Showing posts with label In Which Hatch is an Asshole. Show all posts
Showing posts with label In Which Hatch is an Asshole. Show all posts

Thursday, April 29, 2010

Busting the Top 9 Myths About the Cataclysm Raid Changes


Let me preface by saying that I’ve been a raider since back when BWL was the highest tier. My 40-man guild went deep into AQ40. I lived through it as that same guild transitioned to 25s. Then I ran a 25-man raiding guild for a year as the primary raid leader. Then I ran a 10-man strict guild for 2 years, and now I lead a 10-man guild that hosts a 25-man guild alliance run. I’m really, really familiar with every facet of this debate, having led both 10 and 25 man raids as well as having firsthand experience of the 40 to 25 transition.



Now let’s move on to shattering the myths about the new raid changes.


Myth 1: You have to roll against more people in 25s.

Yes, I know, it seems obvious that with 15 more people there, you’d have more competition for loot in 25s. But it’s a myth: Blizzard has stated clearly that 25s will drop more items per person. There is no room for misinterpretation: there is a 0% chance that 25s will only drop 3 or even 5 items if 10s drop 2. It seems most likely that if 10s drop 2 items per boss kill, 25s will drop 6-7. Now do some math: 6.5/25 is a BIGGER NUMBER than 2/10. Which means that even though there are more people in the 25, you will actually have a better chance at personally getting loot in the 25-man raid because so many more items drop (and there is absolutely no reason to assume we won’t see the same item more than once per kill in this case).


Myth 2: We lose too much content with the shared lockout.

All that will happen is you won’t be able to run the same instance twice a week on the same character. Do you really like rerunning the same instance over and over like you do now? Is it a good thing that 25-man raiders feel pressured to run 10 man to get double the emblems? Is it a good thing that 10-man raiders have little to no access to the 25-man run while the bigger groups can easily do both sizes in the same week?

If you have a small group of friends you like to raid 10s with outside your 25-man guild, or if you are a 10-man guild who enjoys a 25-man alliance, that’s easily solved with alts. And if you don’t have time to level an alt, then why are you asking to get to raid the same instance twice a week anyway?

Another easy solution would be to do the previous tier’s content with the other group. Hopefully Blizzard will set up the tiers so hard mode loot from the previous tier is still relevant (but not required), so you have a reason to do so.

If you just prefer to have the freedom to run the instance twice if you so choose, then you are really arguing against lockouts altogether. Why not get rid of every lockout, if having fewer lockouts is inherently better? Oh yeah, because it would break the game.


Myth 3: 10s will be too hard to balance and make class stacking a problem


This one is legitimate as a suspicion, but not a fair assumption to make with this little information. Blizzard design hasn’t been perfect, but they’ve done a pretty good job overall.

As for class stacking: we have no idea if there will be buff changes made to go along with the raid changes. There is no reason why you can’t get a good mix of buffs with any reasonable comp if they set it up right. They’ve already started spreading buffs out.

It’s OK to have reduced faith in Blizzard, but it’s too early to just assume they will blow it. And it’s especially silly to assume they haven’t thought of this yet.

Another thing to keep in mind: right now, everyone is focused on how much bigger a logistical challenge 25-mans are to organize. Well what if the unique challenge 10-man leaders face is in forming a comp that optimizes buffs, while 25-man leaders don’t have to worry about that because they will inevitably have every buff covered?


Myth 4: The devs want to kill 25s


Hah! If they did, they would have just removed them from the game, instead of going out of their way to make sure there are still incentives to do them. Would all of the work they will put into making 25-man versions of dungeons be worth it if their plan is to “stealth kill” all 25-man raids?


Myth 5: The devs will let 25s die (unintentionally)

I’ve often been cynical of Blizzard’s design choices. I can understand this impulse. But every indication is that they are committed to making whatever adjustments are necessary to make both raid sizes into viable choices that people will be interested in. There is no way they are so stupid that if they want 25s to stay alive (as we’ve already established) that they would accidentally totally fail at their goal. Blizzard makes many choices I don’t agree with, but it’s pretty rare for them to outright fail through incompetence.


Myth 6: I love 25s because they are more epic, but obviously no one else does so I’ll never get 24 others together for it after these changes


I have seen this one so many times that I could form a dozen 25-man raids out of the people who say it. It seems like tons of people just prefer the bigger raids. If anything, the response to the changes has proven that 25s will never actually die unless they are removed from the game. What surprises me is how all of these people assume that no one else feels the same way. The entire point is that you feel free to pick the format you prefer rather than having to "game the system" by doing 25s just to get worthwhile gear.

Here’s an example of this one from Dawn Moore at wow.com:

She opens her thoughts with:“I play in a high ranking 25-man guild because that is what I love to do. I don't do it for the glory, better gear, prettier mounts, or legendary items.”

Then she ends them with: “ Blizzard's proposal removes the incentive to do 25-man raids, which will kill the majority of 25-man guilds, which in turn will kill the community I come to the game for. I hate to say it, but for the first time ever I have been served a very good reason to quit the game.”

Yeah, you read that right. She really did just say that she doesn’t raid 25s for the glory or the gear, but now that the glory and gear are gone she has no incentive to do them anymore. GG, Dawn.


Remember back in TBC when everyone was doing arena because losing 10 matches a week would get you a weapon that blew away what was available to most people in a raid? Remember how so many of those people hated arena and never would have done it if they hadn’t seen that it was by far the optimal way to progress their character? Ever notice how now that the rewards are more balanced, the only people in the arenas are those who love arena, and everyone is happier?

That’s exactly what happened to 25s in Wrath. They were the only legitimate PvE progression path (10s offered gear that was a tier behind) through this entire expansion. Tons of people who preferred 10s or other activities felt compelled to do 25s because they were the only avenue to “real” gear and achievements (because 25-man guilds could just cheese the 10-man achieves, rendering them irrelevant). Now that 10 vs 25 is a real choice, and both are legitimate progression paths, those people will leave 25s.

Let me rephrase that: those people will stop doing an activity they didn’t like as much in favor of one that is more fun for them.

Yes, that’s an awful thing to have happen! How dare they have more fun while still relevantly progressing their character!!! This isn’t some game, goddammit!

If you are in a 25-man guild and you think that losing the higher tier of gear over 10s is going to cause many people to leave your guild, that means they didn’t want to be there and were only there because you were bribing them. Are you really trying to tell me you prefer the system where you bribe/blackmail your friends into having less fun? Rather than the system where everyone chooses the activity they want, and gets rewarded either way?


Myth 7: Raid leaders won’t want to lead 25s anymore.

It’s undeniable that organizing a 25-man raid and guild is way more difficult and stressful than managing a 10-man guild. But what is the incentive right now to lead a 25-man raid? A higher tier of gear? That higher tier goes out to the entire raid, not just the leaders. How come the rest of the guild gets rewarded just because the leaders work harder?

The weirdest thing about this argument is that 25-man raiders and leaders aren’t losing anything. They are, in fact, gaining. They still get the top-of-the-line gear, only in Cataclysm they get a lot more of it per boss than they did in Wrath.

