The Grind Feels Bad

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Over the last few days I have trying to sort out something about Battle for Azeroth, namely why World Quests feel so generally awful in this expansion.  What I have come up with is a few points, but they all largely center around it being a system that was developed for a different expansion cycle and then not retooled enough to make it function in the same role in this expansion.  For starters World Quests are generally an excellent source of gearing, and in this first days after dinging 120 it very much played that role, giving me access to better and better items until eventually hitting the world quest soft cap of around 330…  with dungeon quests being able to drop up to 340.  The highest actual quest drop I have seen for a green is 273, so that gives you 57 levels worth of gear before the system ultimately peters out.  Honestly that seems like a reasonable gap in itemization, and I augmented it with the occasional heroic or mythic drop to speed my process up.

I think the crux of the issue with World Quests is we are no longer chasing anything that actually matters.  In Legion we were chasing a slew of Legendary items that could drop from literally anything, and I have seen them drop from random boss based World Quests.  So for me at least it felt like every single World Quest that I completed was one additional chance that I had to get the chase items of the expansion…  a Legendary item.  Additionally Emissary quests rewarded a chest upon turn in, that often times had a piece of gear that was very useful in that gearing phase…  but most of my alts got their very first Legendary this way as well.  So again doing the Emissary each day was some thing I looked forward to, because it gave me rep, some sort of a reward, a chest that contained gear… and once again the ever important seemingly elevated chance at seeing orange text scroll across my screen.

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The other thing that is missing is a grind that feels like it matters.  Artifact Power good or bad felt important for a very long time…  even towards the very end as we were unlocking those traits that just sorta made everything get better…  the effect was noticeable.  I felt like I was tangibly better after spending that point…  but also the acquisition of artifact power felt more even handed.  As it stands right now… I can clear both Zandalar and Kul’Tiras of every single available quest during an evening and I won’t have made a single dent in the amount of Artifact Power required to get one more item on the MacGuffin necklace that they gave me that I am supposed to care about.  The ramshackle manner in which we are given traits that are to be unlocked by necklace level… makes the entire system something very hard to deeply care about.  I got an item… the item is higher level…  I guess I will use it in spite of not being able to unlock any of the traits because they are arbitrarily placed through some progression system that I think at one point was supposed to be important but just now seems like numbers pulled out of the ether to keep us grinding.

Basically put… all of this feels deeply unsatisfying and makes me start questioning what exactly the point of us logging in every night to do emissary quests actually is?  The answer to that is…  faction.  Faction is the fire in which we burn.  At least in my case the faction I care the most about right now is the Honorbound because it gates my progress towards unlocking the Mag’har.  Similarly I am certain that faction will also be the thing that gates our access to the Zandalari and Kul’Tirans respectively.  In both cases if I could give Blizzard a sum of money to pay for my time spent… and either instantly gain the faction needed or just simply pay to unlock the race… I would happily do so because the grind that ultimately bars content is completely joyless.  In Legion we gained faction as a side effect of the chase for bigger and better things.  The Artifact weapons felt like a fitting reward for gaining Artifact Power…  and the Emissary chests gave us a shot at getting the real power items of the expansion the Legendaries.  It was a chase I was capable of doing and ignoring the fact that I am every so slightly moving the bar up.

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Effectively in order for a grind to feel good… you have to have enough things distracting you from the fact that you are grinding.  Every 10 to 20 minutes there needs to be enough of an endorphin hit to make you feel like you just accomplished something, and Battle for Azeroth seems to lack this when it comes to what I would refer to as the maintenance grind.  Sure Warfronts were fun because they gave me a shiny purple item every 15 to 20 minutes…  but World Questing, the thing that should be there as a daily pursuit is just a bunch of stuff that I will throw into the grinder or an insignificant amount of gold or artifact power to make up for my time spent.  115 gold for example… the highest paying World Quest that I have available to me on the above map is a completely meaningless and insignificant sum of money.  In order for gold to be a reward from doing a world quest I feel like it at bare minimum needs to be a range that goes from roughly 500 to 2500.  Similarly Artifact power at this point already requires 2500 or more in a single hit to make the bar noticeably move.

Ultimately what happened last night is I logged in… did my Emissary quest…  felt horrible about the rewards…  then logged over to the other faction in an attempt to play an Alliance character.  Which again I bounced out of pretty early on because in the back of my head was a little voice asking me… do I really want to do this grind all over again on another character on another faction?  The grind is just not fun, and I hope they do something to make it feel better in the next patch.  In the meantime I logged over to Destiny 2 which has its own grind problems and found myself having a good deal more fun because…  once again every 10-20 minutes I got the little hit of endorphin from something interesting dropping on the ground.

