Does Threat Make Sense?

Threat Mechanics

ffxiv 2014-09-26 16-03-38-480 Yesterday on twitter I got pulled into a conversation about threat mechanics and whether or not the concept is intuitive to players.  The whole thing started with a comment by my friend Ashgar about the Guardian ability Riot Blade in Final Fantasy XIV.  You get this ability at level 12, before you really grasp how your class mechanics work.  So many Guardians make the mistake of thinking it is an upgrade to their Savage Blade ability because it technically has higher potency and as such deals more damage.  The problem is…  Savage Blade deals silly amounts to threat generation or enmity in FFXIV terms, and Riot Blade does not deal any at all.  As a result brand new Gladiators start doing the Riot Blade combo to regenerate their mana, and at that point stop holding threat on the encounters… and similarly stop doing their job which is to tank.

The root of our discussion was that we wished that Final Fantasy XIV had chosen to give Riot Blade to players later in the game.  The big problem is that by the time you are able to run your first dungeons around level 16, Riot Blade is still the newest thing players have in their toolbox.  But this is also why healing for a new Gladiator becomes one of the most frustrating experiences ever.  Final Fantasy XIV has a really interesting threat meter mechanic in the form of a series of gems that change color based on how much threat you have on a given mob.  We jokingly refer to this as “playing Bejeweled” and you know that it is going to be a rough run when after casting your first heal… everything turns orange to you, aggros you, and you start “heal tanking”.  Some Gladiators listen, and you can get them to adapt their ways…  namely pull with shield throw, flash twice, and savage blade combo until dead.  Other Gladiators refuse to listen and start trying to blame other players.

Does Threat Make Sense?

ffxiv 2014-09-07 00-01-27-499 It was round or about this point that another friend of mine chimed into the conversation to drag us off in a completely different direction.  My friend Talarian asked if we thought “threat” in general was a concept that players understood.  His concept was that dealing damage and healing made obvious sense to a player, since both of those things existed in real life.  But the concept of a tank, or the concept of threat generation abilities don’t have real world equivalents.  To some extent I agree that threat generation is a bit more nebulous than damage or healing, but I totally think “threat” exists in the real world.  As we go through our daily routines the “monkey brain” deep inside of us is constant assessing the world around us.  Whether we want to or not, there is a calculation constantly ticking “is this a threat to me”?  It doesn’t matter if you are walking down a dark alley or if you are trying to navigate the corporate hierarchy…  we are constantly assessing threat to our well being or our interests.

I see the role of threat generation as being a master of influencing others to view you as being the primary threat.  As such it has always made sense to me, be it storming into a room and like a action hero taunting the enemy “Hey Asshole! Why don’t you pick on someone your own size!” or simply taking aggressive actions to make someone take notice of what you are doing…  the concept of forcing someone to deal with you makes sense to me.  I think it is human nature to attack the most dangerous target first.  We like getting the most struggle out of the way, so that we can focus on the targets of less threat later.  While the wizard in the back of the room might be the real threat… that heavily armored guy that is coming straight for your with a big damned weapon drawn… is not exactly someone you can ignore and “feels” at the time to be the more immediate threat.  Maybe that is precisely it, managing a sense of immediate harm and forcing encounters to deal with you because of your actions.

We Naturally Recognize Threat

ffxiv 2014-09-26 12-14-12-939 One of the prime examples that I can give as to why “threat generation” works against players is when you are fighting a boss.  When you do a lot of Looking For Raid in World of Warcraft, you notice there are certain tendencies in players.  The first major tendency is to dog pile on whatever the biggest toughest looking mob there is.  It does not matter if you said in raid chat to attack the mage first, or painted a skull over its head… there are still going to be a significant number of players attacking the big guy with the sword and shield.  It is human nature to want to take down the big guy, and we tend to get tunnel vision and focus entirely on that mission if we are not careful.  There are so many times that there is a side mechanic going on that is the REAL threat to the players…  but especially as you get close to victory folks start ignoring the important things mashing their buttons harder trying to kill that big thing they were attacking.  That big boss… has essentially effectively taunted the players into attacking him because of his imposing nature and perceived threat.

