PvP – My Take on It

Seems the topic of PvP is flaring up recently, and I’ve been struggling to get my point across.  This post should help set down my theories on it and allow for more depth in the argument.

PvP, to me, has 2 main components.  First is that it requires two consenting parties for it to be acceptable.  Second, is that it’s primarily focused around competition, and is often used for anti-social behavior.

Consent

First off, you should know I’m a fiscal conservative and social liberal.  I am ok with 2 people doing what they want, as long as there is consent.  There is a lot of argument around what consent is and what it isn’t, and in particular at what age you can actually understand the implications of consent.  It is not possible to give consent when you are intoxicated, for example.

Real world example in Canada at the moment; Jian Ghomeshi is a fairly popular radio DJ for the CBC, a crown corp new broadcaster.  You might remember him from the Billy Bob interview.  Well, last week he was fired from the CBC, and news is slowly trickling in to as why.  TLDR; he had admitted to being inclined to BDSM for some time.  The other parties are claiming a lack of consent on these relationships.  And in this particular case, there’s the whole position of power issue. I’ll let the courts settle it but this is likely to be a watershed event for Canadian law.

Most people’s understanding of BDSM is from the movies or from 50 Shades of Grey.  Something taboo in the dark corners that someone else does, 100 km away from civilized society.  Hearing that a Canadian icon is into this, and not ashamed of it is pushing it to the limelight.  I don’t mind the activity as long as both parties consent.  The main issue, from my perspective at least, is that people’s understanding of the act, and thereby their consent, is flawed.  There is a massive difference between asking someone if they like “rough sex” and “do you want to be choked to the point of passing out”.  There are shades of BDSM and what someone would find acceptable, you can’t really dial it to 11 with someone you just met unless you were really descriptive as to what it meant.

When you look at PvP, it’s a similar boat.  What does PvP actually mean?  Does it mean even footed battlegrounds, where stats and skills are normalized?  Does it mean territorial control?  Does it mean greifing and exploiting?  Does it mean meta-PvP such as the multiple cases in EVE ISK scams?  When you are clicking the EULA, it certainly doesn’t state any of that.  You actually have to play (or read about other players) to understand the event and when (if) you can actually give consent.

In some PvE games, you need to flag for PvP and willingly embark.  In the more sandbox type games, just logging in is considered consent.  And your consent is usually backed up by an exchange of money to the developer…

Social Impacts

This one has two sub components.  The structured PvP, governed by rules – which is what e-sports are based upon – is the one I think most people are interested in.  At least, it’s the one that dominates the market globally, though less so in NA.  The other part is the anti-social stuff, or wild-west if you will.  Bullying and griefing falls into this bucket, including all sorts of harassment.

I don’t mind the first one as again, it’s predicated on consent and the rules make it clear on the engagement and results.  You know clearly before engagement the limit of the activity and how a winner is declared (if there is one).  PvP battlegrounds and realm warfare fits into this.  LoL, WoT, MOBAs, CoD are all based on this model.  Though competition and failure, people progress.  Either you’re competing against yourself or someone else – you need a target goal.

The anti-social side is where the crap happens.  Trash talk, harassment, bullying, corpse camping, theft, meta-PvP, murder sprees, destruction for no gain are all some examples.  This isn’t exclusive from the structured PvP in any way.  You’ll find graveyard campers and trash talkers a plenty in that model.  But some games are built with only this in mind.  DayZ is a really solid example where the PvP is so rule-less that no one can progress outside of gangs.  If you see someone, you kill them and loot them, plain and simple.  There is no other goal in the game, no point of building progress as the risk of loss far outweighs any potential gains.  EvE has this problem with AWOXers, where personal corporations do not want to invite new players as they pose a greater risk than a benefit.

I get why people want to play games that allow you to do this.  CoD allows indiscriminate headshots right?  No real-world benefit to this.  It’s fantasy fulfillment.  We need it as an outlet.  I’m onboard with the concept and I see why people would want to participate.

Summary

I just won’t consent to it and participate.  Lack of player consent is where some developers are trying to find new ways to address bad players.

LoL’s tribunal was set up to mitigate this activity.  Get reported enough, get sent to tribunal, face a potential ban.  It’s not working though, since the ban puts people in the unranked games, which causes even more grief.  XBOX Live has a ranking system where only the worst ranked people play together, a sort of cesspit of society if you will.  I haven’t heard news on it but the principle makes sense.  AA has a penalty box, where you go to a tribunal of sorts then have to sit in-game for a period of time – I think the most I’ve seen was 12 hours.  I think it’s a good thought but the penalties are much too lenient.

