Showing posts with label game design. Show all posts
Showing posts with label game design. Show all posts

Monday, April 2, 2012

Dpsing on easy content

I've long been a fan of letting healers and tanks switch to dpsing when they are going through easy content. Easy content is a fact of life for playing Warcraft, whether it be because you are working through a raid to get to your progression boss, or because you are running in dungeon finder and raid finder to farm tokens. For dps, they can still have some fun by trying to juke their dps numbers ever higher. For tanking and healing, you just don't have anything to do.

Blizzard seems to be thinking about this for tanks. Here is how they explain the way protection warriors can expend rage in Pandaria:
One of the changes for old time Prot warriors is getting used to not spamming Heroic Strike. Think of HS (and Cleave) as an alternative to Shield Block for times when you don't need to worry about blocking, such as when you are soloing, off-tanking or doing easy content. If you use too many Heroic Strikes, you won't have rage for Shield Block as well. Your other attacks, Devastate, Revenge, Shield Slam and Thunder Clap, should fill in most of the holes in your rotation and should be sufficient for holding threat without HS spam.

Sounds juicy. Will they do something similar for healers, too?

Thursday, March 22, 2012

Individual loot rolls improve the social dynamic

There has been a lot of talk about the new rolling system. For example, I just read Theck on Sacred Duty working out the probabilities and showing that it doesn't necessarily improve or decrease your individual chances:
In the new system, your chance of winning is the chance you roll high enough divided by the number of useful items that boss drops for your class. Now, they could set “chance_of_rolling_high_enough” to an arbitrary value, like 10%. That’s what I did in my example. Then you’re truly independent of other players, because you could all win one item, or nobody could, or anything in-between.

It's true that individual rolls don't affect your chance to get loot. Blizzard can already juke various constants to change the rate you get loot, and that will be no different in Pandaria.

What individual rolls give us is a much improved social dynamic around loot awarding. Ever see people in LFD complaining about each other's sack of helpful goods? No? It's a much less dramatic system, isn't it!

One of the ways individual rolls improve things is that it removes raid makeup as a factor in whether you get loot. You can't improve your chances by kicking people who use the same gear as you, and you can't improve your chances by stacking a raid with friendly guildies. If you've played any in LFR (and who hasn't?), both of these kinds of behavior are rather annoying. It's not the way it is supposed to work.

Assuming Blizzard also removes the ability to trade looted items, thus making it a truly individual award, players won't be hounded by after-roll swap negations. When these happen in a guild run, I find it draws us closer together. Both participants will give an honest assessment of how much they need the item, and if one gives the item to the other, they have some expectation that the loot karma will come back around later. In an LFR run, it's almost always fun-sapping. I don't enjoy comparing gear with someone to decide if they really do need something massively more than I do. Also, nobody who asks to buy an item ever asks a reasonable price; I think a thousand gold is the bare minimum for raid gear that you buy instead of win, but people seem to expect to buy items from me from more like a few hundred. I only recall once having a good experience with tradable loot in LFR; otherwise it's been a drag.

I welcome the new individual rolls for LFR. I prefer raiding with a guild, and I really like my guild's loot system, and I like after-raid trading when in a guild run. When I'm in LFR, though, there's no social context outside the raid. We're all strangers when we start, and we'll all be strangers again afterwards. It's fun downing a boss with strangers; that much has worked well. It's not fun sharing loot rewards with them, and I'm glad that part of the system is being redone.

Thursday, February 23, 2012

Cataclysm Final Grades

Tzufit has posted a poll on what different players think about their classes. Here's my take for restoration druids.


Do you feel that your class is better (in that it is more fun to play, more effective, etc.) now than it was at the end of Wrath? Do you feel that your class is better now than it was at the beginning of Cataclysm?

Overall, yes to both. At the beginning of Cataclysm, I enjoyed the new emphasis on direct heals and the return of mana as a meaningful limiter. At the end of Cataclysm, I much preferred the way mastery works. I also quite like tree of life being a cooldown rather than a constant shape shift.

On the negative side, I preferred the emphasis on hots in Wrath. It is still there in Cataclysm, but Blizzard seems to be constantly trying to avoid the old rejuvenate blanketing in Wrath. I feel they should consider the new mastery and the new efflorescence enough that they don't need to keep fighting that fight. Instead, concentrate more on making the hots themselves interesting. In particular, I would find it more fun for rejuvenate to be twice the mana cost but to cause twice the healing.

How much have you enjoyed or found uses for your class’ level 81, 83, and 85 abilities? Given the chance, what would you have changed about them?

Efflorescence is the bomb. I don't remember if that was new for Cataclysm or not.


Did you switch mains during Cataclysm? If so, why did you make that choice?

No. I love nature-loving shape shifters, and I love healing. I'm in for the ride no matter what they do.


What were your class’/spec’s strengths throughout Cataclysm? What were its weaknesses?

Resto druids are amazing at any fight with slow, sustained damage, for example Ultraxion. We also have quite the save-the-day spell in tranquility. However, we're weak if there is burst damage more frequently. Tranquility for one of them, and then what?


