Tag Archives: World of Warcraft

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.

Hey, I was playing with that.

Minecraft 1.8. I couldn’t wait. Villages, abandoned mines, Endermen… oh, my!

Until Notch broke my world. Okay, to be fair, he didn’t break the world. But when I would go an investigate a new area, new chunks would spawn and there were “issues” due to the fact they Mojang changed the way the world was created. Like my ocean dropping down one block in the middle of no where.

I tried to keep playing. I really did. I persisted for about a week. Then gave up and started a new world, which I played for about a week.

I realized that Minecraft would be releasing in November and this mean that I only had 2 months with this new world before they likely broke it again. So I just stopped playing Minecraft until then. It seems wrong to stop playing a game I enjoy simply because I know the world is going to be broken.

 

This really brings up a larger issue with games, persistent and otherwise, and the way some designers approach them. My main complaint is this:

I spent time and money playing your game. Respect my investment, or I won’t be returning.

I love Minecraft, but I won’t be giving Mojang another dime. I won’t be buying their new games. They don’t respect the player’s time invested into their creations.

Is it an easy fix to make the world add new things in already discovered and explored areas of the game? No, it’s not. But it is respectful of the player. I spent at least 2 months building my obsidian palace and digging my huge quarry. Respect the work I did and do not screw up my save file because you want the ocean to be one block lower.

In World of Warcraft, for the most part, when I do or earn something, it’s done. I get to keep it. And for the most part, Blizzard does a great job of respecting the player’s time. You spend enough time and you can get anything. They have messed this up on occasion (Keymaster, the Darkmoon Faire turn in achievement, removal of old quests and rewards) but for the most part, this seems to be a design goal they meet.

This is perhaps one of my greatest gripes with Jolt’s games like Legends of Zork (now gone) is that they were wildly disrespectful of the player. Your time and money meant nothing and they were completely willing to wipe it off the game’s database.

As a game designer, when dealing with games that will be updated, or patched, always stop and consider each change from the point of view of the player. Does it make their achievement worthless? Does it make time they invested worthless? Does it “roll back” things they have earned? If you ever answer yes, stop. Think. Is there a better way? There probably is. That is what game design is all about, finding the best way to do something.

 

I am playing Minecraft again, but I will admit, I found a bug that lets me dupe items. And by god, I have been using it like mad. I no longer care about doing things “legit”. What’s the point? Mojang is just going to screw them up anyway.

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.

Carrots on Sticks

Even More Update Goodness: I have read several other blogs about the subject, but here is one of the best. His whore analogy is just superb and spot on, and his arguments are valid. The thing is, I understand why Blizz would never do as asked. Maybe they will consent eventually to add raid mounts to the bag (Ashes of Alar might just be enough to drag that bear back in) but for the TCG they *can’t*. If they do, it devalues the TCG and takes away one of the major selling points of the cards. And don’t get me wrong, while I would love to have those mounts available in the bag, it will never happen, because Blizzard makes too much money on the licensing fees for the card game.

I really feel the biggest drawback of this fix is that it doesn’t allow the tank to queue with anyone else. Even allowing the tank to queue with just one other person might take the sting out of it. Pocket healer, trusted cc-er, or just that one person you always play with. You are still taking 3 other people out of the queue, so it is still a win, but seems less… whorish… than it is forcing them to queue alone.

 

UPDATE: Blizz announced that the bags WILL IN FACT BE BIND ON ACCOUNT. As I said “Make the bags Bind on Account so we can pass them off to our alts. (Then I would be 85 on Pandara in a heartbeat.)” my response to the announcement was “BRB LEVELING”.

 

I have talked about the Tanking problem a few times. Since the dawn of the Random Dungeon Finder the players of WoW have developed a skewed vision of dungeon running. I barely remember running a few dungeons on my warlock prior to the introduction of the LFD tool. They were simply too time consuming, too prone to failure, and far too difficult to find a group for.

But LFD changed all of that. Dungeons were readily accessible in a matter of minutes. Loot rained down on the World of Warcraft. It was wondrous. And it spoiled us all beyond repair. Seriously. We are spoiled rotten little children demanding more things when we have already been given the world.

