Pet Battles For The New Parent
Doing our part in the blogger baby boom, my wife and I welcomed our first child last Friday. Our little girl appears to be a gamer before birth - she arrived over a week late becasuse she wanted to get in just one more round of the "practice kidney shots on mommy" game - but both are doing well. Ironically, despite the fact that I still do not own World of Warcraft's new expansion two weeks post launch, this addition to the family may make WoW a must-subscribe game for the near future.
I'd deliberately held off on trying both the new pet battle feature and finishing off my archaeology skill grind from last expansion, knowing that the baby was on the way. These features turn out to be ideal for attending to a newborn. The actual pet combat is turn-based, and the use of flying mounts means that I have no difficulty going AFK on no notice to deal with an unhappy baby. Flying around the world and clicking on stuff (pets or digsites for the occasional change of pace) is pretty much ideal gameplay.
The game itself is pretty much literally Pokemon down to duels with enemy trainers - good thing you can't copyright a game concept. That said, the brilliance of this system is that I can perform it on my own characters (progress is account-wide), with my own existing stable of pets (well over 100 from before pet battles). I suppose the catch is that I don't really have as much reason to care about catching new pets given how many I already own - I already have pets with cool looks, unusual skills, and all the families. Even so, it's a well-implemented addition that no other MMO does nearly so well, and happens to fill a niche for the new parent.
I'd deliberately held off on trying both the new pet battle feature and finishing off my archaeology skill grind from last expansion, knowing that the baby was on the way. These features turn out to be ideal for attending to a newborn. The actual pet combat is turn-based, and the use of flying mounts means that I have no difficulty going AFK on no notice to deal with an unhappy baby. Flying around the world and clicking on stuff (pets or digsites for the occasional change of pace) is pretty much ideal gameplay.
The game itself is pretty much literally Pokemon down to duels with enemy trainers - good thing you can't copyright a game concept. That said, the brilliance of this system is that I can perform it on my own characters (progress is account-wide), with my own existing stable of pets (well over 100 from before pet battles). I suppose the catch is that I don't really have as much reason to care about catching new pets given how many I already own - I already have pets with cool looks, unusual skills, and all the families. Even so, it's a well-implemented addition that no other MMO does nearly so well, and happens to fill a niche for the new parent.
WoW Reputations To Be Nerfed 25%+ in Pandaria
Blizzard is planning some substantial decreases to reputations in World of Warcraft. This is the latest tweak to a system that struggles with a dual identity as a progression system in its own right - primarily for solo players - and as a prerequisite for group content amongst players who do not want anything to do with daily "chores".
The Changes
Getting a character at revered reputation with a given faction qualifies characters on your account to receive double the normal reputation. The character who unlocks the bonus is immediately included for their advancement from revered to exalted, which works out to fully 25% of the old trek from neutral to exalted since the last stage is the longest. Additional characters on your account - supposedly including all servers and all accounts on your Battle.net account, though I'm unclear how this works cross-faction - will see doubled rep for an effective 50% reduction in requirements.
To put the numbers in chart context:
History of the dual role
We've seen Blizzard struggle with this sort of thing since the use of rep grinds became increasingly common in the Burning Crusade. Prior to WoW's first expansion, reputations were used - sparingly - for certain rewards, but these things tended to be specific items you obtained and could skip if you had some other source for comparable/better stuff. In general, it has been accepted that additional characters have to obtain their own gear somehow, and I don't recall that much outcry on the fate that befalls additional characters needing to repeat the same reputation grinds.
WoW's expansions slowly increased the use of reputation to gate things that were less optional - TBC controversially required revered reputation (later lowered to honored) with four separate factions for access to heroic dungeons (which were then required to complete quests for access to raid content). More significantly, WoW's first three expansions pushed the use of daily-quest based soloable rep grinds as a way to gate access to enchantment options for specific armor slots (head, shoulders).
The latter change mattered because - unlike gear that you will eventually replace - the rewards were not skippable. Everyone had to complete the relevant daily quest grind or they would be unable to enchant their gear. Late in the Wrath era - and continuing with Cataclysm, Blizzard decided to make these items account-bound. This alleviated portions of the problem, but you still had to grind each daily quest faction once per account.
Why now?
Blizzard elected to remove head enchants from the game entirely rather than continue this trend and/or re-introducing them elsewhere - high end shoulder enchants are also gone from rep vendors, and are now produced with the Inscription profession. Unfortunately, Blizzard created other issues to replace these.
