Thursday, 14 January 2010

In which we call out bullshit

Not in the mood for a lengthy rant, so I'll just add my voice to the many and point out that this guest post on World of Matticus is complete and utter bullshit, from the first to the last sentence. Shame on you, Matticus, for even allowing it to be posted on your portal. As for the author, he is either an idiot with a very limited and tunnel-visioned grasp of the game (yes, I just publicly called someone an idiot - for calling members of his team "meat in the room", "a dime a dozen" and so on. Deal with it), or cunningly sparking controversy for the sake of clicks to his own blog. For my part, I decided to never again click on a link leading to We Fly Spitfires. Sir, you are blacklisted.

Kind regards,

Rem
a tank

Wednesday, 13 January 2010

PvP is CvM

This whole Warbringer debate once again reminded me of why I simply cannot enthuse myself over the idea of PvP. In an MMORPG, player-versus-player combat inevitably spawns a casters-versus-melee conflict, and you simply cannot balance it out. There is just no way to do it, since there is no state or situation in which both are happy. When the caster is successful at kiting, the melee dies without being able to touch the opponent most of the time - if the melee manages to stick close, the caster will be interrupted, silenced, stunned, pummeled and ultimately ripped to shreds. Blizzard stated more than a year ago that melee needs to be in range and casters cannot be balanced around kiting. Fair enough, but it's not working. It can't work, because no matter what else you put in place, being at long range is a huge advantage for the caster (they can't be hit), and being in close range a huge advantage for the melee (they can, you know, actually hit). And so PvP turns into one big arms race between snares and gap closers. It's always either the melee complaining about being kited to death, or the clothies complaining about being blown up. Or both.

Truth is, the traditional classes-and-levels MMORPG is unsuited for PvP combat to begin with. Yes, this is a blanket statement. No, I'm not going to qualify it. I am going to justify it. Somewhat. The problem, you see, is in the early design process. Most MMORPGs, strangely sometimes even supposedly PvP-centric ones, such as AoC or Aion, are, at their very core, designed as PvE games. How can I tell? By looking at classes, class roles and skills. The holy trinity is a PvE concept. Whenever you see neatly separated tanks, damage dealers and healers, taunts, detaunts and threat modifiers, you know where the wind blows from. In Warhammer, tanks actually have a role in PvP. In AoC they're the guys with not enough damage output to kill anything and a ton of irrelevant survivability.

WoW? No matter how often Ghostcrawler, whom I respect a lot, says that WoW has two parts, both PvE and PvP, it is, at a design level, a game as deeply grounded in PvE as it gets. They wrote down roles, they wrote down tools, and then distributed them among classes. It is glaringly obvious, that the question never was "how would an encounter between a warlock and a paladin play out?", but always "in which specific ways would a warlock and a paladin contribute to a group's success?". Because the tools were given out to classes assuming their co-working in fighting an outside enemy, how those tools would measure up against each other did not come into focus until much later. Moreover, many of the so called utility skills are designed specifically to neutralize particular mechanics the player, or rather the group they're in, is confronted with. That mechanic may happen to be a fundamental offensive or defensive tool of another class. So, you end up with "counter-classes" and the ever popular rock-paper-scissors principle. Except, RPS is boring, because the outcome is mostly pre-determined.

But PvP isn't balanced around 1v1! Yeah, I'm sorry, but if you do not balance around 1v1, you effectively do not balance around anything. Cleverly, they iterated to claiming they don't balance around 2v2 either, weighted the respective Arena bracket down, and thus moved the problem into 3v3. Is WoW-PvP balanced around 3v3 now? Not really. It's just that at that level complexity gets so high, that you can always wave your hands in the air and say, well, there are so many variables and possibilities, the composition is just one of a plethora of factors. Which is kind of true. But drowning a problem in magnitude is not the same thing as solving it. In the end, no matter the macro-format, on the micro scale, you still have one character and another character beating up on each other, and one of them has to win. Yes, they have teammates, but if A is doing more damage to B than vice versa while at the same time taking less in return, A's teammates find themselves at an advantage.