Did you enjoy the addition of the mastery stat? What did you like about it, or, what would you change?

The final version of the mastery is quite good. It forces us to cast a direct heal once in a while, which in many cases I otherwise would not. I really hated the earlier version that made us cast hots on top of hots. We should be hotting players that are at low health, and then we should leave them alone and let the hot tick.


How, if at all, did Cataclysm’s revamp of the talent trees affect your class? Did you feel that these were changes for the better or for worse?

I remember liking the changes on the whole. Really, though, I still feel like the talent choices aren't very meaningful. I haven't revisited my talent choices in well over a month. There are only a handful of optional talents, and they don't make much difference.


Did your class experience any significant changes or additions to its lore during this expansion? If so, how did you feel about those changes?

Firelands expanded the lore of druids., and I quite liked it I did the druid half of the Firelands dailies every day for over a month, and I enjoyed doing the druid-related quests that you unlock when partially through Firelands. I hope they do more with Firelands.

Is your class easier or harder for a fresh 85 to learn now than it was at the end of Wrath? Is this a good or a bad thing?

It's much harder. It used to be that you could just blanket rejuvenate everywhere. Now you have to keep harmony up and manage your mana to some extent.


What aspects of your class’ gameplay do you think the designers really got right in this expansion? What aspects were clear misses?

I really wish they'd add partial hot ticks. Haste thresholds are a big pain, especially in 10-man raids where the buffs change around from week to week.

The final version of efflorescence is quite good. It is just powerful enough, and it is just smart enough.

On the negative side, the game designers have had a terrible time with wild growth and with rejuvenation. They keep buffing and then crashing them with no clear direction to it. Personally, I wish they make us back into hot specialists. To prevent mindless blanketing of these spells, they could double both the cost and the healing of them.

The new tree of life is a mixed bag. I love the overall organization of having the new cooldown. However, I always feel awkward using it. I'd find this easier if they dropped the tree-of-life version of lifebloom. Have casters keep casting approximately the same way in tree of life as outside it, so we'll know what to do. It's still quite interesting to try and decide when to cast the thing.


Overall, do you enjoy the playstyle of your class more now, at the end of Cataclysm, than you did prior to patch 4.0 at the end of Wrath? Why or why not?

Same answer as the first question.

Saturday, November 12, 2011

Partial ticks

I don't find haste thresholds very fun. Hit capping is already a little bit annoying; whenever I get new gear on a caster class I have to reforge everything to deal with the cap. At least I can manage the hit cap, though, without needing to refer to external sites. I just reforge to get enough hit and then change the rest to something else.

Haste thresholds are like hit caps but far more complicated. There are multiple haste thresholds that apply under different buff scenarios, and you have to decide with haste threshold you want to aim for. Then, again, every time you get new gear, you have to reforge like crazy to get yourself right back at the correct haste threshold. In practice, I'm hardly bothering. As a result, Ohken has a significant amount of haste right now that I should really get around to reforging off.

It doesn't help that the mechanic doesn't exactly feel polished. There have been a lot of questions posted over where the exact thresholds are. Many people are grabbing 10 or more extra haste just to be on the safe side. It also doesn't mesh well with the warlock spell Dark Intent. If you cast it on someone who is just above a haste threshold, they get minimal benefit from it. However, if they want to reforge so as to take advantage of it, they are severely gimped whenever they don't end up with Dark Intent. Overall, it feels like I'm doing a lot of work around haste thresholds for something that, from Blizzard's point of view, is more of an accident than something they prepared for a gamer to experience.

Let me describe a way haste thresholds could be removed from the game. First, consider the background. Up through most of Wrath, haste didn't help HOTs and DOTs at all, and thus it tended to be weak for classes that rely on HOTs and DOTs. In Cataclysm, all HOTs and DOTs now scale with haste. The way it works is that haste improves the ticking speed but does not change the duration of the spell. If you have a spell that, at baseline, does 5 ticks in 10 seconds, and you get 100% haste, then the spell will do 10 ticks in 10 seconds.

The only problem is that now we have to deal with haste thresholds. If you have anywhere between 80% haste and 99% haste in the above example, the spell will do 9 ticks in 10 seconds. Thus, the haste from 80% to 99% isn't improving your character in the slightest. That's a large gap for a stat to be doing absolutely nothing!

To eliminate these gaps, all it would take is to add a partial tick whenever a HOT or DOT is about to fall off. Continuing the example, if a player has 90% haste, then the spell would do 9 ticks at full effectiveness and then a partial tick at half effectiveness. With 81% haste, there would still be a partial tick at the end, but it would be a tiny one. With 99% haste, the partial tick would be almost as strong as a full tick.

One rule of game design, one I think is widely held, is that you want to control the kinds of decisions players are faced with. You want those choices to be fun. As an example, deciding whether to cast a big heal or a small heal is a fun decision. Each decision takes about 100 ms to work out during a single battle, it's not punishing if you make a mistake on some of these decisions, and in a gaming session you make a long string of these simple decisions.

