WoW Classic: I love the difficulty so much I installed a mod to remove it!

Reading some of the early reaction posts to WoW Classic has me mentality returning to the older days of this blog, specifically the thing where I pick apart another post because it always amuses me that people say how they are feeling, but don’t understand WHY those feelings happen. It’s the good version of “you think you do, but you don’t” I guess.

Case in point, this article from MassivelyOP. Let’s break down some of the parts shall we?

Number 2, quest markers: The game holding your hand and guiding you means you no longer have to actually care about the world and what’s around you. It means you no longer pay attention to quest text, just the little tracker with regards to how many more X you need. This of course then leads people down the ‘boring questing’ line of things, because all of these Kill X quests are ‘the same’. But hey, maybe that’s ok for some people, right?

Except number 3 is ‘a larger sense of world’.

The zone — the area — you’re in is your entire world at any given time, and you are forced to absorb it and immerse yourself in it. I love how this makes everything feel so large and even dangerous around me, even while it’s forced me to slow down.

I added the bold, but see how that directly contradicts number 2? So you love that Classic slows you down and makes you pay attention, yet after 3 minutes you went out and downloaded something that helps you do the exact opposite. And don’t worry, this isn’t the only example provided here.

Number 4, slower travel.

 I’ve seriously contemplated rerolling as a Shaman just to get that faster hearth cooldown because this is so bad

Read the bold from number 3, now read the bold from number 4. “But its important for devs to listen to player feedback!”. Yes, yes it is. Its then even more important to listen to what that feedback is REALLY telling you, and not the initial impression of said feedback, because most players don’t fully understand WHY they are enjoying something. WoW Retail exists because New Blizzard was ‘listening to the players’ and just blindly giving people what they said they wanted. You think you do, but you don’t.

Number 5, slower but significant moments of progress.

But when I did get that six-slot bag or that rare armor upgrade or my very first green item, it was more exciting than the last 20 times I got a purple item in Battle for Azeroth.

The comparison with Retail WoW is obvious, but lets note it. The real key here however is that because the game is stingy (by WoW standards anyway) with loot and inventory space, you actually notice it and care. If the ‘problem’ of bad quest rewards, or ‘too limited’ inventory space was ‘fixed’ (Retail), would players care about finding that rare bag drop (more on bags later), or that imperfect green drop that is still an upgrade? Also equally important, the game is designed around those facts, so you can still progress even without always having the best gear for your level, or even close to it. There is a lot of room for error here, while actually rewarding removing as much of that error as possible (if you are decked out in at-level gear, you quest/progress faster, which is itself a good-enough reward without being mandatory).

Number 6, more talk about the limited loot, but also the mention of a guild member helping out with bag space. The big and obvious thing here is that if the inventory space ‘problem’ was solved by the game, this player would have one fewer reason to rely on a guild or the interact with other players. It would also diminish the early usefulness of that crafting profession. It should also be noted that the writer values a few points of armor over the cosmetic look of gear; if the game was faceroll easy (Retail), would that still be the case?

Number 7, talent trees. This one is more complex than it appears on the surface. Yes, talent trees are cool, or at least cooler than not having them and the decisions they bring. But again, if Classic was faceroll easy, would people care as much about making the ‘right’ choice with talent trees to boost their power? Would players look over how their skills work, how talents may boost them, what combos the choices create, etc? And this is all based on the early game of questing, we aren’t even talking about group dungeon usefulness, or PvP specs for Battlegrounds.

Number 8, running away. Another item that has a lot of hidden gems inside. Would players care about a hard-to-get chest if loot wasn’t as scarce or valued? Would this encounter around the chest have stood out to the author if they had been able run in and AoE everything without a care? Does the act of actually dying ruin the experience for the player, or make it memorable?

Number 9 and 10 are nostalgia talk and the announcement of not raiding. Neat.

Point here isn’t to pick on Massively and the author, because I think their feelings/writing represents a pretty significant group of players; people who can express how they feel, but not fully understand WHY they feel it, and why certain game design decisions lead to them feeling that way. Classic isn’t just a chance for non-Retail players to enjoy WoW again; its also a live demonstration of all the ways Retail went wrong with WotLK and beyond, as well as the rest of the genre when it copied that version of WoW.

Posted in Mass Media, MMO design, Rant, World of Warcraft | 10 Comments

WoW Classic: Benediction is our server

Due to Blizzard still learning how to manage an MMO 15 years later, we have once again moved, this time to Benediction, a high-pop server that fortunately has yet to have queues. Our guild, Supreme Cream, has also been formed, so get in Discord, roll on Benediction, and lets go.