I don’t play EvE, Darkfall or AA because I don’t like the anti-social aspect and the lack of structure.  I think they each offer a decent take on the whole sandbox structure mind you.  Still, I won’t consent to that type of PvP and since each of those games doesn’t give you an option of consent, outside of logging on, I see no reason to play.  There are plenty of other options out there.

Failure Drives Progress

A thing about me some people might like to know is that I hate to lose, I mean I really hate it.  This aligns with my comfort level in games of chance.  When I lose, I get an insane drive to try again and learn from my mistakes.  I’ve come to accept the fact that there are times where I will make no mistakes and still lose.  I can often spot them and just either play through or drop out.  My career deals with the political space, so without detail, it happens more often than I would like.

Anecdote, to this.   My career has been defined by people telling me that something couldn’t be done or by being told no.  I am a firm believer that no matter how hard you squeeze, something will get out and that telling a client no just means that they are not going to ask you for help next time.  I have climbed the proverbial ladder in short order (about 10 years faster than I had planned), with “failure” as a primary motivator.

Which brings me to playing games (and hockey) where my skill is the primary barrier to success – not some random roll.  I know in Wildstar there were a few battles where you needed near perfect timing to complete them.  The first attunement boss quest was one such event that you really needed to learn the dance to avoid the fire blasts and being knocked down 1000m.  It didn’t help that he was (is?) bugged so that any DoT had him spam cast his fire blasts.  We were 6 trying, he bugged every time and all but 1 other quit.  It was 2AM, after 4 hours of trying that we got it.  Success felt great and the possibility of success was always there.

I love XCOM, have since the first version on DOS.  I had to go to the library and write my own mouse driver (I must have been 13 at the time) to play it and I put in a solid 200 hours over the years.  I saved at the start of a mission and at the end, so that the decisions made were strategic and tactical and not a numbers game.  Balance made sense.  I played a lot of the new XCOM and did the same thing to start.  Then I reached the mid-game, where 2 or 3 90% shots would miss.  Like point blank shots.  A few of those missions in and I started to feel like my strategies were flawed.  My squad was perfectly placed, turns saved up.  I’d send one guy to open the door then scoot away (taking fire on opening was ok).  Then I’d miss every shot that round, enemy would throw a grenade and mind control and next turn I was down to 2 soldiers.  I think not.  I’ll take getting swarmed, or duck and hide strategies but if I play perfect and the game “cheats” I move on.  Old SNES games often did this…Mario Kart’s blue turtle shell is a prime example.

MMOs are a tough one for me.  Sure, they give you some control on outcome and they are generally stress free but today, they don’t provide enough controlled failure to keep me attached.  Or they do and the requirements to meet that control are not worth the results at the end.  So Wildstar again.  I do love the concept of the game.  I do not enjoy the concept of elite-level play with minimal margin for error on all content past 50, for rewards that are marginal.  In particular if that requirement is less about you being perfect but that 20-40 people have to be.  The skill floor is very high and honestly, the rewards are not there for me today.  FF14 has a lower skill floor and a slightly better reward structure.  SWTOR is close to this level, with a slightly lower skill floor.  WoW arguably has the lowest skill floor of them all and the skill cap just got nerfed to the ground baby!

And to add more complexity to it, I really do not like PvP.  I find it to be one of the most anti-social activities on the planet, though one of the most instinctive ones.  See, I like sports because there are rules and officials to ensure even play.  So that cheating is rare and that skill is the main point.  Two teams, to be matched, are generally on fairly even terms.  PvP is the opposite of that.  Cheats and hackers are rampant.  Griefing is a core tenet and piracy is the norm.  I get the theory of comparing power levels, I do.  I do not understand how stealing someone’s house has anything to do with that.  So I don’t play.  I’ve tried them all certainly, but none have provided anything but frustration as no one is building and everyone is destroying.

That said, failure is one of my main drivers.  Finding fault and trying to fix it and avoid it is fun.  Realizing that you cannot fix that fault (say a gold hack, or bad boss programming) means I leave that action and maybe the game.  If I never fail and there’s no challenge, then it’s a one and done trip if I think the end result is worth it.

It’s interesting to reflect on the concept of what is fun for you.  It ends up saving me money/time by avoiding things that clearly have all the flags of no-fun, while at the same time maximizing my fun in a game finding activities that are more in-line with my happy place.  Challenge is fun!

Skill & Chance Continuum

KTR’s Zubon has a great system of theories that he references often in his posts.  Many revolve around the concepts of chance and randomness.  A recent post relating to games of minor chance and skill that deter people from participating.  Which I think is the definition of sport as we know it.

In sport, there is always some element of chance – that the ball will be take an odd bounce, that a stick will break, that someone will slip rather than jump.  I mean, if it was a purely objective event we wouldn’t have sports betting right?

