9.26.2008

The Ivory Tower of Vertical Content

I was recently listening to episode 7 of No Prisoners, No Mercy, and the hosts talked about the difficulties in making a pickup group for Karazhan and the attitudes of players that made the group fall apart. The hosts asked players who have visited Hyjal to comment, so here it is. I was initially planning on posting this as a comment on the episode page itself, but I felt that my reply was long enough to warrant a separate post. 


Basically, there's two basic ways of arranging content in a game. Horizontal means that you have a lot of variety, but little progression. Vertical is the opposite. Levels are vertical. You need to reach level 2 before you can reach level 3, and most of the raid content in WoW is vertical. You won't have a snowball's chance in Hell to get anything done in Hyjal if you don't have high-end Karazhan/Serpentshrine Cavern/Tempest Keep quality gear, and the knowledge and skills to match. Conversely, the pre-raid PvE dungeons in WoW are mostly horizontal content. Dire Maul was about as hard as Scholomance, and Shadow Labyrinth is about as hard as Arcatraz or Shattered Halls.

In my opinion, games need to have both, and maintaining a balance is one of the factors that makes game design hard. Variety is always good, but there also needs to be the next challenge in the horizon. As your knowledge, gear and skills improve, content that kept you at the edge of your seat before becomes trivial and boring. At that point it doesn't matter whether you're killing elves or demons or orcs if they all die within seconds. Likewise, if you know by heart that every enemy orc does X, Y and Z in that order, doing A, B and C to counter those moves becomes second nature and killing orcs becomes boring, even if doing A, B and C was appropriately challenging for you.

Arguably, Blizzard is vastly more focused on vertical content than horizontal, which is not that surprising considering that their lead game designers are former Everquest raiders, and they're making a game that they themselves like to play. Illidan's often-quoted one-liner "You are not prepared!" actually describes WoW pretty well. :-) Both the players and the designers know this, and expect everyone else to know this as well. And that's why people were concerned about raid composition, gear and experience (read: knowledge) in that Karazhan raid. Karazhan is not designed to be the starting point of the endgame PvE experience, the non-heroic instances are. I admit that I would also have concerns about a 600 spell damage warlock making a Karazhan group, because you can go much higher with nonheroic and heroic gear before even stepping into Karazhan. Especially if I don't know the player. Skill and knowledge are harder to measure than gear, and you can't always compensate one with one of the others, especially if there's a "gear check" encounter (like Curator) that you have to complete. The vertical progression in WoW goes so far that in some encounters your raid literally has to function like a well-oiled machine in order to succeed. And that is exactly what players wanted.

But what's wrong about giving players what they have been asking since Molten Core? That not everyone wanted it. Some people liked the less-demanding MC raids where you could chat, goof off and generally have fun with 39 of your friends. I have a good enough view from my ivory tower to see how that could be fun. My playstyle is not the One True playstyle for everyone. In my opinion, one of the major factors that made WoW the market leader was that it catered to different playstyles. That allowed Blizzard to get the most out of the network effect. If Blizzard undoes their good decisions and allows the balance to be swung too far in one direction (no matter what that direction may be), then they do deserve to lose market share. And Warhammer may be the game that all of those disillusioned players start playing. And that's good. Complacency kills, and even if I never end up playing WAR, the competition will help keep both Blizzard and Mythic on their toes, resulting in both games improving and thus benefiting fans of both games.

9.13.2008

Jump-shotting tanks

Ebon Hold was somewhat better than Northrend. But not by much. Combat was tolerable, but I can't say that there was any tactics involved, just button-mashing. Fortunately you have a permanent buff that makes you feel overpowered compared to anything you encounter. Also, you get a run speed buff that works only inside Ebon Hold. That should make later visits to reforge your weapon much more tolerable.

There was also a sneak peek of the mount mechanics in the form of the Death Knight epic mount quest. In the quest, you have to steal a horse and ride it back to the quest giver. You mount the horse by right-clicking it and your action bar changes accordingly. If you turn while riding the horse, it turns appropiately in a wide arc. Well.. unless you're using a mouse to turn. Hopefully we don't see steamtanks doing jump shots in Lake Wintergrasp.

