RIFT Readies for its Expansion

We’re a couple weeks away from Storm Legion, RIFT’s first expansion.  Patch 1.11 (yes, 11 content patches since the launch, WoW rarely got past 3) is out and is prepping all the souls for the new expansion.

I have a 50 Cleric as a main, a 50 Warrior as well, a mid range Mage and a low level Rogue.  I had a decent set of builds for the first 2, opting for a healing/tanking set for the Cleric.  I really liked the flow of tanking with a Cleric but there were some rather serious limitations at launch – namely spell resist.  There have been a lot of balancing patches, a few with rather large re-writes to skills but the overall balance between everyone is pretty good, considering the thousands of combinations possible.

1.11 is pretty much re-writing every skill tree though.  You still spend 51 points (until the cap is lifted in the expansion) but there are plenty of new things to pick from.  As a general rule, the game is moving away from the RNG issues it had before, into a more streamlined stacking buff mechanic.  The changes for classes are so large, that each class has it’s own post,  typically 5-6 pages long of changes.  Wilhelm goes over some of the player perspective points.

Let me contrast this with WoW for a second.  My Rogue has the exact same playstyle as before.  Poison the daggers, build CP to keep Slice and Dice running, finish with Envenom/Rupture.  My Shaman has the same priority.  Flame Shock on, Lava Burst, Shock Burst at 7+ stacks, Lightning Bolt.  The only class with a real change is Warlocks.  There’s just a distinct lack of choice now.

Back to RIFT.  I like how the devs are taking their builds to task. I like how they listen to player feedback and promote players to moderate positions.  I like the forums as they generally are not cess-pools of vitriol.  Players seem to do a great job of self-moderating and the bad apples are rooted out fairly quickly.  I like the feature set for the next expansion – especially player housing.

I think the thing I like the most about RIFT is the clear amount of fun you can have when a system is made by people who genuinely understand their market and aren’t hopping on some hype train.

The WoW Rogue Dilemma

My first WoW character was a Rogue.  Asmiroth was created 15 minutes after the first servers went up and was my main all through Cataclysm.  I saw the highs of Lich King and the lows of Vanilla/BC.  The playstyle was a direct rip from the Assassin in D3 and one of the first classes the game made available in beta.  It was so set in stone that it had the same talent tree from beta to BC.  All that to say the following.

The Rogue’s time is over.  Monks are the way forward.

WoW Insider covers some of the points for me.

Right now, Rogues have increased group stealth going for them for Challenge Modes.   Other than that, there’s next to no reason to play them.

  • Monks have better mobility
  • Monks have a more fluid combat style (see the Insider article)
  • Monks deal better burst damage
  • Monks can swap targets (points are per monk, not target)
  • Monks have better defensive options
  • Monks can heal themselves and others
  • Monks have an AE rotation
  • Monks can spec to Healer or Tank or DPS

I remember hearing about the monk a whole while ago and thinking “I hope they address Rogue issues”.  The difference between a Cataclysm launch Rogue and a MoP Rogue is next to nothing.  Still use poisons, still use auto-attack, still energy starved, still need to ramp up damage, still stuck on single targets.

It’s a sad day but today, I hang up my daggers and put on my claws.

Case in Point

People say the BC expansion was the best.  Well, player pops say that wasn’t the case  -Vanilla saw the largest growth, peak pop was well after LK.  To add fuel to the fire, Outland can be summed up in one picture.

Streamlined Leveling

I’ve leveled a monk to 61 now and there’s something to be said about the entire leveling experience being streamlined. Cataclysm updated the old world quest system and that’s still pretty solid.  Outland is a shock once you get back to it.  I rather enjoyed the hand holding for quests in the old world, some sections being phased, and the cross-realm zones allowing you to seemingly always have a few other people in the zone with you.  The experience itself is great.  There’s no real challenge in it mind you, which is quite a bit different than the game 60+, but still.  For a new person to the game and genre, it’s a solid game.

The concern I have is in the actual levels and rewards.  Cata had streamlined a lot but MoP further does so by completely removing skill ranks and trainers.  You ding 10, you automatically get new skills, talent choices and unlocked dungeons.  That’s all fine and dandy but there’s no real choice anymore.  At level 60, I have 4 talents chosen.  Those 4 choices are the only thing separating me from every other monk out there, playing a Windwalker.  That just feels weird.

Second, there are levels where you don’t get anything new.  A solid 3/4 of them from what I can tell.  This kind of makes the levels feel arbitrary.  You don’t really get stronger from any direct choice, the system simply says “here’s a couple points for you”.  I rather enjoyed the skill increases, it made each level meaningful.  Now you can go from 60-90 and only unlock 5 skills.  Odd.

I do understand they want to make it as simple as possible for people to be able to jump in but who a) hasn’t already played WoW and will start now and b) who hasn’t already played an MMO that will start WoW now?  I am thinking they have a saturated market presence, where there are simply no new customers possible.  Even the bitterest of MMO players, or the hardest of the hardcore PvP have played WoW at some point.  The entire push to casualize (and essentially trivialize) their game makes me scratch my head.

