Rift 1.2 patch: day after

One night into 1.2, here is the good, average, and bad.

The good:

The weekly crafting rift quest is well designed. The rifts themselves are new, look good, and are pretty damn easy (you can duo them at worst, most could probably solo them). The quest is also easy, just turn in some higher-end mats, and get your plaque and rift lure.

The smart design piece is that done solo, the cost-to-reward ratio is unfavorable; the cost of the mats to complete the quest is higher than the reward from the completed rift, even if you finish the final bonus stage. However, if you get 5+ people together, and everyone has the crafting rift lure, and you complete all five as a group, everyone will end up with more rewards than the cost of the single lure. Simple, but pretty brilliant. The quest is technically possible solo, but only really gets rewarding in a group. Very solid addition to the game.

Another solid addition is the map changes, which now show which zones have an event and the event status. Pretty handy.

The average:

The new search filters are incomplete. For instance, you can search runes by slot from the crafting window, but you can’t in the auction house. Most people looking to buy a rune don’t have runecrafting to search in the crafting window.

We also noticed some bugs, such as exquisite cloth still dropping for non-outfitters, something that was supposedly fixed according to the patch notes. It’s not a major issue, but in a game that trumpets polish so proudly, that’s pretty sloppy.

The bad:

We ran one tier two expert dungeon, and never came close to wiping on a boss (my pet was so bored he was speed pulling, and the baddies I was with could not handle it, so the only trouble we had was with 3+ group pulls). Pre-patch we would wipe a few times on some bosses, and overall had to focus a bit more to get the job done. Post-patch, I was mashing my two macro keys while chatting about whatever on vent. The whole run was also much quicker (even with the pet deaths) due to the massive trash nerf and the increase to character power across the board.

What this really means is that we will burn through this set of content much faster than we would have previously (and pre-1.2 it was already going somewhat fast), and we either have new stuff to do, or we move on from the game. So far Trion has kept up in terms of content additions, but short of a guild merger, the 20 man stuff is out of reach, leaving only the new 10 man raid and expert/raid rifts for us, neither of which I expect to really challenge us.

So one day into 1.2, I’m still in a wait-and-see mode with the game. I like some of the changes, I don’t like the general dumbing down of the content, and overall I’m not really sure there is enough to keep us going. Facerolling content gets boring, fast, and the notion that I’ll want to run said content even MORE is a bit crazy.

Posted in crafting, Inquisition Clan, MMO design, Patch Notes, Rift | 17 Comments

Recruit-a-Random

The Rift recruit-a-random program tops out at 3 sales.

If Aventurine had limited their plan to that, I’d have to give up not just the mansion, but also three of my four cars. It would have saved me from 2+ years of fabricating just how awesome DarkFall is, and preserved my blogger e-rep. Yo.

Another day, another sandbox > themepark example.

Use my link please, I really need the spark…err, flaming pony. To better instantly teleport me into a dungeon, of course. Plus if you use my link, every 30 minutes you can teleport to me in-game and gaze upon my awesomeness. That’s a pretty serious bargain IMO.

Posted in Uncategorized | 7 Comments

The return of server reputation?

Since I’m at work, I’ve not yet had a chance to see how hard the 5 man content was hit in Rift (that make or break is tonight), but one item I did notice in the patch notes that (on paper) sounds like it might have some promise is the LFG tool not matching you with people on your ignore list.

This (on paper) creates a nice server black ball list, with poor performers finding themselves on plenty of ignore lists, greatly increasing their average wait time, and forever keeping them out of your group after the first bad run. (On paper) that sounds pretty damn good, especially given the limited size of a themepark server.

Does the DF in WoW do this? If so, does it help?

Posted in Patch Notes, Rift, World of Warcraft | 10 Comments

Witchers, Heroes, Thrones, Rift

Just some quick hits for today.

I finally, for the first time, beat The Witcher. My previous two attempts both fell short due to mass bugs (at release) and a comp change (a few months ago). Now, on the new PC, with the enhanced edition, I was actually able to sit down, focus, and finish it. I still believe it’s one of the better RPGs to come out in recent years, and the story itself is pretty fantastic. If the sequel is nothing but more of the same (with more inventory space please), I’d be one happy gamer.