If it’s not the gear, then is it the prestige? Not only will 25-man raid leaders still be competing at the cutting edge just like they do now, but their raids will have an innate advantage over 10-man raids: they will gear up faster (including much faster emblem income). If you are hardcore and want to compete for server or world firsts, you will NEED to be a 25-man raid guild because the gear advantage will help propel you to the top. You simply won’t be truly competitive if you are a 10-man guild. So the prestige may be reduced, but it is still there for 25s.

Yes, the number of 25-man guilds will be reduced, and fewer people will want to lead 25s. But it will happen not because no one will want to do 25s anymore, but because people who didn’t want to be doing 25s in the first place will finally feel free to choose not to do them while still being able to advance their character.


Myth 8: The 10 best people in my 25 man guild will just ditch the ones who are “holding them back”.

GOOD. This one boggles my mind. The statement in itself admits that 15 people in your raid are being carried and don’t deserve their victories or spoils, and it implies that the top 10 resent having to do the carrying, but don’t think they have any choice because without the other 15 people they won’t have access to the current tier of gear. I mean, seriously? That's your argument?


Myth 9: First 10 people to hit level cap will not want to wait for the other 15 to catch up and will ditch us.

What? How is this situation ANY DIFFERENT from Wrath? The first 10 people got to 80 and started doing Naxx 10. Then the guild switched over to 25s as soon as enough people were max level. In both situations, the first 10 were ahead on gear. But with 10s and 25s sharing the same difficulty, that will actually be less of a problem in Cata than it was in Wrath.

Yes, I get that the idea is that those 10 will think that using their gear will allow them to progress faster than they would in the 25 with a lower average gearscore. That sort of makes sense…if you are willfully ignoring the fact that with more drops per person on each boss in 25s, they’d make up that deficit almost immediately, and would end up far better geared in the long run.


-------------------------------------------


As you can see, pretty much every argument I’ve seen claiming this is a disaster, or a bad change overall, has giant, gaping holes in it. I was trying to figure out why it seemed to be “gutting” the fun for some people, then I read this statement by Jerome Phillips, and it all fell into place [emphasis mine]:

“The competitive raiding scene is what drove me to play WoW. I started in a casual guild in Vanilla and as I discovered and grasped the concept of a 'top' guild I worked hard to become better at the game so that I could join one. I wanted to play the best and be the best and I worked for it and I still do. It is by far the primary reason I and the majority of players in my guild play this game. When I'm not playing WoW, I play MW2, COD4, and MvC2. Highly competitive games that force you to exert relentless dominance over your competitors and instill a sense of superiority and accomplishment in achieving a win and/or goal. This same feeling is why I and people in guilds such as mine play this game…why would anybody run 25-mans in Cataclysm? The hardcore players like myself have no sense of accomplishment and no discernable way to establish who is best.”

It became clear to me: these arguments that break down under scrutiny are actually smokescreens. The reality is: a lot of 25-man raiders were doing it because they liked feeling superior to 10-man raiders.*

The saddest part is that they don’t realize how artificial that superiority was. The only people who work harder in a 25 are the leaders. Period. The average joe in those guilds does nothing more than any 10-man raider does. In fact, 10-mans are tuned similarly to 25s for their own tier of gear (go look up the health and damage numbers yourself if you don’t believe me).

Right now, 25-man raiders can pretend they are better than any given 10-man raider, but the reality is that they don’t really know who’s better. After getting screwed over for years on end, please forgive me for not feeling sorry for the people who spent those years benefitting from the system that was screwing me now that they have to face - gasp! - the prospect of a more level playing field!

If you are a competitive person, wouldn’t you rather the playing field be evened so you can find out who’s really best, rather than getting a false sense of superiority from a rigged system?

There were tons of great players who chose 10-man, but never got any respect or recognition for their skill. With the artificial signal of superiority gone, that type of 25er is in for a rude awakening: you aren’t as superior as you thought, unless you yourself were organizing the raids.

Now we have a way to really establish who is best. And guess what – some of those 10-man raiders are going to be better than you.






OK, that would have been a great way to end the post. But I just can’t do it. As Larisa reminded me with this post, everyone in this argument has feelings, and many people are reacting more out of fear that their own raid group that they have grown to call home will be torn apart. In fact, I bet the vast majority of people arguing against the change are well-meaning and simply reacting to what they perceive as a threat to their current raiding group.

Of course no one likes that, and it’s understandable that perfectly reasonable people would be unhappy about it and be searching for way to convince others that it is a bad change when really they just don’t want to see their group broken up. In the end, I still hold the opinion that the old system was inherently broken and unfair and that the new system is a massive improvement to the game overall that must be done. But I extend my truly heartfelt condolences to anyone who loves the guild that they built under the broken system and might now see their friends torn apart by an improvement to the game.




*I said “a lot” I did not say “every” or even “most”. Please don’t assume I was talking about you unless you actually suspect you are that type of person.

Thursday, April 8, 2010

Starcraft 2 pricing announced. P.S.: We're screwed.


The physical manifestation of Starcraft 2 was revealed today. You can get the standard edition for $60, or the collector's edition for $100. A bit on the pricey side, but not unexpected.

What is unexpected:
"Digital copies of the game will be available to download through Battle.net "shortly after release" of the retail Sku."

Join the 21st century, Blizzard. Let us download the game on Day 1.

Wait, I shouldn't be complaining to Blizz. I should be complaining to Activision, since they are clearly in full control now. I'm assuming this decision was made by the marketing and sales departments because there is some advantage to forcing Day 1 buyers into the stores (whether a deal with Gamestop or unwillingness to pay for the bandwidth necessary to handle the demand).

What makes me absolutely sure that Bobby Kotick is at the helm are a few other little surprises in the collector's edition:

1) A WoW pet. Seriously? It makes sense from a marketing standpoint, but damn it's exploitative.

2) "Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a..."

I cut that statement off because the last part deserves it's own number. Decals to customize units in-game? That just screams value-added content to me. Pay $100 for the base game, then get on the Microtransaction Express and keep shipping your money directly to Blizzard so they can use it on an Orc statue and paying Bobby Kotick and shareholders rather than using it on development! But that pales in comparison to:

3) "...and a visually unique version of the terran Thor unit"

...

WHAT?!?!?!

Are you kidding me?!? You're going to be able to pay to make your individual units look different?

Blizzard's motto is very quickly shifting from "when it's ready" to "anything for a buck".

Customer . . . loyalty . . . failing . . .

Everyone who believed the PR saying the Activision merger wouldn't change Blizzard: please accept this bottle of ketchup, which should make it less unpleasant for you to eat your words.

Wednesday, March 10, 2010

WoW.com has an agenda. It's to support entitled leeches.


Nerdrage time.

So WoW.com does a "Most uber players of the week" post. Except it isn't about uber players at all. There are none of the examples I expected, of a strong player kicking ass or succeeding where others failed, or demonstrating any skill at all. It is ONLY stories about "nice" people who take one for the team and agree to carry someone else who shouldn't even be in the instance. In fact, almost all of the stories are about someone being extra-nice to a severely undergeared and underpracticed tank who is new to 80 and couldn't be bothered to run a normal instance, instead insisting to skip a step and go straight to heroics and expecting the rest of the group to pay for it. The column is solely about compassion rather than superiority (notice how "super", uber's most direct analogue is in that word?). There are definitely better descriptive words for what you meant than "uber", professional writers over at wow.com. Like, for instance, "compassionate" or "nice".

