Tag Archives: Joyia

The Secret World – It’s all true…

“It’s an MMO, set in the Modern world. Conspiracies like the Illuminati and stuff, it’s all true. And the Secret World is spilling out into the real world. That’s where the player exists.”

That was the first description I heard of the Secret World. It was at least 3 years before the game came out. I was interested.

“It’s like Lovecraft, Poe, and Stephen King had a love child, and they made a game about it.”

OMG, this game is going to be awesome. I started to follow the game voraciously. Every tidbit. Every video. Every screenshot.

When the game finally launched in June, I had already made my pre-order of a lifetime sub. I not only wanted to play this game as much as I could, but also wanted to support it as fully as possible.

The intro tutorial quest was very… odd? Discouraging? Combat felt odd to me, and I really didn’t like the aggro mechanics. But I persisted.

And boy was I rewarded. If you do nothing else, get Secret World and play through Kingsmouth. It’s the first “zone” of the game.

Kingsmouth is a small coastal town that feels very New England. There are mines, junkyards, the shipyard, the old forest, and even a small municipal airport. The first thing that really struck me about the town, just on the surface, was how well a “real world” location actually felt to run through. As someone who started playing WoW when ground mounts weren’t available until level 40, I am well aware of what it feels like to run through MMO games. The town made sense, and the more I moved through it, the better I understood it. Normally I am one of the first ones to call games out for being “jogging simulators” where you are forced to backtrack over and over again. It took me about 4 hours to realize I had run back and forth across this small town at least a dozen times, and it STILL didn’t feel old. It just felt good moving through the world, jumping over trashcans, fences, and barricades.

Then I found it. The best quest ever put in an MMO. Funcom wanted to make Secret World different. They wanted it to be unique. And they succeeded 100%. The quests in Secret World are broken down into Main Story Missions, Action Missions, Investigation Missions, and Side Missions. Main Story are obviously varied missions that move you through the game’s main plot. This actually works quite well for keeping a coherent lore thread. Action Missions usually involve alot of killing. That’s fine, although I will get back to combat in a bit. Side Missions are pretty much fedex or fetch quests, nothing really standout. Investigation missions are what makes this game so.much.better. than all the rest.

The Secret World comes with a Google browser built into the game. Why does it need it? Well obviously, they didn’t want people alt tabbing while doing investigation missions. The Kingsmouth Code was the first quest where I really began to understand what Funcom had done. Most games, when presenting the player with a puzzle, include the answer in the game. In most modern games, the answer is 2 feet from the player at all times, outlined in yellow, and so simple even a 10 year old can get it. The dumbing down of games is a holy war I don’t want to get into, but regardless, Myst wouldn’t make it today, purely based on the insanity of the puzzles. Secret World went the complete opposite direction. Not only was the answer not in the game, but they actively expect you to use Google. (Best part, one of the NPCs responds to you and says “I don’t know! Google it!”) You have to pay attention to the most minute of details in the world. They will give you hints that really only get you about halfway there. Don’t know Latin? Better just keep a Google Translate tab open.

At one point in the quest you are given this clue: “Time is the province of Kings and Gods. The hands of time point to truths written by kings in the words of God. The path is open to the enlightened.” That’s it. I immediately looked around for the clock. Sure enough, there’s a clock with the time set at 10:10. I am a bit sad to say that it took me another 20+ minutes to figure out the next part. Did you already? Words of God. The Bible. Kings 10:10. Of course, this verse talks about a woman giving talents to King Solomon… How does that apply? It just gets more convoluted from there. In the end, the entire quest chain took me about 2 and 1/2 hours. I couldn’t have been more pleased.

Seriously though, Kingsmouth Code (and by virtue it’s extension, Digging Deeper) are amazing quests. Almost worth it alone, if you can get the game for $20 or so. The other investigation quests are just as fiddly, deeper, and mind bogglingly obscure. (Do you know who composed the Four Seasons? Cause if so, you are going to do better than most.) The best part is, unlike games like Myst, where the puzzles are just obscure, the investigation missions in Secret World are all based on fiddly niche knowledge. Do you know where old churches list the hymns you will sing that Sunday? Do you know how to translate Morse code? Do you know how to dig into a company’s website to find info on their employees? When you know the answer, you quite possibly feel like the smartest person in the world. When it takes you three hours to figure something minor out, you feel like the stupidest person in the world. And it’s ALL AMAZING.

The game holds up through the second zone, the Savage Coast, but after that it starts to go downhill. The Faction Missions you get every so occasionally are superb and well worth the time, but once I hit Blue Mountain, it was like smashing into a wall. Which brings me to my big complaint.

Combat and the over abundance of choice. In Secret World you don’t pick a class. You pick a weapon. You earn AP points, which you can then spend to get skills in any weapon you want. There are 9 possible paths right from the beginning. I picked Blood, as it appealed most to my Warlockian nature. Turns out, you can’t solo as Blood. In fact, you really can’t do anything as *just* Blood. So I had to go back and pick up another weapon. So I snagged Shotguns (seems like a solid choice yeah? Zombies + Shotguns == always fun!). Only shotguns, being short range, really didn’t fit in well with my ranged magic. So then I switched to Blades. How? Well, in Secret World, you can’t respec, you just need to earn more AP. So they let you redo quests you have already done, and you get the same reward. I just had to go back and re-grind Kingsmouth’s quests until I could level my Blades skill up to match the monsters in the area I was fighting. The thing is… as much as I loved doing the Investigation Quests, they weren’t the quests you could re-do. It’s the Action ones… which require you to kill things… which I was having trouble doing… which is why I picked up a new weapon… which I couldn’t use effectively because I didn’t have the AP… that I needed from the Action Missions. Oh dear. For you WoW players out there, imagine getting to level 50, as a priest, realizing you really want to be a Shadow Priest instead of leveling Holy, and instead of just respecing and changing some gear, you have to go back to Westfall and relevel from 10 to 50 to gain access to your Shadow Spec. Seemed like a great idea on the surface. Fails in reality.

Once I got my blades up to skill level, I noticed something very disheartening. I was mowing through enemies like one of those oversized lawn tractors. Blades was *significantly* more powerful than Blood or Shotguns. Enemies I barely beat by the skin of my teeth before were dying from a single slice of my katana.

