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What are Raid Lockouts, why do they matter, and how do they work?

Whew, what a loaded series of questions!

Raid lockouts were originally a Raid ID that said “This raid is this much completed, and can be completed later.” The problem was, people would raid on Tuesday, get X# of bosses in, then plan on coming back the next day, or later in the week. Then some a-hole in that raid would come back early, with different people, and clear to the end. Blizzard fixed this by effectively giving each person on the raid team a unique lockout. So when you can back, the raid leader would zone in, and that was the same raid they had worked on before.

Players could run raids that had downed bosses they hadn’t, but not raids that went earlier than their own lockout. Yes it’s confusing, so here’s an example:

Trial of the Champions – 10 man:

There are 10 raiders and they raid on Tuesday and killed the first 2 bosses (Beasts and Champions) on Tuesday. Wednesday, they come back, but two of their raiders are out. They grab a guildie and a pug. The guildie hasn’t cleared ANY bosses, but because the raid leader is one of the original 8, he zones in to see the Valkyr up and is asked if he wants to be saved to 2/4. The Pug has cleared Beasts, but not Champions, so he also zones in to see the Valkyr up and is asked if he wants to be saved to 2/4.

This gives the players a clear picture of what is going on, where they are starting, and what they are potentially skipping. So the guildie in this example is passing up the chance of loot from the first two bosses. Once he kills the valkyr, he would not be able to go back and do them later. The two members who DIDN’T make the raid could zone in with an entirely new group and would also be 2/4.

Raid lockouts matter to players because it allows us to take the raid in a series of chunks that are better for our specific playstyle. So like Weeping Angels, we raid 2 nights a week, 2 hours apiece. If we don’t clear the raid in that time, we don’t clear the raid. No running over, no extra nights. We all have kids, and spouses we want to see. WoW is a big deal, but not the highest priority. When we got to Garrosh, we held the lockout even when we would have reset because we wanted to kill him without starting all the way at the beginning of the raid.

So how did this change in WoD?

Well, it got a lot more complicated for one. (Bad designer, no twinkie! Simplicity is a goal over complexity.) Now, the lockout is per BOSS per character. So to reuse the above example, I decide to go into a raid that is 2 of 4. We kill the 3rd boss. I am now “saved” to the third boss. But I have to go, so I leave. I am saved to JUST the Valkyr though. So if I try to start a raid later, it puts me at the FIRST BOSS I haven’t defeated. Which is Beasts, the first boss. When I get to the Valkyr again, I just don’t get loot, but I still have to kill them again.

This is a TERRIBLE design.

Players use raid lockouts to skip bosses they need nothing from. So a guild will run SoO, get to the final “wing” and switch an alt out. This allows that character to “hold” the lockout. So the next week, they can start at Blackfuse and finish the raid faster. Get to the meat and potatoes faster. Get to the new loot – FASTER.

The only reason for changing this would be if Blizzard didn’t WANT players skipping bosses like this. But the problem is, their “fix” for that didn’t change that. it just made it clunkier! Now if we want to save a lockout, we have to bring an alt for the first 11 bosses, then switch that alt out, and have them be raid leader the next week, instead of just switching an alt out for a single boss.

I don’t understand the logic behind this. It doesn’t make sense in the scheme of raid lockouts and progression. Following the “new” method, it should just put the players at the boss directly AFTER the last boss the raid leader defeated. If we really wanted a fresh raid, we wouldn’t be extending the lockout! If we wanted a fresh raid later in the week, just have the raid leader be someone who hasn’t run!

I would even like to see the ability to “jump to wing” for raiding. As long as everyone in the raid has previously cleared all of those bosses, when we get ready to go in, the raid leader can choose to start at a specific boss or wing.

The Moment of Longing

As always, WoWInsider has inspired me to write a blog post, discussing WoW and how entwined my life is with it.

Expansion launches are always a weird time for me. I am so incredibly excited for the new thing. I can’t wait to meet new NPCs, see new zones, conquer new raids… But… I will miss the old stuff. Even now, I go back to Dalaran, and I have this moment, right when I load in, where I feel that familiarity. The soft comfort of a place I know well and rarely see anymore.

