[WoW] Something old, something new: life as a returner

Demons in Well of Eternity

Story of my life

Last time I wrote about WoW, I touched on my first impressions of the game as a returner. The overwhelming chaos, rudeness in groups, how intimidating the game can feel when you’ve been out of things. This week I have persevered with things, played around on some alts, and had my hand held in one of the new heroics by a very patient guild group. I don’t feel as much like a fish out of water any more, and while I’m better able to appreciate some of the things I always liked about WoW, there are mechanics from SWTOR that I really do miss.

  • AE looting (this is coming with Cataclysm I think)
  • Every class having a way to heal up quickly when out of combat.
  • Every class being able to res out of combat.
  • Sending your companion to sell your vendor trash
  • Ressing near your corpse or outside the entrance to your current instance, rather than miles away at the nearest graveyard.
  • A built in configurable UI. Yes, WoW has addons, but this would be easier. (I don’t think there’s anywhere in WoW where players are advised to check out addons incidentally, you just have to know what everyone does and where to find the current popular ones.)
  • I do miss having a companion to heal/tank/CC/ dps but WoW PvE is just easier than SWTOR so it’s not really a big deal. I’d only really want a healer or tank in WoW.
  • Writing that generally makes sense. WoW has some very well written quests but the consistency isn’t really there and in some zones they messed up quite badly (Dragonblight can get very confusing if you do the questlines in some orders rather than others, for example.) It was also rare in SWTOR that an NPC would send me off to do something for some reason and I’d think ‘how did he know that?’
  • Stories that I care about. SWTOR can also be hit and miss with these but they hit more than WoW does. This feels like more of a Cataclysm issue to me, because I remember Wrath feeling a lot more focussed and motivating.

I still feel a bit overwhelmed with the sheer volume of information that WoW throws at players. My characters all seem to have zillions of abilities. Running heroics feels as though it requires memorising hundreds of encounters (possibly multiple times if you play more than one role). How on earth do people remember it all??

As far as the community goes, I have had enough slightly less bad experiences in groups so maybe I was just unlucky before, but I also feel the game is less friendly than it used to be.

I have also spoken to several players who have just returned to WoW after breaks of up to a year – amusingly we were all in the same random instance together and since I’d run it once before, I automatically became the expert who got to explain it to the others. It was a much friendlier group though, and we did get through it. So it may well be that quite a lot of people are heading back to WoW now in preparation for the expansion.

I also spoke to one actual new player. This was after he had asked a question in Orgrimmar and had a few people mock him in general chat (this is not actually the sort of thing I’d have expected to see on Argent Dawn last time I was around, some mockery sure, but not of basic/ sensible questions). He whispered to me after I’d answered the question to say thanks and mention that he hadn’t been in the game long.

Addons

The easiest way to pick out some addons is firstly to ask around guild/ friends. Or secondly, head to curse.com and check which are the most popular addons. It’s as good a place to start as any, and you can always go hunt around blogs if you’re not happy with the ones you have.

I think I ended up checking a few out but ending up mostly with the same ones I liked previously:

Wot I Did

The easiest way to explain what I’ve been doing in WoW over the last week or so is to look at achievements. That may say something deep about the nature of the game, but I think shows again how well implemented the achievements are. There really are achievements for every play style.

wow_cheese_aug

So the top three here are from heroic instances, and the bottom one is from a daily quest – I imagine every Tom, Dick and Harry can finish off that dragon in under 90s these days but I was pleased with myself for doing it solo when the achievement came up.

I want to talk a bit about how I tried to get the confidence together to run heroics. My guild were great, and we did run the first new heroic together, with voice chat and lots of advice and reassurance. At that point I was thinking “That wasn’t too bad, maybe I’ll try another run with them before I do those on my own.” So I queued for a regular Cataclysm heroic, and the LFG threw me into another of the new ones (I didn’t know it could do that.) At which point I just followed everyone else and hit what they were hitting, and it seemed OK and no one complained.

So presumably with a bit of practice and a couple of upgrades, my dps has gotten beyond the ‘omg what is this doing in my instance’ level to the point where no one is talking to me, which I imagine means it is OK. After that, it felt that a barrier was broken and I was OK with just queueing for them like everyone else. I  feel that I am getting the hang of them now.

Blizzard is clearly going for some ambitious storytelling here with instances set in the far past, far future, and present day. Whether or not you can actually FOLLOW the story I’m not sure, you might need to know what the Dragon Soul artefact is for a start. Or maybe I missed the part where they explained that. I found them all a bit shorter and easier than the classic Cataclysm heroics, assuming your gear is high enough level to get you in the door.

wow_hot_map

Another new tweak is that the instance maps (as shown above) are really very slick now, with brief explanations of the backstory for each boss when you mouse over them. Basic boss guides are also now in the UI, so you can look up every boss in the instance both in normal and heroic mode and find out what it does mechanically.

Of the three, Well of Eternity is a particularly strange instance, which gives every indication of having originally been designed as a raid. It’s  that bit more epic than you’d usually expect; and you get to meet/kill quite a large number of important lore figures along the way. I suppose you can always go back to Outland and kill Illidan later on if you want to see him again, I half wondered whether the game would take into account whether you’d done that (in his far future, obviously) when you met him in the instance. But it doesn’t. The instance also features time travel, stealthing around hordes of demons, and extended NPC dialogues after the final boss has died (ie. when most players have probably already left the instance.)

wow_wellofeternity

Here we’re just chilling with Illidan in Well of Eternity when he … dude, was that really a good idea? (Also we are disguised as night elves, which I personally found quite traumatic.)

I still haven’t had the nerve to try a random raid yet.

Nights at the Circus

wow_faire1

Darkmoon Faire now has its own minizone, and portals to the Faire open where the Faire used to be. This sounds confusing (and is) but basically when the Faire is up, an NPC will be in every capital city who can transport you to your nearest portal – why he can’t just transport you straight to the faire I do not know.

As you can see from the screenshot, it is very purple. This shows Spinks standing on a hill looking down at the Faire. There are minigames, none of which really grabbed me, quests you can do which raise your crafting skills, and some achievements to be gotten.  The crafting perks will be particularly great for people trying to eke out those last few points when raising tradeskills.

wow_faire2

Spinks is shown at the bottom here, to give an idea of the scale.

Preparation H

The whole process of getting ready for a new expansion can be seen in two different ways.

  1. It doesn’t really matter whether you put any effort into it or not, the new expansion will render most things irrelevant and you’ll be just as able to make gold and farm materials after it has dropped as before.
  2. Get everything ready so that you can level your characters/ tradeskills etc as quickly and smoothly as possible.

I’ve never been big on overdoing the preparations so I am mostly just looking at clearing my inventory of things I’m not going to need any more and deciding if I want to level any alts. I figured it was a also good idea to level my alt with Enchanting so that he can disenchant any drops I pick up while levelling, which also gives me a good excuse to check out the Cataclysm levelling zones again to see if I didn’t properly appreciate them last time round. (Poor warlock, he only ever gets levelled at the end of expansions, to just high enough level where he’ll be able to buy the next tier of tradeskill.)

One thing I notice immediately is because of the transmogrification mechanics, I take much more interest in the green drops and quest rewards. Even if it isn’t an upgrade, it might have a really cool look that I’d want to keep.  I still feel piqued though that they put transmog in after I’d gotten rid of my Tier 10 warrior gear.

The only other thing on my bucket list is to attempt to get Pebble as a pet. This explains why I ended up getting that daily quest achievement, shown above. (It’s part of the same set of dailies that can eventually reward with the pet.)

What are those blue remembered hills…?

WoW is still a very pretty game, here’s a couple of screenies I took from levelling alts.

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[Links] No news is good news edition

I wish I could package some of the good cheer that has enveloped us here from hosting the Olympics the last couple of weeks; whatever doubts people had beforehand, I don’t know anyone who hasn’t enjoyed the whole thing. Plus Paralympics still to come (that’s the one where I actually have a ticket to go see the Athletics Winking smile ). I’m surprised that the blogosphere hasn’t picked up on the Olympic theme more, I was half expecting to see discussions around sportsmanship in gaming (like: hardcore Olympic athletes don’t smack talk each other, and they congratulate each other after a good race/ bout) and whether e-sports might ever be included in a modern modern pentathlon. Alas, it was not to be.

