Sunday, January 16, 2011

Reader census, redux

Back when my blog was just starting to become noticed, I did a poll asking my readers what they spent most of their time doing in-game, what their main focus was. Did they spend most of their time raiding, for example? Or did they prefer battlegrounds, or perhaps leveling alts. I did this to get a better idea of what kind of advice posts I should write, back when I wrote those regularly. I later realized something which caused me to post a second poll of a similar nature, and that something I realized was that some players might have resigned themselves to certain activities because the activity they enjoy hasn't been fleshed out by the developers. I, for example, spent much time leveling alts in the days of Wrath of the Lich King because I enjoyed questing and solo-ing, but the solo content at the level cap grew pretty stale over time due to the fact that no good solo content (in my opinion) was added after Wrath came out (I didn't care much for the Argent Tournament). So I added a second poll asking people what they would spend most of their time doing if all parts of the game were given equal development effort and were equally fleshed out, interesting, and rewarding.

The problem was that I added this poll well after the first poll had gone up, so the population (to use the statistical term) surveyed by each poll was not consistent. This meant that disparities between the two polls could have been explained by a different subset of players voting once the second poll went up, rather than by legitimate disparities between what players spent their time doing and what they enjoyed most. There were also flaws with the way I picked the choices for the poll, such as the fact that I included "leveling alts" as one choice, a choice which I later realized told us nothing about how people chose to level their alts, which they could do with quests, dungeons, or battlegrounds. With Cataclysm changing the face of WoW so extensively, that could also have changed people's choices.

It is with all that in mind that I post these new polls now. The first poll is simply asking, what do you spend most of your time doing when you are playing WoW? Pretty simple, I think. The second poll might be a bit more confusing, so let me give it a bit more exposition. If all parts of WoW received equal development time and were equally fleshed out, interesting, and rewarding, what would you spend most of your time doing? Would you stop leveling alts and focus on your main now that the level cap actually had interesting solo content? Would you leave the raiding scene for the less stressful scene of heroics? Or would you remain where you are because the part of the game you currently play either does receive this kind of attention or because you just enjoy it that much?

If you would like to say why your answers on the two polls are the same or are different, I encourage you to do so in the comments section of this post.

Friday, January 14, 2011

The lonely journey to the top

About five days ago, I earned Loremaster of Cataclysm, thus, for all intents and purposes, beating Cataclysm's solo content. I have done every quest I could find in Mount Hyjal, Vashj'ir, Deepholm, Uldum, and the Twilight Highlands, and in doing those quests, I noticed a particular absence, something missing that was once an integral part of the questing landscape. I noticed it in the way that I progress swiftly and almost effortlessly (comparatively, at least) through Cataclysm's zones. I noticed it in the way that I didn't need much help as I went through doing the quests. I noticed it in the way that I said nothing in general chat other than occasionally answering other players' questions about the new quests. That absence was the absence of group quests.

You remember group quests, I'm sure--those quests that recommended you bring an ally or two along with you to take down the baddie in question. They peppered the landscape throughout WoW's history, especially in Icecrown, and we had to group up with other players to do them. Yet it seems, if memory serves me correctly, that outside of the first few months of any given content's lifespan, there weren't many groups to do these quests with. In any given zone, I might have gotten lucky and found someone else willing to do them with me, but for the most part, I remember either trying to do those quests on my own (and learning ways to push each class to its limit as a result), or just skipping over them entirely. Thus these quests weren't, for me at least, group quests, so much as they were really challenging solo quests.

Now, this wasn't really a tragedy, because some of my proudest moments while leveling have been taking down the elites required for these group quests without the help of a group. Those were the true epic moments of my solo play, the moments that rivaled my memories of raiding in terms of satisfaction and challenge. Those battles were long and difficult, like raid fights, and required me to use all of the tricks that I could to take down these elite opponents. In the way that raids require raiders to maximize their awareness, their damage, their efficiency, these group quests required me to maximize my survivability, and I quite enjoyed them for that.

But while Cataclysm may lack group quests, it is not lacking in elite quests--quests where you take down an elite opponent--but these elite quests are a little different. Unlike the elite quests of yore, which were synonymous with group quests, these quests are fully designed to be accomplished on one's own. Yes, you do fight an elite opponent with a ridiculously large health pool, and these battles often go on for a good deal longer than most other battles, but unlike most elite enemies, these enemies will not kill you before you've taken away even a chunk of their health. Some of them are designed to have avoidable attacks, while others are fought while an NPC ally acts as the tank, thus you yourself take little damage. These kinds of quests peppered the Cataclysm questing landscape, and I'm pretty sure they were designed with the specific intention of taking the place of group quests.