I think haste thresholds fail the fun test. The only way to even know what the thresholds are is to do extensive theorycrafting and play testing. Hardly any player has time to do this themselves, so what they do is consult sites like Elitist Jerks that have a complicated chart of thresholds and a guide on which ones to aim for under what circumstances. It reminds me of the cookie cutter talent builds that we all currently use. Like with cookie cutter builds, reading up on haste thresholds are something you have to do and then, like a monkey, replicate in the game. There's no real choice in it, and it's tedious going through the exercise.

I think haste thresholds should go, and I think I see a way to do it. WTB partial ticks.

Make spell costs scale with gear

It's long been a problem that Blizzard can't balance mana limits for healers across all the tiers in an expansion. As healers get more gear, they inevitably get more mana, but the cost of spells never increases. Eventually healers get to a point where they have plenty of mana, and they become only interested in increasing the size of their heals. Ghostcrawler sometimes calls this "graduating" from mana concerns.

To see how this has played out in Cataclysm, consider druid healers as the expansion has progressed. Beginning healers use nourish almost exclusively, considering healing touch ridiculously expensive. Firelands raiders, meanwhile, use healing touch almost exclusively, and have little reason to bother with nourish. Additionally, I can attest that in quest gear, the level 85 heroics are nearly impossible to heal without running out of mana. Yet, again, in Firelands, mana just isn't a concern. You can't be stupid about it, but I no longer feel like I have to wait to refresh lifebloom, or that I need to switch to nourish whenever possible, or that I should bother cancelling a heal if I see someone else landed a heal ahead of mine. I just take it easy and worry about other things than mana.

There are a number of ways to fix this situation. One of them is to stop giving more mana with more gear, but I think that would take away a lot of the character of a mana-based class. Assuming they don't make that change, the only alternative is to make the cost of spells continue to increase at higher gear levels.

There are a number of ways to make spells cost more. Here is a simple one: Intellect increases both the power and the cost of spells. Intuitively, the idea is that intellect allows healers to use more mana at once. It's like using both barrels of a double-barreled shotgun: it does twice the damage and uses twice the ammo. From a balance perspective, as healers gear up, they would observe not just their regen improving, but also their rate of resource usage. They'd have to balance these increases with their gear choices.

Blizzard has already decided that in Panderia, intellect will no longer increase the size of the mana pool. That change matches well with the one I describe. I wonder if they will take a try at it? Throughput versus regen is one of the more fun itemization choices in Warcraft, and right now you only have much of a choice at certain particular gear levels.

Monday, October 24, 2011

The new talent system gives more choice

I think the new talent system in Panderia is excellent. I am seeing a lot of bloggers that are tired of the endless redoes of the talent system. I understand the fatigue, but I believe this time really is different. Blizzard has come up with something better than all their old designs.

In the new talent system, each class has one talent tree, and each player chooses six--count 'em!--six talents from the tree. Already it is helpful to pare it down to six choices. Blizzard does well if they have so many as six interesting choices in a talent tree, so why not cut out all the uninteresting choices?

More interesting is the way the talents are chosen. In the current system, you have wide liberty to choose any talents you want from anywhere in the tree. In the new system, you pick exactly one talent from each of six tiers.

That's a subtle difference that has a big improvement. The reason is that talents only compete with other talents of the same kind. They don't compete with talents of completely different kinds. Here are some ways Blizzard can use this new system to give the player an interesting choice:

  • They can offer three different kinds of mobility and make you pick which one you want.
  • They can offer three different kinds of raid utility, and make you pick one of them.
  • For a healer, they can make you choose between throughput and mana efficiency.
  • For a dpser, they can make you choose between an ability on a predictable cooldown versus an ability with a proc.

Suppose Blizzard tried the above choices in the current talent system. What would players do? If they're a healer, they'll choose the throughput talents and the mana efficiency talents, and ignore the rest. If they're a dpser, they'll choose both the cooldown and the proc. Whatever you are, you take the talents that buff the main thing you do (heal, dps) and ignore the rest. In the new system, Blizzard can make you choose one of each.

Personally, I'm very happy to see the new talent system. For further reading, here are what others are saying:

Monday, August 1, 2011

Real-money auction house

Blizzard is adding a real-money auction house to Diablo III. MMO Melting Pot has a roundup of several comments on it.

If the experience goes well, I would imagine that Blizzard eventually makes the same change in Warcraft. Why not?

One difference that should be good is that gold selling will no longer be the massive black market that it currently is. If gold selling becomes legal, like it now is in Diablo III, then gold spam should mostly disappear. What's the point of spamming someone when you can already sell it through a proper channel? Eliminating black markets is generally a good thing.

What I hope does not happen is that it starts to require real money to do be reasonably raid-ready, or to otherwise be in a position to have fun in the game. The monthly fee is enough. I hope the game does not get to the point that unless you are paying a lot of extra money, you can only do a little bit of the starter content.

How this works out for Diablo III should be very interesting. I'm guessing it will be fine, and that we'll all wonder what the fuss was about.