Big up though to The Godmother who does share my Olympic enthusiasms!

The Secret World: one month in

The Secret World launched on June 29th, which means that it has now passed the one month mark, which also means time for some punditry on how things are going. Short form: not meeting publisher expectations. Blogger reactions on the other hand have been very positive. Players are enjoying the game and the general buzz has been good; unfortunately not in projected numbers, it seems. (So: philosophically, does that mean the game is a success or a failure?)

Scott at Broken Toys quotes from Funcom’s note to shareholders, highlighting  that projected sales for TSW will not be met. This is bad news for players, and likely worse for employees as at least 10% of them will be laid off.

Flosch at Random Waypoint gives his first reaction to this:

I really want TSW to succeed. It’s earned its right to succeed, and it shows that Funcom seems to be a company able of learning, which in and of itself is rare enough that it should be rewarded, not punished. Plus, I am having so much fun in the game now! It would be sad to see Funcom fail 100 meters before the finish.

Sente at A Ding World notes that the sales for TSW are pretty much in line with his expectations, that it’s likely that retention will be better than for similar MMOs, and that TSW is going to be available on Steam which might also extend its reach.

I did not expect then to sell over a million copies of the game and if they sell 500K copies of the game the first year I think that is fairly reasonable actually in todays market. Not because the game is bad, far from it. I think the game is great – but I think it is also a game that does not go out of its way to attract the big masses.

I see a general theme that solid games are being released onto the market but because the pre-launch predictions by publishers have been wildly over optimistic, costs aren’t kept in line and a game that probably should have been a success may end up labelled a failure. We’ve seen it with 38 Studios, SWTOR, and now TSW. It’s a failure of the marketing team (stupid projections) and bean counters, not necessarily of  design.

Terra Silverspar also writes a good review of TSW at one month in, explaining what she does and doesn’t like about it.

If I were to give this an overall, I would say wait until it goes Free to Play. I’ve heard they are adding more hairstyles and such, but hell, I hear a lot of things about MMOs that just launch that turn out to actually do very little. I really did want to like this game, as I said, but it just buried itself under the weight of a lot of things that just make it not very fun for me to play.

EQ2 will require players to pay for future content in cash, not coins

SOE have been very up front about tweaking their F2P offerings if the money isn’t coming in quickly enough, and I wonder if this heralds a general trend.

Starting Monday, August 27th, 2012, we will no longer accept Station Cash as a payment method for Expansions and DLC Packs. Real-world currency will be the only way to purchase these products.

So basically: like most other F2P publishers, SOE allow you to buy their in-house virtual currency with real money and then spend that virtual currency in their cash shop. They are now not going to sell expansions and DLC in that cash shop, instead you’ll have to buy those in actual cash from their website (which we could call the real cash cash shop, or something.) The cash shop will now be restricted to cosmetic items, bag space, and the other usual suspects.

Presumably this was because players were stocking up on the virtual currency when there were sales on with the aim of using it to buy future expansions/ DLC – we can call this “acting like sensible and forward thinking consumers who are confident in making a long term commitment to the game.” So rather than just making the DLC more expensive in virtual currency terms, they decided to remove it from the cash shop altogether so I guess they have more control over what people pay for it and when.

Monetization changes in MMOs generally mean that not enough money was being generated using the previous method. So maybe the virtual currency is now being seen as a hindrance in selling that type of content. This is likely to be pretty rough for anyone who was stockpiling virtual currency in EQ2 with the aim of buying future DLC; that’s now money down the drain that they can only spend on virtual goods and other stuff they might not want.

In a quite prescient post, Green Armadillo wonders if it’s possible to monetise an MMO via DLC. I think games like Wizard 101 seem to manage OK but I don’t follow them closely enough to know if they are also putting more pressure on players to spend more.

My conclusion is that it’s better not to plan too far ahead with MMOs these days. Don’t assume that your game of choice won’t shift to F2P in under 10 months. Don’t assume that your virtual currency hoard will pay for an expansion next year. In a genre that’s traditionally all about the long term planning, it rather sucks to be forced into short termism but c’est la vie.

In vaguely related terms, Jester discusses specific money making strategies in EVE connected with the faction wars.

CCP in general and Dr. EyjoG in particular have been bemoaning the fact that there is too much ISK in the game for quite some time which is why you’re seeing an increasing number of sinks in the game.  The recent addition of the need to purchase data-cores for ISK is a good example.

There are two main reasons for a dev to want to introduce more money sinks into a game. One is for game balance reasons, to keep people who have built up huge money hoards motivated and give them stuff to spend the cash on. EVE has a second reason, which is to generate more income, because of the mechanic by which players can exchange RL money for in game cash (via PLEX). Players can never really be sure whether changes are made for the balance reason or the monetisation reason (or both).

Dust to Dust

CCP’s new FPS game, Dust 514, is in beta at the moment, and we’re starting to get some feedback from players. The exciting thing about this concept is that it hooks into EVE so players can interact by blowing each other up or something. The rather unexciting thing is that EVE is a PC game and Dust is a Playstation 3 exclusive, so it looks as though CCP are aiming for very different audiences (ie. as opposed to EVE players who like FPS games.)

Chris at Game by Night casts a FPS-fan’s eyes over the game. He finds the learning curve steep, and wonders whether existing console FPS players will find that a turn off.

CCP makes it pretty clear that they’re looking to expand the MMO audience to a whole new demographic, which is awesome. <…> My concern, however, is that they’re stacking the chips against them. Excel Online is alive and well in DUST. Look at the first video in this link. I see that depth and think “wow, that’s awesome.” Your average Call of Duty player will probably think, “holy sh*t, that’s a lot of stuff to worry about.”

My prediction is that players who get over the learning curve will absolutely fall in love with the game. There’s really nothing else like it or even trying to be. There are design quirks but I’m also very much aware that this is CCP’s first try at something other than a PC MMO.

TAGN notes that CCP have recently raised $20mil in new funding. If that is based on Dust popularity, then CCP may have a lot riding on this one. Will their funders give them enough time to build a core playerbase slowly and grow it, or would an indifferent launch hit the parent company hard? It will be interesting to watch this one from the sidelines, because a game with a steep learning curve might not be the one to pull in loads and loads of F2P players.

What else is in the links file

Ratshag hangs up his blogging hat; he’ll be greatly missed and I wish him and his family the best of luck for the future. (I was going to say that he’s always been a voice of reason, but maybe voice of unreason is more accurate Winking smile )

Pixelated Executioner tells the story of what happened when he reported another player for racism in WoW.

Stropp explains why he thinks that Windows 8 will be a catastrophe for gamers.

G. Christopher Williams writes in PopMatters about why some people are really interested in whether their opponents are upset in PvP.

Many bloggers and current SWTOR players share their reactions to the news that SWTOR is transitioning to F2P in November. Ravelation compares her experiences in LOTRO with the proposed SWTOR setup.

Welshtroll reflects on why he loses enthusiasm for games when they go F2P.

It seems that the GW2 honeymoon period may be over as the cold light of reality breaks over the darkest hype. One of the questions seasoned gamers are asking is what sort of longevity the game might have without a traditional PvE endgame. Kadomi presents a carefully thought out list of pros and cons for the game, explaining her final decision not to play.

Kurn writes about his decision to leave WoW after playing and raiding for many years:

It’s not just because I’ve been playing for nearly seven years. It’s not just because I’m tired and have other stuff in my real life I should really be paying attention to, either.

It’s because I have satisfied my curiosity.

Tzufit wonders where new or inexperienced players are going to learn to raid in WoW these days. I suspect they might go to older content, as I do see raids run to Wrath and TBC raids for transmog purposes. But Cataclysm certainly didn’t provide an easy learning curve for new raiders.

Day Z, the incredibly popular zombie survival mod for ARMA is being turned into a stand alone game.

