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Archive for April, 2011

I am playing a Champion again

Posted by Rem on April 27, 2011

In LotRO, I played a Champion: a heavy armour (cf. plate) wearing melee damage dealer. The class concept of the Champion boiled down to a simple principle: kill it before it kills you. You had the Fervour stance, which you were basically using at all times – it increased your damage by 15%, massively boosted your power regeneration and completely disabled your avoidance. So your only line of defence was your armour and the ability to kill things quickly. A side effect of this configuration was that you were really, really motivated to maximise your damage output – not just at some abstract point in the distant future when you face a boss encounter and someone tells you that your DPS is low, but pretty early on, because your progress through the levelling game was directly impacted by how well you utilise your damage dealing abilities.

In RIFT, I am playing a Champion again. Well, actually I am playing a Warrior. Champion is only my “main soul”. And naturally Warriors have tanking souls as well, where the emphasis shifts to survivability, but I’m currently focused on damage dealing souls and that old Champion-feeling is back with a vengeance: how well I progress is directly related to how efficiently and effectively I deal damage. I can’t self-heal and the mobs – even very standard normal ones – don’t just take the punishment, but actually fight back. They cause enough damage to put me – in the long term – in very realistic danger of death if I am not being careful and efficient. And the quicker I can kill it, the less damage I take, the longer I can keep going before having to stop and drink. It all gets emphasized when dealing with rift invaders instead of normal mobs. The better I play, the better my gaming experience becomes. Revolutionary constellation, isn’t it?

Now, I don’t want to claim that RIFT is somehow OMG-hard. It isn’t. Nor do I want to jump on the “WoW is easy” bandwagon. WoW isn’t “easy”. Not in its whole. The problem is that WoW picks the spots in which it decides to be hard very selectively. Any glimpse of challenge is rigorously confined to level-cap dungeons and raids. Which, sure, are hard, but getting to that hard bit requires quite a number of preconditions (many of them social and organisational) to be met. The levelling game, on the other hand, is a joke, especially post-Cataclysm. At some point, someone at Blizzard got incredibly terrified that some hypothetical player will cancel their subscription upon encountering a quest they could not complete, and that hypothetically lost revenue could not be accepted. Thus the levelling game apparently was tweaked, tuned, adjusted and balanced for the damage output of a healer combined with the survivability of a clothie damage dealer. Consequently, levelling takes no effort whatsoever.

And then we wonder why there are so many “bad” players, especially damage dealers. If you are never challenged, how would you learn? Or why? If mobs die so fast that it is almost an accepted fact of life that you won’t be able to practice your “real rotation” until level cap .. well .. how would you practice your rotation then? If good play is not rewarded simply because its results are indistinguishable from the results of bad play, how would someone learn what constitutes good play and why it’s important? It is a weird vicious circle, in which the endgame is positioned as the one true thing, but you have so many levels to get through before you can get to it, so the levelling is streamlined and accelerated, which only further devalues the levelling and accentuates endgame, so levelling is trivialised and sped up further, which makes it even more inconsequential, and so on and so forth. The more it is trivialised and marginalised, the more it feels like a drag and a meaningless timesink.

Again, RIFT is not fabulously hard or anything. But it puts you up against mobs who can pose a danger to your health. Who survive your attacks long enough to make a difference in whether you hit the right keys or not. And while it’s far from screwing you over when you screw it up, the better you play, the better it goes.

Another advantage is that when the difficulty level is just that bit higher, it makes playing together with someone an actually advantageous endeavour again. In WoW, levelling as a team is mostly an impairment; there is always inevitably a coordination-and-thoughtfulness overhead, and since the “outer world” is trivial even for a single player, a team never gets a chance to make back in effectiveness what they lose in efficiency, and you only ruin each other’s rotations by cutting mob life expectations even shorter. When, on the other hand, there is a more decent base difficulty present, along with roadblocks you may face and optional challenges you might be able to jump at, The Team not only becomes viable again, but thrives and flourishes and is very much fun. Putting back the middle M in “MMO”. Cooperation only works when you have weaknesses your partner can compensate. I don’t want to be a self-sufficient superhero, I’d much rather be part of a team.