Sure games have created this artificial construct of abilities dealing X amount of threat per strike, but still at its core threat is a thing that players inherently understand whether or not they realize it.  Some games have made some interesting choices around threat, by turning it into a target lock where mobs can taunt the players too… and you cannot target anything else for the requisite 6 seconds.  Other games have chosen to make taunt work in PVP encounters by debuffing the damage you deal to anyone OTHER than the tank by a massive amount.  Still others have relied on creating the role of tanking other players through careful use of stuns, slows, and pull effects to act as a physical obstacle that the players have to deal with in order to get to their target.  All of which are tanking, and all of which are essentially “threat generation”.  Sure some games have this as a mechanical number that needs to get bigger, but it exists in every game regardless of the mechanic or not.  We might not know to call it threat, but I feel like by nature we understand that some things are of more danger to us than others.  As such I don’t feel like threat has ever been a foreign concept to players.

Maintenance Gaming

A Conundrum

Wow-64 2015-01-08 06-06-47-06 A few days ago I posted a tweet saying that at this point I am far less bored with World of Warcraft than I have been during other expansions.  There are a myriad of reasons behind this, not the least of which is that I actually like the leveling arc in Draenor.  I am working my way through level 100 number three and I am not really bored with the content yet.  Granted I don’t really seem to have the burning desire to get through it like I have in the past, I am more comfortable to take a “will get there when I get there” approach to my leveling.  I feel like maybe this is a more sustainable thing than my normal “burn three characters to max and quit” mentality that I seem to have.  Hopefully by the end of the weekend my hunter will be 100, and I will likely start pushing more seriously my Enhancement Shaman.

I think there are a few reasons why this is happening.  Firstly I really do like the Garrison now that it is finished, especially on my warrior.  It gives me a place of peace and sanity before I venture out into the chaos of the world.  I can bank, transmog, and hopefully at some point auction without having to worry with mailbox dancers or folks standing on vendors with their corehound mount.  It was when I ventured out of my of my garrison on Christmas to go pick up my presents that I realized I really didn’t miss the people from my “daily” chores.  Someone had taken it upon themselves to coat all of the packages with a layer of savage feasts making it a pain in the ass to click the actual presents… and my immediate thought was “and this is why I don’t leave my garrison”.  That is maybe the problem however… that no one actually leaves their garrison.

Maintenance Gaming

rift 2014-10-27 06-17-35-954

Initially I was surprised when the response to my original statement about not being bored with World of Warcraft was that so many of my friends absolutely were bored.  The common thread went something like this “Right now I am only logging in to run Garrisons, so I am probably going to cancel”.  I’ve reached this point many times myself when a game has a gimmick that wants you to log in every so often to trigger. With the launch of Nightmare Tides, Rift introduced the Minions system where you could send these mini-pets out on missions to go fetch things.  There was a period of time I was logging in twice a day… when I got up in the morning and when I got home at night to swap out my minion missions.  It wasn’t long before I realized that I was only logging in to flip these switching and faded away from that game again.

The exact same thing happened for me with the Dragon Coins mobile game, and to some extent Landmark in that I was only logging in to pay my upkeep on my claim.  When you realize you are only fiddling with something out of a sense of obligation, it is almost always time to leave.  I think the problem with what I am terming “Maintenance Gaming” is that it  can very much slow down the burnout of a player by giving them things to fiddle with to distract them from burning through the objectives.  The problem is it can also serve to reanimate an already dead corpse allowing players to keep logging in ONLY to do the maintenance activity and never actually playing the game.  So the folks that are logging in “ONLY” to play the garrison, are essentially the walking dead and will eventually quit.

