1.28.2008

Game Over

Before..

..and After.

1.17.2008

The End

The End
The End,
originally uploaded by Shalkis.
You know the best part of killing someone? The look on their face. It's that look. Not when they're threatened. Not when you hurt them. Not even when they see my spell. It's when they realize that they will die. Right here, right now.

1.10.2008

Punctuality and Discipline

Zanderfin's been wondering about raid punctuality. Here's my two cents.

When I joined my current guild I wondered how they were able to clear raid instances in just 3 hours. Not anymore.

First of all, signups and therefore raid tuning is done a week ahead of time. Invites start 30 minutes beforehand. If you have a tight schedule, you're expected to get your consumables, repairs etc ready beforehand and log off near the instance. When you receive the invite, you're supposed to drop whatever you're doing and start heading for the instance. You're expected to help with summoning the furthest raid members. Raid start time is when the first pull is made, ready or not. At that time everyone is in the instance. Buffs have been done and water/food/healthstones have been distributed.

During the raid itself, everyone is expected to know what the mobs do and what you should do. Certain raid markers are always reserved for specific purpose. For example, triangle, square and circle are reserved for crowd-controllable humanoids. Classes are expected to organize their duties by themselves. When that green triangle pops up, I'll always know that I'm expected to Polymorph that mob during the pull.

At bosses, there are no extensive tactics explanations. Everyone is expected to read the tactics beforehand, and 90% of the time the only discussion is about picking people for specific roles, group reassignment etc. Preferably, all discussion about specifics is done beforehand on the forums. If we kill the boss, loot is distributed quickly. If you don't bid for an item, it'll be disenchanted in 20 seconds. Meanwhile, people are being resurrected and rebuffed. Tanks and crowd-controllers are already setting up for the next pull. If we wipe, everyone's expected to be ready for the next attempt in five minutes.

During the raid, there will be one longer pause (long=5-10 min). That's enough for food, a bio break or a chance to sate your nicotine addiction.

If you have a bad connection, you're expected to notify the raid leader and preferably find yourself a replacement. If you screwed up, you're expected to admit it. Not learning from your mistakes is grounds for a kick from the raid. A farm-status boss will only be attempted for a maximum of 3 times, unless problems that led to the wipe(s) were clearly resolved and won't be repeatable. The raid leader relocate the raid to a different instance or even disband the raid early if no progress can be expected.

Sounds harsh? Perhaps it is, but it works. Nobody's kidding themselves here. We don't go to an instance to spend an evening. We go to an instance to progress as far as we can, because that's what we like. To defeat challenging enemies like a well-oiled machine. This requires a lot of self-discipline and being responsible for yourself. Nobody will hold your hand.

Self-discipline also ties to the age-old discussion about casual and hardcore players. One can attain the oxymoronic rank of a casual raider by focusing on the quality of time, not the quantity. Spend less time yet achieve more.

At worst, WoW is like work. You spend long hours doing some mindlessly dull task while trying to tolerate your mindless associates and a frothy-mouthed, always-yelling boss. At best, WoW is like work. You arrive at your workplace refreshed and eager to work. You use your skills to solve problems many thought to be impossible. Customers praise you and your boss can't wait to reward you appropriately. And you go home early.

1.08.2008

WoW, WAR & Persistent PvP

Tobold spotted Keen and Graev compare WoW's and Warhammer Online's PvP. I've also touched upon the issue while dicussing persistence, but Tobold does point out that if you give players immunity due to barriers such as factions, someone's going to abuse it.

EVE Online, on the other hand, has no such thing as predetermined factions, so players are free to punish former teammates as they please. The plurality and fluidity of player alliances ensures that no group has uncontestable supremacy, which keeps the game interesting.

1.06.2008

Oo, shiny!

We're back in Black Temple after the holidays and proceed to Teron Gorefiend without major hitches. But then I do something completely foolish that had me cursing myself for the rest of the evening (and probably the next week). I bid on the Robe of the Shadow Council.

A caster robe with decent stats, lots of spelldamage and spell crit. How's that bad? It's bad because this item level 141 robe was worse than the item level 105 robe I was wearing, the Frozen Shadoweave Robe. Let's look at the stats, shall we?

Robe of the Shadow Council:
37 Stamina
36 Intellect
26 Spirit
28 Spell Critical Strike Rating
73 Spell Damage and Healing

Frozen Shadoweave Robe
30 Stamina
20 Intellect
Yellow Socket
Blue Socket
Socket bonus: 3 Spell Hit Rating
72 Shadow Damage
72 Frost Damage

At first glance, the choice seems obvious. Roughly the same spelldamage, but the former has more spell crit. As always, the devil is in the details, or in this case, sockets. If you equip the Frozen Shadoweave Robe with a Veiled Noble Topaz, (+4 spell hit and +5 spell damage) and a Glowing Nightseye (+5 spell damage and +6 stamina), you'll increase the stats by 7 Spell Hit, 10 Spell Damage and 5 Stamina.

Let's look at the new stats.
36 Stamina
20 Intellect
7 Spell Hit
82 Spell Damage.


Now, is 9 Spell Damage and 7 Spell Hit worse than 28 Spell Critical, which is 1.27% crit? Nope.

Let's factor in the remaining stat differences. 1 extra Stamina equals 10 hp, and 16 extra intellect equals +0.2% more crit. If you factor in Improved Divine Spirit from a friendly priest, you get 2.6 extra spell damage (10% of your Spirit) from it. So here's the final results:

+10 HP
-6 Spell Damage (rounded)
-7 Spell Hit
+1.29% Spell Crit

With my gear, that's roughly a 20 dps loss. Giving up 20 dps for 10 hp is simply not worth it. And as a final reminder, this is a comparison of item level 105 and item level 141 robes. Pre-Karazhan loot should not even compete in the same league as Black Temple loot and definitely not outperform it. I could go on a rant about how clueless Blizzard item designers are, but.. It's not the fool who asks, it's the fool who pays. In this case, me.

