Party Time – Level 80

After several tries, with my prior best being level 41, I have finally reached level 80 in World of Warcraft. It only took using the refer a friend program for triple XP up to level 60 and a total of 9 days, 16 hours, 6 minutes and 26 seconds to get from 0 to 80 but I finally reached the cap. Thus, we had a party.

80 Warlock

Hard core brother (HCB) came over and we went to see “Scott Pilgrim vs. the World”. Awesome movie, go see it.

After that, we had Horde Cake.

Horde Cake

Later the HCB took the wife and I out for some delicious Greek food, complete with belly dancing. When we got back home I spent a while showing him all the cool Guild Wars 2 videos and he actually seemed excited to see more. It was a good party.

– Ethic

Thoughts on Guild Wars 2 Energy

There are two game mechanics that really came to light at gamescom that seem to be hitting a nerve with the Guild Wars 2 communities.  I already gave my thoughts on the cooldowns for elite skills, and now I want to talk about Guild Wars 2 energy.

Before I do, one of ArenaNet’s programmers discovered a karma reward for completing an event chain in charr territory while playing with the gamescom demoers.  (I have an unfounded feeling that it might be part of the “kill ten rats”-type quest with the asura. See Pat Cavit’s comment below.)  The reward was donning a golem armor with new skills, and the programmer decided to stay in the golem for quite a long period of play.  That’s a pretty cool reward for sticking out an event chain.

Anyway… energy.

Energy in Guild Wars is an encounter-based resource especially for higher end PvE. Each character gets her own pool of energy, and when most skills are used the skill depletes an amount of this pool.  If there is not enough energy in the pool to pay the skill’s energy cost the skill cannot be used. Players can easily burn through their energy in a matter of seconds by using expensive skills or spamming skills over-aggressively, and so with energy-replenishing skills and, more importantly, the healing/energy web created in a synergistic party of 8, maintaining energy in Guild Wars is a resource mini-game.  Energy ultimately sets a tempo for a single encounter.

Continue reading Thoughts on Guild Wars 2 Energy

More Guild Projects

Ravious (and the Fifth Telling) have me missing our camp from way back in the original A Tale in the Desert. It’s funny that guilds felt so much more meaningful in the game where you could have more than one, although maybe raiders appreciate their guild ties more.

An essential difference, as Ravious says, is collective rather than individual advancement. If I get a piece of armor, my character has a piece of armor, but if I make a charcoal furnace, everyone in the guild can use it. If we felt like it, we could set it up so that any passing visitor could use it; some guilds built public camps so that new players would have access without starting from zero. I made something and everyone benefited, even after I logged off.

Continue reading More Guild Projects

More Perspective and Visualization

Months ago, I went through a brief exercise helping you think about how much money Blizzard had in the queue to buy sparkleponies. That was a $3.5 million queue. I just heard that All Points Bulletin consumed $100,000,000. So go back to that $3.5 million exercise and repeat it once a week for half a year. You will have almost gotten to $100,000,000.

: Zubon

alternate hypothesis

Ghostly Avatars

Reading Melmoth’s thought of the day of avatars that lose color as they lose health (instead of having health bars), I wondered what alternative option would be available for colorblind players. Systems that work poorly for the colorblind are shockingly common in video games, despite the perception of a male-majority playerbase and the prevalence of at least red-green colorblindness in men. I suppose that relatively few artists and graphic designers are colorblind, so concerns about the visuals surface later in the process.

An alternative would be having characters fade away as they run low on health. Set avatar opacity to their hit point percentage. This fits the lore of a potential game by postulating that the characters are more like einherjar than living beings, which makes more sense than most lore anyway: we are immortal warriors who train ourselves for the great battle at the end, dying daily but arising to continue the fight. In this case, the characters are souls who fade away as their connection to the mortal coil is severed. Characters become increasingly wispy as their connection to the world becomes tenuous.