The Glue in Gaming

ffxiv 2015-01-05 22-00-18-02 I feel like the glue that keeps gamers attached to a game is progression in one form or another.  Right now I am actively raiding in Final Fantasy XIV and World of Warcraft and progressing in both of them.  I care deeply about both games because that is my anchor… the fact that I am raiding.  When all the other minutiae bores me… there is a functional core there of the raid that draws me back in.  For others it is the people you play with, but that can only go so far… because eventually you will have done everything you want to do with said people.  PVP can act as an anchor for some folks, but then again you have to be building towards some long term goal to make the PVP seem like anything other than mindless grinding.  While “maintenance gaming” is definitely now a trend… it isn’t enough of a thing to actually keep someone glued to a game it seems.

Minions in Rift were fun for a few weeks, and so was building aimlessly in Landmark… but when I realized I was only logging in to mine exactly enough copper to pay my upkeep…  I was more than willing to let my claim get repossessed.  I have a feeling that before long we are going to start folks reaching that point with ArcheAge where they are willing to let their claim disappear because they are tired of logging in only to pay the upkeep.  The “glue” is a deeply personal thing, and is going to be slightly different for each player…  but ultimately you have to find whatever it is that connects you to the game and makes you care about it.  I think for me at least this is what has been missing… a sense of building towards something more important than what I happen to be doing this day.  The longest stretches I have spent playing any game… are the ones where I have been raiding.  So I feel like I need to raid to keep caring about the game world, and I need that game world to be interesting…  to keep caring about raiding.

Versatility Sucks

Ko’ragh Down!

Wow-64 2015-01-06 21-36-33-96 With the holidays and the revolving door of people, it feels like this week is the first “real” week of tries we have been able to put on Ko’ragh.  This time we went into it with a lot of proper research and managed to carve out a strategy.  This involved a lot of things, not the least of which was me glyphing Mocking Banner so that it functions as a misdirect and our rogue and hunter standing by to do the same.  Essentially Mocking Banner was available every other add phase it worked out, and it seemed to do miracle work of absolutely gluing the adds to our tank letting us burn them down faster.  The off phases when it was on cooldown went nice and smooth as our rogue and hunter worked together to pick the adds up.  We had a Deathknight available last night, but we wanted to sort out a method that did not rely on her since she is not an “every week” person in our raid and sometimes has scheduling conflicts.

It was amazing how different this set of attempts felt from the very start.  The first handful of tries we had made on him before felt like this chaotic mess.  This time around everything felt smooth and focused and while it took us a couple of attempts to work through the various issues…  we straight wrecked the boss in a method that felt extremely repeatable.  Additionally the entire raid as a whole felt better… even Tectus which is generally the most chaotic mess ever for us felt nice and smooth.  I am really damned proud of the progress we have made as a raid.  We have never been “cutting edge progression” but it feels nice to be doing well within the current tier with us sitting at 6/7 Normal and 2/7 Heroic.  Thursday night the goal is to get in and get us a few heroic kills, and maybe test the waters to see where we are on the DPS check that is Butcher.  Then hopefully we get some good solid attempts on Imperator Mar’gok.

Versatility Sucks

Yesterday twitter was a hotbed of long running conversations for me and various groups of people.  One of these conversations was with my friend Talarian about stat distribution on the items in Draenor.  As a Gladiator I have been focused on two things above all else…  Bonus Armor and Crit because both of these feed the goofy chain reaction that is the gladiator warrior.  In general Gladiators get 1.5 times the Attack Power from Bonus Armor per point of itemization than we do from Strength.  This makes it our number one stat for literally anything… because per point we are getting one and a half times the benefit.  The prime example of this is when you look at the Draenic Strength Potion and the Draenic Armor Potion.  When I pop a strength potion I get 1000 attack power during the course of its buff, when I pop the armor potion which feels counter intuitive… I gain 1500 attack power.  So yesterday I was complaining about getting items with the “wrong stats”.