Tentative plan is to run Deadmines this long weekend, likely multiple times.

Posted in Inquisition Clan, World of Warcraft | 3 Comments

WoW Classic: L2Rouge nub!

The level 10 rogue quest asks you to get a document off a certain NPC. Being dumb, I just assumed this meant killing the mob, as you do in most quests. As I was doing this solo and at level 10, when I attacked said mob, his 3 additional helpers that spawn killed me. Fine, whatever. Run back, use all buffs and potions, manage to kill the special NPC, run away from his 3 spawns. Return to loot the corpse… no quest drop. WTF?

Ask in area chat for some help, immediately get another rogue that comes over to help me out. Fight the NPC again, kill him, kill the spawns. No quest drop. WTF. Other rogue asks if I used pick pocket, a rogue-only skill.

Huh?

Read the quest text again. While it doesn’t hold your hand and explicitly state “Use pick pocket you idiot gamer!”, it strongly hints that you should, you know, be a rogue and steal the item out of his pocket.

Feeling VERY dumb, I go back in, stealthed, and pickpocket the npc, getting the quest item. If you do it right, you also don’t agro him, so no helper spawns that kill you.

It’s a perfectly designed quest really. It makes you play a rogue in that classical ‘sneaky stealthy stealer’ archetype, it punishes you if you don’t, and it DOESN’T reward you for using brute force. Simple, but brilliant.

Classic is fun.

Posted in World of Warcraft | 1 Comment

WoW Classic: Old Blizzard game design still shines, new Blizzard management still exists

This morning I was able to play WoW Classic a bit between work meetings, as thankfully the queue issue had not yet picked back up. I fully expect that tonight I won’t be able to get in again, but we will see. I was able to get to level 5 on my human rogue, going through the initial starter area and ending in Goldshire.

It’s obviously very early, but playing just felt right. As the video in the previous Classic post talked about, there is a sense that all of this content was created with a passion, and that passion shows in all of the little details that bring the zone together. Yes, the quests are very simple kill X of this, collect Y of that, but that’s not so much a problem as it is a core feature of basically any RPG. And there is a good reason that questing format is still being used after dozens of years; it works. It’s not a problem that needs fixing. In fact, when a game features too many overly complex quests, it can feel burdensome. There is beauty in the simplicity of those quests, and how while doing them you can focus more of your attention on the tiny details of the world you are playing in.

This is all especially true in a themepark MMO like WoW, where the core gameplay loop is simple and enjoyable, but the real ‘meat’ of the game is the social aspect and doing all of your activities in a virtual world, rather than alone in an offline RPG (or in current WoW, which is an online but basically a solo RPG with chat spam). Again its early, but I don’t think that fundamental design, that WoW eventually moved away, is a relic of the past, or something that isn’t applicable today. Classic being enjoyable, for me at least, isn’t just about the nostalgia, its mostly about the fact that Vanilla WoW was a really fun MMO to play. The graphics have aged, sure, and some of the UI elements aren’t up to todays standards of good design, but the core gameplay feels right, and it works.

Quickly on the subject of the queues and how Blizzard messed up. By now we all realize that “you think you do, but you don’t” (dude has Mittani-levels of smug in that video too, on top of being comically wrong) should just go on J. Allen Brack’s tombstone, which he will need since he should also be tossed out of his office as president of Blizzard (not an actual death threat, relax), but even Blizzard’s answer today about the queues, and how they didn’t want to open too many servers early is idiotic.

First, if you have to open dozens of additional servers PRIOR TO GO LIVE, you suck at estimating. I get having to open a few more servers for the most popular type/region, but that’s not the case here. Across the board they needed a lot more of everything, which is just a reflection of horrible planning. Had the original server list been twice what it was, at least, so many of these initial problems would have been resolved.

Second, considering this is the second time WoW is being ‘released’, and that it’s 15 years later, how is Blizzard still not capable of having a smooth launch? A queue that is 4 hours long might as well be the same thing as the servers being offline, especially if even those who are in-game are getting kicked out when a layer crashes. I understand that the first day is unique in the number of people trying to log in, and that everyone is starting in the same zones, but still, its 15 years later! Technology has evolved, you should have better hardware and tools, and, most importantly, you are now a massive mega-corp with practically unlimited resources launching what is surely going to be the biggest ‘release’ of the year. Of a franchise that is the very reason your entire company is so big to begin with. FIGURE IT OUT!

Posted in Rant, World of Warcraft | 14 Comments

WoW Classic: Day one is 100% exactly like the first day of WoW in 2004!