Posted in RIFT, World of Warcraft | 11 Comments »

Myth Busters: Heroics are Hard

Posted by Rem on April 15, 2011

Widely accepted thesis: Cataclysm heroics are hard, much harder than Wrath heroics. Conclusions range from being excited about it to quitting because of it. Unsurprisingly, I’m here to challenge the thesis itself.

Wrath heroics were easy, right? Like, really, really easy? Are you sure? Let’s have a history session. The Dungeon Finder, and with it the practice of running heroics in high volume, was introduced in patch 3.3, i.e. at the tail end of patch 3.2, also known as the TotC era, which, in itself, primarily served the purpose of gearing up absolutely everyone to where it could be guaranteed that they’d be able to take on ICC and Arthas, because this was going to be the conclusion of a 15 years old storyline, the storyline that made Blizzard into what they are today, and they didn’t want anyone to have to miss it. Prior to the dungeon, during patch 3.2 itself, we already had daily dungeon quests that would, via emblems, effectively reward us with raid gear. Saying that everyone entered the Dungeon Finder ridiculously overgeared would be an understatement. Everyone? Let’s go further back in time .. maybe a month or two.

During that time, in the middle of the TotC era, I reached level 80 and was just starting to run dungeons, together with a fixed group of friends, who, like me, were just beginning to learn the finer details of WoW group play. And you know what? Those dungeons were pretty hard! The first heroic we attempted was Violet Hold – yes, the same Violet Hold where later the timers between waves were hotfixed to be shorter and shorter, because everyone was just standing around bored, the same Violet Hold which I came to hate because the mobs were dealing so little damage I would be constantly rage starved. That Violet Hold. It was freaky hard. Granted, we pulled a tough one with Xevozz, and wiped, and wiped, until we finally managed to get past him and with much cheering and rejoicing completed the dungeon. We were cheering about beating Violet Hold, picture that!

We were really fighting our way through those heroics. We were using CC, following a kill order, taking breaks between pulls. I remember being proud of avoiding Loken’s Lightning Nova by breaking line of sight, which was more efficient than running all over the place – later you would just stand there and take it, a minor scratch on the health pool, giving you at least some rage and releasing the healer from total boredom. I remember us executing the complicated positioning tactic to get Consumption Junction – something a few months later was dinging on every run (assuming there would be someone who didn’t have it yet) simply by blowing him up in under 20 seconds. I remember racing hard to get the Bronze Drake in CoS. I remember the terror that was the Black Knight when you fought him in appropriate gear. I remember how half a year later, all that was gone, nothing could put much of a dent in our huge health pools a Rejuv-tick wouldn’t fix, and every group member would be putting out damage comparable to what an entire group once used to do combined.

Wrath heroics were not easy per se. I don’t know how they compare with BC hard hitters like Magister’s Terrace or Shattered Halls, but would like to suggest that during BC it was much more common to “design to niche”, essentially leaving you in the dirt if you didn’t have the specific set of abilities to handle a particular encounter/dungeon. Also – and importantly – even toward the end of BC, high quality gear was much less easily available than even at the start of WotLK. To anticipate: no, I do not mean to say that gear is all that matters – what I do mean to say that it helps a lot. Back to Wrath heroics – for those who had not, pre- or post-3.0, acquired a set of high quality BC raid gear, they did pose a rather reasonable level of challenge. However, lots of people brought their legacy equipment over, the quality jump having been much smaller this time around, crafted epics were more accessible than ever before (not BoP to begin with), and Naxx was deliberately accessible and over-rewarding. Thus for most active – and vocal – players, the phase of challenging heroics passed pretty quickly.

Most importantly, by the time the Dungeon Finder rolled around and transformed heroics into the sort of gaming popcorn we perceive them as today, that phase was long, long, long in the past. By the time dungeon groups went from manually organised to automatically matched, an estimated 80% of the participants were overgeared to the point of being able to just power through. Even new characters were not exempt from this, as rewards were – deliberately – coming in so quickly, that after a week or two of running along with overgeared others you’d already be overgeared yourself. This is the “Wrath dungeon experience” that we remember. This is, curiously, what we compare Cataclysm heroics with.

