Friday Forum Fodder

Bring on the Fodder

For awhile now I have had a forum segment kicking around in my head.  The idea is that I use Fridays as a day to reflect on things that have been brewing out on the various games forums.  My friends have thought this was madness, as it would likely devolve into flame based insanity.  I however think that I can make it work, since so many topics start on the forums anyways.  However based on recent events, especially relating to one of the topics I have chosen this morning… it still very much can get out of hand.  Anyways…. if I don’t start this thing I won’t get it done in time.

Stop..ramming..pvp…down…my…throat!!!

http://us.battle.net/wow/en/forum/topic/11422312838

Yup that’s right… I have opted to leave the original forum post title intact for most of these unless it is offensive.  Abusive use of ellipses aside there is nothing terribly offensive so here goes.  This thread spawned a really interesting response from Bashiok stating hinting that in Warlords of Draenor a more permanent PVP toggle would be on it’s way.  Now this has already been discussed by @AlternativeChat and @Qelric but I don’t really want to respond on what they have said… since the whole idea behind this is for me to respond to the subject matter contained within the forum post.  I know this involves a bunch of semantics and blinders and whatnot… but it is a thing I am striving to do.

I have to admit my first reaction was “It’s about damned time”, as well as my second and third and fourth reaction.  I have a love/hate relationship with PVP in general, in that I tend to love to hate on it.  I am a massive Carebear at heart and get really excited about collaboration and community in online games and not so much about conflict and competitiveness.  Please understand that this is coming from someone who tanked my servers first alliance Reins of the Black War Bear raid.  Additionally I was a proud supporter of the South Shore vs Tarren Mill madness from vanilla and got to meet most of my servers hardcore PVPers during that time.  However that is the root of it… I want to PVP when I want to PVP, and no other time.  The problem lies that there are so many ways that you can get accidentally flagged without ever really intending it.

One of the things I do semi regularly is run around the Timeless Isle farming the named mobs.  Generally speaking be it on the Timeless Isle or Darkmoon Faire I am a pretty welcome commodity since there never seems to be any tanks out there willing to tank the mini-bosses.  The problem is as a Deathknight sometimes my diseases end up getting on flagged players and in turn flag me.  Honestly I don’t know what it is, but I assumed it was the disease/bloodboil that I am constantly doing because I will end up flagged pretty much every time I do this public service.  Granted the horde generally have the self preservation to wait until I have tanked the boss for them before killing me…  but moments after downing the boss I am generally laying dead on the floor.

You might be thinking this means I rally support and start an epic land war?  Nope… this means I do one of two things.  Either I walk away for a bit and wait for my flag to clear before resurrecting, or I simply log out of the game and play something else for awhile.  I seriously want zero part in PVP on a day to day basis and see it as an imposition on my play time.  Ultimately that is what it is about for me, PVP is a gross inconvenience upon my time and forces me to somehow direct my attention to something other than my current goals.  It is very much not a welcome distraction, and since I tend to play tanks… very few of the pvp skills have any meaning within the game I tend to play.  PVP tanking was a thing I loved, but sadly that only really existed in a functional way in Warhammer Online.

Rift has had this PVP toggle for awhile now and it works extremely well.  They brought it in during the much larger “faction as fiction” patch which is something I would love to see Blizzard do as well.  Factions are meaningless things to me, and ultimately boil down as red vs blue in my eyes.  I generally do not have much faction pride one way or the other… just like I have no sports team alignments.  In an MMO the only “faction” I generally care about is my guild and its members.  I tend to see the “Faction walls” as un-needed barriers that keep me from playing with half of the other players on the server.  I started playing MMOs before these things really existed in Everquest, and have never really seen the benefit of them on the whole.  Faction should be something that is character specific, that may limit where you can go in the world…. but not limit who you can associate with.