Do they succeed in this regard? The answer to that question depends on whether they can accomplish the same thing group quests were originally designed to accomplish. Group quests, when I could actually get a group together for them, had an epic feel to them because I was taking down an enemy who was many times bigger or more powerful than me, and they also gave a bit of experience with the dynamics of grouping (tanking, healing, threat, etc.). Do Cataclysm's elite quests hold up to those parameters? They certainly feel epic, and they provide a very satisfying conclusion to whatever quests they end. But what about teaching group dynamics? You may not learn tanking or healing from these quests, but they do have some pretty sneaky ways of teaching you other important aspects of group content. In killing Skullcrusher the Mountain, you are encouraged to run around activating various relics which give you and your allies buffs to help you fight Skullcrusher, and you also have to right-click your fallen allies to revive them. This teaches you that you do need to do things other than attacking your target in order to succeed in a group environment. The fight against the Obsidian Colossus in Uldum teaches you how to not stand in the fire, as does the fight against Barron Geddon in Hyjal. These are things the old group quests didn't often teach, so I'd say that Cataclysm's elite quests teaching them to new players is an improvement.

But where these two kinds of quests differ most, and where Cataclysm's elite quests are much stronger than the previous expansion's group quests, in my opinion, is that two or three years from now, when most of the players are off questing in whatever new zones we find ourselves in in the next expansion pack, if you decide to level an alt and you find yourself in one of Cataclysm's zones, you will be able to complete these elite quests in spite of the fact that you will be one of three of four people in the zone (and probably the only person in the phase you are currently in). As it stood in the days of group quests, if you couldn't complete a group quest on your own (which, if you were the appropriate level for a zone, theoretically, you shouldn't have been able to), you would simply be unable to complete that quest, and if that quest should happen to advance the story of the zone, too bad; you'd just have to make up the rest. With Cataclysm's group quests, though, since they never required a group in the first place, players will be able to complete them well after Cataclysm's zones have been abandoned.

When you consider Cataclysm's linear quest-design structure (a structure which I don't mind and actually support), it really is a necessity for the elite quests to not require groups. If these quests did require groups and you couldn't complete one due to being unable to form a group, you would either be stuck in a zone's progression and be unable to continue, or you would have to leave the quest undone as you enter a new phase. The former possibility makes the solo content unplayable, and the latter makes certain quests become unavailable to players, something which they wouldn't be very appreciative of. So instead, we are left with group quests becoming something seen very rarely in Cataclysm. The only group quests we have now are dailies, which people will probably continue to do for a very long time (due to their being level-cap dailies), but can still be solo'ed pretty easily, and the Crucible of Carnage chain, which was probably added more out of tradition than anything else. Thus we are left with the conclusions that there really are no proper group quests in Cataclysm other than the Crucible of Carnage, which is it's own stand-alone quest-line and thus doesn't pose the potential issues brought up above, and for the reasons I have mentioned in this post, I don't mind that fact.

Wednesday, January 12, 2011

How to gear up a druid at level 85 without entering an instance

Way back in the days of Wrath of the Lich King, I wrote a post about how to gear up a druid without entering an instance due to my own aversion to dungeons and my hesitance to rely on random drops to gear up. Well, now that Cataclysm has gotten underway, I thought I'd write a similar post for this expansion pack. This post is a collection your options for gearing up a Druid before you set foot in any 5-mans. Keep in mind that some slots don't have very good options, and you are probably better served getting gear for those slots from 5-mans themselves, but I included your options for those slots here just for completion's sake. Like last time, I will give you multiple options for each slot so you can pick the one that best suits you. Since balance druids can dip into resto's sections'for spirit pieces with the talent Balance of Power and the two feral druids share many pieces, I tried to avoid redundancy when there are actually different options for each one. In those cases, if you don't like any of the suggestions for your spec, check your corresponding partner spec's section for other options.

