[LOTRO] Moria updated, the five minute quest/s

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I may be drunk in this screenshot, but I can see where my next tankard of beer is!

Arb and I were excited to get to Moria with our current LOTRO alts. We had heard a lot about how what is possibly one of the greatest expansions in MMO history had been updated and since we had both adventured through the area before, we figured that we would notice what had changed.

And for our first few levels we puzzled over whether  we had noticed any changes at all! Oh, it was fun to revisit old quests and areas we hadn’t seen for literally years – The Bat Cave! The Library! The Chamber of the Crossroads! But it wasn’t clear that any of them really seemed changed per se. I think many of the quests have been streamlined, there are fewer mobstacles in the main highways, and it also helped a lot that both Arb and I used some of our store credit to buy goats (ie. mounts which you can use in Moria as well as above ground). We also found some new extra horse (goat?) routes in Moria, taking you swiftly to minor questgivers from the major settlements. If I hadn’t mentioned this before by the way, Moria is big. Really big. Also very three dimensional, those dwarves loved their stairs and bridges.

But it was only the other day that we encountered some of the new content. We were on our way to Orc Watch (read: getting lost) when a window popped up with a quest in it. When we accepted it, it turned out that this was a local area based quest with a five minute timer. That’s like a red flag from the game saying, “Hey! Stop meandering and getting lost in Moria and do THIS THING, it will only take five minutes.”  So we did! “That was unexpected and a bit of extra fun”, we thought. “Not to mention a bit of extra xp.”

Further down the route, we saw a glowing orc corpse with a quest ring above it. Again, this kicked off a set of brief and very local quests which were new to us.

Then later on, we ran into the quest shown in the screenshot above. I’m pretty sure this one, which sends you off to drink to the memory of a dead dwarf with dwarves in lots of the Moria settlements, used to exist before. But now, after having a drink, the screen goes white and you just appear in the next settlement – conveniently able to pick up the horse route before having your next drink and continuing. Evidently the idea is that you are too drunk to really remember how you got there. We loved this. It’s a bit bonkers but still in theme, but does mean you can get the more far lying horse routes really easily.

Funny thing about the pop up area quests is that they kind of filled the same function for us as dynamic quests in GW2. But it didn’t matter that they actually weren’t dynamic because we were never really planning to go back that way again, and if we did it would be on the way to somewhere else and we wouldn’t really plan to divert to do a quest we’d probably done before anyway.

Short form: Quick popup quests are good, especially when they are unexpected. Moria is still pretty cool, and the revamp kept all the cool stuff.

[Social Games] Game of Thrones, and other improvements in Facebook gaming

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It’s ironic that just as people are cooling on Facebook as a gaming platform, the quality of gaming on  FB is improving in leaps and bounds. This has been a long trend, encompassing more classic games like Words with Friends and Draw Anything, as well as Bejewelled and Hidden Object style gameplay.

But the more typical social games themselves have also been improving. You can’t get away entirely from the more annoying aspects – the popup windows urging you to use the store to speed up your actions, or to spam your friends with invites and/or gifts (less of an issue if you have a spare gaming account and keep your FB gaming ‘friends’ separate from people you actually know) – but there are more games around now which feature more interesting options, and more intriguing gameplay.

Game of Thrones Ascent (now in beta) is a good example of the type. As you might guess from the title, this is the official game of the series so it isn’t surprising that it plays the TV theme at you when it loads. The team are also respectful to the IP, tying your own stories into the better known NPCs and noble houses that you’ll be familiar with from the books/ films. You play the founder of a minor noble house, swearing fealty to one of the larger houses (Lannister forever! I hold out the faint hope that Charles Dance with no shirt on might show up if I’m loyal enough!)  and getting a castle of your own to name and improve.

Along the way there is crafting, some castle simulation (you know the type of thing: improve various buildings, craft/trade various things), and you can recruit and train sellswords to send on adventures. You get to build up your skills as a fighter, merchant, or sneaky bastard and decide whether your noble values their family over the realm, the new ways over the old, and whether you prefer cunning or honesty. There is also a narrative thread about you building up your domains, which also ties into the storylines from the series (first book, so far) where you get little episodes with choices to make and that may also need you to send off your minions to do various things. It’s nicely done, and as I say, respectful to the IP.

There are also boss fights which are more like MMO raids where you can invite your friends to come help. I’ve seen this mechanic before in social games (for example in Rage of Bahamut) and it’s an interesting tweak on the social baseline. In the few I have seen so far, it is possible to finish off the boss mob alone, it will just take longer. The game also includes a chat window (which is a bit odd since it’s on Facebook which has a chat window anyway) which I guess means you could chat to your mates while taking out the big baddy.