To summarize…  “hell yeah” to the prospect of a more permanent PVP toggle.  There have been a lot of people speculating how this might work, with faction cities etc.  They can honestly take a pretty good queue from Rift in that when you are flagged as “No PVP” you can still be attacked by NPCs of that opposing faction.  Thing is… you just cannot attack them back without turning off your anti-pvp flag.  So this means that NPCs are more than willing to beat you into a pulp for being the pacifist you are.  Players however… cannot.  Running around in anti-war mode should have its limits, and this seems to be a pretty good way of handling them.

Why reforging removal is a mistake

http://us.battle.net/wow/en/forum/topic/11551045075

There are many versions of this thread out on the Battle.net forums, but this was one of the longest running sitting presently at three pages.  Generally speaking I think a lot of these devolve into flames and get deleted before becoming truly “epic” threads.  To summarize the original posters point…  the believes that reforging was put in place to balance the classes and break the tyranny of having over powered classes.  This opinion to me only seems to reinforce why reforging needs to go to be honest.  I watched the blizzcon coverage the year they announced Reforging, and it was generally sold to the player base as a way of having MORE choice not having less.  The problem is, like everything we the players have ruined it.  I truly believe the intent, just like the intent of the current talent situation… was to allow us to have a bit more flavor in our characters.  So that we could put our own spin on on the current spec and tweak the gear to perform the way we wanted it to perform.

The reality however is that we have systemized this and anyone who does not use Ask Mr Robot to reforge their gear to an “optimal” state is immediately “ doing it wrong”.  Essentially… this is why we can’t have nice things.  I personally ignore Mr Robot in favor of my own flavor on my spec, but I am sure I am a horrible person for doing this.  Essentially just like the way the previous talent system was… we have an “illusion of choice” in that everyone is expected to change their gear stats towards the same ultimate ideal scenario.  If this is a thing that every single player is doing, it means to me that the design of the system was inherently flawed in the first place.  I applaud Blizzard for taking chances on building new systems, and I also applaud them for reversing that decision when it looks like it simply is another “non choice”.

If you have not gotten the impression already, I applaud them for deciding to remove reforging.  While it was a really cool idea, it never quite worked out as well as I would have personally liked.  The way it worked always seemed extremely limiting.  I think we all envisioned a system where we could throw away useless stats from our gear in favor of the one that we really wanted in the first place.  However the reality was dictated by some pretty rigid rules and only actually allowed us to change the secondary and tertiary stats, instead of getting more of the thing we generally want… our primary class stat.  Additionally there is the issue of… if you are constantly reforging away a specific stat then the gear is simply itemized poorly.

Again I feel like this is another case where World of Warcraft can take a queue from Rift.  Generally speaking the stats that I find myself personally reforging away are hit and expertise.  This is because these stats can appear on every single piece of gear…  however they are only useful in limited quantities until you hit the soft cap for every class.  As a result you are lining up to remove them once you reach the higher tiers of raiding.  How Rift has “fixed” this problem is certain stats only appear on certain pieces of gear.  So you have a limited number of ways to gain that stat, so each and every piece them becomes important.  Granted the hit/expertise issue is no longer going to be an issue at all… since they decided to simply remove the stat entirely.

Ultimately those are two completely different game design approaches.  In the case of Rift they decided to make it work, by rationing the stats that players didn’t need as often.  In the case of wow they kind just applied a general mallet to the approach and are now designing around the need for those stats in the first place.  Both are completely valid approaches, and as always Blizzard seems to line up on the side of simplification rather than intricacy.  If Blizzard were a toy it would likely be something made by Fischer Price and not some intricate model kit imported from Japan.  There are places for both kinds of games and ultimately why I play more than just WoW.  Currently it seems like the decisions they are making for Warlords of Draenor are really good ones, given the present state of the game….  however I am sure 2 years from launch we will be applauding them for undoing various things they did.  World of Warcraft is a constantly evolving game, and I think as a whole this is a really good thing.