Keith Stewart at Hookshotinc shares his confessions of a middle aged gaming writer.

I am aware, when I go on press trips now, that I am old enough to be the father of some of the other journalists I am with. <…> I am ancient enough to remember playing games in black and white, on old Grandstand consoles; I played Pac-Man in a Blackpool arcade when it first arrived in Britain; I even remember when Sega was a serious force in the industry. That stuff makes me feel like Rutger Hauer as the majestic yet dying replicant in Bladerunner – I’ve seen things you people wouldn’t believe.

Aly at Mistress of Illusions muses on why L2P (learn to play) is such a popular insult in MMOs, and what this might mean for GW2:

Speaking of Guild Wars 2, there has been criticism regarding the learning curve. Namely, that there is one. People don’t want watered down game play or another WoW clone, but when presented with something different, some people can’t handle being taken out of their comfort zone. Don’t get me wrong, there’s valid criticisms to be made but no complaint should ever begin with the phrase “I had to learn…” It’s a new game. You should have to learn. There’s nothing wrong with learning, and it’s a shame that a generation of gamers have stigmatized the act of learning.

Jeromai urges players, and particularly bloggers, not to let other players’ opinions of a game affect their enjoyment. He also admits to his love of cheesy games, and notes in the comments:

But my real point is, Popcap and other casual game manufacturers can hide some seriously solid gameplay behind initially unappealing to the so-called ‘hardcore’ gamer looks, and we will slowly get to that as I fiddle around with the games.

Quote of the Day: On Endgame

I had forgotten how good the Blizzard designer notes usually are. This is another great example of designers sharing their thinking about MMO endgame, with reference to Pandaria. (They are also very open about where they think Cataclysm failed.)

No developer wants to hear "I want to play your game, but there’s nothing to do." For Mists, we are going out of our way to give players lots to do. We don’t want it to be overwhelming, but we do want it to be engaging. We want you to have the option of sitting down to an evening of World of Warcraft rather than running your daily dungeon in 30 minutes and then logging out. We understand we have many players (certainly the majority in fact) who can’t or aren’t interested in making huge commitments to the game every week and we hope we have structured things so that you don’t fall very far behind. The trick is to let players who want to play make some progress without leaving everyone else in the dust.

This. This is why you never bet against Blizzard.

[TSW, SWTOR, WoW, CK2] Well, it’s certainly been a week.

I thought today I might sum up some experiences I’ve had in games recently. This is mostly a quick fly though, just to demonstrate how incredibly /different/ some games which are nominally similar can be.

The Secret World

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The Secret World had a free weekend, and sadly I didn’t have as much time in game as I had hoped. Partly due to watching the Olympics (on TV) and spending a day out in London (not to go to the Olympics because I didn’t have tickets), and also partly due to getting roped into some raids in SWTOR. So these really will be first impressions.

I like the game a lot, and as other people have said, the setting and storytelling is very engaging. For me there was a disconnect between “secret masters of the world. conspiracy theories.” and “welcome to Kingsmouth, here’s your shotgun. Go kill some zombies.” There is even more of a disconnect between the clever and immersive world building and a public channel full of “LF2M tank and healer”.  I’m also not sure whether I find that the combat fits neatly to the storytelling parts of the game – it’s common for RPGs to have this disconnect but the stylistic difference seems stronger in TSW. It just is a very disconnected game. All the individual bits seem good in themselves, but I liked the RPG/investigative parts so much more than the combat. Partly for that reason, this is absolutely a game that sings “single player or small group only” to me. Even more so than SWTOR.

But for all that, it IS immersive and engaging and I enjoyed how Funcom use the environment to drop clues to the player, as well as the usual “quest person marker” details.  I also always wanted to be an Illuminati, so there is that too. I also get a kick out of ‘take a shortcut through Agartha” and similar funky occult daftness; I love urban fantasy which this game does in spades. I didn’t have much of a chance to really check out any of the riddle quests so I’m still unsure whether I have the patience for that type of play or would get frustrated too quickly.

The screenshot above shows two of the other things I did really enjoy with the game.

  1. Blue hair. Apparently this is more of A Thing than I realised, since a lot of my twitter crowd mentioned that their characters also had blue hair. I do think it’s cool though. I also like how my character is holding the shotgun in the shot, her hands/fingers are actually closed around the weapon. Also was amused at being told I had good aim when I shot something. I am not a firearms person (to say the least) but I feel that using a shotgun at point blank range may not be a big aiming challenge.
  2. This shows a tutorial for the talent system. It’s a voiced video that steps you through how things work. Please could more games do this, it’s great.

Whilst I did get a good first impression from the weekend and would definitely like to spend more time with TSW, I can’t justify a sub at the moment. I just don’t have the time free in my gaming schedule. Maybe in a few months time. But I do want to go back.

SWTOR: All my raiding comes at once!

I think there’s a hidden switch in the communal mind of a new raidgroup that suddenly decides you are good enough (or needed badly enough) to be included in the main team. So I’m guessing all my practice with the Consular and generally being around and genial in guild chat has made a mark; this week I was invited to join the guild for runs in two Operations that I haven’t seen before: Explosive Conflict (Denova) and Karagga’s Palace. The raid leader was also really nice about explaining the fights, and the raids were friendly and patient. And we did clear them both. It was just a great gaming experience.

denova

These screenshots are from Denova, which is a very solid raid in my opinion. The encounters are interesting and well designed, there’s a nice mix of content, and they’re challenging without feeling that you are hitting your head against a wall. Bioware have done a good job with the raid content. Karagga is by far my least favourite of the Operations. The first and last boss are both thoroughly annoying (last boss might have been more fun if I had been on dps rather than healing).

My feelings about SWTOR seem conflicted at the moment. I do genuinely enjoy the game, but I’m not sure about its future. Whatever happens, I’m thrilled to have gotten the chance to play it, and to have met such nice players on both the guilds I’ve been in. This may affect how I view the SWTOR community in general, but even my PUG runs have generally been cordial and friendly. Dropping WoW last December to play SWTOR instead has been a really good decision for me.

In any case, this means that I have now seen all of the PvE content in the game, although there are harder modes for the Ops which we haven’t done yet. I’m not really sure what my next goals are, I enjoy raiding with the guys so will plan to keep doing that though.

Warcraft: Back for more abuse

I picked up a Scroll of Resurrection this week, and thought it would be a good opportunity to drop back into WoW and see whether absence makes the heart grow fonder. (The answer is: no, but it does give a different perspective.) My first impression on logging into Orgrimmar was of overwhelming chaos, noise, people all over the place, randomness on general chat. There’s so much going on and where is everything and heck, there’s so much of it. Like I say: overwhelming.

From what I can gather, the only new content since I last played (in December) is that the Darkmoon Faire has its own zone now. It looks cool and a bit foreboding and the music is good. The new Faire is (as with the rest of WoW), busy, noisy, overwhelming. There are quests which grant tradeskill improvements as well as rewards, and some minigames. None of the minigames looked especially interesting at first glance. There’s only so much designers can do with ‘whack a mole’ or ‘steer the vehicle into the other vehicle.’ This is a shame, because I would have thought a fairground would be ripe for actual vehicle minigames.

It was of course great to chat to my guildies again in game. They are a really good bunch, and have been the one thing I really did miss from not being in game. I did think it was a bad idea to agree when someone suggested queueing for one of the most recent heroic instances. This proved to be the case, and the complaints about poor dps started very soon into the instance. I do think there’s an issue with the game where everyone is studying your dps the whole time in groups using real time damage meter addons, even when they don’t need to. Anyhow, I didn’t stay long, I suspect my dps would have been OK but that’s not an atmosphere you want to learn new fights in.

This, incidentally is where WoW is utterly failing at the moment. If a reasonable, average player cannot learn a new fight in LFG and guild groups are unlikely to form (due to people either preferring the convenience of LFG or being tired of the group content) then your group game is basically dead. I’ve heard arguments that this will be better at the start of a new expansion when the content is new to everyone. I don’t entirely buy it; this may be true … for a week or two.  If Blizzard want to break this chain then they need to a) make the LFG instances easier, no complex boss fights that require a page of tutorial to explain the tactics or tightly tuned dps races and b) give players a chance to practice the fights on their own first. (I’m not arguing against hard instances, but I don’t think they are good LFG content.)