Cataclysm reset us to zero. The gear jump was so big again, that whatever you acquired in Wrath raiding, wouldn’t matter. It didn’t give us a shortcut to superior gear, but kept us honest. Cataclysm heroics were brutally hard … back in December and early January, when I was carrying spell plate shoulders, an agility cloak and a self-crafted PvP piece in my bags to make the 329 item-level requirement – and everyone else in the group was doing the same. When we didn’t know the fights and were still getting to grips with how our abilities changed. We used excessive crowd control, we treated every trash pull like a significant battle, we really worked together. For a month or two. Come March and 346+ gear with some raid loot sprinkled in, a tank would typically say “I would ask for CC, but it’s better I pull the entire pack, that way I get more Vengeance, makes it easier to hold aggro”, a healer would say “hmm, it’s getting boring” and we’d go off, rampaging and destroying.

I’m not exaggerating, nor am I showing off. Except when having fresh 85s in the group, our guild heroic runs have long began to increasingly resemble the “Wrath dungeon experience”. Not quite there yet, but certainly on our way. It turned out that Cataclysm heroics are not “clever hard” – they’re “numbers hard”. Klep wrote about this in January already. To sum up his post very briefly, there are two very different kinds of reasons to use crowd control: to counteract an encounter mechanic, or to reduce incoming damage. The latter becomes obsolete as soon as you gear up a bit. Quite evidently, what we got in Cataclysm, after much advertising and discussion, was pretty exclusively of that second sort. So, here’s the thing: Cataclysm heroics do not require crowd control any more. With every passing week and the increasing average gear level of the population, they require less and less coordination. By design.

Heroics are not hard – not all that hard, at least. It’s just that it’s the first time the Dungeon Finder exists in a time when there is no vast difference between player gear and dungeon level. And it’s been a culture shock to many having to relearn that a dungeon run can be something other than a trip to a vending machine.

Posted in World of Warcraft | 7 Comments »

Myth Busters: Tanking is Hard

Posted by Rem on April 14, 2011

First, my credentials. For the vast majority of my time in WoW and for nearly the entirety of my time at level 80, I have been a tank – primarily because it was fun. I tanked every single encounter of WotLK, all of them. Having said that, I am here to tell you now: tanking is NOT hard.

I’m writing this because all the usual suspects have crept up again to elaborate how incredibly hard tanking is, how tanks are actually gods in human disguise, who shoulder the entire responsibility, carry the entire load, rule over life and death. Healers are their archangels, who help the tanks to right the wrong, and everyone else is clearly worthless, exchangeable, irrelevant. It is being stated as indisputable fact, and most people boggle at the notion that the tank is not the cornerstone, the pillar and the rooftop of a group all at once. And I am going to once again tell you that this is nonsense.

I wrote about the difference between skill and entry barriers before, and this is pretty much a continuation of the reasoning, which is based on the following: it is no more difficult to be a good tank than it is to be a good damage dealer. The difference is that as a tank you are required to be at least decent (if we cyclically define “decent” as “sufficient to beat the encounter”), while as a damage dealer you can get away with less than that. It is much harder to compensate for a sub-decent tank than it is for a sub-decent damage dealer. But it is not inherently harder to be a decent tank than it is to be a decent damage dealer. It is equally demanding to be a good tank as it is to be a good damage dealer. And being an excellent tank requires the same effort and dedication as being an excellent damage dealer.

Tobold designs a hypothetical encounter which, by intentional design, challenges tanks and healers more than damage dealers and, despite being an actual scientist in real-life, goes on to claim that this scenario, which has precious little in common with any currently available non-trivial encounter, proves the higher difficulty level of playing a tank. I don’t think it proves anything, because there’s a difference between hypothesis and proof. Encounters like that don’t exist. Actually existing encounters these days require the damage dealers to mind where they stand, group up, spread out, to quickly switch targets, burst on cue, AoE on cue, don’t do this, do that, interrupt, don’t interrupt, etc. It is not more or less difficult than what tanks have to do, it’s just different. What does the tank do, for example, when everyone needs to “spread out, spread out!”? Stand in place, of course, and not be bothered. For some reason you rarely see bloggers citing this as evidence for “tanks having it easy”, although that was pretty much always what I thought when I was tanking and everyone had to run somewhere while I could just stand where I wanted. Of course it is, in many cases, easier to slack as a damage dealer than it is to slack as a tank, as long as there are enough others to pick up the slack for you. That makes it more urgent for a tank to be good, but not more difficult.