More Fodder Next Week

Mostly I am curious if this concept worked for you and if you actually enjoyed it?  I am still evolving in my head what I want this to be.  Generally speaking when I blog, I respond based on what I have heard said in the blogosphere without really going back to the original forum source… if a forum did in fact spawn the discussion.  With this I am trying to essentially write what I would have written as a forum response… but instead in very long form blog format.  Let me know if this works, or if it doesn’t how you would like to see it changed.   Also remember tomorrow begins another experiment of mine…  Factoid February.  I still am not 100% certain what I will write… but I expect to devote one section a day to whatever the current “Fact” is.

Free To Play Budget

The Arrival

Well yesterday was the day that The Elder Scrolls online officially announced its pricing and opened up the preorders.  This honestly has been a day I have waiting for anxiously for some time.  I realize that lately there has been a lot of hostility towards the Elder Scrolls because it is trying to be a traditional subscription model game in a market gone completely gaga over the “free” in free to play.  I personally do not mind paying for a box and then later paying a subscription fee for a game, especially not this one.  Unfortunately my NDA is firmly in place so there is not a whole lot more I can say about the reasons why I am so into this game.  I am anxious for it to fall so I can properly gush over it.  Honestly at this point I am shocked that it is still in place, considering the April launch date.  Hopefully the coming weeks will see that change.

I love the preorder launch trailer above, because it takes place seconds after the original cinematic launch trailer.  Whereas the first trailer focused on the player versus player conflicts being set up in the world, this one is more focused on the other conflict.  You know the one where a giant Daedric Prince is trying to take over Tamriel.  Since I am not PVP centric, this is the conflict I am most interested in and the cinematic like always does not miss a detail of showing this tension.  If you have not already seen the original cinematic… you should really watch it first to get the full effect.  I would love to see them release one that edits the two together into one seamless sequence.

The Pricing

ESO_ImperialEdition The above image is the shot across the bow that started the madness.  It seems that ahead of time Amazon staged the image and it got leaked.  From that point it was off to the races with speculation and complaint about the benefits or lack thereof.  Honestly when I look for a Collector’s Edition all I care about is access to in-game goodies, a soundtrack and the traditional head start weekend.  As far as in game stuff, I generally expect some form of an in game boost item that becomes meaningless by about level 10, and some sort of an in-game mount…  since having a mount becomes so insanely important in these games.  So by those criteria this CE is lacking the soundtrack, but instead making up with an additional playable race… The Imperial.  More than likely Belghast will be an Imperial, because that is fitting his character.

The real benefit however is not even mentioned here in the image that started it all.  Apparently if you preorder before launch you get an additional set of bonuses called the “Explorers Pack”, that will allow you to create a character of any race in any faction.  That right there is pretty huge.  Imagine if you could have an Alliance Tauren, or a Horde Dwarf?  I would have totally done that many times in my time playing various faction centric games.  So far only Rift has really allowed me to create faction bending characters, and even then it is only through the use of race swaps.  You also get an additional pet, but next to the rest of that pack it seems meaningless.  All of this comes for the relatively reasonable prices of $50 for digital, $60 for physical, $70 for digital CE, and $100 for physical CE with the statue and book and all the miscellany that you see above.

Yesterday we were absolutely shocked at how reasonable the box was to be truthful.  Based on recent examples a collectors edition I was honestly expecting this to be another one of those $150 Star Wars: The Old Republic style boxed sets.  So while I find it pretty reasonable… there are a lot of folks who are chafing under the pricing.  To be truthful were I outside of the United States I would too.  For starters it seems like Zenimax simply changed the currency symbol rather than setting a realistic price point.  That means for all my British friends, these prices end up being $80, $96, $112, and $160 respectively.  Eighty bucks is a bit too much to ask someone to pay for a brand new non-super happy magical edition of a game.  Granted by the time I post this, those prices will likely change as I just did them based on a quick google of converting dollars to pounds…  but still they are more than a little out of whack.  The end result is a lot of my euro friends simply saying “nope”, and quite honestly if I had to pay those prices… even as much as I love the game I might also be in that boat.

