Posts Tagged ‘Lore’

Lore Creators and Item Designers Should Talk to Each Other

My paladin is halfway to 76 now, and it seemed like a good time to start browsing the various Wrath factions and the rewards they offer. Indeed, a good idea, since I spotted two walrus people rewards available at level 76, with honoured reputation. Since I’ve been a friend to the Walrus for quite some time, I already am honoured, so this will be a quick flight point off my next ding for a serious chest upgrade both for my grinding and my tanking sets. Nice. Beyond that, the Kalu’ak offer items which are more or less in-character, including leatherworking recipes, a combat fishing pole, a harpoon… So far so good.

Next, for my paladin, I’m looking up Argent Crusade. Now here’s a band of historical paladins all united in the goal of exterminating the undead hordes of the Scourge, so I’m assuming that I’ll find some equipment helping a paladin to do just that. Either some kit to kick some righteous butt as a Retribution paladin or spell power plate. And still good, that’s exactly what you can find, at various reputation levels.

So we go to the doomed counterpart, the Knights of the Ebon Blade, the DK’s faction. Here you should find tanking and DPS plate and weaponry for the Death Knight (and the Retribution paladin), right? Err… no, not really. There’s only one cloak offered there, a spell power cloak. Which does jack for Death Knights. No other accessories (jewelry) available there, dead people don’t need no stinking rings. One tanking plate piece, one DPS plate piece. No suitable 2-H Rune weapon, the only 2H on offer is itemized ass-backwards for DKs (any plate-wearer but fury warriors if I understand fury itemization, which I might not). It actually looks at first sight like a decent weapon for… a hunter.

Patterns? Leatherworking, Jewelcrafting and… the Revered pattern is for, wait for it, tailoring. A soulbag for warlocks, which almost makes sense for the faction. Steptoe, I apologize, looks like combat knitting isn’t out of character for Death Knights after all.

So let’s look up the magicians of the Kirin Tor. You’d expect gear more focused towards the arcane arts, wouldn’t you? Well, if you need a spellcasting cloak, you’ll find one there. There’s also a spell dagger, and at exalted, some nice robes for the clothies. But if you’re a mage, priest or warlock hoping the Dalaran mageocraty will help you beyond these three elements, tough luck. The rest of the kit appears to cater mostly to the Elemental or Enhancement shammies, the feral droods and oh, there’s also a rogue dagger in the mix. And as a bone, one tailoring recipe at exalted. Yay. From a quick glance, looks like cloth wearers would be better served to prioritize a faction like the Oracles. Makes sense.

This is the kind of disconnect which earns WoW a reputation of having a rather weak lore (despite countless quests, NPCs and storytelling elements). Now I can fully understand the overreaching requirement to give incentives for all classes and many builds to grind rep on as many factions as possible – after all, rep grinding is one of those tools which help Blizzard keep both casual and hardcore players in the game for a long time, whether it’s going to be one major long term objective (casuals) or a quick stepping stone before grabbing leet Naxxramas purplez for the less casuals. Still, I was expecting some more consistency there.

The Ebon Blade in particular strike me as an extreme let-down, and show very clearly where they could have gone a good bit further with the implementation of the hero class. As I’ve said before, the starter quests are marvelously done. But what would have been a really great addition would have been to add other class-specific intermediary steps at 65 and 75 where the DK does another series of quests strenghtening their lore and allowing them to upgrade their starter gear. And at the very least, there should be a kick-arse 2H epic runeblade available at exalted for them, and it really bugs me that there isn’t.

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Disease Mechanisms in PvE?

Part of the pre-announced Death Knight’s abilities include using the disease debuff quite liberally. I’m wondering how that will play out in PvE (obviously I don’t hold my breath, bosses will probably be immune to most of it).

Diseases in WoW are an interesting mechanism. One of them even made headlines and rose to prominence far outside the MMOG milieu, when patch 1.7 introduced Hakkar’s Corrupted Blood with a coding oversight leading to it being spread to capital cities by mischievous players. What makes it quite unique is that beyond debilitating effects you’d get from other debuffs like poisons, disease also spreads around, usually to nearby allies or party members for instance.