The average time to get a pug group together PRIOR to the LFD tool? 4 hours. And then 2 more hours to clear the dungeon because the chances of everyone KNOWING the dungeon was slim to none. The average time I have to wait in the DPS queue for a dungeon? 40 minutes. Which is just about the time it takes to do all of the Tol Barad dailies, killing every fox along the way.

But nooooooooooo people gotta complain about something, so they chose to complain about their 40 minute queue times. To be fair, the queue times for LFD have been slowly increasing through Cataclysm. I have talked about this before. So Blizzard decided to answer the problem with a carrot on a stick. It worked for Oculus right?

Here’s the thing though… I have a tank. I have debated on leveling her. Why haven’t I leveled her despite having leveled 2 healers and 2 dps at 85? Tanking sucks. I hate random healers who aren’t very good. I hate random dps who can’t wait two seconds. I hate RNG fights where one mistake leads to me dead on the floor. So now Blizzard offers me a carrot. Am I going to level her and roll through dungeons with her now?

Nope.

But I LOVE minipets! I LOVE rare mounts! So why wouldn’t I leap at the chance to get them?!? Oh right, because like MOST other collectors, I collect my pets and mounts on ONE character. I collect them on Joyia. Who is a Pure DPS. If I could tank with Joyia, I would be all over this like a starving man on a steak. Bad DPS, rude healers, wipes would all be ignored with the joy of working towards a rare mount. I don’t want those mounts on Pandara, I want them on Joyia

There are so many other solutions… offer it as a reward for any dps who has to wait more than 40 minutes in the queue. The tanks are already being rewarded, with an instant queue. Make the bags Bind on Account so we can pass them off to our alts. (Then I would be 85 on Pandara in a heartbeat.)

Or they could fix the real problem. Wrath proved that the problem isn’t there aren’t enough tanks and healers. My dps queue during peak times in Wrath was 15-25 minutes, HALF of what it is now. Why was that? Oh right. Wrath dungeons were easier. Wrath tanks had better threat generation, gear, and to be honest, their skills were better tuned. Revert Swipe to it’s old cooldown (none). Give Thunderclap back it’s massive aggro. Increase the threat of Death and Decay and Blood Boil. Revert Consecrate back to it’s Wrath glory. Lower the CD on all tank “panic” buttons. (Just by 1/4th or 1/3rd.)

Or even give classes the ability to tank. Make Beast Mastery like Feral Druids. There are talents they take to get a tanky pet or to get a dps pet. Bam. One more tank. Make Demonology like Bear tanks. Metamorphosis is a form a lock goes into to tank. They have their “big” health pet that splits the damage through soul link, and their skills in demon form generate aggro. Bam, one more tank. Enhancement shamans – they are already halfway there! Give them a few modified skills, and a crit proof skill, bam, tanky tanky.

Another option is to change the group size going into 5 mans. How much of a change would pulling in an extra dps do? 1 tank, 1 heals, 4 dps. Not only would this eat up more of the surplus DPS, but also it would mean less caring when one dps isn’t pulling their weight.

I don’t think their solution is a solution. I think it is a bandaid on a gushing head wound. They need to address the problem, not the symptoms. The problem is role imbalance. And this addition, isn’t going to get more tanks running dungeons. It is just going to get people who *don’t* like tanking and healing to tank and heal, which just exacerbates the problem by having under or poorly geared people, filling roles they don’t know how to play, and causing frustration all around.

 

Note 1: This would be an EXCELLENT time to bring back lost pets like the vampire bat, scorchling, etc etc. It would also be a great place for rare mob drop pets like Gundrak Hatchling, Whelplings, Foxes, Sewer Rat, Crawler…

Note 2: Would it be different if they added super rare/unobtainable mounts back in? (A la ZG Tiger, ZA Bear.) OH HELL YES it would be different. Tank would be leveled and tanking like NOBODY’S business. Not only would I do it, but I would SERIOUSLY campaign for the ability to have a paid mount transfer service.

Warcraftpets.com

They don’t add stats. They don’t give bonuses or buffs. They don’t *do* anything but sit around, play some animations and sounds, and look cute. So why am I so obsessed with collecting them? Why does my mom collect salt and pepper shakers? Why does my grandmother collect Snow Babies? I have no idea, but at least mine is digital.