1.02.2008

The End of the Beginning

The winds and the three-phase hum of the mongrels' spell pulls me back to the dreary reality of my predicament.
"Oh, ya are awake."
"You will never catch me unaware, mongrel."
"Now why would I wanna do dat, hm?"
The sound of metal clattering on rock attracts my interest and I turn my head. The troll has brought me my armor and weapons.
"Returning stolen property after the fact will not save your neck at the tribunal at Silvermoon, troll."
"But it might save yer own. Ya could have gotten it all back if ya just asked, but ya chose to.."
"I chose nothing! And no elf will ever accept.. scraps from a troll's table, assuming you ever know what such a thing is."
"Now dat is just rude. If ya do not accept a gift of life and freedom, perhaps ya will take it by force? Go on, dress up. Ya'll need yer.. scraps soon."

I grab my chestpiece and start strapping it on. I keep my blade and my bow at arm's length while I fit in the rest of my armor. There's no telling when the beast is finally unable to contain itself.

...

"Murderous mongrel. I wondered when the rampaging beast that you are would be unleashed."
"Ya'll see rampage all right. But murder requires intent and premeditation. Odderwise it's just plain old-fashioned killin'. I have no intention of killin' ya, derefore I'm not a murderer. Not.. yer murderer, anyway."
A lack of killing spirit, a fatal weakness. The limp arm is an another, and exposes her flank to my attacks. Cutting through her shoulderpads should not be a problem, but her sorcery might slow my blade enough. I'll have to sink my blade to her armpit, past that useless arm. Still, getting into position can prove to be difficult and I have to exploit any openings immediately.. If only I had Airin to distract her..
"Even Airin's blood was purer than yours. You deserve death for just what you did to her."
"Perhaps ya should have not sent it to it's death so easily. Dat's not someting a responsible master would do."
"Silence!"
I make a rising sweep towards her limp arm. If I can just cut it off..
The troll takes a half-step backwards and chuckles: "Oo, frisky, aren't we?"
"Shut up and die."
I follow up with a downward lunge, driving my blade towards her other shoulder. Forcing her to plummet to the death she planned for me might not help me get down, but will be immensely satisfying.
The troll takes a sidestep and my blade hits nothing but air. I feel magic around her and instictively turn around, ready to block her poisonous, pitch-black blade. She may not possess strength, but one hit from that accursed blade would put me at even worse disadvantage. Her blow is harmlessly blocked, but I doubt she'd have the strength to split my skull anyway. She doesn't even try to press through my defence, but feints a thrust and retracts her blade only to lunge again. My armor deflects her blow and I press my sword down towards her outstretched arm. She lifts her blade up and only barely misses my head. Our weapons clang together. I force my blade down to her hilt and push her away. I feel her magic and make a broad sweep with my now-released blade with a single arm to my back and feel a satisfying clang. And a rather unsatisfactory sting in my wrist. Damn. The cut wasn't deep, but I can already feel the blade's powers working against me. I turn around and grip the blade with both hands. There's no more time for finesse. I push my blade and complete the sweep, but she ducks and deflects my strike upwards. She lunges forwards and nicks my cheek with the tip of her pitch-black, seething blade. For a moment, I thought I saw.. it's just her damn tricks. I continue the swing and make it a full circle. The force of my blow sends her reeling backwards.

"You are weak, troll."
"Two points for me, zero for ya."
"This isn't a game!".
"Says ya. Now stop tryin' to hit me and hit me."
"Die!"

The curse is taking effect. Her blue robes seem to be drenched in shadows, and her eyes burn. Her blade seems less like a weapon, and more like an extension of her arm. The limp arm flays in the wind like tattered cloth. I don't have much time before the fear takes hold of me. I lunge forward, but hit only shadows. The back of my neck explodes with pain, and I feel like touched by death itself. I make a wide sweep and hear that satisfying clang which echoes in my mind. I resume my two-handed grip and lash out at the shadows. The pain finds an opening in my elbow joint and slithers in. Another snakes around my waist, and the third almost forces me to drop my blade. How did it get so fast? Or did I get slower? Where are those eyes? I must strike at the eyes.. I hear a strong breathing sound all around me, like a dragon preparing to..

"EnOUGh."
The sound seems to come from everywhere and nowhere. And not just one. Legion. The shadows flow back into a vaguely humanoid form. Her handclaw scrapes the rocks, and the seven imps are laughing at me, while the sixty-seven mouths just grin.
"it SeeMS datdatdatdat ya lost"
"Lost! Lost! Lost!"
"yer ChanCE to reCLAIm yer fre-fre-freeDOM by force."
"Force! Force! Force!"
"but FEAR not."
"Fear! Fear! Fear!"
"To-to-to-to-day IS dE day OF fORGiveness. aLL can be UNdone."
"Undone! Undone! Undone!"
"Observe."
My vision clears for a moment, and I see the blue, gold-trimmed sleeve being rolled back, revealing a blue four-fingered hand and a skeletal elbow. I hear the sky being drained. Shadows snake from the rest of the arm along the brilliant white bone, grabbing the flesh on the other side. More, and more. And more. I did not cause that wound, and in the matter of seconds it's no longer there. The arm flexes and is consumed by the shadows. How could I even hope to defeat such a thing?

"Seeeeeeeee. Aaaallllll bettttttteerrrr."

