While I climb to 1500 ELO…

August 10, 2011

A while ago Riot announced that when Season One officially ends, anyone with an ELO above 1495 would receive a special Jarvan skin as a reward. Prior to that announcement I was happily making my way up in ELO, getting as high as 1494. Yes, one ELO point short of said reward. And of course, since I became aware of the reward, I’ve seen my ELO hover around 1480 and even drop to 1448 (as of today). FML and all that.

When I start to care more about each win/loss, I also start to analyze the games a bit more and try to figure out what went wrong. Some games are pretty obvious: Someone on my team going 0-8 and feeding their carry is not hard to understand. Not a whole lot you can do about those games, and over time you will be on the receiving end of a feeder just as often as you will be the victim of one.

The games I think about most are games were either I just played poorly, or games that were close enough that I could have done something to change the result.

Poorly played games are interesting because, technically, I know my skill level and know I’m not as bad as that one bad game showed, so why did it happen? Often, the champ I picked was just a terrible pick based on who the enemy champs where. If I was one of the first picks, not much you can do, but if I was near the bottom in picks, that’s a correctable mistake, but in order to correct it, I have to play enough champs well to feel comfortable switching.

Currently Teemo is by far my best champ, but he gets countered hard by certain combos (CC+burst slaughters him), and he relies on his team to properly setup group fights. I play him like a carry, but not a hard carry like an Ashe or Jax, where if I’m doing well, it’s GG regardless. I’m good with Amumu, but he is banned in every game. Warwick got nerfed, as did Shen, and neither champ is a real strong pick now. My Nunu games are too up/down to really feel comfortable; if I get a good start I roll with him, if things don’t go great in the first 15min, I can’t seem to recover. Basically, if Teemo is not a great pick for a certain game, my level of play drops off, and my odds of winning also drop.

The other situation, close games, is also interesting. In those games, whether I’m doing really well or not, I still believe I could have done more and gotten us the win. The “what” scenarios are too many to fully break down, but analyzing things like my item build, early game lane performance, when to go off and gank vs when to farm/deny, etc; looking at all of these things after a game is what really helps me improve.

What’s nice about LoL ranked play is it’s a pretty clear indicator of how you are doing. If you keep playing games but your ELO stays the same, it means you are not improving. If it drops it’s because you have regressed, or perhaps the champs you play are not as powerful as they once were (whether it’s because they got nerfed or others got buffed). Either way, the game is letting you know it’s time to change if you want to keep climbing.

Now to figure out a sure-fire way to hit 1495+ in time for that skin…


Dawntide: A little more time

August 9, 2011

I played a little more Dawntide (I can’t explain why, other than that I’m a sucker for sandboxes I guess), and while I still would not recommend it to most people, I have seen a few noteworthy things.

The combat is still terrible, but at least now I have figured out that it’s terrible because it’s an unresponsive button-mash system rather than an unresponsive, super slow, wtf-do-something system. That overhaul better be good…

Graphically the game is also meh. It’s like playing Darkfall on low settings, and Darkfall is not exactly setting the world on fire in terms of visuals (although personally I think DF looks pretty damn good for what it does and who made it). That said, there are some nice graphical touches. For instance, when you are out harvesting lumber, you actually turn a tree into a stump, and when that tree disappears (no falling animation, which is pretty weak) the lighting around the area is altered based on the loss of the tree. It’s actually fun to clear out a small forest and turn the area into a large patch of stumps.

Speaking of harvesting, along with the tree chopping, mining is also better than other games. You first must find an area with a resource using a search skill, and once you find a resource, you can mine right there for however long that resource holds (it gives you a quantity when you first find it). The closer you search to the source, the larger the pool. One of the first bits of advice I got was to head to a cave to mine some copper, and this whole system felt better than chasing from shiny node to shiny node over and over.

Crafting itself is solid. Nothing that really jumps out at me, but solid.