What I'm saying is that you're being misleading by calling them "uber". You need to pick a different word now or you're going to look dishonest.


I really wish such a prominent wow site would stop openly supporting people being dicks and expecting to be carried.


Oh, and btw, wow.com readers: if you have time to read a wow site and write in about your pug experience, then you certainly can be bothered to DO A FEW NORMALS FIRST BEFORE GOING STRAIGHT TO HEROICS AT 80 YOU JERKS.

Friday, February 26, 2010

THIS IS WHY GIRLS DON'T TALK TO YOU


This is a rage-induced public-service announcement for all of my fellow straight guys out there:

A lot of girls play WoW. It's a fact. And yet, you don't seem to encounter any of them, right?*

Well here is why:

-As soon as someone admits they are female, or even speaks with a female voice on vent, you immediately make a big deal over how "OMG THERE'S A GIRL!" Now, let's think for a second. Do you think this makes them more or less comfortable? Think for a second about why you are saying it. Are you saying it for anyone's benefit other than your own? Or can you just not resist any opportunity to vent about your pathetic sexual frustration and loneliness?

-The Blizzard community team releases a pretty cool staff photo, and every single fucking comment is about how "the chick in the front is hot". Things to note: 1) She's out of your league, 2) Commenting on her hotness isn't going to make her cyberz with you, 3) WTF happened to everyone else in the photo? 4) Do you have any concept of how uncomfortable that makes every woman who sees it, including her?

-You say "girls don't play WoW". You know why you think no girls play WoW? It's not that they aren't there. It's because -and let me emphasize this - they don't talk to you. Because they are off talking to people who don't make them feel embarrassed or objectified for being female.

-When a guy makes a mistake, you blame it on him, and him alone. When a woman makes a mistake, you take it as damning evidence that all women suck in every way at video games and men are clearly superior because she made one mistake. You think women make mistakes because they are women, and men make mistakes because they made a mistake. Now think about whether this attitude makes a woman want to approach you, or go away. You have no fucking concept of what an uphill battle it is for a woman once she makes herself known in WoW, especially in raiding. Meanwhile, roughly half of the best raiders I know and run with are female. They got skillz, despite their boobies. Crazy, right?

-You sexually harass them. I actually had a pugger in my ICC25 run the other day say to our GM/raid leader upon hearing her female voice in vent, something unintelligible about driving his truck between her legs. He got kicked so fast his head is still spinning.

All of this can be summarize quite easily into something you may not realize:

Girls are people too.

I know, shock of shocks, they aren't just there to make you a sandwich and look pretty for you!

Learn to act like someone a woman would be proud to be partnered with.


*There are a lot of good guys out there to whom this post does not apply. Those guys probably know a lot of girls in WoW, because they don't automatically repel them. You know who you are.

Thursday, February 25, 2010

Breaking News: Your Opinions Aren't Automatically Important Just Because You Write for WoW.com!


Well, I guess that's only news to the bloggers at wow.com.

Rant incoming.

WoW.com (formerly wowinsider) is in a unique and powerful position to influence the views of the community. And I believe that power comes with some responsibility (thanks, Uncle Ben) that lately (and only lately) the wow.com staff have begun to shirk.

A lot has been made about wow.com's supreme and shameful irresponsibility in posting hoax rumors about Cataclysm alpha as fact and stirring up an unnecessary shitstorm by massaging the facts from a Blizzard Support Department Budget Meeting. They explicitly tried to make a non-story seem like some diabolical plot by Blizzard to screw people, when it very clearly was not. They should be ashamed.

But that's not even what I'm posting to criticize them about.

When you go to MMO-Champion.com, you are looking for pure news, distilled down to bullet points. When you go to Tobold or Spinks or Gevlon, you are looking for opinion. You don't go to Tobold's blog expecting updates on the latest patch notes and blue posts. And you don't go to MMO-Champ expecting opinions about WoW and its community.

But there is a place in between. This place is WoW.com. It is the largest WoW blog, and holds the distinction of being the only one that actually pays a staff of dozens of bloggers to keep the spigot of posts coming constantly. It can do this because it's owned by AOL's blog network and uses its unparalleled (well, unparalleled by people working alone for free) ability to produce content to drive millions of hits to the site for advertisers. I can't find the numbers at the moment, but I remember seeing some estimates, and the number of people who visit that site every day is staggering. Good for them! (But bad for the community!)

WoW.com covers everything. They post news in a relatively timely fashion (read: after their staff reads it on MMO-Champion), have guides to all classes and aspects of the game, follow the community (including their machinima and horde-themed cupcakes), and include editorials, classifieds, and advice columns. They are basically analogous to a full newspaper, while blogs like Tobold's are limited to an opinion column, and MMO-champ amounts to a basic news feed.

For so many years, this worked well. However, lately, the staff has begun to abuse the fact that they have the ears of a massive chunk of the WoW audience to push their own personal, petty opinions (often in the guise of news posts!) without the benefit of point/counterpoint to temper their views. They are starting to act like a pure opinion site, which poses some major problems.

They have no unified editorial voice. So any single blogger can post his/her own petty feelings and have it read by millions. Meanwhile, their name, their content stream, and their massive audience all position them as seeming to be *the* definitive source on WoW. So when their bloggers express an opinion, it's going to hold more weight than it should. It's going to seem, to many readers, like this is the voice of WoW.com and its opinions should be considered greater than others.

The most egregious example of this was Adam Holisky's post from mid-December, in the wake of 3.3, entitled How the WoW Community is About to Push the Self-Destruct Button. How obnoxiously arrogant do you have to be (and this coming from someone with a PhD in arrogance) to presume to tell the entire community what they "need" to do? That because Holisky's opinion differs from theirs, they must be a "minority" that "needs" to do what he says because, for some reason, his opinion matters more than theirs? You expect more professionalism from someone getting paid. And you expect more restraint from someone with such a large audience available to him. He's abusing the audience the site gives him to trumpet his own opinion.

To all of the wow.com staff. People do not come to wow.com for your opinion. They come for information. So every time you push your opinions on them, you are failing them and failing at your job.


Wow.com did not build it's audience on your personal opinions. So every time you express them, you are abusing the audience.

Since then, it's gotten even worse, because now WoW.com bloggers are inserting their opinions into the news stories. It's not so bad when a post is clearly labeled and titled as an editorial. It's another matter entirely when it's the only post about a piece of news, and the post actual is all about the blogger's own personal feelings on the subject.

