Moo Tang Clan

Wednesday, January 21, 2009

new quests found

So, I'm flitting through Zul'Drak gathering some herbs and I notice a shiny quest marker. I'm at a main quest hub, I'm 100% certain I've done all obvious quests here ages ago, and yet .. a new quest?

OK, I accept [Tails Up] from Chronicler To'kini at Zim'Torga. The quest doesn't show any hints or any info in my quest helper mod, and a quick check at Wowhead finds nothing. I do a quick google .. same thing. Look on wowwiki .. same thing.

The quest is a simple job: take a blow dart and zap some leopards and bears and find 3 females of each. Easy, done and dusted.

I travel on, and then find another new quest out at Dubra'Jin - [Eggs for Dubra'Jin], being handed out by an NPC named Ha'wana. Again, no mention on wowhead, wowwiki, etc etc - not even the NPC is listed (she's standing next to Chronicler Bah'Kini). Again, a simple collection quest: they want eggs. They can be found on the ground nearby, or carried by the raptors. Simple, done, dusted.

So ... patch 3.0.8 wasn't all bad news then =)

Tuesday, December 23, 2008

Wanted: a bidding mod

My bank alt plays the AH like a battleground.

He'll buy & sell Runecloth constantly, snatching up bargains whenever they appear and flipping to a more regular price. One tactic he also deploys is to bid on all no-buyout auctions. He'll do this even if the item has 48 hours yet to run, knowing full well that someone else will come along and place a higher bid.

So why does he do this? Well, there's a small chance he'll actually win the auction with his bid of course, but more importantly he's forcing the floor price upwards. If his competitors win the auction at a higher price, it means they can't flip it at a lower price. There's also a small psyop element in play in that with constant re-bidding he'll simply exhaust the patience of some other players, letting him win more of the winning bids.

Now, there are auction house mods that facilitate ninja-bids -- placing a bid on items at the last possible moment -- but what I'm looking for is a mod that will place bids from the get go, and do so repeatedly up to some maximum bid, and do so on multiple instances of the same items (eg. those 23 stacks of Runecloth on the AH with a minimum bid of 6 silvers).

Suggestions?

Sunday, December 7, 2008

Improving the AH UX

The Moo's bank alt installed a couple of mods this week, to dramatic effect.

The first is AHsounds, a simple addon that will play sounds corresponding to Auction House events. Ka-ching! D'oh! It does nothing to directly improve my profitability per se, but nonetheless it is highly gratifying to now play my bank alt - nothing sweeter than hearing a series of ka-chings! while I'm laboriously running back and forth from the mailbox to the AH, flipping stacks on stacks of Runecloth. While it does nothing in the way of min-maxing the AH activities, it greatly adds to the general user experience – ka-ching! – it now feels more like a game than work.

The second mod is Auctionator - the key features for me is being able to alt-click an item in my bags and have it automatically loaded into the auction interface (saving me from dragging it from the far left all the way to the far right), being able to submit multiple stacks for auction with just two button clicks, and the straightforward price recommendation functionality. If anything, the first two makes it a complete breeze to auction off all manner of junk quickly and simply, and the latter means I'll probably make sales rather than waste my money on forfeited deposits. While this addon, unlike AHsounds, simply improves the UI experience of creating auctions making the work element take less effort (ie. less work, but without making it more game).

Monday, December 1, 2008

Alternative to quest texts

A comment on Kill Ten Rats caught my eye:

But I think there’s more to the problem of quest text than just that people are too lazy to read it and too stupid to understand it. Yes, that’s the basic problem for a lot of people, but quest text seems to me to also be a very awkward game mechanic.

What other ways could it be done? Back in EQ (or was it UO?) you'd interact with the NPC via typed dialog - you'd type something, he'd reply, you'd hope you used the correct keywords, and on it goes.

So here's an idea, inspired by the flavour responses that WoW NPCs have when you just click on them (a sequence of greetings deteriorating into annoyance) ... click the NPC and he mentions he wants help, click again to find out more, and so on. Mix it up a little bit so players don't just spamclick - have the NPC ask a question at some point, to which the player could /agree or /disagree or some other /emote as appropriate. The responses would probably be via text, not voice effects, simply because of the massive volume of content required.

The NPC might react differently depending on if you are mounted or not, right in front of them or not, and so on. Not mysterioius-different, but flavour-different. Some might insist you sit down before they talk, rather than flapping away

Tuesday, November 25, 2008

Levelling speed and zone sizes

I realised today while flitting the length and breadth of Zul'Drak that I completely skipped the Grizzly Hills zone. I'm now level 78, nearly 79, and the content of Grizzly Hills is more suited for 73-75. I also missed out on seeing various instances at an appropriate level, thus missing out on a decent challenge.

