Honor points nerfed!

Who didn’t see this coming? Come on.

Now that the Before the Storm content patch has been live for the past week, we’ve had a better opportunity to track the rate at which players are accumulating honor, and subsequently how easy it’s been to obtain honor rewards. In gauging these elements, we’ve determined that the effort required to obtain honor rewards is more trivial than we had intended. As a result, during today’s maintenance we’ve applied a hotfix that reduced the amount of honor gained by approximately 30%. This change allows the honor rewards to be obtained at rate that better reflects the item’s in-game value.

The reason that we decided to reduce the rate of honor gain rather than simply raise the honor cost of each item, is to ensure that everyone’s time and effort participating in PvP since the patch is not diminished. As this change will only affect future honor accumulation.

I’m actually surprised because I expected a MUCH more significant “nerf”. Even if I also know that this relatively easy phat loot is going to last just another few weeks (a transitory, deliberate “carrot” to keep bored players interested after the delay of the expansion release), as things will change considerably when the level cap will be raised (I suspect that the level 70 PvP items will have much, much higher prices).

I actually hate the way they did this. If something doesn’t work as designed then you block it as quickly as possible. You warn the players right away and inform them that things were expected to work in a different way. You don’t let the players exploit it for a week. I HATED when in DAoC there was a design mistake with the spellcrafting that allowed to craft powerful cloaks for a very low price. EVERYONE in the game rushed to craft hundreds of cloaks. People on the forums asked continuously to Mythic if this “exploit” was tolerated or not, but Mythic never cared to answer, while just everyone kept exploiting at will.

And I was the rare “righteous” player who had faith in Mythic to stop all that. I didn’t made my own cloak because I thought Mythic was going to fix the problem. Instead when the problem was actually fixed they just said that cloaks couldn’t be anymore spellcrafted, but all those that were made in the meantime were tolerated. And I was happily fucked. Because I don’t like exploits and I expect them to be fixed promptly.

And I HATE that even in this case Blizzard DIDN’T SAY A FUCKING THING (actually they did say something, see the edit below) before they went and patched the issue. Of course, think what could have happened when the players discovered that it was the golden week of honor points with a +30% bonus.

If anything it’s just another demonstration that Kalgan cannot get his shit right. He just cannot.

EDIT: More drama. This whole thing just doesn’t convince me. I think it’s not over yet, expect more. Cosmik also has a good summary. For two days the blogosphere is resurrected!

EDIT-2: Comment stolen from FoH:

Premades were plowing over pugs all day. They probably got 50k-100k honor last week. I wouldn’t be shocked if some got even more than that. I’m sure there were some hardcore catasses that got that much just joining pugs.

So basically they nerf honor because of those people. The problem is those people just got the honor they needed for pvp loot so this nerf doesn’t effect them. Blizzard just nerfed the fuck outa casual players or other players who can’t/won’t join a premade pvp group.

Yeah, that’s actually similar to what happened to me in the example from DAoC I brought.

The message is clear: when you see something odd… EXPLOIT THE HELL OUT OF IT TILL YOU CAN.

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I design a competent LFG tool

This is a mock-up for a LFG system that WORKS. Based on the previous rants (rant 1rant 2).

There should be also a new icon that looks like an eye of a demon (and maybe even animated, for the cool factor). Eye open = LFG on. Eye closed = LFG off. It’s a simple toggle that you enable/disable with a mouse click on the icon.

The design idea is: If you make the LFG tool a predominant element of the interface instead of hiding it somewhere, then people more likely will use it.

In my design this icon/eye should be placed near the character portrait or at the upper right of the screen, between the zone name and the icon showing the time of the day. You click on this eye and a radial menu will open with just two icons/options (if you use Trinity bars you have an idea of how this radial menu could look). One will toggle the LFG flag on and off, the other will bring up the LFG panel shown above, where you set all the options and can perform the searches.

The LFG options you set from the panel are SAVED with your character. This means that your preferences will be carried over from session to session and you could log in the game and just toggle the LFG flag. Without the need to reconfigure the whole thing.

Trick: Another idea I got is that if you mouse over the zone name, just above the mini-map, you would get a tooltip that shows on the fly all the players who are LFG in the same zone.

Some more explanations:

– If you check the “Global LFG” option then all the fields below will be checked automatically and you’ll always appear in every search that another player performs if he is in the same level range.

– If you check one of the main fields (Zone, Dungeon, Quest and Raid) then all the fields below will be checked as well. Instead if you go check one of the single options while the main field isn’t checked then the main field will be checked as well, but not all the other options for that field.

– “Auto LFG in current zone”, if checked this option greys out the “Zone” field. If active it means that the game automatically flags you LFG only for the zone you are in. This means that when you move from zone to zone the LFG flag will be updated automatically to your “current” zone. Just remember that even if this option is active, you still have to toggle the “LFG” on (via eye icon) to be actually flagged.