Despair grabs me by her hooks and I slump to my knees.
"Please. I'll.. I'll do anything."
The three-hundred and five mouths erupt into laughter.
"Anything! Anything! Anything!", the imps mock me.
"So nooooooooooooow ya gro-gro-gro-gro-growel."
The laughter is blue.
"Very well. I shall make ya a hero. A champion for yer people. But first, ya must reclaim de memory of de past and de rage of de present. At de ruins of Mathystra resides a lost soul who seeks a worthy cause. And near de Vector Coil ya'll find rage incarnate, courtesy of yer esteemed prince. Make sure to document everying ya see in de isles for yer fellow Farstriders. Now go."
"Where?"
"Right past dat platform."
And it is gone, along with the three imps and the three thousand mouths. When did it leave? I feel dotted pink. I pick up my bow, and it coils around my back. I look into the abyss, and take a step. The wind screams around me as I fall and..
I find myself in a cave, looking at an opening. A tauren seems to be sleeping near the campfire. I walk quietly to the night.

12.29.2007

You are all cheaters! .. or are we?

Raph has been sparring with Tobold on the topic of RMT, and now Raph threw a curveball: Information not provided within the game is cheating. Of course, I disagree. Otherwise this would have been a very boring blog post.

The central idea in Raph's argument is that information is a mechanic. Poker would be a very boring game if everyone knew what cards the other players have. Card counting, card marking, spotters, or other methods of knowing your opponents' cards is considered cheating. Likewise, strategy guides, videos and searchable database sites provide information about a computer game. So using that information is cheating, right?

Wrong. There are variations of poker, like Texas Hold'Em, where other players do get to see some of your cards. And you are allowed to plan your next move according to that extra information. Nobody's forcing you to look at those exposed cards, but you'd be a fool if you didn't.

Raph continues by addressing a common counterpoint:

Any info you get that isn’t presented to you by the game in normal gameplay sequence is not supposed to be available to you.

* But everyone has access to the info, which makes it OK. This may not have been the case back in the mud days.

So if everyone cheats, it’s OK. :)

If you consider playing Texas Hold'em cheating in poker, be my guest. Just don't be surprised if other players do not share your opinion.

We are not playing the same game as in the MUD days. MUD admins were well within their rights to say that using information sites is cheating. It's their game and their rules. These are different games with different rules. These rules do allow players access to more information, whether it's in-game, via vendor-approved APIs and web services, web sites or from other players. The games are balanced with the assumption that players have access to all this information, just like Texas Hold'Em is balanced on the assumption that players see some of the opponents' cards. And this is an ongoing process. It wasn't that long ago when people were making the argument that WoW addons that display the name and the estimated casting time for an enemy spell were a form of cheating. But now WoW gives you that information out of the box. The developers felt that not only was using that information allowed, but that it would be required in the future. For example, at the Reliquary of Souls. A part of that encounter relies on the flawless reaction to enemy casting, and reacting flawlessly does (in practice) require knowing the spell being cast and the estimated casting time. Otherwise it would be too difficult and stop being fun.

To his credit, Raph does acknowledge this:
Because of this, designers have increasingly simply designed around the assumption that the info will be shared — that players will cheat.

But still insists that it's cheating:
In the case of something like WoW’s Armory, they simply threw up their hands, and instead said “this isn’t cheating anymore” by providing it themselves.

If you feel that seeing some of the other players' cards in Texas Hold'Em is cheating, you're free to stop playing and find a vanilla poker game. You, the player, are not the authority on what is cheating and what's allowed. The organizer of the game, or the house, is. Whether that organizer is a casino holding a poker tournament or Blizzard maintaining a WoW server is irrelevant. It's their game with their rules. If you disagree, you are free to try to convince them otherwise, or to find an another game.

Finally, Raph says that this change is a bad thing, that we are losing the ability to teach them those lessons that come from hidden info.. Personally, I'd say that those lessons weren't worth much anyway. Lessons that rely on hidden information are only challenging for the first few tries. Security by obscurity is worthless after the veil of secrecy has been lifted. Once you learn those precious few gimmicks, the encounters are trivial and therefore boring.

12.14.2007

Reliquary of Souls

Reliquary of Souls
Reliquary of Souls,
originally uploaded by Shalkis.
Rest in peace. This was definitely one of the more interesting fights I've seen, and a landmark of the philosophy behind 25-man raids.

The boss itself is guarded by a very short BWL-like gauntlet, which measures the raid group's ability to move and AoE as one. It also serves as an exercise in mana management, since it's very much possible to go OOM at the gauntlet and have no mana for the boss itself.

Reliquary of Souls is basically three completely different fights stringed together. Between every phase the raid is swarmed with weak ghosts, which restore your health and mana upon death. They are effectively a reset button between each phase.

First, there's the Essence of Suffering. His aura nullifies all healing and he aggroes on the closest person for 5 seconds at a time. These abilities make him an exercise in survival and movement for everyone, not just tanks. In practice, everyone tanks him for 5 seconds, and then hands off the boss to the next person. Sounds simple, but it is harder than it sounds until everyone understands how he works.

Phase 2 is Essence of Desire. She has an aura which keeps reducing your maximum mana, so naturally there's a DPS race involved. She must die before your healers have zero mana and can't prevent the tank from dying. She also has a Rune Shield which can be dispelled and a feedback ability that deals back 50% of the damage dealt. But the interesting parts are her other abilities: Deaden and Spirit Shock. Deaden increases damage on the target, so the tank must spellreflect it back to Essence of Desire to boost DPS. Spirit Shock is a quickly-cast spell which disorients the person with aggro and deals a large amount of damage. If the tank gets hit by it, Essence of Desire switches targets and casts the next Spirit Shock faster. The trick to killing her is to interrupt all Spirit Shocks while allowing the tank to reflect all Deadens and maintain maximum DPS. In other words, an exercise in total focus and seamless raid coordination.

Finally, there's Essence of Anger. He has a stacking aura which keeps dealing more and more damage as well as a timebomb-style ability called Spite. While he has a cone-like ability that burns rage as well as mana, this phase is not about tank survival per se. It's a frantic DPS race against mercilessly increasing raid damage, much like Buru phase 2 in Ruins of Ahn'Qiraj.