A Z-theory (I like that term) is that randomness helps the weaker party, which in practical effect is quite true.  I have a great distaste for games of pure chance.  This is compounded by the fact that my wife has an abnormally large swing to the “luckier than not” camp.  I’ve had enough nights of multiple Yahtzee to learn my lesson.  Games of moderate skill with elements of chance are also rigged in her favor.  I can count cards and I can detect patterns.  Heck, I’m an analyst by trade.  But the element of chance is seemingly in her favor (we joke that she has my grandmother’s luck).

Example.  Cribbage is a card game where you count to 121 points.  Points are accrued through discard per round, then through a point scheme in your overall hand.  Pairs, 3+ in a row and counts of 15 give points.  Simple in theory.  Odds would dictate the optimal cards to play at a given time, where statistically you’d be favored.  However, as with all games with chance, there’s some long-odds chance that you get more points, one where you give up the certainty of points for the chance.  To say my wife is an amateur cribbage is not fair.  That said, the better she gets at understanding the game and the systems that support it, the less likely she is to win.  Which I guess makes sense in the short game but certainly not in the long game (the famous change adaptation curve).

My brother is on the other side, where he actively aims to increase skill and optimize his play.  He has a dislike for randomness and chance, to the point of frustration.  Someone who wins through “cheese” as he calls it, pushes all the wrong buttons.  That said, even if he were to lose a game of skill there is always some additional factor to himself that would cause it.  My sister and I can clearly remember the nights of “stop walking so loudly”.  I was accused of cheating in GoldenEye because I remembered where the armor spawns were.  And the reactions are in the heat of the moment.  Once removed from the event, he can break apart what worked and what didn’t.  I guess that deals with focus?

I find myself closer aligned to my brother than my wife.  I prefer to play games of skill to chance and to play against opponents of equal or greater skill.  I do not want to be the best player nor do I want to be the worst, just somewhere in the top 10%.  Never been a fan of topping DPS meters but I am a fan of looking at why other people do.  And most times, assuming same power level, it’s because they replaced all pretense of defence with attack.  That isn’t an exchange I am willing to make.  On the odd time that I find someone who is truly more skilled than I am, I break it all down, compare to what I have and try some of it out.

Hockey is my final example.  I play 3 times a week and I can objectively say that I am a better player at 35 than at any other time.  Not better physical shape, far from it, but a better player.  I’ve moved from teams to better ones, taken up some high level shinny and pay a closer attention to other professional games.  I get to try some stuff out, see what works with my skill set and go from there.  You reach a point of confidence in the action, where you also understand the risk involved.  You then become more instinctual than thought-based, which drastically increases reaction time.  I had to relearn a bunch of fundamentals in the past 2 years due to bad habits. It’s made a world of change.

The point of the post is more about exploring where along the skill/chance continuum I find comfort and realizing that not everyone is there with me.  And that people who are too far apart on that line will have a hard time playing together.

 

FF14 – There Be Flying About

I’ve professed a fondness for FF14 and that really hasn’t gone away.  I had stopped my subscription just about a year ago due to lack of time to play and things just haven’t aligned since to get back on.  ESO & Wildstar took up the late spring/summer and WoW is up on deck likely ‘til the end of calendar.  RIFT looks interesting, as Syp’s posts certainly have me itching.  We’ll see how the cards are dealt in that one.

But back to FF14 for a second.  I left just before the housing issue (crazy prices) and 2.4 seems pretty neat.  The next expansion is in February (?) and has a few highlight items, in particular a job with no class (Dark Knight).  Classes/Jobs in FF14 are pretty darn well thought out in general and with the 2.5s GCD, it’s more about strategy that is moment to moment button spamming.  The skill cap is lower that WoW or Wildstar but the base difficulty is higher than most other games.  The “ramp up” or training wheels period is super smart and the fact that 1 character can take any role is even smarter.  Account-based progress is done superbly here.  It is the best “pure MMORPG” out there – and subscriptions reflect that.

I keep rambling.  I want to get to the concept of flying mounts in FF14 as a prospect.  After having recently done Blasted Lands with only a ground mount, after ~4 years of flying around for the majority of my play, it was quite a shocker.  FF14 monster placement is such that there are spots you don’t want to walk through for fear of a chain stun/knockdown.  It provides a sense of scale to the game.  Not that travel is complex as each place is fairly easy to access once you know the paths.  We’re not talking about MMOs from 10 years ago where you spent more time walking than actual doing something.  The game today just isn’t designed for 3D movement.

Flying worked in BC because the zones were poorly designed and the concept of travel flawed.  It really was something for the devs to split content from the leveling folk and max level (like the Netherwing faction).  Flying mounts will never work in SWTOR due to the significant amount of zoning involved.  It would work in RIFT but there really isn’t a need due to the Portal system.  I personally see flight as a band-aid solution to poor design decisions.  It provides a massive convenience for the player that removes a ton of value from the actual content and thought process.