Example 1. So Matthew Rossi doesn't like it when people skip bosses in a dungeon. Tough shit. Guess what: there's a reason why so many people skip that stuff, and it has nothing to do with "not being able to bear a 20 minute dungeon". They are only there for frost emblems, and I don't get why you think your personal desire to clear every boss in OK should outweigh their desire to skip it, especially to the point where you claim moral superiority and call them lazy. Oh, and by the way, the Blue post by Cyrgil doesn't even say what you claim it says, Rossi. It actually has nothing to do with legitimate boss-skipping in places like OK, but just explains why they don't put in a mechanism to automatically skip to the last boss in all dungeons. But thanks for spreading your misinformation without even bothering to post the quote or even understand it. Now millions will read your opinion with no counterpoint and use it to make the lives of perfectly nice and rational people more difficult. Thanks so much.

Example 2. This one is smaller and more petty on my part. Matt Low (who's personal blog World of Matticus is excellent) posts a brief news clip about the Night Elf Mohawk NPC being removed from the game. Then he goes on to fill space by ranting about how much he hates the grenade. Which is of absolutely zero value to anyone reading news. Stop it.

Imagine if you read a news article in the New York Times entitled "Obama Passes Health Care" in the news section and the article read: "I hate Obama, and today a disasterous health care bill was passed by the evil snakes in Congress that's certainly only going to screw the country up." Maybe you agree with that statement, but the point is it belongs in the opinion section, not the news section.


So please, wow.com bloggers: take the responsibility that goes with your massive audience and noteriety seriously. Stop abusing it to try to unduly influence the playerbase with your personal opinions without giving equal voice to disagreement. (I mean outside the largely-ignored comments section) Stop even abusing it to waste everyone else's time by venting your ill-thought-out personal feelings and masquerading it as content.

Thanks.


Oh, and if you have any sympathy for wow.com, this will kill it: check out this shit. Michael Sacco should issue a public apology. Or be . . . heh heh . . . sacked. :D

Friday, January 15, 2010

Is gear doing the carrying? And WoW class guides!


Forgive me father, for I am about to be a complete asshole:

A meme has been making the rounds in reference to the performance deficit between players in random heroics. The argument goes thusly:

"Player 1 thinks he is carrying Player 2 because he does twice as much dps. But in reality, it's just his own gear that is carrying Player 1 himself!"

This is wrong on so many levels. The quickest one to note is that tons of people are wearing full tier 9 now and still sucking.

The largest and most onerous problem with the idea of "gear doing the carrying" is that it completely ignores all the time and effort put into getting that gear and optimally gemming and enchanting it. It even ignores the research that goes into getting the right gear. Yes, the stats on the gear do contribute to the performance of the character. But that person put in the time and effort to get the gear and prep it. You can't just consider the gear in a vacuum. MMO's are about time, effort and skill put in to progress your character almost as much as they are about being a good player. If you want a game where all that's considered is skill, play an online shooter. If you want a game where all that's considered is what a nice person you are, play Facebook.




This is why going in ungemmed is so onerous. Leaving out gems will reduce your damage just as much as having a crappy rotation. So both should be reviled.

If you don't gem, you are saying "I care so little about my performance and helping the group that I'm not willing to spend a few gold on the AH before I Q up. Now please use those gems you paid for to make the run go faster for me while I slow you down. And I'm not slowing you down because I'm new, inexperienced, or simply haven't gotten the gear yet (which would be understandable), but simply because I'm cheap and don't give a crap about other people."


If you do not gem, you are a jerk. Plain and simple. You should not have a good self-image.

And I should not have to bother saying that! How far we as a people have fallen that someone actually has to say "please gem your gear"!

At the same time, I have a lot of sympathy for new players with suboptimal rotations. Finding the right information is not always easy - oh wait, it is, just go to elitistjerks.com, or any of the million WoW sites and blogs that explain to you step-by-step exactly how to play your character!

I even did the work for you: (you'll never guess how I found these...google!)

Death Knight

Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior


You now have no excuse.

Or is there something I'm missing that makes reading things on the internet just too hard to bear?

Tuesday, January 12, 2010

I'm on Twitter now, and the "controversy" of Spitfires' guest post on Matticus


So yeah, now that I got a new smartphone that I brag about at every opportunity, I've joined the 2008 and started twatting. You can follow me on Twitter:

@EscHatch

I always poo-poo'd Twitter, but I'm discovering that you miss out on a lot of the interwebs conversation if you aren't there. For instance, I saw an intriguing twoot by prominent WoW blogger Matticus this morning:

matticus I sealed off that "controversial" guest post on my blog. Tired of moderating shit and tired of being accused I do stuff "for the hits".

The guest post he is referring to was by We Fly Spitfires, and it was indeed controversial. It was titled: "Tanks and Healers Should Get the Biggest Rewards". And boy, am I sad that there is controversy over that statement. Of course they should get some extra reward, because when compared to DPS, they are in higher demand, have more responsibility and harder jobs, and are really the crux of the group. Which is basically what Spitfires said.

I say this as a DPS who will top anyone but Jong on the meters while not pulling aggro or breaking CC or standing in bad shit, while leading the raid. When it comes down to it, I am the first to admit that no matter how leet my superstar dps is, I'm just a piece of interchangeable meat compared to the tank.

And sadly, speaking that truth is where Spitfires' post went wrong. Instead of the comments section becoming a reasonable debate about the differences between the roles and how we can incentivize the less popular roles, it became an angry flamefest in response to a few choice phrases he used to (coughaccuratelycough) describe DPS in most situations:

“But the DPS? They’re just meat in the room.”

“DPS are a dime a dozen.”

“DPS can just be picked up randomly as required.”

“I’ve got nothing against DPS. It’s fun and there’s nothing wrong with that but they simply don’t deserve the equality of rewards.”


I think he's absolutely right, (especially in the dungeon finder) except when it comes to the most high-end of raids, or in the case of absolutely terrible dps. But the bottom line is: your raid or group can handle one bad dps. Your raid or group is going nowhere with a bad tank or healer. Unless you are in complete denial of reality, the fact that there is a difference in the value of tanks and healers compared to dps, no matter how good the dps, is indisputable.

But petty little egos must be fed, so the the fragile, defensive dps players must come out and express how insulted they are. Bad dps! Bad! Back to the LFG Q with you!

Spitfires asked the right question, but tragically in the wrong way (not that I would do any different). Tanking and healing are more important than dps while requiring more responsibility and skill. And there is a shortage of both. DPS, it is in your best interest to encourage people to play tanks and healers at every turn. Kiss their feet. Massage their aching shoulders. Buy them presents. Take off your robe and wizard hat if you have to.

Just stop pretending like you matter as much as they do.


Signed,

Your fellow dps who never has to wait for a tank or healer because he knows how to treat them.



PS: Just saw Rohan's thoughtful post on this issue. In light of it, I'd like to clarify that I don't think there is any "moral superiority" to tanking or healing, which is probably the perception that rubbed dps the wrong way. I am referring only to their higher value due to scarcity, and the increased personal responsibility of those roles.

Rohan makes a good point that at high level play, dps matter more and more. For instance, my guild runs two ICC 10 runs a week (one of them contains some geared alts and friends of the guild). The only real difference between the groups is the gear and experience level of the dps. Group 1, full of our best dps, pushes progression content while our second group has to actually try Saurfang twice before he goes down, can't beat Festergut, etc. And those dps aren't bad by any stretch, they just aren't the extraordinary deliverers of beatdowns that the other group is.