Joyia has 153 mini-pets. Mini-pets are small critters in World of Warcraft that can be summoned and then follow the player about. They are called mini-pets, non combat pets, vanity pets, and critters. My collection began soon after my first character, Birgitta, a night elf hunter reached Darnassus. After talking to an npc I noticed he sold three little owls. I bought one, nearly beggaring my first character. I pulled out the little owl and immediately fell in love. This was in the days of Vanilla WoW, before pets were items that once used became learned spells. Each mini-pet took up a bag slot.

I collected a few, but not to many, as bag space was at a premium. I didn’t buy the snakes, cockroaches, or rabbits, because I already had all the owls and cats. Soon after beginning to realize I needed to have my collection spread out across multiple characters, I was browsing the general forums and discovered a post by a player named Breanni, who had started a pet collecting website called WarcraftPets. I went to the site and loved it. I became a member and began tracking my collection, and voting on every single pet. I was thrilled to see my idea of collecting pets across various alts was not only a good idea, but Breanni’s method as well.

Then came the patch for pet collectors. No longer would pets be items taking up valuable bag space, but instead they would be learned spells. Glee does not even begin to describe how I felt. I quickly learned as many pets as I could on Joyia and started my grand pokemon quest, to catch every single mini-pet in WoW. Breanni’s site being my mecca of information and support.

Near the end of Wrath I went on a binge of boredom and decided to work towards filling out my pet roster. I collected the rare drops. I farmed up all the whelplings. As I collected each pet I added them to my collection on Warcraft Pets. Just after Cataclysm hit, I was lucky enough to be able to purchase 3 of the tcg cards that had pets and also quickly gathered the new additions. One day I logged on and suddenly got a whisper from someone I had never met.

“Hi! Did you transfer to this server?” I hesitated before responding but finally answered that yes, I had transferred to this server, but that was more than a year ago. As it turns out, this was the Alliance alt of a Horde player on the server, and he wanted to know when I had transferred over as I had “suddenly” risen in the ranks and passed him as the person with the most mini-pets on the server.

I did what now? It took me a while to figure out there was a way to sort by server, and who had the most mini-pets. Now, this isn’t Blizzard information, or even crawling the armory to find the statistics, but rather, anyone who enters their info on the site, and the moderators checking against the armory if someone is suspiciously high. But of all the people who entered their collection into the site, I was the highest for Echo Isles. Awesome. Meaning it is entirely possible I do in fact have the largest mini-pet collection on EI.

I only have 11 pets left to get that are reasonable for me to get. (I am not paying 2.5k to get an original WoW collectors edition, though it would net me 3 pets.) I keep fishing in the sewers, doing fishing dailies, and killing foxes with the hope of rounding out my collection before they add new ones to capture. That and I just like the little things. They are so cute!

My favorite pets, in no particular order:

The Phoenix Hatchling

The Firefly (still flying)

The Singing Sunflower

The Spectral Kitten (to match her sister!)

Withers

The Gryphon Hatchling

All the whelplings

The Baby Boomkin

The Hippogryph Hatchling

Speedy

Ah, who am I kidding… I love em all!

Hell is other players…

Over the past month many a friend has left WoW. The new expansion was easily leveled and to be honest, really didn’t add much to the game itself. The new zones are fascinating. The new races enjoyable for a while. Archeology interesting for a short while then becoming locked in combat with Fishing for the most boring profession. Now we are back to the grind for gear which has slowed to a glacial crawl due to the difficulty of Heroics and Raids.

First off let me be the first to say, I enjoy a challenge in WoW… for about a week. After a week or two, I am tired of bashing my head against the same old wall and just want to move on to something else. Now, two months after Cata’s release ending up in a Heroic with players who do not grasp the basic concept of “Stay out of the stupid” just makes me get angry and annoyed at the rampant stupidity of other players. Sadly, it seems like a Boolean event too. Either the group is fast, efficient and effective, or they are completely incompetent and you wonder how they even managed to turn the computer on, much less level to 85. The amount of frustration I feel at people who can’t be bothered to learn one really shouldn’t stand in the blinking yellow stuff can’t possibly be healthy.