Sunday, June 26, 2011

How has Cataclysm healing gone so far?

The first tier of Cataclysm raiding is drawing to a close. Now is a good time to ask: how have the planned changes in healing worked out in practice?

Before Cataclysm came out, Ghostcrawler wrote a great post on what he wants from healing. Here's an excerpt:

Mana efficiency is ideally part of this calculus. If mana doesn't matter, then either your highest healing-per-second spell or your fastest spell (depending on the situation) is always the best choice. Increasingly in LK, it's just the fastest spell that wins because of the nature of incoming damage. If mana doesn't matter, then you aren't trying to hit the bullseye I described above because missing the bullseye (overhealing) has no consequence. If you use the proverbial bazooka to kill cockroaches, then who cares?

I would tease out three overall goals from this and other posts by the Blizzard developers:

  • Mana efficiency should matter. Healers should choose spells not just on their healing per execution time (HPET), but their healing per mana (HPM). Healers should gear not just for bigger, faster heals, but for mana regen.
  • Damage should be slow enough that healers feel free to use slower spells. In Lich King, a slow spell like Healing Touch could easily mean people die before the heal lands.
  • Healers should not cast the same spell over and over. They should intelligently make choices about what to do.

Based on the normal-mode 10-man raids I have been in, I believe the game has accomplished this quite well in the current tier. For the current tier:

  • Mana efficiency is huge. Regrowth is only used in emergencies, for example, due to its high mana cost. Resto druids are highly prioritizing mana regen on their gear and in their specs.
  • Damage intake is slow enough that you don't need super-fast healing. Slow and steady healing is just fine. The main exception is Chimaeron, where Caustic Slime comes very rapidly in the phase 1 and is devastating in the phase 2.
  • Healers have a lot of choice in spells. This is weaker than ideal for nourish versus healing touch, because their HPM are so close. However, there are lots of interesting choices in where to use swiftmend, when to use tranquility, when to cast a regrowth after all, and when to use tree of life.

The second two items look fine for future tiers. Damage will go up, but so will stamina, especially now that stamina gives 14 hitpoints per point. Furthermore, much of what is interesting in spell choice nowadays is about other factors than HPET versus HPM, so even if we switch over to only good HPET spells, we'll still have more to think about than in Lich King.

Mana regen is a different story. Since spells take a fixed amonut of mana, it seems inevitable that mana regen will eventually get to the point that druids can spam cast healing touch and rejuvenate indefinitely. At that point, which is pretty much top-end tier-11 gear, players have no more benefit from regen. Thus, I expect regen in Firelands and beyond to be more like the hit cap: it will be very important up to a certan amount, and after that you won't care.

Fixing the mana regen problem is pretty hard. To make healers keep caring about mana, it seems like we need a way to heal even more than they currently can, but at the expense of using more mana. One way would be if higher spell power meant you also went through mana faster. That would be a rather dramatic change in how healing works, though. A milder change would be if players could take a talent to get more healing but much worse mana efficiency. For example, 50% more healing but 100% more mana per spell. Players in the current tier wouldn't use it, because they'd end up out-of-mana very quickly. Players in later tiers would have to take it, though, just so that their max throughput can keep up. Once they take it, they care quite a lot about regen again.

Saturday, June 25, 2011

Built-in damage meters?

Someone asked about this on the DPS installment of Ask the Devs. They answered that they are working on it:
Q: Will we ever see an in-game damage and healing meter to replace Recount? – Sinthìa (NA/ANZ), Hemodynamic (EU-EN)

A: We’d dearly love to do this, and it’s been something we’ve been working on, off and on for some time. The problem is that increasingly players place a really high and occasionally unhealthy emphasis on meters, and once there is an official Blizzard-supported meter, then that situation is only going to get worse. Anything that isn’t portrayed in our meters with a great degree of accuracy is going to be misinterpreted and cause forum drama. For example, it’s easy for DPS to inflate their meters on some fights by attacking targets that don’t matter. How do we handle those situations -- trust players to know the difference? That’s tricky, especially when the community has a penchant for distilling lots of fights down into a single measurement of DPS. As another example, the Restoration druid Tranquility is intended to fill a role similar to Power Word: Barrier or Spirit Link Totem. Yet the druid cooldown is an actual heal, which greatly inflates their meters to the extent that we see a lot of players complaining about how Resto druids are overpowered. Do we not show Tranquility on healing meters?

On the other hand, one benefit of having easy-to-use Blizzard meters would be getting players to focus on their own personal DPS instead of what the best players in the world are capable of. It makes developers cry when we see a good Fury warrior go Arms and do lackluster DPS just because they read that Arms DPS is higher. (Now, if that player just likes Arms or wants to try something different, more power to them.)

Also consider that damage and healing meters are valued by a pretty small set of the playing population as a whole. New UI features like the quest and equipment systems we added not so long ago, and even the upcoming Dungeon Journal, would be more widely used overall.

So the short answer is that it would be a very useful tool and we suspect we’ll do it eventually, but we have an enormous responsibility to get it right, and even then it could do bad things to the community as a whole.