– “Auto LFG Elite quests”, if checked this greys out the “Quest” field. It means that you are LFG for all Elite quests in your quest log and when you take a new elite quest it will join the list and get flagged automatically. Same as above, you still need to toggle the LFG on for this option to be in use.

Note: there will be a new option on the quest log that allows you to send a specific quest to the LFG panel. By default only the “elite” quests will be listed on the LFG panel, but you can use the quest log to “send” there even normal quests, and ask for help.

Note 2: When you flag an elite quest you are also flagged automatically for the corresponding zone. This allows you to “see” those players who are flagged LFG for the zone where the elite quest is, even if they don’t share your precise quest. This to make easier to ask for help and maybe trade favors (I help you with this if then you help me with mine). For example making visible two players who are LFG for two different elite quests in the the same zone.

Similarly, players LFG in a zone will see also all those players who are flagged for an elite quest in the zone, so that they can offer to help them.

– “Looking For More”. This tab is greyed out till you are “solo”. As you join another player in a group this tab becomes usable, while the options above the tab will be reset. All the options you set while in the group are “volatile” and won’t be saved, and as you disband your default options on the LFG panel will be restored. The purpose of this is to allow simple, aimed searches when you are in a group and going for a specific objective. So without overwriting the default options that you use normally while looking for a group.

For example lets say that you are with three other players going in the Blackfathom Deeps dungeon. Your group needs an healer. So you select Blackfathom in the dungeon tab, then check “1”, “Priest” and “Druid” under the LFM tab. This corresponds to the classic “LF1M healer”. When you’ll perform a search you’ll see all priests and druids who are also looking for a group for that dungeon. And all the priests and druids looking for a group in that dungeon will see your group set LFM.

The two major goals of this system are:

1- Allow for multiple choices, giving as much customization and “reach” as you want
2- Provide complete matchmaking results by performing ONE search

In particular I underline the second point. In the current system used in WoW you have to perform one search for each option available. Instead in my system you get ALL the results, sorted by group (first groups, then solo players), number of matches and then alphabetical order.

So you’ll get a list of names of all the players whose LFG options match at least one of yours. By mouse-hovering on a name you can see what is the result, or results that were matched.

Summary of the overall UI scheme:

  • eye icon (eye open = LFG on, eye closed = LFG off)
  • (radial menu)

    • LFG toggle
      • (on/off)
    • LFG panel (two tabs)
      • LFG Options (this opens by default if LFG toggle is “off”)
      • Search (this opens by default if LFG toggle is “on”)

This system has one apparent imperfection compared to Blizzard’s one. To be able to perform a search and get “matched” you are forced to set yourself LFG (as the search function will look automatically for all the fields you checked). While in Blizzard’s current LFG tool you can search LFG players even if you aren’t set LFG. This is a desired effect. As I want the players to flag themselves when they are searching, instead of using the tool passively.

It will encourage more players to turn the LFG flag on and get better used to the system.

EDIT: I revised some smaller parts.

WoW’s PvP still fundamentally flawed

I won’t really go deep into this because I’ve already analyzed WoW’s PvP from multiple perspectives and all I said is still valid today. There are tenths of links if you want to dig.

I didn’t play WoW’s “endgame” recently but I heard that a lot changed. Or at least there are “bigger carrots” who are making people crazy. I’m reading this on Tobold’s blog:

And I started wondering how exactly the honor points are calculated. Because there are some rather weird things going on around the way you acquire honor points.

Yeah, this is actually one of the biggest flaws of WoW’s system since PVP was implemented. Surely NOT a today’s problem.

Still today the mechanics that regulate the PvP are mysterious. The exact opposite of something intuitive. And also something that for this reason is different from all the rest of WoW’s design, that is usually quite linear and easy to grasp.

Today things improved because they decided to finally cut the part where honor points were calculated weekly based on a ranking system and a very complicated and counterintuitive progress system that no one ever completely understood. It’s like black magic. Magic formulas only known to a secret cult. But those latest changes were only a partial achievement as I read that those stupid diminished returns are STILL in the game and that honor points you see right away are only a rough “estimate” on what you’ll get the day after.

At the same time the arena system inherited the suck of the honor system: good luck figuring out how the ranking will work. But I won’t comment that, for now.

Maybe it’s not a case that still today the same designer (Kalgan/Evocare) is working on the system. “The fox can lose his fur but not his cunning.”

As Cosmik said:

where r u, DAoC Realm Points?

Really. The biggest problem is that Blizzard continues to use an obscure system that seems completely unexcused. There just is absolutely no reason, in particular after the most recent changes, that justifies that obscurity.