BUT - and that's a capital but for those of you paying attention - I'd argue that a tank or healer still has more personal individual responsibility, even in the highest-end raids, simply based on numbers. We as DPS are less important because there are 17-19 of us. There are 2-3 tanks and 5-8 healers (in my case in 10-mans its 5 vs. 2 and 3, a similar ratio). No matter how much great dps can "carry" a tank at the high end, it still won't fully make up for the responsibility of being part of a smaller group.

Plus, they are still rarer - but I would never argue that they are morally superior. I do argue that they should be pampered and incentivized so they become less rare.

Friday, January 8, 2010

A Treatise on Oculus, Part 4: The Solution



Back to Part 3

So, now we have established that Occulus is different than every other Wrath heroic, and in fact 99.9% of the rest of the game, and we’ve established that, no matter what your personal feelings about the instance, these differences have caused negative consequences, especially when combined with how the Dungeon Finder works. First, I’m going to suggest three simple things to change in Occulus that I believe will “fix” it and for the most part and eliminate the negative impacts that I listed earlier. Then, I will suggest a small set of low-impact changes to the Dungeon Finder itself to put the reality of the player experience more in line with what I stated earlier to be the developers’ primary intent with the system. Finally, I'm going to give some suggestions for the Blizzard developers on how they might avoid similar mistakes in the future.



How to fix Oculus:

1) Change the spawn distribution of the enemy “trash” drakes. Instead of having them spread out in singles throughout the sky, place them in groups of 3 as “packs”. One of these packs will auto-aggro as you approach a robot platform during the second part of the instance, meaning that a normal group will face only 3 of these groups. A few more packs can be around the instance for flavor, as long as they aren’t too close together or likely to be directly in the group’s path.

2) Greatly decrease both the time the final boss takes and his difficulty. Eregos is the only boss in the instance you fight while on drakeback, and as such he should be nerfed, hard. Blizzard already did this to some degree, but I don’t think it was enough. He should only summon drakes twice, and should only banish himself and send sparks after you once. Then just cut about 20% of his health off. Now he’s more on par with the difficulty and time commitment of a boss in any other heroic.

Yes, Eregos can be very easy if you have a great group. But we aren’t talking about fixing the instance for an experienced group of guildies. We are talking about fixing it for random dungeon finder pugs, which are more likely to have ungemmed pvp-geared DKs who have never seen the instance before than they are to have good players.

3) Visual guides. Probably the biggest problem with Oculus compared to other heroics is how easy it is to get lost. There are no hallways, and shockingly few ways for someone who hasn’t been there, or even someone who gets lost, to tell where they are or where they are supposed to go, and this problem is compounded by the vertical nature of the instance. I know that it’s going to sound like I’m rebuilding this instance for a short bus full of blind people (oh wait I am), but when you think about the linear hallways of every single other heroic, you have to admit it makes sense. There are a few options for visual cues that will help people find their way:

  • Lines of light: This would be the best option, but I’m not 100% sure the tech is there on Blizzard’s end. When a boss or pack dies, a beam of light appears leading directly to the next objective. So, you kill the first boss, and a beam of light arcs up from that platform leading to one of the platforms above you with robots on it. Once you beat the last enemy on one of those platforms, another beam of light appears leading to the next one, etc.
  • Dragon Guide: similar to the beams of light. Once you beat the first boss, a friendly drake NPC leashes to your party and helps you fight. It follows a script as each enemy pack dies, leading you to the next one.
  • Platform coloration: Each “level” of the instance (sections between each boss) should be a different color, first of all. Then, ideally, the next platform you need to get to should turn a pulsing bright red until you get there.
Basically any strong, noticeable visual cue will work, but I think these would be the most effective.



Now that Oculus is fixed, let’s move on to how to improve the Dungeon Finder. I do not know if these are technically possible, but they are improvements that directly address the Oculus problem:

1) Weight the instances based on how many people have entered (not completed) the instance that day on that battlegroup. If tons of people are leaving Oculus, it’s less likely to show up for others. This is preferable to the mess of people leaving as soon as the loading screen is done.

2) If someone leaves in first 2 minutes, your group gets teleported out of the dungeon and inserted back into the front of the Q to replace those who left. The next dungeon will be assigned randomly. You can only do this once before you’ll have to leave Q and wait out the debuff if you want to get a different random dungeon.



Future lessons for Blizzard:

Thinking back to the early coverage of Wrath, Oculus was one of the most talked-about and anticipated pieces of content (oh, how things have changed!). It showcased the vehicle tech and promised an era of new and exciting instance design (that was only partially realized). In short, Oculus was actually a good idea. I’m glad they went for it. They just blew the execution spectacularly.

So I definitely think Blizzard should keep trying new things with instances. But how can they avoid a repeat of the failure of Oculus?

For one thing: don’t throw so much new and different stuff at us at once. If you want to add vehicles, then make sure the abilities are simple, the paths are clear and linear, the gear scaling is strong, and the enemies behave in traditional ways. If you want an open-world instance with scattered single enemies, don’t make people fly an unfamiliar drake with unfamiliar abilities in a 3-D plane at the same time. Before I knew what Oculus was actually like, I imagined it would be much like Nexus, only with a hole in the middle that you had to fly your drakes through. That would have worked much better. You clear a linear set of hallways, then do a brief drake flight across a chasm to reach the next clearly-marked linear hallway to dismount into.

Another thing to keep in mind: people like to play their characters much more than they like vehicles. If more than 25% of the instance is vehicle-based, you screwed up. Also, take a lesson from Ulduar and do not force players to start an instance in a vehicle first thing. Nothing was more annoying to me than having to do Flame Leviathan at the beginning of a raid week when I was just itching to play my character and get further into the instance.

Also, keep in mind how the instance will compare to other instances. If you add new mechanics, vehicles, or flying (or swimming! Hint hint!), compensate for it somehow. Make the instance easier or shorter than the more traditional ones. Or add an easy “freebie” boss with good loot. Plus, fully account for scaling from the very beginning. We’ve learned from Oculus that once an instance gets a bad reputation, it can be nearly impossible to improve that image in the eyes of the playerbase. By the time you start hearing complaints about how Oculus 2.0 doesn’t scale so geared people don’t want to go there, it’s already too late. Think of it ahead of time.

Finally, and by far most importantly: hire more fucking people to develop and test instances. There is no goddamn excuse for Oculus to be released the way it was, to be as ill-thought-out as it was, and to remain so shitty for so long. There is not enough content in this game. Blizzard has enabled us to consume content more quickly and accessibly than ever before, but development has not even begun to keep pace despite the literal fortune of cash we send them every month (which gets siphoned directly into Bobby Kotick’s pockets instead, awesome). Get more people on it, and get more testing done by intelligent people who know their shit. I could name 20 people in the community right now who would accept peanuts as pay (literally) if they got to go to Blizzard every day and test instances. Smart people.

People who could have made something better than Oculus with their eyes closed and using nothing but their nipples to type in the lines of code.*

Thanks for reading, and may all your randoms be VH.



