WoW – Numbers and Trends

Alt-Chat has a neat post that triggered a thought.  Then it had me dig a bit deeper around the data analysis of the game.

Let’s start with the following MMO-Champ post on garrison achievements.  I think it would be fair to say that raiders have top level garrisons.  Maybe not so much that they have invested in the monument achievements exactly, but it’s certainly a barometer. That half the current playerbase has hit 100,000 apexis crystals isn’t really that tough to believe.  We’re nearing the 1 year mark and those things drop everywhere.  Epic crafting is also pretty simple, gated only by time.  Legendary ring at 18%, you’d kind of hope it was higher – but it’s not too far from the “complete all normal raiding” sitting at 13%.  The Mythic achievement being low makes sense, you’d sort of expect it to aim for the top 1%.

Pet battles though…that’s an odd one. It was super popular in MoP.  There’s more data here, where it seems ~25% of playerbase has had some depth in pet battles (getting quite a few to level 25).  Though there’s a rather significant drop after the 300 battle mark.  Even more data here in terms of the number of battles, where clearly the WoD implementation didn’t resonate with players.  Also quite evident, nobody gives a toot about PvP pet battles.  I wonder what Wilhelm has to say about that, given his series of pet battle posts.

Flight in Dreanor is also an interesting topic, to me at least.  Here’s some data on it.  It shows that ~30% of the active players have the appropriate achievement, though about 60% have the basics down.  Very telling is the drop from 100-200 treasures, as only the first is needed for flight.  Even after getting the ability to fly, very few are chasing treasures.  Given those numbers, it really is a head scratcher as to how important flight is to the player base if 60% didn’t think it worthwhile.

Class representation per item level is also pretty neat.  The ones with a downward trend would indicate a more casual/non-raiding attitude.  Rogues and Monks have neat low ilevel appeal but then people either quit them, or go deep into raiding.  5x more Hunters than Monks is pretty darn telling though. I would have thought better representation since Monks are a triple-spec, sort of like Paladins and Druids, but it’s also a class with weird momentum.

I’m trying to find an up to date version of this, but this March 2015 data on raiding is telling, about 2 months after Blackrock (raid #2) opened.  60% completed the first raid on a minimum of LFR, 8% for raid #2.  0.4% completed Mythic raid #1 (that’s about 25,000 people) and I don’t think it’s worth talking about raid #2 (~1200 people).  These numbers align with what was seen in SoO back in the MoP days.  The trend was around 70/40/25/10 for the first tiers and 50/20/15/1 for the later tiers.  I’d be surprised if Mythic raiding was even an option in Legion.  Given the user base, it’s pretty striking how few people actually bother with it.  It’s hard to see the breakdown in WoD for Normal & Heroic with that data, but the trends are similar to what happened in MoP.  I guess the days of banging your head against a single boss for a week are gone, people would want some sort of steady progress. I would find it hard to argue that WoW being more casual killed Mythic raiding as the % is less important than the actual number of players.  If anything it would seem that Mythic raiders just moved on.

I’d be hyper interested in the 5 man dungeon achievements, per expansion.  WoD had some good ones that were completely useless in terms of gearing, but MoP’s launch had some neat ideas.  Once Timewalking is fully fleshed out, maybe there’s some data from that.  If it’s anything lower than 50%, I’d be truly surprised.

Analytics are a tough one, since you’re often missing context.  Raids in WoD are arguably much more accessible due to Flex, so that Mythic content is only about prestige/e-peen, clearly less important than originally thought.  Pet battles, once a darling, have been underused in the expansion.  PvE content is highly active, given the apexis numbers.  Flight has only minor appeal to the playerbase, either indicating that people never leave their garrisons or that the movement system in WoD is sufficiently good to not be worth the effort to improve (my vote on the former).  Class balance is actually pretty good, if you look at it objectively, with only small variances within a class.

It’s too early for a full post-mortem on the WoD expansion but there are certainly clear trends that emerge.  I’m quite curious as to how the developers can/will try to use those trends to their advantage.

Alts and Accessibility

I played most of WoW Vanilla and the start of TBC before taking a break.  I clearly remember coming back and being so far behind the attunement curve, that raiding in WoW was pretty much done for me (at least until LFR gave me easy mode).  Sure, each expansion had the allure of a new set of raids (or recycled ones like in LK) but after being OUT of it, there was little motivation to get back into it.  RIFT was pretty similar, where a summer vacation for a few weeks broke the raiding guild into two pieces that never recovered.  Since that point, my will to raid has been pretty darn low.

The exception to this rule is FF14.  Raids (that have no trash I should add) are part of the leveling process and 8 to 16 players in size.  Sure, it’s LFR, but the challenge is there for all of them, unless you greatly outgear it.  I know I’ve wiped more on those raids than in all the dungeons combined.  Once I hit level 70, I’d queue up for the various daily roulette options, including the raids.  I enjoyed it a lot, made friends and joined a guild.