Before being put off grouping altogether, I then thought I’d queue for one of the original Cataclysm heroics. These are instances I’ve run several times in my character’s current gear before taking a break. There were no dps issues, but after one wipe the tank aggroed a pack of mobs while everyone else was running back (which led to another wipe). Here is a snapshot of the conversation that followed:

Me: Could you wait for everyone to get back before starting the next fight?

Him/ Her: No.

Me: Why not?

Him/Her: *pause* Because I like doing things wrong.

Me: OK, have fun then. *leaves group*

Maybe it’s because I’ve just spent time in SWTOR where I haven’t had a single bad group, but two poor PUGs in a row isn’t cool and shouldn’t be the norm. Anyhow, I will be hanging out in WoW for the next month or so. Partly because I feel I’d like the guy who sent me the SoR to get his (ugly) mount, and also because it’s good blogging fodder to come back with fresh eyes and gauge how WoW might feel to other returning players. Right now, I feel that I could happily never run another PUG in WoW ever again.

One thing to note for returners: Your spare justice or valor tokens are still useful, Blizzard regularly upgrade the gear you can trade them in for.

I feel I haven’t said much about good first impressions yet. WoW has an INCREDIBLE sense of being an actual world.  It’s buzzing, chaotic, there’s a lot going on and huge zones to explore.  So I went back to a quieter zone to do some daily quests that everyone else is probably bored with (or even forgot by now) to chill out and chat.

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Crusader Kings 2

This is such a big bonkers game, but it’s the best gaming crack since the original Civilisation. How can I be so drawn to a game which I am so bad at playing? My latest ruler did actually manage to win some wars, but I think I could happily watch the game play itself out without me really doing much. Still, I continue to read up about it and try different things in new games. I wanted to mention CK2 in passing as I’m still only scratching the surface but it takes a special sort of game to engender this kind of love from poor players.

Instance protocol in SWTOR, and my switch from dps to healing and back

holocronnfind

So it’s been a busy week or two in SWTOR. Aside from all the F2P news, I have been settling into the end game and spending more time chatting with my guild. This currently feels bittersweet, because although I am sure the conversion will bring in a lot of new players, it’s not clear whether that will translate into continuing enthusiasm for flashpoints and ops which will be behind the paywall of a subscription.

Anyhow, let me tell you about my character! The pics above show me on a datacron hunt, I’m wearing PvP gear because I was queueing for PvP while I was doing it. This works better than queueing for flashpoints because PvP drops you back into the world where you left it after your match. “The Deprogrammer” is a title that you get from completing the Directive 7 flashpoint; I get a kick from it as an ex-coder.

I have also been running at least one flashpoint a day using the group finder tool, and have been refining my dps spec and rotation.  Having spent some quality time with the noxxic.com guides, my dps is looking much better these days. I don’t really like specs where the optimal results come from NOT taking the top ability in that spec tree, but that is how Balance seems to work at the moment. The groups have generally all been great, even tempered, and friendly. Everyone says Hi when they zone in and Thanks at the end.

It isn’t all hearts and flowers, but the patience levels seem high compared with WoW (this is not a high bar, admittedly). In one run someone said they had to go answer the door and offered to leave as they weren’t sure how long it would take and the rest of the group were happy to sit around, chat, make tea etc for 10 mins while waiting. One phenomenon that I have seen is people who haven’t done much group content while levelling other than PvP and jump into hardmodes without really being aware of how PvE fights differ. It’s not a real issue, but you can tell by: tanks who don’t know they need to just tank the elites and let the dps CC/ kill the other mobs, tanks who can’t hold aggro on more than one mob at once, tanks who don’t notice when their healers are being beaten up, dps who don’t wait for the tank to pull or take aggro.

Note: you can’t actually tell if you have a PvP healer since PvP healing is actually pretty similar to PvE healing, and is also rather harder. There are subtleties like remembering to use your detaunt, but most groups won’t spot that.

I also thought it would be handy to practice healing, just in case that was ever useful. So I’ve also run a lot of flashpoints and warzones in a healing spec and have picked up some gear for that also. I find that once you have the hang of your healing spells and have sorted out quickbars, it is fairly straightforwards. I do find healing easier than dps, and people are also much nicer to healers (in general). However, I also find healing more boring except when things are going totally AWOL. I just don’t feel as engaged with the fights. So I’m mostly back in dps mode, switching to healing when I either want to PvP or the guild needs a spare healer.

The sage/ sorcerer, incidentally, is a great class that I enjoy very much. I love having CC, heals, AE, DoTs, and nukes all on the same class – and you actually have access to all of those abilities in both healing and dps specs. I also find that having played in both healing and dps roles, as well as doing some PvP, I’m much more confident switching the roles up. It feels very comfortable to drop some CC or AE dps even while healing, or throw a (weak) heal or shield in between dps if the group really needs it. Or in other words, it’s a nicely hybrid class. I do wonder why all classes cannot be this hybridised, and even a game like GW2 that has ditched the trinity still ends up with classes like Elementalist which has huge utility compared with – say – Thief.

I’ve also run a few Ops now with my guild, who are a really nice bunch and very welcoming. So my sage is now in full Columni gear with a sprinkling of Rakata and Black Hole (from dailies). It actually looks ok, although the hat is definitely an acquired taste.

Instance and Ops protocol

If you have played multiple MMOs, you will notice that they tend to have a lot of instance protocol in common. For example, it’s really common for people to say hello when they join a group and thanks or goodbye when they leave. People also often ask if its OK for them to roll need for offspec gear, and polite tanks may ask if it’s OK to skip bosses before they go ahead and do it.

The SWTOR Ops protocol that most made me smile is that because the game doesn’t have a built in ready check, raid leaders sometimes ask players to jump up and down to show that they are ready for the next pull. I thought it was a cool use of jumping (always a popular player pastime), and easier to spot who is afk than squinting through chat to see who hasn’t typed ‘OK’.

Is there any interesting instance or raid protocol that you’ve experienced in MMOs?

[SWTOR] 4 things you need to know about F2P SWTOR

“.. in this world nothing can be said to be certain, except death and taxes AND F2P MMO conversions.”

So, the big MMO news today is that Bioware announced that SWTOR will transition to a full free to play game before the end of 2012. It doesn’t come as a great surprise following a couple of rounds of layoffs in response to falling subscriptions, and departures of senior developers. Clearly EA were looking for some quick fixes for the expensive MMO which is starting to look like an albatross around their necks.

I thought I’d distill the answers to the four main questions I had.

1. When is the game switching to F2P.

November 2012.

2. How much can you get without subscribing?

Quite a lot. Many players (including me) would say that the real jewel in the crown of this game is the levelling content, and that’s largely what you’ll get for free. The game will be F2P to level 50, with restricted access to flashpoints and warzones (ie. a restricted number per week) among other things such as number of auctions. You will have to subscribe to gain access to raids/Operations and there are some other restrictions which are lifted for subscribers.

The current plan is that you’ll still have to buy the core game, but the price is being reduced (a lot) to $14.99 in August and who knows what will happen by November.

If you like the idea of this style of Bioware/classic MMO gameplay, then I’d say it’s a pretty darn good deal. EA never expected to have to give this away and spent way more than they would have done otherwise so you’re getting a very polished Old Republic RPG with some MMO elements attached. It’s also one of the best games I’ve ever played for duoing.

3. I’m a subscriber now. Should I drop my sub and go F2P in November?

Well, if your main interest is levelling alts, you don’t care about Ops, and you aren’t too bothered about grinding flashpoints or warzones, it looks at the moment as though F2P would be the way to go. This is the problem with introducing a F2P mechanism that offers only free or subscription options. Suddenly the subscription option becomes a worse proposition because you pay the same sub as today, but get relatively less for it.