WoW-Cataclysm is my go-to argument for not including flight.  There are whole swaths of that expansion that I’ve never seen because I flew over it.  Heck, I was leveling my Hunter recently and found spots in Hyjal that were new.  And I’ve done that zone 6 times already.  The entire concept of exploration just goes out the door.  MoP took out flying while leveling but kept it at cap.  Horrible flight path logic made flying at 280% much more effective at getting around.  WoD is not putting in flight at all, which I think is a great decision.  They’ve already increased flight path speed and from beta impressions, the flight logic makes more sense.

So when I look at FF14 and they say they are putting in flight in the next expansion, I am quite pessimistic at the prospect.  From initial impressions, it would seem that I am not alone in that sentiment.  Though in the same breath, I find that the devs for FF14 tend to put a fair amount of thought into each step of design since the relaunch of the game.  Sure, the housing prices were bonkers but the system worked.  Duty Roulette worked.  Class balance works.  FATES work, bosses work.  Crafting works.  Solid, if not necessarily spectacular, from end to end.  Just seems like an odd pitch for a feature that is not met with much acclaim in any other game.

WoW – What a Boost Gets You

So I bit the bullet yesterday and bought WoD, which includes the boost to 90.  Funny story, I did this while I was stuck on a loading screen in Stratholme trying to get the Baron’s Mount.  My Rogue can clear the entire zone in under 4 minutes, which is decent enough speed.  Proper talent selection gives me a permanent 70% boost to movement speed, which is miraculous.  I used to run it a lot and never got lucky.  I ran maybe 30 runs last night, no drops.

Anyways, back to the boost.  Simple enough, log in, character select has to pick a player to apply it to and pick a spec, to ensure the gear you get makes sense.  I put it on my level 30 worgen druid.  I’ve been using him as a fun alt but to be honest, I find the druid slower than all the other classes.  Rogues are turbo stabbing machines and my mage and shammy seem to just light things up with chains.  Druid … not so much.  But they are versatile as all heck.  I selected a Monk for the 3 roles they can fill and a Druid can do 4 (melee and ranged DPS).  The only 2 classes that can do an “all one class” raid.  I’m a practical guy.  Plus travel form is OP (*instant cast flight grumble grumble*).

It took about 30 seconds for the changes to apply.  I logged in and my druid was sitting in the Blasted Lands, ready to start the intro quest to WoD.  Stacked in full ilvl 483 gear (which is a single notch down from Timeless Isle gear).  He was better off than my Rogue, Hunter and Shaman.  There are about 20 quests to go through in this zone and every 4th or so, you unlock something for the class.  Oh, and my bags were empty but I was given a bunch of 20 slotters and kept the gold I had.  Oh, and I gryphon mount with no training other than ground.  Blasted Lands on a ground mount is a much different experience than with.  Training for WoD no doubt.

I started with Prowl and 2 attacks.  Let me tell you that those 2 attacks didn’t do much.  No talents, no other skills, no glyphs…thank goodness for the gear I had.  Each fight cost me about 20% of my hp.  A few quests in and I unlocked a self-heal.  Then I unlocked some more damage abilities.  The final unlock gave me my talents/glyphs and all attacks.

And the penultimate flying skill, with all “zones” unlocked – including MoP flight.  I was running the math but that’s ~10,000g or so that was saved.  I have a few characters that don’t even have MoP flying since it’s not of any use in 3 weeks.  So, pleasantly surprised let’s say.

Also, since my character wasn’t a “veteran”, I didn’t get any profession boosts, they stayed at abysmal levels.  Though again, WoD is apply the same model as MoP cooking/gathering.  Gathering will work regardless of skill level, you just get broken pieces that you need to put together.  Cooking (actually all crafting now) will provide you with a training path using WoD materials to get to ~600 skill.  Boost really isn’t needed in this respect.  I will say that this model, while clearly practical for the players, completely removes any need whatsoever to visit older content outside of pet/achievement hunting.  You could just as easily live in Ogrimmar/Stormwind, travel to Blasted Lands and WoD content and erase the rest of the game with barely anyone noticing.  Wave goodbye to 10 years of work I guess.

To sum, I am incredibly surprised at what you get for a level 90 boost.  All the skills, a bunch of starter glyphs (only needed to buy 1), all flying skills (except the 310%), all flight points and a ton of good gear (including bags!).  In one fell swoop, my druid went to a bottom feeder to 2nd in power in my squad.