Ok, quick aside for a minute.  One of my favorite all-time games is Shadow of the Colossus.  I remember reading about it well before it was released and people were clamoring that an “all boss” game couldn’t work.  Well… suck eggs, it worked wonders.  The game was structured without loot drops (aside from bosses) so if it did have trash, it would be meaningless aside from time padding.  FF14’s raid structure is pretty darn close to the same – have engaging bosses, get rid of the rest.  Food for thought.

Back on topic.  FF14’s raids are accessible.  WoW’s were not, but then there weren’t exactly 100 games to choose from before LK came out.  Wildstar’s were not at launch (or ESO’s version but only due to veteran levels).  There’s a solid difference between making something accessible, and then making something engaging.

Diablo 3’s seasons are a pretty darn good example.  The Story Mode was required for each new season, up until Season 4.  Story Mode is fine and dandy, but it has half the loot of adventure mode and takes 5x as long.  Plus, after having done it a bajillion times, you’ve kind of proven capable no?  This gets into the whole character/player debate, where having to unlock more stuff on a separate character is mostly padding.

I get it, battle scars and all that jazz.  But the accessibility door for end-game content is measured in two distinct elements, which are related but not equal – time and stats.  Time is padding.  You need it, otherwise the game takes 4 hours to complete.  It’s not a measure of skill, it’s a measure of patience.  Daily quests, rep grinds and attunements on trivial content are all time-based.  Stats are just plain gear checks.  With enough skill/experience, you can often speed up the gear check process.

The first time through, people are willing to suck up the time portion and lack of experience makes the stat portion take a while.  The second time through the time portion is annoying, and the stat portion can be overcome more quickly.  I’m certainly not expecting an alt to be as powerful as a main without any investment but at the same token, the time padding needs to be drastically reduced.  WoW tried to address this in MoP with the rep tokens, that nearly doubled the reputation gained for all characters after you had maxed out one.  SWTOR’s legacy system provides similar perks for alts.  FF14 bypasses it altogether since you only have 1 character.

This is a long stretch analogy but let’s say you’re a manager at a sales company.  15 years of experience, lots of contacts and a solid knowledge of the business.  Layoffs come around and you need to find a new job (assuming jobs are to be found).  You’re not expected to be doing entry level work, having to put in another 15 years to get back to where you were.  There’s a learning curve for sure, but that should be relatively quick compared to what you went through before.

The more people have access to do, the more they will end up trying those piles of things.  Putting in artificial gates, especially ones that impede 80-90% of the playstyles (since every extra class is a playstyle) just seems like a weird position to me.  An alt-friendly game is quite clearly a long-term game.  It’s evidently the future…just depends on who decides to get on the train before getting hit by it.

MMOs and Stickiness

For an MMO to survive, it needs stickiness – at least if they plan on getting people to continue to pay on a monthly (or just use the cash stop).  Destiny, D3, CoD aren’t really MMOs due to the lack of the word massive, but more so because their financial model is box-based.  FPS types in particular, launch a new version every year or two.  MMOs, the more generic kind, last for years.

Stickiness is important because it keeps people playing, it keeps the world alive.  It’s more than just a user base. As most MMOs have a leveling phase, even a high amount of players that played sporadically and left would cause a serious issue since there’d be less and less people as you leveled up.  Players need to play, and then keep playing for extended periods of time.  It’s been noted in quite a few places that people are what keep other people logging in.  If it wasn’t for guilds in WoW, it would be fair to say that a significant chunk of their users would have left a long time ago.  People need something to do when they log in, and someone to do it with.

A couple years ago (pretty much to the day) I wrote a series of posts about social economies (1, 2, 3 & 4).  In terms of timing, this was during FF14’s relaunch, a year after SWTOR’s conversion and during the “hype” phase of Wildstar and ESO.  Looking back at it, it’s almost a wish list for what I was expecting in both of those games and truth be told, I was generally disappointed.

Say what you will about the leveling portion of a game, the truth of the matter is that the mechanics either work or do not work.  Most people get a darn good feeling for a game in the first hour.  From that point until the “end game”, it’s the social aspect that keeps people playing.  Sure, there’s always the solo-minded player, but even they need to see other people playing the game around them.  But group-based activities have a massive impact on retention.  During the leveling portion it gets quite complicated mind you – travel time and level disparity the 2 main issues.  Mentoring/level sync is a key solution to address this, though only a few games support it.  Group teleports are also quite useful, though to avoid abuse they typically need long cooldowns.  While simple in concept, the mentoring portion can be quite complex to implement, still… it pays off exponentially later on.  FF14 learned this lesson well in v1, and made massive strides in progress with ARR.  There is group content everywhere while leveling, level syncs are included and group teleports are simple.