Pandaria expands Justice and Valor points beyond the traditional group content of past expansions, and Blizzard opted to use rep restrictions to gate access to this gear. In years past, this would have been relatively optional, but the dungeon finder has made item level checks mandatory. This became especially prohibitive for players needing to get multiple characters up to par. Spreading the entry level gear amongst four factions does not seem terribly consistent with the design of removing enchantments from vendors to make them more optional.
On one hand, it seems unlikely that the changes go far further than the immediate problem by accident. The effects on players grinding rep on a single character are significant, at a time when Blizzard was pushing to make the rewards for getting to exalted less significant and more cosmetic. Based on the scope of the fix, perhaps Blizzard felt the length of the rep grind ladder was a deterrent, especially with increased numbers of reps in Pandaria.
That said, it seems counterproductive to reduce the amount of repeatable content in the game for people who like repeating daily quests solely to fix an avoidable issue with gear vendors. Perhaps the daily quest isn't going over as well as Blizzard had hoped, but that too is a weird and potentially troubling circumstance with all of the investment they made in daily quests this expansion.
The Changes
Getting a character at revered reputation with a given faction qualifies characters on your account to receive double the normal reputation. The character who unlocks the bonus is immediately included for their advancement from revered to exalted, which works out to fully 25% of the old trek from neutral to exalted since the last stage is the longest. Additional characters on your account - supposedly including all servers and all accounts on your Battle.net account, though I'm unclear how this works cross-faction - will see doubled rep for an effective 50% reduction in requirements.
To put the numbers in chart context:
| Change To Rep Gain After 1 Character Hits Revered | ||
|---|---|---|
| Rep Level | Current Rep Per Level | After qualifying |
| Friendly | 3000 (~12 quests) | 1500 (x2, ~6 quests) |
| Honored | 6000 (~24 quests) | 3000 (x2, ~12 quests) |
| Revered | 12000 (~48 quests) | 6000 (x2, ~24 quests) |
| Exalted | 21000 (~84 quests) No longer ever required | 10500 (x2, ~41 quests) Includes 1st character |
| Quest estimate assumes 250 rep/quest, not counting bonuses (guild, human racial) | ||
History of the dual role
We've seen Blizzard struggle with this sort of thing since the use of rep grinds became increasingly common in the Burning Crusade. Prior to WoW's first expansion, reputations were used - sparingly - for certain rewards, but these things tended to be specific items you obtained and could skip if you had some other source for comparable/better stuff. In general, it has been accepted that additional characters have to obtain their own gear somehow, and I don't recall that much outcry on the fate that befalls additional characters needing to repeat the same reputation grinds.
WoW's expansions slowly increased the use of reputation to gate things that were less optional - TBC controversially required revered reputation (later lowered to honored) with four separate factions for access to heroic dungeons (which were then required to complete quests for access to raid content). More significantly, WoW's first three expansions pushed the use of daily-quest based soloable rep grinds as a way to gate access to enchantment options for specific armor slots (head, shoulders).
The latter change mattered because - unlike gear that you will eventually replace - the rewards were not skippable. Everyone had to complete the relevant daily quest grind or they would be unable to enchant their gear. Late in the Wrath era - and continuing with Cataclysm, Blizzard decided to make these items account-bound. This alleviated portions of the problem, but you still had to grind each daily quest faction once per account.
Why now?
Blizzard elected to remove head enchants from the game entirely rather than continue this trend and/or re-introducing them elsewhere - high end shoulder enchants are also gone from rep vendors, and are now produced with the Inscription profession. Unfortunately, Blizzard created other issues to replace these.
Pandaria expands Justice and Valor points beyond the traditional group content of past expansions, and Blizzard opted to use rep restrictions to gate access to this gear. In years past, this would have been relatively optional, but the dungeon finder has made item level checks mandatory. This became especially prohibitive for players needing to get multiple characters up to par. Spreading the entry level gear amongst four factions does not seem terribly consistent with the design of removing enchantments from vendors to make them more optional.
On one hand, it seems unlikely that the changes go far further than the immediate problem by accident. The effects on players grinding rep on a single character are significant, at a time when Blizzard was pushing to make the rewards for getting to exalted less significant and more cosmetic. Based on the scope of the fix, perhaps Blizzard felt the length of the rep grind ladder was a deterrent, especially with increased numbers of reps in Pandaria.
That said, it seems counterproductive to reduce the amount of repeatable content in the game for people who like repeating daily quests solely to fix an avoidable issue with gear vendors. Perhaps the daily quest isn't going over as well as Blizzard had hoped, but that too is a weird and potentially troubling circumstance with all of the investment they made in daily quests this expansion.
