[WoW] Blacksmithing for fun and profit

So you want to be a blacksmith? Congratulations, it might not be the best trade for making lots of gold, and it could be easier to kit out through drops than from gear you make yourself, but it’s a solid tradeskill. The perks (extra sockets for gloves and bracers) are as good as anything in the game, and it’s much less work than Inscription or Jewelcrafting.

And if you are trade minded, you can keep yourself in pocket money handily by selling Blacksmithed goods. I am going to run through the various items that sell best for me, but first a word about the neat design of Pandaria tradeskills.

The economy of Ghost Iron

If you are a miner, you will know by now that it is barely possible to go two steps in Pandaria without tripping over a Ghost Iron node. Ghost Iron, the base material for Pandarian blacksmithing, is plentiful. The economy around tradeskills at the moment is based on high demand AND high supply. So even though the iron is abundant, demand always just about outstrips it. As the base material for multiple different tradeskills and transmutes, players have a wide variety of options of what to do with their Ghost Iron. I’ll run through some of the options. Bear in mind that which of these is optimal is going to depend on your goals and the market on your server.

  1. Sell it. Because Ghost Iron is in high demand, you can sell it in either ore or bar form on the auction house.
  2. Get a Jewelcrafter to turn it into gems. JCs nuke ghost iron and receive pandarian gems. These can then be cut or used to make jewelry.
  3. Get a Blacksmith to turn it into gear to sell. People will buy level 85 gear for characters going to Pandaria, or PvP gear for their level 90s. There are also recipes on various vendors for blue level 90 tanking gear, and for blue weapons.
  4. Get an Engineer to turn it into gear to sell. Engineers can make trinkets and various other devices that might fetch a decent price on the market.
  5. Get a JC/BS/Engineer to make a blue item, and then get an enchanter to disenchant it for shards. Occasionally there is a recipe for a blue item that is cheap in terms of materials.
  6. Get an Alchemist to transmute it into Trillium and/or Living Steel. Living Steel is used to make some epic recipes at the moment, and is also used for Pandarian belt buckles.  An Alchemist can turn 6 stacks of Ghost Iron ore into one bar of Living Steel. Depending on your server’s market, it may  be cheaper to sell the iron and buy Living Steel from the AH.

I find this a fun piece of design because all of those options may be viable, and which is the best can change quite frequently. It is also quite fascinating because at least two of these options (Alchemy and Jewelcrafting) remove Ghost Iron from the game in large amounts compared to the amount of materials they produce. So if you are buying up Ghost Iron to turn into Living Steel, relax in the knowledge that the Jewelcrafters probably all hate you.

Me and Blacksmithing

The key recipes to pick up are the blue PvP ones, and the belt buckle. All of those things will sell steadily all through an expansion. Invest the Spirits of Harmony to pick all of them up. In Cataclysm, Blizzard automatically updated the stats on the PvP recipes with each new season and we have no reason to think they won’t do the same here, so it’s very worthwhile.

At the moment, I’m finding I make more gold out of turning my Ghost Iron into PvP gear and selling it than I could from transmuting into Trillium/ Living Steel.  But it is the beginning of the PvP season, and lots of people are also reaching the level cap and using PvP gear to help them reach the iLvL for heroics, so demand is particularly high. The blue PvE (tanking and healing) gear is more expensive to make, as it requires Trillium, but doesn’t seem to have as much demand so may not be worth the effort.

Another key recipe for the future will be the PvP plate bracers, which requires 5 bars of Ghost Iron to produce a blue pair of bracers that will disenchant into a shard if you are lucky. This is likely to be one of the cheapest ways to produce enchanting materials at the moment.

The epic recipes currently need 8 Spirit of Harmony each, which limits how often they can be made. I also suspect that by the time I can make any for anyone except myself, they will effectively have been outpaced by raid finder gear. They may well still fetch decent amounts, but whether it’s really the best thing to do with Living Steel I don’t know.

Belt buckles will sell for decent prices, from my initial experiments, so are likely a better bet. (Decent meaning you could buy the raw materials from the AH, turn it into Living Steel, turn that into a belt buckle, and pretty much double your investment.) I have had some success in selling Weapon Chains also, although if you have any Pyrium left in the bank, those Weapon Chains can still be attached to level 90 weapons so this is a good time to offload it.