I never really appreciated the balance that goes into WoW class design. Yeah, I can argue that my warlock does twice the work of mages for half the dps, but in the end, I rarely feel as if I am just completely playing a wasted class. I felt that way with Blood vs Blades. The options seemed so numerous at character creation, but in reality they were few, you were just very likely to pick the wrong choice.

I am currently at the Egypt zones (having a child really cuts into the gaming time), and starting into them, but I can already tell the slow degrade of polish through the second two Solomon Islands zones is going to continue through the game. It’s very clear they worked very hard to nail the first zone, Kingsmouth, and as a result the other areas did not receive as much love. The Faction missions, which are scattered based on how much overall experience you have earned are clearly in the Kingsmouth polish category and do some really amazing things. (The first one sends all three factions to the same location, but each tells a different side of the story. And each are scary on Silent Hill levels.)

The Secret World doesn’t hold your hand. The community tools like Wowhead and Wowinsider don’t exist. Figuring out powerful solo specs requires a great deal of work and number crunching, as opposed to just stopping by Elitist Jerks. It’s a game that makes you work for it. In some ways that’s good. In others, it makes you realize how much WoW has spoiled us as gamers (I am looking at you Random Dungeon Finder). It makes me realize that any MMO that wants to compete with WoW can’t compete with WoW at launch, they have to compete with WoW as of today (or rather the day the competing game wants to launch). And that is an exceptionally tall order.

On the up side, it costs me nothing to take long breaks between playing. There have been small content patches, with bug fixes and new quests, every month. The game will keep getting better, and I will keep coming back. The Secret World is just as engrossing and enthralling as I had hoped. It just doesn’t feel like an MMO. It feels like a single player game. The social aspects weren’t vital to the game. (In fact some of the missions required solo instances and thus actively prohibited group play.) I can’t wait to see where they take it. I can’t wait to see plot threads picked back up and extended. And I can’t wait for more Investigation Missions.

Secret World is one of my games of the year and very much worth the initial investment, provided you can give it the time to play through Kingsmouth during your free month. Watch for sales on Amazon or Steam, and pick it up for under $30. The first zone is worth that much.

Warcraft Breads – Rock-Salted Pretzel

I got a shiny new KitchenAid mixer. It’s the bright red one. I decided I wanted to make tons and tons of breads and such with it. But I needed a plan. Which breads? How often? How would I discover new recipes? Then later that night in the middle of the raid, it hit me. I sat to eat a Buttery Wheat Roll… and I thought, hurm, I could MAKE wheat rolls now!

So I decided to start easy, with some Pretzels. I love pretzels. But it’s not Brewfest, which is the only place in game I knew to get pretzels. A quick Wowhead search lead me to Rock-Salted Pretzels sold by Plugger Spazring.

Tasty golden pretzels.

So I got an alt to remote me to the Grim Guzzler in Blackrock Depths.

Joyia, hoping a Direbrew Mole Machine to Blackrock.

Sure enough, he sells my pretzels. Awesome. Now for the real world equivalent.

Picking up a full stack of 20. I love warm pretzels.

Pretzels are shockingly easy to make. All you need is a little flour, salt, sugar, yeast, water, a bit more salt, baking soda, and butter. I would put it’s cooking skill at around 50, as it doesn’t require any special equipment or tricky bits. All told, it takes about an hour to make.

Here’s the ingredients:

DOUGH:

  • 2 and 1/2 cups of flour
  • 1 teaspoon salt
  • 1 teaspoon sugar
  • 1 package instant yeast (2 and 1/4th teaspoons)
  • 7/8ths to 1 cup water

Bath and Topping:

  • 1 cup boiling water
  • 2 tablespoons baking soda
  • coarse, kosher or pretzel salt, optional
  • 3 tablespoons unsalted butter, melted

To start, let’s make the dough.

Add all the dough ingredients into your mixer. The water needs to be slightly warm, just like the yeast likes. The variation in the water is due to the variation in air moisture. For moist areas or during the summer, use less water, otherwise a bit more. I always start with 7/8th and just add small splashes until the dough doesn’t have any crumbly bits that don’t want to stick to the main ball. Mix until all blended and starting to form a big sticky ball.

Dough pre-water

The Dough, all mixed up, ready to knead.

Now, using a bread hook, knead the dough for 5 minutes. (Or knead by hand, to level your strength and stamina.)

Once the dough is good and kneaded, form into a ball, lightly flour and stick in a bag for 30 min. This gives the yeast time to rise. Also gives you time to farm some herbs or ore or maybe run a dungeon, if you are a tank or healer with a short queue.

The dough, balled up, floured and rising.

Go ahead and mix up the “bath”. Boil the 1 cup of water, then add it to the baking soda. It will fizz and bubble. The baking soda needs to completely dissolve in the water.

The baking soda and water bath for the Pretzels.

Once your dough is done rising, now comes the FUN part. Preheat your oven to 475 and prepare a baking sheet with either parchment paper or spray to keep your pretzels from sticking.

Lightly grease a space to work with your dough, and divide it into 8 equal pieces, then let them sit for about 5 min. Pour your bath into a 9″ square pan.

Dough separated before rolling.

Roll each piece of dough into a long, thin rope (about 28″ to 30″ long), and twist each rope into a pretzel.

Pretzel dough, all rolled out and ready to twist.

Working with 4 pretzels at a time, place them in the pan with the baking soda/water, spooning the water over their tops; leave them in the water for 2 minutes before placing them on the baking sheet. This baking soda “bath” will give the pretzels a nice, golden-brown color.

Pretzels in their bath.

Transfer the pretzels to the prepared baking sheet. Sprinkle them lightly with coarse, kosher, or pretzel salt (I used regular kosher salt, as I didn’t have any coarse pretzel salt, they were just as good). Allow them to rest, uncovered, for 10 minutes.

Pretzels all ready for the oven.

Bake the pretzels for 8 to 9 minutes, or until they’re golden brown.

All done! Beautiful golden brown.

Remove the pretzels from the oven, and brush them thoroughly with the melted butter. Keep brushing the butter on until you’ve used it all up. It’s  a lot of butter, but that’s the way the brewmasters make them, so just keep using it.

All buttered up and ready for restoring health!

Now you should have 8 large Rock-Salted Pretzels to restore health! This recipe makes for a great base to make variations of pretzels too. Add cinnamon to the dough for a tasty spicy pretzel, or cheese to the top for nommable cheese pretzels. Also, I generally use King Arthur Flour, as it is just a higher quality flour. If you make breads and cakes often, I recommend trying it, as it completely changed the quality of all my recipes. (KAF is like a +10 to cooking.)