Weapon(s):
Balance: Beak of Julak-Doom (drop from a specific rare mob, most likely to be found on the AH), Insidious Staff (Baradin's Wardons/Hellscream's Reach, revered), Elementium Spellblade (blacksmithing), Very Manly Staff (quest in Twilight Highlands) Staff of Solemn Secrecy (world drop)
Feral (tank): Spear of Trailing Shadows (Baradin's Wardons/Hellscream's Reach, revered), Mobus's Vile Halberd (drop from a specific rare mob), Elementium Poleaxe (blacksmithing), Staff of Old Woes (world drop, most likely to be found on the AH), Staff of Draconic Pacification/Torth-Slayer's Staff (quest in Twilight Highlands)
Feral (DPS): Spear of Trailing Shadows (Baradin's Wardons/Hellscream's Reach, revered), Mobus's Vile Halberd (drop from a specific rare mob), Elementium Poleaxe (blacksmithing), Staff of Old Woes (world drop), Staff of Draconic Pacification/Torth-Slayer's Staff (quests in Twilight Highlands)
Resto: Elementium Hammer (blacksmithing), Shimmering Morningstar (Baradin's Wardons/Hellscream's Reach, revered), Gurgthock's Garish Gorebat (quest in Twilight Highlands), Mace of Apotheosis (world drop)

Off-hand:
Balance: Dungeoneering Guide (inscription), Skyflight Beacon/Air Raid Beacon (quest in Twilight Highlands) Book of Origination (dungeon drop, look on AH)
Resto: Heartbound Tome (world drop), Divine Companion (inscription) Bone-Inlaid Sarcophagus Key (world drop)

Idol:
Balance: Tattooed Eyeball (inscription)
Feral (tank): Halted Clock (world drop), Silver Inlaid Leaf (inscription)
Feral (DPS): Silver Inlaid Leaf (inscription)
Resto: Tattooed Eyeball (inscription)

Head:
Balance: Bloodied Wyrmhide Helm (leatherworking), Hood of Lost Solitude (quest in Twilight Highlands)
Feral (tank): Hood of the Crying Rogue (world drop), Dunwald Winged Helm/Shocktrooper Hood (quest in Twilight Highlands)
Feral (DPS): Hood of the Crying Rogue (world drop), Dunwald Winged Helm/Shocktrooper Hood (quest in Twilight Highlands)
Resto: Bloodied Wyrmhide Helm (leatherworking), Wax-Filled Hood/Mechano-Assembler Headguard (quest in Twilight Highlands)

Neck:
Balance: Lightning Flash Pendant/Yellow Smoke Pendant (Wildhammer Clan/Dragonmaw Clan, exalted), Charm of the Muse (dungeon drop), Eye of Many Deaths (jewelcrafting)
Feral (tank): Elementium Guardian (jewelcrafting), Don Rodrigo's Fabulous Necklace (world drop), Acorn of the Daughter Tree (Guardians of Hyjal, revered)
Feral (DPS): Don Rodrigo's Fabulous Necklace (world drop), Acorn of the Daughter Tree (Guardians of Hyjal, revered), Barnacle Pendant (dungeon drop), Brazen Elementium Medallion or Entwined Elementium Choker (jewelcrafting), Nightrend Choker (world drop), Pendant of Victorious Fury (quest in Twilight Highlands)
Resto: Acanthia's Lost Pendant (dungeon drop), Lightning Flash Pendant/Yellow Smoke Pendant (Wildhammer Clan/Dragonmaw Clan, exalted), Pendant of Elemental Balance (Earthen Ring, honored)

Shoulders:
Balance: Spaulders of Rolling Incineration (quest in Uldum)
Feral (tank): Aledrinker Shoulderpads/Cult-Hide Spaulders (quest in Twilight Highlands)
Feral (DPS): Aledrinker Shoulderpads/Cult-Hide Spaulders (quest in Twilight Highlands)
Resto: Mantle of Wild Feathers/Spaulders of the Endless Plains (Wildhammer Clan/Dragonmaw Clan, honored)

Back:
Balance: Ritssyn's Ruminous Drape (world drop), Cloak of the Dryads (Guardians of Hyjal, honored)
Feral (tank): Zom's Electrostatic Cloak (world drop), Twilight Dragonscale Cloak (leatherworking), Shroud of Dark Memories (dungeon drop)
Feral (DPS): Razor-Edged Cloak (leatherworking)
Resto: Cloak of the Dryads (Guardians of Hyjal, honored)