Warning Signs

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Last night was the first night since the launch of Battle for Azeroth where I didn’t feel like I had a purpose in playing.  What I mean by that in large part is there was nothing readily achievable that I could be doing that would further the state of my gear.  This is a thing I go through with MMORPGs is that so long as I am making the numbers go higher I feel happy and filled with purpose, but once that elevator reaches the top floor I start flailing listlessly.  Having gone through this so many times in the past, this is the beginning warning sign of me starting the check out process.  Effectively at this point I need to find something to anchor me to the game and rapidly or I will drift away into the ether with the first shiny bauble that crosses my path.

Last week I was anchored with a constant feeling that I needed to be getting Mythics done so I could chase a fabled piece of 370 gear.  Before that on an almost daily basis I was swapping things out for items of better quality, which felt interesting and exciting.  As it stands now I have a few options each week to help me move that needle forward… and it feels horrible when they reward gold or artifact power instead of a piece of loot.  I’ve not done LFR for the week but thanks to Warfronts and the cavalcade of guaranteed loot every twenty minutes…  they have no shine this expansion because I have already upgraded every slot above the bare minimum level that drops there.

I got double artifact power off of the Warfronts world boss in Arathi basin, and gold off the World boss that opened up with the reset yesterday.  I am basically left with two options… find a time when I can raid, or dig in harder with alts.  We are trying to make Wednesday nights at 7 pm CST until 10-11 CST work but we are probably still short a handful of people in necessary roles.  Ashgar my traditional co-tank is still very much in the leveling process because his attention is split between lots of different games right now.  We could do higher and higher mythics to try and get gear but pulling those together has been a challenge.  I should have spent my time last night running Mythics to help gear up Morgull, but instead I sorta did a lot of nothing.

As far as alting goes….  I really want to unlock the Mag’har because I want to start a red shaman.  The only problem there is the faction grind feels horrible…  with no real way of making daily progress other than doing literally every single quest available on Kul’Tiras.  I did that last night, and was bored out of my mind the entire time because at this point…  I have done this several times without it feeling like I am making forward momentum at all.  The grind doesn’t feel good this expansion, and quite honestly….  the only time faction grinding DID feel good was during the era of faction based tabards that you could wear and gain faction for doing other activities.  At a minimum I could equip a tabard and queue for heroic after heroic giving me a constant drip of faction and a bunch of loot to show for it.

Ultimately I think I will pour more of my attention into the Warlock and see if I can stave off the desire to bounce until we can manage to pull together a raid group.

Borrowing Systems

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This mornings post is going to be a little weird.  Just getting that out up front.  Yesterday I spent some time thinking about the Azerite Item system and how lousy it generally feels, but there was something about it that seemed extremely familiar and it took me some time to place my finger on it.  Finally it dawned on me…  the system was in effect the same idea as the whole weapon trait system in Destiny/Destiny 2.  An item drops with a seemingly random set of traits (less random in Destiny 2) and you wind up having to evaluate whether or not the item is of sufficient light level, but also if the traits on it are worth keeping.

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This lead to a lot of generally lousy feeling situations where an item drops of high light level…  but has a crappy set of traits meaning that you won’t actually use the item.  This is what is also happening with the Azerite trait system, because not all of these traits are created equal and some are very much superior depending on your need.  For example when I was working on trying to tank as a warrior, there were three traits that were leaps and bounds better than anything else I could get on an item…  and they so greatly effected my survival that I found myself passing on upgrades that didn’t have them just so I could maintain the same build out.  Now I am not saying that the World of Warcraft devs borrowed this system from Destiny, because I have no way of knowing that.  However there are a bunch of other systems that I would love them to borrow from different games…  and now we get into the weird part of this mornings post as I talk about some of them.

Item Infusion

The problem I mentioned before with Destiny… specifically year one… was the passing on items that had higher ratings because they lacked reasonable item talents.  In Year two they put in a system to largely fix this, and it continues to be viable in Destiny 2 as well.  That system is item infusion which effectively takes the item you like and raises it to the level of the higher level item that you didn’t like…  by destroying it and consuming some crafting resources.  Now this system went through a bunch of iterations but the one that makes the most sense for World of Warcraft is the like items infusion construct, of if you want to raise the item level of a Chestpiece for example…  you need another donor Chestpiece to consume and raise the level of the first one.  The reason why I think this would work…  is because of the way that gear scales now.