Talarian chimed in with a well written post where he mathed things out and came up with the conclusion that relative ilevel is far more important than having an item with the “perfect” stat combination.  While I agree with this in theory…  it is nonetheless frustrating when you have to trade in an item with the perfect stat package with a “bigger” item with a rather shitty one.   I feel like Blizzard goes through these phases where they want to make “stats interesting” but I feel like their game design simply does not support this.  Raid encounters are in essence more about “throughput” than making “interesting choices”.  So long as they keep making “DPS Check” encounters, that is literally the only thing we are  going to care about, and we want whatever stat package gives us the most performance.  In these scenarios stats like Versatility lose out, because would you rather have the stat that passively and opaquely “makes things better” or would you rather have that stat that cascades a chain reaction of your abilities making your class “feel” better.

Right now Versatility feels like a failed experiment, because it is this phantom stat that “makes everything better”.   If we look at the definition on the wiki: Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It’s a straightforward, obvious upgrade to your primary role’s performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example.  All of this sounds amazing… but the problem is it is also boring.  When I stack crit it directly effects my chances of abilities interacting with each other, since a Crit X gives me a free Y and a Crit Y gives me a free Z…  essentially my class FEELS better to play.  When I stack Versatility the benefits are largely transparent and feel something akin to “Mastery 2.0” but somehow more boring.

Thank You for Blogging

altchatquote While I am in this mode of reacting to conversations from twitter… I have to single one out that happened with the Godmother of Faff herself…  AlternativeChat.  This comment itself is buried in part of a larger conversation about the effect of when we refer to someone on our blogs.  But it underlines a problem all bloggers have.  None of us think what we are doing is as meaningful and important as others seem to.  I am singling out AlternativeChat here because she has been a good friend for some time, and been every so gracious to follow me down a number of whims.  All of this said and all history aside…  when I wanted to have her on my Bel Folks Stuff podcast, I was quite literally afraid that she was going to say no.  I feel like the tiniest of ants compared to her when it comes to my impact on the blogosphere and my reach within our shared community.  Thankfully she graciously accepted and out of it came a really wonderful conversational podcast.

What I find hard to fathom is that I am sure there are people in the community that look at me the same way as I looked at AlternativeChat.  I feel like I do nothing important, I just do my thing but it is the act of me doing my thing that is the important thing.  There was a further discussion yesterday about numbers and statistics and all of that sort of thing.  In truth at the end of the day I would feel just as happy if I had 50 readers as if I had 500 readers.  All that really matters is that there is someone out there listening and reading and caring enough about me to keep doing it on a regular basis.  This is not a business for me, this is an act of love and caring… and all I am looking for is people to share that with.  So if you are out there blogging, I want to thank you deeply for doing whatever it is you do.  At the end of the day you can’t read a person daily without caring about the individual on the other side of the screen.  As far as the readers… I want to thank you all the most because you make doing this crazy thing each morning worthwhile because I know I am not alone.

Ramurai and Coils

Tales of the Ramurai

ffxiv 2015-01-05 21-01-50-66 Last night did not end up quite like I had expected it to when I got off work.  Originally I was slotted to do an impromptu podcast recording, so I rushed around and ordered from a pizza place…  scarfed my food and then due to technical difficulties that was cancelled.  After doing my “Wizard Chores” I settled into Final Fantasy XIV as Monday is our habitual raid night there.  Over the last week or so there has been a new event that has started up and I decided to see if I could finish it.  Heavensturn for the most part is a New Years festival where each year you celebrate something relating to the Chinese Zodiac animal of that year.  While technically the Chinese Zodiac doesn’t actually start until February, this coming year is the year of the Ram, and as such everything in this years Heavensturn relates that.  While I spent time for awhile this year being a Bunny samurai…  last night I became a Ramurai…  which admittedly sounds like Scooby Doo.