I first landed in the Borean Tundra and worked my way through all that. I didn't leave until I got the Nothing Boring about Borean achievement. I then spent many hours exploring as much of northrend as possible, a challenging task for being only lvl 72. I then completed the I've Toured the Fjord achievement and dinged a bit more. Then the Might of the Dragonblight fell too, I got my winter flying, finished exploring the rest of Northrend, and headed to Zul'Drak to continue levelling.

It's taking about one night per level, which is awfully fast, and I'm not alone in this. I'm out-levelling zones before I've fully explored them. I'm glad there's more than enough quests per zone to level and I don't have to mindlessly grind mobs before I'm ready to go to the next zone ... but the zones are still too quick.

One downside of this rapid levelling is that my guild is widely scattered across the levels and the zones, which means we don't get to play together much at all. Another downside is I'm missing out on hitting the various instances at the appropriate levels, meaning they present no challenge to me. It feels like I'm just boosting others, blech. Also, all the zones have great terrain and features and hidden nooks .. but I'm missing out on immersing myself into them - a dozen quick quests here, a dozen quick quests there, and I've moved on. There's also a huge number of stories going on in each zone, many with an underlying theme or greater story arc, but with the speed of levelling they're just not sinking in. More the pity.

Hmmm...

Sunday, November 23, 2008

Flying over content, such a waste

The Moo got his winter woolies on the weekend and then proceeded to explore the rest of Northrend. Flying over Storm Peaks was fun, but when I started flying over Icecrown I was struck by the magnificent desolation there, that and the legions of undead arrayed about. The geography of the place is very much linear, with huge elites guarding gates from one subzone to the next. Ominous and spooky added to the scene.

It looks like one huge outdoor raid zone, I can easily imagine a guild or two of raids carefully slogging their way through the zone, capturing safe bases along the way, establishing a tenuous foothold before waves of zombies come in the night and overwhelm what few defenders haven't logged out yet.

Such a pity then that players will simply fly over all that beautiful zone design.

I would design the zone such that there was progressive zone unlocking like the Isle of Quel'danas: fill the air with nasty flying mobs which get cleared in limited flightpaths by establishing a series of ground bases. These ground bases would have ground gunners and magnificent magics keeping the air clear around them, as well as launching powerful NPC patrols back to the prior base.

I can imagine that some of the quests could be escorting caravans of NPCs to forward bases. As each wagon arrives an additional NPC resource gets unloaded. This way, even if you're not on the quest it's in your best interest to help them get through.

Progressive unlocking of the zone, but with a temporary nature - after midnight the zombies, ghouls, wraiths, and stitched horrors come out in greater force, easily overwhelming the NPC defenders, and even overwhelming the lesser numbers of players on at that time of night. Not a good place to log out in, obviously. Don't have any inns where players could set there hearthstone to (not a good idea from the players' perspective anyway .. who wants to hearth into a zombie infested burning ruin?)

Throw in some lower tier rewards for participating in the ground assault, something requiring sustained effort (not just a quest or two). Make it such that the top tier raiding guild would still be overwhelmed by the enormity of it all - sure, they could easily capture successive staging objectives, but they wouldn't be able to do that while simultaneously defending the previously captured bases, and anyway the long slog would be an enormous time-consuming grind before they even get to the raid instance. The top raiding guilds would require the assistance of the rest of the player population, who would already be participating for the ground assault rewards anyway.

Plonk in a few smaller dungeons along the way, some on the main path of the ground assault, some down divergent gullies. Thus: don't have just the one possible path which gets unlocked - this design opens the possibility of a guild rallying the general population to go unlock a side path one weekend, and another side path some other day. This keeps the zone interesting long after the top tier blazes the main trail.

I'd love to play in that world. Much better than the static theme park of raids where you must be "this high" to ride.

Saturday, November 22, 2008

cross faction language barriers

A passing thought: what if it were possible to understand what the enemy was saying, but you couldn't respond in their same language, and understanding the other factions language was an option (available via training or a quest, and a toggle-off setting even then).

Thus, cross-faction communication might be possible, while at the same time ameliorating the worst excesses of spiteful sledging.

Saturday, November 1, 2008

leveling the crafting economy

high level recipes with low level components?

will high level players re-visit lowbie zones to farm components, or will the simply visit the AH?

will this provide a source of revenue to lowbie toons, counteracting the problem of high-level toons causing inflation?

