Difficulty As A Motivation

Over the weekend, I soloed a flurry of level 70 heroic dungeons on my mage.  This project has been simmering on the back burner for a while now, but I really wanted to get my best effort in before Cataclysm.  I got stuck on the second boss of the Black Morass/Opening The Dark Portal event and decided to give the dungeon a shot on my arcane spec rather than my usual instance-soloing frost spec.  This proved so effective that I promptly blazed through half a dozen dungeons, including some that I just couldn't beat previously.

(With patch 4.0 changes, my Arcane blast spell crits for more than 25K damage, which means that I can easily kill just about any level 70 boss in the 30 seconds that the Mirror Image spell keeps them busy.  On top of that damage, AB now automatically applies the Slow spell debuff.  This is actually more effective for single target crowd control than Frost is, as the Slow spell was balanced with the now-outdated assumption that players were going to be spending 20% of their time recasting Slow if they wanted the effect to stick.)

Though this tactic did allow me to cross a number of items off my to do list (all but the last boss of Arcatraz; if any mage has soloed this, I'd be curious to know how), in many cases it was so easy that the dungeons were no longer fun.  Playing as a frost mage requires carefully juggling aggro and freeze effects.  Playing as Arcane involves spamming Arcane Blast until everything is dead.  There were only a handful of encounters (notably the Raven boss Anzu, who I actually had to switch back to Frost to deal with) that were still in any way interesting with a character as powerful as a modern day level 80 Arcane mage facing level 70 heroics. 

The Issue With Difficulty As A Motivator
 
Ghostcrawler, WoW's head system designer, posted a lengthy philosophical piece last week explaining how they felt that healing in the Wrath era had become overpowered, much as my mage is now overpowered for many dungeons that I was working on.  Cataclysm is designed to challenge healers with more limited mana regeneration to address various (and significant) issues that resulted from the old status quo.  The problem is that, unlike my choice to solo old instances because I'm bored, these changes don't occur in a vacuum.

Group content in World of Warcraft (and most other holy trinity MMO's) is designed to require 20% or more of players to play healers.  This constraint on class requirements for groups has created a situation where large numbers of players who do not want to play healers are doing because someone has to (and/or because their personal wait times are lower as a result).  When someone is doing something that they want to do, you can appeal to their sense of reason that increased challenge will make their victory more enjoyable.  When someone is only doing something because their guild needed another healer, increased challenge only makes an unpleasant task even less enjoyable.

I believe the crab when he describes the problems that resulted from healers who never ran out of mana, and it's entirely possible that the game the crab envisions for Cataclysm would be more enjoyable than the one we have today.  That improvement is reduced to an academic point, though, if the majority of players (who choose DPS) have dramatically less access to actually playing the game because the guy with a healing off-spec no longer thinks he can handle healing the instance and decides to queue with all the other DPS instead.  It's going to be very interesting to see whether Blizzard sticks to their guns if the increased difficulty leaves the highly popular random instance grind unplayable. 

Taking Advantage of EQ2X "Free Gold Membership" Weekend

Sony has rolled out a free gold membership weekend for EQ2X. I'm not convinced that there are many players who will decide to subscribe solely because of a trial weekend, but SOE could still come out ahead if players decide to buy more races, classes, or character slots based on the trial.  That said, non-subscribers can extract significant value out of this event, especially if it becomes a recurring promotion.
  • Non-subscribers are only charged broker tokens (which cost real money) when they attempt to ADD an item to the broker.  You will not be charged for adjusting prices on existing listings (as needed to ensure you have the best prices), collecting the proceeds of your sales, or even removing items that you might have left in there for storage (which you are not necessarily required to offer for sale at any price).  Now would be a great time to list all those rare harvests you've got in your limited bank space.
  • Items that are stashed in personal, bank, or shared bank slots that you lose access to as a result of your free Gold account expiring can be removed freely, just not put back in the forbidden slots.  This is another great option for long term storage.
  • The restriction on expert and master quality spells only prevents you from upgrading the spell while you are a non-subscriber.  Any upgrades you manage to obtain during this weekend are yours to keep (until you outlevel them anyway); if you're low level, you may be able to get one or more masters from the Research Assistant during this time. 
  • If you were debating whether to purchase premium races and classes, this would obviously be a good time to take them for a spin.  You will lose access to any such characters when the weekend ends.