Don't get me wrong, I am certainly not advocating the case of those who try to argue, that you should be able to grab an arbitrary assembly of classes and have an equal chance of success regardless. I do not support that notion (neither does Blizzard). Composition should matter. Synergies is what MMORPGs are all about. Which is exactly what puts them at odds with fundamentals of competitive eSports. The very idea of any sport is to create an even field, on which the competitors can, well, compete in terms of the discipline in question. However, to even out the field in an MMORPG means to turn it into an FPS where you shoot fireballs instead of lasers. And no one would want to play that, because Quake is simply better at being Quake (and Unreal Tournament at being Unreal Tournament, and Counter-Strike at being Counter-Strike, and so on). I heard there was a PvP-competition MMORPG-style game called Fury, a year or so ago, that had all "serious PvPers" excited .. for about a week, and then they all went back to their games and all the serious FPS players went back to laughing about them.

Why do we have PvP at all? Because games are played by humans, and humans love to match with each other. You have a character, I have a character, just out of curiosity, let's see how they perform against each other - sparring fight! And there, you have a duel function. It's more fun when it's large scale, so we get BGs. It's even more fun when it's rated, so we get Arenas. And people get so excited about it, that they forget it's just an afterthought in a game with a fundamental PvE mindset. As long as the developer teams get together and start their brainstorming with "okay guys, we need tanks, healers and damage dealers - ideas?", we'll have PvE games, which will then contain some sort of PvP interpretation and implementation, and everyone will be bitching for years about PvP balance issues, because no one thought about that sort of balance right from the beginning, but instead about who gets to cast fireball and who gets to cast rain of fire.

Only if the designers sit down right at the start and ask "so we have the ranged guys and the melee guys, the guys who can heal and the guys who can't, the guys who can deal a ton of damage and the guys who can take a ton of damage - how is this going to match up?", only then will the result have a chance at being a balanced PvP game (cf. Darkfall, in some respects). If that'd be still fun or popular, now that's a different question.

Monday, 4 January 2010

This guild's bank is guarded by a corehound

Just had a thought. Assume you're running a guild, and thus you control a guild bank. Whom are you going to give access to it? Obviously, people you trust. However, there is also the possibility of people you trust being hacked. Admittedly, just like Tobold, I believe that in the vast majority of cases "having been hacked" is simply a euphemism for "having done something very stupid". But it happens. Clever people can do stupid things - when they're half awake, when they're distracted and not paying full attention, or whatever. Windows does its share by still using the "hide known file extensions" default, thereby opening something that cannot be legitimately called a backdoor, but rather a user trap. You see, those very intelligent people whom you really trust as much as you trust yourself may happen to just not be geeks. Those who are not geeks may be legitimately unaware of what file extensions are and how they work in Windows. Long story short, account theft happens.

Surely, it is again a matter of trust. In addition to asking whether you can trust a person to treat guild bank access responsibly, you may have to ask whether you can trust that person to treat their own account securely. Enter the Blizzard Authenticator. While not a "slay all" weapon for security problems, it does reduce the risk of "being hacked" significantly (see Tobold's reasoning on how it's a dual-improvement). So, we can simply demand people to make use of an authenticator, if they want access to the guild bank.

How can we verify if they have an authenticator? Corehound pet. I don't know if Blizzard had this in mind when introducing the pet and the way it works, but if they had, compliments. If someone can summon a cosmetic corehound pet, it means an authenticator is linked to their account that very moment.

What if they unlink it later? We can't make them show their corehound every day, after all. Well, at the very least, that would constitute a conscious move towards compromising their own account security. Which would be stupid. We covered clever people doing stupid things, but is unlikely to be one of those. Why a person would unlink their authenticator is beyond me. So, as long as you can verify that you're dealing with sensible people, and maybe hold regular "Banker's Trust" meetings where everyone shows off their corehounds, that's one step against unexpectedly empty guild banks.

Mind you, this has just as much to do with responsibility and credibility. "Yes, the log shows I've emptied it, but I was hacked. Luckily, I got my account back before they sold off my gear and sent off all my gold, but the guild items are all mysteriously gone. Sowwy guys" - just doesn't fly. Either you did it, or you compromised your account in a grossly negligent way (as opposed to the "oops" way) by putting the corehound to sleep.

Want access to the bank? Show your pet. If you can't, you'll have to resort to asking others to retrieve stuff for you. Until they get sick of it and tell you to GTFO and get an authenticator. See, smoking's not the only thing peer pressure can lead to.

Friday, 1 January 2010

Year of the Pookie

Strictly speaking, it only starts some time mid-February. But that aside, according to the Chinese calendar, 2010 is the year of the striped grey tiger.

Happy New Year (of the Pookie) everyone!