But who knows what they’ll plan to do with this in the future. Ideally they’d look at letting people buy things piecemeal.

3a. I’m not a subscriber now. Should I play this game when it goes F2P in November?

That rather depends on why you’re not playing at the moment.

If you liked the idea of the game but were put off by the cost, then come play and enjoy it. I do rate it highly, it’s a good quality game of its type. I think the levelling game is way better than WoW, for comparison. If you played SWTOR for awhile and then left because you were bored, you might want to check out changes such as LFG, or reconnect with other friends who are playing, it’ll be much easier to set up the occasional flashpoint/PvP night when people don’t have to all subscribe.

If you hated the idea of the game and are burned out on this type of MMO anyway, then it’s not going to change your mind when it is free.

If you are a current or ex-subscriber, you’ll be given an allotment of ‘cartel coins’ (ie. cash shop tokens) when the conversion happens, although the only things we currently know to be on sale are a pet, a cosmetic hat, and a chair (I’m not sure where the chair goes, would be cool if it was on your ship though.)

4. So what new content is planned for this year, seriously?

Currently the stated plans involve a new Op, new warzone, new companion (HK-51) and new space combat missions. What they notably don’t involve is new story content, which is unfortunate since that’s the main draw (fourth pillar et al) of this game.

A new planet had been mentioned previously but isn’t listed on the new content page for this year.

Various commentary stuff

SWTOR subscriptions were noted  as being below a million during yesterday’s EA earnings call (link is to the pdf of the transcription):

Although it launched well, subscriptions have been on a declining trajectory and have now slipped below one million. Last year we announced that the breakeven point was roughly 500,000 subscribers. And while we are well above that today, that’s not good enough.

- (Frank Gibeau)

So the question is whether they can get enough players in for F2P to work its magic, compared to the number of paying subscribers they have today. And how many of those new players (assuming they come, which I hope they do since it’s basically a good game) will want to take out subs or buy items from the cash shop. On the fleet last night, reactions ranged from looking forwards to a new influx of players, people wondering whether they will drop their sub and just play F2P, the usual concerns about the unwashed masses who might pick up a F2P game, and more specific concerns about the future of the game – will they ever make enough money to plan future story chapters?

This looks to me like a swiftly implemented F2P conversion. I have no idea how long Bioware had been considering it as an idea (my guess is from fairly soon after launch) but this isn’t a carefully thought out plan so much as a “give lots of free stuff away to get players in and … err… then charge a subscription for hardcore endgame type players.”

Scott Jennings at Broken Toys is, like me, a fan of the game. He notes that subscriptions for MMOs are looking more and more like an initial markup, which devolves quickly to F2P. That implies that a F2P conversion is in TSW’s future also, and that anyone who said ‘I’ll wait until it goes F2P’ about a new subscription game is likely going to be right in their assumptions. (Note: WoW currently is obviously an outlier to this model, although I suppose who knows what the future holds?)

Green Armadillo has a typically thoughtful analysis, noting that:

While I personally will most likely pay less for SWTOR under the new model, I’m not celebrating.  SWTOR is a quality product, albeit one that may have been especially ill-suited for the subscription model.  The quality and direction of the game’s future development, with the reduced staff and revised business model, are likely to suffer.

[Links] So are we finally at the end of the (MMO) era?

In a week where I’m still struggling to move my armies around in Crusader Kings 2*, I’m sensing a sort of existential gloom around the MMO blogosphere. Not quite what you’d expect when WoW have just announced a release date for their next expansion, perhaps.

* I know, total fail. But the bizarro thing with CK2 is that you can play it like a sort of medieval soap opera even if you suck totally at the military side.

But let’s start with some upbeat links.

Huw at the MMO Melting Pot does a great job at curating MMO blog posts into a small daily digest. If you are interested in reading good writing from actual players (as opposed to  paid journalists or for-profit sites) about their experiences, thoughts and feelings with MMOs, put the Pot on your regular feed. I feel that we as a community (ie. gamers) don’t appreciate enough the value of our own gaming expertise. But I’m darned sure I would prefer to read views from a wide range of players, covering the full range of casual-hardcore, PvE-PvP, and other ways of playing I’d never even have considered, than a small selection of gaming journos.

Arb writes a paean to the Ultima games, and explains why she’s so excited about Ultima Forever. (It took a fair while, btw, for her to say anything nice about my boyfriend/husband – but we’ve been married 11 years now, so perhaps he’s been accepted by my family. A bit :-) ).

Any Rift fans in the house? Scott Hartmann (Exec Producer at Trion)  has hosted an extensive Q&A thread on reddit. This was part of an answer to a hardcore raider complaining that it wasn’t fair that some guilds had better access to beta tests than others:

If people require more fairness than “a guy is working a 16 hour day just so my guild can test,” to be happy in an MMO, I guarantee the MMO they are looking for simply does not exist.

Also, anyone catch the Olympic Opening Ceremony? Everyone British I know really loved it; I think it captured a certain irreverent spirit at the same time as touching on some national traits/people/ culture that we’re actually very proud about. I especially loved the bit where Tim Berners-Lee tweeted live from the stadium “This is for everyone” and it literally showed up as a RT on my twitter stream about a second later (obviously I had twitter up while watching the opening ceremony, doesn’t everyone?) This is the best review I’ve seen (comparing it to the Chinese one), and the whole thing is available on the BBC iPlayer to anyone who can access that.

Maybe F2P isn’t the answer to life, the universe and everything

This week, Zynga stock prices are falling through the floor. I don’t think this will surprise many gamers, as their model of F2P, fast turnabout on new games, and heavy reliance on Facebook was never really convincingly long term. Especially since so much of their initial growth relied on cross-fertilisation between games using features that FB has since heavily restricted (due to them being massively annoying), and various other underhanded semi-exploits such as deliberately working with scam advertisers and “… did every horrible thing in the book just to get revenues right away”.

However, now that they are a public company, this type of stock performance triggers analyses in fairly mainstream publications as well as gaming sites.

Mashable suggests Zynga try making better games rather than aiming for more gambling applications (note: they will do the gambling thing though.)

Forbes asks why Zynga is bleeding users.

The best analysis I have seen is on gamesindustry.biz (you’ll need to create a login to read the whole thing), which notes that although they’re still gaining players overall, fewer of those players are paying. This is not the trend that F2P believers want to see.

Free-to-play mechanics mean that you expect the vast majority of users to play for free, effectively acting as cost-effective marketing to entice the small minority of players who’ll pay money and make the service profitable overall. However, in Zynga’s case, the trend is all wrong. Back in Q2 2011, 1.5% of Zynga’s players were paying money for things. A year later, the figure is 1.3%. That 0.2% figure may not seem like a lot, but it’s a trend moving in the wrong direction – and it actually translates to about half a million players who ought to be paying, if Zynga could maintain its ratios, but aren’t. Moreover, that isn’t being compensated for by “whales” dragging the average expenditure of the paying players upwards – in fact, the company’s average income per DAU (Daily Average User) dropped by 10% year on year. In short – costs are up, and revenues aren’t rising to match them.

So does this mean that F2P is perhaps not the answer to life, the universe, and everything, or just that Zynga is ‘doing it wrong’? Probably a bit from column A and a bit from column B. Cash rich Zynga could have put more of that cash and effort into developing better, more engaging games, but they haven’t done so, nor have they really ported their success to non-Facebook or mobile platforms. Pincus is almost certainly more comfortable running traditional casino games, so it’s not surprising he wants to take the company that way.

But the general trend of players drifting from one F2P game to the next, tending to spend less as they go, is one to take on board. You are NEVER as invested in any MMO as you are in the first one you play. It’s entirely possible that this is as true for F2P social games as for AAA MMOs.

Since we don’t really get meaningful numbers from most F2P MMOs (eg. LOTRO, STO, etc) it’s hard to know if this signals a general trend. Maybe companies do have to work harder to get F2P customers, even the fabled whales, to keep spending enough to make their games truly sustainable once the flood of new players has dried up. We know that regular paid expansions is one way to keep the money flowing in (you could think of this as similar to the subscription model, if you only had to pay once every year or so), but if a F2P game cannot sustain a fairly massive base, can the model still work?