It’s like going home.

I return to my parents town and home, and everything is hearthbreakingly familiar. So similar to how it used to be. The pond is covered in green algae. The roads are as twisty as they have always been. The cows still munch at the edge of the road, balefully watching cars, trucks, and the occasional tractor drive by. That one guy still washes his old red truck every day and waves at cars as they drive down the road.

Everything seems the same. But as I look closer, there are small differences. The Walmart has been rearranged. There is a new restaurant in the old Shoneys. A new fast food place opened up on the edge of town (but it’s not very good my mother tells me). That one friend now has 4 kids instead of 3. So and so married so and so. Those people got divorced (are we at all surprised?) But even with the changes… it’s still that same place.

The feeling that always strikes me though… I don’t fit. I don’t belong here anymore. I haven’t lived there in 10 years. I thought at first it was the time I had been gone, but even spending a more extended time there, I realized… I was different. I had changed in my time away. I grew as a person, I gained awareness of others, I learned about the world at large, far beyond the microcosm of my home town.

In a way, I feel this same emotion every time I return to old expansions. These cities, zones, quests, and raids were once my home. But I have grown up. I have changed and seen bigger bosses, and bigger trials. I have explored more interesting zones. My old haunts, while still beautiful and wonderful in many ways… they are a place a visit. I don’t live here anymore. This is not my home.

I move forward to something new and exciting, and yet… I will do many of the same things. I will make new friends, and old ones will drift away. A new expansion is still just that, an expansion of the journey we have been on. The adage says – the more things change the more they stay the same.

Oh Pandaria – I loved you. Thank you for being my home for two years. A source of joy and comfort, a balm for my sadness and heartbreak. I will move forward, but you will stay behind. I will return on occasion – to visit, finish achievements, perhaps even to farm up a piece of gear… but it won’t be the same. I have outgrown you, and while that is sad, it is for the best. Let us enjoy this one last hurrah and see Garrosh fall a few more times. (Also give me an heirloom.)

Flying, Riding, and Exploring

It was announced that Warlords of Draenor would not include flight at “the beginning”. Players complained, as always, and discussions were had. Several things came up I wanted to think/write about.

In previous expansions, players had to get to level cap first, then they could purchase the ability to fly. This usually came a high-ish price. This is good design, in my opinion, for many reasons.

1. It forces the player to ride through the world for an extended period. It has been proven that people who fly from one place to another don’t feel the “distance” the way someone who drives does. By forcing players to level until they can get off the ground, they generally feel the vastness of the expansion world.

2. It allows for funneling the players to locations. Level design is all about how to get the player to stay within the game area and how to get where we want them to go. Keeping them grounded allows for this. It makes it so the designer can be reasonably certain the player enters a zone from a specific point, and the gameplay can be tailored to match the leveling player.

3. It’s a gold sink. If it’s something WoW needs, it’s more gold sinks. Anything that takes gold out of the economy is good.

4. They see the monsters, NPCs, hidden things much better from the ground. It goes back to exploring, but it makes it worth it to spend dev time on doing silly things like the hidden treasures of Pandaria.

Now, having said that… I am strongly opposed to the idea of waiting for flight until AFTER the first content patch of WoD. As any long time WoW player will say, the game is very different when leveling versus when at level cap.

So why is it a bad idea to be level cap and not have flying?

1. Playing with Purpose.

It’s pointless-ish for level capped characters to kill monsters. We get no exp, the gold and drops aren’t worth it, since we get more in dungeons, and generally, we are never in danger – so it’s really just a slog that takes up time. Level capped players who are doing dailies just want to get their stuff done and move on to more important things, like dungeon runs. So I timed it. It takes me about 20 minutes to fly over, do the Shado-Pan dailies, and get back to the flight path. If I only play WoW an hour a day, that’s a 1/3rd of my play time burned doing what is effectively a chore. To test, I decided to do it on mount/foot. It took me 48 minutes. MORE THAN TWICE the time. A majority of the extra time was spent riding over and back, and dealing with extra mobs in the way, since the bug island is DENSE with monsters.