Character progression also has a small tweak. It’s a skill-based system, so the more you use a skill, the higher it goes, up to 100, and there is a total skill cap of 700. The tweak is that as you use a skill, you also gain XP in that skill, which slowly over time (16hrs I believe) converts into skill points. This is significant because it puts somewhat of a soft-cap on how hard you can grind out a skill in a day, while on the other hand it allows for smoother, more gradual gains for more casual players. I like it.

Ultimately I still think Dawntide has a ways to go, but it does have some interesting things going for it, and might be something to keep an eye on. I don’t think it will be where it needs to be come its planned October release, but you never know when that ‘miracle’ patch might hit.

 


Turning RPG players into MMO players: Solutions

August 8, 2011

As first mentioned here, there seem to be a high number of RPG fans who turn to MMOs to get their gaming fix, yet most MMOs do a rather poor job of getting those solo-minded players into what really makes MMOs great: massive AND multiplayer content.

The major flaw in games like WoW and its ilk is well known: for the entire leveling process, going solo is OPTIMAL, grouping hurts you most of the time, and then everything gets flipped on its head when you hit the cap and raid or die. In more sandbox titles, the entire game seems so arcane to RPG fans that they have a tough time just getting over the initial hurdle. EVE is famous for this, but games like Darkfall are also daunting mountains to climb.

For too long the solution to getting RPG fans to stick around was to try and mimic their games of choice by letting them be the solo hero and letting them be the focus of the entire world with stuff like phasing or instances. After all, in how many RPGs does the big bad get killed while you are not playing, or off finishing a side quest? In first-gen MMOs like UO/AC/EQ1, it happened all the time. Long-time MMO fans will know this is somewhat of a non-issue, as a good MMO will have lots (or in AC1’s case, monthly) epic events, so missing one is not the end of the world. Players unfamiliar with the genre will see this as lost content or being forced to play at certain times however. At the end of the day, this is more a PR issue than an actual in-game issue. Once fans see that being part of something special, while very cool, is not a one time or “must attend” event, they relax and participate in what they can, when they can (forums aside: on the forums you will ALWAYS have crybabies crying about missing an event, but forum opinions don’t count anyway).

The bigger issue however is creating content that naturally transitions someone use to playing solo into an MMO player. As already mentioned, stuff like phasing and solo instances do the exact opposite, but what content do you actually need to accomplish this?

For starters, solo content IS important. If you log in and no one is around, not having SOMETHING to do is not good. It won’t take long for most players to get bored staring at their character’s butt while they hope someone else logs on, and unless you are in a very active guild (the ultimate goal, but not something that newer fans all have), odds are decent that’s going to happen. If someone logs in for 5 minutes, has nothing to do, and logs off, guess how hard it gets to actually get anything done in a semi-active guild? It’s a really, really bad domino effect.

With that said, solo content should be the last resort. It should only be an attractive option when no one else is around, or for those times when you have only 30 minutes or so (note that if you only ever have 30 minute chunks, MMOs are not the genre for you). In all other situations, grouping with even just one other person should always be optimal, even if it’s just to continue working on something that could otherwise be done solo. Themeparks traditionally fail here for a few reasons. First, solo quest content is already silly-easy, so grouping up makes this even worse. Second, many quest goals are optimal when no one else is around (collecting for instance), so bringing more people actually hurts progress. It amazes me that such basic design flaws continue to get reproduced game after game, but that’s another rant.

Instead, farming should become easier and more enjoyable with others. Mobs should be tough but doable solo, but with a buddy they should go down fast enough to increase profits, while still having them respawn fast enough to not force downtime. Apply this to quests, actual gold farming, or collection materials for crafting. Whatever the objective, the system should be designed in such a way as to encourage bringing friends. First-gen MMOs got this (mostly) right, and it’s crazy that current-gen games get it so wrong.

Another key factor is establishing systems to encourage community and player interaction. Queue hubs and instances destroy server communities because they don’t allow for ‘random’ interaction. This is why heavily instances games (GW1 being a great example) are often called non-MMO titles, because they lack that very basic ‘run into someone random’ possibility and what it brings. Darkfall pre-alignment revamp is another good example of mistakes made. By actually encouraging everyone to attack everyone, randomly grouping for PvE never happened (or only happened when a vet was scamming a noob), which is terrible. Since the re-vamp, blue (good) players can be trusted, and you see more natural grouping as a result. This of course leads to guild recruitment, which fosters communities, and up and up we go.

