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Support

For those of us inclined to do so, the healer is a great role. Yes, it has problems in PUGs when three different people pull then blame the healer, but it is rewarding to see your friends made into boundless engines of destruction and victory.

Healing is great for marginal teams that are barely scraping by, but moving a team from “non-functional” to “winning” or from “winning” to “dominating” is a job for non-healer support. The best times I have had on any support character have been when healing is a secondary role. It is nice to have that in your pocket, in case things go pear-shaped, but support is at its best when healing is unnecessary. Debuffing is great, buffing is usually better, and control is invisibly wonderful if often fragile.

As with many things, City of Heroes does this the best of any game I have played. It is not readily apparent in the early levels, when defenses and abilities are weak and healing is necessary. It starts in the mid-levels and comes into its own in the late game. Everyone who got tired of things in the 30s? You missed the best part of the game (although I concede a love for the frantic newness of the low levels). Kinetics is the big star, with Fulcrum Shift as its last ability, putting your entire team at the damage cap. Life at the damage cap is a beautiful thing. Along the way, Defenders might put you at the speed cap; put all enemies at the speed, damage, or accuracy floor, or all at once; give everyone endless endurance (mana) and regeneration good enough to make healing redundant; and be the best pulling class around. Controllers do all of that with slightly lower numbers and the bonus ability of turning the enemies into statues. If you were not loving the game in the late levels, you were playing with/as a healer and not a Defender.

This is not CoH-specific. Playing a support mage in Asheron’s Call was a beautiful thing, letting my friends specialize all their attacks while multiplying their damage. There was a special joy in debuffing an enemy’s magic skills and watching it fizzle its attack spells repeatedly. My Theurgist in Dark Age of Camelot was a primary damage class that was more valued for its run buff, stuns and slows, and especially the bladeturn chant (self-refreshing group buff: the next enemy attack misses). A Minstrel will improve his legendary items’ healing cost and power buffs in The Lord of the Rings Online, but one “required” legacy is increasing the group melee damage buff, and the damage reduction from traiting for buffs is greater than the healing increase from traiting for heals. World of Warcraft is kind enough to make many buffs last ten to thirty minutes, for your ease as a buffer.

The life of a healer is usually boredom or panic. In a good group, there is not much to do. In a bad group, there are too many people demanding your attention at once, and in a badly designed encounter, you have people going suddenly from full health to nearly dead. Buffers are not half-AFK waiting for a green bar to go down, and there is always something interesting to do as a debuffer.

: Zubon

More Randy Farmer on the Real ID fiasco

I promise this is my last post on the Real ID debacle at this time.

That said, I shot some questions to Randy Farmer about this whole thing while it was still raging. This was yesterday. Since then, Blizzard recanted and the sun is apparently shining again over the green valleys of WoW. However, I think Randy’s answers are very good info regarding community issues, regardless of the final outcome of all this.

My questions and Randy’s answers after the break, brought to you by Left Click. Powering the Internet, one Left Click at a time.

Continue reading More Randy Farmer on the Real ID fiasco

Escaping The Long Shadow – Player Housing

The history of player housing in MMOs is pretty interesting.  One could even start further back with player-owned zones in MUDs and what not.  Yet, as one of the oldest bulletpoint features there seems to be no collective standard on what player housing should entail.  It gets even rockier in the fact that the biggest MMO of all does not even have player housing, leading to the possibility that there are millions of MMO players trained to care less about owning a piece of real estate.  Yet, there is hope.  The two biggest MMO beacons on the horizon, Guild Wars 2 and Star Wars: The Old Republic, are both bringing player housing back as a bulletpoint feature, but each in their own dramatic way.

Continue reading Escaping The Long Shadow – Player Housing

Content Drip

I am very used to a content explosion.  The devs have been silent for months on an upcoming patch or expansion, and then CKZABOOM! we get new zones, quests, skills, etc., etc., etc.  One shift I am really starting to notice is a more agile content presentation.  With the current MMO direction in terms of business model, casual play, and, in my opinion, market saturation, perhaps a more frequent content drip is in order.

Surely the marketing people understand the gravitational pull of a content explosion.  Everybody has already got World of Warcraft’s next expansion on the radar even if they don’t play.  Even the MMO whipping boy du jour, Age of Conan, received a lot of positive attention from across the board with its latest expansion.  Yet, I wonder now having a library of MMOs, where no sub is necessary, if such a content explosion is necessary or even the best option.  To get subs back, a content explosion’s gravity might be necessary to overcome the activation energy required to pull out a credit card and resubscribe, but what if the player could simply log in.