I have Heroes of Might and Magic 6 on pre-order, but that was delayed until September. I did a little research into the game over the weekend, and it’s looking very solid. Hopefully the multiplayer is Heroes 3-ish. If it is, I expect many early mornings lost to ‘just one more turn’. Heroes has long been one of my all-time favorite TBS series, right up there with Civilization.

Finally, the HBO series Game of Thrones has so far been some great viewing. I’ve not read the books (I know), so everything that is happening is new to me, and the plot twists so far have been interesting. I’d normally start watching something like this on DVR right as the series ends, but I’m hooked right now and have been watching the episodes on Sunday when they come out. Good stuff.

As for Rift, 1.2 could be a make or break patch for me. If the nerf to dungeon difficulty is as extreme as it sounds, I’m not sure how long the game will hold my attention. The overworld stuff (questing, rifts, invasions, etc) is already themepark easy, leaving only the dungeons as challenging content to push players (themepark PvP is a joke IMO, and hence does not count). If those become AoE-fest speed-runs of exploding loot-piñatas tuned to the lowest PUG group, no thanks.

Posted in Patch Notes, Random, Rift, The Witcher | 16 Comments

Time to make WoW accessible, end the elitism!

Blizzard needs to stop being elitist with WoW, and allow the 100m or so Farmville players access to the game. Clearly tab-1-2-2-3 is too difficult. Assigning talent points is hard. Getting to 85 is a ridiculous grind. How is anyone going to figure out all those classes and abilities? You want me to TRAVEL!?! to the next quest hub?

And clearly the market agrees, as WoW is stagnating at just 10m players, while far more accessible games like Farmville have 10x more. And since Blizzard is a business, I think it’s high time the elitist attitude stops, and WoW really expands its player base by allow left-click-only gameplay.

I want an animated Deathwing in the middle of my screen, looking all scary and awesome, and I want to left-click him once to win, collect my epic gear, and log. I’m a casual, and I don’t have time for 30 minute raids, and it’s really unfair that I can’t have access to WoW content. 100m of my friends feel the same way.

Oh, and I’m sure current WoW players would cheer the changes, right? A more accessible game is a better game, isn’t it? More cash for Blizzard also means more devs to create more left-click content, with better graphics and sound! It’s win/win!

Plus if you find the new content too easy, YOU could always make it harder by closing your eyes while clicking, or turning off your monitor.

Posted in Rant, Rift, World of Warcraft | 28 Comments

Little Billy and his trophy

I’m not a fan of the “everyone is a winner” approach, be it Little League Baseball or MMOs. Handing out a trophy just for showing up is, to me, silly at best. I don’t care that little Billy is 6 years old, if his team loses he doesn’t get a trophy, and if he asks you why, explain to him that the other team was better. If you don’t do it at age 6, when do you do it? At 18, when bigger Billy gets rejected from his top college choice because the other applicants were better? At 25, when big Billy loses out on a promotion because the other guy was better (or dating the bosses daughter)? Because at some point “everyone is a winner” no longer applies, and the sooner you learn and accept that lesson, the better.

To an extent, themepark design of late has tried to follow the “everyone is a winner” model to keep the maximum number of players happy (more on this later). Mostly. Everyone gets to the level cap, everyone gets epics, and everyone sees the content.

Except for the top-end raids.

So it’s not a surprise that little Billy, with his massive trophy collection (congrats on last place!), starts to rant and cry that he can’t see the end of the final raid. He showed up (paid his sub) damnit, give him his trophy/epic!

In life there are travel baseball leagues, which hold tryouts, have eliminations, and only one team walks away with the trophy. It’s shocking (sarcasm) that the best players play in such leagues, and that players and coaches have certain expectations in such a league. Also shocking (more sarcasm) is the fact that professional leagues work like this as well. Players get cut if they don’t perform, the stars get paid way more than the average guy, and entire cities expect championships from teams. Just showing up means nothing.

Maybe I missed it, but can anyone link me the forum/blog post from little Billy demanding he not only be allowed to play in the Majors, but to also walk away with the World Series trophy?

Because I can link you dozens of little Billy posts asking for the end-boss loot drop, and show you an entire expansion (WotLK) that basically did just that.

And before you remind me that an MMO is “just a game”, I’ll remind you that my time spend is my time spend, and no, I don’t enjoy carrying someone through group content. Nor do I enjoy group content being nerfed to a level just below rolling your face across the keyboard. Don’t get that confused with someone setting out to cater to that level however. If someone wants to create something of faceroll difficulty (Farmville), knock yourself out. I’ll avoid it, you can play it, life goes on. I’m not talking about that, I’m talking about CHANGING a game to that level, based on little Billy’s demands, and what impact that has.