I played vanilla for several months without it occurring to me that I should be maximizing dps. I played it like other role-playing games, and in other role-playing games it doesn't much matter. So long as the mobs die, they die.

Having a built-in damage meter would be an excellent step for two reasons. One is that it would provide guidance to new players on what they should be paying attention to. Second is that semi-new players would get this vital information without needing an addon.

The describe a problem with attacking irrelevant targets, but there's no way to fix that, so don't bother. Besides, with the simple meter I have in mind--just a single number somewhere on the screen--nobody would see anyone else's damage meter, anyway. This highly limits the ability of people to pointlessly boast.

Another issue they describe has to do with healing. There are more issues than they list, however! Basically I don't think it would help to include a healing meter in-game. In a 5-man, your hps in the same as the incoming dps -- that is, the healing you do will always match exactly the damage done to the party. As such, there's nothing you can do to change it. In a raid, you only improve your own hps by subtracting someone elses, which is otherwise known as sniping. In short, I don't think a built-in healing meter would help new healers do a better job.

I'm very glad to read that Blizzard is considering adding a dps meter. However, I don't think they need to think about this quite as hard as they are. Skip it for the healers, and only show the dps of the player themself. For anything else, let people go to add-ons or log analysis sites.

Saturday, June 18, 2011

Five changes in WoW that are good

Jinxed Thoughts has a fun post up on changes in WoW that were for the better in WoW. For example:
Believe it or not, there are few things in the game that have annoyed me as much as the way gaining wep skill used to work. For any weapon you could use you had to not only go buy the skill in some cases, you had to also manually learn it by swinging at a mob with said weapon until you reached the proper skill level. Going from 1 to max skill could take hours.
Yeah, it was pretty miserable. Casters wouldn't bother. With melee classes, though, you have to skill them up, and it takes forever. The first few points go quickly, but it really slows down when you get close to the skill cap. RIP, weapon skills. You were a terrible bore.

It got me thinking what I am happy has changed. Here are five picks of my own.

The Dungeon Finder. I played a little bit in vanilla and had no idea what was going on. I found 5-man instances one of the most fun parts of the game, but I found it really tough to find an instance. I came back to the game in Lich King, and I still knew what was up, but assembling a group for anything took a while. The Dungeon Finder is a huge improvement, especially for dps classes. Instead of plaintively asking for a group for half an hour or more, you hit the front of the queue in about 15-20 minutes, all without having to beg and plead.

Newbie friendliness: tooltips and the new spec system. Jinxed Thoughts mentions this one, too. I like that the tooltips say things like "a large heal" rather than giving a very precise and very bogus number like "heals for 132 points". The spell always healed for more, because the tooltips didn't factor in all the buffs that apply, so the number on the tooltip was pretty useless to anyone who is not a human calculator. Likewise, I like the new talent system, where you get spec-specific improvements right when you pick a tree. It means that level 10 is way more fun than it used to be.

Easy mode of raids. I like that casual players like myself can at least see a softball version of everything.

The new token system. The new token system means that it's fairly quick to level up an alt to being able to work on the previous tier of content.

Class balance. I'm impressed and glad that every class has a competitive dps spec, and every healer and tank class is about equal to the others on the whole. Getting a character to level 85 takes a while, and I'm glad that nowadays you can be sure you won't regret your choice of class.
I just got around to reading the Tier-12 set bonuses that will be available in Firelands. Here are the bonuses for resto druids:
  • 2-part: Your periodic healing from Lifebloom has a 40% chance to restore 1% of your base mana each time it heals a target.
  • 4-part: Your Swiftmend also heals an injured target within 8 yards for the same amount.
The two-part bonus is huge but will not affect gameplay. It will just regenerate mana for us all the time. Just remember to be extra sure to cast a lot of lifebloom in Tree of Life form, but I am already doing that anyway. The two-part bonus means we already graduate from needing to worry about mana in tier 12. Sustainable throughput no longer looks like the most important thing to aim for. I recently made a couple of Nefarion attempts while accidentally wearing moonkin gear, and my regen was lower than normal, but probably still enough to beat the fight. In tier 12, with the higher amounts of int and spirit, I am guessing we no longer have reason to bother reforging secondary stats to spirit. Just take the spirit that comes on the gear, and reforge everything else to haste.

I'm not sure why Blizzard is making this change. I enjoyed having to manage mana usage, and I was hoping it would last for at least one more tier. Instead, Blizzard seems ready to hasten it out of consideration.

The four-part bonus will affect our gameplay. It's going to be interesting trying to swiftmend people who are near other injured people. In practice, I suspect the best I will be able to do is swiftmend people who are in a group--it will be good to be melee in any group I am healing! Basically, this will tip the scales of using the heal on the tank versus using it on a group to trigger efflorescence. With the extra heal on a neighboring player, it will be even more valuable to cast swiftmend on a group.