Once you reach end-game, then the real challenge of long-term gaming takes place.  Progress moves from “do anything and you get experience” to “do this small subset of activities to get gear”.  Both have the same result, more numbers, but one is a heck of a lot more complicated to balance.  The content needs to be accessible and engaging.  For every hurdle that’s put in front of content, a game loses players.  This isn’t a bad thing, as that hurdle is certainly a motivator ion terms of challenge to the player base.  It’s just balancing how many hurdles you put in to see the players using the content drop in line.

For example, ESO at launch had veteran levels.  You reached the max for your faction, then needed to do both of the other faction’s quest lines to reach the true end game.  It was pure padding and a massive hurdle for the player base.  People just abandoned the game completely at that point, since it opened up the same issues mentioned above about the leveling portion of the game – level disparity and travel time.  ESO didn’t have guilds as seen in other games either, it was simply a chat channel.  So the sticky glue keeping people together was pretty weak.

Wildstar at launch had veteran dungeons, adventures and raids for max level players.  Each was a solid content piece on its own.  Unfortunately, in order to move from one tier to the next, the attunement hurdle was present – requiring gold medals.  One small mistake and the gold medal was gone, and so was the group.  I personally ran dungeons with the guild and it was fun if you weren’t chasing a medal.  Sadly, if the guild wasn’t around, random groups were next to impossible to complete.  Without the ability to be social outside the guild, people left in droves.  It took a while but the devs updates the content to provide more solo/group options at 50, but also to drastically reduce the attunement requirements, making random groups much more viable.  Before the F2P conversion though, there were simply not enough people playing to get into a random group, making populations stagnant/decline.  It had a pretty solid guild structure, but without accessible content, people just didn’t have anything to do but chat.  And without “roots” in the game, people moved on.

WoW’s recent expansion went full-out on making content accessible, with the tiniest of hurdles.  I ran a test with my Druid and was able to level from 91 to 100, and complete LFR without leaving my garrison (aside to collect more building plans).  There was no incentive to be social and with the fast-food mentality of content, it was far from engaging.  Losing half the subscribers(!!) is a pretty solid sign in itself that the social glue keeping that game going has almost dried up.

Designing stickiness is hard work.  Looking at one item alone isn’t enough; it’s the sum of all the parts.  A game could have great dungeons but no group-finder.  It could have superb guild tools but nothing for the guild to actually do.  Beta testing, heat maps, analytics…those all indicate what is working and what isn’t.  It takes a really good dev team to plan that ahead of time and an even better team to make the changes after the game has launched.  It’s good that both ESO and Wildstar have made some large strides to address their core issues from launch.  Fingers crossed that the next MMO out the game applies all these lessons before launching, and saves themselves a ton of headaches.

Time is Relative

Time is relative.  *deep thoughts*  Age certainly has an impact on my recollection of events, or even my appreciation of them.  The time at the pool watching my kids swim feel so much longer than actually being in lake with them.  Observing and not participating makes things take a long time, or at least make me think that they do.

I was baking on the weekend, and the squirts helped out at the start.  I’m sure it took 3 times as long to get the work done, but it flew by.  Making dinner with the wife to host Thanksgiving was also a real time machine.  And last night we watched a bit of Suits and the clock just seemed to drone on.  Maybe I’m just more time conscious lately, or perhaps living the moment a bit more.  I’m glad that I’m done with the White Rabbit syndrome of “I’m late”, and instead in the mindset of “so what?  Let’s enjoy it.”  I’d like to think it’s a healthier mindset.

Wildstar

I find that my Esper and Engineer aren’t as compatible as I’d like.  Because the Elder Gem experience is character specific, and that exceeding the weekly cap grants a decent sized boost to gold, playing 2 characters is actually worse off than playing one.  Housing, Elder Gems, Ability Points and AMP Points are character specific, which is a pet peeve right now.  Truth be told, it always has been, but after having played a fair chunk of FF14, it seems downright archaic.  The concept that a character is an island just doesn’t work for me anymore, especially if the “long tail” gameplay needs to be repeated multiple times.  WoW started paying a bit more attention to this in MoP, then stomped on the idea in WoD and just made everything easy mode, shortening the tail.  Making me play longer is a good thing.  Making me repeat the bite size pieces ad infinitum is what drives people elsewhere.

I started a Warrior for kicks, to see the starter experience.  It’s a whole lot better.  Crazy better even.  Then it gets into the regular starting zones, though the first quest hub has a ton of content to get a grasp on things.  Content overload almost. The skill distribution hasn’t changed, or at least not enough for me to notice.  This ends up a bit in the lines of the Tortuga zone in Age of Conan, where the starting experience is amazing, then there’s nothing for a long time, then amazing again.

The classes change so much with skill/amp unlocks, and tier upgrades, that it really makes it hard for the game to properly explain mechanics at the start, in that they are relative at the end.  FF14 addresses this problem with forced grouping, through dungeons.  They even have mini-instances to understand the ever increasing complexity of group encounters (stuns, avoid AE, AE attacks, running, using items, etc…).  I sometimes feel like Wildstar gets you to level 10, then it’s all deep end.  The deep end is amazing, without question, but the F2P conversion is showing the cracks at how prepared people are for it.  If the game forced players to complete the normal modes (scaled to the appropriate level) before the veteran modes, I think people would be better off.  And it’s not like there are 100+ dungeons either.