This recipe is also really great with kids. They love playing with the dough. You can make pretzel sticks or nuggets as well, but that will likely shorten the cooking time a bit.

Now, time to kick up your feet with some Conjured Glacial Water and a Rock-Salted Pretzel and enjoy the fruits of having the cooking profession.

Impressions of 4.3

I didn’t expect much from 4.3.

I mean, look at Cataclysm’s track record:

Patch 4.1

Extremely difficult and punishing heroics.

Extremely difficult and punishing raids.

Slow gearing.

Wildly monotonous dailies next to a pvp zone.

Patch 4.2

Extremely difficult, reused, and punishing heroics.

Extremely difficult and punishing raids.

Slow gearing.

Wildly monotonous dailies.

 

With all that, who was looking forward to more of the same? Not me. I was looking forward to Transmogrification, mostly for the ability to wear t5 on my warlock again. And boy do I look awesome.

What I wasn’t expecting was Morchok. To die. On our first attempt. Dead. Huh. After taking 2 weeks to kill Magmaw and 3 weeks to kill Shannox, that was a tad bit of a shock. So our raid snagged in some extra people and went to LFR. And we cleared 4/4, raking in the loot like it was Christmas morning. Week 1 we were 3/8. Now this is more like it.

What I wasn’t expecting was Murozond. The best.fight.in.Cataclysm. Seriously. Getting to “reset” the fight every 20%? That is *awesome*. Hero for the whole fight. Cooldowns SPAMMED. DPS through the roof. People popping back up after they died!

The mechanics in the new dungeons were simple, easy to understand, and relatively clear in how to overcome. The lore is interesting. The dungeons themselves, short, sweet, and LOOTY.

What I wasn’t expecting was the Darkmoon Faire. Wow, are those mini-games fun.

What I wasn’t expecting was running the 3 new heroics on 4 toons and capping on valor on all 4 toons in one week. Considering I am pretty sure I have run those 3 way more than all of the trollroics on all my toons combined.

 

I came for the Transmog and stayed for the end game. What a shock.

What’s in a Name?

Okay here’s the article.

 

To summarize, it’s a nifty article on last names, and women taking their husband’s name after they get married. It’s a nifty article because it covers many of the viewpoints WITHOUT ever pushing an agenda. Bravo Stephanie Pappas for writing a good article.

Now, why do I want to talk about it on what is arguably a gamer blog? Because it’s important to me.

My experience:

My mother has been married 3 times in her life. The third time was apparently the charm, as she is still married to him now. She had my brother with her first husband, me with her second, and married my step-father when I was 9 or so. So growing up my brother had one last name, I had a second, and she had a third. I was used to being the only person with my name. Add to that, it is a rather uncommon last name, and I liked it.

You see, it started with Ac. So when teachers in school would go to put people in alphabetical order, I would just get up and walk to the front. I generally had the first seat in the front row in every class. I had no problem with this. In fact, I kinda liked it.

My name was a part of who I was. It was short, sweet, and unique. It meshed well with my middle name (I always went by my middle name not my first name) and generally was fun to write.

It never bothered me that my mother had a different last name. It never bothered me that my brother had a different last name. We knew we were family and loved each other.

Now, I did have a hated first name. It was pretentious, long, misspelled, and didn’t fit me even a little bit. I shorted my signature to start with a J. very early in high school and never looked back. As my friends and I discussed getting married one day and names, the discussion generally revolved around whether we would take our husband’s names or not. The consensus was that we would, unless it was a stupid name, or it sounded bad with our names. I always said I wouldn’t, because I liked my name. It was part of who I was.

The first time I got engaged, I flat out told my Fiance I would not be taking his name. It wasn’t interesting, it wasn’t cool, and it certainly didn’t improve the sound of my name any at all. This engagement eventually fell apart. Why? I was too independent, and he was too clingy. (Among other problems, but those are the big “overarching” problems and were a common theme among all the others.)

Was the name thing an indicator? Maybe. He was certainly upset about it.

Many years later, after going to grad school, and living on my own, I got engaged again. This time, his name wasn’t perfect, but it wasn’t bad either. Also I saw the opportunity to get rid of my dreaded first name. Here I was, at 26 about to completely change around my name.

Now to follow along… <J. First Name> <K Middle Name> and <Ac Last Name>. When I got married I legally changed my name to <K. Middle Name> <Ac Last Name> <Husband Last Name>. No hyphens, or whatever, but now my maiden name was my middle name. I looked at my new name and smiled. I *loved* it. It was totally me. It fit me better than my birth name ever had.

I took a moment to consider if I would ever change my name back if I was ever to get divorced. The more I thought about it, the more I though, no, probably not. This name was more who I was that ever before. And I loved it.

My husband wasn’t pleased. I know right? His response was “Well that’s a rather sneaky way of keeping your own last name?” Is the name thing such a touchy subject because men still have this desire to “lay claim” to their women? It’s kinda cute, as long as they are okay with dealing with it if we don’t go along. This comment surprised me. My mother had always used her maiden name as her middle name. My grandmother did too. All the adult women I knew growing up had done the same thing. With one exception and she had *hated* her family before she got married and likely wanted to shed her last name as much as I wanted to shed my hideous first name.

Turns out, it’s a common Southern tradition for a Southern Belle to keep her family name as a middle name, unless she is ashamed of them. I am not ashamed of my father’s side of my family, but neither am I proud of them. I don’t really think about them one way or the other, as my parents divorced when I was 3 and my mother then moved 14 hours away. I never really associated the name with them. It wasn’t their name, it was mine. Mine and unique. I think this discovery of culture mollified my husband.

What changed in the 3 years? I grew up, lived on my own truly, and struck out into the real world without Mom and Dad or Student Loans to keep me up. I came to view my life as something other than just myself. I was planning on being with this man forever. I was still myself, but now I had a part of him too. My new name looked and sounded right.

I embraced this new “label” for who I was. I was different than I had been as a child, so it made sense for my name to be different as well. Maybe this mentality comes from playing games, and thus having avatars or roles, so I already deal with “alternate” names quite a bit. I mean, I answer just as readily to Joyia (my World of Warcraft warlock) as I do my own name. I use Ember Dione as interchangeably with my own name to the point Google thinks it really is my own name.