Frozen Solid

After the money SNAFU was sorted out, I stopped by at Vengance Landing for some sightseeing. A guildmate had warned about lag, and as soon as I arrived I saw what he meant.
The lag-o-meter says it's a mere 800 ms, but the real delay is around 2-5 seconds. I did a few standard-issue gathering quests. Thankfully, most of the mobs could be two-shotted so the lag wasn't really hazardous. The rewards were somewhat odd, though. Stamina, spirit and spellpower on gloves? I couldn't make heads or tails whether that was intended for mages, priests or warlocks, because that combination isn't optimal or even okay for any of those. The first quests in Netherstorm and Shadowmoon Valley net you much better loot for about the same effort.

Here's a few screenshots of the new Forsaken design. I particularly liked how the ships are modified versions of the Orcish Juggernauts.
Forsaken ships
Forsaken Architecture

My bank alt spotted some NPCs in Orgrimmar screaming whenever a Death Knight arrived. Nice touch, but I bet it gets old when there's a dozen deathknights present at any time. So, next up is a spin on the instanced Death Knight starting zone.

I Am Not Prepared

After a half a day of patching, I finally got my WotLK up to speed and logged on.. only to realize that all of my gold is on my bank alt. Drat.

Melee vs Ranged Zerg

Tobold wonders whether the group dynamics in unorganized large-scale PvP are a result in players being stupider than the AI.

To answer his question: No, that's just how things work when there is no commander.

Here's what I observed during the Southshore vs Tarren Mill battles:

When it's every man for himself, even in a large group, people tend to attack the closest hostile target. If a melee enemy attacks a group, he's the closest target to everyone in that group. He gets zerged. When it's ranged vs ranged, everyone picks different targets according to their positioning within the group. They do favor targets on low health to finish them off, but attentive healers can prevent that from ever happening.

In both RTS games and in EvE Online, one of the most important tasks of a commander is to designate targets as "primary". You focus your firepower to one target to overwhelm the enemies' damage mitigation and healers. No such thing as a commander exists in unorganized large-scale PvP by definition.

However, Starship Troopers the movie shows something that could be used to make melee more useful in unorganized large-scale PvP: Directed throws. In the Klendathu battle, one of the bugs charges a group of marines, grabs a marine and throws him into the swarm of bugs. Naturally, the marine gets torn into pieces. The charging bug, although it's life expectancy is very low, can use the numbers of his allies to his advantage.

Currently, melee in MMORPGs cannot do that. Unless the whole friendly group charges, he's alone. And the friendly group won't do that unless they are certain of victory. That certainty can be achieved by either superior numbers or morale, and the lack of a commander makes achieving the second more difficult.

However, the Death Grip ability of the Death Knights in WotLK could achieve the same end result as the bug's charge+throw. But as always, the devil is in the details. In this particular case, it boils down to range. Can the Death Knight get close enough to Death Grip someone without getting zerged by the hostile ranged attackers?

9.12.2008

Taking It Slow

Because I've been using the Only Spec for quite some time, I think I'll start with a fairly conservative 0/60/11. It has all of the oldies and the new fire goodies as well. Also, I currently don't have the mats for a Soulfrost on my Tempest of Chaos.

What is this WotLK I keep hearing about?

I guess I might have to start writing stuff again.

9.03.2008

Death by Leech

Zubon has a disturbing insight about a recent lawsuit in China, RMT and US gambling legislature.

In the lawsuit, a judge ordered Blizzard/The9 to restore everything they took from a gold farmer, citing property laws. If anything virtual in game can be classified as property because RMT allows it to have a real value, then any game that relies on randomness is gambling, because you may lose or gain something of real value according to luck. And according to US law, it's illegal to transfer funds for online gambling. In other words, it would be illegal to pay to play an MMO where randomness dictates whether you win or lose. And that definition covers.. almost every MMO out there. RMT could end up killing the very industry it leeches from.