More ramblings than anything useful, I know.  But the game is just screaming potential, with a few tweaks here and there.  A metric ton of quality of life items were applied in the F2P conversion.  It’s those changes that really put into contrast the core mechanics that are just way more complicated to resolve.  Another post will have me get into the topic of solo vs. group activities.  The more incentives there are in group work, and the easier it is to access (not complete, just access), the healthier a game becomes.  Next time.

#Wildstar – How It Works – Rune Guide

One of the neat, and at the same time complicated, aspects of Wildstar are runes.  For those who played WoW, think of gems, combined with enchantments.  When you really start to pay attention, you can get easily overwhelmed.  This Rune Guide aims to help people understand how to Rune.

The first and most basic question – is it worth it?  Yes.

Even without sets, a runed item nearly doubles in power.  It’s less noticeable while leveling, but once you start elder content at level 50, it makes a world of difference and is essentially mandatory.

Rune Overview

You’ll notice that some items have rune slots, linked to an element (air, earth, etc…).  In each of these slots, you can insert a rune.  Rune names can get really complex, but they generally break down into the following:

[Element][Quality][Type][Effect]

So you might have an Earth – Divine Rune of Critical Hit Severity.

  • Elements are rather straightforward. Air, Earth, Fire, Life, Logic, and Water are the basic types.
  • Helmets, Chests, Gloves and Weapons can also have a specific type of Fusion rune, which provides a unique buff similar to AMPs, and can’t be found in other item slots.
    • Fusion runes can go into ANY rune type slot.   There’s no need to roll one!
  • You can re-roll a rune slot to a random element for a gold cost, which depends on the item level.  This can get quite expensive.  You can also use cash-stop currency…so I suggest you don’t start re-rolling until ilvl 80/100.
  • The number of rune slots on an item is linked to the quality.  Lower quality gear (blue) can only have 3 slots, while the highest quality will give you 5 slots.  This gives you a total best of 35 runes TOTAL per character, across 7 pieces of gear.
  • You can add a new rune slot for gold as well, though this depends on the item quality for the maximum number of rune slots. The cost depends on the item level.
  • Rune quality comes in quite a few flavors. The quality decides if you can equip it or not, based on a combination of your level and the ilvl of the gear you are using.
    • Lesser – ilvl10
    • Normal – ilvl 20
    • Greater – ilvl 30
    • Refined – ilvl 40
    • High – ilvl 50
    • Superb – ilvl 80 (dungeon level)
    • Pure – ilvl100 (raid 1 level)
    • Divine – ilvl120 (raid 2 level)
  • You cannot slot 2 identical runes on the same piece of gear. So no 2 Divine runes of Critical Hit.  You can put a Divine and a Pure though, which is often better than putting in a stat you don’t need.
  • Rune types come in 3 main flavors (See LINK)
    • Basic runes add an amount to a basic stat – strikethrough, crit, etc…
    • Set Runes can stack to add a cumulative bonus to some basic stats. 2 points is strikethrough, 3 points is crit chance, etc…  The set cap is 6.  Any class can equip these.
    • Class Set Runes are specific to your class and impact specific skills, adding a cumulative bonus. The bonuses to skills are at 4 and 8 points.  They are very powerful.
  • The rune quality can add more than 1 power per rune. A fresh level 50 can only slot runes that give 1 power.  With raid gear, you can slot items with 2 power runes- the only way to reach the 8 point bonus.
  • Rune set bonuses are limited to a single item. This means, that to get the 8 point set bonus, you need at least 4 rune slots (2 power each – called Exceptional runes).  This means you can get multiple rune set bonuses instead of just one for the character.
  • Set Runes are limited by the ilvl (Devastation required ilvl 80, Onslaught is ilvl 50)
  • The effect of a rune is linked to the element. You can only have 1 effect per rune.
    • Earth – Critical Severity, Armor, CC resilience
    • Fire – Critical Hit, Reflect
    • Water – Multi-hit, Glance
    • Logic – Vigor, Intensity, Critical Mitigation
    • Life – Life Steal, Health, Focus Pool
    • Air – Strikethrough, Focus Recovery, Deflect

Inserting Runes for Beginners

Given all of the above, it takes a bit of work to figure out what is the best way to slot items.  This guide assumes that you are wearing ilvl 50 gear.  If you have dungeon gear, then there are more/better options available.