There is also some gameplay I haven’t got to yet which involves PvP, possibly in alliances. It’s a very MMOish social game.

I’m finding this interesting enough for a blog post, it’s still in beta and can be a bit sluggish, but recommended if it’s your kind of thing!

[WoW] Ghost Iron is the new black

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jurvetson@flickr

I wrote a post about my adventures with blacksmithing in Pandaria a few months back.

Executive summary:

  • Wow, there’s a lot of ghost iron about.
  • As well as the base material for blacksmithing and jewelcrafting, you can also transmute it into other stuff (like trillium, living steel, etc)
  • Hey, crafted PvP gear sells really well. Who would have thought?

So I made a ton on crafting and selling PvP gear until I got bored of it because I had more gold than I needed. (Which is the entire story of my ventures into the economy on any game, I can never feel motivated after I have enough.) Living steel is fairly cheap on the auction house so it’s still easier to sell crafted PvP gear and use the profits to buy anything else you might need. Life is good.

And then comes patch 5.2, which continues on the whole “hey guys, our entire economy is based on Ghost Iron these days” theme by adding a bunch of entirely new demand for the stuff.

1. A new PvP/ Arena season. This means that the PvP crafted gear gets a bump in iLvL to help starting players (not a huge bump: its going from 450 to 458). Typically what Blizzard have done in the past is leave the recipes alone but have them produce higher iLvL gear with a slightly different name. So as a blacksmith, you don’t actually have to do much to take advantage of this. However, you really don’t want to be left with old stock when the recipe is upgraded.

Often there is a surge of demand for crafted gear when a new season starts. I don’t know if that will be the case this time, it hasn’t really been improved much. But best to assume this might happen again.

2. Large demand for trillium as part of the Wrathion legendary questline. The next stages of this quest are rumoured to require people to hand in 40 trillium bars. Blizzard have been known to tweak files in between the test server and a live patch drop to encourage people not to hoard, but if this is true then there is about to be a huge demand on trillium. Which means a demand for Ghost Iron by alchemists queueing up to turn the stuff into trillium.

(I personally feel the cheapest way to get your trillium is to buy white/black trillium on the cheap and make up the spares by spending Spirits of Harmony at the vendor because a lot of people do not have miners and don’t know how to combine black/white ore to get trillium bars. Also white trillium has been cheap for ages.)

3. Blizzard are tweaking Blacksmithing, and making it possible to level the tradeskills from scratch in Pandaria, using only Ghost Iron as a material. Players have realised for awhile that tradeskills haven’t really been in synch with the new levelling curve – it takes a bit of effort and going out of your way to keep tradeskills up to date while you level now. So it may not really be surprising if Blizzard decided to provide shortcuts, in the same way that they did with cooking. As a crafter, this makes me a bit sad; I quite liked that there was an advantage to knowing where to gather all the materials you might need to level a tradeskill. Although I imagine more hardcore players on large servers just buy it all from the AH.

As a miner, it makes me think that the price of Ghost Iron is going to go through the roof.

4. And you’ll also need a bunch of Ghost Iron to make the new Lightning Steel material that is going to be used to craft new blacksmithing recipes in the next patch.  I’m not all that excited by any recipes that I have seen, as it’s mostly iLvL 463 (blue) weapons that can be transmogged to look like Burning Crusade weapons. I never thought that BC was really the weapons high point of the game, but your mileage may vary.

This isn’t really a gold guide, and if I need more in game gold I’ll probably just keep selling crafted PvP gear. But it’s intriguing to see Blizzard deliberately driving the economy like this. I can only imagine what will happen when they eventually bring in legendary gems (these recipes usually appear a few patches into an expansion) which are bound to be based on Ghost Iron too.

[General Gaming Links] Events, ‘I quit’ posts, TESO, Wildstar, and more

otters

harlequeen @ flickr (Brought to you by otters)

So this is the second links post of the year so far, and unlike the gaming news links of last week, what I’m aiming to do with the regular general links posts is simply to highlight blog posts and articles that have grabbed me. Because I’m aiming to save up a month’s worth of tagged content, some of these blog posts won’t be ultra recent but I like to think the better ones improve with time.  Let’s see how we go!

Omali at MMO Fallout talks about Random Events in Runescape and how he thinks Jagex have evolved them over the years.