Sunday, October 26, 2008

Economy chains and item drains

Inflation usually occurs because more gold is coming into the player economy than which is leaving. Gold enters the economy by drops from mobs and from quest rewards. It leaves the economy through payments to NPCs - gear repairs, griffon taxis, basic consumables, training expenses, auction house deposits and fees, and obvious gold drains like Epic Flying skill and Cenarion War Hippogryphs. Players paying money to other players doesn't remove it from the economy, it simply shuffles it around.

So here I am, working my way to Exalted with the Cenarion Circle. Amongst other things, I'm buying various items off the AH and handing them in for Cenarion Logistic Badges .. and it got me thinking that this is also making inflation worse.

I'm removing items from the economy, but the gold I pay out simply gets shuffled to another player. Consequently, while the amount of gold available in the economy has remained the same (ie. not increased), my actions are contributing to making things to spend that gold on more scarce. Which of course means higher prices for those things (ie. inflation).

So, while gold drains should be designed into the game to combat inflation, any item drains should also be carefully and cautiously planned given their effect on the economy. This is particularly important if your game includes item breakage for purposes of stimulating an active crafting ecosystem (not a problem in WoW, but often considered theoretically).

This has also set me thinking that perhaps NPCs could be set up to sell many more items, things which are normally farmed by players and sold on the auction house, things which players need as quest hand ins. A really smart system would have NPCs selling items at a dynamic price competitively undercutting the auction house, but in relatively limited supply. It would have to be a limited supply, otherwise no one would ever buy off the auction house, not ever. Say maybe a max of 2-5 units available, spawning every hour or so.

Now, what will likely happen is that the limited supply would be bought and immediately flipped on to market for a modest margin – the players that actually needs the item for crafting/questing purposes would probably not get the chance to buy it from the NPC. Since there are so many items that would need to be supplied by NPCs like this there would need to be multiple NPCs, each selling (limited supplies of) different items. I would fully expect some players would simply ride around from NPC to NPC, buying up stocks as they spawn, keeping themselves busy that way, flipping the lot onto the market.

While some players will grumble at the NPC farming, they are actually performing a service – they are doing all the tedious running about and gathering and consolidating all the stock into one convenient market place. Only fair then that they extract a modest fee from this process.

The neat thing about this process is that while it is actually a gold drain, the players buying from the NPC would actually be making a profit, and everyone else is benefiting from suppressed inflation and increased supply. Much nicer than slugging all players with a repair tax, or 5,000 gold flying lessons, and so on – all sources of player angst and whines.

Also, if the quantity of the limited stocks that spawn is randomised, as well as the respawn timer, then it's easy to gently fudge the random number generator and thus adjust the supply as the economy demands. During times of peak demand for specific items an increase in supply will keep prices reasonable as well as drain more gold faster. Later, as the server population moves on to other activities, the supply of those items can be scaled back to reduce the surplus from the market. It should be a simple matter of tracking how many of the items are churned through the market and how many are being handed in for quests.

Thursday, October 23, 2008

Innkeeper Norman has a secret

No, not that secret.

He's currently selling Honey-Spiced Lichen and Pungent Seal Whey, two WotLK common foods with very impressive health/mana restorations. I've checked with a few other innkeepers but it seems they don't have the same connections as good old Norman.

Saturday, October 18, 2008

The price of Achievements in WoW

Anyone else notice how much gold is being drained from the economy as players buy 10 tabards, 25 companion pets, 50 mounts, etc etc. I didn't mind paying 80g here and there picking up one of each colour mount, and I was even considering getting the Cenarion War Hippogryph until I saw the price. Which made me stop and think about how much I've already spent bit by bit. Ouch.

Sunday, October 12, 2008

Achievements for Hunters?

With WotLK there will come achievements. There are no class based achievements though, which is a sad omission.

I'd like to see class based achievements - it might actually be a mechanism to teach players about their class some more. How many hunters know how to double-trap, for example?

Apart from that, there could be some fun class-based achievements. While I see an achievement for killing various rare spawns, for hunters I'd want to see an achievement for taming rare spawns - Humar etc.

Another hunter achievement I'd go for would be kiting some mob half way across the world. What class based acheivements would you go for?

Monday, October 6, 2008

zones in contention?

Just a thought .. imagine if every zone in WoW that is "in contention" would only make PVE quests available if your faction controlled that zone at that time? No zone control, no PVE.

I predict huge raging world PVP battles, TM vs SS being the least of it, as it would be nigh impossible to level if you're locked out of the zone.

The mechanics would need to be carefully worked out of course, to compensate for realm population imbalances. The way I would do it would be by having a domination capture mechanic (like the Spirit Towers and Halaa) which would then result in a locked period. The locked period would run for X hours from the time of the capture, and after that it's available for recapture. This fixes the related population advantage problems with the Spirit Towers and Halaa - the former are on a scheduled timer so the population knows when to go there and dominate, and the latter has no lock out and thus will quickly be recaptured.