Chest:
Balance: Chestguard of Nature's Fury (leatherworking)
Feral (tank): Assassin's Chestplate (leatherworking), Sly Fox Jerkin (Guardians of Hyjal, honored)
Feral (DPS): Assassin's Chestplate (leatherworking), Sly Fox Jerkin (Guardians of Hyjal, honored)
Resto: Chestguard of Nature's Fury (leatherworking), Robes of the Loving Ursine (world drop), Wrap of the Fallen City (quest in Uldum)

Wrist:
Balance: Bracers of Caustic Purification (world drop), Keg-Stealer Bracers/Alefire Bracers (quest in Twilight Highlands)
Feral (tank): Bloodied Leather Bracers (leatherworking), Flarefire Bracers/Buildingblast Bracers or Whirlpool Bracers/Dragonheart Bracers (quests in Twilight Highlands)
Feral (DPS): Bloodied Leather Bracers (leatherworking), Keg-Stealer Bracers/Buildingblast Bracers or Flarefire Bracers/Dragonheart Bracers (quests in Twilight Highlands)
Resto: Bracers of Caustic Purification (world drop), Keg-Stealer Bracers/Alefire Bracers (quest in Twilight Highlands)

Hands:
Balance: Aessina-Blessed Gloves (Guardians of Hyjal, revered)
Feral (tank): Stormbolt Gloves/Liar's Handwraps (Wildhammer Clan/Dragonmaw Clan, exalted), Safecracker's Gloves (world drop), Thartuk's Inimitable Gauntlets (drop from a specific rare mob)
Feral (DPS): Stormbolt Gloves/Liar's Handwraps (Wildhammer Clan/Dragonmaw Clan, exalted), Safecracker's Gloves (world drop), Thartuk's Inimitable Gauntlets (drop from a specific rare mob)
Resto: Aessina-Blessed Gloves (Guardians of Hyjal, revered)

Waist:
Balance: Lightning Lash (leatherworking), Belt of the Untamed/Withered Dream Belt (Wildhammer Clan/Dragonmaw Clan, exalted)
Feral (tank): Belt of Nefarious Whispers (leatherworking), Quicksand Belt (Ramkahen, revered), Belt of a Thousand Mouths (drop from a specific rare mob)
Feral (DPS): Belt of Nefarious Whispers (leatherworking), Quicksand Belt (Ramkahen, revered), Belt of a Thousand Mouths (drop from a specific rare mob)
Resto: Lightning Lash (leatherworking), Belt of the Untamed/Withered Dream Belt (Wildhammer Clan/Dragonmaw Clan, exalted)

Legs:
Balance: Blazewing's Furious Kilt (drop from a specific rare mob)
Feral (tank): Swiftflight Leggings/Leggings of the Impenitent (Wildhammer Clan/Dragonmaw Clan, honored), Shaw's Finest Leggings/Garona's Finest Leggings (quest in Twilight Highlands)
Feral (DPS): Swiftflight Leggings/Leggings of the Impenitent (Wildhammer Clan/Dragonmaw Clan, honored), Shaw's Finest Leggings/Garona's Finest Leggings (quest in Twilight Highlands)
Resto: Blazewing's Furious Kilt (drop from a specific rare mob)

Feet:
Balance: Treads of Revelation/Vision-Tainted Treads (quest in Stormwing/Orgrimmar)
Feral (tank): Flameproof Treads/Heartstone Treads (quest in Twilight Highlands)
Feral (DPS): Flameproof Treads/Heartstone Treads (quest in Twilight Highlands)
Resto: Tarvus's Poison-Scarred Boots (drop from a specific rare mob), Treads of Revelation/Vision-Tainted Treads (quest in Stormwing/Orgrimmar)

Rings:
Balance: Band of Singing Grass/Band of Lamentation (Wildhammer Clan/Dragonmaw Clan, revered), Diamant's Ring of Temperance (Therazane, revered), Ring of Warring Elements (jewelcrafting), Abandoned Dark Iron Ring (dungeon drop)
Feral (tank): Felsen's Ring of Resolve (Therazane, revered), Red Rock Band (Ramkahen, revered), Elementium Moebius Band (jewelcrafting)
Feral (DPS): Terrath's Signet of Balance (Therazane, revered), Band of Blades and/or Elementium Destroyer's Ring (jewelcrafting)
Resto: Ring of the Great Whale (dungeon drop), Ammunae's Blessing (Ramkahen, honored), Ring of Warring Elements (jewelcrafting)