2. Designed for Reality not for Flow

Stormwind is a very interesting city. So is Ironforge. Both of them are sprawling and believable cities. They have houses, shops, districts, and dozens of landmarks. But in the terms of playing a game, these are terrible areas. Logically, in a game, there would be none of the wasted space. The Auction House, Inn, Vendors, and Flight Point would all be gathered together right inside the door. Now that’s not to say they should change these cities, but rather that they need to “lessen” the impact on the players. The ability to fly over the buildings and canals in Stormwind helps ease the players passage while allowing the city to look realistic.

3. Travel Time is Wasted Time.

You know that one person, who is always late? They are constantly running behind, to the point you tell them to be somewhere 30 minutes early so they will be even remotely close to on time? Now imagine you are waiting on someone to run dailies… Or a dungeon… or a raid… WoW is a game best played with friends, but always having to wait on someone is just as frustrating as it is in real life. We have things to do! And waiting about, or just riding through the world is not those things.

Why do flight paths not fill this need? Well for one, there are never enough of them. Two, they take some of the most meandering paths. Three, it’s dead time. You can’t DO anything while flying. I am not here to watch a bird fly, I am here to do interesting things. Also, everyone has had the experience of accidentally clicking the wrong destination and having to wait even LONGER to get where you wanted to go. On my own mount, if I see an herb, rare, or battle pet along the way, I can stop and engage.

Not having flight wouldn’t bother me as much if I knew that it was going to be reasonably easy to get where I wanted to go. But spend some time in Pandaria and realize how unlikely that is. The flight path from the Shrine to Half Hill takes twice the amount of time as just flying over the mountains.

At 90 (and 100 in WoD) the player isn’t playing to explore anymore. They don’t need to kill monsters for exp. They are trying to get the things they need to raid or pvp. That does not include spending hours of time traveling about. Players will take the path of least resistance and it’s a designers job to make sure that path isn’t quitting playing. To give an example, I started playing Hearthstone one night while taking a flight path. I didn’t notice I had reached my destination until the game auto logged me out for being afk for 20 MINUTES. Having a long flight path and travel time meant I stepped away from the game, and potentially would not come back.

Time spent in the game is valuable. There is so much to do and so many goals, for players, time is at a premium. The designers need to take this into account when making decisions. Make a game, not a jogging simulator.

WoD Beta Impressions

I am fortunate in that I got to play the WoD build at BlizzCon last year, and then got into what appears to be the first wave for the WoD beta.

First things first – When I saw WoD back in November, I remember thinking it wasn’t nearly as far along as MoP was at the same time. (I also got to play MoP at BlizzCon when it was announced.)

It was clearly unfinished, textures missing, no world critters, very little set dressing. Only two zones, both of which felt very empty.

The beta isn’t much better. They re-wired the way the area starts. There is a strange event at the Dark Portal, then an event in the Tanaan Jungle, then it’s off to Shadowmoon Valley. But oddly, instead of going to Karabor immediately, as we did at BlizzCon, it was a crash landing on the coast. We started by building our Garrison Outpost and questing into Draenai territory. Why are the Draenai okay with us hacking down their trees and building an outpost? We’re just as bad as the Horde in Ashenvale here.

The beta is buggy, unstable, and there is a ton of missing stuff. (Enchanting mats, trainers, etc.)

Here is my bullet list of issues though – not QA issues, but player issues:

  • The animation on the follower when dragging them from the follower pane to the mission pane in the garrison needs to be LITERALLY anything else. The strangle animation is NOT the one to use here. I picked up the night elf and she was literally struggling for her LIFE. No no no.
  • Why change the order that things are added to bags? Why not allow up to decide which direction it goes in? We have been playing one way for 10 years – you can’t just change it now.
  • So objectives are just like…. quests without the quest text?
  • The way things complete is wildly inconsistent. Some mobs are multi-tap, some aren’t, some items are player specific, some aren’t… Seriously guys, we have solved this problem. PICK a solution.
  • Reminder – Escort Quests are the WOOOOOORST.