The combination of all these requirements in one fight makes it definitely one of the most memorable fights in World of Warcraft, because it tests all aspects of a successful raidgroup: gear, coordination, knowledge and focus. Those that can get past it get access to the next three bosses and the final 3 pieces of tier 6 sets.

12.12.2007

Schizophrenic set design

The Hunter’s Mark recently discussed hunter set bonuses, so I'll do the same for mage sets.

As a rule, mage set design has always been.. schizophrenic. There's the sets with simply awful bonuses: Magister (dungeon set 1), Sorcerer (dungeon set 2a), Ironweave (dungeon set 2b), Vaulted Secrets (AQ20), Incanter(dungeon set 3a). People who designed those sets have no idea of overall mage gameplay. No intelligent mage is going to stand still and let his Mana Shield absorb hits while chaincasting Flamestrike. Not only it's suicidial, it also fails to provide adequate DPS due to having to recast Mana Shield. Even a Mana Shield amplified by set bonuses is only going to take 2-3 hits at most from non-raid mobs before crumbling, which means you have to recast it. Recasting Mana Shield leaves no time to take advantage of the reduced cast time on Flamestrike, so you end up doing minimal DPS and using all of your mana while doing it.

Then there's the okayish sets, like Arcanist(tier 1), Enigma(AQ40) and Tempest(tier 6). Definitely worth collecting, but could be eclipsed by careful itemization. If you head to Molten Core wearing Magister, Arcanist is certainly an upgrade. It's less so if you have cleared Zul'Gurub or gotten most of the better level 60 blues. Still, the decent 8-piece bonus of -15% threat helps a lot.

Enigma has a spec-specific set bonus, but makes up for it by having pretty hefty stats and a nice proc for boss fights if you didn't have Spell Hit capped (most mages didn't).

Tempest is currently the set with the highest itemlevels of mage gear, so it's best by default. It might eventually be eclipsed by stuff that drops from the Sunwell Plateau, but will hold up pretty well until that. The 2-piece bonus is a bit underwhelming when compared to the equivalent Frostfire one, but the 4-piece bonus is exactly what mages need: more damage.

Then there's the nifty sets, worth having for simply the set bonuses: Netherwind (tier 2) and Frostfire (tier 3). All set bonuses are useful and the items themselves are nothing to scoff at. Furthermore, the set bonuses are useful for all mages, regardless of spec.

Finally, there's the bizarre sets. Aldor (tier 4) is mediocre as a PvE set, but has a few of the most useful set bonuses ever for PvP. Pushback immunity and shorter cooldowns on PoM/Blastwave/Ice Block. Either of those bonuses would have been welcomed with cheers if those were put into the Gladiator set(s).

Then there's Illusionist (Zul'Gurub), an another oddball set. It has the bread-and-butter spelldamage bonuses, but then mixes the promising set up with reduced mana cost to buffs and Flamestrike cast time reduction. Even pre-nerf, Arcane Intellect and Arcane Brilliance mana costs were a non-issue. When you are buffing, you usually have plenty of time to do so. And since you can conjure your own mana drinks, you always have ample mana. Then there's the Flamestrike bonus. An okayish generic set which has a spec-specific set bonus in the end? And to get the said set bonus, you have to wear Hazza'rah's Charm of Magic, which boosts Arcane damage, not Fire. Is Illusionist a generic set, a fire mage set or an Arcane mage set? I really cannot say.

Finally, there's Tirisfal (tier 5). If there ever was an argument why mages should get alternate sets like most of the other classes, Tirisfal is it. It's exclusively designed for Arcane mages. For all others, Arcane Blast not only provides substandard DPS, it also is an order of magnitude more expensive than the other nuke spells (Fireball, Frostbolt). No sane frost/fire mage would ever want to make it even more expensive.

12.07.2007

Mage Class Concerns

Vaneras has requested feedback on the mage class. I've posted on the thread as well, but here's the short version: Inferiority Complex.

Oh, you wanted the long version? Quoting Wikipedia:

An inferiority complex, in the fields of psychology and psychoanalysis, is a feeling that one is inferior to others in some way. Such feelings can arise from an imagined or actual inferiority in the afflicted person. It is often subconscious, and is thought to drive afflicted individuals to overcompensate, resulting either in spectacular achievement or extreme antisocial behavior, or both. Unlike a normal feeling of inferiority, which can act as an incentive for achievement, an inferiority complex is an advanced state of discouragement, often resulting in a retreat from difficulties.
Overcompensation? Check. Extreme antisocial behavior? Check. Advanced state of discouragement? Check. Retreat from difficulties? Check.

