Thursday, October 29, 2009

BEST WOW NEWS EVER: NEVER RUN OCULUS AGAIN!


On my realm, Oculus was -I kid you not- the heroic daily at least twice a week. Every week since the heroic daily was introduced. There was one week where it was the daily heroic FOUR DAYS IN A ROW. This is not hyperbole.

And you know what? Oculus was a fun idea. Oculus is cool to run once or twice. Oculus would have worked OK based on the original design of Wrath, but since last November things have spiraled out of control a bit when it comes to heroics, and Oculus doesn't have a place anymore. Right now, all of the other heroics are ludicrously easy faceroll affairs where trash is reduced to a minor AoE speedbump and bosses are barely more challenging than the easiest trash used to be. But even after gear scaling was added to the drakes, their unfamiliarity, complicated mechanics, and limited moveset causes Oculus to be the only demanding heroic left. Which is cool if you want a challenge (for NO reward), but sucks if you are, like most of us, just trying to get the boring, pointless heroic out of the way as quickly as possible so you can get on to something fun (and after the first few times, Oculus just plain isn't fun). Daily Heroics are not all created equal. Getting VH or ToC is a cause for celebration, while Oculus is dreaded the world over. You know what I'm talking about.

Well guess what? After 3.3 ships, you NEVER HAVE TO RUN OCULUS AGAIN (unless you actually want to). This is from the LFG system Q&A, and note that Oculus is called out specifically:

When is the particular dungeon determined and is it fixed if you degroup? Say you find yourself assigned Oculus and you have no desire to do that. If you degroup (taking the deserter debuff) and jump back into LFG 15 minutes later, are you locked into having Oculus once it has been assigned once even though you haven't completed it?
The dungeon is determined once the group is filled. If the group does not like the instance that's been selected, they can leave, get the Deserter debuff, and try again to get a different random dungeon once the 15-minute debuff dissipates.

...and just to be ABSOLUTELY SURE that we really did just hear a choir of angels in jubilation as Oculus is removed from the equation, because it's far too good to be true, someone asked again:

You sort of answers this before, but if I got put in a dungeon that I -really- didn't want to do as my first random heroic of the day, and I drop group, wait the 15 minutes and join a new one, do I still get the 2 Frost Emblems? Or do I -have- to take the first random heroic that is presented to me to earn my Frost?
No, you will still be eligible for the daily loot even if you don't complete the first random Heroic dungeon you enter.


Thank. You. Blizzard.

Wednesday, October 28, 2009

Blizzard endorsing gear checking and certain loot rules?


I don't have a ton of time to blog today, but I really wanted to point out some of the 3.3 patch notes that came with the latest build. They give details about how random dungeon groups will work using the new tool. The things that really popped out at me:

As part of the matchmaking system, some of the more difficult dungeons will have a minimum gear requirement.

and

The Need Before Greed loot system will be the unalterable default looting system for pick-up groups in the Dungeon System and has been updated.

Need Before Greed will now recognize gear appropriate for a class in three ways: the class must be able to equip the item, pure melee will be unable to roll on spell power items, and classes are limited to their dominant armor type (ex. paladins for plate) [emphasis mine]. All items will still be available via Greed rolls as well as the new Disenchant option should no member be able to use the item.

Well, then. Does this constitute an endorsement by Blizzard of requiring certain gear levels for groups? And is Blizzard saying that the "right" way to loot is to give priority to your primary armor class (ie priest automatically wins cloth over a druid, etc.)? What do you think?

Friday, October 23, 2009

Glory of the Ulduar Raider


Until last night, my butt was incomplete. Because it didn't have a Rusted Proto-Drake permanently attached to it.




After much struggle with scheduling (including a death in a key guildie's family!), we managed to get two nights in a row on Yogg hard mode, and finally downed it, completing the Glory of the Ulduar Raider achievement. Me and my butt are very, very happy.

For those interested, here's the story of how we did Yogg Hard mode (One Light in the Darkness) with just Thorim helping us.

Originally, our group makeup was:

Tank:
Warrior

Healers:
Disc. Priest
Resto Shaman
Resto Druid

DPS:
DK
Paladin
Warrior
2 Mages
Hunter

We struggled with Phase 2, needing things to go very well with the RNG to down the brain in two portal phases, which I would consider necessary for victory here, as the raid begins to run low on sanity if Phase 2 goes on too long. We would send myself (the DK), the dps warrior, the ret paladin, and the resto shaman down into the brain room, which gave us full coverage on debuffs.

We made it to Phase 3 a few times this way, but always lost people due to poor positioning, loose adds, or failure to look away during the lunatic gaze that reduces your sanity. Basically, we would always be behind on tentacles and run ragged, often with a few people dead, by the time we made it to Phase 3.

