(Re-)Visiting New And Old

I had the pleasure of spending a bit over three days without power last week thanks to five inches of snow and one incompetent local power company.  Book-ending that experience, my Warrior finished up the main quest arc of Hyjal and the achievement for WoW's Lunar festival.

I had my choice of three quests to turn in for this achievement.  I chose the outhouse for the screenshot, in Syp's honor.

Hyjal's a pretty good zone, and its plot is actually relevant to the expansion in a way that Vashj'ir doesn't seem to manage.  That said, the two are obviously from the same era of WoW quest design, with a highly linear quest path, heavy use of phasing to change the landscape as you travel along, and the occasional vehicle combat gimmick or three for a change of pace.  In any case, the reason I was working on the zone was to pick up some exp and gear for the Lunar Festival. 

WoW's Lunar Festival is one of several world events that feature globe-spanning scavenger hunts.  In this case, ancestral elders bearing coins are found scattered around the world, including some Wrath-era 5-man instances.  I'm reasonably fond of these events, since they provide an excuse to return to a variety of older content, however briefly.  (I soloed a fair number of coins, but I did eventually use the dungeon finder to get heroic dungeon groups for the last few.) 

In some ways, both the nostalgia coin hunt and the new questing zones are sightseeing tours.  Actually killing stuff happens incidentally to seeing the sights, but it doesn't necessarily feel like the point.  In Hyjal, Blizzard is telling a story, while the Lunar Festival invites veterans to recall their own tales from their past visits to these locations.  I suppose that this is a logical progression for the direction of the game in general - and pulling the staggering numbers former WoW players back in for the occasional visit - but it does seem odd that the core combat mechanics aren't really the point of the solo game anymore.  
Another world event down, these are all generally less painful than they were in 2009.

How Long Should UI/Features Take?

The striking thing about Rift's beta events is how rapidly the developers have been adding things in response to player feedback.  Are they demonstrating remarkable adaptability, or have we as players allowed the industry to get too complacent about the time they can take to improve their products? 

Things that have changed in the week and a half since the last build include:
  • Addition of a badly needed public grouping system to go with the rift/invasion system (which drops group content on players who might not be grouped)
  • Consolidation of Rift currency tokens
  • A new character sheet that will, in the future, store titles, mounts, and collections
From the outside, we can't be sure which of these features were already in the works (e.g. because they weren't ready for testing) and which were actually implemented in the last two weeks.  All of the above are major quality of life issues that have been addressed in Rift's various competitors for years now.  Perhaps deliberately opening the beta without these items was an intentional marketing move intended to impress the community with Trion's responsiveness.  (They've got Pete convinced that they're now too responsive.)

Then again, how hard were any of these changes?  The public group button is elegant in its functionality (and superior to Mythic's original version - e.g. automatically merging two groups if space permits), but all it really does is expand traditional raid assistant group inviting privileges to anyone who happens to be nearby.  Fan UI modders routinely create things like reorganized character sheet skins rapidly, and without being paid to do so.  Consolidating storage is not something that players can do, but turning physical items into spells or lines of character sheet data actually saves server space, because at least the game no longer needs to store which bagslot the item is stored in. 

It's just interesting to me that we don't think twice when something like a mount storage panel is a major announced feature of a quarterly patch in another MMO, but Trion somehow drops it in somewhere between betas.  Have they really built an infrastructure that is so much faster and more responsive?  Or are we routinely waiting months for other studios to patch in days worth of work? 

Encourage Heals With Fun

Last night, I equipped my Discipline priest with all the heirlooms I don't usually use for solo content because they make things too easy.  I bought up some stacks of water (which I didn't end up needing), set some keybindings, and told my twitter followers that I'd miss them if I didn't make it out alive. Then I clicked the "healer" button on the dungeon finder, and signed up to be the healer in a WoW dungeon.

Healing through DPS



I was out to test the new smite-healing spec.  With a combination of talents and glyphs, the Discipline priest converts their smite spell from a modest nuke into a smart heal that never misses, can be spammed indefinitely, generates mana and a healing buff, and incidentally still does modest amounts of damage. 

The intent appears to be a character that plays like a DPS who is doing a bit of off-healing on the side.  The smite spam deals with topping off incidental damage to the party, so you're only watching for situations that require more attention (e.g. an instant Power Word: Shield followed by a Penace instant/channeled heal).  It's not any more difficult to play than being a DPS was back in my raiding days, when I had to keep myself out of the fire and occasionally watch the raid for curses to remove.  If anything, it was a bit too effective, in that I really could have coasted through the instance (Scarlet Monestary GY on level) by just spamming the smite key.