Now about Garrisons…

I haven’t played Wildstar, but I see the pictures. These Garrisons are not comparable. Blizzard is strangling player choice in the name of their desire for telling their own story. The Garrison was supposed to be optional – now it’s a part of the storyline as it progresses through Draenor. The Garrisons are a pale shadow imitation of the player housing in other games. And the way it looks/feels in the Beta does NOT comfort me that it will get any better.

If Blizzard does this – releases Garrisons as their answer to Wildstar – I am afraid Wildstar is going to win the argument. And unfortunately, that will be the beginning of the end. You can’t be the 600lb gorilla in the room, if everyone else has corgis and kittens and you keep insisting they play with your gorilla.

Players in MMOs want choice. We want to make our characters look the way we want to look, dress the way we would dress, live in places we would live. Every choice you let the player make is validating them and allowing them to be a part of the story and game. Every choice you take away because you think it should be about you not the player is a stepping away point. And so many players are stepping away. The thing that made WoW the 600lb gorilla is the people playing who convinced their friends to play, drive them away – and you lose those pounds.

Proving Your Way to … Rares?!?!

Blizzard added Proving Grounds in MoP. These were solo battles intended to prove your skill with a specific role. But very few people used them. They awarded you nothing other than an achievement, which is not a carrot most people care about.

The progression of leveling/loot currently goes like this:

Level -> Normal Dungeons -> Heroic Dungeons -> LFR -> Flex Raids -> Normal Raids -> Heroic Raids.

Each of the stages up through Flex raids requires an item level to queue unless you are running with a pre-made group. The purpose of the item level requirement is to check that you are geared and prepared for the dungeon/raid you are about to go in. Does this work? Not really. Dungeons, after the first two months of the expac or so, people outgear them, so even a terrible player will just be carried through on the backs of their group. The same goes for LFR. In a group of 25, there are usually up to about 5 or so people who are just completely worthless and they get carried through.

Does this create frustrating or difficult times? Yes. Should Blizzard be attempting to fix it? Yes.

Well now, Blizzard has announced that Proving Ground will be REQUIRED to queue for Heroic Dungeons in WoD as a fix for the above problem. And I think it is not only the wrong fix, but also shows a lack of understanding as to the problem.

My experience with Proving grounds was I walked in, tried the Bronze, one shot it. Cool. I tried Silver. I got to the final wave (10) and was overwhelmed. So I checked WoWhead, and sure enough, as a Warlock, I *have* to spec into certain skills to be able to succeed. Because you can’t out-gear the encounter, you are literally LOCKED into certain skills and talents. I didn’t have tomes, and I didn’t care enough, so I left.

Two other times in WoW I have been in a similar position – The Legendary Nexus quest in Cata and the Legendary Cloak quest in MoP. I was trying a thing, I couldn’t have help, and I needed to literally change the way my character played to succeed. Both times it was annoying, frustrating, and felt like Blizzard was telling me “We gave you all these choices of ways to play your character, but haha, most of those were wrong and this is the only way to play.” Both times it took me several hours of frustration that I was being forced to SOLO extremely difficult content when I had a GUILD full of people willing and wishing they could help. (It’s especially odd when for the Legendary staff, I literally COULD NOT have done the entire rest of the questline without a guild.)

The problem with random groups is not specifically that people don’t know how to play their class, but rather with the ways of gaming the ilevel system. First off, items in the bags count, meaning many people are queuing based on their off spec gear or pvp pieces they have their bag. Or just flat out wearing pvp pieces. Or they will game the system and queue wearing gear that has no business being worn in that instance. (I am not even kidding, I had a tank in LFR one time who was wearing a GREEN 432 weapon – when the ilvl to queue was over 520 – and no one was willing to kick him because of how long it took to find tanks, so we struggled through a 3 hour LFR instead.)

Further this, the kick timers and troll prevention are needlessly obfuscated, and the punishment timer goes on the person doing the kicking and not the idiot getting kicked. In a 5 man it’s actually not hard to kick people. In an LFR it is. I was in an LFR where we had TWO dps who were in tank spec, one of whom was actively taunting off the tanks and throwing off the rotations. We couldn’t kick both, just one, because the people willing to do something all had timers. Another time I was healing, and the death knight tank was THIRD on the healing list. The other people were just farting around. It had ZERO to do with skill and more to do with them not giving a shit.