Whither SWTOR, and can any new MMO have a longterm future?

EA have an earnings call this week, and it’s likely that SWTOR subscriptions are significantly down from the last time they were announced. They will drop further in August when the six-monthly subs from people who took those out at launch run out. Even as someone who still enjoys the game, it’s hard to feel positive about SWTOR’s future. Bioware have let a lot of SWTOR staff go, and leavers include some of the more influential senior designers. That’s never a good sign in a new MMO, because their vision is the thing which made the game appealing to the players who actually like it.

There have been comments about new content such as a new companion and new planet before the end of the year, but if EA want to retain players, they need to give out some actual timescales. If you bought the game and enjoyed the content and were hoping for a long lifecycle of regular content updates, it isn’t really clear whether that is still the plan at all.

As a fan who has been subscribing, if they kept a reasonable pace, I would retain a subscription. Possibly even for years. That offer (from me as a player) was on the table when I bought into the game.  If they can’t and the community crumbles and my guild/s wander off … then I won’t keep paying them. I’ll follow the players. I wish them luck with a F2P conversion if they decide to go that way and I hope a lot of new players get the chance to try SWTOR, enjoy it, and realise that it’s actually a pretty darn good game if you can enjoy it for what it is, and not whine about what it isn’t. But if they renege on what I expected at launch, I will leave them to it, albeit with fond memories.

UnSubject has been writing a super set of posts at Vicarious Existence about recent MMO failures. And he tops it by looking at factors that contributed to these failures, and predicting the end of AAA MMOs (it’s been said before, but this is a good analysis.)

I’m having difficulty thinking of a Western AAA MMO that has launched since 2006 that’s managed to grow its player base post-launch (well, without switching to free-to-play (F2P) anyway).

And with all that choice, the MMO player base is more fragmented than ever. It’s hard to get enough of them engaged for long enough to earn your development budget back (well, without switching to F2P anyway).

One of the interesting things about his analysis is that this doesn’t depend on how ‘different’ the new MMOs are from existing ones. Unless they are genuinely different enough to appeal to a different market, in which case existing MMO players may well not like them. motstandet writes a reply to my post about not minding MMO clones, describing how he looks for games with depth that he can play for years. (Clearly this also requires other players to play with/against if they aren’t single player games.)

From Zynga’s example (see above), it’s not clear whether F2P is a good long term solution either. So maybe the destiny of these games is never to be longterm again in the way they have in the past. Old dino players will look back to the days in which a core player would subscribe to a game for YEARS as if it were truly prehistory. And that will affect in-game communities also, because people engage differently with a game that they genuinely expect to be spending significant amounts of their free time around than a game which they expect to be done with in a month or two.

EVE is often cited as an outlier, with a steadily growing subscriber base. I’m always unclear how to analyse this, since so many of the core players seem to pay for their gametime and multiple accounts using in game credits/ PLEX. Gevlon has been theorising this week about which segment of the EVE player base actually pay for time – I have no idea if he is right. Theoretically, every PLEX that is bought in game had to be paid for at some point with real money, so it shouldn’t matter to CCPs bottom line how people finance their gaming (ie. if a player buys PLEX for in game cash, that PLEX still got bought by someone else before they sold it in game  so CCP still got the money for it).

But I’m not sure. I’m not sure if a model where the more hardcore players get to play for free is really a solid one, especially since the playerbase will tend to become more hardcore over time. If it’s really that easy to make money in game (which seems to be implied in comments to just about every EVE blog I’ve ever read), then are there enough players who like the game but can’t be arsed to make money in it to pay the subs for everyone else (and their alts)? I do take their subscriber base with a pinch of salt, given the preponderance of multiple alts though. That game is not as big as people think, and if Dust fails, we’ll see CCP feel the pinch.

People seem more dubious about MoP already

Let me be clear on one thing: I would never bet against Blizzard. They consistently make games that players enjoy, and even games that have garnered plenty of criticism such as Diablo 3 have broken sales records and generally pleased the majority of their players. I will not be surprised if Mists of Pandaria breaks sales records, even if they have to invent a record for it to break.

But I look on my guild boards and for the first time before an expansion, I see people wondering how long other players will find MoP engaging. I see one of the hardcore raid guilds on my server (which is the most populated RP server in the EU) take their entire guild to another server for the expansion. I think MoP will please many many players, and I like the new emphasis on a wider endgame. But for how long?

Anne at Wow Insider riled up readers by talking about how players got bored with Cataclysm and comparing it to the smart kids at school who are bored with lessons aimed at those who are merely average. The reason this annoyed people is because of the implication (which I don’t think was her intention) that if they’re not bored, then they were not ‘the smart kid at school.’  Redbeard has some good comments on her post here also.

I’m going to use a different analogy. When I was a kid, we moved around the country a lot, so I went to lots of different schools. And they taught the syllabus in different orders. I remember sitting in a beginner’s French class and being bored rigid because I’d already studied French for 2-3 years in previous schools. This is a type of boredom that comes of experience, rather than just being ‘the smart kid’. Experienced players in a game/genre will always get bored more quickly than new ones, because they don’t face the same learning curve. Wrath kept the experienced players interested for longer than Cataclysm because it came with a much larger set of zones and storylines than Cataclysm (10 new levels rather than 5, plus a new class, plus hard mode instances, plus longer raids such as Ulduar and even Naxx). Also for many casual raid guilds, Wrath represented the pinnacle of their raiding existences, where some of the barriers that had kept them stuck in TBC were removed.

Pandaria on paper offers more new content than Cataclysm for max level characters. The new continent seems larger and more connected (as opposed to the bittiness of Cataclysm). Cataclysm’s focus on remaking the old world didn’t sustain either old or new players. There will be a wider variety of endgame experiences. But now maybe the rot has set in, and players will be more willing to unsub once they are bored rather than hanging in there. Perhaps Blizzard will have to work that bit harder to keep them – after all, these last months represent the longest WoW has ever gone without a solid content patch.  Yet at the same time, more players than ever have tried the MoP beta. Does that mean they’ll get bored more quickly when the expansion goes live? Soon enough, we’ll find out.

Question of the Day: What are your favourite instances/ flashpoints of all time?

I have been running a fair number of flashpoints recently in SWTOR, and I’ve come to the conclusion that Kaon Under Siege might be my favourite instance/flashpoint in any MMO ever. What really makes this instance stand out for me is the incredible atmosphere, great instance-based storytelling, a few challenging trash mob pulls, and interesting enough bosses (OK, the bosses are not really the highlight of this flashpoint, but I feel they have enough strategy to keep them both interesting and in genre with the rest of the instance).

kaon1

What I mean by atmosphere is that this is a zombie survival type of setting. Parts of the instance are eerily dark, with players using torches that hover around their heads. Parts involve zombies/rakghouls jumping out at you, in packs. Even if you know the instance reasonably well, the atmosphere is solid. Part of this is down to good pacing; sometimes you can see the rakghouls wandering around so you have time to plan the pulls carefully and other times you’re walking down a dark and quiet corridor and they leap out. It leads to an instance that doesn’t feel as though it’s just a static bunch of mobs standing around in corridors.

By storytelling, I mean that you pick up an entire storyline as you are travelling from boss to boss. There are some conversations (that people tend to skip through if they’re in a hurrt) but also you get some of the information as you are moving/ fighting. On arrival, you know that the planet is quarantined, then you learn via radio that some nobles are trying to break the quarantine so you try to stop them, then you see their hijacked ship crash, talk to the surviving pilot and see him succumb to the disease, and finally have to pick your way through infested and dangerous areas to get to a place where you can find where the infestation began and get a pickup for your team. It’s very smoothly put together. There’s plenty of show to go along with the tell.

The bosses have some interesting features. One boss fight features waves of rakghouls where one character gets to sit in the weapon turret and everyone else helps mop up and take out the rakghouls that are more dangerous. Another boss has to be kited towards explosives when it goes into frenzy (although tbh people seem more likely these days to tough it out). Another set of three have different abilities depending on the kill order. So again, it doesn’t feel like a set of bosses standing in a room waiting for you.