Overly Positive is a community mod blog, and in this post Frank discusses how mods deal with “I quit!” posts. Anyone ever written an “I quit” post on a public forum? I know I never have. I generally just quit without a fuss.

Community people are always interested in why people decide to leave a game they represent, which is why all the people who inevitably respond to “I quit” posts with the notion that they should somehow shut up, go away, go back to WoW or whatever else, doesn’t really help us.

Terra Silverspar is cautious about The Elder Scrolls Online, and explains what Zenimax would have to do to change this to optimism.

The Pensive Harpy begs for an end of cinematic  CGI trailers for MMOs.

Sure, they look really cool, and can thrill the imagination. But they have ZERO bearing on the actual game, and they show nothing of significance about the gameplay (you know, the bit that actually matters?). The more slick and impressive one is the more I think "How much money was wasted on making this rather than being invested in something useful for the game?"

Green Armadillo has been playing SWTOR and TSW recently, among other games, and weighs in on how he thinks the monetisation schemes are working out. I personally do struggle to write about monetisation at the moment, and it is partly because I know that SWTOR and GW2 are making a lot of money from selling random lootboxes, but I cannot understand the motivation of players to spend upwards of $100 per month on random loot boxes! I just don’t get it. How is that fun? But there are a large number of players who do this, enough to keep games viable.

I have new theories about both games… neither of which would be good news for me as a customer of both products.  I get the impression that SWTOR is heavily dependent on its cosmetic item gambling packs and that TSW appears to be running a fire sale to keep the lights on for a few more months before going under.

He has had a blistering good blogging month, and another blog I want to pick out is his takedown of Marvel Heroes and the decision not to pre purchase.

smakendahed is struggling with GW2, he plays characters up to the mid 20s-30s but can’t seem to stick at it any longer than that. Here is his discussion of his experiences and  a plea for others to explain what motivates them in the game. (For me, it was the people I was playing with.)

I have no motivation to advance to the cap or continue playing once I’ve gotten far enough to see how a class plays and gain most of the abilities that interest me.

j3w3l is also musing on the state of GW2.

For a game claiming to be the evolution of the genre I’m not actual very sure as to the way it did. They abandoned ideals that were working well, and created solutions to problems no one was having.

Psychochild writes about the grind in MMOs, and particularly with reference to GW2. He ponders how things can turn from new/fun into dull grind from a player perspective and thinks about what Arenanet could to do perk things up.

I keep wanting to write about The Walking Dead, and keep telling myself I should wait until I’ve finished the game first. (Short version: it’s amazing.)  Currently I am about to start Chapter 3, and I find I need a break between chapters as it’s quite traumatic. Syp describes his experiences with the game and in particular how the choices  made in game have affected him.

Nick Dinicola explains why he thinks driving games and open worlds shouldn’t mix, in the process discussing what he thinks the core themes of an open world game really are.

A good open world will get you to stop at least once to admire the environment. There’s always one spot from which we can see the whole world, and it is in this moment that it hits us that this is all open to us, that we can go anywhere. An open world should give us a sense of majesty and wonder while providing lots of gameplay options.

Vixsin is impressed by how many goals she still has in MoP after reaching the end of Tier 14 progression. (She wrote this last month so may have run out of goals since then Winking smile ). She’s not completely uncritical, but pretty positive about the experience so far.

Stormy at Scribblings on the Asylum Wall is angry at feeling pressured by Blizzard into doing PvP. There are two battlegrounds that you need to win as part of the legendary questline, plus various encouragements to PvP as part of the Domination Point questlines. I can sympathise with this, I don’t hate PvP as much as s/he does but that’s purely because I could get my battleground wins and then never go back again.

The Godmother ponders how people are going to gear new characters and alts in the next WoW patch.

Once LFR as it currently stands is relegated to ‘old content’ I’d expect no-one with a desire to competitively gear to want to set foot in one again, especially if you’ll need rep from the new instance to keep up with the Joneses. This means MSV, ToES and HoF will become ‘The Alt 25 Mans’, full of people wanting to gear their secondary characters: I’d suspect an increase in wipes and a decrease in decent group quality as a result.

Ted A. suggests a few possible improvements to LFR loot mechanics in WoW.

Keen argues that PvP isn’t necessary in MMOs. Which is interesting as it still seems fairly core on the feature list of most upcoming games.