Friday, May 27, 2011

Cynwise on what makes content replayable

I highly enjoyed reading Cynwise's long post on what makes content in WoW replayable, or even appealing at all. For example, he points out that PVP activities endlessly grow due to the presence of other people in them, whereas most PVE content is pretty much the same the second and third time around.

I enjoyed reading such a good analysis of the tradeoffs, but I do come to different conclusions about what I like to spend time on.
  • I prefer the new zone-wide quest lines to the old style of having a five or more clusters of small quests in a zone. There are only so many kinds of individual quests that Blizzard has thought up, so what really makes them interesting is when they are put into an arc.

  • I still prefer raiding to PVP. I enjoy the camaraderie, and I like that a broader group of people is able to learn the dances than are able to learn to think competitively with other humans. For that matter, I really enjoy kicking my brain down a notch. I like to relax when playing Warcraft.
I agree about Tol Barad being boring. On defense, there's little hope of saving the towers, so you end up lasting out the siege. Twenty minutes is a lot of time to wait out. On offense, you have to somehow magically capture all three flags at once, which is rather difficult to do. I also agree that the current raids are tuned too hard for my liking. As Cyn writes:
I was willing to spend months wiping on the Lich King. There’s a sense of completion there, a huge amount of motivation there, to do it at least once. But wiping for months on a raid at the beginning of an expansion? Really?
Indeed. In the end, Warcraft is a game, and 10 hours a week is a lot of time to put into a game. I wish the game were balanced so that 10 hours a week were enough to make an enormous amount of progress in the normal modes. Hard modes, fine. Leave those to the guys who spend more time in Warcraft than doing a job.

Friday, May 20, 2011

Moving information into the game

A game is better when it has a clean, self-evident user interface. It's better when the only time you don't understand something, it's an intentional mystery put in by the game designers. Blizzard has done two things in Cataclysm to really help with that.

One is to clean up the ability tooltips. They used to include very precise numbers about healing or damage down that were completely inaccurate, because they didn't include buffs. The tooltip would say heals for 1021, and the actual heal would be more like 5000. In Cataclysm, they've removed the numbers and instead they say things like "heals for a large amount". Additionally, they've added a sentence to the most important abilities to say when you should use them. For example, "Use this on a player whose health is very low".

A second way is the inclusion of much of wowhead into the game. Already they include a quest helper, meaning crucial locations for quests show up right on the map. In 4.2 they are adding the Dungeon Journal, so it won't be necessary to go to wowhead just to remember which abilities this particular boss has.

Some people are complaining that these changes make the game too easy, but that's a crude way to look at them. The things that are being made easy are things that should have been easy to begin with. They are the basic game mechanics. Count me in as not wanting to have to go to a separate resource to figure out basics of the game. That's wonderful that the Internet allows such information sources to gather, but I'd rather the game designers put the information into the game to begin with.

Wednesday, May 18, 2011

Micro-charging for cross-realm groups

The excellent MMO Melting pot has links to five bloggers talking about Blizzard's decision to charge a fee for anyone who wants to use the ability to build cross-realm parties.

Count me in with the camp that prefers a monthly subscription to being micro-charged for every little thing in the game. Even worse, naturally, is to both pay a monthly subscription and also to have micro-charges on top of that. I wouldn't mind WoW costing a little more; it's currently very inexpensive given the number of hours I play it. However, I definitely mind having to pick different subsets of the game off a menu.

More fundamentally, I'm still bothered that RealID is based off of email addresses. Even though it's not necessary, cross-realm invites will be based on RealID. I can't see myself using it, anyway, without careful research into whether RealID can be used without, in fact, leaking any personally identifiable information.

Overall, it's saddening to read this sort of thing. In two different ways -- micro-charging and privacy violation -- Warcraft is changing from a game where everything just works right, to a game where I have to be very careful which parts of it I use.


UPDATE: Elunamakata in the comments on World of Matticus has found a quote from a Blizzard designer explainign the idea of a subscription model:

“We chose to go with the subscription-based model instead of that approach. We’ve taken the approach that we want players to feel like it’s a level playing field once they’re in WoW. Outside resources don’t play into it — no gold buying, etc. We take a hard line stance against it. What you get out of microtransactions is kind of the same thing and I think our player base would feel betrayed by it. I think that’s something else you have to decide on up-front instead of implementing later.
–Rob Pardo, Blizzard’s Senior Vice President of Game Design (2/20/2008)”


Quite. I wonder if Rob Pardo is still there, and/or if we are witnessing the marketing department overriding the game designers.

Monday, May 16, 2011

Warcraft for casuals

Casuals dominate the World of Warcraft. It's a game that's set up for people to burn away excess time they have watching pretty graphics and sound effects. Anyone who really wants a serious game and doesn't care about the fluff is better off playing Go or Bridge. As such, the bulk of the Warcraft population simply is not going to raid 6+ hours a week, nor are they going to make a significant dent into the heroic-mode raids.

Blizzard has recognized that casuals are their main customers since at least Wrath, and I'm guessing The Burning Crusades. They often toss statistics around about how RidiculouslySmall % of players ever even saw Ragnarok at level. So what are they trying, and how are they doing? MMO Melting Pot asks, and here is my answer. Here are the ways I see to burn time casually, and how they are working for me.