All of this can be bought again for $60.  Now, once WoD launches, starter quest gear will evidently be better so that’s not up for debate.  What the value is against is everything else.  How much time does it take to get to 90?  For a veteran, this is likely under 3 days played, for a new player this can be much longer but the experience of doing so is key.  How long does it take to get 10,000g to get the flying stuff and mounts?  Honestly, if you’re leveling manually to 90, you’ll get more than this in the process, so you’re actually coming out with less money.  The rest is all natural.  So it boils down to a question of the time required to level.  You would normally pay $15 for a month’s play.  Would you be able to get someone to 90 in that time?  Would it take you 4 months to get to 90, where the price point is a wash?  Depends on how you value time.   It does make for a very high price point for new players. $30 (base) + $40 (WoD) + $60 (extra boost), assuming that the character you initially boosted isn’t the type that actually is fun to play at end game (*cough*warrior*cough*).  I know I see no value in it but someone else might.

WoW – Old Content With New

Continuing on the theme from the previous post, relating to the quality and quantity of content in a themepark, I decided last night to take a stab at some achievements.

As before, Raiding With Leashes is still on the table and I was able to pick up 2 more pets. I think I’m down to 5 left, which isn’t too bad.  At 90, even a fresh 90, my characters are more than strong enough to take on any particular event in those raids.  Well, except the first boss in BWL, which requires some practice to avoid a wipe, given that you need to keep the boss alive while he’s being attacked.   Of interest, given that MC and BWL are next to each other, it’s easy to compare.  I can get both MC/BWL done before I can get Naxx or AQ done – simply because I use a Rogue with stealth.  This is really pushing me to boost my Druid to 90 with the WoD package.

After I ran all 4 raids, which was a bit less than an hour of work, I decided to knock off the Hallowe’en achievements for candy buckets.  First lesson learned is that the individual steps in an achievement are not seen across the account, only the completed achievement.  More specifically, if an achievement requires me to visit 50 inns, those inns are not shared across all characters.  I had 2 left on one character and knew that I had another one logged into those actual inns.  I swapped over and blank achievements.  Once I went back to the first character, completed those 2 inns, it unlocked the achievement for everyone.

Second lesson.  On Stormrage, it is next to impossible to find anyone from the Horde, making some achievements really quite hard to complete outside of PvP.  It’s like a 99:1 ratio.  CRZ sort of helps and it was merged with another one (no idea why, it’s been high pop for 10 years) but it’s still a pain.

Third lesson.   I don’t like PvP achievements.   Children’s Week is the worst offender but they all stink.  They make people play PvP for the sole purpose of achievements and not actually for PvP.  These are often people who would never even set foot in PvP in the first place.  It doesn’t make a whole lot of sense to have meta achievement, aimed at a more casual though OCD crowd, mixed up with additional content.  I mean, are we looking to add event-based  achievements to LFR too?

Frustrations aside, I am realizing that I have a slightly different perspective on expansions than most.  Rather than see it as a bunch of new content moving forward, I see it also as opening up a bunch of previous content I never had a chance to see.  It’s been a solid 7 years since I was in Desolace, for the XC attunement quest.  Yet I was there last night and was impressed by the progress.  Burning Steppes, Stonetalon, Bloodmyst, Netherstorm, Sholazar, Twilight Highlands… all zones I had spent a ton of time in previously and simply forgot they existed outside of some words on a map.  Hunter pets, battle pets, achievements and archeology are all great ways to get me to go back.

It’s certainly a different set of eyes looking back on where you came from.

Themepark – Content Design for Engagement

I have a few friends that are massive Disney fans.  They are not 8 years old but in their 30s and 40s.  They take annual trips to Disney World/Land or take a cruise.  Fascinated by it all really.  My question to them some time ago was why?  Why are you taking the same ride again and again?  Haven’t you seen it all?  And the answer is simple.  There’s just so much to consume, and of such high quality, that you can do something completely different every day.

I took my first cruise last year, Celebrity Cruises.  It’s one of those lines where you pay a bit more, there are next to no kids and the service is superb.  There are tons of things to do on the ship and since each is high quality, you can don’t feel you’re wasting time doing it another go during the week.

MMO themeparks need to meet that standard to succeed today.  You need variety, quantity and quality.  The last one is certainly subjective but the first two are pretty darn easy to compare between games.

I realize with WoW that the Raiding game and Dungeon game are not so much my cup of tea.  Sure, LFR is something to do and likely the cap of my possible time investment in a single session’s attention span.  Dungeons are a means to an end, outside of the first couple runs.  Eh.  So I need to set myself alternate goals, and this is something that is complex in many themeparks.