Trinkets:
Balance: Stump of Time (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Volcano (completing the Volcanic Deck), Talisman of Sinister Order (quest in Uldum)
Feral (tank): Unsolvable Riddle (Baradin's Wardons/Hellscream's Reach, exalted), Mirror of Broken Images (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Earthquake (completing the Earthquake Deck)
Feral (DPS): Unsolvable Riddle (Baradin's Wardons/Hellscream's Reach, exalted), Impatience of Youth (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Hurricane (completing the Hurricane Deck) Schnotzz's Medallion of Command (quest in Uldum)
Resto: Mandala of Stirring Patterns (Baradin's Wardons/Hellscream's Reach, exalted), Darkmoon Card: Tsunami (completing the Tsunami Deck), Rainsong (dungeon drop)

Monday, January 10, 2011

Speak up, Ramkahen!

It seems Uldum has become the new acceptable target for the blogosphere. From my own post on the motivation dissonance of the place to Spinksville's post on the zone to Murloc Parliament's post about keeping Nazi's out of WoW, there are plenty of negative opinions going on about poor ol' Uldum. Now, I for one found the zone to be pretty enjoyable (though it did have two bad cases of "incomplete storyline" syndrome due to questlines continuing into dungeons); though some people would prefer that WoW take itself more seriously and not reference pop culture as much as it does, I, for one, enjoyed the Harrison Jones quest line. But as for the Ramkahen questline, I found myself decidedly unopinionated. There was nothing wrong with the quests themselves, as far as I'm concerned, but they all felt a little bit empty. And upon reflection, I think they felt empty because I really didn't care all that much about the Ramkahen themselves.

From the beginning of Uldum, the Ramkahen aren't really given much of an introduction. Here is this new race of beings that we have never encountered before, entrenched in a war we have no context for, and upon helping one of them escape the same prison we find ourselves in (one I was able to fly in and out of with no difficulty), we immediately side with them and help them fight their conflict. Yet several questions are left unanswered before we start helping them. Who are these cat people? Where did they come from? Why are they fighting who they are fighting? The exposition on the Ramkahen is decidedly sparse, and though we get some idea of who they are as we fight for them, they never really struck me as sentient beings. Oh sure, they give us quests, buy and sell things to us, and even speak in cutscenes, but something about the Ramkahen prevented me from conceptualizing them as people (by the loosest definition of the term; in fact, let's just go with "humanoids". Something that had made me able to empathize with Sporeggar, with the Sons of Hodir, and with other clearly non-human factions was missing in the case of the Ramkahen.

Maybe it was their models; the Ramkahen's bodies just don't look at all natural to me. I find them to be too top heavy; whenever I look at one, he looks like there should be no way for him to support himself, especially with all their support centered behind their torso due to their centaur-like structure. Their animations don't seem all that natural, either; when they move, a whole lot of their body stays still, and they seem to glide rather than walk or run. But even greater than these issues I have with the models is how difficult it is to see their faces. The face is where we look when we are trying to connect with another human, and something about the Ramkahen's models make finding that face and connecting with it difficult. Maybe it's the absence of any perceivable neck, or even a distinct head. Whatever it is, whenever I looked at the Ramkahen with my camera zoomed out to a normal distance, I just saw a body, with no real face or head to speak of. Sure, they're creations of the titans who probably fell victim to the curse of the flesh, and if they were created by the titans rather than natural selection, it might be permissible for them to have body structure that isn't exactly natural. But Dwarves and Gnomes are in the same boat in terms of being titan creations that fell victim to the curse of the flesh, and they look natural enough.

But even worse than their models, even worse than the fact that they come right out of nowhere and we are expected to accept them and ally with them, is the fact that they are completely silent. I don't mean that they never communicate with us; they certainly do, with their quests and all. What I mean is that they never make any audible sounds. I just have no idea what a member of the Ramkahen sounds like. Even in battle, they make no sounds other than the clang of their weapons. No grunts, no utterations of any kind, just their silent existence. Most other friendly NPCs make some sort of noise when you click on them, but the Ramkahen do not, and I never realized how important those simple sounds were until I clicked on the members of Ramkahen and got nothing. When the game featured that cutscene of the three advisers talking to the king, I had no idea what kind of voice to put to those words because I had no idea what the Ramkahen sounded like. And with no voice to put to their words, they seemed much less human...oid to me. If anything, they seem more like Beasts, and I just can't conceptualize a faction of beasts.