I think a game designed solely around capturing people in the moment by creating a really rich PvE world is a something I can really enjoy.  What does that mean?  I guess I envision myself packing a bag full of resources, and setting off in a direction with friends to see what we can find.  I like the idea of not knowing what’s out there, or not knowing when I’ll be back to town because the game — the world — is letting me go off and truly make the “player vs. environment” a reality. ((…)) Maybe that’s why I wish PvP was seen as less of a requirement.  PvE has the ability to create a much better experience for me, and I wish those types of experiences would be developed further even with the risk.

Pete at Dragonchasers, a self described ‘casual shooter fan,’ finds that F2P games can keep him happily amused. But he wonders what kind of an impact they will have in the long term, and how devs will lure casual players to pay for what they can currently get for free.

I wonder if there are enough serious shooter fans to support many big budget $60 games. It is my understanding (and I may be wrong) that game publishers need casual gamers to purchase their titles in order to thrive.

So in the future, how will these publishers lure in casuals like me? What are they going to offer me that I can’t get for free?

Jester is a really good EVE blogger, and to my mind he is at his strongest when writing about the big picture (and not so much about minor political disagreements between various EVE personas). This is a really good post where he ponders the three main goals for CCP this year. These are for Dust to launch successfully, attract new players to EVE, and keep the old EVE players happy. (A cynical reader might assume that the last two would be running goals anyway). Obviously CCP could have timed Dust better since it looks as though the PS4 is about to be announced …

The Angry Dwarf wonders what would be so awful if every game had a super easy mode.

Syncaine looks back on WAR (Warhammer Online) and remembers the good things about the game. I was and still am fond of the game, although I haven’t played it for ages. Plenty of commenters also chime in.

…if you look at what WAR brought to the genre, and compare it to SW:TOR or the ‘genre fixing’ GW2, WAR win’s in a landslide in terms of contribution. Public quests, evolving cities, how they did instanced PvP, the Tome of Knowledge, map functionality, etc. Yes, at the end of the day the game did not work enough to succeed, but many of its parts were brilliant and the blueprint going forward.

Syp lists 40 things he is looking forwards to with Wildstar. The astonishing thing to me is how negative most of the comments are. I get not agreeing with blog posts, but wow that’s some anti hype right there. Maybe it’s just the list posts people don’t like.

[WoW] How I learned to stop worrying and love pet battles

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Observe the amazing acrobatic maggot!

Readers, I was not the greatest fan of pet battles in Mists of Pandaria. Oh, I had completed the opening questline in Orgrimmar and gone out and caught a few low level wild pets locally, tried out a couple of my favourite existing pets in battle to see what powers they got, battled a couple of the low level NPC trainers. It was cool, I thought. It reminded me of Pokemon, which is one of the more solid game designs in gaming history. It was a good idea, reasonably well implemented, I thought. I could see how it would appeal to other players. Then I got distracted by Pandaria and all the other shinies and dailies and crafting and auction house, and so on.

I was wrong to dismiss pet battles; the system is rather good, entertaining and engrossing.  The WoW dev team have successfully added a solid standalone separate gamestyle to their flagship MMO.And they have done it via  adding depth to the popular pastime of collecting minipets, and it’s all totally optional.

This is the story of how I discovered pets, or perhaps of how pets discovered me.

So there I was, quietly levelling a new alt …

Sister Incarnadine, the undead monk, was gingerly exploring  the Eastern Plaguelands – we could call it a pilgrimage through traditional forsaken domains. A journey through the history of her own folk. The Plaguelands were still dead and withered, no druids had reinvented them as they had with the Western Plaguelands. The orange-brown environment melted the eyes, along with the remnants of scourge invasion from pre-Cataclysm times that even Deathwing’s fire had not purged.

Hooking up with a travelling caravan, and two young paladins who were also on a pilgrimage to join the Argent Crusade, the monk silently faced her own private demons. It was a literal as well as meditative silence, her vows hanging heavily upon her. She silently accepted the lucky charm that the caravan driver cheerfully bestowed upon her and set about making the route safe for travellers.

When clearing bodies away from the path, she found a … curiously perky maggot feasting on one of the corpses. Picking the little fellow up (because no forsaken has a fear of maggots, and many are quite proud of the number that their rotting bodies can support, not to mention the weekly Undercity maggot racing contests), she put it in on her shoulder and forgot about it. Until “What the hell was that?!!!” she choked, as the maggot did a perky backflip over her head, landing neatly on her shoulder again.

The maggot looked innocent. No, actually, it looked pretty feisty, for a maggot.