The most boneheaded thing about the whole issue is that Blizzard's Terms of Use were irrelevant in the lawsuit. They can't ban people for cheating. Granted, for Zubon's nightmare scenario to become reality, there would have to be a precedent in the US establishing the same principles as in the Chinese lawsuit. But the lawsuit in itself is bad enough. It's like taking your stuff back from a thief and then being convicted of theft yourself. Or being a victim of a can flipper in EvE. It's life imitating art.

8.28.2008

Warhammer: 1.3 million subscribers

Serial Ganker has been doing the math, and estimates that Warhammer Online (or any other game entering the market) can attain about 1.3 million subscribers. Western subscribers, that is. The majority of WoW's 10 million players resides in the Far East, where Warhammer won't be released (at least for now).

However.. there's one disrepancy. As Green Armadillo pointed out, WoW has 2 million players in Europe and 2.5 million players in North America/Oceania.

8.25.2008

Eredar Twins

Eredar Twins
Eredar Twins,
originally uploaded by Shalkis.
News about me quitting WoW have been slightly exaggarated.

7.02.2008

The difference between instancing and sharding

Relmstein's been talking about seamless word design, but I think that he's a bit unclear about the difference between instancing and sharding. Both are used to avoid the problems of scaling (and introduce seams into the world), but there are a few critical differences.

I'll use WoW and EvE as examples, because those are the two games I know best. EvE is heavily instanced. Each star system is a separate instance, which makes sense. You can hardly interact with (read: shoot) someone who is several light years away. Conversely, it's possible to interact with someone in WoW if they're standing on the Ashenvale side of the Ashenvale-Barrens border and you're on the Barrens side. The WoW equivalent to EvE's jumpgate is the instance portal leading to Deeprun Tram. You go to an instance, but it's shared among all players on that realm/shard, and you can't interact with someone in Ironforge or Stormwind from Deeprun Tram. The difference is that there is always only one Jita (the most populated star system in EvE), but there are several Deeprun Trams, one for each realm/shard. Even if you wanted to, you cannot meet your friend in Deeprun Tram if he plays on a different realm/shard.

The problem with shardless design is that players are free to flock into a certain area and thus you more easily run into the issue of bandwidth demands increasing exponentially as the number of players nearby increases.

If a player makes any action, the results of that action must be transmitted to every player that can in any way be affected by that action. That includes everyone who is in visual range, because their clients must be able to render the animation for that action. As the number of players increases, so does the amount of bandwidth required to transmit the results to all witnesses. If there's only a few active players and a lot of spectators, the bandwidth requirements increase geometrically and the server is able to keep up. WoW, for example, can handle events where there are around 500-700 spectators with little or no percievable performance problems.

However.. if each of those players is an active participant and thus generates actions themselves, the amount of bandwidth required to transmit results rises exponentially. That same server that can handle 700 passive players will start timeouting people when around 200-300 people engage in combat.

WoW uses both instancing and sharding to combat that problem. At most, a dedicated instance can contain up to 80 players (Alterac Valley), so you only need to allocate bandwidth for that worst-case scenario. Sharding is used to divide the player base into so small groups that there isn't 200-300 players on any realm/shard that would be interested in engaging in one massive battle. It isn't a foolproof method, so Blizzard's been using instanced battlegrounds, arenas and geographically distributed PvP objectives to lure people away from the old Tarren Mill vs Southshore battles. I'm a bit curious about Lake Wintergrasp, though. Maybe Blizzard is more confident about their architecture this time. Or they just forgot some hard lessons of the past.

5.23.2008

Unfair ban?

Apparently there's some commotion about someone named Lamaagetting banned by Blizzard for botting. Many people have risen to his defense, but I'd hold judgment for now. There's not that much evidence around.

A part of the problem is that the ban was a part of the latest wave of mass bans, so Blizzard's going to be swamped by complaints from both the innocent and the guilty. Lamaa says he's innocent. But both the truly innocent and the guilty would say that. People say that Lamaa would never do such a thing. I don't know Lamaa, these people or their motives, so that means little to me. From personal experience I do know that even people you like and trust can disappoint you. Blizzard does have an appeals process, but whatever department at Blizzard that's handling account suspensions and bans is going to be very busy for the foreseeable future, no matter how much hell Lamaa's blogging friends raise.