[GW2] Thought of the Day: Plus ca change

In Guild Wars, you could ‘craft’ gear by taking your raw materials to the crafter NPC and exchanging them for crafted goods. In GW2, you can do effectively the same thing and sell your raw materials to the trading post (auction house), then buy the crafted goods, but this time you  end up with a good profit.

This is because, as others have noted, raw materials (particularly metal, cloth, and leather) typically sell for more than the finished pieces. I imagine someone has a spreadsheet noting at what point it’s a better return to just salvage your own crafted pieces rather than selling them.

[SWTOR] Notes on bonus missions, slicing nerfs, did WoW ruin PUGS?

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This is a screenshot of my character riding a speeder along a river in Aldaraan, which is a very pretty planet. Because the speeder hovers anyway, there’s no real need to ever swim again once you have one. My trousers aren’t actually green – character classes in SWTOR have strong colour schemes and Sith Warrior is generally black and red.

I’m still having a blast with the game. I got to the end of Act I (each class story is in three acts), had some fairly tight fights and cool scenes, and am now a Sith Lord. Go me! I also have a legacy – which is like a family name. You don’t have to actually use it as a surname, but from now on every time you get xp, you also get legacy xp. I compare it to guild xp in WoW except that we don’t yet know what you’ll be able to get with legacy xp, that’s for a future patch.

I called my Legacy family De’Nevers, after the swashbuckling Duc de Nevers in Le Bossu (if you like swashbuckling films, try to find a copy). I figured if I’m a lightsabre/sword fighter, might as well be related to the best.

I remember vaguely comments from beta that people were concerned that there might not be enough quests to level up with. While this may be an issue on some of the starter planets, after that you’ll largely be rolling in xp. After you have finished the main storylines on a planet, you will open up some extra bonus missions which will usually feature a military quest giver who is in the spaceport. So if you’re pretty sure that you’ve done all the single player non-class quests on a planet, check out the spaceport for the bonus questgiver. Some of the bonus quests are pretty good, but mostly they give good xp and credits/ gold. Other sources of xp/credits are PvP and flashpoints.

I haven’t done a great deal of PvP but the battlegrounds I have seen show clear influence from the WAR devs. They’re interesting locations, with plenty of scenery or buildings to climb up, push people off, and generally PvP around. I have totally failed to figure out Huttball, which is a grab/capture the thingie battleground, because I never quite figured out where the goals were (clearly this is a problem if you do end up holding the ball). One of the others is an Arathi-style “capture and hold these points for X amount of time”, and the other is an attacker/defender setup which resets a few times to give both teams a chance to both attack and defend.

I couldn’t comment on PvP balance at the moment, but there’s no reason why this game couldn’t be as interesting PvP-wise as any best of breed in similar genre. It has a good feel.

Another thing I’m enjoying far too much is playing dress up with my companion/s. While the companions can wear normal gear, quest rewards on each planet will also offer a full set of companion-specific gear, each of which has a different style/ look. Sadly this isn’t orange/ moddable, so you can’t upgrade the stats later. I’m also quite enjoying picking gear for myself, this may be because cut scenes show your character’s face and torso rather more than you would usually see it in MMOs, so you get very aware of what they are wearing.

State of Crafting/ Slicing Nerfs

The patch news this week is that Slicing got an emergency nerf – while people are complaining about this on bboards, I suspect that there may be a later tweak upwards to make it harder to actually lose money on Slicing.

The bboard complaints are not surprising, although it’s interesting to see how many people didn’t see any problems with it. See, a consumer society would be just great if the bank just printed out extra money and gave it to everyone. This would clearly not affect prices, or the willingness of anyone to actually make/do stuff at all. Well.

Truth is, in an MMO, not every crafter enjoys the trading side of the game. Some people are mostly interested in making cool stuff for themselves and their friends – which is something Bioware forgot to figure in. (Maybe they don’t have many crafting nuts in the team.) If Slicing stayed as it was, the people who picked crafting because it was fun (ie. and not as a capitalist moneymaking ploy to bleed the Slicers of their not-very-hard-earned credits) would have ended up being hit very hard. Plus, prices would eventually drift upwards (aside from the crafters who couldn’t be bothered to check the market rate and settled for the default AH prices) and it would become necessary for everyone to have maxed Slicing and be using it all the time if they wanted to actually be able to afford stuff.