There are 30+ zones up for contention, so it would be difficult for a faction to dominate and control all of them at once. Nonetheless, it would be advisable to design in some bonus/advantage for the underdog factions - perhaps special new quests encouraging adventurers to go off to battle. Ideally, these should provide PVP oriented rewards - if one side is constantly the underdog, they will obtain advantages not available to the other faction, and the tables will turn. I think this PvP vs PvE teeter-totter balance would be key - dominating zones via PvP unlocks PvE content, being underdogs unlocks PvP content, and no vicious feedback loops of the dominant faction gaining ever more advantages.

Integrating this design into the current game would be messy of course – this is only a thought experiment after all. Perhaps only the quests in the major hubs would be locked out, and since these zones have a hub for each faction it's thus possible for three states to occur: alliance controls both hubs, horde controls both hubs, and each control one hub each. Controlling the enemy faction hub could also unlock additional quests. Ideally, those quests would be completely new content, and not simply re-skinned versions of the enemy faction quests.

Leveling an alt would be different each time, as which hubs are controlled as you level up could be different each time. At the least, you'd have additional PvP quests available. If your side controls the enemy faction base but not your own, that would make a very different journey.

Logging out in your local Inn wouldn't be safe though. Not sure what could be done there.

Update - some related posts:

Wednesday, October 1, 2008

Dread Pirate Roberts

Humble Hobo describes continual content and the comment replies point out the “extinction problem”. This is where if quests get consumed by players, then you will rapidly run out of content for the players, and faster than you can replace that content too. A single quest might take 10-15 minutes to play through, but it would likely take much more than that to set up in the first place.

There’s a related problem too – what happens if the quest you picked up in town gets completed by someone else before you even get to where the villain is hiding? Does the quest get marked as “complete” because the villain has been brought to justice (just not by you), does the quest get disabled in your quest log, or does it remain there, active, but impossible to complete unbeknown to you. Maybe WAR’s public quest system has something to enlighten us here.

Consider this variation on the continuous content idea though: a nasty villain has a bounty placed on his head – you kill him, unmask him, and find he’s just some pretender .. not the real villain. Later, rumours of the villain re-surface in the next borough over and the story continues. The same quest can be used and re-used over and over, with only slight variations in the quest details each time.

This is similar in ways to randomising the spawn location of a quest objective — if the villain is knocked off on a regular basis by adventurers then it will seem to be random. It’s different though, in that the NPCs will give differing reports, and the starting quest text will be different each time. So, while there is some chance of players breaking immersion because they think the content is buggy, it will also add character and depth to the game since the world would now be more dynamic.

You’d still have problems arising from other players completing your quest though.

Maybe WoW’s new “phasing” design mechanic could come into play - this is where the world you see is dependent on what you’ve done, and the world I see is dependent on what I’ve done. Thus your villain and quest remain active and located where you were told and the NPCs you talk to point you in the appropriate direction, but the next player to come along would be given an entirely new version of the quest, with different clues and a different location. Well, that could work but it would really break the game world in horrible ways, changing the MMORPG into an MSORPG. Bleh.

No, the trick would be in pacing the re-spawns. If this particular quest is so easy that it gets knocked over on an hourly basis then it would all seem very unrealistic - first the villain is to the north, and then 30 mins later he’s reported to be to the south, then an hour later he’s apparently been terrorising the prospectors and shepherds in the Red Hills ... how the heck does he travel about so damn quick, and how does he even find the time to carry out his villianry with all that rushing about?

One way to pace this some more is to make it a chain of intermediate steps - the usual plot tricks of “report for duty”, “scout for intel”, “fedex the report up the chain of command”, “search the woods/hills/ruins”, “take out some minions”, “gather some tools”, and finally “kill the boss”. Whew ... that should slow most players down for a bit. Add to that a significant delay (eg. a day or two or more) to the respawn, including the re-appearance of the quest givers, and the illusion of a dynamic world would be complete.

This could only work in a world which is acknowledged by players to have dynamic content though – if you slipped this quest design into WoW as it exists today you’d immediately see reports of the quest being bugged because player’s can’t find it in the same place, and many complaints about the slow re-spawn cycle.

Tuesday, September 30, 2008

Spellborn Chronicles - one to watch

Reading the FAQ for Spellborn Chronicles, and I'm obviously intrigued...