See why requiring a proving grounds medal does this not actually address the problem?

There are also other reasons, like: people don’t play solo the way they would in a random dungeon or lfr. Proving grounds is also not balanced for all classes and specs. If it’s not an account wide thing, it means people will have to do it over and over again on their alts.

It’s gatekeeping. This has been proven to be a POOR choice every single time it has been used in WoW. Attunement quest chains? Discovering the instance portal? Even the item level thing has not worked out as intended.

What did work? 1. Luck of the Draw. 2. Determination. 3. Bonus Bags.

So what would I do?

First – require all dungeons be completed in normal IN THE ROLE YOU QUEUE FOR. So with this requirement, it’s like the achievement requirements for LFR. First off, it solves the issue of group play vs solo play. A guild can carry someone through. Even if you are running with your guild, if you are healing, you learn a bit about healing the fights. If I want to queue for heroic dungeons as a healer, I have to heal all the dungeons in normal first. To me, this upholds the pillar of multiplayer, allows for help from a guild, and also allows a path for people who play less seriously to get there without the frustration of gear scaling/spec changing.

Second – WoD’s gear “adaptation” is already going to fix *some* of the ilvl gaming going on. But I honestly feel unless an item is equipped, it shouldn’t count. This comes from someone who has BOUGHT blue pvp gear, held it in my bags just long enough to queue, gotten a drop or two, then re-sold it on the AH. Never equipped, but used for the purpose of queuing.

Third – Change the vote kicking system. You should be able to know if you have a timer because of “too many vote kicks initiated”.  For every completed instance, you should get the ability to vote kick without messing up this timer. For every wipe, you should get to vtk without affecting this timer. In LFR, it should take more than 5 kicks in a single LFR to affect this timer. If you are the person kicked, you should get a 30 minute debuff JUST LIKE THE DESERTERS.

 

There are other small tweaks that could be done, but these are big ones. Also, does anyone else notice, this whole thing seems to be “fixing” heroic dungeons when the real problem is LFR, WHICH IS NOT GOING TO REQUIRE SILVER? What are they even thinking? Is LFR going to be removed from the gearing steps? If so, it will have to be the same gear as drops in Heroics, in which case, people will just stop outright, as LFR takes far longer, and you have a greater chance of getting asshats. Not to mention, Heroics drop RARE items… RARES. We have to do jump through how many crazy hoops to get RARES?!? Why? At least in LFR it’s epics! Heroics, even Stonecore, was only awful for the first two months of the expac or so, then the number of people who outgeared it had hit critical mass and it became fairly easy.

It’s all a matter of perspective

I decided to stay.

WoW is so deeply ingrained in my life at this point, I am positive I couldn’t leave without feeling it’s loss more strongly than… well none of the comparisons I could make would sound very good. WoW is more than a game for me, it’s a hobby and a connection to my life. Where was I when I worked at Sega? Raiding in ICC. Where was I when I got hired at TfB? Waiting for the Cataclysm. When my son was born? Prepping for Mists of Pandaria.

More than that, it’s a connection to people. I am an extrovert. I love being around people and feed off talking and interacting with people. WoW lets me do that every single day. I have so many friends that I would not have if not for WoW.

So where does that leave me on the topic of sexism in WoW?

Freaking pissed still that’s where.

I won a trip to BlizzCon this year, again. I know! I KNOW. It’s weird right? The only thing I can ever win is trips to BlizzCon. Eh, I’ll take it. So I went. And of course, they announced a new expansion.

Warlords of Draenor.

And they did it with a big picture of all the Orc Warlords. My very first thought when I saw the picture was, “Oh lovely… a bunch of dudes.” As they did the initial – Things that are happening in WoW panel, that immediate reaction got even worse. I was so excited about Draenor, New Character Models, Garrisons, LEVEL 100!!!! and they were systematically stomping on that excitement by showing they were continuing down the path of not supporting the ladies.