Leveling alts. This is my favorite thing to do once my main character is maxed out. In addition to there being three different roles of play (damage, healing, tanking), there are several different styles of resource mechanics (energy, mana, runes, cooldowns) and different styles of priority management (procs, synergistic spells, long cooldowns). Playing with different classes and specs keeps me amused for so long that there's not much else I expect to spend time on in Warcraft.

Experiencing more content. The new low-level zones are quite fun. However, I don't spend much time on them so far. The main reason is that it's very difficult to keep a toon at just the right level to experience the content. It's a little too brainless to walk through a zone with tiny little enemies that die when I breath on them. This could be fixed if there was some simply way to intentionally weaken a character when entering a zone. I'd love it if I could play a zone and set my character's effective level to that of the zone.

Dailies. There have been some compelling clusters of dailies, but they are the exception. The best I've seen were the tier-9 dailies, the ones that went with the jousting tournament. While the tier-9 dungeon was the pits, I thought the dailes were well done, and I did a lot of them. Ever before and since, however, I haven't gotten into them. The Tol Barad ones I am finding to be particularly grindy and boring, especially the ones on the northern island.

Crafting, and secondary professions. I find the professions themselves okay. Blizzard has done a good job of making all umpteen crafting professions different and useful. However, leveling them is a total bore. Going through 524 iterations of looking up a recipe, finding out the mats, buying them on the AH, is just not fun. I wish they could come up with something like fishing, where higher skill is important but not overwhelmingly so. For example, they could let you craft anything, but with a lower skill require you to add some extra components.

Fishing and archaeology. I used to really like fishing. Archaeology, in my opinion, is like fishing but better done, because you end up moving around and seeing different locations. However, despite having the Salty title, I've dropped out of both of these in Cataclysm. Partially this is because the dungeon finder is so good. Partially, though, the new bloated fish are just too hard to catch, and archaeology is a bit too slow to level for my taste. I can't see myself really going back to these any time soon; there are enough specs and zones that I will have plenty of things to do between raids.

Tuesday, May 3, 2011

4.2 changes long time coming

Most of the druid changes in 4.2 strike me as things that seemed likely to eventually happen, so long as Blizzard is actively paying attention to class design making sense. I didn't know how much Blizzard really does, and I didn't know when they'd happen, but either they had to happen eventually or Blizzard needed to come up with some sort of fundamental redesign of the class. In much the same way, I've thought for a looong time that hunter pet happiness was not a good place to put complexity in the game. Thus I'm happy overall to see Blizzard taking on these issues.

Good descriptions of the changes can be found at Gray Matter and at Rank 4 Healing Touch.

My takes on why most of these changes are good and inevitable:
  • The damage from entangling roots has never been a useful source of damage but has always been a source of concern that they would end up doing enough damage to break the crowd control. I'm happy to see the damage just dropped. Complexity in the game should make it more interesting in some way, and the damage from entangling roots is just one more random thing to think about.
  • Dots moving the Eclipse bar seemed somewhat likely, given that dotting as an AOE technique is frankly lame. It's the sort of thing that just doesn't seem like what Blizzard is going for. However, it sounds like the new design is also problematic, as is described at the above two links.
  • Innervating being able to help other players is a huge ability that no other class has. I've always wondered how they could ever balance that with what other classes can do, and now it looks like they are throwing in the towel. I agree with others that it would be better to have self-innervate only than to have it technically work on other players but not very usefully. Alternatively, I wish it could be cast on other players but on a much longer cooldown, like it was in Wrath.
Finally, while I didn't foresee the crowd-control thread issue being addressed, it's welcome. Figuring out which CC to apply first is one of those many little problems that tanks have to worry about in instances. It's somewhat fun, but it is also requires knowing all the other classes fairly well. This is a welcome simplification.

Monday, April 25, 2011

Why Call to Arms will work

I've come around. Jinxed Thoughts describes a scenario that will play out over and over once Call to Arms is in place:
There are a couple of features that I am looking forward to a little extra in this patch, for example I intend to start burning through instances like there was no tomorrow (aliens attacking?) with my dk, maybe even my warrior, due to the new Call to Arms. I like tanking - I just need a little more incentive to stand the douchy pugs. Maybe this will be enough, we'll see

I previously pointed out that players already have a tremendous incentive to enter dungeons as a tank, so if they are going in as dps nonetheless then no reasonable cash bonus is going to change it. However, I overlooked that there's another source of tanks than people who would otherwise have queued as dps. Alts!

Warcraft is an alt-friendly game, and many people create alts once they have their main character maxed out, for some definition of "max". When people decide what to do with their time, they choose between things like daily quests, taking an alt into a dungeon, playing the auction house, working on achievements, and so on. Call to Arms will tip the scales of that decision toward running dungeons as a tank, and the scales there are already pretty balanced.