I’m curious how Blizzard is going to handle this aspect (if they include it at all). Assuming it spreads to nearby allies on a chance per hit, the most interesting question is how threat will be dealt with. Let me explain:

A DK main tanks, and uses a disease debuff on the primary target. A couple of seconds later, the rogue’s hit triggers contamination, and the debuff spreads to another mob. The disease aggro could be attributed three ways:

  • To the DK who cast it
  • To whichever player who caused it to propagate
  • To the mob which was infected before

The first option would basically give the DK tank some means to increase his multimob aggro for AoE tanking. Therein lies danger, though, for the DK in a DPS role risks overaggroing. In short, it would place part of the DPS side of the class in a similar bind than retribution paladins pre 2.4, generating uncontrolled and unpredictable aggro.

The second option is even worse in the sense that it would transfer uncontrolled add aggro to softer targets than a DK.

The last option would be interesting to say the least. Imagine a scenario where the aggro generated by a spread disease gets highest on the newly infected mob’s list. You’d suddenly end up with a hostile NPC going after one of his own. There lies chaos (probably fitting the constantly shifting DK lore best), and it would probably be good for a couple of laughs.

I wonder which way this will get implemented. The only certain thing is that if the disease doesn’t discriminate and jumps also back to players, it will quickly  become a waste of an ability.

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Closing the 2007 Welfare Epics Debate with a Look at PvE

As you will have noticed, I’ve had a couple of things to say on the whole PvP loot distribution system and its perception by the playerbase.

From the other side of the issue, Rohan has been using about as much virtual ink over the matter pointing out the flaws of the arena rewards system and why he believes it should be “fixed” or removed altogether.

The most interesting thing is that judging by all the comments, the issue is pretty much one-sided, in the sense that the only people seeing one are the ones focusing almost exclusively on raiding (and who are probably pretty good at it). As we have seen, the core of their problem is centered around cosmetics and recognition – they feel others getting epics too, through other means, cheapen their game experience. Some of them believe the fact that they downed raid boss X should automatically make them the center of a server-wide admiration for their accomplishments, and that the likeness of arena gear to raid tiered sets deprives them of that admiration (I think there’s a term for that, attention whores). Others, probably the more mature among them, regret that all in all, status symbols (like titles or rankings) are now very heavily favouring PvP.

Another common complaint is that PvP gear allows people to skip part of the raid progression, as if going straight from normal instances to SSC or ZA was some kind of criminal offence (never mind that PvP gear is, for most classes, badly suited for raiding, and that there’s only a limited amount of arena-geared people a raid can support before becoming too inefficient for its purpose).

Finally, an ever-increasing worry is the fact that PvP in its current implementation is slowly killing PvE. It becomes harder and harder to find players willing to go through the hoops of gearing themselves up, even in normal instances.

One thing all these complaints have in common is that without any exception, and in the typical nerf calling mentality I hate and despise, even if they admit PvE has issues at the moment, they will try by any means to get PvP rendered less attractive. What is really happening in the game at the moment is that PvP, in its current implementation, serves as a looking glass for end-game PvE, and the image sent back is not pretty at all.

PvP has changed a lot in the three years since WoW got launched. Raiding, on the other hand, has only undergone one minor change, the introduction of token-based loot. The mechanisms are still exactly the same as in 2005, though. And while some believe TBC raiding is a lot better than before, in the sense that the fights have all become more technical and less prone to slacking (like MC who was said to be played while watching TV by some players), the only other major transformation was the size of raids. Whether 10/25 is actually better than (10)/20/40 is open to to interpretation. I would rather rejoin Foton’s opinion on the matter though. Had they made TBC 10 /20, the first 6-8 months would have sported a lot less guild drama and guild shattering than what it is now, those extra 5 men are the particularly costly element here, but that’s only my tuppence on this.

Currently, PvP is the more attractive proposition for many players, and moreso for the casual gamer, for obvious reasons. It requires less advance planning, less logistics, less organization and costs a lot less than raiding. It’s current most important flaw is the AFK leechers, something Blizzard will have to address in a much more drastical manner. But it is not by tweaking PvP that you will revive the currently lackluster raiding experience.