‘Maybe I have an entry for the annual Brill maggot fighting competition after all’, thought Sister Incarnadine. ‘But first he’ll need – a training montage.’

How to get a somersaulting maggot of your own

1. Go to Fiona’s Caravan in the Eastern Plaguelands. If you haven’t started the zone yet, it will be located just across the zone borders from Western Plaguelands.

2. Do Fiona’s quests until you have progressed enough that you are invited to join the caravan in travelling to the first tower.

3. After arriving at a tower, you can click on the caravan to be offered a buff. Pick Fiona’s luck buff.

4. Go slaughter creatures in Eastern Plaguelands. Occasionally you will loot an extra lucky bag. That bag has a chance to contain Mr. Grubbs.

Life with the Thrill Kill Maggot

So the tipping point that got me back into pet battles was acquiring a bizarro blue quality pet (Mr. Grubbs) completely … out of the blue. It was then a short step towards thinking “I wonder how good this new pet is at pet battles,” and then “I’d better go train it a bit,” and then, “I could train some of my favourite pets at the same time, I always had a soft spot for the Crimson Whelpling that Arb gave me back in Vanilla.”

Then before you know it, you’re checking what other cool pets are around, reading blogs about pet battles, figuring out how to get some of the other cool pets, running the pet battle quests and dailies, trying out new pet battle teams, downloading addons, showing your pets off to other guild members in raids …

So then I found out that there was a robot cat, and had to plot to capture one. I was wandered down to Karazhan to fight the battle trainer and saw another pet I’d never seen before, turns out it only spawns in the early morning! There are pets that only spawn during the Summer/Winter, pets that only spawn when it is raining, pets that spawn rarely or in very narrowly defined areas, pets that can drop off raid bosses. Once you catch the bug (sic), there’s no going back.

For me, the combination of finding cool, unusual pets as I wander around and being able to go hunt down cool pets that I have heard about or read about somewhere else is a real winner. I would love to say I was good at pet battling but have never actually tried a PvP match yet. Still, Sister Incarnadine and her travelling menagerie are making their way through Outland with some success, and I find that wandering off to capture new pets livens up the levelling experience no end.

So: feel free to add any links to cool pet battle blogs in comments and I’ll add them to the blogroll. And if anyone talented feels like helping me come up with a winning pet battle combo that includes Mr. Grubbs, I’d love to hear it.

[News] TSW drops subscription charges, Layoffs at Trion

Just a couple of links today because the news is rolling.

Rock Paper Shotgun have an interview with Funcom, AHEAD of the announcement that TSW is going to drop sub fees. I don’t really understand this whole concept of the pre-announcement announcement, but moving to non-subscription is going to make the game much more appealing to anyone who was on the fence because of the costs.

I’m certainly much more likely to take a longer look. We knew Funcom had issues with TSW sales from previous layoffs, hopefully this will help the game to find an audience. Alongside SWTOR, this is another nail in the coffin of the subscription MMO — not to mention another example of an MMO changing its payment model fairly shortly after launch.

And in other, sadder news, Trion is laying off a number of developers from the Rift team. (What is it about US firms that they like to have a round of layoffs just before Christmas?) We heard very little about the sub numbers for Rift recently, so I can only guess this means that expansion sales weren’t enough to keep the boat afloat. I have been curious about how well Trion is managing to cost all of it’s projects (Rift, End of Nations, and Defiance). 2012 is certainly turning out as an anno horribilis for the gaming industry,  in the West at least. Moorgard notes that he has friends who have spent the year moving from one layoff to the next; I can only feel for them and hope next year works out better.

Oh, and Darkfall put back their release until January to allow more time for testing. This will likely be interpreted by a lot of people as a failure, but I tend to view delaying launch to allow more testing time as a success that bodes well for the future.

One off events in MMOs, and the players who love them

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Ideally this picture should show a screenshot from the recent weekend-long one shot event in GW2. It should but it doesn’t, because I wasn’t there. And the world event went on without me. A one off event, by the way, is any event that happens in a game world on one occasion only, like opening the gates of Ahn-Quiraj in WoW.

My traumatic experiences with one off events in RP MUDs

You’d think that players in virtual worlds would love it when exciting world events kick off! We know these persistent game worlds can get a bit boring, a bit stuck in their rut. What could be more popular than a big event to give everyone something new to do or talk about? You’d think, right?