We moved for a very, very stupidly designed system that OBLIGATED players to play as much as possible in order to get more points and climb the ranks, to one that was asked MONTHS before the Honor system was actually implemented. All those HUGE, GLARING flaws were EVIDENT since the first day the system was announced. And today, one year and half later, they finally admitted that the Honor system was pure shit and replaced it with one where honor points can be used as currency. Exactly as EVERYONE ELSE was suggesting and has suggested for all this time.

The first curious thing is that you don’t get your honor points immediately. Instead you get an “estimate”, which tends to be far too low, and then get your real honor points the next day. Imagine experience points worked that way! “We estimate you have gained experience for two more levels today, but come back tomorrow for the exact value and the actual reward.” I wondered, if honor points are given out on an absolute scale now, why would it take one day to calculate the honor points? It’s better than the previous once-a-week calculation, but still not very logical.

Yeah. That question is gold. That’s exactly what I was wondering a week ago on Q23, we are on the same line. No one could really understand this and the best guess is that it’s all STILL because of those FUCKING diminished returns. My god, sometimes Blizzard is so absolutely stupid that isn’t believable.

This can really make sense only in Kalgan’s mind, because for the rest of the world this is blatantly flawed. And at this point isn’t anymore just flawed, but also completely unexcused.

NO ONE STILL HAS A CLUE ABOUT HOW THIS SYSTEM WORKS.

And, at this point, I guess not even Kalgan knows anymore what he designs.

So I did a bit of research, and my fears were confirmed by a “blue name” on the official World of Warcraft forums: “Honor is given at different amounts depending on the opponent you defeat. Doing those calculations on the fly would be extremely taxing on the realms if they attempted to calculate everyone being killed and how everyone involved got parsed out honor and in what amounts. If we are ever able to get to the point where the calculations are able to be done live we would certainly do so.”

While that explains why it takes a day to calculate honor, and confirms that honor points gained per honorable kill are still depending on your opponents rank, this confirmation opens up a whole new can of worms: How can you have a PvP reward system in which the points depend on the PvP rank of your opponent, but there is no more way of earning or losing rank? Somebody who only started PvP after the patch and now plays PvP all the time will soon be as skilled and well equipped as somebody who did his PvP before the patch. But he will be worth very little honor points to his opponents, because his rank will never go up from 0. The longer this system is in place, the more illogical it gets. If this continues, in a year on the battlegrounds players will actively hunt down the few remaining characters with a PvP rank, because they are the only ones being worth decent points. We are playing PvP in a league in which all the ranks are frozen, but rewards are still given out according to that rank. Totally crazy!

I think Tobold goes too wild here, but it is certain that this system just cannot work. It’s just not tolerable to design a system that is so messed up and unreadable like this one. ESPECIALLY in a game like WoW.

What the fuck is this system calculating that it cannot be done on the fly? It really is above me. There isn’t any fucking justification.

If we are ever able to get to the point where the calculations are able to be done live we would certainly do so

I’ll tell you what you should do: you should demote that designer who is responsible for all this and replace him with someone who has at least half a clue. I do not want Kalgan fired. But I DO want him REPLACED. At least. Take his own responsibility for all this shit.

But, even more important, why the fuck PvP has to always receive this treatment? I mean in general, why the fuck PvP has always to be the afterthought? Why it always has to have the worst, careless design?

The LFG system really DOES suck

Thanks to Lum and D-One to have pointed to this. LFG systems are one of my pet peeves (and, incidentally, something that Blizzard doesn’t get, like the PvP system). I already commented all this, but I guess there’s more.

From Lum:

The players of World of Warcraft discover the eternal dilemma of LFG systems: until a critical mass of people use them, no one uses them.

It becomes useful only if enough players use it. SURE. But, hey, the opposite is true as well and actually comes first (in particular from the design perspective): More people will use the tool when the tool will be actually useful.

Who’s born before? The egg or the hen?

This isn’t a fucking problem for game design because you first build the tools so that they are useful, then the players WILL use them. Because they are useful. If they aren’t useful then they aren’t used.

Especially: if they suck, then they won’t be used.

I ideally imagine a LFG system like a “punch card” used on those old mainframe computers. You go around in the game searching for someone else who has a card where at least one hole is in the same position of one of yours. When you find one hole that matches, you are set. You are a winner.

Now. It’s OBVIOUS that if you can have just three holes on your card and there are is a total of 1000 possible positions for those holes, then it will be really, really, really hard that you can find easily someone with a punch card with one hole that matches yours. Statistically your possibility to “succeed” are scarce. And things get even much worse if you add the fact that you have to repeat a specific search for EACH of those thousands of possibilities.

There’s no cumulative “look for anything that matches”. You have to go check MANUALLY one by one.

