Classic WoW is easy. The solution is trivial. Don't attack two murlocs.
Both perspectives are true, but I think neither perspective encompasses the whole.
In some ways, it comes back to my old posts on Small Decisions. Attacking murlocs is a small decision. The solution is trivial, don't attack two, only attack one. It's very similar to having to deal with ammo. Don't start a fight when you are low on arrows, go back to town and restock. Many of the commenters on those posts felt that small decisions with obvious solutions were a bad idea, and just busy work. For example, killing lone murlocs isn't hard. But you have to patrol more to find them, and it is more tedious.
Modern WoW has smoothed away most of those small decisions, instead choosing fewer large decisions that occur less frequently. For example, the equivalent of two murlocs in Classic might be an elite in Retail, which may happen only once in any given zone.
However, it's not obvious that this was the right decision. Many small decisions with easy solutions, and yet obvious consequences, might be better for the game than fewer, larger decisions.
Thursday, September 05, 2019
Throne of Eldraine Trailer
Wizards of the Coast released a trailer for their latest Magic: the Gathering set, Throne of Eldraine. Apparently, these high-quality trailers might be a regular thing from now on. The trailer for War of the Spark was pretty good.
This trailer is a little ... different.
As one person on Reddit put it, "I didn’t expect to be rooting for a gingerbread lady to kill Garruk when I woke up today, but here we are I guess."
This trailer is a little ... different.
As one person on Reddit put it, "I didn’t expect to be rooting for a gingerbread lady to kill Garruk when I woke up today, but here we are I guess."
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.
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.
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.
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.
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.
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.
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 withthe 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.
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
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.
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.
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.
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.
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.
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.
Subscribe to:
Posts (Atom)