I try to defend WoW to people who have left, but honestly, I am not sure why I even try. I have been raiding for weeks and have managed to lose every single roll on gear. People who were unwilling to even work to get rep epics are winning rolls on the few pieces I can’t buy or get with rep. When I run dungeons I invariably get stuck with players who don’t understand concepts like stay out of the bad. All in all it is a highly frustrating experience.

So as always, I turn my eye towards the question – How would I fix this?

1. Variant dungeon difficulty, that can be clearly marked by an item level. So we already know the dungeons are “ordered” as you level from 80 to 85. You always do Blackrock Caverns and Throne of Tides first. Then move on to Stonecore and Vortex Pinnacle, then on to Grim Batol, Halls of Origination, and Lost City. Why then are they *wildly* different as heroics? Arguements could be made that Stonecore and Grim Batol are by far the hardest heroics, and yet each one has a fight that is wildly difficult and “group breaking”. This happened in Wrath too (anyone remember AN before the ToC patch? *shudder*). Would it not be more logical to have the heroics progress in the same difficulty curve as the regular versions? This way the instant someone hit 85 they could pick up enough gear to queue for heroics (329) and then would be put in a BRC or ToT, which would be tuned to be *slightly* more difficult than the level 85 regulars, but almost always beatable by a non-idiot group in full 329. Having a second number to hit (335?) for Stonecore and Vortex, then a third number (341?) for the final “tier” of heroics. Not only would it make more logical sense, but it would also help people ease into heroics, as opposed to hitting 329, queuing and getting thrown into a Grim Batol, virtually assuring your group’s failure.

2. Get rid of the random drops (to an extent). I am sure anyone who reads this knows how much I hate random, and to be fair, I usually try to contain it to vanity items. However when you run a Tol Barad and have hunter gear drop (that is items with the class limitation hunter) and there isn’t a single hunter in the 25 man raid… Well that’s just a waste. I was a part of a Halls of Origination run where literally every single item dropped was plate or mail. Much to the joy of our Warlock, Priest, Mage, and two Druids. Really? An hour and a half and not a single usable upgrade? It’s not even like it dropped something useful that everyone already had, that’s at least acceptable. We are talking about every single person in the group choosing to run this instance to get specific items and having every single item sharded because no one could even equip them. I am not saying make the perfect gear drop, I am saying “cheat” the system out a bit so if there are no plate wearers, plate doesn’t drop.

-Heading off the comment – Some might point out that there aren’t that many drops on bosses, so if they weed out all the plate/mail drops then something might increase to a 50% drop. This is easily fixed by simply having more variations of gear. Every Resto Shaman will tell you there needs to be more healy boots. Every cloth wearer will tell you there needs to be more 346 bracers. (There are currently two 346 cloth bracers for DPS in the game and NEITHER has haste.) There are gear gaps that need to be filled. And while we’re at it, what is with all the belt drops by the dozens for clothies? There are two easily crafted belts available at large for clothies and yet there are 6 346 belts, two of which can be purchased from the Justice Points Vendor, not to mention all the early purple belt drops in raids.

3. Tanks and Heals are at a premium and it is only getting worse. We have 4 classes that can heal and 4 classes that can tank. Tanking assures an instant queue. Healing assures a short queue. And yet, every week since launch my queue time as dps during peak hours has slowly risen. It went from 25 minutes at launch to 40 minutes now. During peak hours. I thought, well clearly this means I should be tanking or healing. Unfortunately, warlocks can’t do either. So I worked pretty hard to get my priest up to heroics level and finally got in to heal. And man did it *suck* on so many levels. DPS stood in stupid, tanks couldn’t keep aggro, I ran out of mana faster than a dog eats a treat, and to top it all off, when the +spirit trinket dropped that I so desperately needed, the shaman needed on it saying “Whut? Spirit converts to hit for me…” And of course won it. Is it any wonder Tanks and Healers aren’t wanting to queue?