I feel now like a name is a representation of who we are. And as such, should change when we change.

My name is meant to fit me, not the other way around.

 

Addendum: As far as the “legally required to assume your husband’s name” thing in the article, that’s just ABSURD. Not a chance in hell would I be okay with that being a law. It’s a person’s choice, and it should be left at that. After all, they have to live with that name.

On Being Legendary, Pt. 2

There are a ton of reasons why this post took so long to write.

1. Our guild stalled out on Shannox for the first 6 weeks of Firelands.

2. They gave 5 embers to a guy who then left. (Shocker, as they didn’t take my suggestions on how to pick someone to get the embers.)

3. We converted from a 25 man to a 10 man raiding group.

4. To deal with converting, we now have 2 dps teams and so dps only gets to raid half of the time. Hence, our embers are pretty evenly split between two players. (Me and another Lock.)

 

But finally I am able to write that my embers have been collected, and last night I walked into the Nexus to complete the quest Through a Glass Darkly.

Holy hand grenades, was I not prepared.

I can actually solo level 70 Nexus on my lock fairly easily, but this was a whole new level of difficult. I didn’t have too much trouble until I reached the final boss. Then I had the great joy of wiping for 3 hours trying to kill him.

This was both the greatest and worst quest ever.

Great:

1. I just killed a thing that was AMAZINGLY difficult.

Terrible:

1. That AMAZINGLY difficult was also frustrating.

(Let’s just assume from here on, the first one is a good, the second is a bad.)

2. I had to use skills I so rarely get the chance to use.

2. I had to use skills that are so rarely used… FOR A REASON.

3. I love playing affliction and dot management.

3. I could only play affliction because I had to have the fel hound out.

4. Speaking of Fel Hounds, man does that dude rock when glyphed and has mana feed.

4. Man is the Fel Hound RETARDED when it comes to staying out of the fire.

5. The Nexus was a pretty cool instance.

5. The circular platform with a flying boss makes it impossible for my pet, a good 25% of my damage, to attack said boss.

6. I understood what I needed to do, even though it was somewhat “random-ish” it wasn’t too cheap.

6. I also understood how much easier this would have been if I had been a mage.

7. I have an amazing staff!

7. That is equal item level to two other staves that are just drops off of bosses… and that didn’t cost weeks of raiding, 9k gold, or 400g worth of repair bills.

8. Now that I have the stage one staff I am the only one collecting for stage two!

8. I have to kill the same seven bosses over and over and over again for the next SEVEN WEEKS to get the next stage. Are you KIDDING ME?!?

 

The more I have thought about this, the angrier I am. This staff should at least be the iLvl of the staff of Rags. The quest or the extra boss or the money sink should have been spread out. Now I just have two lame collections that essentially are: farm Firelands for x amount of time. Really Blizz? You couldn’t try to be a little more original? It’s like they got to this part, went, okay, that’s an awesome first stage. Oh we’re out of time? Oh well just throw in two more collections and call it a day.

Regardless I suppose I should be happy I have the Branch of Nordrassil. I should be happy I have started my cinder collection. Really I am just annoyed at Blizzard for not thinking out the rest of the quest line and making it JUST as interesting as Through a Glass Darkly. I am annoyed that the second parts now have no variation other than farm Firelands.

To Nerf or Not to Nerf?

When Blizzard announced their intention to nerf t12 in preparation for t13, I immediately though, “Oh thank god.” No anger, no rants, no sadness, merely a soothing sense of relaxation and peace.

What the hell?

Peace?!? Soothing relaxation? A tension I didn’t even KNOW was there was pushing on me. The tension of progression. Snapping at my husband. Ignoring chores I needed to do. Being unhappy and frustrated with my hobby. I didn’t notice that it was there until it was suddenly gone. Why do I care if we wipe on Aly for two nights this week, we have downed her once pre-nerf so post nerf, we got it in the bag.

I think the most indicative thing of what this raiding tier had become for me was the replacement of a glyph. Seems like such a small thing right? I replaced the Glyph of Fear with the Glyph of Shadow Bolt. Such a tiny thing. But I had been looking for ways to push my dps just a bit farther… Just a bit… Enough to nerf my cc and utility to eek out 200 more dps. The thing is, I *hate* those DPS. I hate them. I love utility. And I really loved my utility when I had more of it. Why was I pushing my dps? Because my raid wasn’t progressing.

Casual doesn’t mean what it used to. It used to be that casual meant just a few hours a week. Now casual means medium levels of gear and people who barely know how to stay out of the fire. When Blizzard made raids more accessible, they had people who didn’t know how to raid, raiding and loving it. But now those same people expect to raid, and they can’t. In Cataclysm a raid can’t carry 2-5 people and be fine. Everyone needs to carry their own weight.

Instead of running with whoever you wanted to, now you have to run with people who know how to raid, and possibly hurt the feelings of those who are less good. For those who would jump in and say, “L2P NOOB!” Remember, WoW has always worked to cater to the path of least resistance. What is the path of least resistance when it comes to learning new, painful boss fights, to not keyboard turn, and how to play their class to the fullest to overcome the challenge or just saying “Bah, this is too hard. I liked Wrath better” and canceling their account? The 1 million subscriber dip points to the truth.

Some people are saying “OMG this is unprecedented!!!” Hello, I would like to introduce you to the ICC Buff. Remember the one that started at 5% and grew to 30% over the course of a few months? Instead of a slowly growing buff to the players to make the fights easier, they are just nerfing the bosses across the board.

This brings me to my point. Blizzard knows. This is a company who has built their entire business on balance and stats. They *know* how to balance. They do it more than any other company. I would bet every piece of gold I have that they have massive amounts of data flowing in on everything. I wouldn’t be surprised if they didn’t have huge files where they can look at every single classes’ dps on every boss in t11 and t12. We use WoWLogs, which is close, but flawed. We run sims that are best estimations. They have the real deal.

They know exactly how many players have been in Rag’s room. They know how many guilds have downed him. They know the percentages. They know what people are dying to. They know what fight people are by passing. They know everything.