Free to Play Budget

ESO_Aldcroft  Remember the other day me talking about how our perspective matters.  This is yet another case of this happening.  Had the free to play explosion not degraded what we are willing to pay for an MMO… then this is another launch that would have gone off without a question as to the price to value.  At this point however so many MMOs are either outright free, or some sort of a “buy the box” model.  Elder Scrolls Online, Wildstar and World of Warcraft remain the last bastions of the “pay for the software and pay for the game” era.  So we can quickly rush to bashing them for this decision… but the problem is they were built for a era that may or may not be over.  These games were started in a time when the reality was that players would happily plunk down their $60 for the client software and just as happily plunk down $15 a month for the maintenance fee.  I mean this model works in the IT world, since damned near every big money software package comes chained to a maintenance agreement.

What has changed is that players now have an option.  Similar to the open source movement, folks can now say “Nope” and opt to avoid playing the new and shiny games and instead retrench in games like Rift that have a much lower barrier of entry.  As much as I want to play Elder Scrolls, I can’t necessarily say that they are wrong.  I am pretty intimately connected to the success of this title, so I was going to play it long before they announced the pricing.  I knew from the moment it was announced that I would be leading a branch of House Stalwart in this game, and having a lot of fun along the way.  For me buying Elder Scrolls Online was a foregone conclusion, but I can completely see especially with the really poor currency conversion skills… why folks would opt not to buy into this franchise.  Granted this games success really doesn’t lay within the MMO community…  frankly I don’t think they “need” us.  This game will be a test of whether or not the console player has an appetite for a large scale multiplayer version of a game they have bought tens of millions of copies already.

Sneaky McSneakybits

Persistent Stuff

Trove 2014-01-29 06-10-34-60 It has been quite a while since I last talked about Trove on my blog.  For a bit I had been recording regular segments of me exploring the world, then after roughly six of them I just stopped.  Namely this coincides with me getting super into World of Warcraft raiding for a bit.  I however have continued to explore the game each time they add a new build.  At this point it is hard to remember exactly what the state of the game was when I last talked about it.  Currently we have fully persistent cornerstones, and you can see mine on the right-hand side of the image above.  It is still very much a work in progress, but essentially I was trying to maximize the space available and still look like something I could pick out at a distance as “mine”.

Currently there are four levels above ground and two below ground, the first of which below has my workbench and block transmuter thingy.  One of the cool things that they added in within the last few patches is the ability for your crafting inventory to survive between server resets.  This means I finally have a real reason to mass harvest materials for use later, since I am not constantly losing everything each time a patch goes in.  My biggest wish however is that we could craft some weapons to replace the starter crap.  Each time the server resets I rush around trying to get decent enough weapons to leave the first tier zones.  In this present patch it feels like maybe they nerfed the drop rates a bit, as I slaughter a few dozen ladybugs and bees this morning and have gotten nothing at all but cubits… the crafting currency.

Another cool thing they are doing is replacing the in game weapon drops with ones created by players.  When you get an item, it now says who the weapon was created by.  It was pretty cool the other night when I got a nifty rapier drop and noticed it was created by a friend of mine CaptainCursor.  Since the community is relatively small at present, this adds a whole new level to the game since you are constantly running into things created by names you recognize.  You can check out the latest patch notes over on the Trove reddit.

Sneaky McSneakybits

rift 2014-01-29 06-31-43-93 Yeah I have no clue why I named this subsection and the blog post this…  brain does things sometimes.  Last night my most important mission was to finish leveling my rogue to 60, and consume all of the various loot boxes I had gathered up along the way.  At some point they made it so that you are guaranteed a lockbox of some sort from your weekly patron gift.  Since my warrior Belghast is already fairly well geared, or at least well enough to begin raiding…  I figured I would stockpile them to give my rogue a quick gear boost upon dinging.  Turns out it worked pretty well at doing just that.  Between the lockboxes and about 50 plat in select purchases I was able to get well past the 300 hit requirement for expert dungeons.  I did not however get to run one as we spent a good chunk of the evening out and about last night.