Back when I was staffing a MUSH, we used to run staff-driven plots alongside player-run plots (which mostly, if I’m honest, revolved around romantic subplots.) And occasionally, one of the staff would have a great idea for a world event. We had plague, earthquakes, a tyrannical ruler demanding a census of all the NPCs and player characters, psychic vampires appearing in people’s dreams, and in one particularly adept piece of foreshadowing – a financial disaster and run on the banks.

From running these events I have learned one thing. Do not assume that players will find your event more exciting than their daily cybering. Do not assume they will be invigorated by the opportunity to interact with the new event or the NPCs involved.

And the other thing I learned is that players like to have the opportunity to opt in. When we posted up messages asking for volunteers to be involved in a plot, telling them only that it would involve dreams and nothing permanently bad would happen to their characters without their permission, we got a good number of volunteers for the psychic vampire plot.

The traumatic event of the title, by the way, is that when I introduced the royal census plot (not an opt in plot) one of the players contacted me and said their character would rather commit suicide than submit to the census. I was all about suggesting ways they might be able to make some cool plot out of dodging the census (and there were viable ways to do it) but the player was adamant. It was a DID NOT WANT moment. Since I wasn’t able (or willing, really) to stop a perfectly viable in game event just because one person didn’t like it, things continued on. It got a bit feisty IC – the upset player acted it out by disclosing her character’s feelings to a PC she knew to be a powerful loyalist. That player was upset OOC because she didn’t want to kill another player or force them to submit to the census, but it was the only avenue she felt open to her. And so on. It would have been easier all round if the upset player had just accepted that shit happens and laid low ICly for a week or so, hanging out with other disaffected characters.

And the lesson from this is that some players feel a strong sense of ownership of the setting or the NPCs. They don’t like it when things happen that they didn’t want to happen, and they don’t really like having so little control over the setting. Saying “just roll with it” to them is like lighting the blue touchpaper.

But in an MMO, or any game where you can’t just discuss things with the GM, sometimes you have to just roll with it. You are one character in a big world. Things happen that are not all about you.

My theories about events and control

I have a theory that there are two types of players who play virtual world MMO games. Neither are really thrilled with virtual worlds, but for different reasons.

  • Type 1 players prefer the game world to be mostly static, as a backdrop for them to drive their own goals and events. Maybe that will be through doing quests and raids at their own pace in a theme park game, or player driven events in a sandbox. They like plans, and knowing what they will do when they log into the game and events being explicable (e.g. if the price of ghost iron ore goes up, the Type 1 economy focussed player will know why or be able to find out.)
  • Type 2 players prefer the game world to be more dynamic, up to a point. They like unexpected, memorable things to happen, and get bored of the static world and static scheduling. They don’t mind being killed horribly by some random spawn epic monster while questing if it meant they got to see a cool epic monster, and then maybe stick around to get a raid together to kill it. They don’t mind being caught up in a huge in-game plague of zombies, or an exciting weekend event. They enjoy these things … up to a point.

Type 1 players don’t really like too much randomness in their gaming, unless directly caused by other players. They have things they want to accomplish in their gaming time and will be disrupted if they aren’t able to do those things. They will tend to be annoyed if the devs throw random events at them unless they have time to organise their schedule around them, in which case they might like the events quite a lot. As long as they don’t go on too long. They like being rewarded for making smart choices in their gameplay.

Type 2 players are up for anything that seems interesting, particularly if it breaks up their regular routine. They won’t fret overly if they miss out on one event or reward as long as there are other interesting things for them to do. They don’t like being punished for making gameplay choices based on what looks interesting.

There are also two types of dynamic event.

  • Event driven. An event that is triggered by something the players do. You see this a lot in single player RPGs.
  • Time based. The event will happen when it happens,  independent of the players (at least until it starts – once it is running, how it ends might be dependent on player activity.)

So my theory is that Type 1 players (who are the majority of core MMO gamers) prefer the control and predictability of event driven dynamic events. One off events are fine as long as they have advance warning of exactly when, where and how long the event will be. Or if they run in such a  way as to not disrupt anyone’s existing plans.

Type 2 players like either type of event, but they especially love being part of the big memorable one offs. Anything where they can be justified in laying their regular routine aside to do the new stuff instead.

Suppose you gave a party and nobody came?

What if an event ran and players just don’t turn up it? Player run RP events often run into this barrier. It isn’t even because people aren’t interested (surely on a RP realm, you could find a handful of interested players for just about any RP). It’s a combination of poor word of mouth, players not knowing/trusting the organiser, or players having something better to do. How you decide that you have something better to do is a combination of what goals you were working towards anyway, what your friends/guild are doing, what rewards are on offer, and whether the event sounds interesting.