Now let’s make an hypothesis. Let’s say that every time you get an “elite” quest you are automatically flagged LFG for it, of course offering the possibility for the players to turn off this option if they so choose.

Right now it’s IMPOSSIBLE to find someone currently using the LFG tool and going to flag for that *precise* elite quest that you are also flagged for. If it happens it would be like one of those coincidences that only happen once. You DEFINITELY don’t build a LFG system that works on the premise of “RARE COINCIDENCE”.

There’s a label on this tool. It reads: “WORKING PROPERLY ONLY UNDER RARE CIRCUMSTANCES“. Yeah, I suppose it is going to be really useful. Expect many people to use such a wonderful tool.

Instead an automated system that flags you automatically for ALL the elite quests in your quest log right as you log in the game could lead to exact opposite results. It could work wonderfully. You could get quickly a list of all players on the server who share your quest and you could send them messages to ask if they are available for it.

You don’t get the possibility to flag, purposely, for THAT precise quest, in that precise moment. You get the possibility to, eventually, turn it off. That’s a subtle difference.

This would be as useful at level 60 as it is as you level up. My level 22 mage has elite quests that I will probably cancel or do only when I outlevel them just because I couldn’t find other players in scarcely populated zones such as Loch Modan. My level 60 has unfinished level 60 quests that sit in my quest log since more than a year. I have that last step for the Scholo key that wants me to go kill an ugly guy in the middle of the plaguelands but I was NEVER able to put together a group to go kill it. If there was a system that let me see all the others players on the server sharing that quest I’m more than sure than in two-three days I could manage to find someone and go kill that shit.

Hoping to do the same thing with the CURRENT LFG system that Blizzard built is just plain naive.

So don’t bitch because the LFG system isn’t used. The LFG system isn’t used because it sucks. That’s different. So bitch because it sucks. Bitch because we have waited two fucking years for a LFG system that is still inferior to some of those used in other games (even if I admit that the overall quality of LFG systems is crap).

From the “blue”:

First off, it diminishes the use of the new tool and makes it harder for us to refine it in a way that makes it more useful for players.

I’m sorry. You got your chances. Firstly with those fucking meeting stones, then with the server-wide channel, now with this. You cannot fucking get this right. I really cannot understand how Blizzard can be so completely clueless about something as simple but fundamental as this.

If you didn’t get it already then there isn’t any fucking possibility that you can “refine” it in the right way. It is just above you.

I have a feeling we’ll see a slightly different result in the use of the LFG interface once the expansion launches, but that will largely have to do with the players deciding to use it and doing so.

Yeah, the gates to level 70 will open up and the quest logs of every players will get SWARMED with a number of quests and new possibilities. And you’ll have to get along with THREE LFG fields that are supposed to cover all that? Yeah.

The release of the Burning Crusade will only make more obvious how inadequate is the LFG tool. Nothing else.

It’s a good tool.

No, it sucks. This WITHOUT A DOUBT. There really nothing at all to argue about. Objectively.

On loot systems

It’s not the first time I read Shild at F13 repeating how absolutely great is the loot system in Diablo (2), in particular compared to those used in mmorpgs. I was going to ask him to explain in detail the reasons, but he did it further in the thread, so here it is:

There are 6 things that make Diablo loot what it is.

1. The distribution system: Some things have higher drop rates on better items, but no one is chasing after that one shiny – this is where WoW fails, everyone knows what everyone wants.

2. .The randomization of attached attributes: This is something WoW could fix, sure everyone wants the…whatever, but that whatever could have different stats from your friends. Wouldn’t fix problem #1 though.

3. Can’t exist in a game that isn’t replayable. Something that needs to be paired with this loot bit is randomization of actual levels and bosses and such – there’s a reason all of this is being pimped so hard with Hellgate: London (SAVE ME FLAGSHIP), and there’s a reason why PSU fails so bad, and there’s a reason WoW will never have a loot system better than say… EQ.

4. There needs to be many tiers and sister types to the tiers – the set system was a good start, but I imagine Blizzard or Flagship will expand on this for the appropriate titles.

5. Class, level, and stat specific loot. Level specific loot is so… passe. We need, Thief Only, Dex 100 required on this shit. This is the ultimate carrot. Sure, you may be in a dungeon and kill something that drops a kickass sword – but you can’t use it yet. What do you do? You grind to the point of using it of course. And then you grind some more because you just found a kickass pair of boots but you dumped all your points into dex when you leveled and you need more points in strength. Just one more time through Travincal, just one more time.

6. Most importantly? Tangible differences between every item. This is key. When I equip a short sword, I expect to see a shortsword – when I requip an icy short sword, I expect to see some sort of particle effect or different color blade. The most recent game that comes to mind that nails this is Summon Night 1 & 2 for the GBA from Atlus/Flight Plan.