Is it simply in our heads? Most of it, yes. But there are some real issues, some of which I listed on the feedback thread. Since the thread rules forbade me from discussing them at length or offering suggestions, I'll do it here. Since 95% of my non-RP playtime is either raiding or preparing to raid, I'll ignore 5-man PvE and PvP completely. Off we go then.
Provide a brief description of the areas you feel are most in need of improvement (you may list a maximum of three issues and each issue should be described in one or two sentences).
  • Itemization. With the change to Evocation, Spirit is even more useless than it was before, yet it's still very "expensive" to have on an item. This makes all items designed for mages objectively worse than the corresponding warlock items. Even if the differences in individual items are small, they do add up when you compare full sets of gear.
    To fix this, Spirit either needs to removed completely, made significantly cheaper or made worth having at the current cost. Cheaper Spirit would also benefit healers, who do have spell rotations which allow Spirit to work.
    Spell Peneration is an another "junk" stat. Although it's rarer than Spirit and can be useful on some Black Temple bosses.. most of the time it's useless. One way to make it more useful would be to re-introduce the concept of negative resistances. If your Spell Penetration reduces the resistances of your target below zero, he would take extra damage. This would make Spell Penetration useful in fights where the target has zero resistances, such as.. almost all of them.
  • Comparatively low DPS, in both single-target and AoE. Partially caused by poor itemization. Even with our top-of-the-line gear and min/max:ed talents, we get outdamaged by hybrids on single-target DPS and by warlocks on AoE DPS. I admit that while this can be more about individual skill, (lack of) class synergy and gear, the effect is still real and feeds the inferiority complex.
    But there are some issues that truly require Blizzard's attention, such as Seed of Corruption. The spell itself is pretty nice. A decent amount of AoE damage that doesn't require active targeting and can be chaincasted from a distance. The trouble is that Seed of Corruption scales with other AoE while mage spells do not. Any source of damage can trigger the Seed of Corruption, so if there are other sources of AoE damage present (such as mages), the Seed will detonate immediately for 1200 damage (non-crit, without spelldamage). No AoE spell in the game can compete with the Seed of Corruption in such a situation. Either the scaling needs to be removed or introduced into other spells.
    Single-target DPS inferiority can be divided into two subcategories: Melee and shadow priest + warlock. Melee should always do more DPS than mages because melee DPS is more hazardous than ranged, but the huge variety of melee buffs and procs tilts the favor heavily to melee. Melee classes benefit from increases to their base stats, while the +crit gained from Intellect is mostly neglible. Therefore paladin, shaman and druid buffs benefit melee much more than they benefit casters.
    The other side of the inferiority is shadow priests and warlocks. A competent warlock can already outdamage a mage, but a warlock coupled with a shadow priest can rack up numbers that mages can only dream about.
    Unfortunately, figuring out a way to fix this without introducing more imbalances is hard. Mages do need some classes to buddy up with. Elemental shamans and moonkins could be viable candidates, but the synergy needs to be reciprocal. Aside from Winter's Chill (which is only benefical to Frost Shock) and Fire Vulnerability (which is only useful to Flame Shock), there isn't that much that the mage can provide. The one common thing that these three classes do have is the need for spell crit. Elemental shamans have their totems and Moonkins have their aura, so mages would need something similar. Like a Winter's Chill that worked with all spells.
  • Mana economy. To try to keep up with other classes in DPS, mages need to sacrifice mana efficiency completely. The design philosophy behind mage tier 5 set and the whole Arcane tree is a perfect example. We need to literally burn much more mana (which we don't have) than other classes to do less damage than they do. The upcoming reusable mana gems will alleviate this somewhat, but don't remove the problem altogether. Mages would need a lot more intellect to wean their addiction to mana potions, and increased +spell crit from the intellect wouldn't hurt either. Add in additional scaling mechanisms as Master of Elements and 3-piece Spellfire set and we might have something viable there. To get that intellect the stat needs to be made cheaper, just like stamina was made cheaper for the Burning Crusade. Warlock gear would delegate those freed item points to stamina (which provides them a dual benefit), while mage gear would get much more intellect-heavy.

11.22.2007

Raid Lockouts & Casual vs. Hardcore

Tobold recently discussed the effects of raid lockouts on casual guilds, so I'll cover the hardcore side.

One important aspect of raid lockouts what also ties into Tigole's mention of fostering competition between guilds: Raid lockouts act as a pacing mechanism for inter-guild competition. If you need a certain gear level for an upcoming raid encounter, you can't just raid the previous raid encounters nonstop and have your whole raid equipped to the brim. Since you get just a certain amount of items per week, you can't compensate for lack of skill with extra time spent to progress. A perfect example of this is the Chinese guild The Seven, who killed Illidan in just 52 days. An average guild might spend 52 days just farming Karazhan to get gear to kill Gruul, The Lurker Below and/or Void Reaver. If Blizzard wants to encourage inter-guild competition in PvE, they must also discourage long raids and other unhealthy playing habits to avoid bad press. And that probably means that raid lockouts are here to stay.

Yes yes, I love Icy Veins as well!

Since everyone else (and their dogs) have commented about the mage changes in 2.3.2, so must I. Let's get the easy parts out of the way first.

Trainable Ice Block: A vital skill for any PvPer who wishes to live at least 10 seconds. The same reasoning which allowed Improved Arcane Explosion and Evocation to become core class skills applies here as well. Frankly, I'm a bit surprised that it wasn't done sooner. Previously I was worried that removing Ice Block would remove one of the few spells that make the frost tree distinct from Fire and Arcane. Fortunately, I was wrong.

Conjure Mana Gem (rank 6), which restores 1800-3000 mana and has three charges: Again, a no-brainer. The current rank 6 Mana Gem was simply pitiful, enough for only a few spells. This one is equivalent to a Super Mana Potion, only on a different cooldown.

Then the juicy part. Icy Veins:

Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 25%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Although Blizzard did break Frostbite completely, a fix is scheduled to appear just in time for this gem of a skill. 20% Spell Haste for 20 seconds is a very nice DPS increase, especially if it also affects the Water Elemental. Some testing is required to see whether this stacks with other periodical Spell Haste effects, but I wouldn't be surprised if some Black Temple & Zul'Aman-farming troll frost mage was already drooling about the concept of being able to chaincast Frostbolts almost as quickly as the Global Cooldown allows.

As for the PvP side, +25% proc rate for Frostbite is pretty significant. Coupled with the casting speed increase it means that a well-timed Icy Veins allows the frost mage to both disable his opponent and follow up with a devastating Shatter combo before he is able to react.

..which is why I doubt that this talent survives the outcry.

11.15.2007

The dog who yelps..

..is the dog who is smitten. Apparently 2.3 introduced changes to Warden that to one writer are quite worrying:

The changes to Warden effectively remove our ability as a community to police Blizzard's activities, and may lead to undetected violations of personal privacy, among other possibilities.