In theory the queue should go pretty fast since I am equally comfortable Barding it up as support or going dps as either my Marksman spec or my Nightblade primary dps one.  Going back and playing rift has made me realize just how much I love the Rift Rogue and truly dislike playing a WoW Rogue.  While I got Gloam to 90, and I am extremely happy I did so that I could do the living steel transmutes I needed to craft my Sky Golem…  I really don’t think he is going to get much play.  Quite simply put…  Belgarou my feral druid is a better rogue than my rogue is…  or is at least a more interesting one.   I have just come to realize I don’t really like the way rogues in wow play.  Not sure what it is about the play style but it just isn’t for me anymore, especially now that I feel other classes like Retribution Paladin do the rogue combo point thing better.

Ultimately my key frustration with WoW rogues is that combo points are built in the target instead of a buff that stacks on the rogue itself.  Warhammer Online got this right initially with the Witchhunter class, which was by all purposes a “better” rogue.  I realize at this point the combo points on target thing is tradition, but it simply does not work that well.  While saying the Rift rogue is better, is a bit disingenuous since it is essentially a wow rogue, hunter, druid, and a few other classes that don’t exist in wow rolled into one.  I think the main reason why it “works” better is that the combo point mechanism is on the rogue, not the mob.  This adds a bunch of interesting gameplay elements like building your combo points on the boss, and then using your combo dump to execute weaker encounters.  It is just at this point that the WoW rogue seems so much less interesting than the other “Rogue like” combo point classes.

Onyxia Mount Patrol

Wow-64 2014-01-29 06-49-55-23 After the time in Trove and Rift, I settled in for a little bit of Tuesday raid reset madness over in World of Warcraft.  For better or worse, there are several raids that I solo each week on multiple characters for an attempt at the various pets, tansmoggy bits, and every elusive mounts.  The start of each week tends to be me making the trek out to Dustwallow Marsh to beat up on Onyxia.  First off I have to bitch a little bit, because post Cataclysm they have made it a royal pain in the ass to get to Onyxia for Alliance players.  The fastest route I have figured out is fly straight south out of Stormwind, hop the boat at Booty Bay, and then fly to Dustwallow from there.  All of that involves flying across several zones and hoping that you happen to arrive at Booty Bay just in time to land on the boat.

Of course like normal she didn’t drop me a mount, or anything else of interest for that matter but at this point I can easily solo her as Retribution Paladin and Frost Deathknight, so I do this little interchange twice a week.  I need to cycle through some of my other characters and see if I can build a spec for them that can bring her out of the air in phase two.  I might be able to gather up enough timeless isle gear to make a passable Boomkin spec on my druid, and I think in theory I could probably do it on as Enhancement Shaman.  I do not think however that my Rogue or Warrior will be of much use in my quest for her mount.  I need to check with my friend Rylacus and see if he has any master tips for dropping her out of the air.  The one time I tried to do the fight as a Blood DK it literally took 30 minutes for my diseases/icy touch/deathcoil to do enough damage to get her back on the ground.

The highlight of the evening in WoW however was me flying over to Ahn’Qiraj on a whim.  Turns out that I now have enough physical damage to solo the Twin Emperors fight.  This had long been a stumbling block for me when it came to soloing AQ40.  The other big hurdle was viscidious, however since I dual wield frost… I simply switched my razorice enchanted one-hander to my main hand and that seemed to do the trick for shattering him.  Past that howling blast was more than enough frost damage to freeze the big blob.  I am still missing two pets from this place, so I can see adding it to the weekly faff farming rotation.  I did not really have time to do my BWL run on my paladin, I am still missing a few pieces of judgement… so I am sure over the next few days I will be getting that in.  Since the eggs are a pain in the ass on anyone other than my Deathknight, I generally grab a random person from the guild who needs transmoggy bits before venturing into the dungeon.  My hope is to find a time when Scarybooster can be online, and drag his butt through with them.

Kickstarting Regrets

Patron Buffs

rift 2014-01-28 06-04-39-64 Last night I just was not feeling the raid thing.  Monday nights are traditionally the open flex night in House Stalwart, but that night has always been an optional evening since it is not really attached to any specific raid group.  As such I decided to mill around over in Rift and work on my rogue.  Earlier in the day I had complained about how slow the 56-60 game was.  To be truthful Storm Legion as a whole is much more sluggish and prodding than the old world content, and by the time you reach 56 it slows down again.  Thankfully @gamer_lady came to the rescue by reminding me that there are patron buffs.