Rise of the (Project) Gorgon?
As has been reported at various fine news and blog outlets, Project: Gorgon has hit Kickstarter. I've been tracking this project via the blog of its creator for over a year now, and the effort is fascinating in how transparent the development process has been.
As I mentioned last week, I have some concerns about the planned business model, but to some extent these fall into the "Kickstarter claims not to be a store" camp. The plan is for a sandboxy, quirky, creative world where a class named "Dark Geologist" barely failed to make the cut and players must learn to die in creative ways if they wish to become a necromancer - who may or may not also be a werewolf (I'm not clear on what happens if you combine the two). This project is on Kickstarter precisely because it's not the sort of thing that's making it to stores these days.
It's going to be interesting to see where this project shakes out - they are aiming at a sizeable sum when viewed in terms of the numbers of small contributors they would need to hit the mark, but working in their favor is the fact that the project is unique enough that it's hard to put an objective value on it. Between respect for what they're trying to do and general enjoyment that I've gotten as a reader of Elder Game over the years, I'm definitely rooting for them.
EDIT: Aside, despite having been a reader of both blogs for years now, I somehow never realized that Eric's wife was "secretly" (real name signed at bottom of blog) Mania of Petopia fame. Any of you who have ever played a Hunter in WoW, or simply been curious about all the pets they can tame, are probably familiar with her work.
As I mentioned last week, I have some concerns about the planned business model, but to some extent these fall into the "Kickstarter claims not to be a store" camp. The plan is for a sandboxy, quirky, creative world where a class named "Dark Geologist" barely failed to make the cut and players must learn to die in creative ways if they wish to become a necromancer - who may or may not also be a werewolf (I'm not clear on what happens if you combine the two). This project is on Kickstarter precisely because it's not the sort of thing that's making it to stores these days.
It's going to be interesting to see where this project shakes out - they are aiming at a sizeable sum when viewed in terms of the numbers of small contributors they would need to hit the mark, but working in their favor is the fact that the project is unique enough that it's hard to put an objective value on it. Between respect for what they're trying to do and general enjoyment that I've gotten as a reader of Elder Game over the years, I'm definitely rooting for them.
EDIT: Aside, despite having been a reader of both blogs for years now, I somehow never realized that Eric's wife was "secretly" (real name signed at bottom of blog) Mania of Petopia fame. Any of you who have ever played a Hunter in WoW, or simply been curious about all the pets they can tame, are probably familiar with her work.
Eight Years, Nothing Learned?
I haven't been tracking Pandaria that closely, but today's blue posts strike me as an obvious "did they REALLY not see that coming?" issue. For some reason, the current PVE justice point tier (obtained by puggable 5-man content and others) was offering item level 450 gear while the PVP honor tier (obtained via battlegrounds) was offering item level 464 gear.
Blizzard somehow thought that the PVP secondary stats on the PVP gear would make it unfavorable for use in PVE, but having it be an entire tier higher in base stats was apparently more than enough to offset this. And thus, players were farming battlegrounds - or even converting their justice points into honor points at a large loss to buy PVP gear instead. Blizzard will now be normalizing all the items into the middle of the road and adding some extra PVP stats to the PVP items to offset the lost stats.
I wonder what it was that made this so hard to foresee? The cardinal rule of MMO incentive design from the last eight years - and I've seen Ghostcrawler acknowledge this - is that you cannot change player preferences with incentives but you CAN and will change player behavior. Putting gear that is otherwise difficult to obtain on a PVP vendor is one of the most common ways to screw this one up. I recognize the desire to have the incentives be desirable to all players, but the impact of getting this particular one wrong is too great.
Blizzard somehow thought that the PVP secondary stats on the PVP gear would make it unfavorable for use in PVE, but having it be an entire tier higher in base stats was apparently more than enough to offset this. And thus, players were farming battlegrounds - or even converting their justice points into honor points at a large loss to buy PVP gear instead. Blizzard will now be normalizing all the items into the middle of the road and adding some extra PVP stats to the PVP items to offset the lost stats.
I wonder what it was that made this so hard to foresee? The cardinal rule of MMO incentive design from the last eight years - and I've seen Ghostcrawler acknowledge this - is that you cannot change player preferences with incentives but you CAN and will change player behavior. Putting gear that is otherwise difficult to obtain on a PVP vendor is one of the most common ways to screw this one up. I recognize the desire to have the incentives be desirable to all players, but the impact of getting this particular one wrong is too great.
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