Let’s say that you’re a DPS Esper and have a set of blue ilvl 50 Pants, with 3 rune slots.  You can buy a 4th slot for 14 gold, which is a good idea.  You’re given an Earth, Air, and 2 Fire rune slots.  Given the item level of the pants, you can’t use Class Set Runes but you can use the general kind.  Given that you’re a new level 50, you likely aren’t running around full of plat, so you won’t be re-rolling the rune slots.   What’s available given those slots and at that ilvl?  You can use this link to get an idea: googledocs

  • Onslaught – Life/Earth/Air
  • Striker – Life/Water/Air
  • Havoc – Water/Air/Fire

The closest one, without re-rolling, is Havoc (3 points, Air/Fire/Fire).  So let’s craft/buy the runes needed!

  • 1 High Rune of Strikethrough (Air)
  • 1 High Rune of Critical Hit (Fire)
  • 1 Refined Rune of Critical Hit (Fire)
  • 1 High Rune of Critical Hit Severity (Earth) – not part of the set but a good stat to have

You’re now at a 3 power Havoc set, plus some additional Critical Hit Severity.  That gives +200 Strikethrough, +370 Critical Hit Chance and +200 Critical Hit Severity, plus the 0.17% Health and 0.2% Critical Hit Chance.  That is a massive increase in power.  You can repeat as you want on each piece of gear you get.

I do not recommend re-rolling for Fusion runes until ilvl80.  Class set runes start at ilvl80 for PvP, ilvl100 for PvE.

Optimizing at Maximum Level

At the best gear levels, you want to aim for 2 class rune sets, then 6/6 of the basic rune sets on the other pieces of gear.  Be aware, that getting the best runes is very expensive (re-rolling + the actual cost of the runes).

The general idea is the same as before, it’s just that you’re going to be re-rolling rune slots and going broke doing so (pray to RNGsus):

  • Buy any additional rune slots.
  • Find your class stat weights for priority.
    • You don’t want to stack Intensity as a healer for example
  • Find the your optimum class sets (2 of them)
    • Find 2 pieces of gear that match the closest and re-roll the runes to match your class set (4 rune slots needed to get the 8 pt bonus).
    • Slot each with Divine Runes (use Pure runes to avoid duplicates)
  • Look at Helmets, Chests, Gloves and Weapons to ensure you have 1 free rune slot
    • Apply the appropriate Fusion rune to that item
  • Find your best regular set (or sets)
    • Reroll the slots to match the set requirements.
    • The best is using +2 power runes in 3 slots (giving the 6 total), then the extra 2 slots for another set (giving 4 total).
    • For example with a 5 rune slot item, for a Devastation(6) and Onslaught(4) build, you’d be looking for Earth x2, Fire x1 and Logic x2 for the best of best stats (Crit Severity, Crit Hit and Vigor, respectively)
  • Super-mega-optimal-dream-world-RNGsus-loves-you has something like:
    • Weapon: Fusion + Class Set
    • Head: Fusion + Class Set
    • Shoulder: 6/6 Set + 4/6 Set
    • Chest: Fusion + 6/6 Set + 1 Rune
    • Pants: 6/6 Set + 4/6 Set
    • Gloves: Fusion + 6/6 Set + 1 Rune
    • Feet: 6/6 Set + 4/6 Set
    • For a total of 4 Fusion, 2 Class Sets, 5x 6/6 Sets, 3x 4/6 Sets and 2 extra runes.  Which is around 12,000 extra stat points, without set bonuses applied.

Runing Example

The following is an example of me actually applying runes to my engineer’s main weapon.  You’ll see that it’s ilvl 90, meaning that the only upgrades are going to be from raids.  So might as well make this one as good as I can!

Empty Gun - bad rolls

Empty Gun – bad rolls

You can see here that while the itself is pretty good, the actual rune rolls don’t help me.  I can have up to 4 rune slots.  I can’t use a Class set but I can use the Striker set, so I’ll aim for that.  Based on the runes needed (Life, Water and Air), the actual stats I need are Multi-Hit and Strikethrough. Since I can’t use the same rune twice, I will use 1 exceptional rune and 1 regular rune for Multi-Hit and then 1 exception rune for Strikethrough.  That means I need 2 Water runes and 1 Air rune.  The last one is going to be a Fusion rune, which can be any type.

So let’s start re-rolling.

Re-rolling for service tokens

Re-rolling for service tokens

With the F2P change, you get omnibits from time to time.  The absolute best use is to transform them into service tokens, and then use those on runes.  To re-roll a rune slot costs 12 tokens, to add a new one of a specific type costs 25.  I need 2 Water and 1 Air, so I’ll re-roll 2 of them and then add one.  Total cost = 12 + 12 + 25 = 48 tokens.

Can't have two of the same!

Can’t have two of the same!

You’ll see here the limitations of of stacking runes, you can’t have 2 identical ones.  You can see that one of them will add 2 points to the set (the purple one) and one will add 1 point (the blue one).  I could have added a lower ilvl rune for 2 points, but the Multi-Hit value on the rune is worth more.

After adding all the runes, this is the end result.  Notice also the set bonus.

Super power.

Super power.

Cherry on top.

Cherry on top.