Friday, January 7, 2011

The problem of subjectivity in dungeon finder policing

Heroics haven't been a completely pleasant experience as of late, since not all players have been willing to adjust to the demands of the new design of heroics. As discontented people are wont to do, many people have been trying to think of ways to improve the heroic experience. Some of the ideas for ways to make the dungeon finder "suck less" have included systems for rating players; systems where you can "friend" players, i.e. mark them as good players and be more likely to be grouped with them in the future; and other ideas, most of which are based on the idea of players policing themselves.

The intentions behind these ideas are good, and in theory, they could work, but they all share the problem of having the potential to be abused by players. Some people will always look for a way to game the system if they can, and some people are just jerks, so no matter what Blizzard might do to try to prevent the system from being used as it wasn't intended to be used, someone will either benefit unfairly or be unfairly penalized. It's tempting to think the system could be designed to avoid that, but no design is foolproof. As an example, someone in the comments section of the WoW Insider post above had the idea to make it so that you can only mark players as bad players, which will increase their queue time. There would be no consequences for new players under this system because they would not be locked out of fast queues by a lack of up-ratings, which would be one of the worst consequences if players could be rated as good players, in addition to bad players. After all, up-rated players would be given shorter queue times (or else why up-rate players?), and if the up-rated players are being grouped together, that would give the newer players no one to group with.

But as another commenter pointed out, some players would just down-vote everyone they group with just because they can. Even worse, since down-votes would move the down-voted player farther down the queue, any down-rate you give another player would theoretically move you up the queue, assuming the down-rate isn't reciprocated. This would give players real, tangible motivation to down-rate people who don't deserve it; in other words, it wouldn't be just the jerkass players who down-rate everyone. In an attempt to moderate this kind of abuse, I had the idea of changing the system so you can still mark players as bad players based on their performance, but the more negative votes you give players, the less your negative votes will count against other players. This would discourage players from trying to game the system because the more they try to do so, the less of an effect they will have. Of course, players could abuse this system as well by just abstaining from down-rating players, which would give their votes more weight, and then using that weight to grief players they personally don't like by voting them down. Did another player win the roll for an item you wanted? If they're the only person you've ever down-rated, that could really increase their queue times. Isn't vengeance sweet?

Now, sure, Blizzard could tweak the formulas to prevent this kind of abuse, too, but the issues of players always looking for a way to game the system aside, this kind of system would still suffer from the issue of being a subjective system. A down-ranking system like the one described above depends on players down-ranking other players based on criteria shared by every other player, but people are subjective, and this might not be the case. Some players would down-rank players based on lack of skill, others would down-rank players for their attitudes, and some would probably only down-rank good players just to be ironic. Rather than a unified system for judging players, we would get players using their own standards to rate other players, standards which are not universal, and thus won't improve the dungeon finder for everyone.

What is needed is an objective system to help weed out the bad players (or at least increase their queue times). Some players have suggested that certain statistics be used to rank players, rather than a rating system. These statistics could include whether or not they use crowd control, whether they were healing efficiently, average healer mana when the tank pulled, etc. These are nice ideas, but they also have their own issues. What stats will we choose to use to judge a player? What if the player runs with a guild that chooses to run heroics in an unconventional way, a way that is successful but won't reflect well on their statistics? Or what if they consistently run with bad players and thus can't use crowd control, because their crowd control ends up being broken anyways? The fact is that it's very difficult to objectively measure player skill, no matter what statistics you use.

Another possibility is an idea I had a while ago, inspired by the achievement Ready for Raiding. What if a series of quests was set up to help players learn the skills they need to run heroics? These quests would be phased quests in which players would have simulated party members, and they would run through various typical heroic situations and train players in the skills they need to be successful in heroics. Tanks could learn to wait for the healer to regain his mana, how to hold threat against multiple targets, how to position targets, etc. DPS could learn how to crowd control, how to move out of the fire, how to prioritize kill order, etc. Healers could learn how to heal efficiently, how to best use their cooldowns, etc. All this could be done in a phased environment where the player would really be tested on whether or not they had the skills needed to run heroics. Now, players would probably feel uncomfortably forced if these quests were mandatory to run heroics, so perhaps they could be option and could reward some valor points to sweeten the deal, as well as an achievement--perhaps called "Ready for Heroics".