Pandas, Pandas, Everywhere

So I decided to give WoW another go this week, what with some extra time on my hands.  I’m always interested in what Blizzard does and the path they are taking.  Let’s be honest, they could sell dirty socks and people would line up.

MoP is an interesting beast.  On one hand, you have the “hardcore” options: raids and challenges.  On the other, the “casual” options: scenarios, LFG, LFR, pet battles.  The simplified talent structure (heck, class structure) is pushing towards the more casual crowd as the min-maxers are having less variables to tweak.  It took only a few hours for the first raid to be cleared, mind you they had two weeks to gear up for it.

Then you have to look at the new player perspective.  If you roll a Monk, then you get a daily 50% exp buff to help you level.  You don’t get it for other classes, so you’re stuck with the Cataclysm leveling model.  Old world is great, Outland is horrible, LK is decent and Cata works great that no one is around anymore.  The MoP model is a sort of hub structure rather than a linear path and the story telling is pretty decent.  Finishing a quest gives you a piece of gear related to your spec, which in my mind is a bad move.  No one levels as a healer or a tank and the stat allocation between DPS and those roles is massive.  That basically means that if you’re about to turn something in, your best bet is to swap talent roles, collect, then swap back.

The measure is the amount of fun you’re having and I am currently having a good time. I am taking it a bit slower than previous attempts, so the burn should take longer.  Who knows how long this boost to player numbers will last.  Advantage to MoP is that there are zero games coming out in the next few months (even a year) that directly compete with their playerbase.  Might work out well.

WoW's F2P Dilemma

Mists of Pandaria releases in a day or so and WoW will see it’s 4th expansion sell like hotcakes, without doubt.  It will also see the largest player drop ever by Christmas so that it ends up below where it was pre-expansion.

Today’s MMO landscape if filled with F2P games that offer more, less or the same amount of content as WoW, just with differing levels of polish.  WoW’s major strength is that it was first at the plate with a polished, solo-friendly game and people find solace in that familiarity.  (As an aside, in the IT field it’s often said that launching early, even if there are massive bugs, is worth the hassle if you are first to field.  The money is just too big.)

Where WoW’s major problem occurs is that it cannot compete with the content delivery structure and payment models that F2P offers.  If I can get the same gaming experience (PvE themepark) with a steady stream of content for free (or piecemeal), then that’s a much better deal.  SWTOR will likely make more money in a F2P model that it could ever have in a P2P model.

WoW’s content delivery schedule is notoriously lengthy.  Polish means the world when you’re the only one providing the item.  It is no longer the only one on the field and getting 3 content patches in 2 years (1 of which was a complete rehash of old content) is poor money.  We’re talking about 180$ a year, or 60$ a patch.  I could play Rift for the 180$ a year and get 10 patches, with more content.

People don’t need a new raid every 2 months.  They do need something though!  A patch of social, a patch of dungeons, a patch of raids…break it up.  Find a way to get people wanting to log in for something to do.  MoP will either bring WoW back from a drain with content patches on a 6-8 week schedule or put the F2P machine in gear with 6-12 month patch spans.

I so hope it can do the former.

Hardcore vs Casual

The Daily Blink has a good description of the hardcore raider mentality.

Don’t get me wrong, I don’t think this applies to all of the so-called “hardcore raiders”but it surely applies to the vocal portion of the bunch.  While not being specific to WoW (the entire Mac culture is based on this), this mentality is certainly most prevalent in that field given both the longevity of the game and the sheer mass player base.

For a very long time, MMOs were designed around these people.  Hardcore players were the only players and raiding was what you did.  This was the essence of late Vanilla and TBC.  WotLK introduced a softer raiding cycle (minus Ulduar) making it available for many more people.  The game also took off like wildfire due to the horizontal gameplay options at 80.  Let’s not kid ourselves, it took 4 years to get to that point.  3.3 introduced the LFD tool, which completely changed the way MMOs were played and gave WoW it’s highest subs ever.

But the vocal minority moaned that LK was too easy, the game had been too simplified.  Not that the players had gotten better, no, never that.  Baron Geddon was technically a harder fight than Synestra….get out of town.  Long time players got better at playing, new players did not.  The skill gap between players increased dramatically as the game progressed and the numbers got bigger on gear and stats.  A 5% difference at level 60 was exponentially increased at level 85.  It’s much easier to balance a game around 500DPS than it is around 50,000.

So Cataclysm launched with a higher difficulty bar.  Hardcore players, with more skill, went through it fairly easily, with the fastest clear times of all time.   They complained that it was still too easy but better than LK.  Regular players hit a wall and after a couple months, quit.  Blizzard even tried lowering the bar with LFR for players to give it a shot.  Some regulars stayed but a lot simply left.  Servers are empty now and the subscriber numbers are artificially boosted due to D3 pre-purchases.  They should drop by about 2 million next spring, unless MoP hits it out of the park.