Some of the packs of trash mobs have interesting abilities also. There are rakghouls which have crowd control, others which explode when they die, and others which will throw players around (probably into any other packs of mobs in the area). So as players learn the instance, they can learn the routes which avoid pulling two packs at once, and learn which mobs should be taken out first.

kaon2

I feel it’s an instance which shows off the very best of SWTOR design, with an attention to the detail, storytelling, that extends into boss mechanics in a way that I haven’t really found in WoW recently. (My favourite WoW instances were Stratholme and BRD, vanilla versions.)

So for any fellow instance runners: Which are your favourites, and why?

First seven thoughts on: GW2 beta

gw2beta_castle

This weekend was the first time I’ve had a chance to play the Guild Wars 2 beta. This is still a beta, which means that things can change before launch (and afterwards, obviously), so I’m not going to sweat the details in favour of sharing some broad stroke impressions.

Short summary: Fun was had but I can’t say I felt hooked until I tried WvW with Arb. WvW is really good fun and looks to me like the heart of this game. PvE is fine also but the parts I saw weren’t as compelling. Mechanically, the game is quite fussy, bordering on complexity just for the sake of it. This probably depends a lot on which profession/class you pick. Not so much ‘easy to learn, hard to master’ as ‘easy to learn enough to play the thing and not realise you haven’t grasped your class’s core mechanics.’  While the game can be quite slow and peaceful if you are in a quiet zone or quiet time, if you are in a zone filled with players you may end up with sensory overload from stuff going on all over the place all of the time. The ‘heart’ style of PvE questing where you get some choices about how to make the local questgiver happy was pretty cool and I liked it a lot.

Oh, and I really liked the vistas (will explain below.) I cannot imagine how genuinely new players would stick with the game long enough to learn it though, and even experienced gamers may find things confusing.

Classes I tried were elementalist, warrior, and mesmer. Up to about level 8 on the highest. I will probably go with an Elementalist main, but I did like the Mesmer a lot even if I totally failed to pick up on the skill chains. I didn’t try any crafting.

Anyhow, here are some points:

1. The game world is large and bright, and interesting to explore.

Some zones do feel much more open than others, the Norn starting area is spacious for example. Asuras felt more boxed in. But Arenanet are comfortable with building huge structures for players to explore; the castle in the screenshot at the top for example. They’ve encouraged some exploration via exploring achievements (you get told how much of the zone you have discovered) and vistas, which are points marked with little floating maps that reward the player with a pretty, soaring, cut scene of the surrounding area if you can get to the vista point. Some have minor jumping puzzles associated with them.

We found them fun.

2. Tutorials are hit and miss. Skillbars get replaced a lot with no warning.

Some of the in game tutorials were great. The introduction to the mists (WvW) for example, was really well done. I did wonder why the guy was emphasising the need to carry supplies around, but we figured that one out fairly swiftly after actually getting into some keep take/defense action. The professions though don’t get much explanation at all. Best you can do is mouse over all your available icons, read the tooltips, and give it your best shot.

The game also loves to completely replace your skillbar icons when you pick up some usable item or get into a downed state (near death), typically without giving you any time at all to check what your new skill icons actually do before you have to use them. Cue random button hitting and hoping for the best. If you find this confusing, it is because it is confusing.

I now realise from comments on KTR that the reason I thought some of my abilities had flickering icons was because there was some kind of chain mechanism going on (where you hit the same skill button more than once and the skill that fires off changes). I have no idea how you were supposed to really figure that one out.

I don’t mind complexity as long as I’m not expected to grasp it all instantly, but it’s a good idea for devs to at least throw players a bone or two when it comes to figuring things out. Even if it’s just a link to a player-driven wiki.

3. Dynamic events are fun. Underwater is fun.

gw2beta_underwater

This is a bunch of Asura fighting a huge shark underwater – still not entirely sure how you can cast fireballs underwater but hey, magic!

One of the nice things about dynamic events is that you can just roll up and join in, no need to be part of a group or have a gear check, if you’re in the area then you’re in. After the event finishes, then medals are awarded for participation (ie. gold, silver, bronze) and you’ll get some xp, karma points (used to buy stuff from merchants) and in game cash. Since the xp is great compared to most of the other things you’d be doing, it’s pretty much always worth joining in. Also some of the dynamic quests have several stages and fun little stories.

I’m not entirely sure about how much they change the world (until the next time), because like most people, I probably wasn’t sticking around long afterwards unless I was already questing in the area.

Being underwater is similar to flying in that you have 3 dimensions in which to move. I enjoyed it a lot, albeit not really sure how badly I wanted to learn yet another tray of abilities.

4. Weapon switching is an interesting mechanic, but ultimately I preferred GW1 skill design

So, depending a bit on which profession you pick, you will have 5 skills that are determined by the weapon/offhand you are using, and 5 slots that are filled by skills earned using skill points, which are a bit more flexible. (It probably gets more complex than this at higher levels but bear with me, I only saw a few hours of beta.)

On an elementalist, for each weapon you can also unlock four different elemental attunements (ie. 4 whole bars of skills). This feels like a lot of skills to remember. Plus you have to unlock them by killing mobs/players while using that weapon. I had thought that needing to train up weapon skills had gone out of fashion but clearly that’s not the case here. The elementalist is a particular edge case because it’s crazy flexible and has a massive amount of abilities available at any time. I can’t actually think how other professions are balanced against it.

It is definitely interesting, particularly in the early game when you still have a lot of skills to unlock. I suspect later on things settle down and get less confusing as you get used to what is available.

But still, the weapons felt like a hindrance rather than cool themed sets of abilities. So I might have one cool ability to leap into combat and zap people and another that lets me leap backwards and leave a trail of fire … but they’re on different weapons and different elemental attunements so I can’t easily use one followed by the other. This is where I was missing GW1 and its more flexible skill set design.

GW2 (like GW1) is a bit fussy with its buffs and debuffs. There is a fairly complex game around applying and removing various buffs, conditions, and other variously named categories of buff/debuff. There are also combos in the game, which I know because the game told me I completed one during one dynamic event. Since it did not tell me anything more than this, I have no idea how that happened or how to repeat it. It is something to do with how abilities of different professions interact, presumably it’ll a) all be documented on websites somewhere and b) we’ll have more time to figure it out while playing with friends anyway.

5. If you hate miniskirts, avoid the Norn casters.

gw2_beta

This was the point where I decided my elementalist would not be a Norn. I don’t care how soon I am able to pick up a longer skirt so I don’t have to see her knickers when she runs, IT ISN’T SOON ENOUGH.

Asura costumes are fine though. The characters generally looked good, and I was sad about the knickers thing because I liked the Norn hairstyles (even though long hair clips horribly). Anet give some good long hairstyles for male characters also. I was also amused that I could create a human male mesmer who looked a bit like Littlefinger.

6. World vs World PvP is really good fun. We were reminded a lot of DaoC (which is good)

In our brief 2hr stint in WvW, Arb and I had a lot of fun. The zones are large, the keeps and castles are large also. There are siege engines. You can tote supplies around and help build siege engines or mend damaged walls/doors (and in fact you probably should.) It can all seem quite complex at first but if in doubt, you can just follow someone who looks as though they know what they are doing, or look for current battles marked on the map. People were quite good about yelling useful instructions (like ‘go to keep X everyone’) on the general chat.

The WvW zones have some vistas and skill challenges, which work the same as PvE zones. I’m not sure if they have dynamic events other than player driven ones.

gw2beta_siege

This is us with a zerg attacking a keep door (I think we are Team Blue in this zone). You can see fire being flung from the trebuchet behind us. The green door is where Team Green (ie. the team who held the keep currently) could slip inside, which is a similar mechanic to WAR and DaoC. The gate’s healthbar is shown in red, when the health is zero the gate breaks open. You can also attack sections of the walls. Defenders can stand on the ramparts and shoot at attackers, stand behind the gate and repair it with supplies, or use their own siege engines.