Outside of non-consequential PvP, other themeparks give you a few options.  GW2 has the living story, map completion and some customization.  RIFT has housing, pets, AA, a crazy achievements bucket and some solo instances.  SWTOR has housing, conquests and the legacy system.  WoW has pet battles, collections (mounts/pets/toys), transmog, Farmville (and Farmville 2.0 in WoD), solo instances, achievements, timeless isle (and similar in WoD) and monthly-ish events.

I’ll give a more specific example or examples really.  I have 4 level 90s and 2 that I could easily get to 90 in a week.  Plus the boost I’m looking at for getting WoD (eventually).  So I have them set around old raid instances right now, to get the Raiding with Leashes achievement.  This requires 12 pets that drop from old-world raids – MC, BWL, AQ and Naxx.  My Hunter is trying to capture Spirit Beasts and rare pets.  My Monk is capping out factions outside of dungeons.  I’m also hunting additional mounts and pets in the wild, so I have someone “camped” at Huolon to get a shot at the dropped mount.  I haven’t even bothered with Transmog, at least not a couple weeks before an expansion.

Side note, I was collecting pets and mounts before it was cool.  At the end of LK, I had a crazy amount of them – and when they went across the account rather than player, I was incredibly happy.

I did something very similar in RIFT 1.0.  I went through each zone and closed all the achievements I could outside of rare hunting.  That was a heck of an achievement in itself.  Then macros and runs to find the rares for some neat pets.  Then a lot of costume hunting.  It was a ton of fun.

It was fun because even though I was repeating some content, multiple times, the goal was outside of that content.  I wasn’t doing a dungeon so I could do another dungeon or raid.  I was doing a dungeon so I could run a pet battle, or get a cool mount, or neat suit.  This “crossing of content streams” gets people more deeply invested, or at least gives them a better understanding of all the game’s components.

Now, I am not so much a completionist as I am one who likes smart, small goals that compound.  I won’t spend 100 hours to get 1 item and 1%.  I will spend 100 hours to get 100 things and that same 1%.  Shadow of Mordor is a good example – I just looked at the map and closed off all the events, 90% of which aren’t related to the main game.  Batman is an even better example.  I closed all the events there except the Riddler clues since they required additional effort that I didn’t find fun.

Lots of small, bite-sized events that are fun, I’m in.  I’ll do a ton of them.  Long, drawn out events that lose progress (so you restart), I’ll keep those for my real world job.

WoW – Leveling in the New Age

Another interesting update on the leveling path in WoW since 6.0.2.  I have quite a few characters it seems, now more than ever at 90.  It’s raining 90s.  And without the boost.

The Hallowe’en event has 2 particular rewards that greatly facilitate leveling.  First is a daily quest in the first town hub (Goldshire is one) that has the headless horseman come by, die in 2 hits then drop his head.  Turn in the head, get a very large chance at a broom mount.  This mount is great for leveling for 2 reasons. First, it counts as a flying mount that scales to all other mounts.  Second, it’s instant use.  That last one means you can use it when you’re falling or moving, so I bound it to my mouse.  It’s a massive increase to travel speed, at any level.

The second reward is a daily quest that gives you a 10% buff to experience for 2 hours.  Which is pretty much what a single heirloom piece gives.  Remember, heirloom doesn’t work at 85+ but this buff does.

I decided to run another test.  My Hunter was able to do Jade Forest and come out near level 88.  Some rested, no buff.  My Rogue however, who has a naturally faster TTK (time to kill) speed was fully rested and only played with the buff.  I finished Jade Forest at 88.9 and hit 90 before I ended up in Halfhill.  It took less than 2 of those buffs (2 nights) to get there and I never saw the tail end of my rested exp bar.  I think it’s more than feasible to hit 90 in under 1 day played for an average player, stacking heirlooms and rested experience.  Makes you wonder what the 90 boost is worth…

The good side is that it takes less than 1 hour per level from 85-90.  So getting people ready for the expansion is cake.  The bad side is that I miss out on a ton of gold.  See, when I ran my Monk through at the launch of MoP, I gave him 100g to start off, heirlooms and some bags.  When he hit 90, he had all the flying skills unlocked and ~8,000g left over.  So 1-90, just buckets of gold.  I was smart during the leveling and got a UI mod that auto-posted items to the AH.  More than half my gold came from that.  My Hunter in contrast made about 2,000g from 80-90.  My Rogue barely made 1,000g and that’s with pickpocket on a macro (but everything is either a beast or has no pockets for Jade Forest/Valley of the Four Winds).  Now, I am far from needing cash, I have over 200,000g from a past farm the AH for a month test.  For other players, getting an alt to top level means you’re going to be short on cash.  The good news is that flying mounts, the only real money sink the game has to offer today that all players should invest in, means squat in WoD since there are no plans to allow flying.  You’re saving ~10,000g per alt.