Tobold has recently reposted one of his raiding reader’s proposition to fix PvP (essentially by segregating it from PvE a lot more), but then approached the issue from the other end, looking at where PvE currently falls short of attracting players, and proposing a couple of solutions. I concur that widening the gap between PvE and PvP would be a big mistake. The key to WoW’s success is mass appeal, not catering to the hardcore, and this is a design philosophy which is even manifest by the extremely low hardware requirements to run the client, even by 2004’s standards. Brian Green ponders whether catering to the widest audience is a good thing, I’d argue that Vanguard is a good example of how catering only to the most hardcore players can result in a commercial train wreck of a game.

But how to fix raiding to render it more attractive? As stated, Tobold has a few ideas on the matter, making raids PUG-friendly by toning it’s “normal” settings down while turning today’s setting into a heroic mode. I don’t fully agree with this, but it certainly resonates with an old request from the o-boards, to create a story mode for raid instances for the casual player to access, if not the battles, at least the lore elements involved by downing Kael or Illidan. At the core of that request is the fac that there’s a lot of content in the game that the average casual or semi-casual player out there has never seen nor will ever see (and Blizzard recognizes it insofar they want to relocate Naxxramas to WotLK).

What I believe to be the most important issues limiting PvE today are:

  • Barriers to entry (attuning, rep grinding)
  • Trash respawns (which basically hinder casual guilds most, preventing segmenting a raid accross several evenings)
  • Cost to Play, mainly consumables and repairs
  • Healer and tank burnout
  • Unreliable loot distribution system

Barriers to entry are an issue because reputation grinds in particular, but long and convoluted, 5-men based key quests as well, obviously serve more as a slowing down mechanism than anything else. Rep grinds are incredibly boring, and unfortunately it looks like the Tigole-mentality is still prevailing for accessing both the 5-men and 25-men Sunwell Plateau instances – Early patch 2.4 reports talk about an opening effort reminiscent of the War of the Shifting Sands, the server-wide grind and farmfest which is probably the best example of just how fatally flawed and unfun you can make a world event. For the record, several realms launched on TBC didn’t ever bother opening AQ, but more importantly, some realms launched in Summer 2006 didn’t bother either and have had their gates closed for 18 months.

Removing key quests altogether isn’t something I would like, but the grouping part has to be rethought. When nobody wants to run Shadowlabs ever again, it’s hard to get a group together which will bear making it to Murmur to get your Kara fragment. More soloable or duoable paths to the keys need to be used, and soloable should be a quest chain, not another rep grind, thank you so much.

Trash Respawns doesn’t need much explanation, but basically forcing a raid to re-clear every night before being able to resume their previous progression is also adding to the raid weariness of the less hardcore players out there, and needs to be rethought.

Cost to Play is the most important one which concerns all player classes. Repairs are a major issue which only mounts as your raid progresses – the better your gear, the higher your repair costs. There’s also the added penality tied to the type of armor you’re wearing – a warrior or paladin tank will typically spend more on repairs than anyone else (which also participates to burnout when you combine it with the fact that they are the least suited to farming, prot warriors specifically). And there’s the cost of consumables.

Regarding repairs, adding (more) free repair NPCs along the path in a raid instance would immediately alleviate this problem. For consumables, adding more flasks and elixirs to the loot tables could help as well. This way you eliminate a big part of the gap between PvE and PvP, reducing the costs tied to the activity and the farming time necessary before you can participate.

Tank and Healer burnout is probably the most difficult one to address. Healers had at least some work cut out for them by adding free spell damage on their healing kit, which simplifies farming and diminishes the amount of gear they needed to carry around. Tanks are next, but there’s a lot less simple fixes in there: how do you turn mitigation and avoidance into damage?

And beyond that, many tanks and healers burn out because they feel too much of a raid’s success is burdened upon them. To alleviate this is unfortunately something totally out of the reach of armchair designing on a blog. Still, this issue is also at the heart of dying 5-men instancing, and specifically PUGs. Continuing to trust perfect strangers to do their job, at the expense of big repairs and often random abuse and unwarranted advice can quickly turn you away from PUGing ever again.