*Blizzard devs are smart and skilled, I’m just suggesting they are understaffed. They had too much time pressure and too few resources to get Wrath done, and that’s why Oculus is so bad. Not because they are bad developers or people.

Monday, December 14, 2009

LFG [of jerks], or: Why I Hate the Dungeon Finder Now


Remember how, only a few days ago, I praised the new LFG system in WoW?

I'm here now to tell you that I was a bit premature. All is not sugarplums, roses, and nude models.

The bottom line is something that we all already knew: people are assholes.

The core problem with the dungeon finder is also its core value proposition: it allows you to spend more time in random groups. Not only that, but it cycles you through those groups much more quickly, and pulls those groups from a larger pool of people. Add in the fact that most of those people are from another server and will never see you again, and you have the perfect recipe for a highly concentrated example of John Gabriel's Greater Internet Fuckwad Theory. I'm far from the first person to point out this downside of the system.

Being exposed to more people at a more rapid clip for longer periods of time means 1) you are spending more time with assholes, 2) you are seeing more different kinds of assholes (and remember, each asshole only has to be an asshole once), and 3) you are increasing the number of terrible pug experiences you can have per hour.

After the first day, people started to learn how to game the system and they started to figure out that they could bring their undergeared alts to everything, and other players wouldn't have much choice but to carry them (because of the penalties for leaving and the vote-kick timer, which I'll get into later). So over the past few days, almost every group I join has two people doing 1.5k or less dps (below the tank). Out of the dozens of groups I ran this weekend, only 3 were reasonably pleasant and competent. I had no idea before just how shitty WoW's community actually is. I'm not sure I want to keep playing a game that includes so many people who are just wastes of breath and Fritos.


Why does this food taste like asshole?


My stand-out bad experiences: a hunter joins heroic OK and proceeds to do 600 dps. When asked why, he says that he started the instance with his crossbow skill at 1, and he didn't bring any other weapons. He says he "could care less" about how rude, inconsiderate, and unfair that is to the group.

Or how about this: I join H Occ on my super-geared main. I see 4 people from the same guild on another server are my group, and they have decent gearscores. So I compliment them, saying "it's nice to see a geared group, so many of my groups lately have had sub 1k dps". We go through the run, and get to a part when we are about to land on a floating platform. Everyone gets into landing position, and the mage actually dismounts, so I think it's OK to land. After the mage dismounts, the tank and healer go off alone, still on their drakes, to kill a random drake nearby. The tank gets killed. On an unnecessary drake that hadn't even seen us. At the same time, the mage runs forward and aggros the pack. I assume we are dead, so I run around in circles waiting for the wipe.

After we wipe, the group starts screaming at me about how I should have gone into frost presence and prevented the wipe (without the healer, mind you), and says I'm a terrible player. I tried to defuse the situation and be classy, but they wouldn't have it. They kept flinging insults, even though they had actually just wiped in a 5 man as a group from the same guild, despite their raid gear. They must have been so embarrassed to fail like that in front of me that they had to blame me. It was pathetic. I just let it go, and just kept running the instance, because I didn't really care about what random internet idiot said. But then we kill the 3rd boss and are flying up to engage the last boss, and they vote to kick me out of nowhere so I can't get my frost emblems. Classy.


But that's not even the worst part of the dungeon finder. The worst is the number of people showing up with quest greens or empty gem slots (not even getting into the lack of enchants). Please, please, please have the consideration to at least put a green gem in there before you queue up for a heroic. Remember that your group is made up of other people whose time is valuable, and you do not have a right to waste their time. You are not entitled to be carried, and they are not "bad people" if they don't want to pick up your slack.


THe LFG system is shaping up to be a way to yoke geared, competent players and pressure them to carry crappy, undergeared, inconsiderate players (presumably so that those baddies continue to pay a monthly fee instead of quitting because they can't get a group that will keep them). More on that later, with a great quote from Comrade Ghostcrawler. Sure, no one is "forcing" you, but if your a good player who doesn't use the system, you are screwed out of a ton of frost emblems that the terribads are getting. You are punished for not putting yourself at the mercy of the system. I can't wait until good players don't need frost emblems anymore and the LFG system becomes a cesspit of bads all expecting each other to carry them to phat epix. Mmm, community!


Pictured: good players (left), morons, slackers, and assholes (top center)


The rapid-fire cycling of assholes would, in itself, probably be bearable if it weren't for the ruleset that comes along with the system. I understand why Blizzard used the rules they did, but I think, in light of live-server conditions, they need to be revised.

As it stands, if you join a group and someone is immediately an asshole, you have two options: 1) continue the run, or 2) leave, incurring a 15-minute wait until you may queue again. You may not vote to kick someone until 15 minutes into the run.

Think about that for a second. If you are a perfectly nice and capable person, you join a run, and someone in that run is immediately an asshole, you are the only one who is punished. You can't kick him, but if you leave, you have to wait 15 minutes before you can even queue again, while the asshole can just let someone else fill your spot. The asshole gets the run he wanted with almost no interruption, but you have to pay 15 minutes of your life (plus queue wait time, if you are a dps) because you weren't willing to let him impose his assholishness on you.

Great thinking, Blizz.

Now let's say the assholishness only emerges later in the run. Now you can vote kick the guy. However, even if you do kick him, he does not incur a deserter debuff. So he can requeue right away and have almost no interruption in his ability to punish others with his presence.

Awesome.


I think Blizzard's current rules could be vastly improved:


1) Allow vote-to-kick from the beginning.

If I join a group, and the first thing out of the rogue's mouth is "lol you fags are gay", I should be able to kick him. I should not have to leave the group and be punished with a 15-minute wait to requeue.

The 15-minute grave period before you can vote-kick is especially onerous to me given Ghostcrawler's rationale for why it is in place (emphasis mine, of course):


"I suspect it's going to take a few tries before we get the vote kick thing feeling right. I hope it's obvious what purpose it serves though. We feared without some kind of grace period that a common behavior would be to automatically kick someone in greens or without certain achievements or perhaps even someone who would roll against you on stuff (in the partial premade situation)."




The reason you can't kick someone immediately is that - dear god, let me clutch my pearls - you might kick someone for being in greens!?!? Screw. You. It is not my obligation to carry slackers, no matter how important it is to you to keep their subscription money coming.

Aside from that outrage, the benefits of being able to immediately kick "Bustanutz" vastly outweigh the risk that we might dare to kick someone who is undergeared for the instance. Get your priorities straight, GC!


2) No deserter debuff if you leave the group in the first 2 minutes.

This way, you aren't stuck with the choice between running the dungeon with assholes or punishing yourself with a 15 minute wait while the assholes get to fill your spot instantly and keep running.


3) Apply a fresh deserter debuff if you are vote-kicked. To prevent griefing, allow a group to only vote-kick one person every 15 minutes.

You should not be able to requeue immediately after being vote-kicked.


4) Do not let a player queue if they have even a single empty gem slot.

The system should give them back an error message explaining why they were not allowed to queue, as well. The system already uses a highly lenient gearscore measurement to prevent someone in full greens from entering your heroic. Simply add this on.