Related, and depressing, is that any MoP top-tier content is going to be irrelevant in 2 weeks.  I have no idea why people are farming frogs in Timeless Isle when the best item you can get is going to be replaced by your first quest reward in WoD (ok, maybe the 2nd).  My Monk, geared for 5.4 (ilvl 525 I think), is clearly the strongest character I have, killing elites in little trouble.  But my super-undergeared Rogue (under 400 ilvl) is able to compete on the same content, just needs to play smarter.  The gear gap today, after squish, is fairly small.  Small if you understand your player mechanics.

ArcheAge – Next Thing?

I like to read Eri’s Healing the Masses posts on ArcheAge.  I say this because I have absolutely zero interest in any open PvP game and her posts remind me a heck of a lot of my early days in UO (before split).  I get why people enjoy it, I do.  It’s like people who eat mustard with eggs.  I mean, what’s with you people, it’s mustard?

ArcheAge seems split into 2 games.  The 1-30 PvE themepark of sorts.  Then the open world game at 30+ that tries to merge PvE with PvP.  It makes the world a more dynamic and living place and to be honest, I don’t mind a bit of the rush that goes with it.  Some areas are off limits, or provide better rewards if you can get through.  Armadas of boats running docks is a cool thing.  Faction wars are even better.

What sucks about open PvP is greifing, where the play of one person causes more financial harm than they bring in.  And in a F2P game… this barrier is incredibly low.  I remember when Diablo3 came out and people were mutli-boxing gold runs.  I saw one guy who had 200 VMs running gold runs, pulling in a few million per hour.  With the RMAH, it was an EASY money laundering system.  D3 was B2P, where you needed the license of ~$60 but making that back from RMAH was a pretty simple affair.  I know I made a few hundred from it.  AA being F2P, with zero up front cost and tons of bots makes the D3 issue look juvenile.

And I haven’t even begun to talk about the actual hacks.  Bots that automate actions are one thing.  Hack that teleport, grief and replace client data are a great way to destroy an entire game in a few short days.  Neverwinter had an infamous Caturday that cause the devs to roll back the economy for 2 days.  WildStar had teleporting resource bots for 2 weeks. You couldn’t hit a node in any 35+ zone (thank goodness for housing plots).  ESO was lucky, it only had armies of bots camping dungeons and spamming for gold.  That AA has a hack that auto-detects house decay and allows for an auto-placement before the house goes splat is ingenious.  That everyone playing the game had to endure an anti-hack tool that does nothing is ridiculous.

All this hacking produces more gold, which artificially inflates the economy.  If something used to cost 5 gold, now it costs 20.  And it gets worse every day.  This makes for an artificial barrier of entry for any new player and ages the game’s economy.  But it doesn’t put any money into honest player’s pockets.  It just isn’t a sustainable economy but you can’t expect a rollback!

The absolute worst part about AA is that Trion has zero control on the code. No matter what you post or report, Trion can’t do squat.  They can report it overseas, sure, but so far that hasn’t given any fruit. If I was sitting in a Trion room right now, I’d be sweating bullets watching the leeches destroy a goldmine of money and pushing more and more paying people out the door.

This year has been such an interesting one for blogging about MMOs.  It’s like there were no lessons learned at all.

WoW – Patch 6.0 Impressions

Rohan beat me to it but I share similar points.

First off, and I think I mentioned this in the past, I sub to WoW for a month or two every 2 major patches, including expansions.  So I saw the start of MoP and then I saw 5.2 (Thunder Isle) and then 5.4 (Siege of Ogrimmar).  I think it was less than a month for both of the patches but a solid 2 for the MoP launch.  Value for money and all that.  Plus, I have little intention on raiding, due to time constraints and 2 kids.  (Kind of the reason I am not subbed to Wildstar atm…, what with 2 50s and 2 others in their 30s).

Pre-amble.  I have a 90 Monk, 90 Shaman, 86 DK, 86 Rogue, 80 Mage, 86 Hunter, 60 Paladin (through RAF boosting no less), 30 Druid, 5 Priest (bank alt) and zero Warriors (because they suck).  Also, I really miss the ability to sprint and double jump.  You don’t realize it until it’s gone but it makes travel on foot that much more fun.

Heirlooms

Back to WoW.  Last post I mentioned a lack of changes to heirlooms.  Well in actual fact it’s a little worse than I had thought.  Heirlooms are bought through 3 methods.  Justice Points (now gone), Darkmoon Faire tickets (1 week a month) and Trial of the Crusader (which if my math is correct, 7 days of dailies for 1 piece of gear).  JP vendors are gone, so not quite sure how that’s going to work out.  The reason given was “due to unsure prices and to avoid buyers remorse”.  Let me break that particular point down for you.

