Monday, July 8, 2013

More microtransactions?

I would probably pay real money for a double XP potion, but I'm also one of the players least in need of one-- the Monk is likely to hit 90 in the next week, and that once again will leave Rogue as the only class I've yet to get to max level.

As an aside, if anyone who reads this blog "gets" what makes a Rogue fun to play, feel free to point me in the right direction... to me it seems like a class built around a mechanic that just isn't that relevant to PvE group content. "You can gank people" isn't a big selling point for me.

But anyway, I wanted to talk about microtransactions.

Basically, I don't care about microtransactions. If I feel like a virtual item/currency is worth the money I'll usually buy it, if I don't then the point is moot. I used to say that this kind of thing would create a biased development schedule, where it's more "important" to create small new things to sell in the store than actual game content, but I don't think that's true unless the developer is really sleazy to begin with. Blizzard is still for the most part a developer I trust, if only because they are clearly so obsessed with their corporate image that they will let their fans keep them in line. Group mentality has its downsides, but following a crowd is a great way to avoid being marginalised.

Blizzard currently has eight million reasons not to make their game suddenly free, but I have to assume they are investigating any possible future revenue streams. I'm sure they're also looking very, very closely at all the other MMOS which managed to increase revenues by making the game free to play (or "Free2Play" as dumb people call it for some reason). For Blizzard, figuring out whether this might actually be true of their eight-million-subscriber MMO as well is a question worth literally billions of dollars.

Thursday, July 4, 2013

Mistweaver

Like everyone else, I rolled [hah, pun] a Monk last year, and have been leveling him on and off since then. I tried each of the specs early on, eventually finding the healing spec, Mistweaver, was the most interesting by far, and I have had an absolute blast leveling through Dungeon Finder [since healers are usually the bottleneck in leveling dungeons].

Mistweaver Monk is the best implementation of melee healing I've ever played, with an amazing variety of abilities that create room for several completely viable playstyles. The option to swing your focus from pure healing to damage/healing makes you a much more useful party member by only healing as much as is needed and putting the rest of your resources into damage, and the transition between these two focuses is very, very smooth. The player is also given some great tools to maximise resource use between healing and damage, and what that all translates into is a very high skill-cap.

The class feels very active, in the same way I've said before that the Warrior tank class feels very active compared to the other tanks. My best guess for where this feeling comes from is that most of the time you will quickly notice two or maybe three ways to deal with a given situation, and actively choose the most effective, or perhaps the most fun. :)

Having a channel lead into an instant cast spell is the most awesome and innovative implementation of a "fast expensive heal" I've seen in the game so far. For all other healing classes it's a 1.5-second cast heal, which is usually not significantly faster than the next-fastest heal, but can't really be shortened or it would introduce a severe haste DR.

I've yet to really figure out how to use Healing Sphere. I think for a WoW spell it's a pretty radical design-- you toggle the spell on [like Keg Toss], and place Healing Spheres with the mouse on a 0.5-second global CD, which deal a not-insignificant amount of healing and will hit the people who need it.

At this point it's still really hard to tell what this stuff is going to look like at endgame. The dungeons I'm healing all seem very trivial, and when my weakest channel heal can tick for as much as half of a tank's health, I get the feeling I might be overgeared for the content.

I've also noticed that moving into Wrath content, DPS seems more and more to be holding their own against me, usually beating my damage on boss fights. Even though I am doing two jobs at once, seeing myself at the bottom of the damage meter is still just a little bit demoralising.

Since I wrote the bulk of the above, I've actually race changed my Monk to a female human, named Kiddow. I got tired of the panda very quickly, and while brainstorming, the idea of an homage to [ripoff of] Beatrix Kiddo from Kill Bill was one I found extremely resonant. So I'm playing her as a late-30s, hardened warrior, who has aged somewhat, but so far lost very little of her agility. She's extremely disciplined and patient thanks to years of intense training to master the forces of nature.

Okay give me a break I'm still a newbie at this.

Friday, June 28, 2013

Rain of Fire nerf :(

I'm honestly sad that Rain of Fire won't be a DPS gain on single targets. I thought the design was excellent.

Placing a ground effect every 8 seconds or so felt odd at first, but after a while it just felt like a natural part of my rotation, another DoT to maintain, a marginal performance gain from a more complex rotation. In the world of the hardcore they describe that as having a higher "skill-cap." Blizzard would probably describe it as "easy to learn, hard to master."