I believe these simple changes will go a long way toward giving the vast majority of us, who are pleasant, competent people, a way to deal with assholes that is more punishing to the assholes than it is to us. They will also greatly encourage good behavior and increase player satisfaction with the LFG experience, while having little to no negative effect.

Friday, December 11, 2009

Scourge Strike: an Odyssey of Disappointment


From the moment that beta information about DKs started leaking, the Unholy talent tree appealed to me most. I liked how it focused on the disease mechanic more than the other trees, making me feel more like a DK. And why would I care about Blood or Frost when I could control a ghoul, run and ride extra-fast, summon a gargoyle, create a swirling mass of death and destruction around me, and all the while be protected by a shield of bone?

Well, clearly it was far too fun. Unholy Blight's implementation as an aoe aura is gone. No DPS spec can afford to spend points in the utility talents like the increased run and mount speeds. And worst of all, the tree's signature strike, Scourge Strike, has been the only real story of failure for the new class.

Originally, it ignored armor, doing shadow damage instead. This was cool, but it turned out it hit too hard in PvP, and not hard enough in raids (where the target's armor was heavily debuffed, reducing the value of ignoring armor). Trying to correct this problem has led to a series of changes to the strike in almost every patch, none of those changes actually solving the problem.

The absolute low point was when, for an entire patch, Unholy DKs no longer even spent the talent point in Scourge Strike, finding it more effective DPS to contort their spec into the frost tree to focus on Obliterate as their FU* strike instead (*in this case, FU refers to the strike's cost of one frost and one unholy rune, not the developers' attitude towards unholy DKs). The devs were pretty much OK with this, and Ghostcrawler recently admitted that they only revisited SS because of player complaints. I specced out of Unholy and went for blood when this change occurred, especially in light of just how much armor penetration (useless to unholy, key for blood) was going to be on the raid gear going forward. I missed my favored spec and my trusty ghoul Beetlegobbler, but I persevered.

After that, a patch made SS marginally useful again, but not useful enough to bother with talents and glyphs that propped it up, such as Reaping and Epidemic. Hearing that Unholy was key for Anub'arak hard mode (which turned out to be true), I tried Unholy again. The disease-a-palooza was fun, but SS was still not doing too well, and armor pen still wasn't useful enough for the spec, considering how unavoidably prevalent it is on gear now. It seemed kind of sad that Unholy's viability outside of aoe situations was entirely predicated on abusing a badly-designed Glyph of Icy Touch for bonus RP to do more Death Coils, to the point that another Icy Touch was more valuable to your DPS than another Scourge Strike.

But when 3.3 hit the PTRs, a ray of hope shone on the beleaguered strike. The changes seemed genius: they fixed everything wrong with the strike while keeping its flavor. The attack would do physical damage, making armor pen attractive, but then also do a fraction of that damage on top as shadow damage. That shadow damage would be affected by talents and be able to crit independently, making many talents in Unholy attractive again. Along with the change to Glyph of Icy Touch, this brought the spec back to where I felt it was originally intended to be, and where it had been back when I fell for it: using Reaping to get more Scourge Strikes.

This change went through months of favorable testing on the PTR, without much change to it at all. Then it hits the live servers for less than two days, and already a nerf was hotfixed in.

Let's put aside the fact that other, more overpowered mechanics have been left in for months at a time.

Apparently, Unholy was doing too much damage now. I didn't really notice during our raid, given how I wasn't really paying attention to the meters with everything else going on. My first thought was that it was fine. If the dps was too high, OK, let's nerf it. They just removed the ability for the shadow portion to crit independently, I thought, how bad could that be?

Turns out: pretty fucking bad.

According to the DK math gurus over at Elitist Jerks, the change was enough that the Unholy rotation and talent spec revert to what they were before the change. The playstyle is back to being less fun and flavorful. In the end, all they have accomplished with this change is making armor penetration marginally more attractive.

Ugh.

Can you just get it right, guys? This is so disappointing. Once we are done with Anub Hard, I'm respeccing back to blood to get off this roller-coaster of suck.

The worst part? Ghostcrawler's post today explaining the change. Please note before reading this statement that they nerfed the ability in less than 48 hours.


"Will it stay this way for long? It's too early to tell. This implementation has a chance of working out, but we also want to see the Icecrown hard modes start up as well as the new Arena season kick in."


You read it right. They are going to leave it as-is (which is to say, broken) until they get some data from Icecrown hard modes and the new arena season (I refuse to capitalize arena, the game's greatest mistake, GC).

Those are months away.


-----------------------------------------------

To be clear, I'm not asking for SS or unholy, or anything about DKs, to be overpowered. I just think it's clear that Blizzard's intent is that players use SS and Reaping, but no matter how many changes they make, they just can't seem to make that appealing without breaking the game. I don't enjoy the playstyle of Unholy without those, so I'm one of the people who would like SS to be viable without being broken. And I'm quite disappointed with how badly they've done so far, and with how quick they are to break the spec while being so slow to fix it.

Thursday, October 22, 2009

LFG Tool: Random Dungeons = More Daily Grind! [UPDATED 10/28]


[UPDATE 10/28: PTR Patch notes: "Daily Heroic and normal dungeon quests have been removed." We're back to only one random dungeon a day!]

So the new cross-server LFG tool is up on the PTRs, and it seems Blizzard finally figured out why they couldn't seem to force everyone to use the interface to put together random groups before: Blizzard was failing to pay them off.

So in the new patch, you'll get 2 Frost Emblems (used to get tier 10 gear, think Triumph Emblems right now) and a nice chunk of cash for doing one random dungeon with a PuG assembled by the automatic random LFG tool every day.

And if any of you raid, you'll be groaning because they just added another heroic dungeon you have to do every single day just to keep up on your raid gear. On top of going back to having to do the daily heroic every day. And the difficulty of the heroics aren't going up, so enjoy your daily trip to Faceroll City. Oh, sorry now it's TWO daily trips!

[UPDATE: The following paragraph is inaccurate, as per this quote from the Twitter developer Q&A:

Q: May I create a group with 4 friends and then use the LFG interface to gain the random dungeon reward?
A: Yes. In fact, you can join it with a full group of 5 and still get the random dungeon reward. The reward is for doing a random dungeon, not necessarily for having random members. ]

Though the emblem reward is constant, the monetary reward scales based on how much of your group is premade when you join the LFG queu. So the way to do this if you are a raider is get a group of 4 guildies, and randomize the last guy. This is going to be AWESOME for casuals and undergeared alts who solo-queu, as they constantly get matched with full 4-man groups in tier 10 and get a free ride through the instance (not that every solo-queur is bad, I'm just pointing out who is going to benefit most here). So basically, Blizzard is subsidizing the act of carrying people through an instance; it's Welfare Heroics (because they clearly weren't easy enough yet!!). Which wouldn't necessarily be a bad thing, if I didn't feel pressured to log in every day to keep up on my raid gear, hearkening back to the old days of 2 hours of herb farming for every 1 hour of raiding (back when you could stack every elixir buff at once).