The Auction House in SWTOR is far from optimal at the moment. It’s not easy to search unless you know exactly what you want, and the default sales prices are driving me (and presumably other crafters nuts). The default sales price is the price that the system inserts for an item you are selling, you can then edit it manually before placing the item up on the AH for sale. This default price tends to be on the high side for green drops and on the low side for anything else.

So, for example, I know I can sell my implants for upwards of 8k because I’ve done so. But as soon as another crafter is too lazy to check current prices and just sticks some up for the default, that goes down to about 1.2k. I think the default prices prevent the market from finding its own value, which is generally bad for crafters but good for buyers. Although maybe not so good for buyers in the long run because I (and presumably others too) are not going to make things that sell for less than cost.

I never thought I would say this, but this is a game that needs an Auctioneer addon equivalent to help the prices settle and make it easier for crafters to pitch prices at the actual selling rate.

I can’t comment on what the various crafts are like at endgame. But watch out for crafted gear with extra mod/augment slots. Those are produced when a crafter crits, and are likely to be the most desired crafted gear at endgame. I suspect non-critted gear will end up being very cheap because you have to make a few of them until a crit turns up that you can sell for more money  (this is similar to the mastercrafting system in DaoC).

My PUG experiences

PUGs, as in any game, can be good or bad. I’ve had great experiences with PUGs for heroic/ group quests on planets, people being generally cool, willing to explore, and work together. Flashpoint PUGs can be a different matter.

I ran Esseles (the first republic flashpoint) with a PUG on an alt, and it felt like being dragged back into WoW kicking and screaming. The moment we got into the instance, the rest of the group started whining about “press space to get through conversations faster” (it’s the equivalent of gogogo). Someone complained at me rolling greed on an item I couldn’t use, while later rolling need on something they couldn’t use either.

I told them I hadn’t seen the instance before and was planning to watch the full video. They said that was OK, with a hint that I should have mentioned this previously. Since I don’t really care what random people think of me (although these are randoms on my server), I’m not sweating it. But it wasn’t anywhere near as fun as running the flashpoint with a group of friends/ guildies. I wish people would just chill out, accept that some runs will take a few minutes longer, and not harass people they don’t know to rush through faster. It feels like a WoW plague that is spreading, I hope I’m wrong.

On the other hand, planet chat in Tython (Jedi starting zone) on a RP server was worryingly solemn. People were discussing the meaning of justice, and other ethical issues. I don’t know if it is like that all the time, but it was quite cool, and I’ve never seen a general chat quite like it.

[SWTOR] More impressions, is crafting broken, locating screenshots

There’s a dilemma that hits every gaming blogger when a new release comes out and you have limited time. And that is how much time to spend playing vs how much time to spend blogging about it.

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I’ve been playing a fair amount of SWTOR lately, and am unashamedly really enjoying the game. Particular high points so far have been:

  • Class quests. A storyline doesn’t have to be brilliantly original if it’s well told, and these generally are. Arb and I were up late the other night, reminding each other that we needed to go to bed … but just wanting to find out what the next twist in the story was. The storytelling is clever (or manipulative if you prefer) in encouraging you to relate emotionally to what is going on. For example, I found out my contact was under attack by my current enemy and stormed back across the city to let nothing stand in my way as I wiped them out – which is quite appropriately vengeful for a sith warrior really. One of my guildies  decided to switch from darkside to lightside because of lore and something that happened in his class storyline. Scott Jennings relates the point where he succumbed to the lure of the dark side. (I think he’s playing Sith Warrior and I think I know the part he means.) At the same time, no story is going to have this effect on a player unless the player is willing to immerse themselves and allow it to happen. If you hate reading, point out the plot flaws in horror films in the middle of the cinema, and think its lame to care about stories then you’re going to have a very different experience. I did also like the suggestion I read somewhere on rpg.net that if you are a Sith Warrior, any time someone gives you a quest you should have the conversation option to execute them for insubordination. (It would make for a short game, but a bloody one.)
  • Characterisation of NPCs. Not all of them, for sure, but the writing and voice acting means they don’t have to be just blobs giving out quests if you’re willing to go with it. I do also quite like my class companions, it might be different if you hated them. Grand Moff Kilran (in the Black Talon Flashpoint) also has the most punchable voice of anyone I’ve ever met. I so hope you get to beat him up at some point. We had more fun in that flashpoint when we agreed we all hated him and picked all the most belittling responses we could.
  • Companions. It’s funny how my responses to quests are affected by which companion is with me. Vette likes it when I tell quest givers they are idiots and give them lip. Quinn approves of being polite to quest givers, especially if they are empire military types. He really is a Young Conservative at heart so I doubt that romance is going anywhere – on the other hand he’s also really really useful and keen to help and offer advice and he gets amusingly tongue tied if you flirt with him. Plus he’s a healer.
  • Group quests: we’ve done some as guild runs, others with random people, but they’re a nice way to switch up the feel from solo questing if you feel like it. The rewards are also good, but optional.
  • Flashpoints: As above. The social conversation mechanic is fun in practice, and far less irritating than you might think from reading about it. I haven’t run all of the flashpoints so far, because the way they are laid out (you have to go back to the fleet etc) tends to break up the flow of questing. But it hasn’t been hard to find groups when I have wanted to, and it’s been fun to have content to run with guildies when we are feeling sociable.
  • Guild! It’s fun to be guilded with some fellow bloggers, some of whom I’ve never played with before. So I’m enjoying the socialising, hanging out on guild chat or voice chat.
  • The morality: This is bound to be vaguely controversial because the light side/ dark side choices don’t have much effect in terms of game mechanics and the general shape of the storyline won’t change much either. And yet, I think more about the stories and the choices I make. Some of them I see discussed more widely because players disagree with the writing. I hope at least one of the quests will be as discussion-priming as the demon possessed boy in DAO. And the fact that’s possible is why I love the morality meter. And because it makes me think more about my character and where she’s coming from (she’s a spoilt sith aristo who takes lightside choices because she /can/ rather than out of any deep affiliation. And yet, sparing people just because you can may be a step on the path to something better …)

Find the screenshot

If you are wondering where SWTOR puts its screenshots, check two things:

  • Under preferences, check what key is bound to the ‘take screenshot’ option, it may not be the one you are used to.
  • On WinXp, the screenshot directory is My Documents/ Star Wars – The Old Republic/ Screenshots

Is Crafting broken in SWTOR?

Here is the current issue with SWTOR crafting: there is one gathering skill that makes money as if it was going out of fashion, with no associated risk. It is Slicing. If you just want to make money and don’t care about making stuff, take Slicing as one of your crew skills and send all your companions off to find lockboxes all of the time. You will eventually make good bank.

It’s not that all the other craft skills are bad. Cybertech and Biochem in particular can make plenty of things that people will buy. I’ve made enough from Biochem (I can sell implants as fast as I can make them, nothing else really sells so far) to buy my speeder training et al so it’s not by any means bad, but you have to work at it. They just probably won’t make as much as you would from Slicing because you have to acquire materials and then take the risk that a) other people won’t buy your stuff from the auction house or b) competition will drive prices down so that you won’t make much of a profit.

Armormech, Synthweaving, Armsmech and Artificing all make plenty of nice gear that is at least as good as anything you will find elsewhere. But there is competition from quest rewards, PvP gear, and drops from flashpoints.

At the end of the day, it’s the lack of risk in Slicing – it’s guaranteed money – which makes it so unbalanced.

It will also be interesting to see the effects of Slicing on the market. There are fewer people crafting to sell on the AH at the moment because the game is new out, and lots of people take gathering skills (incl. Slicing) as they level. But the prices they sell at are set by the Slicers since they have most money to spend on the AH.

[Rift] What next at level 50?

Note: fans of SWTOR will want to catch the new intro trailer which they released yesterday. It’s fairly awesome.

Note 2: For all the people searching for “Blizzard at E3,” you are wasting your time, they aren’t there. They only do Blizzcon.