At some point Billy realizes that not only is getting a trophy for last place an insult, it’s also not very good motivation to improve, and improving and finally actually accomplishing something beyond just showing up is far more rewarding than any backhanded trophy. At age 6, Billy is too young to understand that. Most MMO gamers act like spoiled 6 year olds, and the devs are the parents. If you continually cave into little Billy’s crying, you end up with a teenager that snorts coke and steals from you (or so reality TV tells me). That or welfare epics and AoE-spam instances. Maybe both.

Yet unlike baseball, which along with hard work also requires some natural talent that blocks out most people advancing, MMOs are easy-enough for almost anyone to be successful if they put in the effort. Some might require more than others, but at the end of the day, if we are talking difficulty among games (I know, brain surgery is super-hard compared to gaming, cool…), MMOs are pretty damn easy when compared to something like MOBA, RTS, or FPS games (again, on average. I’m sure there is a Farmville-level FPS, etc).

So excuse me if my patience runs a little thin when someone can’t bother to come reasonably prepared for an instance, or shows up with a build they know is inferior for content that is tuned for above-average performance. If you want to play a single player game on easy and gimp your character with whatever ‘flavor’ build you created, knock yourself out. Hell, do it in an MMO. So long as you do it solo, or make those around you aware that you are likely going to perform at 50% or so of a ‘normal’ player. There are entire guilds out there that cater to such things, which is great for them.

‘Reasonably prepared’ is, of course, subjective. If we are talking world-first raiding, ‘reasonably prepared’ means min-maxed out of your ears with the next 12 hours completely dedicated to the game. If we are talking a casual leveling guild, ‘reasonably prepared’ is likely little more than online and conscious, with the latter being optional. If it’s queuing up for expert 5 man content, then sorry, but ‘reasonably prepared’ does not include your melee mage build, or you geared in stuff you think looks cool but is 20 levels below you. If it’s queuing up for the top-end content, then it might also include running a build that’s within a few % points of max efficiency, along with a certain gear level. If I’m advertising for a speed run of instance X, you responding without having run that instance is not being ‘reasonably prepared’.

What we have seen in WoW, and might be seeing in Rift with 1.2, is that the ‘reasonably prepared’ barrier continues to get lowered. 50% optimal build? Eh, tune instances to deal 50% less damage and players won’t be judged for running a bad spec. Joined an instance PUG in all green gear with the wrong stats? Tune the mobs to die anyway, or even better, just give out a token for zoning in so that eventually that player replaces his gear with epics, successful run or not. You get the idea.

And again, much like a player informing everyone ahead of time that they are at 50% power, a game starting out at this level is one thing. The issue is when the other players find out, an hour later, that you are inefficient for the job, or that the MMO you have been playing for months has suddenly gone drool-cup easy.

As for the notion that easy = more subs, that’s only true to an extent, and greatly depends on who your audience is anyway. If Farmville tomorrow is made 50% easier (is that possible…?), would they get a ton more people? Or would they lose more than they gain because the ‘game’ becomes so easy that those who enjoy it today no longer like it? If Darkfall was ‘dumbed down’ to a tab-targeting combat system, I doubt it would see a surge in subs because it had become easier. Will Rift benefit from easier 5 man expert instances, or will the current players burn through them even faster, and ultimately start looking around for more content, faster and faster? We’ll see.

Finally, allowing more players to see more content with less effort is a great short-term solution (most players will be happy to get rewards faster, simple creatures that they are), but has some negative long-term impact in the form of rapid content burn. In a perfect world content would be limitless, but the reality is that devs can only create content so fast, and the faster you burn through it, the sooner you are going to demand more. This is increased if the level of effort is already low for success, because not only will those who put in more effort burn through it even faster (forum ‘elite’ always asking for more), but later asking more from your players will be met with resistance (see Cataclysm in WoW).

Posted in Darkfall Online, MMO design, Rant, Rift, World of Warcraft | 26 Comments

Is faster always better?

Currently in Rift to zone into a dungeon one member of the group has to actually travel to the portal. Is this meaningful travel? Is it nice that only one person has to do it or a pain just for that one individual? Is it a plus that, with the LFG tool, you save yourself that time?