I understand the desire for a challenge. I really do. But challenge != frustrating. And currently, that’s how it feels for heals and tanks. At the risk of saying, screw the hard core, make it easier… Well, make it easier. The more people who feel they can tank without being subjected to the ridicule of other players when they lose aggro on a mob, the more tanks we will have. In a raid, this is clearly a different situation, but in heroics, we need more tanks. The only way I can see adjusting this for both raids and heroics is to require raids to have 5 tanks, 5 heals, and 15 dps, as if they were broken down into 5 micro groups. I don’t really think that is an answer, as it is already complex enough to get 2-3 tanks geared for raids. I really feel that heroics and raids should be tuned differently when it comes to healing and tanking. A heroic should be able to get by with a mediocre tank while a raid never should. Also, to be fair, a majority of your players are DPS. So they have fun melting faces. Fewer tanks and heals means fewer melted faces.

Also, throw your heals and tanks a bone, add in the ability to offspec roll on items in heroics. When something is very clearly a tank or healing item, the tank or heals should get preferential treatment, since they are putting up with the added stress of healing and tanking. If a +spirit item drops and the healer needs, the dps should only be allowed to roll offspec. This makes it far more rewarding to run as a tank or healer if you are attempting to get that gear, as you are sure if it drops you will get it. As an added bonus this assures that tanks and healers across the board will gear consistently as well, thus overpowering the encounters and making things *easier*.

4. Give us something new. Not to sound negative or anything, because it is clearly still a challenge for some people, but so far Cata’s raiding seems to be “Don’t stand in the fire.” As much as I hated it, at least the vehicle fights threw a bit of a twist on things. But honestly we need more Dreamwalker fights. More Festerguts. Way more Lootships. This that are the norm to break up the don’t stand in the stupid. So far on this raiding tier I have seen little innovation. Omnitron is trying, but really is just 4 bosses thrown together. Conclave of Winds so far is one of the only mildly original ideas… but they drop random stated loot. Yes that’s fun, never knowing what you are going to get. Not to mention that even one death means a complete and total wipe. (Really you should be able to 8 or 20 man all raids once a majority of the people are geared to the level of the raid.)

Even if the new is something old. Deadmines and Vanessa Vancleef – amazing. Very very interesting. So where is the raid encounter? *imagines fighting Patchwerk right after running the raid through Frogger*

5. Overhaul crafting. Okay this isn’t as easy as adjusting some loot code to make loot drops worth it. But seriously. Crafting could be so much more. And it could be the answer to people who really just like to farm, play the ah, and make things. It can also fill in gear gaps, ease entry into heroics and raids, and stabilize economies. Crafting always seems to be the spot that has the most potential, and yet Blizzard seems content to let it sit. Especially if the new crafting takes time and effort, it could be a great boon to players looking for something new and Cataclysm is all about the overhaul.

6. Stack the groups for success. Towards the end of Wrath, I noticed a trend. I wondered if it was just coincidence or if it was intentional. It seems to be gone in Cata, or maybe it just doesn’t work with everyone at such low gear levels. In Wrath, more often than not it seemed like if the tank was *wildly* overgeared, the healer was not as much. If the healer was overgeared, then the tank was not as much. And invariably, two of the dps would be complete and total face melters while the third was always fresh and barely geared. It *felt* like the system was specifically putting groups together that could carry the lesser geared member. Every time my tank queued, I was always paired with a Kingslayer healer. It seems odd, but really, if the system isn’t doing this, it could be. My warlock more and more gets into groups with everyone completely geared, and so they go exceptionally smoothly, while my lesser geared priest gets stuck with people in full crafted pvp sets.

These are just a few ideas I have had on how to make WoW more fun and more engaging without inherently changing the game (except for the crafting). But even so, I almost feel like they are moot points. At the end of the day, the bad parts of WoW are directly related to bad players, with bad attitudes. The social aspects of the game aren’t quite enough to overcome the trolls, griefers, and haters. Everyone starts the expansion with their own goals, play times, and focuses. People aren’t as willing to help or play together because it is all still so new. One hopes as patches are released and players migrate back that we will have lost our singular focuses and return to the group whole. I miss my friends though, because hell is other players.

You never know who is behind the mask…

Without being in a guild with someone or they follow the lovely every character has a similar name, it is generally difficult to connect various characters in WoW to the people behind the name. Recently joining a new guild, I have found this to be wildly true. Learning new people, then learning their dozens of alts has been a challenge.