I predict we will see a lot more tanks in the dungeon finder. We'll also see a lot fewer people doing dailies, participating in battlegrounds, and all the other things people would otherwise spend their time on. That's really all fine with me. I find dungeons the best part of WoW. It's not a very good PVP game, but it's a wicked cool multi-player PVE game, and nowhere do you see more multi-player PVE goodness than in dungeons and raids.

Thursday, April 7, 2011

Getting more tanks into the Dungeon Finder

Blizzard just announced that they are adding Call to Arms as a way to entice more tanks into the dungeon finder.
To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount.

By the way, I disagree with the premise that the current queue times for dps are crazy. They are long, but they aren't crazy long. So long as you have something else to do (quest, gather, dailies, ...), the queue times are just right to give you a pleasant alternation between two kinds of activity.

Nonetheless, shorter queues would be better. What can be done?

I suspect Call to Arms won't make much of a difference. Already, tanks can queue instantly, so they have a very strong enticement to queue as a tank instead of as a healer or dps. The additional benefit of getting gold out of it is swamped by the benefits they already have.

A better angle, though one much more difficult to implement, is to make it less onerous to tank. This can be hard to do, because tanking is much more demanding than the other roles.

One possible solution would be to lower the gear requirements for tanking in heroics. Make the mobs hit less hard, so that characters can queue for heroics with less fear of wiping the group. As the game is balanced right now, tanks that meet the minimum ilvl requirement are fairly squishy. Some might say this is making the game too easy on tanks, but if we are seeing tanks not sign up or heroics, the game must already be fairly hard for them. A nice thing about this solution is that it only affects heroics. As far as I know there is no shortage of tanks for raids.

Another possibility would be to make tanking rotations even simpler, or at least, make a simpler rotation be sufficient. I find that when tanking with a new class, there's a tanking equivalent to grid lock where you get so focused on your threat rotation that you lose track of where all the mobs are. If tanks had a couple of fewer buttons to worry about, then they'd find it easier to focus on all the other things tanks do. This strategy, granted, can easily backfire. Many complained in Wrath that tanking many fights was terribly boring, and that's why Cataclysm tanks have so much more to do.

A third possibility, and not something they can implement immediately, is to reduce the ratio of tanks that are needed for a group. Why not have 8-man dungeons with one tank and one healer?

Overall, it's a tricky problem. As usual, it's gratifying to see that Blizzard is thinking about these game design problems instead of just raking in their dough. I don't think Call to Arms will solve the tanking shortage in Dungeon Finder, but it's a simple thing that is easy to try.

UPDATE: Jar on Rank 4 Healing Touch takes up the same question.

Tuesday, April 5, 2011

Would we want bosses that only drop useful loot?

I've been enjoying reading Ghostcrawler's "dev watercooler" posts about Warcraft's game design. His latest entry is on how specific to make gear.
One suggestion that pops up fairly often, both internally and externally, is to make gear more tailored for each and every talent spec.[...] The problem with that approach is that boss loot tables get really long.[...] There is a reason that Argaloth and his ilk feel like slot machines -- because they can drop so many items, the chance of them dropping the piece you want is pretty low.

With the exception of intellect plate, I'm pretty happy with how gear works right now. There's a primary stat--intellect, strength, or agility--that is so good you would never take gear without the right one. The secondary stats, excepting hit, are always good to a varying degree, but some are better than others. All gear ends up being interesting to a few different specs, so even in a 10-man raid, any particular drop will usually be interesting to someone in the raid. They can at least use it as an off-spec.

As an aside, I love paladins, but I don't like intellect plate. Even aside from the fact that only one spec wants it, plate just doesn't seem like an intelligent sort of gear. Plate is not smart. Plate is about raw, brute force. Ghostcrawler suggests but rejects turning normal melee stats into healing stats for holy paladins. It's a good thing to try. Occasionally someone mentions a potential healing design where you'd wail on a boss to heal your own group. If that is ever tried, holy paladins would be a good spec to try it on. Imagine smite healing, only with a mace.

But I digress. Several of the commenters suggested making loot drops be definitely useful to the raid, rather than just probably. The idea is that when a boss dies, and the game calculates what it will drop, the only choices are drops that look useful to the current members of the raid. If there aren't any mail wearers, then no mail would drop. If there are ten paladins in the raid, then only plate will drop.

That approach doesn't sound as fun to me. While I'm glad there are tokens in the game, so that I can make some progress on gear even if the drops are unlucky, I overall prefer getting gear from drops. If all gear was automatically useful, it would be like tokens all the time. It would take a little bit of the thrill of a game that is already pretty laid back.

Friday, April 1, 2011

Crabby the dungeon helper

Crabby the dungeon helper is awesome. The best part are the screenshots. One of them has a picture of a hero standing next to a dungeon portal, and the dialogs goes like this:
Crabby: It looks like you're getting ready to enter a dungeon. Would you like help?

Option 1: Get help
Option 2: I've got this one, thanks!

Personally, I'd like a dungeon assistant more like the skull from Planescape: Torment. An assistant that helps you... but that you're always suspicious about.