Rhii makes an ad-hoc list of things different roles need to be aware of and goes on to observe, without any mean intent, I shall add, that the list for damage dealers is the shortest. Well, sure the DPS awareness list is going to be short if you sum all of “fight mechanics” up in a single bullet point – it’s understandable, in fact, because hers is a pretty strictly healer point of view, so for her, most of what’s happening is pretty much “all that wicked stuff that’s going on”. Goes back to healing being broken. By the way, damage dealers also have to coordinate cooldowns, among themselves as well as with encounter events. Sure the lists for tanks and healers are going to look more impressive if you include items like “everybody’s threat”. I can’t remember, when tanking, being overly interested in the threat of the fourth-highest person – you only care whether anyone’s creeping up on you and not to inadvertently pull off each other in tank-swap fights. Healers don’t actually care about threat at all, they only care about aggro (i.e. who has it). Then, she concludes the listing with an interesting phrase: “and of course, raid leaders have to watch EVERYTHING EVERYWHERE ALL THE TIME”. That is interesting, because I would claim that being more or less aware of all crucial parts and element of an encounter is not characteristic of only a raid leader, but of a good raider. In different encounters, different roles (not necessarily always the damage dealers) are able to get away without concerning themselves with what the other roles have on their plate. But ultimately, every problem is everybody’s problem. Why would a tank, for example, be always more concerned about healer mana than damage dealers? There is very little a tank can do about healer mana, while on the other hand damage dealers can adjust to healer mana expenditure, both by avoiding taking damage (it’s not universally always bad to risk some extra damage, if you can do relevant good stuff in return, but you need to be aware whether your healers can afford to keep you up through it) and by realising a necessity to dial up the damage output to shorten the fight duration. Or the other way round, realise that things are fine and care is more important than speed. Good damage dealers (in a game that is deep enough to provide them such options) can do that, EJ-monkeys can’t.

Every role has its challenges. Tanking is not inherently harder than dealing damage, it is simply less forgiving at the low end. It is possible to be a good tank, and it is possible to be a good damage dealer. It is possible to strive for excellence in both roles. Bad tanks usually have a greater (negative) impact on the group than bad damage dealers, but on the other end of the spectrum, the one which should matter, very good tanks and very good damage dealers have a very similar (positive) impact, varying mostly due to encounter mechanics. Being a very good tank is as hard or as easy as being a very good damage dealer. Not being a good damage dealer is less consequential than not being a good tank, but that should not be mistaken for one being harder than the other. Climbing the curve is equally hard, and the one who did expend the effort of climbing will make your life easier, in either role.

I shall conclude quoting a former friend and companion from LotRO. She played both a damage dealer and a tank character, both at very good raid-level, and once quipped, half-joking half-serious:

“Tanking is easy, you just spot the biggest thing in the room and thwack it ’til everything’s dead.”

Don’t let your heads grow too large for your hats, dear (fellow) tanks.

Posted in World of Warcraft | 10 Comments »

So we’re bribing the tanks now

Posted by Rem on April 7, 2011

Blizzard finally caves in and pulls the Oculus maneuvre. Remember how all the whining about getting Oculus in the random dungeon finder abruptly disappeared when they added a small chance at getting a rare mount from the end boss, but only on random runs? Remember how the dungeon itself didn’t become any less annoying, but the complaints stopped anyway?

Now we get Call to Arms, which is supposed to do nothing other than bribe people into tanking dungeons. Much rejoicing to be expected from those who long ago suggested that tanks and healers are shiny and special and thus should receive special rewards compared to those filthy damage dealers who are totally exchangeable and surely contribute nothing to the success of a run.

The Oculus experience shows that this can work. Since WoW distilled itself down more and more to a purely reward oriented game, people will do everything for a reward. I would expect queue times to become shorter indeed. Not sure how much shorter though – or at what cost. It seems obvious that the club of “wanted to jump queue”, “wanted to help a friend jump queue”, “wanted to try tanking, can anyone tell me what rotation to use?” and others will get a new member in “wanted to get the mount lol”. The whole thing is about as bizarre as the demand for Blizzard to “fix the tank shortage” itself, because what’s happening here is that people who don’t want to tank or heal are being bribed into doing it anyway.