Anyway, yea. There aren’t any MMOGs out with this done right. They’re all missing one or more of the things above. Most fuck up on #6, which is just goddamn unacceptable.

Shild is a much more experienced and all around “gamer” than me so I’m interested in his point of view.

Let’s see. I absolutely agree with the last point. This is something I always considered fundamental, in particular when I was younger. This is just about the visual cues, nothing really about game design, but it’s a part extremely important. I think the fantasy genre is more dependent on the “visuals” than it is on the “plot”. Even in a fantasy book like Lord of the Rings the visuals are extremely important, even if only evoked through just words.

Today we know how it is important the “avatar” for a player, and also how important is the customization and personalization, so this point isn’t arguable.

But from the point of view of Diablo I don’t think the game did a so great work. Most of the art assets were reused over multiple items. Not really much (visual) personalization overall. Since we are comparing Diablo loot system to those in the current mmorpgs I really don’t see how WoW can perform worse on this point.

You can like or dislike the art style, but WoW’s loot variety (still from the perspective of the visual appearance) is exceptional. Both because the items are different one from the other and always visible on the character model, and because the single item has usually an unique style that really stands out. Not much in this game looks “generic” or bland, often the problem is the opposite, when tings are too exaggerates, over the top and not really consistent with the genre (in fact I like much more Warhammer’s current style).

Point 5. Something similar happened to me in WoW when I got an epic two-handed sword while my warrior used a two handed axe. I couldn’t equip it right away because I had to train for two handed swords, and then I had to go out and grind to skill up so that I could use it. Not a really fun mechanic from this perspective, but I agree that Diablo is different.

I think this point alone isn’t worth much, but it becomes valuable if you tie it with the level system. In Diablo you continue to grow constantly, so a requirement on a item that depends on a statistic like Dexterity is a “soft cap”. It works as an incentive as Shild describes because it “tells” you to play some more. It works as a “bait”, gets you hooked to the game. But it’s hard to bring this to a mmorpg because of all the problems with the levels.

It could work in a skill-based game though.

Point 4. Well, not much to comment. More variety, more mixes. This point is strictly tied with the other three above.

Jump to point 1. I didn’t understand this one initially and in fact I see it depending on the other two points. “Everyone knows what everyone wants” because of the static drops. But the static drops depend on the fact that content isn’t randomly generated (point 3) and the items don’t have random variables (point 2).

I don’t see how you can have that first point without also having the other two. WoW is actually a definite improvement. If every mob had a small chance of dropping whatever, and if every raid encounter could drop anything, then the players would just find the most efficient path and grind that one. If instead every big encounter has its own static loot list, as WoW currently works, then you have a guarantee that all the content in the game is equally used, because you are going to need all those different steps. All those different steps have a precise “function” in the loot system, so you avoid mudflation from a certain point of view.

In Diablo things were different because the content was linear and soloable. So you would move along naturally without really feeling the need to repeat the same part. The min-maxing wasn’t really needed as a better item could always be past the *next* corner, not the previous. This is what worked in Diablo.

Predictability is also not always a bad element when you can expect the kind of loot you are going to see. You’ll less likely get pissed off. It gives a better sense of persistence, a better sense of progression and achievement. I actually like the quest system where the reward is certain, so you complete the quest and get your reward. Most of the loot you are going to use in WoW as you level up comes either from questing or drops in instances, so there’s a very little use of the random drops. But at the same time the “carrot” didn’t vanish, it only got replaced. In Diablo it was the item past the next corner, in WoW it’s the quest system that gives you objectives and “segments” your playsession.

There isn’t a system significantly better. Diablo was well designed and worked well because all the parts fit together. The random itemization going along with the generated content and the level progression. I think WoW is also well designed from this perspective. You could easily experiment, for example building just one instance where instead of static loot lists you have randomly generated items. You could observe how players react to this but I don’t see this as something revolutionary or so much better than how the game currently works.

What I mean is that or you take all the structure on which Diablo was built, with all its nuances, pretty much what Flagship is supposed to do with Hellgate, or those ideas aren’t really usable on their own.

Instead it is surely possible to isolate the actual problems and find better solutions for each. Personalization, customization, character progress. These aren’t subordinate to the loot system, they are basic structures that have much deeper purposes and dependencies. It’s the loot system that is subordinate to those. It’s a lot of time that I advocate for a skill-based system that makes levels obsolete. That’s an important first step that will strongly influence all the rest.

I also had described on this website, for the “dream mmorpg”, a magic item system where the player “levels” and specializes an item unlocking new skills, powers and bonuses, making every item unique and personalized (and with a generated “DNA” code that will silently affect the efficiency and propensity of each item). There are just many different possibilities.