There's also been talks about fraud, since Lamaa did pay for a subscription, which he cannot use now. I don't think that appealing to fraud is going to help much. Blizzard can terminate the account at any time:


BLIZZARD MAY SUSPEND, TERMINATE, MODIFY, OR DELETE THE ACCOUNT AT ANY TIME WITH ANY REASON OR NO REASON, WITH OR WITHOUT NOTICE. For purposes of explanation and not limitation, most account suspensions, terminations and/or deletions are the result of violations of this Terms of Use or the EULA.

If Lamaa agreed to the Terms of Use, he also agreed to that part which says that Blizzard is not required to explain it's actions. End of story.

Well.. not quite. Maybe we should go through one hypothetical scenario: That he did purchase Glider, but didn't use it to powerlevel or farm gold. If he bought it, he probably installed it and started it as well. If Glider was running while WoW was running, Warden would have detected it, because it scans the process list. And as far as Blizzard is concerned, that's enough evidence to ban him:
WHEN RUNNING, THE PROGRAM MAY MONITOR YOUR COMPUTER'S RANDOM ACCESS MEMORY (RAM) AND/OR CPU PROCESSES FOR UNAUTHORIZED THIRD PARTY PROGRAMS RUNNING CONCURRENTLY WITH WORLD OF WARCRAFT. AN "UNAUTHORIZED THIRD PARTY PROGRAM" AS USED HEREIN SHALL BE DEFINED AS ANY THIRD PARTY SOFTWARE, INCLUDING WITHOUT LIMITATION ANY "ADDON" OR "MOD," THAT IN BLIZZARD'S SOLE DETERMINATION: (i) ENABLES OR FACILITATES CHEATING OF ANY TYPE; (ii) ALLOWS USERS TO MODIFY OR HACK THE WORLD OF WARCRAFT INTERFACE, ENVIRONMENT, AND/OR EXPERIENCE IN ANY WAY NOT EXPRESSLY AUTHORIZED BY BLIZZARD; OR (iii) INTERCEPTS, "MINES," OR OTHERWISE COLLECTS INFORMATION FROM OR THROUGH THE PROGRAM. IN THE EVENT THAT THE PROGRAM DETECTS AN UNAUTHORIZED THIRD PARTY PROGRAM, BLIZZARD MAY (a) COMMUNICATE INFORMATION BACK TO BLIZZARD, INCLUDING WITHOUT LIMITATION YOUR ACCOUNT NAME, DETAILS ABOUT THE UNAUTHORIZED THIRD PARTY PROGRAM DETECTED, AND THE TIME AND DATE THE UNAUTHORIZED THIRD PARTY PROGRAM WAS DETECTED; AND/OR (b) EXERCISE ANY OR ALL OF ITS RIGHTS UNDER SECTION 6 OF THIS AGREEMENT, WITH OR WITHOUT PRIOR NOTICE TO THE USER.


It doesn't matter whether he actually used it to powerlevel or farm gold. If he did have Glider running at the same time as WoW, then he did break the terms of use and deserved to be banned. But as I said in the beginning, there's not enough evidence to make that call right now.

The moral of the story? Read those Terms of Use and End User License Agreements. They're not there just for show.

5.21.2008

Negative synergies

While browsing the WotLK alpha wiki I spotted these two talents:

Burnout - Increases your spell critical damage bonus with all Fire spells by 5/10/15/20/25% but every time you critical with a Fire spell you lose an additional ?[internal entry blank]% of your total mana.

Hot Streak - Any time you cause 3 spell criticals in a row you have a 33%/66%/100% chance the next spell will gain 100% increased chance to score a critical hit.

So, if you crit you'll burn a percentage of your mana, and if you happen to chaincrit you crit some more. Hopefully Hot Streak has an internal cooldown or a counter that resets whenever it activates. But even then the "synergy" between these two talents can be devastating to the sustained damage of fire mages. Assuming you don't overaggro first, that is.