To pick up the daily dungeon quests, you have to travel to the tavern in the back of Sanctum. Is this meaningful travel? Is it a plus that, with the LFG tool, you can pick up the quest without visiting the tavern?

Inside some dungeons there is an orb you can click to teleport further inside, useful for when you wipe and have to run back. Does this reduce meaningless travel? Why don’t all dungeons have this? Why does the orb teleport you to a specific spot, rather than the last encounter you wiped on? To go one step forward (get it?), why do we need to run to the bosses anyway? Why not take a portal from one encounter to the next?

When questing, you need to travel to the location of the kill/collect 10 target. Is this meaningful travel? Is it a plus that in most modern themeparks, the quest hub and kill/collect locations are nearby? Would meaningless travel be further reduced by simply taking a portal to the exact location?

Rift has portals between zones, and some zones feature more than one portal per zone. These are faster than WoW flight paths. Is this better? Would the game be better or worse if you removed the portals and made everyone walk/ride to the outer zones? Would it be better to have a portal at every quest hub or point of interest, further reducing travel time?

One of the main flaws in discussing something like travel in an MMO is we all too often do it in a vacuum. Which is faster: instant portals or flight points? That’s not debatable. Better method? Well that depends. Is the flight point showing me interesting locations to later explore, or allowing for social time, or adding something else? Is it REALLY just a timesink?

At what change does your MMO stop being a virtual world and start looking like an online lobby with activities to pick from a list? Is it the change from flight points to portals? Is it when the Dungeon Finder starts teleporting everyone? Is it when you can queue up for a warfront/BG from any location rather than from one NPC out in the world? Does it even matter? Do you want your current game to be more worldly, or do you just want to reach the next short burst of content asap?

And if that the answer to that last question is worldly for some, and instant for others, aren’t we talking about two vastly different games, to the point of talking about different genres?

Posted in MMO design, Rift, World of Warcraft | 31 Comments

Back to Azeroth?

With the upcoming addition of the Looking for Group tool, we’re also in the process of tuning our Expert Dungeons to be completable with one appropriately geared healer per group, instead of frequently requiring a second full healer on top of support heals. Additionally, the power of the items purchased from the Expert Dungeon stores has increased to assist gearing up for further challenges. With these changes we expect more dungeons to be completed more often; as a result, the cost for Expert Dungeon merchant items has increased. Overall, this should net a similar or improved gain rate of plaque-purchased items.
Reduced the damage dealt by general Expert Dungeon NPCs.
Dungeon Daily quests are now obtained via the Quest tab in the Looking for Group tool.

I thought we were NOT in Azeroth anymore?

While the above is not yet live, and hence I have not experienced it myself, it looks like Trion is nerfing expert dungeon difficulty. That’s pretty sad, because honestly right now they are a solid challenge while not being min/max/ubergear hard (some are too long thanks to trash, but that has nothing to do with difficulty). We have fully completed all but two of the expert dungeons with a pretty flexible group (warrior/rogue tanks, cleric/bard/chloro healers, uber-gimp dps), and we are far from overgeared or running the latest ‘best’ builds. Plus we had a guy without his skills trained…

If Rift goes the way WoW went post-BC, I’m guessing my time with the game will mimic my WoW account. And I doubt the casuals will really object to collecting shinies faster/easier, that’s not what they do. Oh, they ‘burn out’ once they faceroll everything, but it’ll be a cold day in hell before they admit the reason for that ‘burn out’ is because being handed everything on a silver platter is ultimately not as satisfying as, ooh nooz, ‘working’ for it.

Casuals: It’s why MMO players can’t have nice things.

Ragequit/slap-in-the-face/immersion-breaking/yes-I’m-mad-bro/etc if this is indeed the path Trion takes Rift down.

Edit: From a thread about this change, pretty accurate statement IMO.

MMOs need to strive to help create better players, not engineer the game to cater to the worst players

Posted in Patch Notes, Rant, Rift, World of Warcraft | 51 Comments

Fun Builds: Not that fun in end-game content

A guildmate who shall remain nameless (Obmar) recently discovered that he had not upgraded his dps-based skills in Rift since, oh, level 5. In essence, he was gimping his damage output by a solid 50% or more. This was noticeable when he was part of our groups for tier 2 instance runs, but we always assumed it was simply because he is terribad at Rift (dps is hard, yo). Turns out, with level 50 skills, he does deal damage! And to think we were about to gkick him…

This somewhat relates to a post Tobold has up today, about feeling the need to min/max even in a single player game. I’ve had similar feelings while playing The Witcher again in preparation for part two, though for me min/maxing has always been something I enjoy to an extent. Pretty early on I just decided to ‘wing it’ with The Witcher, knowing the game ultimately is not that hard when played on normal. I suppose the hard mode would require a more optimal build, and it’s nice that such an option exists.