So it isn’t enough to just allow players to opt in, offer the chance to take part in something cool happening to the game world, and give plenty of advance warning. Players need rewards too. Plus if you want numbers, they need the chance to get the word out while the event is still on.

I do personally have a soft spot for unannounced surprise events though.

The best one off event I have seen in an MMO was the Rakghoul Plague in SWTOR. That is partly because it came with no warning. Absolutely none at all. I was on the fleet, chatting to my guild. Then there was an announcement on the local channel, news holos appeared on the fleet with announcements of an accident … and we were off to the races. EVERYONE was excited. Everyone was talking about it. Everyone was racing off to Tatooine to investigate. And there were parts of the events that were accessible to lowbies as well as high levels.

It also lasted a week or two, which was plenty of time for word of mouth to kick in.

The second best one off event I have seen was a poetry contest in DaoC, which was run by one of the GMs but with lots of input from players. We knew in advance that this was scheduled, which gave people time to prepare and set aside time to attend. It was fun because there was a lot of player involvement.

I’ve seen plenty of other one offs, and the ones which were generally more memorable to me were the player driven events. Although they don’t always do so well at allowing everyone to actually take part. ie. you can go to a huge fancy ball and enjoy the atmosphere, but chances are you will be standing at the back watching events unfold. Similarly with large PvP raids, although you can usually at least hit something or play with the siege equipment.

Some have been more interesting mechanically with new minigames or requirements for the realm to work together to unlock an event. Others had more human input, or involved much larger numbers.

All of these can be cool, all of these can be fun, all of these can enhance the MMO experience.

Is it really all about control and rewards, in the end?

Maybe it is all just about control and rewards.

The players who hate one off events dislike having their previous plans interrupted (especially if the interruption lasts for a few days.) They don’t want to ‘just go with it’ or ‘enjoy the experience’ or ‘just not log in or go to that location while the event is on.’ They want their controlled, predictable environment back. They prefer to be in control of their own events and not have world events dropped on their heads.

Another category of players will be frustrated if a one off event gives really good rewards or some kind of achievement and they aren’t able to attend (maybe like in the recent GW2 event, it just doesn’t last long enough). They don’t want to ‘just go with it’ or ‘not worry because there will be something else next month and they can go to that’, they just don’t like missing out on content.

Devs need to try to keep these two groups happy, particularly the first set as they are quite a large grouping.

But also there are players who ADORE world events, love seeing the game world disrupted, like being part of something memorable, enjoy running around with a bunch of other people who all want to go check out the new event, and really love being surprised by the game world and other players. For everyone else: one offs are for these guys.

You’ll get yours. Meanwhile, try to just roll with it Winking smile

[GW2]What do you give the gamer who has everything? More progression!

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Someone is a bit enthusiastic about serving the Mad King

The Guild Wars 2 team have been wasting no time with pushing new content into the game. We have already seen a Halloween Event which included new quests, jumping puzzle, mini instance, mini PvP zones, and lots of cosmetic rewards. This weekend sees a slew of one off events and the introduction of a new zone (and free trials for the first time) and there is a new PvP map for sPvP also. Then there are the inevitable Winter/Christmas events which are doubtless in the pipeline.

But the latest announcement about this month’s new iteration of dungeons has been greeted with a 126-page threadosaur of outrage on the official forums. Why is that? Item progression. Entombed explains in more detail what the players are angry about. Some of his points look more valid to me than others – sure, a portion of the player base will care deeply about which site breaks the news but probably most don’t.

Truth is, in a game that was going to break open the MMOsphere by ditching all the conventions, this new content and gear looks very much like a traditional endgame gear progression. A new tier of gear is being introduced that sits between exotics and legendaries in terms of stats, and includes sockets for players to add a stat that will allow them to go further into future dungeons. Syp comments on the similarity with the unpopular LOTRO radiance mechanic.

And like the LOTRO radiance mechanic, none of this will impact on players who play the game more casually because they probably never had much intention of grinding cutting edge ‘endgame’ anyway. If I lack zeal for attacking Arenanet on this, it’s because I think their logic with the new content is sound. It’s just unfortunate that it goes against the entire spirit in which the game was sold.

To be clearer: The current dungeons are flawed, inconsistent, and not particularly fun. Let’s call it ‘inconsistently fun’; there are some cool encounters. There is also way too large a gap between exotic gear and legendaries, in terms of the amount of effort players need to put in. Legendaries stand at the end of an excessively long grind. Enough so that a player looking at the legendary requirements is likely to get sticker shock and end up playing the game LESS because they decide it’s not worth investing the time.