Or we could all just wait a few months until everyone out-gears heroics and they don't require skill to run anymore. It'll happen, it just needs time.

Wednesday, January 5, 2011

The other faction: my friend or my enemy?

This post contains minor spoilers for the quests in Deepholm and Vashj'ir. They're nothing major, but if you wish to avoid them, here is your warning.

As I have already written about, WoW circa Cataclysm has been less than consistent with its storytelling, and the same sort of mood-whiplash I wrote about before relating to our motivations in Uldum compared to our motivation in Cataclysm's other zones has shown up again. This time, it has shown up in how inconsistent Cataclysm's storytelling is in terms of how we should view the other faction: the Horde. Different people may have different opinions on how the other faction should be viewed, but I think we can all agree that if Blizzard wants us to feel a particular way about the other faction, they'll be much more effective at making us think a certain way about them if they can be consistent in enforcing that viewpoint. Now, Blizzard has said that they want there to be more faction conflict than there was in Wrath of the Lich King, so you would think that, with Cataclysm being a complete redesign of WoW, they would design the game to foster that kind of combative atmosphere, yet Cataclysm hasn't been very consistent with that goal.

This inconsistency shows up best (for the Alliance, anyway) if you quest in Vashj'ir first and then move on to Deepholm. In Vashj'ir--from the Alliance perspective, anyways--your entire reason for going there is to fight the Horde, for they have attacked us in our attempts to scout out a new land mass. But after finishing up Vash'ir, you go to Deepholm, where while searching for a fragment of the World Pillar, you discover that the Horde ship that was delivering it might have been attacked by the Alliance. Upon returning with this news to Stormcaller Mylra, she has this to say:

"The Earthen Ring is a neutral organization, [name]. We cannot pick sides in the war between the Horde and the Alliance. Look around you -- our members come from all backgrounds. Our mission would be compromised should racial tensions be put above our goal. Let's try to keep this under wraps until we have more information."

So in two sequential zones, we go from being entirely motivated by the need to fight the other faction to being expected to cooperate with them. Something just doesn't add up here.

The animosity in Vashj'ir was to be expected. Like I said, Blizzard has said that they want Cataclysm to reignite the fires of war between the Alliance and the Horde, and they have shown some effort towards making that happen. The Worgan starting area is an example of this kind of effrt, for it contains much Forsaken aggression against the innocent Gilneans, the kind that makes me as ready to fight them as they clearly are to fight me. This is exactly the kind of animosity that it seems Blizzard wants players to have for the other faction, and yet when we get to Deepholm, we are asked to put that animosity in check for the sake of saving the world. Many players have expressed their desire for the factions to stop their bickering and come together to save the world, and for once, we actually get it. But why now? Why, after so many instances of being told that we should hate the other faction, do we get to cooperate with them now?

We saw this inconsistency in other parts of the game, too. Northrend featured the event that forever cemented that the Alliance and the Horde would never cooperate again (the Wrathgate), yet also includes numerous examples of the players putting aside their differences to help out one of the many neutral factions on Northrend (the Kirin Tor, the Argent Crusade, the Sons of Hodir, etc.). And yet, in addition to this cooperation, we also saw many examples of faction animosity in Northrend (the quest Catch More Dispatches, the Gunship Battle in Icecrown Citadel). In Hyjal, we rallied behind the Guardians of Hyjal to save the mountain, and in Deepholm, we rallied behind the Earthen Ring to save the world. Yet in the face of trying to take down one of the biggest threats to Azeroth at the time (the Lich King), the factions still had an air battle. So it seems as if the only time we can get the Alliance and the Horde to cooperate is when we have a third party that they are both rallying behind; in other words, having a common enemy just isn't enough to get the Alliance and the Horde to put aside their differences. I guess that's just what it takes to get the two to cooperate.

As a non sequitur, I have often noticed that if you read the story that unfolds in WoW like a novel, it seems that the theme of that novel would be the destructive nature of faction conflict and how much good can be wrought when the two sides put aside their differences. In Hyjal and Deepholm, the Alliance and the Horde work together and save the mountain and the world, respectively. In Vashj'ir, we ride into battle ready to face some Horde scum, and we are attacked by a kraken and almost die. When we cooperate, good things happen, and when we don't, bad things result. Perhaps that's the whole moral of WoW, that cooperation is good and needless conflict is bad. That could explain why we veteran players often complain about the damage wrought by faction conflict: we have already learned that moral, and to see new content that is still trying to teach it to us means the game is re-teaching us something we already know. When that thing we already know is a moral lesson, and the game tries to teach us that lesson through demonstration, watching those demonstrations of why faction conflict is bad long after we have realized this fact is just frustrating.