5.05.2008

Betting on Failure Cascades

Tobold's been talking about how Age of Conan and Warhammer have been busy imitating World of Warcraft. He thinks that the developers are shooting themselves in the foot by providing a too similar experience to WoW. He's probably right, since the network effect is currently working in WoW's favor. However, there may be more to it than meets the eye. I think that FunCom and Mythic are betting that Wrath of the Lich King flops.

People do play WoW because their friends/family/coworkers play it. Breaking the network effect is hard, but it's not impossible. At some level, Blizzard does realize this. The old model was to funnel the whole player base towards high-end raid content. Homogenizing the player base is not unlike putting all your eggs in one basket. If you make old PvE content obsolete and your new PvE content is a major disappointment, your risk alienating a large percentage of your player base. If there's a viable alternative available that's praised by early adopters, the network effect could remanifest as a failure cascade, where the exodus grows exponentially. WoW doomsayers have been summoning this exodus for quite some time now, but so far it has not reached critical mass. This is why Blizzard has been promoting PvP more and more, because this reduces the overall risk. If your PvErs jump ship, the PvPers could stay put.

If AoC or WAR were only seen as good PvP games, many disillusioned WoW PvErs would not see them as viable alternatives. But if they provide incentives in the form of decent PvE games, they could attract both PvErs and PvPers and thus increase the chance that WotLK's failure cascade would direct all of those potential customers to them.

It's a risky bet, though. Like Tobold points out, there is a real danger that AoC and WAR will be simply seen as cheap copies of WoW. And even if Tycho threatens to sing if people point that out, it's still a valid point.

5.02.2008

The pre-WotLK wait is here

My guild's been stuck on Kalecgos for a few weeks, so our raid leader called for a two-week raid break. Considering that I've been playing more EvE than WoW (even during raids), I welcomed the break.

Now with about a week and a half through the break, the 25-man raid announcements have started popping up on WoW Raidar once again. However, there's only 8 signups. With Age of Conan out soon and WotLK probably due to be released around Christmas, many people seem to be in the wait-and-see mode. Still, I'm getting a deja vu. I had two guilds pre-TBC that stopped raiding after a few wipes on Razuvious. That time I could get a few upgrades from PvP that were good for PvE, but that isn't the case here. If I'll never enter Sunwell again, I have almost as good gear as I can get. If history does repeat itself, there's no reasons left for me to resume my subscription until WotLK.

So.. I will wait and see.

4.14.2008

The Turtle Smiles

I hope this clears up any confusion or frustration you may have about this situation, the only thing I have left is that I would like to take this time to remind you of our stance on Defrauding or Attempting to Defraud a GM, Kiranth

Is it just me, or does Auryk's avatar have a shark smile?

3.17.2008

Prokofy Neva vs. Broken Toys

I wonder if there's a corollary to Godwin's Law that explains all of the Stalin references in this epic thread..

Is it so hard to understand that maybe, just maybe, sandbox and theme park-style games can co-exist? You may like one type more than the other, but that doesn't mean that everyone else is wrong and as bad as Stalin/Hitler/whatever.

But then again, this is the Internet. And when duty calls, we must do our part.

3.16.2008

Nerf fire, buff shoes!

Fire is totally overpowered, it burns my shoes!

3.15.2008

Things left unsaid

WoW Insider has a few articles on mage vs warlock rivalry. And I'm a bit conflicted on what to say.

I could say "I told you so". I could say that they need to QQ less and pew pew more. I could say that I outdamage warlocks. I could say that complacency kills. I could say that our arsenal of AoE skills balances things out. I could say that the utility we provide is enough to tip the scales. I could say that nobody is a "pure" class anymore. I could say it'll be better in 2.4 or at the Wrath of the Lich King. I could say that Blizzard just needs to fix the itemization. I could say a lot of things. I could even say that I don't care anymore.

But I'd just be lying.

3.10.2008

Kalgan on Effort vs Rewards

Many "hardcore" raiders might nod approvingly at this comment by Kalgan:

I definitely think there's a valid argument to be made that the time investment and organizational requirement versus reward aren't balanced well enough right now
However, you should be careful what you wish for. Balance goes both ways. If Blizzard ever realizes how difficult the PvE encounters really are and balances the game.. a flamewar of epic propotions will ensue.