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Hurrah, my mage reached level 50 at least. I queued up immediately for the level 50-only warfront (Port Scion) which I hadn’t seen before. As you can see from the screenshot, it’s set in a city and the Defiants occasionally launch strike forces.

OK, I admit, I don’t have a clue what was going on in that warfront. There is a bridge that one side or the other can hold and there are quests that you can do and hand in but I was mostly just following people around and trying to figure the whole thing out. (We lost this one, incidentally but probably not coincidentally.)

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Here is us riding through the streets on the way to … somewhere. As I say, I honestly do not have a clue what was going on in this warfront. But it seemed fun enough and city fighting is always cool.

Other than that, I’m trying to figure out what to do next. I’m saving up gold to pay for a faster horse, and there are various factions that you can earn rep with by doing daily quests. There are instances, which have expert and more expert difficulties (T1 and T2). Apparently my gear is good enough that the dungeon finder will allow me to queue for T1 but I don’t have the nerve to actually do it, I don’t know if the warlock spec that I like so much will live up to people’s dps expectations, and definitely not with my healing second spec in case people shout at me if I can’t keep them all alive.

(I think I may be being guided by experiences in WoW where it’s not fun to go into heroics as a newbie if you don’t know them.)

There are such things as expert rifts and crafting rifts, and a questgiver in Meridian gave me a lure for one of the expert ones (I think) so will be trying to follow that up with my guild later this week.

PvP is another option, and you can earn points which you can turn in for PvP gear — although most of it doesn’t seem to have specifically PvP stats other than a bit more endurance than usual. Or maybe I’m looking at the wrong vendor, there seem to be a lot.

I can’t really do much with crafting because the highest tier of materials are either rare drops or unavailable outside said expert instances and crafting rifts.

So unless this picks up or I somehow get up the nerve to try expert dungeons, I can see myself spending less time with this game. At least on this alt. I’d like to be keener because I do really like the game, but would it have killed them to make it possible to max out crafting without doing expert dungeons?

[Cataclysm] You don’t have to be crazy to do blacksmithing, but it helps

The price of ore seems to have settled as much as it is going to in the short term so I decided I might as well level up Blacksmithing. (If you are looking for a guide for levelling Blacksmithing, this is as good as any. The only place I disagree is that I’d make Pyrium Weapon Chains from 500-510.)

Every time I raise the skill by another point I feel like a prize idiot. It’s expensive in terms of materials, and you barely have any consumables to sell. I would never recommend this tradeskill to a new player. I have never seen any other blacksmith recommend it either. The only thing it really has going for it at the moment is that Blizzard didn’t put any higher level Cataclysm recipes for sockets, so if you just want extra sockets for your gloves and wrists, you don’t actually need to level blacksmithing past 400.

Especially when jewelcrafters make tons of gold, have lots of different gem cuts to sell, have daily quests and can also make really good trinkets for themselves. It’s not remotely on par. They also tend to drive up the price of ore, because they can make more money from it than blacksmiths can on the whole. This is why it’s a pain in the arse to have to share raw crafting materials with a more profitable profession.

Having said that, if you are crafting then you should be selling PvP gear at the moment. The new arena season has just started. This is about the only time you’ll get good prices for blue PvP gear so make the most of it. I sold some blue plate gloves for 2k yesterday. And don’t forget the weapon chains, which are fairly cheap to make too.

But I want to go back to the crazy material requirements to level blacksmithing. Obsidium, the lower level Cataclysm ore, has been in short supply recently. Blacksmiths require 4 pieces of ore to make 1 piece of folded obsidium, which is the base material for levelling blacksmithing to 500ish. So when you see a recipe that requires 20 folded obsidium, you’re looking at 4 stacks of ore. Oh, and it won’t sell for anything remotely near the cost of that ore because most people will realise that if they keep questing they will probably get a better quest reward eventually.

But wait, it gets better. Once you hit 500, you need to buy all your recipes with large amounts of elementium ore. Granted, some of them are PvP blues which sell well at the moment. Others are epics which all require truegold (available on a 24 hour alchemy cooldown) and chaos orbs (BoP drop from the end boss of a heroic), and lots of volatile element drops. It’s fine that epics are supposed to be difficult, but I wonder how many players  will be willing to pay the sort of prices that would incur. Mind you, someone just paid me 2k for some blue PvP gauntlets so who knows? Only one way to find out. (Incidentally, if you are a tank or melee dps, pick the caster epic recipes if you want people to run heroics with you to help get ‘their’ obs. If you are dps or healer, pick the tanking epics. etc.)