Final Fantasy holiday events tend to revolve around being unwittingly drawn into the plan of a horrible cartoon villain that by the end of the event is thwarted.  This event is no different really, but the sequences of the holiday involve going around the world and helping people with the power of your ram friend.  When it jumps around it has the power to put people to sleep, and sooth their pain…  which is adorable and funny at the same time.  For completing the sequence of quests you get four different versions of the “Ram Samurai” hat plain, white, red and black as well as your very own pet Ram that will travel with you.  All told given all the running around and cut scenes it maybe took me an hours worth of time.  The quest starts in Limsa Lominsa near the Aftcastle and that is where the event vendor is as well.

Binding the Fifth Coil

ffxiv 2015-01-05 22-00-18-02 We are still in a strange place with our raid, in that Tam has moved across country and doesn’t quite have his stuff yet.  Yesterday he had internet, but still none of his furniture including his computer had arrived on site.  While we managed to limp along with him attempting to raid on his surface tablet…  that is a less than ideal setup.  So instead last night he troddled off to a friends house where they have furniture and such…  and we pulled together a raid with a handful of new people.  Turn 5 of the Binding Coil of Bahamut is much like the old school raiding was during Vanilla and  Burning Crusade.  You have to defeat it to progress forward into the newer content.  As such any people that we might possibly consider swapping in as we start work on the second coil of bahamut…  must have beaten the first coil to do so.  Alamaria Kilah and Curious Cat have both been ready for raiding for a bit… or at least “geared enough” so we opted last night to swap them in and get them the unlock.

I have to say I have been impressed at how quickly we are teaching the fight now to new folks.  Last night was our third turn five kill, and while each week there are a few attempts where we work out the kinks it all comes together rather quickly.  I have a feeling that we will be doing this semi-regularly as new folks come on board that need keying.  Additionally there are many of us who would love to have a weapon from first coil and so far it has dropped 2 books and a bow.  I did however manage to pick up the helmet to match my Allagan armor set.  So now dressing as “Tiny Sauron” is totally an option.  At some point I would love to finish getting the rest of the pieces of that set because it is pretty damned badass looking.  All in all however it was a really fun raid night that came together a bit slower than normal… but finished just as successfully.  Hopefully next week Tam has his house in order and we can start in on Turn 6 properly.  Cylladora has done a bit of recon work in sorting out how the later turns work, so hopefully we can get through to 8 before hitting a serious road block.

Ko’ragh on Notice

The last two weeks of raiding in World of Warcraft have been a bit of a mixed bag.  While last week we managed to down another heroic boss for the first time…  we also struggled a bit more than we normally do on any of the encounters.  With the holidays we were missing key people during each attempt it felt like, and hopefully this week we will have our full raiding compliment.  Additionally it feels like maybe we have a firm handle on Ko’ragh finally because by god… I want to kill that filthy ogre.  I am so ready to move on to Imperator Mar’gok even though that fight looks like it is going to be a pain in the butt.  Generally speaking we are pretty good at “avoid the stuff” fights and a large portion of that fight feels like it is “avoiding stuff”.  Both Ko’ragh and Mar’gok have some key upgrades for many of our raiders that should allow us to push through the tail end of the Heroic as well.

One of the things I find interesting with raids is how that each one is unique and has unique challenges.  Some people have steamrolled Ko’ragh because apparently the easy way to deal with the adds is to have a Deathknight AOE Deathgrip them into place.  The problem with that is that we do not have a Deathknight tank, nor a Deathknight anything every single week.  As such I think we are going to try to do some Mocking Banner chicanery to get them all gathered up, but we have yet to sort out which version we need of that.  If I glyph my banner it acts like a misdirect, which means I likely need to create a macro to misdirect my focus.  Unglyphed however I get all the hatred and will have to be healed /blow all my defensive cooldowns to survive it.  In any case the banner lasts 30 seconds… which should be more than enough time to gather up all the adds from both waves.  Hoping that this makes the fight go more smoothly because our problem is in dealing with the adds, not in dealing with the other mechanics.