But what about people who aren’t in your guild? People you generally don’t run with every day? Sometimes they connect themselves, for example, I have several toons named Pandara, Pandari, Pandare, Pandaree and so on and so forth. Clearly these characters are likely connected. Other than that, there really is no way to tell.

So?

Why does this matter? Well, you never know who you might be talking to.

A real Azerothian example. I was leveling my main through Hyjal on launch day, someone I didn’t know whispered me and asked me where something was in a quest. I, in my usual standard annoyance for people who ask others for help instead of doing the legwork themselves, told this person “Look at your map.” And went back about my business. To be fair, any quest objectives are in fact marked on your map in WoW. The person gave me an equally curt reply and that was the end of it. Or so I thought. That night, as I hopped into a guild group with several close friends, one of them commented “Yeah, especially meanie Joyia, who is rude to people asking for help.” Turns out, the person whispering me had been his wife, and she asked me because I had been nice to her previously.

I pointed out that she had not identified herself, nor had she ever played that toon with me, not to mention that the toon wasn’t even in our guild. She was only one of dozens of people who whispered me that day with various idiot questions. I had no reason to be nice to her. As far as I knew she could have been anyone.

Looking back and thinking about it, I was entirely wrong.

I had every reason to be nice to her. I didn’t know who she was. I had no clue as to her allegiances. What if she had been my grandmother? What if she had been R.A. Salvatore (who has been known to play WoW). She could have been *anyone*.

I have even had times where someone was blindingly nice to me on one character only to be exceptionally rude to me on another.

In a world of magic and digital trickery, we need to remember, the people behind the avatars are people. Until proven otherwise, assume they are someone kind and deserving of respect. Perhaps if everyone acted like the person behind that character was someone they liked, the World of Warcraft would be a much nicer place.

Awesome DPS

Being top on the damage meter does not make you an awesome DPS. I don’t care if you are doing 30k and the next DPS down is 15k.

How to tell if you are an awesome DPS:

1. You didn’t get hit by a single encounter damage mechanic. No cleaves. No oozes. No fire walls.

2. You took minimal amount of damage. Look at the damage taken meter. Are you in the bottom half of the raid?

3. You never pulled threat. FD, Soul Shatter, not reactions to pulling threat but ways of diminishing it before it happens.

4. If the group wipes you are the last to die, but not without trying Hail Marys. If you are the last to die, you weren’t pulling threat, taking damage, and using your own methods of healing. But you also need to try to distracting shot off the healer, pull out the doomguard or voidwalker, mirror image, army, etc to save the pull.

5. Special Assignment? No problem. If you are asked to do something, even as far as respecing to make a fight go smooth and your response is “No problem” at the very least you are a good dps.

6. You know your role and stick to it. Did the tank do something wrong? Do they keep doing it wrong? Are the healers failing? Let the raid leader handle it. (Unless you are the raid leader obviously.) Too many cooks ruin things faster than anything else. In dungeons, accept the fact that the Tank is the defacto leader. Yeah it sucks, but at the end of the day, they have the short queue, no you.

Do these things and be an awesome DPS. And maybe more tanks would queue.

Random the Third

Time spent leveling to 85? Three days. Time spent grinding dungeons to have enough gear for heroics? Four days. Time spent grinding heroics to get enough gear for raids? Two weeks. Time spent learning a single boss in a raid and finally downing him? Two weeks.

Finally downing a boss only to have him drop THREE pairs of plate tanking boots? When you have a single BEAR tank? Skull bashing frustrating.

Random is not fun. I have said it before and I will say it again.

So if random is so terrible, why is it used so WIDLY in Massively Multiplayer games? It is an archaic and ancient method used by designers to increase difficulty, include “surprise”, and artifically inflate playtime.

My Issues with Random Drops in WoW:

1. Random is a complex idea, frequently misunderstood.

Casinos are completely based on the misunderstanding of random. People pay money into a slot machine believing they will eventually hit the number needed to win.