It also wasn't a spell that you could just cast without thinking-- because the gain is so marginal it's not worth casting if there is a chance the boss wont be in the area of effect for the entire duration. The marginal gain also means that, if things start getting hectic and I need to regain some headspace to deal with fight mechanics, it's an easy decision to just drop it from my rotation for a short time.

But even more than mechanics, it is a signature Destruction Warlock ability-- it plays into the fantasy perfectly. It looks cool, it feels cool. You are raining fucking hellfire, from the fucking sky. There is no such thing as a poor excuse to do that.

But I get that abilities that provide "free" AoE damage are unbalanced, [*cough*FrostDK*cough*]  especially in cleave situations, of which there are many in the current tier. So I can begrudgingly accept that it's fair enough that it got nerfed. And I guess we have to assume that the fact that they "fixed" it means that the whole situation was an oversight. Balance tweaks do regularly introduce one or two unintended situations like that.

But I keep thinking about how intelligently it adds to the class mechanics and the class fantasy... I have to wonder if it wasn't the work of some brilliant designer, quietly implementing an increase to the skill-cap on Destruction Warlocks, that also caused them to look cool as shit while doing so.

Monday, June 3, 2013

Unannounced Blizzard MMO delayed, still not really announced.


Titan has been delayed to "make some large design and technology changes to the game", and most of the team currently working on the game will be reassigned to other projects.

I think this must be a response to a few things which have changed since Titan has been in development:
- The subscription payment model fell out of favour with just about everybody as the online games market reached a saturation point. Publishers discovered that charging players for a game often doesn't make quite as much money as giving the game away for free and charging players for silly hats instead.
- Blizzard is rushing an online TCG to market to hopefully gain some headway over the other major entries into this growing genre.
- Every MMO which was thought to have a chance to replicate WoW’s success failed to do so and World of Warcraft has continued to be mind-blowingly profitable despite an extremely competitive market.

First of all, Titan must have at least some kind of framework of core gameplay mechanics in place, mainly because I've heard whispers from people who got to play it internally that what exists of the game is really really good. I think "large design and technology changes" is probably about updating the overall frame of the game to work with whatever business model they have now decided to pursue. Let's just hope that whatever it is, it's still viable in 2016.

Taking people off the project is just a matter of opportunity cost, and I'm sure that the chance to reallocate resources was a major reason for the shift. Hearthstone is a game for which getting to market in time might be the difference between moderate success and LoL-sized success. It's also entirely possible that the next WoW expansion is behind schedule, and you know they want to keep the eight million players of that game happy. We've heard the Blues talk on numerous occasions about how they can't hire new people fast enough...

But mainly, I think this new MMO was intended to pick up the slack as WoW started to lose market share, and when this didn't happen as quickly as expected, suddenly it didn't seem prudent to have so many resources dedicated to a product which may well cannibalise an existing success.

Tuesday, May 28, 2013

Heroic Scenarios

I get it now. Before I didn't understand what the point of adding Heroic Scenarios was, but it makes perfect sense now.

I thought the lack of a automatic queue was designed to be a barrier to entry, but it's not, it's the whole point of the exercise. They are trying to reintroduce manual grouping to the game as smoothly as possible. Scenarios are the easiest content to find a group for because there is no tank or healer requirement, just grab two other people and you all play what you know.

You can always tell when Blizzard really wants players to do something because they will attach a huge loot reward to it, and ilevel 516 gear is pretty compelling evidence that this is what they want us to do.

What made me smile was seeing the term "LFG" dotted through trade chat for the first time in two expansions.

Thursday, May 23, 2013

Long-form meta-gameplay

[I'm re-enabling the capcha for commenting on this blog. I'm willing to accept a certain ratio of noise to signal just to encourage conversation, but the amount of spam comments I've been getting recently has become intolerable.]

Happy Patch Day to all! My guildies are all super jealous of my spiffy new flappyhawk, which is pretty cool since those guildies are some of the best players on the server. I feel like I've already found a reputation in my guild as the hardcore mount collector, which I'm pretty okay with.