And by that I mean Blizzard, 15 years later, still doesn’t understand the basics of how to not get in their own way, and I’m sitting in a queue 18k deep that is going to, at best, get me into the game in 4 hours. Mind you, we rolled on a server that was part of the THIRD wave of new servers!

Hey assholes, I’m pretty sure I DO WANT THIS, ALONG WITH THE REST OF EVERYONE ELSE TRYING TO PLAY!!!

Remember when the original server list of Classic was like 6 servers? And its now what, 50 servers? 15 years Blizzard. 15 years.

Posted in MMO design, Rant, World of Warcraft | 7 Comments

LoL TFT: Man I suck, oh wait I’m awesome!

Tonight we sit in a queue to play WoW Classic, but today I want to talk about the roller coast ride I just went on with LoL TFT Ranked play. It started at around 80 points into Plat 3, the low point was 70 points in Gold 1, and ends (for now) back in Plat 4 with around 80 points.

The fall was rough. For about 10 games I felt like I had no idea how to play the game. Team compositions never came together, or they did but the key items didn’t. Or I’d start very strong towards a composition I normally don’t like (like Nobles), only for that composition to completely fall apart when a key piece (Kayle for Nobles) never arrives. Then you tilt, try to force things, and it just gets worse. I dropped back into Gold because That 10 games was a bunch of 7th and 8th place finishes. Bad times.

The next day things were the mirror opposite. 3 straight wins. Not 3 games with a top 4 finish to gain LP, but 3 straight games where I dominate and gain massive amounts of LP. That kind of run makes you feel like a genius.

Here is a nice stat tracker site that shows a graph of LP gains/losses, along with a limited match history. Classic is going to cut into my TFT time for sure, but the game is far too much fun to completely drop. I’ve also really been enjoying a few PUBG matches most nights, but that is likely going to get reduced too. Oh yea and I need to finish Pathfinder: Kingmaker at some point ‘soon’…

Posted in League of Legends, PUBG, World of Warcraft | Comments Off on LoL TFT: Man I suck, oh wait I’m awesome!

WoW Classic: Lets keep it hard

The hype train continues to chug along towards the release of WoW Classic. I’m excited. I created my characters to reserve names, and while doing so, some of that original WoW magic came back, even just in character creation. It’s hard to explain because normally I’m not a big nostalgia guy, but I spent A LOT of hours in WoW during Vanilla and into TBC, and then likely an equal number of hours cursing what WoW has become once WotLK was released here on this blog, so I’m more emotionally invested in this than just about any other game.

Blizzard recently put out this video, which has some of the original developers playing Classic and offering their feedback. Even in the initial 10 seconds, I go from a happy nostalgia spike of seeing the Collectors Edition box (still have that in a closet) to a ping of disgruntlement seeing Arthus, Mr. Death-to-Vanilla.

There is a lot of talk in the video about how WoW in some ways happened by accident (they didn’t really know what they were doing, because back in 2002ish no one knew what they were doing in terms of an MMO), and how it was a true passion project. In some ways I think this is what you MUST HAVE to make a good MMO, and that being a veteran MMO dev is as much a negative as a positive. If you get ‘too good’ at it, the end result lacks that charm and feels too formulaic, too ‘by design’. In some ways an MMO needs to be somewhat of a mess that doesn’t completely come together, because that gives the players a lot of ‘what if’ situations. They don’t always work out for the best (plate armor with +Int in WoW for example), but I don’t think those are the things that actually drive people away.

The section about what characters they want to play, do they play what they originally did or go a different route, hits right at home. I feel like I should roll a warrior to be the main tank, because that’s just what I do in an MMO, but I ultimately rolled a rogue because hey, something new. I’m guessing by the 10th wipe on Onyxia because our tank can’t hold agro I’ll be wishing I had rolled that warrior, but whatever…

That deadmines section of the video? Ooof, right in the nostalgia breadbasket. Same deal with the clip of the first gryphon ride. Same man, same.

All that talk of ‘whatever initially grabbed you, grabs you again’ and how the ‘magic’ is still there? I mean, you think you want that but… yea you do want that huh? Who could have guessed! The conversation around how the world is the main character? They might as well have been saying “time to list the reasons why current WoW is a dumpster fire and why Classic will work”. I’m glad they are saying it, but I also wish they had said it prior to WotLK and not marched WoW down the welfare epics and ‘dumbed down’ state it got to. “Let’s keep it hard” they said. I agree.