People on these blogs and forums talk about the difficulty being fine, talk about how the nerf is too much, too soon, they talk about how well their casual guild is doing on heroics… Wait, what? I don’t want to burst anyone’s bubble, but if your guild is on heroic modes, you are NOT CASUAL. My guild is casual. No attendance requirements, no spec requirements, no “stacking” to get the best buffs and we are 6/7. But even without my guild, only 6 guilds on my entire server have downed Rags. Only 6. And only 2 of them are 25 man guilds.

Wait, before you say, “Oh well your server just sucks.” I agree, it does. We are ranked 164 in the US servers. I thought, well that makes sense… OH BUT WAIT. THERE ARE 241 SERVERS. That means almost 80 servers are below us. 80 servers with HOW MANY PLAYERS? Including my old server. Including the other server I used to play on. I always thought we were the far end of the universe, apparently we aren’t! We are on the low end, but not near as bad as I thought.

Blizzard knows. They have the numbers to back up their decision. It may be different on your server or in your guild, but the WoW world at large is struggling and not seeing progression. If the end game is where the game really begins, shouldn’t more people see it?

They tried a valiant effort with Cataclysm to return to the harder style of Burning Crusade, but you can’t put spilled milk back in the jug. Players got used to raiding in Wrath. Players enjoyed raiding in Wrath. Players are leaving in droves because raiding in Cata isn’t nearly as fun. And Blizzard surely has the numbers to prove it and back it up.

LfNm for PST

Raiding is in a hard way right now. And everyone is speculating as to why. Then recommending answers. For what must be the 3rd or 4th time today I saw a blog post on “how to fix raiding” that immediately bounded off into rather large changes.

I shook my head, as this person clearly had only a passing grasp with game design. One of the big rules of game design is meeting player expectation. Players come to the game expecting something. As a designer, you have to meet their expectations. You can’t just start one way and shift 90ft to the right whenever you want. The player may not follow you.

So, as a game designer, how does one identify what is “wrong” with raiding and then how do we speculate how to fix it?

First, identify “good” raiding.

This is a bit difficult, as everyone has a different opinion of “good”. So let’s look at what we have. I will list the raids I have experience with.

Burning Crusade: Everything but Sunwell. From Kara 10 mans to Black Temple Warlock tanking on Illiadan.

Wrath: ICC, Ulduar, and Naxx. 10 and 25, for all 3.

Cataclysm: 25 for BoT, TotFW, and BWD, and 10 for Firelands.

Okay, so now that we have that, I will say that I liked ICC/Naxx/Kara best of all of those raids. Everything else aside, those are simply the ones I enjoyed most.

Step One:

What went right in the old raids?

1. Running Old Raids – Blizzard has shown they would like us to run old raids. Weekly quests, not allowing tokens to be purchased, etc etc. They want this to be our “play” night raid. Burning Crusade did this better than Wrath though, because there were no 5 mans to gear up in. Every week, raiders were back in Kara. Regardless what people say about running the old stuff, it made it easier to go back and farm that item that might have been missed, or to train new raiders while running mildly older stuff with overgeared people.

2. Achievements – Okay, so BC didn’t have achievements, but there were so many weeks I remember raiding just for the achievements. Also it is worth noting this is not a good reason for everyone. In Wrath though, it was possible, and in fact happened often where you would get an achievement without actually *trying*. Not all achievements should be like that, but having some would remind people they are there.

3. Balance of progression – In BC I remember when I realized our 25 man guild took about 2 nights to get a boss down for the first time. But once we had it down, it stayed down. In Wrath, some of the more complex bosses took multiple nights, but as always, once it went down, it stayed down. In FL it seems like having a boss down doesn’t mean we are more likely to have it on “farm” later. In fact weeks can pass between the first down and the second down.

4. Overgearing the encounter – Some might consider this “cheating” the fight, but really what it is, is playing an RPG. This is a core game design truth in RPGs. The player can put sufficient effort into one thing and do that one thing well enough, that it allows them to over power the enemy. In both BC and Wrath there was a way to generally get gear over what your guild’s current progression was. This allowed you to be more useful when running that progression. This really worked best in the Wrath 10 vs. 25 model.

5. Split gear between 10 and 25. Everyone hated it. The fact that gear was so much better in 25 vs 10 mans made 10 man guilds feel like second class citizens. Also things like the legendary was limited to 25. Making it seem like Blizzard was saying “only people who raid 25 are real raiders.” BUT this also allowed Over gearing. It also really only worked when considering that 10 and 25 were separate lockouts. All those itemization issues we have in Cataclysm would be much less painful.

6. The ability to carry – Not the idea that a raid can have 2-5 dead weights and still pull of heroic modes, but rather that a raid can have 2-5 deadweights and do most of the normal mode. In ICC it was arguable that until Sindragosa, a raid of 20 could pretty easily knock it out. In Burning Crusade it was really only Illidan, Archimonde, and Vashji that gave guilds with “not great” players trouble. (At least on my servers.) Why is this important? Because we want to raid with our friends, NOT with elitist jerks who min-max and do everything perfectly. I would rather raid with people I know irl than with people I have never met.  The ability to carry less awesome players meant we could play with who we wanted and still do the things we wanted.

Step 2:

What went wrong?

1. Not enough bosses. I know guilds who could get all of the t11 down in a single night of 4 hour raiding… then they were left with sitting about for a week. The raids were smaller, and more manageable, but overall there have been fewer bosses. At this point we have 21 bosses. At this point in Wrath we had 33 bosses, PLUS an extra tier before we hit the final raid. Now if one thinks about 10 v 25 mans, we actually have 21 bosses versus 66. That’s a THIRD of the content.

2. Holy paladins is this tier hard. No wait, not hard, FRUSTRATING. We know we wiped on Atramedes because the person hitting the gong in searing flame was a bit too slow and the tank had too much sound. One person stand too far out on Magmaw? Gonna wipe. One person miss the jump on Conclave, start running back. The fights have too many instant kill mechanics and too many if one person isn’t paying complete attention the raid will wipe. Worst of all is that if someone disconnects, you might as well just wipe it right then.