Effectively you can get the same item at level 200 as you can at level 273 based on the order in which you do the zone content in Battle for Azeroth.  This tells me that these items are not hand crafted but instead made up of a mathematical formula based on the item level of a given item.  You can see this with World Quest gear where the same item scales from 285 to 340 depending on how progressed you are through your own gearing process.  Effectively that Item Level and the stats associated with it can fluctuate and the item still remains functional, which tells me that they could implement an infusion system without somehow functionally breaking the game.

What this would mean is… you could find a chest piece that you really liked the specific trait package of…  consume another chest piece that has a higher item level…  maybe throw in some materials like ore for a metal plate and even a little expulsom since that is accessible to anyone via the scrapping machine.  There would probably also bit a minor gold charge for using what I am assuming is either an NPC or a Machine to do the item level swap for you… but the end result is the item you like using at a new higher item level.  In the Reddit Q&A Ion mentioned that he wants players to use the item with the higher level …  but they will never reach a point of equity with these talents.  There will always be a better option for specific specs, and as a result a system like Item Infusion might be able to fill that much needed gap.

Bookrocks / Bad Luck Tokens

Another system that I would love World of Warcraft to steal is one that ultimately was borrowed from them in the first place.  In Final Fantasy XIV they have this concept of Tomestones or as we tend to refer to them as “Bookrocks”.  These are effectively a “Bad Luck Token” system that allows players to slowly and methodically work towards a goal regardless of how good of luck they happen to have in dungeons.  They work more or less like the Justice and Valor system used to, but in truth just simply works better.  As you do content you get bookrocks of different types depending on the tier of content that you are doing.  The number that drops also depends on the difficulty of content within that tier… so raid content drops a lot of them… and dungeon content drops significantly fewer.  There are various “roulettes” or random dungeon finder systems that reward bonus bookrocks each day and keep players constantly queueing for the content that you need them to queue for.

At any given time there are generally two types of book rocks available…  the bulk currency for items that are now super cheap and easy to pick up giving players a hand up in catching back up content wise.  Then there is the rare currency that has a weekly acquisition cap on it and often times requires multiple weeks worth of saving to add up to a new piece of gear.  When a new tier of content is released… they add a new rare bookrock and the previous rare offering becomes uncapped and takes the place of the previous bulk.  There is a system to cash in older bookrocks to turn them into whatever the new bulk is.  This allows someone to come back from a long absence and through running current content catch up rather quickly… or at least reach a level where they are viable for modern content.

One of the major problems with Battle for Azeroth is there just is no point to run most of the content.  Islands reward you a currency that only matters if you want to do more islands.  Normal dungeons and Heroic dungeons stop mattering the moment you figure out you can survive Mythic…  which takes much needed Tanks and Healers from the dungeon finder queue making it all the harder for the dps you are leveling or maybe a few months behind the curve to catch up and actually become viable.  Final Fantasy XIV is designed in a way so that it bribes players to do the right thing for the community…  which is to queue for content and do so often.  Since content now all scales…  I would set things up in a very specific way to mimic the sort of systems that Final Fantasy XIV has… and associate daily bonus “bad luck tokens” to them.  Here are some examples:

  • Leveling Content – a queue that includes all of the normal dungeons from Ragefire through Legion
  • BFA Normal – a queue that is all of the normal story dungeons from Battle for Azeroth
  • BFA Heroic – a queue that is any of the heroic dungeons from Battle for Azeroth
  • Islands Normal – a queue that is the normal islands to help folks who can’t yet do heroic.
  • Islands Heroic – a queue that is for the heroic islands
  • Warfronts – if your faction currently holds the Warfront… then a daily queue for that too

Effectively there should be two full sets of gear available to help fix the gaps players have in their itemization.  In the currently system I would say the bulk gear option should be in the neighborhood of 340 and they could borrow the way the catch up mechanics have worked in other expansion of having a vendor that sells you an item that turns into a piece of gear for your spec.  The rare currency would probably be something in the neighborhood of 360 to give you something aspirational for most players to work towards but also not being the best item you could possibly get in that slot.  As new content is released, the base level of these items trickles up each time to match what the new normal is, so as the soft cap for World Quest rewards increases so does this.  Combine this system with Infusion above and it allows you to keep the item that works for your spec but keep pushing its item level up to match the level of content you want to be doing.

Borrowing is Good

So often I feel like Blizzard wants to make the “Warcraft” answer to systems and often times creates purposefully inferior implementations.  Transmog for example is arguably worse than every single game that has a more detailed Wardrobe system.  However we deal with it because we were happy to get ANYTHING…  even though it is needlessly limiting.  Void Storage…  was a horrible system…  but at the time we were happy to get it because we desperately needed bank space.  It feels like each time a new system is implemented… they make it awesome… and then purposefully give it some negative impact.  So you can have unlimited pie…  but that pie is always going to be your least favorite… mincemeat.  A lot of the problems that Battle for Azeroth has…  have already been solved by other games.  I would love to see them start trying to apply those solutions to already solved problems to World of Warcraft, and give the players are more rich and usable experience as a result.