Justice Points were dungeon currency.  It was maybe 2-3 hours of dungeon runs, very easy to do in order to get an item.  I would hazard to call it cheap even, at least the easiest of the 3 methods.  So even if it were to be some nominal amount, say 500 gold per item (guild heirlooms are 2500 IIRC), then it begs the question what they expect the new value to be.  It’s hard to imagine them being cheaper than current.  So you get into conspiracy theories of Blizz pushing their “buy a level 90 boost”.  I dunno, the entire thread just seems like really bad PR on a core part of their community (the one who actually bothers with alts).

On the flipside, experience was drastically normalized.  I had an 84.5 Hunter on logoff, and on logon, had an 84.99999 Hunter waiting.  MoP experience gain is ~50% higher than previous, if not more.  Cataclysm should be around the same path, making heirlooms a very quirky item.  I think I might be able to do 80-85 in 1 zone now.  Will have to try with my Mage at some point.

Combat

Ability pruning was a pretty frigging big deal for a Hunter.  I’d guess 25% of all skills are gone.  As a BM, that leaves 2 buttons for main rotation (Cobra Shot and Arcane Shot) and then some pet cooldowns.  It is quite strange.  Good strange mind you, as I had hotbars within hotbars.  It was an episode of Pimp my Hunter.  The UI is much cleaner.  Plus with 6.0, every mod broke something, so I’m playing vanilla.

The stat squish is massive, I think my ring is like +15 or some such.  I will say that a stat boost itself is less noticeable, as the scale from base is flatter.  Hmm, let me try that again.  Before this patch, your base damage was a factor of your level and base stats.  Base stats at 90 were nothing really, so each piece of gear you added was a tremendous boost to power.  A decent ring might give you 10% more.  Now it seems that the base value is higher and that gear provides less benefit, let’s say only a 7% boost from the same ring.  What this means is balancing is much easier for Blizzard as the player power variance is smaller.  It also means that player skill is more important than before as you will have trouble “out gearing” a situation.  That’s a paradigm used in Cataclysm, to disastrous effect on subscriptions… so time will tell.

Reforging is gone.  Enchanting is barely there.  Jewelcrafting took a hit.  None of the Professions provide any combat benefits.  Haste windows are gone.  Snapshotting is gone.  It seems like every corner of customization was cut pretty deep.  Ask Mr Robot is going to need a new job I’m thinking as the game is currently heavily simplified in terms of stats and rotation.  The complications added are now mainly around player skill.

But do I have the same amount of power as before?  I’ll say yes for the time being.  The leveling power curve was well-adjusted.  There’s no more “in between expansions” power gap either, so that’s nice.

Art

New player models, which by consequence also means no character models in some scenes as they weren’t programmed?  I dunno if it’s a bug or not but me + parachute = no character.

Bunch of UI changes too.  Items you can click are highlighted with an outline, harvesting and quest nodes.  Quest overlays are more informative.  Hunter stables can take 50 pets (up from 10 last I checked).  Aura alerts are still there.  Some icon changes.  Icons in bags are different, in particular when you are at a vendor.  Junk is clearly tagged, though there still isn’t a junk button.  Overall a solid improvement (based entirely on the mod community I might add).  I’ll still mod the UI though – if only to control the button size ratio.

The models are a bit more fluid in their movement and the style is somewhat consistent with before.  The eyes though, they are hollow.  It’s like uncanny valley over here but then again, how often do you look at someone’s eyes in WoW?

Also, they are 10 year old models.  The game looks like it was made 10 years ago, in particular due to the fact that MoP had no new capital city.  If WoD has as new Shatt to play around in, maybe it won’t be as noticeable.

Crowd Control

This is an odd one for me since I played 8 years of a Rogue and was stun-locking when you were still in diapers.  Pretty much any stun effect that disables you and still allows an enemy to attack you is gone.  The ones that get you out of combat but break on damage are still in.  Interrupts are still there with their original cooldowns as are root/slow effects. For combat, I have half the damage control tools I had previous, which means I am taking more damage and need to time my skills to be at the tail end of a cast.  It’s balanced by the fact that many “casters” require to stand still now to get a spell off, so there’s some delay in damage output.  Still, it’s a new way to play and I’m curious as to how the crowds will adapt.

Overall Impressions

I will be honest here and say that I expected more rather than less.  There are massive systematic cuts to combat and player customization, which is like 90% of the game content (excepting Pet Battles).  I used to write guides for games and this expansion would have me cut at least a quarter of it.  Players have only a fraction of the tools they had before, which is quite jarring.  It’s a real “back to basics” push and I can commend it as it’s something I try to do in my own job.  The game feels familiar and different at the same time, which is what you want in an expansion.  Now let’s open this red door…