Bottom line is that for crafting professions at the moment – blacksmithing, tailoring, leatherworking – the material requirements to level the skill are pretty high. There are fewer zones than in previous expansions in which to compete with other gatherers if you want to gather your own. And volatiles in particular can only be farmed in a few places. So if you aim to make gold via gathering, expect a lot of competition. (Having said that, I am getting pretty good at the Obsidium circuit in Vash’jir.)

And also, Blizzard doesn’t really care that some professions are simply better than others for making gold. Jewelcrafting has been good ever since it was introduced. Alchemy looks to have been given some perks this expansion too, with the very desirable truegold transmute (in the last expansion, miners had the equivalent) and they also have options to transmute volatiles, and presumably will be able to transmute epic gems when those get introduced.

Anyone having better luck with their professions?

Cataclysm Screenshot of the Day

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This was taken inside the Vortex Pinnacle, a 5 man instance which is all about the element of air. Those teeny black things in the middle are our characters running back after a wipe. It’s hard to really do justice to the scale of this place, it’s gorgeous.

Crafting in SWTOR, and help rename the Jedi Wizard

Lots of cool information about Star Wars: The Old Republic today this week from Bioware. Darth Hater reports on news about crafting and PvP battlegrounds in the upcoming MMO.

The crafting sounds very cool and interesting and different. You’ll be able to send your companions out to gather materials, craft items or engage in missions and different companions will be more skilled at different areas. This is already sounding like more of a RTS approach (puts me in mind of Starcraft) and I love the idea that you can come back to your ship and catch up on what they’ve been doing while you were away.

They also say that there will be ways for players who are more involved in crafting to get deeply involved and better rewarded for it, so I’m guessing that you will also have some options to specialise your main character in that area.

I find this all very intriguing.

The PvP scenarios also sound fun, with some similarities to the battlegrounds we all know and love from numerous MMOs. At least in the sense of allowing limited numbers from each side and being objective based (presumably you’ll get some points for kills too). I am also intrigued that they felt that banners, flags and points were too game-y, and guessing that they will use similar mechanics but better dressed up in terms of the story of that battleground. (Compare Wintergrasp to Arathi Basin for an example of using banners and defense points in a more immersive way, for example).

And finally, due to the epic amount of complaining from people when the Jedi Consular caster-y subclass was revealed and named Jedi Wizard (which is, yes, kind of lame), Bioware went back to the drawing/ writing board and thought up three alternative names for the subclass. You can vote on your favourite one here (and yes, there is an option to keep the Jedi Wizard!)

Alas, Jedi Psychiatrist is not on the list.

The demise of the guild crafter

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Crafting skills were designed into games like WoW, EQ2, LOTRO etc to keep crafters busy and encourage players to interact. That’s why players are limited in how many tradeskills they can take on each character, to force some trading and interaction.

Enforced interaction has never been popular with the playerbase, but has given us some great community payoff. For example, in DaoC, crafting was such a dull grind that most players didn’t bother. The ones who did were very likely to be adopted as guild crafters, supported by the guild with materials in return for crafting items for the guild. Although I always liked this as an idea, it never really worked brilliantly (especially in games that didn’t feature mailboxes and auction houses). What if the guild crafter wasn’t around when you needed them? What if they were *gasp* busy? What if creating a masterpiece item took several hours in real time and a variable, unpredictable amount of materials, and you were tenth in the queue to have yours made?

Crafters felt wanted, but also stressed and hassled. Players felt frustrated. It was definitely an interesting experiment, but no great surprise that later games made things easier.

Now it is almost irrelevant that tradeskills are limited, because high level players often have alts with all the tradeskills that they need (this is as true in EQ2 as in less crafting friendly games). They just mail items around between their crafters when they need something done.

I wonder how much of a niche there can be for different crafters at endgame if bored players will level one of each craft anyway. Is it possible to make crafting itself into a more fun minigame, as opposed to the gathering/collecting side of levelling the skill.