I frequently have to explain the difference between random chance and probability to players. So why stick to this misunderstood random? We are not trying to con players out of their money. If they are playing, we already have their money. If the general group of players don’t understand random then when they hit a bad streak they will feel a sense of betrayal, like the game is cheating. Or that the game “hates” them. One of a designers common issues is how to match player expectation with what is happening in the game. Why not remove this and instead put in a progressive random, or a even a weighted random that takes into account the player’s time and dedication to the task? This falls in line with player expectation.

2. Random is not fair.

Quell the urge to say life isn’t fair. Games are not meant to parrot life. Even the Sims did not stay true to life. When the player is competing against an AI or the game there is no reason not to be fair. It has a dedication to be fun. I don’t want to endlessly make futile attempts at something while watching another player succeed with seeming ease. This creates a stepping away point, where player one says, “Screw this, I can go play a better game.”

In a game where the acquisition of the newest thing is the goal and success identifier, the player who gives the greatest amount of effort should be rewarded first. If a player spends all their time focused on a single goal, and then spends a great deal of time, proving their dedication, shouldn’t they be rewarded, as opposed to someone who accidentally stumbles on it through a mathematical coin toss?

3. Removal of Random allows the experience to be defined.

If we remove the random element we can truly design the experience the player has. We take control over the fun and can tailor it to be precisely what we want for that point in the game. Also this allow a definable goal or time line to completion. The player knows how long they will be at a task.

The ability to determine the length of time allows the player to set goals and builds excitement towards the reward. As a player gets closer to a reward, they work harder, faster, and more diligently to get closer to it. As I near the required number of badges to buy an item I am far more likely to persist and keep coming back every day to get my daily dungeon done.

4. The inflation of time is unnecessary.

Portal proved a game doesn’t have to be long to worth it’s cost. I would even go so far as to say Portal is so exceptional because it’s experience is so cunningly condensed into it’s purest form then spread over an appropriate amount of time. As the industry gets better at making games, there are more games worth the time to play. But our time is limited. We don’t need artificial inflation of time to keep the player playing. Make each experience engaging and worth the time spent to play it.

In MMOs, it is all about keeping the player playing and thus paying. Interestingly, using rng to artificially inflate the playtime of the game actually drives possible customers away. It also makes the game stale for older customers. If I got 1k gold for every time a friend of mine quit playing WoW because they just didn’t feel like doing the grind any more, I could open my own gold selling business.

The interesting thing is seeing people who will grind on a dungeon for an item for 2 or 3 weeks and never get it. They invariably cancel their account and then return at a later date, only to get stuck in the same situation. I also see where people reach this point of frustration, get convinced to run it one more time, and then get the item, at this point their interest is renewed.

5. Blizzard is ALREADY combating this problem, just not consistently.

One of the big themes that was beat into us at the Guildhall was make your design decision consistent. If you can’t do x in the game, that’s fine. Explain it, and go on, but don’t change the rules, without re-teaching the player. If a barrel that explodes is red, it needs to be red the whole game. You can’t change it to blue without telling the player and giving them a reason why.

Blizzard already has a progressive random integrated for their quest items. They already use badges, crafting, and reputation rewards as partial backup for bad drops. They just need to make it consistent across the board.

There is no reason to cling to this outdated design idea. The difficulty should come from challenges, not in gearing. The surprise comes from new experiences, new raids, new classes, and maybe getting that item early. With the sheer size and scope of classes, raids, professions, dailies, quests, achievements, and even pvp, there is no reason to artificially inflate the playtime. The play time on WoW is already insanely high and they add new content every few months. Even with tweaks to speed old content, there is still more here than a standard player could ever hope to experience. So why not at least give them the chance to see more of it?

It may take a bit more code and a bit more design thought, but doing away with rng would also make a better game. And isn’t that our goal as designers?

There is no pause button…

I have never been so glad to have the mom I do. Wow Insider’s breakfast topic today dealt with how do you explain WoW to muggles? (Muggles being non-WoW players in this case.)

Several issues were immediately brought up and then rehashed through the comments. I just wanted to take a moment to consider them and talk about what they really mean.