Continue reading Content Drip

Guild Projects

Dungeons and Dragons Online (DDO) is coming out with a pretty cool update at the end of this month.  It has a new adventure pack, some new skills and what not, but the biggest feature, in my opinion, are the guild airships.  The guild airships effectively take the place of guild halls and guild banks that appear in other MMOs.  The guild airships feature coincides with a guild leveling mechanic that will also launch with Update 5.  I think that in many MMOs guilds are one of the most overlooked features, and having a guild project will be a great addition to DDO.

Continue reading Guild Projects

Grinding as Achievement and Extender

Should I blame CRPGs for grinding, or do we want to go back further? I remember long ago in the original Final Fantasy, seeking out wandering encounters so that I could get that bit more experience or treasure for taking on the next boss. I suppose I should not be surprised to find it in online multiplayer flash games. You see it everywhere once you start to look for it. But why, because people feel like there is more game if they spend longer squeezing the enjoyment or accomplishment from it? Time spent is a cost, not a benefit!

Continue reading Grinding as Achievement and Extender

A Different Reality: Graveyards

In MMO land, death is a temporary inconvenience. But does the in-game fiction reflect this?

I object to many games because it is not even theoretically possible to complete them without dying many times. There are trial-and-error puzzles where “error” means “death”; in-world, your character somehow just knew to jump after opening that door and to put a bucket on his head before walking into the cave. The NPCs see an invulnerable god, but you just had many save files. It is entirely player knowledge, where the character never knows why he avoids certain doors

Some MMOs recognize that death happens. Asheron bound you to a lifestone, and there is an explanation, although not perhaps for how your equipment rebounded with your spirit. You have a telepathic bond with a stored clone, which is how you bring back knowledge of what killed you. Other games have stories in which people die, which seems ridiculous when graveyards are known to be waystations rather than permanent parking spots. Who is in those graves? Why don’t they just release? How can there be widows and orphans, and why are there epic stories about fallen heroes when they could just rez?

That you can kill the boss once a week seems less silly once you remember that you died three times in the process. What makes it more silly is that everyone else should know, so why does anyone think that VanCleef is really gone just because you decapitated him? You’ve survived worse. I want a game that takes this principle seriously and has quest-givers comment on why they would want to temporarily inconvenience the enemy, or the quest is to finally banish the Lich King rather than to kill him. Again. Of course, if you do, he would really need to be gone for that to make any sense.

: Zubon

A Different Reality: Vision

In MMO land, if your visual attention wanders, you can fail to notice that you are on fire. Almost all information arrives through vision, and the little bit arriving through hearing is usually duplicated visually.

MMO environments break with the old tradition of “off-screen,” in which objects clearly visible to the character are invisible to the player. For years, we came upon castles and dragons that hid by being straight in front of us but just beyond our myopic vision. Meanwhile, our characters had the impressive ability to see anything on-screen, even if it was down three levels, behind a wall, and under a giant turtle.

In an MMO, when looking at yourself, you mostly see a cloak and the back of a helmet. Checking whether you spilled something on your shirt requires rotating an incorporeal camera. In real life, people would find other uses for incorporeal cameras.

Video game characters’ optic nerves are linked to that camera, rather than their eyes, although some games habitually park the camera in-skull except for dramatic moments. This can cause great problems around walls and corners, as the camera might poke into a wall or torso, or else flee the solid objects in search of some strange angle. It is from this that we learn (1) everything is hollow, including your torso, and (2) the camera is trying to kill you. Why you linked your optic nerve to such a hostile entity, I will never know, although maybe it was not hostile until you enslaved it.

: Zubon

WoW Add-on Apps

I was listening to the Game By Night MMO podcast the other day (vacation put me behind on many podcasts), where I learned about a new World of Warcraft add-on, AVR (Augmented Virtual Reality).  AVR is an add-on that further simplifies the complex cat herding of raids by allowing a raid leader to mark locations in-game.  Then everybody in game will see in their client the spot that the raid leader marked regardless of where their characters are standing.  The big hooplah is that this add-on stupifies the raid puzzles to a ridiculous degree.  I think this is a tad subjective considering the amount of “required” raiding add-ons, but I can see how this might be one of the straws that broke the camels back.

Anyway, Blizzard is breaking AVR in the next patch by removing camera coordinates or something.  Yet, the damage was done.  The add-on was created, used, publicized, and will now die in an explosive death.  What if Blizzard could have preemptively stopped or limited AVR?

Continue reading WoW Add-on Apps