Do you use guild crafters? Or do you prefer to level crafting alts yourself?

Are we too obsessed with choices in games?

Suzina writes at Kill Ten Rats about her disappointment with the crafting system in Star Wars Galaxies. There were lots and lots of different professions to choose from … but many turned out to be mostly disregarded by the rest of the player base.

if you chose to be an crafter, a doctor, or an entertainer, you were completely worthless most of the time. Most of the time, nobody had to interact with you and nobody wanted to. Eventually, someone might want a guild-hall, or a face-lift, or some death-penalty removed and they would be forced to interact with you until they could get back to doing fun stuff.

She goes on to wonder what a game would be like that only had one class. Imagine that everyone could easily switch between every role in game.

The trouble with choices is that on the one side, you get to pick what is more fun for you to play. On the other, there’s a good chance that some choices will be mechanically superior to others. Others might be inconvenient, or so time-consuming to level that they don’t fit with less hardcore playing styles. Eventually, the playerbase drifts towards cookie cutter specs because they actually are better. So the choice is either an illusion, a trap made to catch newbies and anyone else who doesn’t know what the current best specs are — or else it’s not a very meaningful choice because anything you pick will be fine. I don’t believe that the second option really is meaningless though. Choosing how you prefer to play is always meaningful, and if no class is better or worse at anything than any other, they might still play very differently.

We see it with crafting skills also. Some end up being more desirable than others, some are easier for building cash, some may have added bonuses. (We joked in the beginning of Wrath that WoW had turned into World of Jewelcrafting because jewelcrafters got daily quests, lots of extra drops, vast money making potential and bonuses that scaled well — it’s still true.) Yet somehow, they all involve the same ‘click on recipe to craft item’ mechanic. So from the player’s point of view, all that ever can really matter is the profits and any side bonuses. They all play the same.

For many people, choosing what class, spec, or crafting skill to play is heavily dependent on what other people are doing. If you pick a rare (but needed) class/spec combination, you will have an easier time getting into groups. If you pick a rare (but needed) crafting skill, you will be able to fill a niche in the market and may be more sought after. Being rare feels more individual and unique, and being unique is very highly  prized among players.

It can also lead to the situation Oriniwen finds herself in, where she’s just happily levelled a new alt to find … that her co-GM picked exactly the same class and spec for a new alt, and they both hit max level at the same time. Does it matter? Well, yes if they both share a role for which there is limited demand. With the best will in the world, it’s hard not to be gutted when you realise that you have to compete with a friend for groups.

I’d welcome a game where anyone could switch to anything, although I am curious as to how it would affect how we identify with our characters. I also wonder whether facing the very real choice of ‘What would I prefer to do?’ rather than the illusory choice of ‘What do other people on the forums say I should do?’ might be too much for some to bear.

How do you feel about choices in MMOs?

Another route to hard modes

Lots of single player computer games have options that the player can select to control difficulty. You start up and get the Easy/Medium/Hard options, so you pick Easy, right? After all, you want to at least finish the game now you’ve bought it. Or at least get a feel for how easy their Easy mode is before you ask them to ramp up whatever tweaks they do to make things harder.

Or maybe that’s just me. If  a game offers an Easy mode, I’ll pick that while I’m learning it. But then again, I don’t like every game enough to want to replay it so maybe that’s the only mode I’ll ever try. The only hard mode I did quite like was in the Civilisation games – I don’t particularly score well at it (I claim that this is because Civilisation is biased towards world domination and against winning through better SCIENCE!) but I like that picking a harder mode unlocks extra options and complexity for the player,

So if harder modes offer a richer game, or at least a slightly different one, then I’m personally more likely to try them.

So what is a hard mode, really?

Usually it means a tweak to internal parameters so that the game becomes more testing of whatever twitch-fest they’re focussing on. More enemies. Faster enemies. Tougher enemies. Sometimes they make your character weaker – less survival options. Or add more environmental variables.

It should lead to a more exciting game experience when you can’t just idly wander through the fields of mobs randomly letting off your AE nuke of choice without any fear for your toon’s safety. Or in fact without having to really think while playing the game.