    HOWEVER, be warned that EQ2 has a very clunky way of handling loss of character slots; when your subscription expires, you will have access to the MOST RECENT characters you logged into.  For example, if you as a silver player already have your four silver slots full and you create an additional character this weekend using the three temporary slots, you will need to make sure that the last four characters you use are the four you want to keep access to.  If you mess this up, you will need to delete characters or obtain additional slots (either by resubscribing or paying a one time $10 fee per slot to add more).
Overall, it will be interesting to see whether this deal ever returns.  Even as a non-subscriber, I might have considered paying SOE $15 once a year for a month of gold access to do the things I've described above.  If they're going to offer a trial weekend every six months or so, that expense becomes unnecessary.  As a result, one imagines that this event will only return if it actually succeeds in driving more sales after the event concludes.  Whatever happens, though, there's no reason for current Bronze/Silver EQ2X players NOT to take advantage of the event while it's active.

Surprise! Cataclysm!

The other evening, I got a tell consisting of a single question mark.  I shift clicked the name to see if it was a guild-mate or something, but it was a random level 40 character I'd never heard of before.  I sent back my customary reply, a lone exclamation mark.

A few seconds later, the lowbie restated their question.  "Why should I abandon my home, possessions, and cares?"

I was working on the pre-Cataclysm world event, and there's a stage where the player runs around saying Twilight Hammer doomsday cult slogans in an attempt to infiltrate the organization.  Though these slogans are automatically generated by the quest, they are otherwise indistinguishable from regular player speech.

I considered how to respond; I'm not much of a role player, but it's so rare that my characters are ever doing something that makes in-game sense (as distinct from "re-killing the guy I killed yesterday for more loot") that it seemed a shame to waste the opportunity. 

"The Twilight Hammer made me say that," I replied, carefully choosing words that make sense both in and out of character.

"I don't know who that is," the lowbie replied.  At this point, I was starting to get the impression that they were legitimately confused, rather than playing along with the in-game storyline, so I decided to break character.

"It's for a new quest," I said.  "Oh," came the reply.  Then it was time to go kill an invasion boss, and I'd forgotten the encounter by the time I was done with that.

Cataclysm for the unaware?
Looking back, there are more questions I might have asked.  Was this person new to the game?  Were they aware that we're just over two weeks out from a game-altering expansion?  If they do ever find the quest they asked me about, will they know that their characters efforts are pre-destined to fall short, with the world shattered just as the players' seemingly ineffectual adversaries would like?

The alternative is that this player legitimately had no idea what was going on.  That someday, possibly as soon as next week, they're going to log in and find that the zone they logged off in got blown up overnight, wiping out half of the questgivers and even entire towns.  What happens if that player logs off for the night in the doomed city of Auberdine?  Or if they were advised by a veteran to buy a mage portal to Shattrath or Dalaran for easy hearthstone/portal access and log in to find that the portals leaving these high level areas have been removed? 

These types of issues have probably happened to players in every MMO that has ever launched an expansion.  Based on sheer size, though, Cataclysm will almost certainly take the title for total number of players who are caught unaware by a major expansion revamp to content they were just working on.  I wonder how many people will be asking how they "go back" to the old world when December 7th rolls around.  

Cataclysm Invasion Event Breaks Instance Limit

Public Service Announcement: Do not run any more than four Cataclysm invasion instances within an hour of a raid you want to attend.  

World of Warcraft has an undocumented limit of five instances per account per hour to prevent players from overloading the game's instance servers.  Under normal circumstances, players will not be in danger of hitting the limit, since it's relatively hard to chain any useful dungeons more rapidly than 12 minutes each.  The Cataclysm elemental invasion makes it much easier to hit the limit, as it is possible to queue, enter and clear the instance, and requeue inside of five minutes. 

The automated dungeon finder disregards the five instance rule (which is ACCOUNT-wide, not character specific), so you can easily run vastly over the limit without any idea that you've done something wrong.  Then your guildies ask if anyone else wants to join the raid, you try to join in, and you're not allowed to zone in until the timer wears off. 

It's not the largest of issues, but it's pretty disappointing for you (and potentially your group) if it happens unexpectedly.  There's no UI that informs you of how long you have to wait, so you're just left to guess how long it will be before your fifth-most-recent instance hits an hour old.  It's a bit disappointing that Blizzard did not take this restriction into account when designing the world event.