So a slew of new mini dungeons and introducing a tier of gear between exotic and legendary are both pretty good ideas. Introducing a classic MMO progression endgame grind into GW2? Nope, was never going to be popular. Particularly when the only way to get the gear is via dungeon runs. Particularly when players had become used to multiple pathways to gear so that dungeoneers, crafters, PvPers and dynamic event fans could all collect similar gear.

The outrage will get worse before (if) it gets better.  Yet still, Arenanet are putting a lot of effort into supporting their game with new content.

The problem with cosmetic progression

There is one huge sucking problem with the concept of cosmetic progression, i.e. letting players grind for gear that looks different/interesting/better rather than gear that has better stats. It is, “What if you don’t like the look of the grindy cosmetic gear?” Taste is subjective in a way that stat improvements are not.

And whilst you can transmute gear in GW2, who wants to grind dungeons so that they can buy some exotic gear with a new skin that they then transmute to looking like the old gear?

Does easier content make for friendlier MMO communities?

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A pretty WoW screenshot, being able to fly does give you a good choice for perspectives

It has become a truism in MMOs that behaviour in random pick up groups can be really atrocious. There will be elitist jerks urging everyone to gogogo, pulling extra packs of trash mobs themselves if they think the group isn’t moving fast enough, there will be people acting like idiots purely to annoy the rest of the group, there will be insults, aggression, rage quits,  intolerance towards newbies. It’s like a war out there, put on your kneepads and body armour before venturing into LFG!

It’s also widely held that smaller, more coherent communities tend to be nicer to each other. I’m not so sure this is always true, but guild groups certainly tend to be nicer and more successful because of being willing to work together.

And yet, while I’ve been running at least one heroic a day in WoW, and LFR raids every week too, I just haven’t seen much of the horrible behaviour that gives PUGs such a bad name. The worst I’ve really seen is people leaving the group mid-instance, possibly even mid-pull (which is bad behaviour, yes), and a bit of frustration on raid/party chat which is as often countered by people telling the speaker to chill. It isn’t just that I’m on a more chilled out RP server because LFG/LFR is cross server. Although the world boss groups (Sha of Anger et al) on my server have tended to be particularly chilled out and willing to welcome any warm body who is able to help, even when people are annoyed at being beaten to the pull by Alliance – which happens reasonably often because they outnumber us on the server.

So while it’s not possible to change human nature, I think PUGs have become nicer in MoP than they were in Cataclysm. While this isn’t great for having funny ‘it came from the PUG’ stories to relate in blog posts, it probably does mean that the player base in general is having more fun (where being in aggressive LFGs counts as less fun). The only factors I can put this down to are:

  • People who left because they didn’t like pandas were some of the really annoying folks so the game is nicer without them (I don’t really see why this would be the case but you never know)
  • The instances and LFR are generally easier in MoP and less dependent on every individual performing well. Easier content means that there’s less stress on a group. If people just settle down, chances are they’ll get through it in reasonable time.
  • Less odd trash pulls which need specific tactics (Shado-Pan excepted). If you are looking up instance tactics, they tend to focus on boss fights so making these the main content in instances means there is less for new players to learn.
  • The more hardcore players are still motivated to do regular LFG/ LFR for the tokens, but less gated by inexperienced/ bad players. ie. If you are a decent dps player, chances are you can pull a group through a heroic even if the other two dps get themselves locked out of fights, die in the fires, etc.

I also think Blizzard has done a good job of making the boss fights generally fun, even though the group difficulty is a bit lower. There’s lots of movement, add switching, things to dodge, and all the other stuff that generally switches games up from pure tank and spank fights.

But really, random groups need easier content to make up for the fact that they won’t have as much experience at working together, are less likely to communicate, and are likely to contain players of widely differing skill and experience levels. We’ve seen this in the GW2 dynamic events also – they’re easy, and there’s no group size limits, so any warm body is welcome. I am glad Blizzard have twigged this, because their group content is one of the strong points of WoW and making PUGs more fun for everyone (newbies and hardcore alike) is a huge win for the game.

Bashiok actually says as much on the official forums:

While you may go in with a ((random)) group and all learn something, that a specific mob needs to be CC’d, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you’re matched with ((…)) and most people don’t want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren’t matched together: normal and Heroic raids.

Do you think the WoW community has become more pleasant in PUGs in this expansion?