I think the important point is that the design of a loot system depends strictly on the structure of the game. Form there you really have an infinite number of possibilities and the way Diablo worked is just one, probably not even one of the best possible.

Diablo was at its core an hack&slash game with very little depth if you exclude the combat system. So the repeatable/random content, infinite level progression and random itemization fit the purpose of a “full combat” game.

From Shild again:

Anyway, it’s pretty much a guarantee that if I know what the best armor and weapon in a game is, I’ll never play that game. And that’s just a tiny fraction of why MMOGs suck and could be favorably altered by the inclusion of the Diablo style loot system.

So the predictability. But I wrote above as the predictability isn’t always bad. What is that doesn’t really work here? What is missing?

The point isn’t really the predictability of the loot system, but the fact that you know where you’ll be. So:

1- The experience is spoiled, you can see far away. There’s no surprise nor sense of wonder.
2- The game fails to give you the unique feel. You are going to be an exact copy of everyone else in that game.

I think both of those points are interesting to consider OUTSIDE of the loot system.

MMO Rant #4?

Ok, here I poke some fun at Nerfbat.

With a title such as “Please Don’t Clone WoW” you would expect a demand of new ideas, new ways of playing, a different kind of involvement with the game world. A radical, different view.

Instead Nerfbat’s “Please Don’t Clone WoW” is reduced to four points:

1- Less inventory management
2- movable windows
3- A “loot all” button
4- No server queues

In summary, World of Warcraft is not perfect. It is far from perfect. So don’t make a game exactly like WoW under the assumption that they do everything right, because they don’t.

Well, I really hope that the desire for something different isn’t reduced to irrelevant (and questionable) details. And I also hope that people notice the much deeper and relevant problems in WoW’s design.

If you ask me “what kind of MMO would you make right now?”

The answer would be: a fantasy game. But a fantasy game that feels and plays completely different from all the other fantasy games out there.

WoW has made stronger a dictatorship on the genre. It seems that a fantasy game cannot be different than that very narrow view they have portrayed. It made people blind about what this genre really represents.

I hope that at least Todd McFarlane and Salvatore at GMG open up the genre for something new. They arrived here with a different history behind, and they may have a “fresher”, more faithful point of view. At least from them I expect a fantasy world that isn’t trite.

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Foton’s crusade against WoW’s vanilla UI

An excerpt from a well-written (and entertaining as always), post-patch rant:

I can’t live with that UI. I can’t. I won’t.

I get that Blizz didn’t like the cheese automagic decursing. I get that this was a bit of a rush and jamming partial beta code into a live game is … problematic. What I don’t get is why Blizzard is not pandering to a vibrant, open-source addon developer community when they have to know their default UI is shit. And publishing partial notes of planned changes is not pandering — that’s half assing. Pandering is something like this: We (Blizz) need you (the addon dev community) to have your stuff ready to go on patch day. How can we (Blizz) help you (the addon dev community) do that? Also, thank you (the addon dev community) for fixing our shit UI, you (the addon dev community) really make our game a pleasure.

I know, that’s all too much to ask and unreasonable.

Hey, I’m flexible. I use a handful of addons, but all I really need is a raid addon and boss warnings. That’s my line in the sand. I’m not scanning their shit combat log for boss cast warnings and counting down in my head when BossSpell will hit. I’m not guessing who has boss aggro and asking in Ventrilo 78 times, “who’s he on now?” “how bout now?” “is it a warlock?” “a mage pet, wtf?” I won’t have 1/6 of my view taken up with raid groups (and I play at 1680 x 1050, there’s only so much squeeze room) and I don’t want half of my healers taking a month-long hiatus because the target/spam heal routine isn’t so much a bore as a Chore.

(And really, why does decursing have to be a pain in the ass to fit some game vision? I do not, cannot understand that, but their game, their rules — not like decursing is my gig anyways, but I sure as hell hear the bitching about it.)

I repeat: fuck raiding. I’m going to farm flowers with my herbalist.

Am I the only one to see this as a game design issue?

I underline how Foton repeats that WoW’s vanilla UI is shit. But is it really shit?

I remember clearly that when I logged in WoW for the first time during beta not only I was amazed by the environment, but also by how well designed, effective and simple to use the UI was. And I wasn’t the only one to notice that as WoW’s (vanilla) UI is easily recognized as the very best one in the market by a WIDE margin.

So, there’s something that clearly is wrong in this point of view. But, even more interesting, this part that is “wrong” also corresponds to a recurring problem that should hint to something bigger and deeper.

Am I the only one that while reading Foton thinks, “man, this raiding game really does suck”. Because it’s not a coincidence that all the problems Foton is reporting are pertinent to the raiding game.

I’ll say what is my opinion: WoW’s vanilla UI becomes BROKEN when you reach the endgame.