The turnaround for us was a night where the dps warrior couldn't make it. We could bring a second ret paladin in his place, but that paladin didn't have the gear or experience on this fight that the warrior brought, making us doubt the chances of getting the brain down in 2 portals. Then our Guildmaster, the resto shaman, hit on an idea: she would do the fight as Enhancement and the priest and druid would 2-heal it! The healing requirements are not all that intense compared to, say, Firefighter, and having an extra dps in the brain room had the potential to be a huge buff to our ability to clear the phase quickly. And best of all, any dispels needed on the portal team could be covered by the shaman/pally combo!

It took about an hour and a half of attempts with this new setup to win. Most of the attempts were wiped not by user error, but by terrible luck with all of the randomized aspects of the fight, such as tentacle placements, targets of Yogg's abilities, and placement of the floating skulls in the portal rooms. One particularly bad attempt found me constricted just as the portals spawned. I was quickly broken out, and ran toward the portal, thinking I would make it. Instead, I was feared by Yogg just long enough to miss the portal. The next attempt, we zoned into the portal room and found that both sets of floating skulls were positioned such that there was no way to dps the targets without losing sanity non-stop the entire time. Randomized screw-overs like that were the most frustrating and disheartening part of the experience. We could play perfectly, and still be wiped by the random number generator, which is clearly > all. I'm not a big fan of that. Yeah, hard modes are supposed to be hard. But they should challenge your ability to play more than they challenge your ability to have good luck. And I think Yogg Hard goes a little too far in the luck direction.

But we did it! We are now in the top 40 US guilds that only do 10-man raiding according to Guildox, and join a group of only about 50 of such guilds to have earned drakes. And we managed this rank despite constant difficulties getting together our hard mode groups due to a string of RL events that made the attendance of many of our roster of only 12 raiders sporadic. Though it took us a month between downing Firefighter and One Light, we actually only spent a grand total of about 7 hours spread over 4-5 nights working on it. That's only 3 normal-length nights of attempts. I'm pretty proud of us.


I know my guildies don't even know about this blog, but I still want to thank them for their friendship, skill, perseverence, patience, and class throughout this entire journey to our drakes. They are an incredible group of people and players that make this game worth playing for me, and I would never have enhanced my butt dragonally without them. I can't wait to fly around REALLY FAST alongside them again!

Thursday, October 22, 2009

Try League of Legends! Totally Free Open Beta is Open, and Totally Free!


I love this game.



Shorter Games Can Be Better


Here's an interesting piece at the Escapist about the plight of gamers who have grown up and found they just don't have time to indulge in a 30-hour game with work, kids, spouses, and everything else demanding more and more of their attention. The author actually seeks out games with story modes lasting 8-10 hours, and that represents a month's game investment to him.

I'd take this a step further and advocate that more games be made intentionally shorter, but also cost less. Then, if the game does well, sell DLC or sequels to it. That way, once the game is 30 hours long it cost $65, but if I just wanted an 8-hour diversion, I can spend $30 on the basic game.

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!

Wednesday, October 21, 2009

I'm super-psyched for Icecrown!


I played a lot of WC3 story mode. I had found Starcraft such a revelation that it was impossible for me to not want to submerge myself in the combination of epic narrative and fun art and gameplay when WC3 came out. I had been largely a console gamer before this, so WC3's story mode was one of my formative PC gaming experiences, and also one of my first forays into hardcore fantasy fiction (aside from my dad reading the Hobbit to me before bed as a child).

So to finally see the end of that story play out, and experience in a more personal way so many nostalgic and sentimentally symbolic touchpoints, is very exciting to me.

Yes, many aspects of the story are cliched or predictable. Arthas is a reverse King Arthur, and the Lich King might as well be named Darth Sauron, complete with black outfit, flowing cloak, and spiky spires with magic eyes at the top. At least Arthas's motivation for his fall makes some semblance of sense, unlike Anakin's hubris and puppy love (if you even consider "Episode 3" to be canon).

I'm more interested in the epic feel around the whole thing, and the reactions of the world and the other characters to him. I'm expecting to see something awesome, and that's what's got me excited.

Jaina and Sylvanas will be able to finally resolve their long-standing Arthas issues. We'll see where the Ashbringer's story goes, what happens to the Mograines and the Saurfangs, and the fate of Bolvar Fordragon.

And Shadowmourne, which a small part of me is just too afraid to hope might be available, at least in some partial, gimped way, to 10-man raid groups. That story is something I'd really like to be able to take part in, rather than be completely shut out of solely because of raid size. I've made my piece with the other 10 v 25 crap (mostly), but man would I be excited to have a shot at that thing.