I believe that option not existing in MMOs has more to do with the content than the players, though player mentality also plays into it. Hard mode in a themepark MMO is almost always the end-game, and since that’s where you are going to spend the majority of your time (assuming you don’t quit early), its only natural you are going to try and progress through it.

Those that love min/maxing end up in world/server-first guilds, and hey, good for them. That’s how they have their fun, and it’s good that some MMOs allow that. If you are in such a guild, it’s expected that you not only play well, but go into each encounter prepared. Failing to do so does detract from the fun of everyone else, and so using the ‘one true build’ is indeed required. Again, that’s how that group has its fun, and so long as MMO devs continue to create highly-tuned raid-level content, those groups are going to be around and entertained.

The min/max god-build problem arises when players who “just want to mess around and have fun” get involved in raid-level content. Generally, much like Hard mode in The Witcher, the content is not designed to cater to whatever build you think looks fun. If this happens in a single player game, you end up dying a lot and progressing slowly, or getting stuck. In a multiplayer game, your decision to run a ‘fun’ build costs 4/9/24 people to also fail. And unless you made it very clear at the beginning that you are running a sub-optimal build, I think it’s perfectly understandable for people to get upset.

The problem is a content issue because there usually is no outlet for those running ‘fun’ builds. Either they stop playing, or they move into min/max territory. The worse-case scenario is those who believe they play just to ‘have fun’, yet get very upset when you inform them that such an approach means they don’t get to equip the absolute best items. I don’t quite see why someone who is just here to have fun is getting so worked up over gear that is only needed to progress further into min/max content, but it’s usually those players who are the first to complain about being ‘excluded’ from content ‘they paid for’. I’m sure you have seen those posts on forums/blogs to know what I mean.

For everyone else however, it’s either you adjust your build or fail to progress and ultimately, run out of content early. That really is the major issue, and it again gets back to dev time and resources. In the themepark model, a highly-tuned raid is simply the best content to produce in terms of keeping the players busy and giving them something to continue their character progression. We all love unique quest lines with a great story, but we do it once and move on, and that kind of pace is simply not sustainable from a dev perspective.

If you are a not a min/maxer, you generally have two choices when the casual content ends; you either move on from the game, or you switch up and join the ‘elitists’ who raid. Moving on is easy if you don’t really love the game you are playing, but if you do, you are not ready to go and want to keep the good times going. The conflict arises when you keep trying to progress, but don’t adjust your playstyle, and auto-match yourself with other players (double points for doing it anonymously and cross-server).

I don’t see how, short of going more sandbox, devs truly solve the content issue, and I’m not holding my breath for the “just for fun” crowd changing either.

Posted in Inquisition Clan, MMO design, Rift, World of Warcraft | 16 Comments

SW:sRPG is really shaping up!

I’m sure by now many of you have read this glowing preview of SW:sRPG. If not, clicky and come back.

While I’m not surprised that SW is WoW with the SW IP, this is something people have been denying for a while, and certainly something BioWare claimed was not the case. We have all seen posts and comments about how SW will be the next big thing, and the title that moves the genre forward (along with GW2). As more people experience it, more realize that’s not going to happen.

Which, much like Rift, does not necessarily mean it’s going to be a bad game. Tried and true done well has been a solid formula in gaming since, well, the beginning of gaming. Sonic was Mario for the Genesis, yet it was Mario done well and hence it was a quality title.

My main concern, reinforced by the preview, is that SW is going to be even less of an MMO than current-day WoW. Where Rift went back to more in-world activities, it sounds like SW is going for even less of those. That won’t directly make SW a bad game, but it will certainly make it less of an MMO in my eyes, and what remains, a drawn-out sRPG that contains the weak points of MMO content (simple, repetitive quests, for example) is not something I can’t wait to get my hands on. And even if it was, how long would that type of content keep me entertained? A month or two? That’s not what you want to hear if you are running a subscription MMO.

Posted in Rant, SW:TOR | 23 Comments