That’s the point. I see an identity between the first “block” of the game and the virtues of the UI. The level 1-59 experience is the part of the game that was praised everywhere and that made this game successful (or at the very least gave the initial impulse). Through this first block the UI does its work rather well, in the same way every other aspect of game design is well thought. This is the nearly “flawless” experience. Then things change. The endgame, as many have admitted, feels as a totally different experience. And, again as many have admitted, not nearly as flawless as the first block. It’s in this other part that most of the problems and limits of the UI start to arise and the user mods become a *necessity*.

UI mods are always useful, but while for the first block of the game they are either an “ease” or a “preference”, with the endgame they become *mandatory*. If you don’t have CTRaid (and Ventilo) you aren’t even allowed to join a raid.

This means that the real problem isn’t the UI. The UI is only the most superficial and visible layer. But the problem runs deeper. The UI is a simple manifestation.

This is obviously a problem of game design, and a widespread problem that is pertinent not just to the UI but to this whole second block of the game that we call “endgame” and that Blizzard wasn’t able to understand, interpret and polish as the rest.

We’ll see if with TBC the designers will steer the game away from those problems, or if those problems aren’t seen even as problems and are still part of WoW’s goals.

And, in either case, if we’ll have to wait Blizzard to figure out and polish even this part, or if another game company, for once, will be longsighted enough to anticipate the trends and do a better work. At least on this front.

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GMG continues the leeching

If their first goal was weaken SOE I guess they hit it (press release):

Maynard , MA . – December 6, 2006 – Green Monster Games, LLC (GMG), a company dedicated to producing innovative massively multiplayer online games (MMOs), today announces that Scott Cuthbertson has been appointed Vice President of Creative Development. Cuthbertson will oversee GMG’s internal creative design process, working closely with creative visionaries Todd McFarlane and R.A. Salvatore to bring their unique and unprecedented vision to life.

“Scott Cuthbertson has a proven track record of developing successful games with a global appeal. Drawing such talent from a source like Disney brings something very special to our company. Signing Scott to our team broadens GMG’s capabilities as a game studio and raises the bar for creative contributions,” said Curt Schilling, founder of the recently launched online game company based in Maynard , MA . “We are honored that he has accepted our offer to lead the creative talent at GMG.”

In his 15+ years of experience in production management and creative direction in the videogame industry, Cuthbertson has specialized in managing high-profile properties for the world’s largest entertainment companies, including Disney, Warner Bros., Vivendi Universal, and Nintendo. His credits include games based on such renowned properties as J.R.R. Tolkien’s The Lord of the Rings ™ , Namco’s Ridge Racer ™ , Disney’s Pirates of the Caribbean ™ , and TSR/Wizards of the Coast’s Advanced Dungeons & Dragons ™ .

“The vision of Green Monster Games is to build a company driven by creative ideas, a strong team dynamic, and a single-minded focus on pushing the boundaries,” said Cuthbertson. “It’s a privilege to have been chosen to oversee the formation of the creative foundation of GMG, and I am quite frankly in awe of the team that is coming together from all corners of the creative world – whether it’s from videogames, film, novels, comics, toys, music… wherever. This team is unified in its goal to craft an exceptional MMO gaming experience.”

Today GMG also announces other additions to its creative team:

Billy Ahlswede joins GMG as a Senior Character Artist. Ahlswede comes from Sony Online Entertainment. With 6 years of experience in the games industry, he has worked on Untold Legends™ Dark Kingdom™ for the PlayStation®3, NBA 05 (PSP®), NBA 06 (PSP®), and NBA 07 (PS3) . Prior to SOE, Ahlswede worked with Breakaway Games.

Josh Singh joins GMG as a Senior Character Artist. Singh is an award-winning character artist with 11 shipped titles during his time in the games industry. He comes to GMG from Sony Online Entertainment. Prior to SOE, Singh was with Iron Lore Entertainment.

Niraj Desai joins GMG as a Senior Animator. Desai’s career in games began with Sony Online Entertainment in 2002. He helped ship PlanetSide®, PlanetSide® Core Combat™, PlanetSide® Aftershock , EverQuest® II , EverQuest® II Desert of Flames™, EverQuest® II Kingdom of Sky™, EverQuest® II Echoes of Faydwer™ , and Untold Legends™ Dark Kingdom™ for the PlayStation®3.

Damarcus Holbrook joins GMG as a Senior Environment Artist. Over the past 6 years, Holbrook has created zones for many games in the MMO and first-person-shooter worlds. His environments can be seen in Valve Corporation’s Half-Life® 2 , EA Games™ From Russia With Love™ , and in Sony Online Entertainment’s Untold Legends™ Dark Kingdom ™ for the PlayStation®3. Holbrook was previously an environment artist in the film industry, having worked on League of Extraordinary Gentlemen for Big Red Pixel.