Incentives will not motivate DPS to heal...
Before Tobold dragged 18th century German Philosopher Immanuel Kant into a discussion on whether it's morally wrong to queue for WoW dungeons as a DPS, he suggested that "Blizzard isn't rewarding tanks and healers enough for taking their social responsibility".  I Kant say I'm qualified to evaluate the philosophical question, but the incentive question is more my area, and I don't think Tobold's idea is going to work.  

Tobold doesn't specify exactly what reward he would like Blizzard to hand out to good team players, but I'm presuming he means loot since tanks and healers already have shorter queue times, and since he suggests that Blizzard could alternately dock rewards for overpopulated roles (DPS).  The recent history of MMO's in general, and WoW in particular, suggests that loot is particularly ill-suited to this goal. 

For example, PVP rewards have been effective in getting players to AFK instanced battlegrounds, but have done very little to encourage players to cooperate with a team in the hopes of actually winning the battleground match.  In fact, just last month Blizzard managed to demonstrate that a large enough honor reward will convince players to deliberately throw world PVP matches without any in-game means of communicating their intent to do so to the other faction. 

Lest you think that this trend is specific to PVP, you need look no further than the PVE dungeon finder.  Raid quality loot was able to motivate players to zerg down trivial Wrath-era heroics with complete strangers each and every day for a year, but it did absolutely nothing to convince players that they want any part of this activity if it actually becomes difficult or time consuming.  (Thus, the current situation.)  In fairness, the minimal need to actually tank and heal the mob probably ensures that players won't be able to AFK their way to the Tobold bonus, but I have every confidence that WoW's exploitative community will find a way to subvert any system that Blizzard implemented in this department. 

(Perhaps a trio of hybrid characters can run the dungeon as DPS and votekick the tank and healer with the final boss at 1%, nominating themselves as the new tank and healers to ninja the bonus loot?  Stranger schemes have been tried.  A more pedestrian approach might simply be to ignore Heroics for a patch or two until they can be trivialized with raid gear, which seems to be more or less what's actually happening.)

... But making healing fun might.
All of which brings us back to WoW's discipline priest, which is actually in good company these days.  Rift has at least two souls that I'm aware of - the Rogue Bard and the Mage Chloromancer - that also heal by doing ranged DPS, and I think there's a melee healer in there somewhere.  Warhammer also put a fair amount of work into DPS-like healer archetypes.  I seem to recall hearing that Guild Wars 2 was going to eliminate dedicated healing altogether, though I haven't been following that plan closely enough to know if it's still being implemented. 

(Interestingly, the Warhammer Chaos Zealot is the only other class I've ever actually used to heal in an MMO, and it also focused on instant casts.  This makes me wonder if my main reservation about healing is a UI issue; let me ignore a few of the health bars with a smart heal, or remove some of the lag between when I notice someone is taking damage and when they start regaining HP by letting me use instant cast spells, and I actually start to enjoy healing..) 

As long as this particular spec remains viable, I am never going to queue this character as a DPS instead of a healer.  This is not because of the queue times (which don't bother me while leveling alts, since I can usually go level while I wait) or because of the incentives (which are identical), but because I enjoyed this particular style of healing more than DPS.  Somehow, approaching the tank and healer shortage by addressing the design issues that make these roles less fun to play seems more productive than branding the majority (60+%) of players as selfish and immoral for failing to enjoy the current design of tanking and healing in MMO's.

Immanuel Kant may or may not believe that it is immoral for a gnome mage to use the dungeon finder, because he cannot switch to another role to meet the group's needs. 

PVD Sidelined

I've been sidelined the last few days by the notorious Alienware M11x hinge issue; I was actually preparing to give the little guy a good review until the hinge broke at about the 3 month mark, leaving me without my primary gaming machine. I'll probably post an update if/when the situation is resolved.

The good news is that I've cobbled together a solution to get back into game in the short term.  Unfortunately, because I had just wrapped up a relatively major project in writing a catalog of the Cataclysm old world revamp, I don't really have anything new to report in-game.  I'm not that excited about writing business model analysis on whatever happens to be in the news this week just to put something up on the blog, so things might be quiet here for a bit until I can get re-situated.

In the mean time, may all of your gaming machines find this post in better health than mine.  :)