3. Itemization – Hey casters, where can I get a 346+ wand without spirit? Seems like a rather complex question. Non-casters or those who don’t use wands would assume there are probably a large number of answers. There aren’t. There is exactly TWO epic level wands for mages and warlocks. TWO. Oh and did I mention NEITHER are boss drops? One is a boe random trash drop and the other is just recently added for valor points. There are FIVE belts though, one of which is easily crafted. Three of which are boss drops. And it’s not just us, how many people do you hear griping about shoulders and bracers? Shaman apparently have the same thing with Weapons in FL. It’s just sad how many people in my guild run with Trollroic gear because they *still* haven’t seen the drop they needed. (I have never seen the Booklight, and I have been running BWD since week 3 of Cata and clearing it since April, just fyi…)

4. It’s always been harder to wrangle 25 people into a raid. But now it’s not just 25 people… It’s 25 well geared, alert, non-drunk, non-distracted, correctly specced, and damn near perfect players. After two weeks of wiping on Shannox because if we lost even 1 person we wouldn’t beat the enrage, we had lost 5 of our long term raiders. The game wasn’t fun for them anymore. It’s no wonder people are breaking down into 10 mans.

So now what?

Well some bloggers say things like “get rid of 10s and 25s, make everything 15s!” or “more content!” or “more difficulty modes” or even god help them “make epics truly epic and have loot drop less”. It’s all I can do not the nerd rage all over their blog. Cutting raids down to 15 doesn’t support the “large scale” raiding paradigm. 10s and 25s is a nice split. The reason 25s are dying isn’t that they don’t want to, it’s that they don’t have the people. People are leaving because the content is too frustrating and they have nothing to do. More difficulty modes is too complex for the style of game. In fact, the current two are more than enough, if people are willing to accept that the variation between the two needs to be greater. And anyone who says anything about LESS loot is just insane. I hit level 85 on Thursday after Cataclysm came out. I was in BWD downing bosses within two weeks. I didn’t get Cataclysmically epic until APRIL. FIVE MONTHS OF RAIDING THREE NIGHTS A WEEK… Even counting for bad rng, that is still ridiculous. And considering the number of people I know who raid ONLY for the loot, I am not surprised subs are dropping like flies.

 

Band-aids and Long Term

1. Immediately, do not pass go, do not collect $200, revert back to the previous 10 and 25 unshared lockouts. This doubles the available content. This addresses the ATROCIOUS itemization issues. This speeds gear acquisition for newer raiders.

2. Achievements that are designed to be achieved in both regular and heroic modes. It seems like all the achievements for BoT, BWD, and TotFW are all designed for “perfect” raids. Giving people goofy and absurd things to do is fun too.

3. Re-tune raids on normal difficulty to allow for “carrying”. This allows normal modes to be for “casuals” and makes them newbie/pug friendly. No instant wipes from one mistake here. But keep heroic modes on the same level as they are now. Precision, perfection, and min-maxing all required to down the boss. The heroic modes scratch the hard core itch, the normal modes cater to people who remember they are here to have fun, not be frustrated to the point of snapping their keyboard in half because one healer accidentally walked into a crystal trap.

3.5 Accept that 10 mans and 25 mans are never going to be perfectly balanced. In Wrath 25s seemed to be easier. In Cata 10s are much easier. Determine why this was (Wrath – not tuned correctly/buffs, Cata – tuned too tightly) and then determine which is the one as a design there is the desire to support. Players will take the path of least resistance. If 10 mans are easier, like now, players will break 25 mans down to 10s. If 25 mans are easier, and there is a good reason to raid them (slightly better gear) players will run them.

4. Fix the itemization. Having a flood of belts, when there are easy and readily available ones just makes it that much more painful when those are getting sharded but that boss still didn’t drop that one upgrade you need to replace a blue. Also while they are at it, they should make it where no more the 2 of the same item can be dropped off a single boss kill. Three pairs of plate tanking boots when we only have one druid tank? Yeah that’s helpful.

5. Accept that casual players make up a large majority of your player base. These people don’t want to be frustrated. They don’t want long boring grinds. They want to have fun, with their friends, and they want pretty epics. At the end of the day it’s still a game, and shouldn’t feel like a job. People already have sucky jobs, and WoW shouldn’t be treating them like a horrid boss.

These are all “small move” changes. They don’t radically change the game at it’s core, but rather are minor tweaks on current design systems. It’s making the game better within the current game. It also compromises and attempts to balance between the two factions of the game, hard and casual.

LfNm for PST

Raiding is in a hard way right now. And everyone is speculating as to why. Then recommending answers. For what must be the 3rd or 4th time today I saw a blog post on “how to fix raiding” that immediately bounded off into rather large changes.

I shook my head, as this person clearly had only a passing grasp with game design. One of the big rules of game design is meeting player expectation. Players come to the game expecting something. As a designer, you have to meet their expectations. You can’t just start one way and shift 90ft to the right whenever you want. The player may not follow you.

So, as a game designer, how does one identify what is “wrong” with raiding and then how do we speculate how to fix it?

First, identify “good” raiding.

This is a bit difficult, as everyone has a different opinion of “good”. So let’s look at what we have. I will list the raids I have experience with.

Burning Crusade: Everything but Sunwell. From Kara 10 mans to Black Temple Warlock tanking on Illiadan.

Wrath: ICC, Ulduar, and Naxx. 10 and 25, for all 3.

Cataclysm: 25 for BoT, TotFW, and BWD, and 10 for Firelands.

Okay, so now that we have that, I will say that I liked ICC/Naxx/Kara best of all of those raids. Everything else aside, those are simply the ones I enjoyed most.

Step One:

What went right in the old raids?

1. Running Old Raids – Blizzard has shown they would like us to run old raids. Weekly quests, not allowing tokens to be purchased, etc etc. They want this to be our “play” night raid. Burning Crusade did this better than Wrath though, because there were no 5 mans to gear up in. Every week, raiders were back in Kara. Regardless what people say about running the old stuff, it made it easier to go back and farm that item that might have been missed, or to train new raiders while running mildly older stuff with overgeared people.

2. Achievements – Okay, so BC didn’t have achievements, but there were so many weeks I remember raiding just for the achievements. Also it is worth noting this is not a good reason for everyone. In Wrath though, it was possible, and in fact happened often where you would get an achievement without actually *trying*. Not all achievements should be like that, but having some would remind people they are there.

3. Balance of progression – In BC I remember when I realized our 25 man guild took about 2 nights to get a boss down for the first time. But once we had it down, it stayed down. In Wrath, some of the more complex bosses took multiple nights, but as always, once it went down, it stayed down. In FL it seems like having a boss down doesn’t mean we are more likely to have it on “farm” later. In fact weeks can pass between the first down and the second down.