I think I began the night around halfway into 58 and wound up ending the night 15% away from 60.  The buffs make a massive difference in the speed at which you level, especially with quest turn-ins.  I hit a sequence in Argent Domain with tons of quest turn-ins and saw my xp just skyrocket.  Tonight if I get back into Rift I will likely finish off the push to 60, and hopefully be able to open all the various lockboxes I have saved up for his ding.  Additionally I am pretty close to finishing off runecrafting, so here is hoping the greens I currently have in my bags are enough to carry me over that finish line.  I think runecrafting was the last of the trade skills that I had no maxed out, or at least I vaguely remember finishing off artificer the last time I played seriously.

Kickstarting Regrets

pantheon-cqa-epl-116 The theme that I keep seeing repeated out on kickstarter is that designers are using it as a way to work through their past regrets.  Each time a game fails to grab market share there are a myriad of reasons why it happens.  However in the case of recent kickstarter campaigns it feels like each designer has their own internal reason why they feel a project failed.  In the case of Camelot Unchained, it seems like Mark Jacobs feels that Warhammer online failed because it simply was not pvp enough.  So as a result Unchained is being designed to be this love letter to PVP in all its glory.  I am sure there is a niche that wants to do nothing but pvp, but in my experience the only aspect of Warhammer I really liked at all…. was the PVE content.  So I wish Jacobs luck on his journey because he is building a game I simply am not interested in.

Similarly in the past weeks Brad McQuaid started his kickstarter for Pantheon: The Fallen.  The pitch so far seems eerily familiar to the one I can remember hearing for Vanguard.  Hardcore game with mandatory group centric game play, and some really complex systems to add depth to the world.  It seems like McQuaid’s regret is that Vanguard was not hardcore enough, and definitely in the post Sigil games era it became much more casual and solo friendly.  The thing is… the Vanguard he proposed really failed to get serious market approval, and SOE watered it down to try and find a market for it.  I realize this might be “too soon” since SOE just announced they were cutting Vanguard from their lineup… and honestly that depresses me quite a bit…  but it is very obvious that McQuaid has a very different reason in his head for why that game didn’t meet expectations.

Wish Them Well

camelotunchained This is not to say that I don’t think both Pantheon and Camelot Unchained will not be modest successes.  In both cases they are feeding to a relatively underserved sub-demographic of gamers.  The problem is… that really is a niche within a niche within a niche and I feel has some pretty slim market potential.  As romantic as I feel the vision of Pantheon is, I know personally I simply cannot play that sort of a game.  I need a game where I can find a group quickly and one that I can also have meaningful solo game play and progression.  Gone are the days when I could sit for five hours in the plane of hate camping an epic mob with friends. 

My blocks of time are more in half hours and hours at a time these days, and at any given time I might need to be pulled away from the screen.  As a result I have to play games that do not penalize me for this.  So while I am nostalgic for the days of sitting outside Karnor’s Castle and forming groups…  I also remember the hours upon hours I sat around doing absolutely nothing because I did not have said group.  Granted this is me projecting a lot of my own thoughts on these games, and very little information is really available about them.  However the pitch just does not sound like something I can really participate in. 

Ultimately I hope all of these new MMOs succeed, and even though games like Wildstar are strictly in the “not for me” column…  we need more MMO success than failure if we hope to keep our favorite genre alive.  Additionally there needs to be a great adjustment for what exactly “success” means.  If 100,000 players keeps the game running and turns a minor profit… then man that sounds like success to me.  World of Warcraft skewed our reality, and just with my opinions of the community… it is time for a reset.  No game has been as successful as WoW has been, so it is clearly an outlier and not the mold by which all games need to measure up.  Until that sort of baseline adjustment happens… all new games will end up being judged as failures.