This would have the effect of making healing much harder at low health, as you just stopped seeing people. Did Bob move or is he dead? This is especially so if you take away tab-based targeting. I like the potential effects of this combined with healing as an area-effect ability, so you would see fading souls frantically flocking to the aura of a spirit healer. It feels like a classic image of the hungry or hopeful dead.

This would also create the interesting PvP option of intentionally running around at low health. Will you accept the risk of being one-shot for near-invisibility?

: Zubon

Quote of the Day

Now if, back in 1978, you’d told me that there were going to be three main character classes in future MMOs, I would probably have assumed some kind of rock/paper/scissors relationship among them for reasons of balance. Archers beat infantry, cavalry beat archers, infantry beat cavalry — that sort of thing. I don’t believe for a moment I’d have gone with what we have, which is the “trinity” of tank, heals and dps. The tank takes all the damage issued by the opponent, the healer reduces this damage, and the dps gives damage (dps is “damage per second”, non-players) to the opponent. This doesn’t make a great deal of sense in gameplay terms: the healer is redundant (they’re basically just armour for the tank), the premiss is unrealistic (“I’ll hit the guy in the metal suit who isn’t hurting me, rather than the ones in the cloth robes who are burning my skin off”), it doesn’t work for player versus player combat (because players don’t go for the guy in the metal suit) and it doesn’t scale (a battle with 1,000 fighters on either side — how many tanks do you need?). Don’t get me wrong, it can be a lot of fun, but it’s a dead end in design terms.

Richard Bartle, “The Evolution of the Trinity”

Guild Wars 2 Skills and Recharge

I’ve been learning a lot about Guild Wars 2 skills from all the footage of the Guild Wars 2 demos coming in from gamescom.  The skills are fairly similar to the ones in Guild Wars with a few twists and differences.

We’ve known for awhile that the first 5 skills are based on the weapons in the character’s hands.  Two single-handed weapons gets 3+2 skills, and a double-handed weapon gets all 5 skills.  Then the remaining 5 other skills can be chosen from a pool, similar to Guild Wars, with the exception that out of those 5 there is one elite skill slot and one heal skill slot.  One thing we learned from gamescom is there seems to be no conventional auto-attack.  Instead a player right clicks a skill for the auto-attack “slot” so when an enemy is attacked that skill will be repeated.

Continue reading Guild Wars 2 Skills and Recharge

Begun, the Clone Wars beta has

Been meaning to write something lengthier about this for a while, especially in relation to a lot of the recent news about Bioware’s The Old Republic. But I haven’t got around to it yet and now Sony’s Clone Wars Adventures Free2Play not-browser based “MMO” is in a free-to-all open beta, ahead of of it’s mid-September launch. You need a Station Pass Account to register and can download the plugin at http://www.clonewarsadventures.com

PQ 2.0

Randomessa has a good account of Warhammer Online’s pre-release comments on public quests, which were entirely borne out. The public quests are more or less as advertised. You might dispute design decisions like the quick resets and having influence bars to fill (is that grind or rewarding repeatability?), but most PQ issues came from how other systems interacted with them. The main problem was population-based: you could not get past the first stage once the population lump moved past you, nor in PQs off the beaten path.

But does anyone really think that public quests are not good? When conditions are right for them to work, they work well. When conditions are not right, they limp along better than much non-instanced solo MMO content. They encourage socialization and teamwork. If you did not like particular PQs, fine. If you think the whole game is broken, fine, but this part works.

Steal this feature. Champions Online slots a PQ into the tutorial zone. If Guild Wars 2 and Rift are offering PQ 2.0, that will be an improvement from the current quest hub model (conditional on successful implementation). Are we just trying to rein in expectations about how awesome or revolutionary this is going to be, back to “good”?

Even if it is just putting sprinkles on ice cream, I like both sprinkles and ice cream, and that other place does not have ice cream on its dessert menu.

: Zubon