Fortunately, loot distribution can be changed to the better. I would favour turning all current boss gear drops into tokens, which can be exchanged for the gear at a specific vendor. Further, the tokens from one tier should be redeemable for the higher tier after passing a certain threshold, like killing at least one boss in the next tier or similar. Yes, this would give people more room for the free-riders to get access to some gear from the next tier without actually putting an effort into it, but it would nevertheless revitalize the whole tiered food chain, since you’d still need to get a wealthy amount of tokens from the lower tier to get the next one. We could imagine that T4 tokens would be stackable to 100 only and redeemable at the rate of 3:1 for T5 tokens, for instance, with T5-grade kit costing 15-25 T5 tokens you would still ensure a waster pool of T4 players working on progression and eventually moving on to the next tier.

There’s one last thing we have not addressed, the need for recognition some raiders feel. As long as the Armory doesn’t implement a kind of guild ranking like WoWJutsu currently provides, the only other way I can think of is giving, at least, more titles based on accomplishments – each raiding end-boss enabling a new title (how does “Demonslayer Gwaendar” sound for killing Magtheridon?).

These are of course only a few ideas, but none of them require any nerfing of PvP at all. Will some people find it cheapens raiding? Most definitely. But at some point in time, you will have to make up your mind. You’ll have to choose between a hardcore raiding experience which attracts less and less players and eventually only happens on a handful of servers where the Nihilums reside, or a healthy raiding progression with a broader player pool. You can’t have it both ways.

And with this, I close my own contribution to the 2007 edition of the Welfare Epics debate, which is only another avatar of the good old casual vs. hardcore religious war. Will the new year quiet it all down? No chance. Still, as time passes it will become harder and harder to add new meaningful things to the issue. My hope however would be that in the future, more brainpower is spent on the constructive, game-improving solutions rather the destructive nerf calling knee-jerk reaction. One can only hope…

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The Darnassian Cheese Conspiracy

Something is afoot in the night elven treetops. Something fishy, nay, rotten. You know about Darnassian Bleu? No, not a newbie night elf on a French realm. I’m talking about the cheese.

So you have this national food there, obviously a recent creation since Darnassus didn’t exist until after good ole’ Archimonde decided to light the World Tree’s fire. Undoubtedly an attempt of a couple of enterprising Night Elven cheese mongers to create a palatal delight helping their sorry race to get over a certain amount of bad things which had been happening to them recently. And so the national, or perhaps should I say factional cheese entered the market.

Except that since then, dark powers have come into play. And you can’t just scoff at yet another whacky conspiracy theory, I have evidence of evil doings around the Darnassian Bleu:

  • Did you know that you cannot actually buy Darnassian Bleu anywhere on Teldrassil?
  • Did you know that you will find the night elven national cheese mostly when rummaging in the backpacks of very shady people (once you have killed them of course, which I recommend you do before the rummaging thing, unless you are a rogue of course)? Including the Defias, the Scarlet Crusade, the wretched Kul Tiras threatening the shaky truce between alliance and horde, and Venture & Co. henchmen?

Imagine that. The first official national dish prepared for the treetops are now denied to the night elven tables while they find their way into the meals of some of the most despicable enemies of the alliance. A honest (ok, that’s a stretch. Ratshag would go berzerk at me if I left it at that). A relatively decently not-too-dishonest sly night elf would have to travel all the way to Stormwind to get his grubby blue hands before even tasting the thing.

Which begs the questions, who exactly is quietly doing away with the Teldrassian cheese production in secret? Who ensures every single loaf of the yellow delicacy is sold off to export? And why are some of the most despicable specimen of humans so hot for night elven cheese?

Innkeeper Keldamyr might be able to provide a clue. While he doesn’t sell Darnassian Bleu to his patrons, he hands some pieces out to people ferrying around some herbs. Who are his suppliers and why is he getting cheese nobody else has access to? This, esteemed readers, is the question begging for answers. I demand an investigation, I demand answers. And if I don’t get them, we shall have to extract it by force.

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