This is what it looks like when it’s all done.  I went from 100 strike, 100 multi and 115 crit at the start and now I’m at 370 strike, 600 multi, 115 crit and Siphon.   Then there’s the set bonus to it all, which comes out to about 150 extra points or so.

I won’t go over how much it cost for the runes, but it was about 1.5p per on my server to buy them.  I was lucky enough to have most of the materials on hand, so it ended up a decent price for an item I won’t be replacing.

So if you think about it, for the total cost included, I easily doubled the item’s power potential.

Chit Chats are Good

I wonder if water and pop have the same effect as beer and coffee.  There’s a greasing of the wheels if you will, when the latter is offered.  Having a chat with a friend just seems to go better when those are around.  Even as a kid it was the coffee shop.

I’ve been doing some chatting these past few weeks with various folks, talking about personal and professional goals. From a professional front, I think we tend to want to talk to people who have gone through something similar, to get perspective.  I don’t mean shop talk, I mean actual career discussions.  I usually work with a Plan™, where each steps in my career is rather thought out.  I find the job that can use my skills but also provide me new ones.  I tend not to do the same thing for very long, maybe a couple years, before moving on to the next challenge.  The good/bad news is that due to the project I’ve been working on, that progress has been accelerated at an incredible pace, where I’m now into the 5-10 year window of where I planned to be.  So this is uncharted waters for the most part and I’m a solid 15-20 years younger than everyone I work with.  With 2 young kids.  It’s not that I’m bad at the job, just the opposite – it’s that the expectations of the position require some sacrifices at home, which I’m not really willing to do anymore.  Suffice it to say, this past year has been a heck of a ride and I’m trying now to get a better handle on it all – with varying degrees of success.

On the personal side, it has taken a very, very long time to find someone impartial with whom I can have an honest conversation.  Oh, there’s always family and the close circle of friends for sure, but there are certain topics that require, um, a certain skill set to discuss.  I am often unable to communicate ideas that are crystal clear in my mind, due to their sheer complexity and nuance.  It’s one of the main reasons I write this blog actually, to practice communicating ideas.  My wife and I were talking about this problem last week, and the list of folk on the list of “talk about anything” can be counted on one hand.  I have friends with whom I can talk sports, other philosophy, others science, others IT – some even cross across multiple fields.  Those that cross ALL the fields, those are really hard to find.  So when I found a professional that I gelled with, it was a really cathartic feeling.  Exhausting is a better term actually, since I typically don’t have the opportunity to talk about anything.  Having to think/analyze/absorb a complex conversation is fun.  And the beauty of it, is that afterwards I have the toolset to communicate it more effectively with my family/friends.  I know a lot of people have issues with mental health, and just finding someone with whom to connect makes a world of difference.

Wildstar

I did another veteran expedition, Space Madness. It’s a 15 minute run, if not less.  It’s such a massive contrast to some of the other expeditions, 30+ minutes in length, that I’m thinking I’m going to skip those other ones in the future.  The rewards are the same, though the longer ones have a few more enemies to kill.  Not enough to make the drop increases to be meaningful mind you.

I also spent a bit of time trying to figure out my tailor skill stream.  With drop 6, every tier got massively simplified – 2 items each, plus a “capstone” for extra points in the talent tree.  I took a look at the auction house and there isn’t a single “Master” level crafted item present, which is making me wonder if it’s worth the time/effort to pump up the skill.  I have more than enough plat to get there mind you… so I set some buy orders for material and we’ll see where that ends up.

In the meantime, I need to figure out why the load times are so dang slow.  The gaming laptop is about 6 months old and top of the line, so…there be something wonky somewhere.

Wildstar – I Goes Squish

I was pretty gassed out yesterday.  My eldest was in the same boat, taking a solid 12 hour snooze.  My wife is on a kick to redecorate the house, which is ok by me, but my ability to appreciate her efforts isn’t exactly stellar.  She spent a bit at the store, came back with bags and bags of knickknacks that seemed neat but I was just too out of it to really pay enough attention.  To bed I went and was out for 10 hours.

This weekend, I’ll make sure to spend the time focused on this redecorating.  It’ll be a nice change to the house and really allow us to put more of our own touch to what’s around us.

Wildstar

I mentioned yesterday that my power output had increased.  I ran a couple more tests and this is still accurate, for the most part.  Regular enemies die slightly faster than I recall, so it makes clearing some quests and expeditions all that easier.  Mind you, some are long as all heck.  Deep Space Exploration is nearly 40 minutes long, solo.  I enjoy it and the story but wowza, it takes forever.  I could clear all of Star Basin in that time, twice.

Where the power output has not increased is in elite enemies.  I clearly do not have enough strikethrough, as enemy armor is huge.  In the previous fight length, say 2 minutes or so, I could clear these guys, self-heal and allow my mini-pet to tank.  Today in the same time frame, I can barely get them down by 10%.