Monday, January 3, 2011

To the dungeons with you!

Over a year ago, during the era of Wrath of the Lich King, I wrote a post about how to get exalted with every faction in the expansion (minus the Ashen Verdict, of course) without championing. In other words, this was a post about how to hit exalted on every faction by yourself, without needing to enter an instance. I was pretty proud of it, if only for the idea, and was looking forward to writing a similar post for Cataclysm's factions. Then Cataclysm came out, and as I plodded my way through the new zones' quests, I was hit by a sad realization: there would be no Cataclysm version of that post, because some factions are impossible to reach exalted with without donning their tabard and entering a 5-man instance. As such, if I should desire to obtain the Wrap of the Great Turtle to tank 5-mans, or if I want the Signet of the Elder Council to boost my stats while I'm out solo-ing, I can't get them by solely by solo-ing. And this doesn't sit right with me. Why, after letting us get exalted with every faction in Wrath of the Lich King by solo-ing, would Blizzard regress in its accommodation of us solo players?

Now, this is nothing new. Many of the factions in Burning Crusade required players to enter dungeons in order to earn reputation with them beyond a certain point (Honor Hold/Thrallmar come to mind), as did many of the factions in vanilla WoW. Wrath of the Lich King, however, moved away from this model by giving every one of its factions (minus one that was clearly designed around a specific raid) a way for players to earn reputation with that faction on their own. This was a good move on their part, in my opinion, for though those ways of earning reputation on one's own were often slower than championing, they gave solo players something to work for, as well as something to do, and they gave players a way to earn faction reputation that wasn't dependent on the competence of other players.

But there is one other major difference between the two expansion packs, one which may explain Blizzard's shift in design philosophy. In Wrath of the Lich King, the gear earned through reputation was the same ilevel as the gear earned through heroics, the primary source of reputation. The gear dropped by the last boss in all of the pre-3.2 heroics and the gear awarded at exalted status with Wrath-era factions were both ilevel-200 epics, and the gear dropped by all other heroic bosses and awarded at revered with the factions were ilevel-200 rare gear. In other words, factions awarded gear that was on par with what was awarded by heroics at the time, so by running heroics to earn reputation with various factions, players would be getting gear that was just as good as the gear they were trying to earn. What this meant was that it was quite possible for players, in the process of trying to earn one specific piece of gear, to earn another piece of gear that would render the reputation-awarded piece unneeded.

This has changed between Wrath of the Lich King and Cataclysm, and in my mind, that change justifies some factions requiring dungeon runs if we wish to reach exalted with them. It is this one change that prevents this post from being one in which I merely complain about how this change to the faction design philosophy is unfair to those who don't wish to run dungeons. You see, heroics no longer drop epics. Heroics in Cataclysm drop ilevel 346 rare gear, while reaching exalted with a Cataclysm faction gives you access to ilevel 359 epics. This means that running heroics doesn't give you better gear than the gear you are trying to earn by hitting exalted with whatever faction you are trying to get exalted with. In fact, outside of crafted epics, the epics awarded by reaching exalted with a faction are currently the best gear one can get outside of raids. (With the exception of the epics that you can get if you save up enough valor points doing your daily random heroic, but it takes a couple of weeks of running a random heroic each day in order to earn enough points for just one piece of gear, so that's by no means a practical way to deck yourself out in epics.)

What this all means is that in order to obtain the best gear you can obtain outside of a raid, you will have to do the hardest thing you can do outside of a raid, i.e. running dungeons. This wasn't the case in Wrath of the Lich King, where gear awarded by factions wasn't the best gear available outside of a raid: you had the drops from the last bosses of each heroic, the emblem of heroism gear, and the crafted gear. But those first two sources of epics outside of a raid no longer award epics, so we players are left with factions and professions as avenues to earn epics without raiding. And since ilevel 359 epics are the best gear one can earn outside of a raid, it makes sense that to earn them, you should need to do the hardest thing you can do outside of a raid: running dungeons. (And the fact that crafted epics require Chaos Orbs, which are bind-on-pick-up and are dropped by the last bosses in heroics, further fits this trend.) To me, that seems like a fair trade.