About Scott Cuthbertson they omit saying he worked on Matrix Online (or so says Mobygames), which would be pertinent for a MMO, while they underline he worked on AD&D. Twelve years ago (Menzoberranzan).

Celebrity catwalk?

To comment I’ll use an excerpt of a reply I wrote on the GMG thread on FoH:

Now when assembling that team is your focus on people who are cool, creative, and innovative but have no experience at actually launching a game?

That’s a mistake, it’s obvious.

But it would be interesting coupling experience with inexperience. It’s not a choice between one or the other. It’s about taking something out of both so that one feeds the other. A game project for a brand new studios is also a constant learning process.

In the longer term it is also essential that you don’t just have experienced old guys on the same chairs, but also that you TRAIN new talent. So that you don’t just “leech” big names and “worth” from nearby companies (only to be leeched when at the worst time by someone else) but also produce that talent. Become a stimulus for other people, introduce new faces in the industry. A laboratory of ideas that keeps things alive.

As I wrote somewhere else: a company that pushes the evolution of the genre instead of being victim of it.

I think that good game companies should become academies when you build a culture and produce talent instead of just “stealing” it from somewhere else and using it up.

Congrats Blizzard, your LFG system is RETARDED

I’m astonished. Two years to design a goddamn LFG system and the result is this shit.

One of the basic features of a LFG system is, you know, set yourself “LFG”. Well, in WoW this isn’t possible. You cannot set yourself LFG for a general purpose.

Yeah, you can flag LFG without specifying an objective but… you aren’t flagged for anything. Heh. Basically you cannot just go LFG for whatever, which is truly retarded. And when you cannot use a general purpose LFG flag then the three choices you have left become quite a restrictive limit.

This is a huge flaw as it happens often that people are available for everything, and it happens even more often that people flag themselves for MORE than three narrow choices. Just look at the typical message on the lfg channel at the endgame.

You can flag for a quest, but only ONE at the time (or three if you use up all your slots), and only in the case it’s an elite quest. At the same time someone else can see that you are flagged LFG for that quest only if he also has the same quest active and is looking specifically for it.

You cannot for example do a simple search to see if one of your elite quest matches someone LFG. And you cannot go help someone LFG for some random quest. Not even if the quest is shareable. Because you cannot SEE he is LFG if you also don’t have that quest and looking specifically for the same thing.

You also cannot flag LFG for a dungeon quest.

I can say one good thing about this LFG system, though. It lets you see if someone is grouped and all the members in his groups. Of course it would be too good if this worked properly, and in fact it works only in the case you are the group leader.

And in the case you aren’t a group leader, was LFG and join a group, the LFG tab greys out and you cannot deflag yourself anymore:

I was still LFG when I joined a group, but the LFG tab greys out as you join a group and you aren’t a leader, so I was stuck LFG without any way to remove the flag as I couldn’t access anymore the LFG tab. So, beside the bugs, why only the group leader can flag the group LFM? The group leader can be lazy, or go AFK. Why other group members cannot continue to look for other players in these cases? Why to remove completely the possibility to flag LFG? What is the risk? At the end only the party leader can invite players to join, so why removing the access to LFG tools if you are in a group without being its leader?

Considering all these problems I won’t be surprised if this LFG system will be only a moderate success, or even a hole in the water. Despite the players have felt the need of a decent one for so long. Its hugest problem is that the three options you have aren’t enough for a game like WoW and the matchmaking won’t be easy. As I wrote on my analysis of LFG systems, one of the most important points for a LFG system is the “reach”. Meaning the breadth and scope of the searches. After all the purpose of a LFG system is to “manifest” a need, to let it know to as many people as possible.

WoW’s LFG system has this major flaw: it’s claustrophobic. The players are closed into too tight compartmentalized spaces and, often, two players that could group together are sitting in two different “boxes” without the possibility to see each other.

A better LFG system could be the one I described here (for DAoC, but my ideas are portable). Instead of giving three choices and allow only very narrow and compartmentalized searches, you turn the LFG panel into one with checkboxes. Where you can select and specify as much as you want. Where you can either flag yourself LFG for whatever or check the checkboxes for very specific purposes, and checking as many as you like instead of being stupidly restricted to three choices in a game so big as WoW.

The same for the search function. You use checkboxes to search for whatever you want. Specific classes, specific dungeons, specific quests, level ranges. and mix all those as you see fit. Giving more power and flexibility to a tool that is ALL based on power and flexibility. Giving for example to possibility to search all LFG Paladins between level 20 and 25. Or search all LFG and ungrouped priests and druids. Or those who are flagged for a specific instance. Adjusting the scope and detail of your search as you like.

TWO FUCKING YEARS OF DEVELOPMENT! LEARN2DESIGN!

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