Which brings me to the next topic, crafting.  Top-level crafting was rejigged.  Instead of existing on its own, there’s a penultimate level which is a good level 50 entry point.  Then the top level has 3 specific tiers, one for dungeons, and then for the 2 raids – each recipe uses crafting vouchers to unlock.  Vouchers are acquired through crafting quests – not terribly hard to do.  Crafting the first item set requires some ingredients that are somewhat hard to acquire on your own (in that you can’t farm them, you need to open bags) but they have a decent power level.  The last 2 can be crafted but only unlock fully if you’ve cleared parts of the actual raids… so not much worth on the market.

I bought a few recipes, put in some buy order for the material (which is 50% less than the Buy Now option) and logged off for the night.  If things go well, I’ll have a few new pieces to craft tonight, focused nearly entirely on Strikethrough, to make those elites a whole lot easier to run.

And that’s just my DPS set…

Of note, I’ve updated both Esper guides – DPS and Healing.

Wildstar – Returning to Nexus

I was finally able to really log in to Wildstar and see a bit about what had changed.  Yay!  The good/bad news is that it’s mostly quality of life stuff.

The downside is the sheer expansion of consumables related to the item store.  I need to do more looking at that aspect.  Filling up a rested experience bar with a potion is a weird thing, but it’s just a time saver really.  I never found the leveling portion to be boring but I’m guessing I’m in the minority on that.

Stats have been renamed but function nearly the same as before.  Runes have been overhauled and while the interface is slightly different and the balance between them better, it’s not like the entire system was redone.  Crafting at the top level has changed a lot.  The activity of crafting is the same but the recipes are all different.

And that was the largest change for me.  My Esper had a decent amount of crafter gear equipped as I had not raided or run any dungeons in a long while.  I logged on to a full mailbox and an nearly naked character.  Since the items no longer exist, I was provided a crafting token to make a new one.  This part was neat.  Items have a sliding bar between DPS and support mode.  Instead of a random set of stats to select while crafting, you can now manually select what stats show up.  What this means is that there is a whole lot less RNG involved, which is a great quality of life improvement.  Crafting top tier items was crazy expensive, and replaced in short order, making crafting more or less useless outside of runes.

Combat is the same as before, though the power curve seems to have shifted a bit.  Maybe it’s that the gear has more power now… I’m not quite sure.  I ran a shiphand mission (called expedition now) and it was much easier than the previous runs.  I need to try some 5+ bosses to really get a verdict though, as those were usually tight affairs to solo on the Esper.

My housing plot seems to have exploded in size, near 4x what it was.  That is going to take quite a few hours to decorate.  I really liked the previous size, as the limitation meant that you had to be creative.  At this size, I’m a little perplexed why they didn’t make it account bound instead of per character.  I know I can teleport between them – which I do – but it’s still awkward.

Skill unlocks seem to be gone, which is awesome.  That was always an annoying part of the game that didn’t make a whole lot of sense.  Our guild bank was littered with skills that no one needed because they dropped 100x more than the ones that did.  AMP/ skill point unlocks are still there, as a goal for the elder gem (EG) folk.  This of it as an AA system really, that only truly takes effect at max level. There are a few spots to unlock these points, so it’s not like you’re forced to do it one way.  Maybe the drops on this have been fixed, I’ll have to check.

There’s no new content per se, so if you’re looking for more dungeons or adventures you’ll have to wait.  My guess would be not too long mind you, given that the people playing are not terribly likely to be new players as much as returning players.  They have 5 drops of content to get through, which is good for sure, but it would be hard to argue that the staff working on the F2P swap had anything to do with the content group (art, design, combat design).  Fingers crossed on that one.

Next up will be an adventure run, maybe a vet dungeon too.  I think I’ll level another alt too (I have an Engineer at max already) to see if the power/skill curve while leveling has been fixed.  I was kinda hoping that NCSoft would have put in a dungeon system like FF14 but I guess that’s for another post.

Reading the Patterns

My wife plays ball hockey, I play ice hockey.  She plays in a rec league, I play in men’s competitive and one group for pickup.  She’s adamant that the nicest man on the planet turns into an ape once you put a hockey stick in their hands.  I am not one to disagree.

The concept of competiveness for me is deeply associated with scope.  Rec/pickup is meant to just have fun and socialize.  At the end of the game, you’re going to see the opponents and have a beer with them.  It doesn’t make sense to take a whack at their knees.  Sometimes the blood boils, I get it, but it still strikes me as odd.  I know personally I tend to laugh the entire game, though there are certainly bouts of open frustration when you hit a string of bad luck.

Competitive though, that’s a different ball game.  You don’t usually have a beer with the opponents, so there’s certainly some bad blood that brews between both sides, usually just a couple players though.  The expectations are different as well.  It’s not so much about winning, because you can’t win them all.  It is however about trying.

I play on 3 teams, one of which has a much lower skill average than the others.  Well, to a degree I suppose.  The team itself is in a division of equally skilled players, so at the end it often turns into a meetup of mistakes.  Players who put effort, regardless of their skill set, build some level of confidence and improve – those that coast are really just spectators in the game.  That part really grinds my gears something fierce.