Now.. which privacy watchdog group is this? Or a concerned citizen? Perhaps some government entity?

Nope. A company that develops farmbot software. While an argument should not be discared solely on the basis on who is making the argument, I'm too cynical to think that there's no ulterior motives hiding behind the scenes.

With that out of the way, let's tackle the argument itself. Yes, polymorphism is used to obfuscate the inner workings of a program from it's users. Yes, Blizzard could snoop personal data from your computer without you knowing anything about it. But why would they? They already have your personal information, including your credit card number. As a business, they have no interest whatsoever in snooping what's on your computer. Unless you're trying to cheat in their games, that is..

However, a lone programmer could try to sneak in an unauthorized modification (and risking detection by bypassing all of Blizzard's Quality Assurance processes along the way) and collect your data for his personal benefit. So I'd consider that risk to be fairly miniscule.

But how about the whole notion of having a program in your computer that you don't know what it does? Is that a cause for alarm? It depends. Unless you are one of the few that use an Open Source operating system and have read through all of the source code in it.. making a fuss out of Warden is a bit hypocritical. Your computer is filled to the brim with software that might do things that you have no idea about. Quoting Microsoft's 10 immutable laws of security:
If a bad guy can persuade you to run his program on your computer, it's not your computer anymore.

If you don't like unknown software doing stuff you don't know about on your computer.. don't install it.

(via Slashdot and WoW Insider)

Edit: Broken Toys is on the case as well.

11.12.2007

The rise, fall and re-emergence of IGE

Tobold noticed this interesting article about IGE's past and present. Apparently Blizzard's one-hour timer on gold transfers has really hurt IGE, and it had to flee to tax-free Vanuatu, out of reach of litigous players, disgruntled gun-toting gold farmers, scared-off investors and banstick-wielding legistators.

Of course, should Blizzard's efforts continue to interrupt the flow of (virtual) currency between IGE and the gold farmers one might find the island nation quite isolated..

10.23.2007

Farewell to Karazhan?

Relmstein talks about bringing decent players back to Heroics.

However, one thing that worries me is that if the jump from non-heroics to heroics is made easier, Blizzard may end up killing Karazhan. Yes, I know that they're adding badges to Karazhan bosses, but the gear itself is at best at par with current Heroic rewards. Why should one spend loads of time in Karazhan when one can finish Heroic Mechanar and a few other instances in a fraction of the time and effort required? In addition, Heroics only have a one-day lockout timer while Karazhan resets weekly.

Blizzard originally intended the epic fire resist sets to be the carrot that would drive raiders to Heroics. However, just like a kid who hates vegetables because he's being forced to eat them, raiders opted for making new strategies for A'lar, the encounter that supposedly required all that fire resistance. Personally, I did pick up a few pieces for Krosh Firehand tanking (and I know that this fire mage ogre ignores Fire Resistance completely, I took the pieces for the stamina), but couldn't bother with the rest. The helm, the ring, the amulet and the cloak are hardly upgrades from even level 70 blues. The upcoming Zul'Aman-skinned items seem to be at par with some of the better craftables (like Spellstrike), so they may end up being somewhat popular. Since you won't be needing Revered reputation for Heroics anymore, you'll be hitting Heroics even before you have finished your Karazhan attunement. Aside from a few individual pieces (like the Lightning Capacitor for fire mages), Karazhan may end up being a dead-end in PvE content progression.

10.15.2007

Loot Whoring for Fun and Epics

Sometimes calling someone a loot whore is entirely justified. The question is whether loot whoring should be punishable. In my opinion, that's entirely up to each individual guild. If the guild agrees that the availability of homemade pornography should be a factor in loot distribution, go for it. The resulting discussion on the exchange rate between crotch shots and DKP should be interesting.

Otherwise.. it's /gkick time for both the loot whore and the corrupt guild officer. (via Manic Graffiti)

10.12.2007

Carving up the world

Tobold suggests suggests that zones should be instanced and made cross-realm to overcome player density inbalances. While instancing zones like in Guild Wars might solve one problem, fragmenting the world does not come without cost.

The most obvious one is loading lag. When you step into an instance, you get a loading screen. The client loads new graphics, sounds and models into memory and discards old ones. But that's not all that happens in the background. The state of your character is transparently transferred to a completely different server, the instance server. Aside from chat channels, mail and group/guild management, nothing that happens inside the instance affects anyone else. Interacting in-game between players on different instance servers is impossible. Now why is this a bad thing? Kalimdor, Eastern Kingdoms and Outland (which includes Draenei and Blood Elf starting zones) are all on different servers. Nobody expects to interact with someone on the other side of the sea. But normal zones are adjacent to each other. You can see to Hinterlands from Hillsbrad Foothills. A player standing on the Hillsbrad side can shoot someone on the Hinterlands side, and the Hinterlands player can seamlessly run from Hinterlands to Hillsbrad and slash the other player with his sword.

Now let's take a look at the same scenario when Hinterlands and Hillsbrad are in different instances. The Hinterlands player could not see anything that happens in Hillsbrad, and vice versa. If they are on the same faction, they can chat using guild chat or other global channels. But that's it. No other interaction is possible.

Then why do game developers use instancing if it limits interaction? Scalability. One instance server is as good as the other one, so you can have a whole army of servers ready to split the load to. In a sense, splitting the world into different realms is just instancing the three world servers. No current hardware would be powerful enough to handle real-time interaction between 9 million players. Current world servers "crash" if you have 600 players in the same zone, which is not that hard to achieve during world events, especially on PvP servers. Fortunately, nobody cares if they end up in Alterac Valley #13 instead of Alterac Valley #10. Or end up on the wrong world server after returning from a battleground (don't laugh, it has happened). Except.. when you have a friend that's currently playing on AV #10. Sure, you can queue specifically to AV #10, but you might not get a spot. And if the developers allow you to freely join any instance server you like, the scalability benefit they got from instancing quickly dissipates.

