TOR Layoffs

In the ever continuing saga of TOR misery, BioWare announced layoffs this week.  Sadly, the community manager, Stephen Reid, was let go along with a fair chunk of others.  I always feel bad for anyone losing their job, especially in the US economy.  I feel especially bad about this because a blind monkey living on a cave on Mars could have predicted the future of TOR.  For the record, once again, I will state that the 1-49 gameplay is amazing and a fairly solid single player game.  Basically it’s KOTOR3 for that section, which lasts about 50 hours of gametime if you plow through it, 120 if you listen to every conversation.

The problem was, is and will be level 50.  It’s next to impossible to find a group, there is a distinct lack of content (things to do), PvP is still greatly unbalanced, the economy is broken, companions mean nothing (they were huge all the way through to 49) and community tools are non-existent.

EA is firmly realizing the gigantic errors that were made for TOR and hedging their bets on some other IPs – like the Battlefield franchise, which will make more money in the first week than TOR will make this entire year.

TOR will find a solid spot at 500K players once enough tools are there.  It’s too bad cause they had a solid chance to stay well above 1 million if they had spent resources on the MMO part of the game rather than the single player portion.

Compare TOR’s overall sales of over 2 million boxes to Diablo 3’s 6million in sales.  I would not have thought that there were less Star Wars fans than Diablo fans.

Diablo 3 Difficulty

A week in and people are complaining that D3 Inferno is too hard – even though some have completed it.  Mind you, they used abilities that completely (or nearly) negated all damage taken.  Two particular quotes for this:

There are definitely some aspects of Inferno and the way damage comes in that we’re looking at. Before we get there though we want to address the skills that are ‘must haves’, and see how the skill and gear game settles out a bit before we address content. If there’s a skill that you absolutely can’t survive without, that’s a much more serious issue to customization, build diversity, and the game as a whole than someone not being able to progress as quickly as they feel they should.

I think tweaks to content difficulty is a given, it’s going to happen in some shape or form, but we’re not there quite yet.

And

We purposely launched the game with Inferno being far more difficult than what we were able to progress in ourselves, assuming people would find it as difficult but with a few skilled players able to pull it off, or the difficulty would simply help root out problem skills and builds that allowed flaw-filled progression possibilities.

I think the main problem we’re running into is people progress more or less linearly to Inferno, and the brick wall effect makes it seem like these broken skills were the correct way to overcome the difficulty because the belief is that Inferno must be an immediately surmountable challenge, which it isn’t intended to be. Or the reverse, that because these skills allowed progression the classes that did not have them were too weak/broken, which isn’t correct.

From a player perspective, this seems incongruous to Blizzard’s “when it’s done” mantra and usual level of polish.  Mind you, their last release, Starcraft 2, was a PvP game with an insane amount of games in beta.  How could you possibly test the hardest difficulty with a testing team of like 20?  Answer – they didn’t, which is the problem.

There are a few points I take from this and my playtime:

  • Someone thought that releasing untested content was a good idea.  Sort of like untested raids in WoW that were bugged for weeks. A beta test would have shown this in a day.
  • Melee are at a serious disadvantage on Inferno where they must be taking hits in order to attack, which in turn requires them to reduce their offence and increase their defense.  Ranged attackers do not have this problem.
  • Any skill that increases absorption is superior to avoidance – this has been tested profusely in WoW. The difference between spikes and smooth damage taken.  Get hit 1 out of 20 times for 40K or 19 out of 20 times for 2K.  Both take the same damage over the same time except the former needs 41K health to stay alive during that process.
  • Healing skills do not scale.  Best heals are 12K and people are running around with 40K+ health.
  • People are following a somewhat linear curve from normal to hell, then a big spike in Inferno act 1 and a huge one in Act 2. (30% differences between the last few)
  • Blizzard realizes that some skills are seriously underbalanced, others are overpowered and until there is some level of balance on those skills, they can’t tweak the difficulties.

Here’s where I have issue.  If this game was released by any other company, it would have been trashed for the issues mentioned above.  Imagine if in Batman, when you fought the Joker, none of your abilities worked and he one-shot you from behind a wall.  Frustrating a bit?  Blizzard gets away with a lot these days, way more than other companies.  If they had not released Inferno at all, the game would be fine (minus the lag, broken ah, and disconnects).  Yet they pushed a feature in multiple promotional articles and it is for most intents, broken.

Le *sigh*.

Holy Jeez, Die Already

I finally entered Hell difficulty last night with my monk.  He came in with about 2K DPS, 10K in hit points and a fairly solid build.  I 1-shot Diablo in Nightmare and overall the path was simple enough.  Then Hell started.