Skill is an interesting topic, if I can take a small tangent.  I remember a study where chess masters were presented a board for a few seconds and then it was hidden.  They then were able to replicate the board, piece for piece, without fail.  They did this because these were boards of actual games, where strategies were applied.  They tried again with boards that were setup by kids who didn’t know any of the rules, and few of the masters were able to copy the boards.  The lack of skill/understanding removed all patterns from the game.   Sports are a lot like this.  There is a certain pattern to a well-played game, and you can see this in most professional sports.  No look passes are a great example.  People just know where to be.  When you remove skill from that equation…the patterns go away.  It makes for rough going sometimes.

Greater Rifts

Following a bit on the theme of patterns, at higher GR levels, there are specific movement & skill patterns that need to be applied.  You can just go Rambo at the lower levels and bulldoze your way through but on the higher tiers, you’re going to suck floor.

The WD has an interesting pattern in GRs compared to Monks.  Depending on the gear set, you have more or less control of what’s going on.  Getting large packs together is harder, as your movement skills are a fair bit limited.  Using mimics (Grin Reaper) further complicates this, as they randomly cast their spells.  I understand the basic elements but the complex movements are still a learning process.  When to use the Wall, when and where to use Bears, when to use Haunt.  It’s all a neat little dance.  When it works out, you feel rewarded.  When it doesn’t, you feel cheated or pretty dumb.

The Monk on the other hand…you just flit around the screen massing up big piles of enemies.  You snapshot a decent EP, then learn to spread it in the group.  There’s more circling involved, a lot of quick jabs to keep the buffs up, but the actual skill use is simple.  Press SSS and things blow up.  I mean it sounds simple, and on paper it is, but in practice you need to get the timing down.

I like the challenge greater rifts apply here.  There’s more granular control on the difficulty than simply jumping up Torment levels and a much higher skill cap.  I think GR82 is the current record for group play, which would put it somewhere near uh, T 15 I guess?  I know that at GR60 a regular enemy has over triple the health of a guardian in a TX rift.  So finding the pattern of the class you’re playing is as important, if not more than the actual stats on your gear.  It’s a neat balancing act.

Wildstar

Still a huge queue, though I was able to log into my housing plot for 5 minutes before bed.  UI is the same as before, with a small (very small) item shop button.  Need to play through some more, fingers crossed it works tonight!

Please, Take My Money

Fall is finally here, what with the cold weather in like a beast.  I was thinking we might get a little longer of those super hot days, but hey, it was good while it lasted. This weekend was a fishing weekend with some hockey buddies.  Water was a little cold but there’s nothing like a canoe in a lake, surrounded by fall colours.

It was a nice mental break from work, though the overcast sun and about 10 hours of paddling did drain the batteries a fair bit.  Still, a lot of laughs, some amazing food and great company.  That’s the way it should be.  I’ve had my share of the awkward times with folk you really don’t need to be around.  Those days be done.  A cigar, a beer, and a big campfire.  That’s the life.

Wildstar

6 days after the relaunch and I can’t get past the character selection screen.  Either the login queue is hours long, or it fails to load the world afterwards. How very interesting.  I can only imagine how frustrating it is over with Carbine.  Too many people want to give them money (or at least look at their product) and they aren’t able to get them through the door.  Makes for bad conversion rates.  Good news is that it’s a quality product, and maybe with a better price point, it can have some “stickyness” to it.

There’s bound to be a point where I’ll be able to play again.  And hopefully this influx of new players will fill the coffers enough to get some new content in the game in short order.

Diablo 3

I fooled around with the Witch Doctor a bit more, filled out a few more pieces.  I think the power curve in this game is solid, in that the jumps don’t feel absolutely insane.  There’s a clear progression, with T6 being the “sweet spot” for most casual players.  The amount of time between those spots is where patch 2.3 has had the largest impact.  Item acquisition is twice as fast as before, what with the Cube as a viable option.  Mind you, on my WD, Kadala has been the lucky one for me, with the cube really only decent for set swaps.  Guess that’s what happens when there are so many items available for a class.

I’ve tweaked the play a bit as well, learning how to weave specific spells in the rotation.  Wall of Death and Zombie Bears have an interesting dynamic.  The former causes you to run when casting, the latter has clipping issues if you’re not positioned correctly.  Getting both to work in a given spot is some fancy footwork.

I also tried a chicken build, where you run at near 150% movement speed for 15s at a time, with next to no cooldown.  It makes speed clears something impressive, slightly ahead of the Monk when taking down groups.

I was able to get a few legendary gems leveled up, enough to give me enough juice to do T8 reliably well.  It’s really telling how those gems drastically impact the power curve.  I could feel the progress in each greater rift I did along the line, making clears that much easier.

As for the Monk, I tried fishing  a few rifts to clear a GR60 but never got anything decent enough.  Caves and ghosts have my number I guess.