Side note: Funny how in 2019 we are calling 2005 WoW ‘hard’, because in 2005 one of the major selling points of WoW was that it was so easy, it was accessible to casuals compared to all other MMOs at that time. WTF does that say about the current state of the MMO genre, and more importantly, when Classic explodes into a huge hit that connects with people well beyond the initial 3-6 month wave of nostalgia, what will THAT mean for the genre going forward? I mean, will we start seeing WoW Classic clones? And do… do I actually want that to happen?

Posted in Rant, World of Warcraft | 20 Comments

WoW Classic: We are playing on Skeram (updated 8/17/19)

Reserving character names is open now, so it was time to pick a server. Initially we had a few different choices, but with queues being insane and a some servers being destinations for streamers or Brazilians, Grobbulus Stalagg Skeram ended up being the choice, alliance side.

So if you plan to join us, get a character created, join our discord, and wait around until the servers are up for good. Plans for the guild are somewhat tentative, but most likely we will be aiming for raiding once people hit 60 and get geared up. We won’t be aiming for server-firsts or anything like that, as the core we have is made up of adults with annoying things like kids, responsibilities, and in some rare cases social lives.

Edit: Updated 8/17/19, instead of Grobbulus we will be playing on Stalagg, a EST PvP server, still Alliance.

Second Edit: Updated 8/26/2019, instead of Stalagg, guild voted for Skeram, still Alliance.

Posted in Inquisition Clan, Site update, World of Warcraft | 4 Comments

Fig investment in Pillars of Eternity 2 comes to a close

On August 2nd I got an email informing me that my Fig investment into Pillars of Eternity 2 is completed, and the end return is 52% (IE, for every $1000 invested, people only got back $520, so every share lost $480). Not great.

The investment is over because Microsoft bought out Obsidian (the devs) and the publishing rights to PoE2. For the rights to PoE2, Microsoft paid $315,000. This all suggests that PoE2 didn’t sell very well, and that Microsoft doesn’t foresee future sales being awesome either. Considering I made this post about PoE2 and Fig, yea, I’m a bit surprised at how poorly it all went (the money doesn’t matter because I’m still Darkfall rich, but it is a bit of an ego hit).

If I had to guess why, the #1 thing was the setting. A classic fantasy setting of castles, villages, etc, like what PoE1 had, is going to perform better most times than a high-seas/pirate setting. Personally I liked PoE2 a lot, but I can fully see why casual RPG fans might glance at it and decide to pass. Also while I thought PoE2 was good overall, it did have some controversial/questionable features, mainly the ship-to-ship combat. That’s a bad area to have people question in a pirate/sea themed RPG….

All of that said, the 52% return suggests PoE2 sold less than half of what PoE1 sold, which is pretty bad. As the linked post states, all PoE2 had to do was come close to PoE1 to be a good investment, and while the Microsoft buyout likely cuts some future return out, I doubt even without Microsoft that PoE2 would have ever broke even, regardless of how many years passed. It didn’t help that the DLC for PoE2 was, at best, very meh. Maybe the poor sales hurt the plans for the DLC, but it’s not that hard to release passable extra content for an RPG like this; just give it an additional ‘chapter’ after the ending, ala Baldur’s Gate 2.

So end my Fig investment. This failure doesn’t sour me on the whole platform, but it will now take a title that REALLY grabs my attention to get me to invest.

Posted in Random, Rant, Site update | 5 Comments

LoL TFT: Gold rank and beyond

Quick Team Fight Tactics progress update: I hit gold recently and am now in Gold 2, with the expectation of hitting Plat ‘soon’. I’m also still very much enjoying the game, as my ‘games played’ clearly shows.

As I mentioned before, it feels like the key skill to have as a player is being able to pivot or adapt to each game. Once you know all of the basics (which champ does what, item combinations, etc), the next big step is being able to identify what the game is giving you in that particular match, and putting all of the pieces together to form the best team you can with what you are given vs what others are building.

There is also a big risk management portion here. Certain combinations are game-winning if you hit them, but if you miss on any component, you are sunk. Is that the right approach to the game? It depends. If you take a big risk early and miss, finishing in 7th or 8th is crushing in terms of rank loss. That said, there is a lot to gain from finishing 1st vs 4th or so. Playing it ‘safe’ and aiming to finish 3rd or 4th will net you a positive rank gain, but not a big jump, and even then you always run the risk of missing 4th+ and losing points. Again, being able to quickly identify when to ‘roll the dice’ on a risky play is key, and those kinds of decisions pop up multiple times every match.

I’m getting more comfortable making those pivots now, at least in certain directions that feel more familiar to me than others. More playtime will lead to more comfort, which should lead to a higher rank.

Posted in League of Legends | 2 Comments