First, every enemy has 12-20K hit points.  Each hits for about 500-1k.  On their own, not so bad.  In a group of 5, you need to deal 100K damage and take 5K per second.  Monks don’t have a choice here, we’re a melee class.  Still, it’s doable and I like the challenge.

Then we get to the Champions/Rares with multiple affixes.  In Hell, you get 3 affixes per though I think I’ve seen 4.  Anyways, I always seem to get a combination of the following Vortex/Jail/Frozen (which removes any mobility) and Molten/Plagued/Desecrator/Arcane (all of which can kill you in under a second if you get hit by their effects).  So combine the no-movement ability with the if-you’re-not-moving-you’re-dead ability and you can guess what happens.  One particular pack had me stuck at the entrance to a zone, so I died a solid 10 times just trying to get in and not die.

To top it off, the jump in difficulty is also a jump in loot quality.  If I were to go back to Nightmare to try to find gear, it would be significantly worse (35% or so) than what I get in Act 1 of Hell.  So going back isn’t so much for the gear as it is for the levels.  What do levels bring?  More skills, certainly but I have the ones I need to succeed already.  I need more Hit Points and each level causes a significant boost to the exchange of Vitality to Hit Points. I could use the hit points and the cash boost wouldn’t be bad either.  I’d then have access to the best AH gear too.  Mind you, with 400K in the bank, I would be able to afford all of 2 pieces of level 60 gear and cheap ones at that.

Finally, massive nerfs/bug fixes were hotfixed yesterday.  Monks had a skill completely removed (that allowed tanking in Inferno no less), Wizards has a damage shield removed and Witch Doctors an immunity.  I should point that every character than has cleared Inferno Diablo so far was one of those classes – the first ever was a Monk.  I should also point out that these problems would have been clearly evident if Blizzard had allowed testing past level 13 in their beta as it took all of 1 day for people to find these issues and a week for Blizz to “nerf it into the ground”.  Their game that was supposed to take months to complete was beaten in 4 days.  I’m sure someone got an earful.

TOR 1.3

Just off the bat, I want to point out how absolutely hideous the new web site design is for TOR.  Wow.

Anyhow, back on point.  1.3 features are coming around now, though there’s still no release date for the content.  I’d guess 6-8 weeks based on what they did in the past.

What’s new?  A LFG tool (not cross-server), character transfers (not sure if it’s free or not) and the Legacy system is being updated to provide faster experience gains for alts.  That’s it.

The LFG tool should work for everything, planets, flashpoints, hard mode flashpoints and operations.  I hope that works out well cause fleets are still completely empty right now.  Character transfers should be free and a pre-cursor to server merges.  Rift managed this fairly well.  Losing 25% of your player base in 6 months is normal but that means you have 25% more servers than you need.  The Legacy boost is weird.  Why make the only good content even less relevant?  Aren’t the majority of TOR players right now alt-majors?  Boosting experience gain cheapens that and makes content completely irrelevant.  They aren’t looking for experience gains, they are looking for experiences.

The more I read about TOR, the more I think it’s headed towards a F2P model for longterm success.  The game is incredibly modular, with a huge divide at level 50.  To me, it would seem best to just add new planets and storylines and charge people for access to them.  This way, your customers dictate the game direction (PvE, PvP, raids, planets, etc…).

Good news is that 1.4 will have more content.  Bad news is that it’s no where close to having a release date.

Diablo 3 Addendum

After reading some more on the situation, particular Gevlon’s take, I am perplexed as to how Blizzard is planning to make money on the RMAH.

The fact that 4 days after launch the game was completed, speaks volumes as to the game’s difficulty level.  Evidently, there is enough gear available in 4 days of playing to complete the hardest of the hardest content.

Certainly, the players who completed this feat are good players, min-maxers as well.  That given, the toolset they had is the same as every other player.  They have the same skills and the same loot everyone else had.  They didn’t farm gear in order to progress (sort of like gear-checks in MMOs), they simply tested a few things and went forward.

The point I’m trying to make is that the game can clearly be beaten by highly skilled players with crappy gear.  This means that average players with average gear should be able to beat it and that crappy players will need powerful gear.  Blizzard is apparently hedging their bets that the latter group is a) of significant size and b) willing to spend real money to beat imaginary characters.

What an interesting experiment.

Diablo 3 Ups and Downs

After a weekend of Diablo 3, 51 levels on my monk and a few on some others, I think I have a pretty solid view of the game as sent to the masses.  In a sentence, it’s worth the buy.

Presentation

Up: As with all Blizzard games, the game oozes style and presentation.  All character models move well, the colors are perfect and on the whole, the entire process of zone distribution from Act 1 to 4 is solid.  The cinematics are really well done too, which is expected.