 

Progression Soft Cap

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I’ve reached the point in World of Warcraft where my progression options on the Demon Hunter are greatly limited.  At this point I am 349 item level and unfortunately there really aren’t that many reliable ways to bump that number up.  When Warfronts opened I was able to get a single 370 level item for completing that quest.  Similarly a lot of our weekend revolved around trying to complete the “do 4 mythics” quest because timing is a pain in the ass…  which also rewarded a 370 item.  Lastly there was the opportunity to get a 370 item from the Arathi Basis “fake pvp” boss encounter…  but instead I got double artifact power.  I cannot believe that I am even suggesting this…  but World of Warcraft needs something like the Powerful Engram system to give you weekly opportunities to see some forward movement if they want players to stay interested in the content without resorting to alting.

I am not actively raiding right now and that would probably help this feeling of bumping up against a cap.  Similarly if we could do Mythic +10 we probably wouldn’t be having this issue either.  But effectively myself, Grace and Tam have reached a soft cap that we cannot push past without raiding.  In Destiny 2 there were a handful of events that could be completed each week that gave the player “powerful rewards” which effectively meant an item that was guaranteed to be greater than their effective item level.  This meant that even though I had checked out of Destiny 2 effectively… I was still coming back each week to burn through these three or four systems to get something that felt like progression.  World of Warcraft is largely a “raid or die” system at this point with so much gated behind raiding that there isn’t much of an opportunity for forward momentum.  This however is always the problem…  because they effectively only have the one progression path instead of having multiple paths that all arise at the same goal of a geared player able to do lots of different activities.

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All of that said I am still loving Mythics when we can manage to get five players together at the same time, and I am loving the fact that it does not matter at all what item level the player is when we grab them and drag them into the content.  We grabbed Morgrull last night who was a fairly freshly dinged 120 and got him at least one piece of gear from Freehold.  It also feels good that we are slowly building out this team of players that are capable of doing stuff, giving us a lot more options for the future.  Last night I did not raid with Facepull because Sunday is still a bad day for me to do anything super serious on.  It is very hard for me to commit to being at the keyboard from 6:30pm to 10pm my time with a handful of 5 minute breaks.  Last night I was swapping laundry and alt tabbing back and forth between working on some stuff for today.  I got up and walked away from the screen at several points during the night, and raiding would have procluded that.

As such my hope is that our little gathering of cross server nonsense can eventually turn into a fledgling ten player raid group, that we can get something going on a night that isn’t personally horrible for me.  Something like Wednesday nights would be excellent, and it is making me wish that WoW raiding were 8 player based and not 10 player based because we probably could muster that size of group already.  However we keep adding new players into our gravity well and eventually that will be enough to make something like that happen.  I miss the era of non-guild based raiding and I sorta want to make it viable again.  Sure the whole not being able to trade items across servers is a giant pain in the ass…  but it should still be doable and would allow us to pull in a far greater array of people once we got something rolling.  Not all of my friends live on the same server and transfers are cost prohibitive when you are like me and have an army of alts…  so I want to figure out a way to make this work cross server.

Lastly I thought I would link the podcast from this weekend because it is relevant.  We talk about the life cycle of an MMO and what games do well and do horribly.  We talk about the onboarding of new players, and the revitalization of returning players…  and how many games don’t take them into account at all.  We also talk at length about the end game power creep and how awkward it feels to see item levels matter so freaking much.  The episode has nothing to do with Gorb other than the fact that we didn’t record the 15 minutes of us trying to explain what Gorb was before starting the show.  Gorb is that raisins and peanuts mixture…  no Gorb was a movie with Robin Williams from the 80s…  etc etc.  This is one of those shows that sort of happened accidentally…  since it was a combination of topics that had rolled over from other weeks.  However they aligned themselves with a certain synergy that made for an interesting discussion from a bunch of long time MMO burnouts.

Lastly as you can tell from the first photo I have begun working on my third character…  this time I decided to level my Warlock.  This is one of those marriage of convenience sort of things because sure I enjoy Warlocking…  but mostly this is my tailor/enchanter and I desperately need enchants because they are prodigiously expensive this expansion.  As such I am power leveling the character by crafting a lot of mail pieces and grinding them down for dust.  However I have reached that point where I can technically make weapon enchants…  but I don’t have access to the purple materials yet.  So time to buckle down and grind grind grind to 120 and start gearing her.  I wonder if I can name my void walker Gorb.