4. Overgearing the encounter – Some might consider this “cheating” the fight, but really what it is, is playing an RPG. This is a core game design truth in RPGs. The player can put sufficient effort into one thing and do that one thing well enough, that it allows them to over power the enemy. In both BC and Wrath there was a way to generally get gear over what your guild’s current progression was. This allowed you to be more useful when running that progression. This really worked best in the Wrath 10 vs. 25 model.

5. Split gear between 10 and 25. Everyone hated it. The fact that gear was so much better in 25 vs 10 mans made 10 man guilds feel like second class citizens. Also things like the legendary was limited to 25. Making it seem like Blizzard was saying “only people who raid 25 are real raiders.” BUT this also allowed Over gearing. It also really only worked when considering that 10 and 25 were separate lockouts. All those itemization issues we have in Cataclysm would be much less painful.

6. The ability to carry – Not the idea that a raid can have 2-5 dead weights and still pull of heroic modes, but rather that a raid can have 2-5 deadweights and do most of the normal mode. In ICC it was arguable that until Sindragosa, a raid of 20 could pretty easily knock it out. In Burning Crusade it was really only Illidan, Archimonde, and Vashji that gave guilds with “not great” players trouble. (At least on my servers.) Why is this important? Because we want to raid with our friends, NOT with elitist jerks who min-max and do everything perfectly. I would rather raid with people I know irl than with people I have never met.  The ability to carry less awesome players meant we could play with who we wanted and still do the things we wanted.

Step 2:

What went wrong?

1. Not enough bosses. I know guilds who could get all of the t11 down in a single night of 4 hour raiding… then they were left with sitting about for a week. The raids were smaller, and more manageable, but overall there have been fewer bosses. At this point we have 21 bosses. At this point in Wrath we had 33 bosses, PLUS an extra tier before we hit the final raid. Now if one thinks about 10 v 25 mans, we actually have 21 bosses versus 66. That’s a THIRD of the content.

2. Holy paladins is this tier hard. No wait, not hard, FRUSTRATING. We know we wiped on Atramedes because the person hitting the gong in searing flame was a bit too slow and the tank had too much sound. One person stand too far out on Magmaw? Gonna wipe. One person miss the jump on Conclave, start running back. The fights have too many instant kill mechanics and too many if one person isn’t paying complete attention the raid will wipe. Worst of all is that if someone disconnects, you might as well just wipe it right then.

3. Itemization – Hey casters, where can I get a 346+ wand without spirit? Seems like a rather complex question. Non-casters or those who don’t use wands would assume there are probably a large number of answers. There aren’t. There is exactly TWO epic level wands for mages and warlocks. TWO. Oh and did I mention NEITHER are boss drops? One is a boe random trash drop and the other is just recently added for valor points. There are FIVE belts though, one of which is easily crafted. Three of which are boss drops. And it’s not just us, how many people do you hear griping about shoulders and bracers? Shaman apparently have the same thing with Weapons in FL. It’s just sad how many people in my guild run with Trollroic gear because they *still* haven’t seen the drop they needed. (I have never seen the Booklight, and I have been running BWD since week 3 of Cata and clearing it since April, just fyi…)

4. It’s always been harder to wrangle 25 people into a raid. But now it’s not just 25 people… It’s 25 well geared, alert, non-drunk, non-distracted, correctly specced, and damn near perfect players. After two weeks of wiping on Shannox because if we lost even 1 person we wouldn’t beat the enrage, we had lost 5 of our long term raiders. The game wasn’t fun for them anymore. It’s no wonder people are breaking down into 10 mans.

So now what?

Well some bloggers say things like “get rid of 10s and 25s, make everything 15s!” or “more content!” or “more difficulty modes” or even god help them “make epics truly epic and have loot drop less”. It’s all I can do not the nerd rage all over their blog. Cutting raids down to 15 doesn’t support the “large scale” raiding paradigm. 10s and 25s is a nice split. The reason 25s are dying isn’t that they don’t want to, it’s that they don’t have the people. People are leaving because the content is too frustrating and they have nothing to do. More difficulty modes is too complex for the style of game. In fact, the current two are more than enough, if people are willing to accept that the variation between the two needs to be greater. And anyone who says anything about LESS loot is just insane. I hit level 85 on Thursday after Cataclysm came out. I was in BWD downing bosses within two weeks. I didn’t get Cataclysmically epic until APRIL. FIVE MONTHS OF RAIDING THREE NIGHTS A WEEK… Even counting for bad rng, that is still ridiculous. And considering the number of people I know who raid ONLY for the loot, I am not surprised subs are dropping like flies.

 

Band-aids and Long Term

1. Immediately, do not pass go, do not collect $200, revert back to the previous 10 and 25 unshared lockouts. This doubles the available content. This addresses the ATROCIOUS itemization issues. This speeds gear acquisition for newer raiders.

2. Achievements that are designed to be achieved in both regular and heroic modes. It seems like all the achievements for BoT, BWD, and TotFW are all designed for “perfect” raids. Giving people goofy and absurd things to do is fun too.

3. Re-tune raids on normal difficulty to allow for “carrying”. This allows normal modes to be for “casuals” and makes them newbie/pug friendly. No instant wipes from one mistake here. But keep heroic modes on the same level as they are now. Precision, perfection, and min-maxing all required to down the boss. The heroic modes scratch the hard core itch, the normal modes cater to people who remember they are here to have fun, not be frustrated to the point of snapping their keyboard in half because one healer accidentally walked into a crystal trap.

3.5 Accept that 10 mans and 25 mans are never going to be perfectly balanced. In Wrath 25s seemed to be easier. In Cata 10s are much easier. Determine why this was (Wrath – not tuned correctly/buffs, Cata – tuned too tightly) and then determine which is the one as a design there is the desire to support. Players will take the path of least resistance. If 10 mans are easier, like now, players will break 25 mans down to 10s. If 25 mans are easier, and there is a good reason to raid them (slightly better gear) players will run them.

4. Fix the itemization. Having a flood of belts, when there are easy and readily available ones just makes it that much more painful when those are getting sharded but that boss still didn’t drop that one upgrade you need to replace a blue. Also while they are at it, they should make it where no more the 2 of the same item can be dropped off a single boss kill. Three pairs of plate tanking boots when we only have one druid tank? Yeah that’s helpful.