What about always putting the same party/raid/guild to the same instance server? A good idea, unless your circle of friends is larger than a party/raid/guild. If you have played on a specific WoW realm for an extended period of time, you probably know dozens of players well and know hundreds by name. You might as well call it a realm instead of an instance.

But why couldn't instance servers talk to each other and seamlessly delegate responsibility when the player moves past the Hillsbrad - Hinterlands border? They could, but the issue is how much information the instance servers should share and at what point the Hillsbrad server no longer needs to care about the player that went to Hinterlands. Inter-server information exchange is relatively slow when compared to information exchange within a server, so the transfers need to be kept to a minimum to ensure a tolerable and relatively lag-free playing experience. Distance would be the obvious limiting factor. No matter what you do, a player in Silithus can't directly interact with a player in Winterspring. But where's the cutoff point? The disparity of load is an another issue. You'd probably need more servers for Shattrath City or Orgrimmar than you do for Winterspring. Except when you have a player-created event in Winterspring which is about to be attacked by other players..

Since demand for processing power depends entirely on player actions, it's always somewhat unpredictable. So any such system would have to be able to reassign servers dynamically to respond to sudden changes of demand. Such a system would in theory allow a single, shared world which could handle a large number of players. There would be no need for instances.

Just don't ask me how to implement it. If I knew, I probably would be busy making the Best MMORPG Ever.

10.11.2007

The Complaint

"It dinna work!"
"As explained before, The Royal Apothecary Society disclaims all responsibility resulting from the use of our.."
"I did exactly as ya told me. I took two doses before, den increased my adrenalin output to de specified level via combat, den took two more doses immediately afterwards."
"..products, especially those that are deemed to be experimental by senior members of the Royal Apothecary Society. Furthermore, the Royal Apothecary Society has a policy of not offering any assurances on the validity or the feasibility of such a product. If you wish to make a complaint.."
"Look at dis! Is did yer idea of a healthy trollish ear? It's as thin as paper! A small swipe and it tore right off my head!"
".. regarding the Royal Apothecary Society, including but not limited to myself or my superiors, you may do so.."
*sigh*
"..as soon as a suitable opening is found on one of the Dark Lady's attendants' schedules. You will be informed in time of your appointment and are required to bring any evidence you may have of the alledged derelictions of duty.."
"Are ya even listening?"
"..as well as any other material that would be of use when deciding such a matter, including but not limited to malformed body parts.."
"Ya bet it's malformed!"
"..that prove that the regenerative process was interrupted in violation of our specific instructions.."
"It was just a leetle elf, nottin' to worry about."
"..by any outside influences, humanoid or bestial.."
"And had a kitty dat may have took a bite out of me.."
"..which are beyond the Royal Apotheacry Society's control. Furthermore, you are required to prove that the Royal Apothecary Society was supplied.."
"If ya could just mix up a new batch.."
"..with all requested knowledge prior to the formation of the business relationship, including but not limited to information about previously undisclosed wounds, such as.."
"We could call it even and I'd be on my way."
"..severe musculature loss on limbs which would cause the regenerative effect focus on such wounds instead of desired body parts."
*sigh* Very well. Let's forget de complaint. Could you mix up a batch dat would heal both my ears and my arm?"
"I am authorized to agree to such a request, provided that the Royal Apothecary Society is provided with adequate compensation.."
"Of course I'll pay. And I'll get anyting ya need for it."
"..as well any and all materials which currently cannot be provided by the Royal Apothecary Society without prior authorization from the Dark Lady. In addition, instructions provided by the Royal Apothecary Society must be followed without fail. The Royal Apothecary Society disclaims any responsibility from use or misuse of products whether the instructions are followed or not. To achive desired results in an inferior specimen.."
*mutter*
"..the specimen's natural blood flow must be accelerated to the highest flowspeed that such a specimen is rated for. The specimen must not be allowed to sustain any injuries during the regenerative process, for an interruption of the process could result in side effects, including but not limited to, loss of conciousness, diminished mental capacity, uncontrollable hemorrhage, paralysis, stroke and death. Clients are advised to proceed cautiously even after signs of activity have ceased on the specimen."
"Here's de payment. When will it be ready?"
"The Royal Apothecary Society has a policy of refraining to disclose any specific timetables. The clients will be informed when the requested products are available."
"I'll come back later den."
"May the Dark Lady watch over you."

10.05.2007

10-man raids and "helping" Team B

Wife Aggro and Tobold recently touched upon the issue of the 10-to-25-man jump making guilds form Team A and Team B, which usually leads to a lot of drama. It's not like this topic hasn't been discussed before, but I'd like to offer one more viewpoint.

Like many other guilds, my guild has Team A and Team B as well. I currently only "need" one item from Karazhan, so I'm solidly in Team A. However, due to scheduling issues I'm unable to attend Team A's raids at all. So I'll raid with Team B to help gear out my guild mates, even if I personally gain nothing from it. However.. whenever I attend a Team B Karazhan run someone else gets left behind. I'm sure that a 300 DPS fire mage or a 500 dps warlock would be glad to have any gear from Karazhan. But because I'm in the raid, they get nothing. No Violet Eye reputation, no raiding experience and no loot. But I'll get a Void Crystal or two, which I currently have no use for, since my weapon is already enchanted and the next upgrade is months away. So am I really helping my guild right now? No.

10.02.2007

Matters of Faith

The soothing rays of the sun wake me. I spend the first few hours of the day scouring every inch of my spire. If there was a way up, there must also be a way down. I carefully examine the drawing, because it seems to be my best hope for now. It has three concentric rings, surrounded by runes and joined by a few lines. I try to remember how the inscriptions on the translocator orbs back home looked like. There are some similarities, but this crude drawing won't respond to my touch. I break a small chunk from the bread to serve as my breakfast.