1. People don’t get that it isn’t a single player game.

Several people brought up how they have problems explaining to their parents/friends/significant others that the pretty avatars running around the screen are in fact all being played by other people. The first time I showed my mom WoW, I immediately explained, “You see this guy here, see how his portrait looks? See how his name looks? Okay, see this other guy here, see how his name looks? The first guy, he’s an npc. The second guy, he’s a player.” She then looked around the screen and commented, “But, most of the characters on the screen, they look like players!” I laughed at the surprise in her voice. From that point on, she really grasped that I wasn’t alone in the world.

2. There isn’t a pause button.

When I am not in game, the world keeps on turning.  Players keep logging in and things keep happening, even when I am not there. I can’t pause, because it isn’t a game that relies on my existence. This is where the sports analogy can really take over. To really explain this, most people said things like, “Think about it like the Superbowl. You can’t ask the players to stop playing while you go pee. The game is gonna keep going, you have to pick the best time to run pee. This might be the half-time show. Might be when  player gets injured. Might be when the coaches call a time out.” In WoW, you can’t just press pause and get up to do something. You have to be “safe”. If you are in a battleground, group, raid, etc, you can’t just jump up. You have to wait for half time.

Luckily for me, my mom was used to playing Tetris and understood that even being able to pause the game, when she came back, her flow and mindset for the level was broken and likely would mean restarting. So when she came up to me while playing WoW (or more accurately at the time DAoC) and I said “Sorry mom, busy!” she would say “When you’re in a safe spot, I need you.” And she was cool with that safe spot being 30 minutes or an hour out.

3. The people you are playing with are important and friends.

This is always the point where my husband rolls his eyes and says “Second job…” But my mom always stressed the importance of honoring your commitments, being on time, and being respectful of others and their time. I hate saying I will make a raid and then missing it. People will often respond with, “But it’s just a game.” From the number of comments that other people made, this is a very common issue. Responses to how to explain this generally fall into the sports metaphor. Many commenters likened being a part of a raid team with being a part of a bowling league or team. If you don’t show up to play, no one gets to play.

I show up to raid early, prepared and ready to pull. Nothing annoys me more than players who show up 15 minutes late, without consumables, and goofing off, essentially treating it as if it weren’t important. If it were a single player game, it wouldn’t be. But you have 9 to 24 other people, who deserve respect, waiting on you.

Another thing that came up in the discussion was the implication that these other players aren’t “real”. As if they matter less as people because the major connection with them only exists in a virtual world.  I always consider the fact that a real person, likely much like me, sits behind the avatar in game. But I have had people say things like “Well, your ‘friend’ who may or may not be real.” Chances are I have spoken with these people enough in game that if I call them my friend, I know them well enough to have made that decision. Even more so, chances are they are on my facebook, I have seen pictures of them, or maybe even hung out with them in real life.

4. Yes, it’s a video game… That doesn’t make it any less important to me.

I always love it when people ask me how much I play WoW and I respond with 3-4 hours a night if I head straight home from work, plus 7-8 per weekend day if I can. They are genuinely horrified. Couldn’t that time be spent doing something better?!? I can’t resist laughing. This is the point where I ask: Do you watch TV? Do you watch movies you get on Netflix? Do you play golf? Do you play basketball? Do you hike/bike/swim? Usually the best one they respond with is “Oh of course I watch tv, I watch x show, and x station” etc etc. See the thing is, unless I am playing WoW, I don’t watch tv. WoW is my hobby, just like building boats is Gibbs’ or bowling is Abby’s. Just like my grandpa sat around listening to music and playing his guitar. Just like people who go out and run for an hour every day. Just like people who go and sit at a bar and socialize. The only difference is, I go and socialize with people who live in Canada, New York, Florida, California, and everywhere in between.

I especially like when people are like, you pay 15 bucks a month to play a GAME?!? My retort: You paid how much for those golf clubs and greens fee? You paid how much for that paintball gun? You paid how much for all that camping gear? Football teams spend how much on players???

WoW is no different from any hobby or sport. There are people who get it and people who don’t. To try to explain it, you have to use their words. For most people the sports analogies work pretty well to explain WoW. I am a member of the team. Raids are the games. Dungeons are the practices. The Guild Master or Raid Leader is the coach. My computer is my speed and agility. The internet, my stadium. My guild, my team. In the end, I am the equivalent of a minor league player, who loves the game.