Are you happy running with a tank who doesn’t want to tank and a healer who doesn’t want to heal? Remember, their class had the spec for that role before, but they weren’t using it. Now they are. Not for the experience or because they’re interested, but for the mount. Exaggeration? Look at it this way, if you are a damage dealer and your queues became half as long as they used to be thanks to Call to Arms, that technically means that there are twice as many tanks and healers now. Which means that 50% of those available are doing something they don’t like, aren’t really interested in and consequently are probably not very good at. 50%. And that still leaves you with a 15-20 minutes queue.

The problem is not that tanking and healing are not rewarding – they are already more rewarding due to the high horse you automatically get placed upon, instant access to everything you want included. The problem is that most people find these roles boring, and not without a reason.

Healing goes from this nerve-wrecking experience with barely being able to keep people alive while going stark OOM to a ho-hum process of hardly having to do much within a few weeks of gearing. There’s only a brief period of time during which it feels “just right”, when it’s challenging but not exhausting, when you make interesting decisions rather than going through the motions or hectically jumping all over the place. And let’s not even talk about being forced to stare at little green bars for all eternity. Or actually let’s talk about it, but not now, because it’s too large a topic in itself. Healing is broken, fundamentally. A rare drop mount won’t fix it.

Tanking fun scales inversely with gear. Always has, because tanking gear is not exciting. Oh, being highly survivable is exciting. But you never know or feel what’s effecting it. When a damage dealer gets a higher crit chance, bigger numbers pop up more often on their screen and their crit-response procs trigger more often. When a tank gets more survivability stats, well, they can pull an additional mob. Which is why tanks end up overpulling, because it’s the only way to still get the kicks. And then the aforementioned healer suddenly goes from “ho-hum” to “oh my god, what just happened!?” and no one is really amused. And let’s not even talk about Vengeance.

The entire age old concept of the Holy Trinity is to blame. It comes in with the foregone assumption already that damage dealing is the “fun” role, and then introduces two other roles and offers them a Devil’s Contract: you’re going to be really good at This Essential Thing, but in return your damage MUST be rubbish and your play style WILL often be boring. Ever since, and Call to Arms is a great example, developers are mostly busy trying to coax players into signing that contract, rather than addressing the rubbish and boring parts.

Many people already enjoy many aspects of tanking and healing. Many more people could be encouraged to those or equivalent roles if the promise was interesting gameplay rather than inalienability. Everything else is merely a band-aid.

Posted in World of Warcraft | 18 Comments »

It’s not the boars, it’s the bores

Posted by Rem on April 4, 2011

From a recent discussion about MMO-design:

I’m tired that being a hero means killing 10 boars.

The boars are not the problem, nor is killing them (except when they parry). The problem is the lack of a credible context.

Reason

Why do we kill boars? Because an NPC asked us to. It is not our goal, it is not something that we, by looking at the world in its whole and parts, decide that needs to be done, it does not even remotely contribute or assist any of our goals or things we think need to be done. We have no desire to kill the boar. It is only the NPC’s desire or goal, and they reward us for advancing their agenda by handing us XP, coin and loot, all of which only serves to help us get to the next NPC, who will then recruit us for their goals.

I had this thing in LotRO that my character particularly despised orcs (no, they didn’t kill his parents). He’d be vanquishing them wherever he encountered them due to personal motivation. It worked quite well, but was of course just a little personal gimmick, not a feature of the game itself.

WoW has a very interesting example in Sholozar Basin, where Frenzyheart and Oracles are basically acting as boars and farmers, each asking you to kill and/or annoy the respective other on a repeated daily basis. As a player, you could not care less. Your character could not care less. You just pick the faction with the cuter pet – or ignore them altogether.

Effect

There is none. And I’m not even talking about having an impact on the world, real or faked through phasing. There is no effect on the player. Because the slaying of the boars was not motivated by my own reasoning or desire, their death means ultimately nothing (harsh). Whether they respawn, or whether we are moved into a phase where all boars are dead after we killed our precisely measured amount of 10 (and where we cannot adventure with those of our friends who have not yet slain 10 boars), doesn’t make a difference. It could be either way, and it will have no impact, not on the world, but on us, because we’ll move on anyway and whether the boars are there or not will be entirely irrelevant to our future doings.

As long as we are doing what NPCs ask us to do and for no other reason than the reward the NPCs hand us for complying to their will, rather than making decisions based on our own observations and motivations and taking actions according to those decisions, everything we’ll do will carry an inevitable shade of blandness.

Posted in Game Design, Gaming | 2 Comments »

 
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