Basically, if you are involved a keep siege you WILL want a ranged attack otherwise you will be very bored. I think every profession has at least one ranged weapon

gw2-oil

Defenders have access to burning oil which they can throw on people attacking the gate also. I probably shouldn’t have been walking so close to the burning oil with a lit torch.

gw2beta_treb

Trebuchets have a pretty long range. I marked the treb with a red circle here, and you can see its been set up well out of reach of the defenders (unless they have a treb of their own) but can still attack the ramparts.

In our game, we ended up with a three way fight inside the big castle – there are three teams involved in every WvW zone, coded red, blue, and green, and players will also have a name label showing which their home server is. It was a bit mad and the lag with a lot of people involved was quite significant.

Arb said immediately, “Lets go upstairs, you always have to go upstairs in keeps. There is probably a keep lord.” And she was absolutely correct. To take a keep, your team kills the keep lord who is an NPC.

7. The Auction House has buy as well as sell orders.

You can buy or sell on the AH from anywhere in the world, but have to actually be in a trading post to pick up things you have bought. This all seemed to work very well. It is possible to set up buy orders, and when someone sells an item, they will see if anyone has buy orders out on it. If so, and you sell for that price, it sells instantly.

I would imagine the buy orders are generally lowball so you’ll probably make more by selling at a higher price and being patient. But this was beta so who cares, really?

I liked the functionality of it. By comparison, the mail is weaker. You can’t mail your own alts, so if you want to give them spare items, you will have to leave those things in your vault (which is shared between alts on that account/server). You can however, send and receive mail from anywhere.

[WoW] Bits and pieces about MoP: Future of raiding, dailies all the way down, pay for more powerful pets

Mists of Pandaria looks set to offer a very different style of endgame to Cataclysm. While the traditional raid and instance setup will still be present, along with a group/raid finder to let players jump into a PUG, Blizzard look to be making a definite push to provide more content and options for non-raiders and soloers. For example, there will be:

  • Many more daily quests
  • More factions to grind (rather than being able to earn faction points while running instances via tabards)
  • A farmville setup
  • Pet battles, including being able to tame pets from the wild
  • Scenarios (like mini instances/ events that only require 3 players, all of whom can be dps)
  • Challenge modes for regular instances (ie. more loot if you complete the instance more quickly)

And those are just the gameplay mechanics that someone who hasn’t  been following the beta closely has picked off the top of their head, I have no idea what the PvP plans will be. This could be an incredibly successful expansion for Blizzard if they can attract those more casual or solo focussed players with an ‘endgame’ balanced for their interests. Ignore the panda haters, there’s some genuinely new direction here.

Whither raiding?

Raiding, I think, in the sense of dedicated raid groups, will suffer more in this expansion than it ever has before. Players have pondered whether the relative popularity of 10 man raids over 25 man ones is purely due to ease of organisation of smaller groups. If the rewards (and difficulties) from gold level challenge modes are in any way comparable to hard mode raids, we may see whether 5 man instances will be preferred over 10 man raids by a hardcore PvE crowd.

Casual raid groups who got trashed by Cataclysm – and they did — may find a resurgence. (Although not as much as if Blizzard relaxed the 10/25 man raid locks.) There will be plenty of players who are happy to do a weekly 10 man run with the friendly guild and spend the rest of their time pursuing less directed, more solo focussed, or more casual play which lets them chat while they work on the pet collecting or faction grind.

There was a sad thread on the official boards that caught my eye called “Don’t let the 25 man raids die” which asked whether Blizzard was planning any changes to the 10/25 man setup, rewards etc in response to how much 25 man raiding has dropped off in Cataclysm. The CM answered:

The devs don’t have, at this time, any plans to incentivize 25-man raiding. They want to make 10 and 25-man raids close enough, so that you choose whatever you find more fun.

The thread is quite poignant if you like that sort of thing, with lots of reflection from people who preferred 25 man raiding but now feel 10 man is their only choice.

I’ve come to the conclusion that 10 man raiding is too small to sustain a healthy guild. Having multiple 10 man teams leads to the formation of cliques, and having a single 10 man team doesn’t have enough people to be able to support a pool of substitutes who’ll be there when you need them.

…not everybody who wants to raid 25-man rather than 10-man will be able to do so… not even remotely. If I think back to WotLK, when my guild was born… I came from a guild that raided 25-man on a rather casual level. You won’t find that anymore. It’s all or nothing with 25-man raiding nowadays, because players in general tend to choose the easiest way they can.

I liked doing 10man with guild and pug 25man in wowlk it was soooo fun. Now we can only do 1 or the other there is no choice in doing both before the 1 week reset.

10-man rosters are a nightmare… if you have 10 people that show up 95% of the time you get floored when 1 person can’t show up. People just leave if they get put on backup so rotating is almost impossible (unless you have a very casual / forgiving players).

I’ve seen that phenomenon, people who would rather quit than be put on backup even for just one night.

The real problem in Cataclysm is the survival of semi-hardcore or semi-casual 25 man raiding guilds. There were a lot of them and in the advent of Cataclysm they were the guilds that suffered the most. … With this system, Blizzard are killing off a specific breed of guilds. The semi-hardcore 25 man guilds that were so prevalent in TBC and WotLK, and that makes me really sad. That was the kind of guild many players liked to join, they knew they weren’t the best of the best, but I bet they had a hell of a lot of fun before Cataclysm came around.

I’ve ran and led 25man raids in WoTLK, and that’s something I know I’ll never get back to. The ingame rewards don’t override the out-of-playing hassle for me, not at all. Even if 25man had 50ilvls better gear, I wouldn’t bother with 25man if I had to be the one taking care of most organization.

So maybe there are plenty of players who would prefer 25 man raids in a semi-casual environment to 10 man raids, but can’t find those raids any more. (I think part of the problem was that officers/ raid leaders always had to be pretty hardcore in 25 man guilds, even if the rest of the guild was semi-casual.) Anyhow, Blizzard has no plans to tweak this or add any incentives for 25 man raiding. Expect to see 25 mans continue to die out.

Yo dawg! We heard you like dailies so we put dailies in your dailies …

So, daily quest lovers, in MoP you will be able to run about 48 daily quests per day should you so wish. There’s actually no limit so you can always do some lower level dailies from previous expansions if you finish all of those and are still bored.

Vaneras comments:

Mists of Pandaria is actually the expansion where we have emphasized dailies the most… ever!

I don’t have any issues with this myself. At that point in the game, people just want to log in and do something fun that will progress their character in some way. Assuming dailies are at least as fun as normal quests and that people who like PvE are happy with normal quests, the only issue is whether players get bored and how many dailies you have to do to get whichever reward you are aiming for. I’d assume players will be less bored when they have a wider variety of daily quests to choose from, so this is probably a good change.

This is also likely to provide quite an influx of gold into the economy, with the usual inflationary effect. People who play the AH will no doubt profit greatly. There will be a new gold sink in the black market.

Olivia@WoW Insider worries that players will feel forced to do as many dailies as possible. I don’t think anyone is ever actually forced to get in game rewards as fast as is humanly possible and maybe the people who do feel that pressure just need to chill and let the people who can control their own playing times enjoy the extra choice.

I find it quite tiresome when choices in games are deliberately restricted because ‘hardcore players would feel forced to do everything.’ Well sucks to be them then.

Cash shop pets to be more powerful in pet battles

Ah, you probably saw this one coming as soon as Blizzard announced that some pets would be considered ‘rare quality’ (ie. more powerful in pet battles) and they would add some non-capture pets to this list. Non-capture means pre-existing pets as opposed to ones that are captured from the wild in MoP.

The full list is here and it does include many of the previous pets that were rare drops in the game. It also includes pets bought from the in game shop.

Blizzard comment:

We decided which pets to change based on how difficult they are to obtain. This approach makes sense since it means that more time was put into getting these particular pets than other ones.

It did not take much time to click ‘buy’ on the cash shop, just saying. Still, I did get warm fuzzies when I saw my crimson whelpling on the list – that pet was given to me by Arb during Vanilla WoW Smile Happy days.