Wednesday, 30 December 2009

Necessitated optional randomness

Ever since 3.3 dropped, pretty much every WoW-related online presence is filled with LFG stories and reasoning. There is one thing I fail to grasp: people complaining about other people in their group insisting on doing optional bosses. I mean, sure, I get it, there is this knee-jerk path of thinking that makes "heroics = good" into "more heroics = better", but what if we slow down (I know, very unpopular thing to do in the WoW community, especially at this time) for a moment and ask ourselves, why we're actually so keen on running as many heroics as possible, shall we?

Last time I checked, the main reason for running heroics were emblems. More specifically, Emblems of Triumph; if one is after Frost, chain-running is pointless, since Frost is awarded only for the first random - and the complaint stems mostly from people who tend to run upward of 5 heroics per day, regularly. Therefore we hereby consider established: heroics are run for Emblems of Triumph. Now, newsflash: those buggers drop from optional bosses as well. Of course I want to do that optional boss. I'm here, he's here, all I need to do is clear these two rooms of trash, then bash my shield into him for a minute or so, et voilĂ , a highly optional and almost free emblem. Not even included in this consideration is that one might actually be so weird and derive fun from running a dungeon, in which case fighting an additional boss also results in additional fun. But that's really bizarre territory, so let's leave it there.

Instead, let's consider a numeric example, for the sake of which we shall invoke Halls of Stone as our hypothetical dungeon. It's a good choice for two reasons: firstly, it has two optional bosses, and secondly, it seems to be somewhat hated, for reasons I also fail to grasp. Thus it's pretty much the standard case of most "ohmigosh, I was in HoS again [insert whine about how that person hates HoS and how the LFG tool picked HoS for them 5 times in a row on a single day - a problem I am strangely unfamiliar with, because I have yet to happen to run 5 random heroic dungeons on a single day, and, of the 3-4 we usually run, never had the same one twice either] and, can you imagine it, this noob actually insisted on doing the optional bosses" stories.

So, Halls of Stone. You can skip the Maiden of Grief as well as Krystallus and only do Tribunal of Ages and Sjonnir. In other words, you just left out a boss for whom the achievement is "kill her in under a minute", and another one, for whom the tactic boils down to "when he knocks you back, just stay where you are for a couple of seconds". Real roadblocks *sarcasm*. The most difficult thing you bypassed that way is the trash room on the way to the Maiden which has two groups of three dwarves, with casters in both. If that frightens you so much, you are not prepared.

Anyway, you skipped the optional bosses and got 2 emblems from the mandatory ones, as well as 2 more emblems as your random-reward, for a total of 4. In the meantime, the noob who insists on doing everything got 4 emblems from bosses and 2 more as random-reward, for a total of 6. But of course, you saved time! Means you can run more heroics than him! Bad news for you, the RNG only selects HoS today (that's what you write when you complain about it anyway). Let's be generous and say, in the time it takes the noob to run two HoS, you manage three HoS. Application of simple math derives: both of you have earned 12 emblems each. However, you had to do an additional run of your oh-so-beloved dungeon, while he had the luxury of less monotony through more boss-diversity. Of course, you walked away with 26 more gold for an additional completion, plus more reason to write how sick you are of Halls of Stone on whatever online presence it is you're gracing with your contributions. Win-win, I guess.

Monday, 21 December 2009

Rem stands corrected

Huh. There's something I didn't expect, and I'm actually pleasantly surprised to having been wrong. In October, I added a practical example to my September-rant on micro-transactions:
**Edit (20.10.09): There is this infamous practice of guilds who fail to grab server-first kills on their server to transfer to another, slower progressing one, and getting their achievement there. Although it's generally met with disdain by the community, Blizzard is doing nothing to stop it. Neither will they do anything to stop it any time soon. Collecting 25 times $15 for the transfer of a full raid roster, plus maybe some alts that might be required in short term, then getting the same amount a second time when the caravan heads home, is certainly a nice and juicy not-so-micro-transactional bonus they won't turn their back on for the sake of protecting some vague and officially-irrelevant achievement status.
Turns out I was wrong. Recently, Blizzard has done something to stop it. Colour me impressed.

Sunday, 22 November 2009

November games

While we're all celebrating WoW's 5th anniversary by letting "many whelps!" out, especially on the "left side, even side!", I feel reminded of a November evening last year, the 17th, to be precise. It was the evening, when we went to kill Thaurlach, the Balrog, one last time at level 50, and then sought out our favourite spots (and companies) for an early logout. It was the evening, when Shadows of Angmar drifted into the past, taking many wonderful things with it. It seemed to get better from there - before it got much, much worse. So, now we're here. And we certainly need more DoTs!