5. Accept that casual players make up a large majority of your player base. These people don’t want to be frustrated. They don’t want long boring grinds. They want to have fun, with their friends, and they want pretty epics. At the end of the day it’s still a game, and shouldn’t feel like a job. People already have sucky jobs, and WoW shouldn’t be treating them like a horrid boss.

These are all “small move” changes. They don’t radically change the game at it’s core, but rather are minor tweaks on current design systems. It’s making the game better within the current game. It also compromises and attempts to balance between the two factions of the game, hard and casual.

I have a confession to make…

I click.

I KNOW.

No really, I know.

I remember how hard it was to learn to move with wasd keys too.

I KNOW.

I have often thought of changing. But change is hard. I mean, I had to rebind autorun to r after playing DAoC for years, because that was their default binding.

I am not sure I can do it.

But I decided to rebind a and d to something else. Maybe if I can’t, I will learn not to.

Trying to change a habit you have had for 5 years? Ouch.

 

Gambling: A tax on people who can’t do math.

While in High School I participated in after school activities which led me to having to walk to the local public library every day and wait for my parents to get off work and pick me up. As then went on for 4 years, I had plenty of time to stop and read the books as the case may be. One such book explained probability and gambling. It broke down each game and explained why gambling was always a bad idea. Lotteries, casinos, poker, it was all stacked against the player. I resolved to never gamble, or if I did, only with small amounts of money that didn’t matter.

Many years later, I learned the truth of probability through WoW and it’s item drops. I understood that having a 1 in a 1000 drop rate didn’t mean I had to kill 1000 things to get it, but rather that each time I killed something I had a small chance of seeing said item. After 161 runs to get Baron’s mount, I was pretty sure I understood chance and probability.

Then with Cataclysm, a new item was introduced that peaked my interest.

The Mysterious Fortune Card. (MFC, henceforth.)

What makes them so mysterious? Once Cataclysm hit, I found out they were essentially “gambling” in WoW. They are an item made by inscribers that a player can flip over and receive an white card that sells for some value between 10 silver and 5k gold. I checked the “drop” rate on the 5k card and it seems to be around 1 in 10k. Yeah, so not worth it, I thought, and moved on.

When I leveled my scribe, I herbed, milled, and started making inks. Only to realize that Cataclysm had only added about 20 glyphs total. In fact, there only seemed to be two items worth making, Darkmoon Cards (a combine set can be turned in for a trinket, which is very very good) or these MFCs.

To explain a bit, Inscription, a profession, allows a player to take a stack of 5 of an herb and “mill” them, turning them into powder. Any mill can produce Ashen Pigment, which makes Blackfallow Ink and rarely Burning Embers, which make Inferno Ink. Generally a single mill of the high end herbs produces 2-4 Ashen Pigment, and 1-3 Burning Embers.

The Burning Embers and subsequent Inferno Ink are used to make the very valuable Darkmoon cards. Because the recipe to make them however requires 10 Inferno Inks and is random as to which of the 32 cards it drops, anyone trying to make full decks will need a huge amount of ink.

However, the Ashen Pigment and Blackfallow Ink are practically worthless. They aren’t used for anything other than trading down to lower inks to make glyphs, and even that, is a risky market at best as anyone trying to sell those glyphs will be competing with leveling scribes. So I decided what the hell, I’ll make MFCs.

I checked the auction house, to see how well these cards were selling. 15 gold EACH. Wait. What? Yep. 15g Each. Okay… So it takes 2 pigment to make one card. I get 2 pigment from a single mill generally. So that means, as long as I buy the herbs at 2g each, I can spend 10g to make 15g. I like that return. So I bought down 400g worth of herbs from the auction house. I processed them (by milling them) then spent another 600g to buy volatile lifes (which are used to make the Darkmoon Cards). 1kg spent.

I ended up with around 250 cards, plus two Darkmoon Cards. I banked the two Darkmoon Cards to make my trinkets, and listed all of the MFC. I listed them in stacks. 5 stacks of 20 cards selling for 14g. (Discount for bulk!) 5 stacks of 10 for 14.5 g. 10 stacks of 5 for 14.75g. And finally 50 stacks of singles for 15g each.

Three hours later, I logged back on to the character to find: ~3000g. HOLY FUUUU. *ca-ching* And note this is completely WITHOUT ANY PROFIT from selling the Darkmoon Cards!

So I of course dumped most of that money back into buying more herbs. Process. Make cards. Sell cards. Loot gold.

The price fluctuates, generally ranging from 12g to 15g. The stacks always sell, many to the same player. I also enjoy watching two or three sell, then about 15 minutes later, watching 3 or 4 more sell. I proceeded to do this for the next week or so, spending a great deal of time milling herbs and making cards.

Then Basil screwed me.

BLAST. Now everyone would understand MFC were a TERRIBLE investment. I mean, people understand if a slot machine has a 5% house advantage, they aren’t going to buy the cards that have a 98% house advantage! That would be idiotic. Sure enough, the market tanked instantly. Not only because people stopped buying, but also suddenly it went from me and one other player listing to 50+ listers. In addition the cost of herbs skyrocketed. Bah. My money making scheme gone. Oh well.

Several months later I was leveling my herbalist mage and got a rather huge stack of whiptail (one of the best Cataclysm herbs for milling for ink). I had learned the MFCs could be turned into food and had been using that on my warlock for a while. I figured my mage could use a darkmoon trinket, and so started sending her the whiptail to process for Inferno Inks. She processed, then made her cards. Over 200 MFCs. Man, that’s alot of cookies, I thought. I wonder how the AH prices for these are.

15g??!?

Did everyone FORGET? Do they seriously sell again? No, I thought, surely there is no way. People aren’t that dumb…

Or maybe they are, I thought less than an hour later when all my cards sold at 14g each. True the Darkmoon cards sell for half of what they used to, but then, so do the herbs.

I can generally get them between 1-2g each now. This past week I process thousands of herbs, and made over 1k cards, which I then turned around and sold for about 15k, so about 5k worth of pure profit. The best part is, I can barely keep stock up on the AH. I buy ALL the whiptail below 2g each. I process it all. I put cards up and usually they sell out before more whiptail is available. I am contracting specific farming players to farm for me. I have an alt named Bellagio! I camp the AH at work to buy more Whiptail. I got an addon that allows me to click mill and walk away.

Turns out, I am not the only one. Well, I guess I have a goal now.