Down: I’m bugged that the entire game is a complete zone rehash of Diablo 2.  Fields -> Desert -> Castle/Ruins -> Heaven (or Hell in D2).  There is one massive dead/boring spot in Act 2 as well, which is unfortunate.  The story is pretty bad but is the typically Blizzard-power-corrupts trash.  The voice acting is solid but the actual sound levels are all over the place.  Sometimes my monk is screaming only to whisper on the next line.  Bosses are incredibly disappointing in presentation after Act 1.  The Skeleton King and Butcher are just crazy awesome fights.  Belial is a avoid-the-massive-poison-puddles fight with no other mechanics.  Azmodan you can stand head to head with and avoid the death zones.  Diablo though, he’s a pile of problems on harder difficulties.  He looks like a wimp though.

Gameplay

Up: The shining grace of it all is the tool set provided for combat.  With 60 levels, you get a new skill (or 3) per level.  Either this affects an existing skill or is a passive buff but you still get something for leveling, which is great.  Being able to swap skill sets is awesome too, depending on the fight.  I hated D2 because you had to make multiple characters depending on what you wanted to do (like a MF Sorc) but D3 gives you options, lots of options.  Each character is pretty solid, stats are well distributed and each playstyle is quite different from another.

Down: The difficulty curve is ridiculous.  Normal is a joke, Nightmare is almost easier since there are no extra enemy types.  Hell changes the game a bit more with enemies taking twice as long to kill but still rather simple.  Inferno though, that’s just crazy.  As a monk, you need somewhere close to 35K hit points and massive defensive stats to have a chance.  The illusion of choice is apparent here since it’s simply impossible to play in a different style.  This part also highlights the class differences where some like the Demon Hunter and Barbarian are weak compared to the Monk and Witch Doctor.

Extras

Up: The Auction House is a nice addition, making trading a whole lot easier.  It also makes the game a whole lot easier too.  The loot/bag/crafting mechanics are interesting and positive changes – but already done in Torchlight.  Achievements are cool in that they make you try content again with an added twist, perchance to see things you didn’t know was there.  The ability to quickly jump into a friend’s game is awesome.  This is the way multiplayer games should work.

Down: The online-only aspect is annoying when the internet or Blizzard decides they don’t want you to play – which is a few times per play session.  The auction house interface is pretty slow and difficult to properly navigate.  The chat system is atrocious.  The systems while playing (friends list for example) are completely separate from the ones out of game. I wish I could access the Auction House from inside the game, repair items from there or just view the stats on my gear when I’m shopping.  There is a distinct lack of polish when it comes to game systems and their integration.

Overall

Even with all the hiccups, Diablo 3 is still worth the pickup.  I can see myself playing coop games with friends for a long while, maybe going on some loot runs on my own.  I don’t see it having the staying power of Diablo 2 though or of people making any real money on the auction house (which is still delayed).  Diablo 2 (like WoW) came in at a perfect time but in today’s market, there are literally dozens of places I can spend my time for the same cost and provide a similar or even better experience.  I put in well over 150 hours in Skyrim, time will tell if that number is the same in D3.

Day 2 and Activision

Day 2 for D3 was a bit better.  This time I could log on but there was still some rubber banding issues.  Servers went down for a 15 minute restart near 9 and came back up after 10.  So, 3 cheers for Blizzard’s inability to launch a service that they’ve been running for years?  Still, there are no monthly fees here so I can’t complain too much.

My biggest gripe with D3 is that you have no idea how your class plays from 1-5 or so.  All classes are pretty much identical here but are either ranged or melee.  This is sort of how WoW was for the first 20 or so levels – and every other MMO for that matter.  D2 had you in your class from the start, so it’s kind of weird to have to play 2 hours to get an idea of the  synergy within a given class’ skill set.

I killed the Skeleton King last night, an old boss from the first Diablo.  This one was a bit more hectic but a lot less difficult with a ranged attacker.  Fun battle, lots of enemies, decent challenge.  Good combination.  Pretty sure this is where the beta ended too.

We’ll see how it goes tonight.

Activision (aka the Devil)

So when Infinity Ward sent out Call of Duty MW2 and then Activision fired the 2 leads, I was perplexed.  The 2 devs that left (among others) sued for a pile of money and Activision played dumb.  Recently, Activision payed them $42 million (up from the 36 asked) and then settled after the fact for even more money.

The kicker of it all was that Bobby Kotick (CEO of Activision) led a campaign to find incriminating evidence on the group to get them fired and not have to pay them.  Project Icebreaker.  Amazing.

So now the thing is settled, the gents got way more money than they were asking for, their reputation has been restored, Activision looks like an even bigger pile of douchebags and the bar of disreputable behavior has been lowered once again.  Victory!