Did I mention I changed guilds? I guess giving up an officer position in a fairly large and well-established guild is a pretty significant thing worth mentioning. Long story short: player churn with no active recruiting left us with very few active players. So I joined <Relinquish the Loot>, mainly because I know the guild leader is a nice guy who plays the game seriously without taking the game too seriously. He's also Australian and mains a Protection Warrior like I do. They also have the number one raid on my server, and the possibility of applying is not entirely unattractive. I've found the guild actually has an atmosphere very similar to my old guild, back when we had a competitive progression raid-- Friendly and mature, but not overly chatty most of the time.


But I digress. The Armored Blue Dragonhawk is probably the highest mount prestige* I've achieved so far in the game. The blue dragonhawk awarded for 100 mounts was old hat by the time I got one, and when the green kite was added, 150 mounts was already far too common, not to mention the mount itself was unattractive and unwieldy. Having literally only reached the magic number of 200 a week or two ago, this achievement could not have been timed better for me.

More than anything, I feel like this is the reward that I didn't know I was working towards for the past two years of collecting mounts.

This kind of thing is a perfect example of what makes the MMO genre compelling to me: long-form meta-gameplay; this idea of achieving something epic over a long period of time and many individual play sessions. Mount collecting is about eighty percent meta-game, and I found solving the most efficient way of getting more mounts extremely satisfying, especially as I eventually collected all the low-hanging fruit and found myself in epic quests for the rarer mounts left over. Like "one-hundred-percenting" a single player game, this stuff is there for the people who already did everything else in the game but still want to keep playing.

I'm far from done with mounts. I wasn't done pre-Mists and I'm even further from done now. Now I feel like challenging myself to stay ahead of the game itself-- to have 250 mounts before that achievement is added. I hope it's before the next expansion.

*if you've been following my blog for a while you may recognise my use of the word "prestige" to mean "epeen"

Friday, May 17, 2013

Hex

I had a look at the Hex kickstarter yesterday. Hex is "the first ever real MMO/TCG" according to its creators, Cryptozoic Entertainment-- the same people who currently produce the Warcraft TCG.

The basic game rules are a clone of Magic The Gathering, with the major difference being how complex the cards themselves can be. With the limitations of physical cards removed they can make the cards transform, equip gear, have gem sockets, and contain extra rules on a "third" side of the card.

It's one of those concepts that, once you realise its potential, makes you wonder why the hell nobody hasn't done it yet. TCGs have been "pay to win" since their inception, long before video games started pissing off bloggers by doing the same. Transferring this model to a purely digital medium allows the producers complete control over any and all transactions, which translates to more revenue streams, for instance taking a cut from player to player card sales-- think Diablo III auction house.


Hearing about this game gives me an odd sense of inner conflict; I can see how blatantly exploitative it is, but I don't care because it's already found and hit all the right buttons to get me genuinely excited. [The same feeling I often get when I see a trailer for a gothsploitation movie. I am a sucker for those things.]

The other feeling it gave me was "this could so easily be the next League of Legends". LoL was not an original concept, just a quality iteration in a genre of game released right as that genre started to really take off.

World of Warcraft was the same for MMOs; the right game at the right time, perfectly poised to not just ride but reinforce the wave of popularity growth that genre was experiencing. I think it's probably a sore point for Blizzard that they never exploited their perfect position in the MOBA genre several years ago, and the reason they have made such a sudden and unexpected move into online TCGs is to avoid making the same mistake again.


The most interesting thing on the kickstarter page for me was scrolling down through the support tiers and noticing the way they gradually revealed all the things they intend players to buy. You might see the thousand-dollar support tier that gives you one of every card that will ever be made and think; wow, that's the ultimate... until you look at the next tier, two-and-a-half thousand dollars, which offers four of every card. Of course, you realise, you'll need four of the each of the best cards to be competitive, that is the ultimate. But oh wait, five thousand dollars gets you four of every card, and also includes the equipment for those cards. Of course you need the equipment too what do you think this is?

It suggests to me a perfect microcosm of the way the game intends to hook people into spending more and more money, simply by having so many facets-- not just cards, but upgrades, equipment, gems, champions... and I have to assume you'll need completely separate decks to be competitive in PvE as well as PvP.

I can almost sense a kind of psychopathy to the design concepts; an ignorance of all human emotions except those which can be exploited for profit.

Penny Arcade gets it.