Then.. the runes of the drawing light up. Rings of light rise from the inscription and I hear a familiar three-phase hum. Someone's coming. Friend? Foe?

The figure materializes before me with it's back turned. It has a blueish robe filled with intricate patterns of grey runes and ornate shoulderpads with similar patterns and.. blue dreadlocks! It's the troll! Where's my weapon? That damn troll took it.. I'll just use my own body as a weapon. I sprint towards the she-troll and ready my shoulder for the impact. She hears my footsteps and turns, but way too late. My tackle forces her off-balance and tumbling towards the edge. I press my advantage and pin her to the ground, leaving my arms free to choke the life out of her. But before I can get a good grip, her left arm shoots up to my neck, and my shorter arms no longer reach hers. Her grip is cold and I'm.. having trouble... breathing. Each breath I take... is filled with freezing cold air. My... strength... escapes me.

"Get off me."

I look down. I was not just seeing things in the cave, this she-troll is hideous, even by their own standards. Dim red eyes, burn marks everywhere. One ear missing and the another hanging on a few strands of flesh. A gaping wound on the neck. A featureless expression on her face, if you can call it that. Her grip tightens around my neck and the cold intensifies. I gasp, but all I accomplish is to fill my lungs with even colder air.

I slowly fall to the side and try to breathe. From the corner of my eye I see her get up. I hear flesh tearing and her other ear drops in front of me.

"Are ya Horde?"

"*cough* What are you blabbering about, freak?"

"Let's do dis in de long-winded way, den. Are ya loyal to de Nation of Quel'thalas and Regent Lord Lor'themar Theron, who rules by de decree of Prince Kael'thas Sunstrider, heir to de throne of Quel'thalas?"

"*cough* Of course."

"Are ya aware of de Regent Lord's edict dat proclaims dat Quel'thalas has entered a mutual defense treaty wit de nation of Lordaeron, led by Dark Lady Sylvanas Windrunner, de Nation of Durotar, led by Warchief Thrall, de Nation of Mulgore, led by Chieftain Cairne Bloodhoof and de free trolls led by Shadow Hunter Vol'jin?"

"*cough* *cough* Yes."

"Are ya aware dat dis alliance is commonly referred to as de Horde?"

"*cough* Yes. Get to the point, beast!"

"I ask ya again.. are ya Horde?"

She points her left hand towards me, opening her three fingers like a claw, conjuring a blue mass of sparkling, whirling energy. The sky seems to darken, and the winds swirl towards the spell, which seems to dominate my field of vision.

"If ya are not, I am well within my rights to end yer life right here, right now. Are ya Horde?"

"Yes!"

The energies intensify and swirl around her arm.

"Are ya aware of de penalty for an unprovoked attack on a fellow member of de Horde wit an intent to keel?"

"You threatened me in Silvermoon! You are the one who should be on trial for treason!"

"But I dinna attack ya."

"You only got what you deserved, beast!"

"And wat exactly is dat we deserve?"

"All of you beasts should be put to the flame! Beasts with tusks who grovel before their heathen gods like worms! Vile green brutes who the humans should have exterminated during the war! We eat cows, we don't invite them to our dinner tables! And just because they call themselves the Forsaken shouldn't spare them from burning in righteous fire!"

"All of you beasts should be put to the flame! Beasts with tusks who grovel before their heathen gods like worms! Vile green brutes who the humans should have exterminated during the war! We eat cows, we don't invite them to our dinner tables! And just because they call themselves the Forsaken shouldn't spare them from burning in righteous fire!"

She is using my voice, replicating my words exactly, with every intonation in place. The graceful movement of my lips do not fit on her grotesque face. I feel sick. If she would repeat those words, even in Silvermoon..

"Such cruel words. However.. I believe in second chances. I tink ya are.. salvageable."

She presses her fingers together and a shockwave of energy shoots outward, barely missing my head.

"Ya still cling to de lies of de Alliance, even after dey left yer people to rot. Dose who attacked de lands which formerly belonged to Zul'Aman are not de Horde as it exists today.."

"An orc is an orc! And a troll is a troll! Even a freak such as yourself!"

"Are dey now? Tell me, wat was de color of de orcs dat ya fought against before? Gray? Green? Blue? Brown? No. Dey were red. And not just plain red like mine. Seethin', burning red. Each and every one of dem. And as for de trolls.. did ya known dat Shadow Hunter Vol'jin's tribe was banished? Did ya know wat deir crime was?"

"I can hardly think of anything the trolls would be beneath of doing."

"We have done more dan our share of mistakes, ya. But to answer my own question.. dey refused to grovel before a heathen god like worms. Dey refused to practice de old ways yer people know so well. To dis day, all trolls of de Horde are forbidden from practicin' cannibalism."

"Why are you telling me all this propaganda? To brainwash me?"

"I have no such intentions. However, ya lack.. faith in yer fellow Horde."

"So you want me to worship you? Never! Let me go this instant!"

"Me? Of course not. Dis is no prison, and I am not yer jailor. Dere are no bars, no locked doors, no guards. Yer equipment is waitin', nottin' has been stolen."

"Not a prison? How am I supposed to get down?"

"Ah, but dere's de trick. I doubt dat ya'll believe me even if I told ya, so... I tink it's better to show ya."

She starts walking towards the platform.

"I checked that already."

"De platform itself is nottin' special. Dis is a leap of faith of sorts."

"You seriously expect me to jump?"

"Expect? No. But dat's wat ya will have to do."

She takes a step past the platform and falls. I hear her robe flutter in the air and I crawl to the platform and look down. She's gone. A trick. All of it. She's trying to fill my head with lies. To confuse me enough to kill myself. There must be a different way..