If you look at a game like Plants vs Zombies, you can see how instead of setting a difficulty at the start, they increase difficulty with each level. This is the other way to set difficulties and it’s the one I prefer. Let the player start with the easiest mode, and then add more elements, tweak settings slightly for the next level, increase complexity slightly. And keep going until players either finish the game or find the difficulty level they’re comfortable with – hopefully by the time they reach either of these points they feel they have had their money’s worth and are ready to buy your next game.

But that’s not so great for a multi-player setting where players may be of different skills, experiences with this type of game, or even seeking different goals. The player looking for a relaxing casual social experience probably doesn’t want to play ultra-hard mode, and it isn’t because they’re some kind of slacker. It’s just because they aren’t looking for a testing experience. Hard isn’t always the same as fun.

All you can do with groups is to offer the different difficulties and let players decide among their own groups how they want to organise themselves and make that decision. You probably don’t want to force them all to start at the easiest level and gradually pick up more and more difficulty because they may not all be at the same level to start with.

In practice, MMOs tend to have their easy modes at level 1. And as you level up, gain more abilities, and probably try out the group content, then things get harder. A game like WoW introduces a lot of the elements you’ll later find in raids in their 5-man instances. This is why it matters if 5-mans are too easy, if they are, people won’t learn the things they need to learn. And MMOs have not been good traditionally at ramping up the solo difficulty, which is another valid criticism. It has tended to be groups only.

Designing the Hard Mode Encounter

In a Diablo/CoH style hard mode encounter they generally just increase the numbers of mobs, increase their damage, and increase their toughness. And sometimes that’s enough. It certainly can be enough to step up the pace and excitement without requiring people to radically change their playing style.

In a WoW-type hard mode encounter, the encounter is intended to more severely test part of the raid. So you get some hard modes that are just harder dps checks with a little extra survivability movement thrown in. You get some that add a lot of extra complexity – more movement required, more adds to handle, more elements for everyone to think about. You get some where the nature of the encounter changes dramatically.

I’ve heard some complaints with hard modes (and I know I’ve seen few myself – we had a pop  at Freya+1 last night and that was fun), but I figure they can’t all be winners. As long as most encounters are more fun and challenging for the hardcore raid groups in hard mode then the hard modes are doing their job and entertaining people.

So what is the best way to have difficulty settings for soloers?

One of my guildies hooked me on Hattrick a few months ago. It’s a web-based football manager game, and not one of those games that will take over your life. Once it’s all set up you can log in once or twice a week to set your team formations for next week’s games and check how things have been going.

(It is amusing to me that I’m not big on football but I love football manager games.)

And there’s one game element in Hattrick that I think is very smart indeed. Alongside your regular team, you can also coach youth players. This means that you will sometimes be able to promote a good youth player to your A-team and it will be much much cheaper than buying a player via the transfer market, also there’s a chance that you’ll raise a brilliant player who is much better than anyone you could have afforded to buy.

The game offers two different ways of managing the youth team. There’s the hands-off method where you just pay a certain amount per week towards upkeep of the youth team. Once you have set that up, it happens passively and you get the chance to promote a youth player once a week. Most of the players you get this way are pretty poor, but there’s always that chance that you could find a winner. (I think my current goalie was a youth promotion I got from using this method.)

Then there’s the more complex hands-on method where you can actually choose to run your own youth academy. If you do this, then you get to send scouts out to find new youth players, set up games for your youth team the same way you do for your main team, decide how you want to train them and listen to the trainers reports on how they are doing. And you decide when or if you want to promote a player to the main team or if you’d rather keep training them with the youth for longer (the youth academy generally has better training options).

So effectively, this game  has a solo ‘hard mode’. If you want the extra complexity, you can choose that. And it gives you much more control over the outcome of the youth team. If you don’t want to be bothered, then you pick the easier setup and although you won’t get as consistent results, you still are in with a chance of promoting a really good player.

I could imagine something like this for crafting in MMOs. People who hate crafting can just not do it. People who like to craft as a casual side-game could pick some non-complex crafting mechanism where you just hit a single button, and there’s more randomness involved in what you get. And people who love crafting and want to spend the extra time on it could pick a more complex crafting mechanic. It would take longer and require more thought but would give them more control over the whole process.