Do I blame the hardcore for the mess they put the game in?  Absolutely.  They are an extremely small minority (<1%) yet think the entire game should be balanced around them and only them.  You beat the game, you learned all the tricks and mechanics.  There is no challenge in the game that you cannot overcome now, other than an artificial number wall.  That wall is completely impassible for anyone other than you, essentially making the devs spend resources on 1% of the player base.

Get real.

Let's Talk About Raiding

One of the best threads I have ever read about WoW can be found here.  It’s a very long thread, with reoccurring ideas but clearly a large divide between developer and player base.

The basic element in all of this is entitlement – or as alluded to later in the thread – prestige.  This e-peen mentality that “only I can” is so ridiculously absurd that I have great difficulty empathizing in any form.

I played WoW since launch.  I raided in every expansion and quit in every expansion.  Vanilla was impossible to organize and had huge walls (a-la EQ at the time).  TBC had gating, huge huge gating, that stopped many guilds from getting new players mid-expansion.  It was challenging, sure, but less than 1% of the entire population saw Sunwell at-level.  I’m not saying completed it, I’m saying stepped foot in it.  WotLK broke down gating and added challenge levels (heroic versions).  Raiding exploded, up to 10% of the player base completed all content at the hardest level.  We’re talking millions of more players seeing end game content than in the previous patch.   Cataclysm put in harsh raiding requirements and destroyed 25 man raids but they did bring in the LFR tool.  It went from 10% completing the content at hardest level to over 30% completing it at normal and 75% actually seeing the content in some form.

Now, I get the idea of prestige and that you want to be able to show that you did something more challenging than other people.  World firsts are for that.  I understand that the 5% debuff per month on last tier raiding annoys the uppers that have already done it as there’s no indication they didn’t have the buff outright.  I don’t understand why Blizz can’t just disable mount/title rewards for people that need the debuff to complete content at the hardest level.

I also don’t understand why this is such a big deal.  If you’re in guild ranked #130 in the world, who gives a flying heck.  Maybe the guild itself and those looking to move up.  That’s what, maybe 200 people out of 10,000,000?

It begs the question, who are you impressing exactly by beating content with the buff or without it?  If that list of people is under 100, then there’s no reason for Blizzard to look your way.  If it somehow impacts say, 5% of the playerbase, then ya, Blizzard should pay attention!

Tangentially, a SWTOR dev stated that the game failed because they listened to players.  I think this might be true in that the content from 1-50 was amazing. It was impossible to test end-game content (the stuff that’s broken) in beta as the game wipes happened every 2 weeks.  This meant that players that reached level 50 in beta were putting in 50+ hours a week to get there – not exactly who your target player base should be.  Anyhow, I think this is a great example of a company that had super success by listening to their players but did so at the wrong time and without the wrong tools.

TOR Transfers Are Active

If you’re a TOR subscriber, a list of origin servers is up for you.  If yours is listed, then you can move to a new server.  My old one isn’t listed here but maybe it was in the first wave.  Anyhoot, with 100 or so total servers in NA it looks like about half are up for transfers.  Looking at TORStatus there are still only 4 major servers, 10 minor and then everyone falls into the same category.  It’s far from empirical evidence but anecdotally, it certainly takes the pulse of the game.

When the servers scream “empty”, the company doesn’t produce server metrics you start turning to anything that might give you a number.  And people on Fatman have been full up for some time now.

Server transfers are good but I was honestly hoping that they would put in mega servers.  This seems like a resource intensive problem plug rather than a solution.  I mean, the entire game is instanced – every single zone – just like STO.  If STO, made by one of the world’s worst developers, can do mega servers, you would think that EA and BioWare could do it too.  Heck, WoW is going down that route for leveling zones in MoP.

The more people who get to play together, the better it is for the health of the game.  If you already have obtrusive instancing, then the impact is minimal.  If you have seamless instancing, that’s gold.

Fingers are still crossed that TOR can stay above 1 million subs.  We need more than Rift and WoW as MMO successes.  EvE is more like that slow-witted cousin you pat on the head for at least trying.

 

EDIT: Apparently my server count was off.  It’s closer to 90 servers that can leave, 10 main servers and 20 stuck in the middle.  That’s 120 servers down to 30.  Crazy!

WoW Dancing

I’ve always been a fan of the flavor items in MMOs since you can’t be killing all the time.  EQ really started this trend with horrendous downtime but WoW really pushed it farther with it inside jokes.

Dancing in particular I always found funny.  You can find some rather interesting dances if you look hard enough but the kicked for me is the animation.  Look at the what the original male Dwarf dance was, the progress to Draenei in Burning Crusade 2 years later, Worgen 4 years later and today, Pandaren.  Quite a huge improvement over the years, especially the last one.