And the best part? Let me quote wow.com's coverage of the random LFG tool:

"After everyone is ready, you are teleported directly into the instance it has randomly selected."

Too bad that "randomly selected" instance is always-

*ALWAYS*

-going to be effing Oculus.





Update (from comments): Just to put it into perspective, here is the fastest way to gear up in all of the emblem stuff from tier 9:

It took nearly two months of dailies every day, along with weekly clears of ToC, to get everything I needed, and that's actually reduced from what I would have needed because my tier chestpiece wasn't good so I made the crafted one instead, and the badge trinket wasn't good for me either.

Full tier = 210 emblems
trinket= 50
sigil= 25
ring= 35

total= 320

In the first 5 weeks, since they unlocked the bosses one at a time (and in Icecrown I doubt we'll be full-clearing the place week 1, so the effect should be the same) you could get a total of 45 emblems. Not even enough for one of the bigger tier pieces. In that same time, you could get 70 emblems from the heroic daily if you did it every single day.

That puts you just over 1/3 of the way to fully geared. If you do the heroic daily religiously, every day, for 5 weeks.

If after that you full-clear toc every week and do the daily heroic every day, it would take another SEVEN WEEKS to buy every upgrade available. That's *13 weeks* total of never missing a *SINGLE DAY* of daily heroics. "Casual-friendly" my ass.

And this is without even considering the tank gear I should now start building if I really want to optimize our progression potential!

It takes a long time to gather the emblems you need to get the best gear you can to help your guild progress. I only stopped doing the daily heroic every day a few weeks ago, and I only have enough emblems on my main to buy 1 tier 245 piece once we clear toc 10 hard for the tribute chest (focused on Yogg hard atm). Because I'm *still* not done with emblems, even 2 months later.

Sure, no one is "forcing" me to do this. But I want to be the absolute best-geared I can be to help myself and my friends succeed. And because of the grindy dailies, I have to faceroll through a heroic every single day in order to do that. I fail to see the difference between this and herb grinding back in vanilla. Sure, you didn't have to make all those elixirs, but if you didn't, you weren't going to succeed nearly as much in the raid dungeons. They changed that elixir stuff for a reason. And now they're bringing it right back, only with an extra dose of welfare on top.

UPDATE 10/23: According to Twitter WoW dev Q&A:

Q: With T10, are we going to see tokens like in Ulduar? or like CC? CC style had every class and spec rolling on same thing.

A: With t10 we're going to see a hybrid. The tier 10 items (the ones with item levels you'd find in the 10-player raid) will be purchased with Emblems of Frost.

The tier 10.5 items (the ones with item levels you'd find in the 25-player raid) will be obtained by getting a token (one that is specific to 3 or 4 classes, much like the ulduar tokens) and using it to upgrade the tier 10 item that was purchased with emblems of frost.
So tier 10 is another badge farm, with no alternative to get the tier pieces from drops in the 10-man. And in fact, even the 25-man raiders have to badge farm, since they can't use their tier tokens unless they already bought the base tier 10 piece with badges!

Monday, August 31, 2009

PvE v PvP: Blue Poster Screws the Pooch


Here's a nice big steaming pile for you this Monday morning, in response to "why can't I get a decent weapon from honor points?":
No PvP Weapons available for Honor points
"...because we make the assumption that since WoW was engaging enough for 80 levels of play to get to the scenario you mention that most people aren't actually that horribly offended by doing pve content (which is arguably the core of the game).

We may need to reconsider that particular philosophy if doing heroics is indeed that unappealing to many players. Although, I'm not sure how "many" players that really is TBH... forums like these are a surprisingly poor way to actually figure out what percentage of players think what about a given issue."

Oh, Kalgan. Ghostcrawler spends months countering complaints about "you nerfed my pve for pvp!" by saying "both parts of the game are important", and you turn around and cut his legs out from under him with this gem.

Straight from a dev: PvE is the core of the game. So now you can stop nerfing us based on PvP balance, right?


...right?

---------------------------

Aside from the controversy over whether a PvPer should have to do PvE to get competitively equipped, there are a few other major problems with Kalgan's statement.

To get this out of the way first: "WoW was engaging enough for 80 levels of play". Leveling play has nothing to do with level-capped play. Nothing. Most people don't even do instances while leveling.

Back to business. He says, and I quote, "doing heroics" is the way to get a weapon for PvP. First of all, weapons from heroics are not remotely competitive with raid weapons or the 1850 arena rating weapons. There aren't any emblem weapons available beyond the pathetic Heroism-level offhands. Sure, if you grind one heroic over and over that happens to drop an epic weapon that you can use, maybe you get something. Something ilevel 200 with no resilience, if it even drops. Running heroics is OK for a starter weapon, but you can't even get a halfway decent weapon until high rating, and high rating is hard to get if your team is using starter weapons and has no way to upgrade them to be competitive.

Someone who wants to compete in arena has to raid, no matter how much they don't want to. And since all of the gear they've earned from beloved PvP has resilience on it, it's ill-suited to get them into a raid, especially considering that everyone else competing for that raid spot will be geared out in conquest emblem gear, easily outstripping the ilevel of PvP gear available for those with average arena performance. They haven't been getting conquest emblems in Isle of Conquest, ironically.

He's really saying, "if you are average in arena, we expect you to use an ilevel 200 weapon, perhaps even a blue, most likely poorly itemized, and try to break into the higher rankings against people wielding cutting-edge (har!) 232-245 weapons. Have fun, suckers, thanks for the $15!" There is no in-between option for the PvPer. There is certainly no casual option. If you want to succeed in arena, you either must grind winning matches with an OP comp to get high raiting, or you can do limited matches a week, but spend the rest of your free time grinding PvE content enough to get a good guild to actually loot a good weapon to you.

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The root of the problem is the distance between the weapon options. Either you get an absolutely terrible weapon, or a top of the line weapon, and there is nothing in between. Wouldn't it make sense to add a selection of ilevel 213 weapons with resilience on them to the honor vendors for exhorbitant honor prices, just to add a bridge? Or, perhapse even more palatable: just offer 213 weapons at lower arena ratings! Instead of the arid wasteland between 200 and 232, why not let people pick up a middling weapon at, say, middling rating (1600ish)? Will it really hurt anything? The decision not to do this really doesn't make any sense to me, especially considering how much the dev team has pushed PvP as it's own separate progression path. Not being able to get even a slightly reasonable weapon is ridiculous.


Kalgan, please take your statement to it's logical conclusions. I don't know what it is that's blinding you to this stuff, but I certainly hope you clear it up before you make any decisions that affect the millions of people who depend on you to make a reasonably fair game. Your post here was a misstep, to say the least.


By the way, there wasn't any major WoW news announced while I was on vacation last week, right?

Monday, August 10, 2009

One million WoW subscriptions...






...this is where the money from literally a million WoW subscriptions goes.




Meanwhile, "additional instances cannot be launched, please try again later".


Update: Here's a sensationalist piece on Kotick that nonetheless echoes some of my concerns here. I've got a lot of personal relationships based in WoW that I am loathe to give up, so hopefully another competing MMO will fill the gap.