Diablo 3 Day 1

Surprising no one, the D3 servers took a beating last night.  As a veteran MMO player, I guess I’m used to it during launches but for single player games – like D2 – it must have been infuriating.  They’ve been in beta for a year, stress tested the crap out of it and still they had fairly obvious game-breaking bugs and lack of stability.  Hmm…

It took me about 4 hours to download the optimal (7gig or so) client in order to play.  I started with 1m/s, then continually dropped to 200-300k.  Not quite sure what happened there but it did take me 4x as long as it should have.  Oh, for those who have yet to install it, make sure you’re installing it as an admin, otherwise it just stays at 0%.

The neat thing is the easy connection to friends.  I logged on, picked a class and there were a couple games my friends were playing.  One click and I’m in their game.  Downside is that they were farther along than I was and nothing respawned so I had to leave and start my own.  They were level 9 in their game, came into mine and were level 1.  Which I found odd but we’ll see how that plays out in the long term.

The actual gameplay is pretty much just Torchlight in terms of controls and environment.  You run and pick up cash automatically, the world is destructible and there are nooks and crannies to find.  Enemies are varied, though not as bunched in the first few levels.  I’d guess that changes as you get stronger.  There’s a distinct lack of a boss in the first hour but there are mini-bosses – just normal enemies with more HP from what I’ve seen.

I selected the Wizard for the first run.  Always liked the ranged DPS mode but I think I’ll be swapping to the Monk for the next try.  I really liked the Assassin in D2 (which was turned into the Rogue in WoW) and the gameplay seems familiar.   Still, shooting beams and missiles from a distance is fun.  There’s some variety to attacks early on, which is good, and the rune system seems like it will add the “talent slots” that I’m used to seeing.  I wish I could save a loadout though.  Like going from single target to AE attacks without having to enter the screen (which doesn’t pause) select the appropriate items, then wait for them to charge.  It breaks the flow.

Quest for Glory

I finished QfG2 last night while D3 was downloading.  I consider it one of the stronger ones in the series, with a good story, challenging combat – especially the VGA version – yet still has a semi-linear adventure path.  Plus you can become a Paladin at the end!

The thing I don’t like about it is that you can get sections with nothing to do but sleep until the next day.  I had maxed out my combat skills by day 9 and I needed to wait until day 16 for the next sequence to unlock.  The last part, from the cavern on out, is pretty cool.  If it had been a little longer and the last boss not as timing intense, I think it would have been the best in the series.

Next up, Wages of War!  Lions, Leopards, gigantic trees and demons.  It’s a filler game, the weakest of the bunch as there’s nothing for Thieves to do but still provides some new game mechanics and a semi-interesting story.

For those jumping into the series, the Fighter is the easiest to play (and getting to be a Paladin is cake), then the Mage (with some rough spots in #2) then the Thief (with an amazing story in 1, 2, 4 and 5).  The Thief naturally can’t become a Paladin due to the, ya know, Honor issue.

Good gaming!

Big Day!

Today’s a pretty big day in gaming for a couple reasons.  Naturally, Diablo 3 is launching today though I’m not sure if that market is actually much larger than those WoW players who pre-ordered.  I think it was something like 1.2 million pre-orders from that alone.  Aamzon says it broke the pre-order records but didn’t give any numbers.  Fingers crossed that it’s a good game and not the first Blizzard release post-Activision merger (Starcraft 2 started before).

Next up is Max Payne 3.  A little secret but I consider Max Payne one of the foundation pillars of modern shooters.  Bullet Time was an amazingly well executed tool to help give the illusion of power to players and has been replicated ad-nausea since.  Think of every slow-mo boss kill, that started because of Max Payne.  You want a story in your shooter?  Max Payne brought great writing to the table (and CoD and BF killed it).  Reviews are good so far from people who like games.  People who want another brain dead shooter won’t enjoy it though.

Finally and most importantly, Good Old Games launched the Quest for Glory anthology.  I remember the Christmas I got the original EGA game – I was ecstatic.  10 years old, we had a computer (which was amazing at the time in itself) and I had an RPG from Sierra.  You know, the makers of King’s Quest, Police Quest, Space Quest.  The Coles did an amazing job here and I spent a stupid amount of time playing what is a simple game.  I never found the second game but I did play the 3rd – without a mouse.  All in the days before the internet and the chance for a game guide!  I missed the 4th (which is notoriously buggy) but bought the 5th, which was the first in 3-D.  Good game.

I broke my gaming RPG teeth on this series – a pleasant mix of puzzles and humor with some RPG stats.  It didn’t take itself seriously (as none of the Quest games did) so it was a much more enjoyable experience than say Ultima or Wasteland.  For 10$, you can’t go wrong on one of the best gaming experiences you will ever play.  Of special note, you can find QfG2 – VGA version on the net for free.  It works just like the EGA version but if you don’t want to type commands, it’s mouse-featured.

Today is a great day in gaming!