None of the lore characters mentioned were women. There were no women sitting on stage. The character model updates they showed off were all males. The story was dudes, doing manly men things with other dudes. I tweeted each thought more and more furiously. I was excited and yet angry. Why? WHY was it SO ONE SIDED?!?

But I wasn’t the only one tweeting. There were a few. Then a few more. THEN MORE. The flood of tweets loaded with people asking where the women were. After that panel, I went to the lore one. There Metzen did something really stupid.

Someone asked about Aggra and where she would be when Thrall went to Draenor. He said she would be staying in Azeroth, as she had a kid. The “boys club” would be going on the trip to Draenor.

How many people can you offend in ONE statement?

Yes, they also talked about a Joan of Arc character. (Though really, thanks for telling us she’s going to die after being called crazy. Women LOVE that. As far as heroic females, can we not use her? She’s a trope AND well… look at how her life went?) Drakka was mentioned, but only in relation to Durotan.

Here’s the thing… Women are wives. Women are daughters. Women are mothers. Women are also warriors. Women are also stubborn. Women are also capable of violence. I am a mother. But I found someone to watch my kid and went to BlizzCon.

Metzen implied that the reason Aggra would be staying home is because she was a mother. No other explanation or reasoning, just because she was a mom, and that’s what moms do. They stay home and take care of the kiddos.

Oh boy. Queue shit storm. That’s when it hit me. That was the BEST thing he could have said. Absolute best. Why? Why would that be the best? This. And This. And THIS. Especially THIS ONE. (Oh wow, I missed this one – GLORIOUS!) And it just keeps going. Here we are, a week after the con, and people are STILL talking about Aggra. Not Thrall, Durotan, Gul’dan, or any of those other dudes, but Aggra. *silent cheer*

People are being loud and vocal. People are directly messaging Metzen, Ghostcrawler, Kosak, ALL OF THEM. Telling them, that we weren’t happy with the gender imbalance BEFORE, and we sure as hell aren’t going to take them relegating one of our favorite characters to the sidelines. Someone asked about Moira at the Q&A. They had said nothing about her before that point. Turns out, she has some major plot going on in WoD!!!

Now, I do want to address WHY this is such a big issue. The ratio of males to female in the lore characters is about 7 to 1, so about 86% male to 14% female. If that were the real world there would be a CRISIS on our hands. In China, it’s split about 52% to 48% male to female and it’s ALREADY CAUSING PROBLEMS.

The WoW player base is speculated to be between 30-40% female. (My anecdotal data backs that up.) That means there are a ton of people out there, like me, who are playing this game. They raid, they quest, they level. They are heroes, and yet, in game, they have very very few female leads to look up to. And every time there is one, they are overshadowed by the males in the game. Where is our Thrall to look up to?

Even more worrisome is the systematic destruction of the females we DID have. We have so few to begin with, so losing some to plot lines is problematic unless there are new ones to replace them. We need lots of new ones. That is why the loss of Aggra to something so stupid is so frustrating. They took away one of our good female characters for an incredibly sexist reason.

Okay, before the response – is being a stay at home mom not heroic? I would NEVER say that. I stayed home with my kid for 3 months, and at the end of it, I was a basket case. BASKET CASE. Being a stay at home mom is quite possibly the most insane thankless job ever. But having said that, this isn’t an issue of staying home and raising your child instead of going to work. This is a matter of SAVING THE WORLD. If you don’t, it doesn’t MATTER if you raised your kid, THERE WON’T BE A WORLD FOR HIM TO GROW UP IN. Not to mention, Aggra has never backed down from a fight before, why would she start now? Draenor was her HOME after all. She had to live/grow up on the shattered remains of it.

I was happy at the Art panel they showed off the female models a bit. Their work on the female dwarves is nothing short of astonishing (they are so beautiful now!). I also noted that was the first panel with a woman on it (hurray!). As the weekend went on, I heard and saw all the many responses and so many of them are people talking about these issues. I think I made the right decision. Stay, speak, fight.

And I think, they might be listening.