Finally, and at the highest level, goals have to be group/community based rather than the traditional RPG goal of personal character growth. Current-day themepark raiding, while technically a group activity, is mostly about gearing up your own character rather than succeeding as a group. The side-effects of guild-hopping, selecting participation, personally being ‘done’, etc.  are well documented.  Larger, group-centric goals not only tend to motivate more people, but also keep everyone ‘busy’ until the goal is done, which alleviates some of the “you play more than me” issue, and then allows the entire group to transition together to the next goal. This keeps people together, and spreads the sense of accomplishment around, strengthening bonds and communities. Goals can be group-sized, for guilds, or even server-wide. Generally, the bigger the better.

The overall point is that MMOs have tried to become more ‘accessible’ by becoming more like solo RPGs, but in doing so have lost the key quality that makes an MMO work, and more importantly, makes that $15 a month seem worthwhile. It’s no surprise that we see so many ‘MMOs’ today start as sub games and quickly switch to F2P, jump-in jump-out titles. Simply put, they’re not really MMOs.


I’m back, and the games I’m playing

August 5, 2011

Finally back from vacation. The plan to blog while there did not exactly work out (you might have noticed), but the blogging break was nice as well. I’ve got the “how to get RPG players who turn to MMOs into more social situations” post coming, but I wanted to do a quick general update first.

Diablo 3: I don’t really care about the real-money AH to be honest. D3 is not an MMO, and it’s not a competitive PvP game, so if people want to spend money to cut content for themselves, knock yourself out. The only real fear here is that Blizzard gets greedy and tunes drop rates such that only professional farmers actually see the good stuff, but I’m having trouble imagining even Bobby would be that stupid. My real concerns for D3 is that it will force Blizzard’s RealID on you in some way, and that overall the games quality will be less than what people would expect from Blizzard. I passed on StarCraft2, and I’m 50/50 on D3 right now.

On to games I am playing or have played.

I downloaded the open beta for Dawntide, and not to EG the game or anything, but after 10 minutes I just couldn’t take it. Sluggish controls, poor graphics with poor performance (I can take lower-end graphics, but not when the engine performs like its running full-blow DX11 stuff, and no 1900×1200 resolution setting?), and from what I could tell, one of the oddest and most uncomfortable combat systems I’ve ever experienced (I’ve heard it’s getting overhauled). It’s sad to see a sandbox MMO in such rough shape, and also makes one appreciate what Darkfall has accomplished a bit more. Hopefully a ‘miracle’ patch hits before its set October release date.

I’ve been playing Global Agenda with a few Inquisition members and so far we have been having a good time. I can see why the game failed as a monthly sub MMO, but it does make for a decent jump in, jump out kind of game. The PvP matches are quick, the combat is different-enough, and the first 18 levels of PvE content was solid. It has the usual F2P cash shop stuff, but all of that is easier to ignore when you don’t really invest in the game (which again, reinforces why if you are REALLY into an MMO game, you don’t want it to be F2P). How long our interest will last I’m not sure, but for now it’s something to do with a few buddies for an hour, which is good enough.

Other games: Knighturn for the iPhone has been a great little TBS game. Highly recommended. Started playing Bioshock ($5 Steam sale, of course); killing the little girls is even creepier than I imagined it would be. Good game so far though. Still playing League of Legends, still loving it. I’m not sure how to feel about DOTA2 from Valve. On the one hand, Valve makes quality games so DOTA2 should be good. On the other hand, do I really want to learn what will, in all likelihood, be a slightly different game than what LoL is? Plus LoL has had time to settle in and Riot has had months and months to balance everything (which I must admit they do a great job of). Rumor has it DOTA2 will be F2P, so I’m sure I’ll at least try it.

PoP (the M&B:W mod) has been updated, again. I get the feeling I’m never going to stop playing that game.

Feels good to be back.


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