Here's a new twist on death penalties - provide a survival bonus instead:

We intend to put a system in place which rewards good play and not dying. This system will provide benefits over time for those who play in a skilled manner and who are capable of surviving. A short period of time will provide minor benefits, while a longer period of time will provide greater benefits. In general it will be quite desirable to survive and to be cautious, as the benefits gained will be noticeable.


Five factions, sometimes cooperating, sometimes competing, and a hint of environment impact:

In addition, TCoS is a world which a rich storyline, ripe with opportunities to live inside an evolving world. Players interested in making a difference will find themselves at home in the struggle to forward their High House. Those wishing to take up arms for their cause will be able to make an impact on their environment. While members of other Houses may be friendly in general, all bets are off once Houses come into conflict. This mix of cooperation and competition makes for a complex, yet exhilarating combination. No longer are you stuck with being "good" or "evil" . . . you will be a member of one of five differing factions all working together yet apart in order to bring peace to your civilization.


Windows only though, I suspect.

Sunday, September 28, 2008

what kind of name is Fggfdfggrdgf anyway?

Here I am in AV, trailing the O zerg pack so I bear left when crossing the Field of Strife. This way I can run slap bang into any laggard Alliance passing west of Balinda. I spot a warrior, all alone and trailing his pack, I ride right up and Wing Clip. He stays mounted but is slowed, I stay right on his tail, repeating Wing Clip and Raptor Strike, working a pattern of running just wide enough to get off an Arcane Shot and side-stepping back in to Wing Clip again. It took a while but down he went.

I mount up, and ride on. About the time I reach Stormpike Graveyard I get a tell from a someone named named Fggfdfggrdgf - "WHAT THE *^% ARE U DOING!?! IF YOU LEAVE ALLIANCE O ALONE WE GET A FASTER GAME AND MORE HONOR, YUO *%#!"

Guess I hurt someone's feelings there.

Saturday, September 27, 2008

Leveraging Cognitive Bias in Social Design

Now here's an interesting slide deck presentation on Leveraging Cognitive Bias in Social Design. I mention this because, obviously MMOGs are inherently social environments, and rational behaviour isn't actually the norm, despite the vocal domination of the min/maxers and others.

They've listed a few sample cognitive effects that bias behaviour...

  • Lake Wobegon effect
  • Self serving bias
  • Optimism bias
  • Not invented here
  • Hindsight bias
  • Prediction bias
.. and they later mention a few more in the presentation (eg. Loss Aversion). I would also add the bystander effect as something to consider when designing.

Add yours to the list =)

quests with alternative objectives?

The typical quest mechanic I've seen is (1) get the quest which states the objective, (2) do some activity resulting in (3) completing the objective, and (4) hand in the quest.

As a thought experiment, imagine an MMOG with a quest engine which allows for multiple alternative objectives. For example, the quest set up might be "The red hill ogres keep raiding our vineyard and stealing our wine. Do something", where "something" is (a) kill the ogres, (b) kill the dragon camping their beer stash, (c) open trade with the ogres, offering wine in exchange for furs, (d) help the dragon find its mate, thus scaring the ogres out of the red hills for good, (e) help the ogres raid the dwarven brewery instead (they prefer beer, y’see), or (e) simply steal the wine back again.

The typical MMOG quest engine system would offer just one of those as the quest objective (although the RP crowd might do something with the rest). You could implement the alternatives as additional separate quests, but that would just be a hack (and confusing when doing one quest invalidates the others, and irritating if you pick one objective and then find out on the way there it would be easier to do one of the others because [eg] you just found help). Much more interesting would be you pick the one quest, and then head off to confront the ogres ... and whichever objective you manage to accomplish first marks the quest as complete.

In the quest UI I don't believe I'd list the specific objectives necessary to complete the quest, certainly not in the TL:DR bullet point summary. I'd like to think that clever players would figure out what some of the options could be, knowing full well most players aren't that clever.

I know that traditional quests with an ambiguous unstated objective are usually regarded as a content development bug by players ... but mostly arising from the frustration of trying to guess just what exactly is the One True Objective to complete the quest. However, offering multiple alternative objections might ameliorate that, especially if the players are re-trained to expect the possibility of alternative objectives (instead of giving up at first glance).

Naturally, in a static content game the various approaches will all soon be discovered and documented in some online wiki, and the wisdom of the crowd will be applied to determine the optimal solution. The next step in this thought experiment is to consider what basic game mechanics and plumbing would be necessary for such a quest with alternative objectives to arise dynamically.

Tuesday, September 23, 2008

MMOG design anti-patterns?

Some quick background, lifting from Wikipedia:

A design pattern is a formal way of documenting a solution to a design problem in a particular field of expertise. The idea was introduced by the architect Christopher Alexander in the field of architecture, and has been adapted for various other disciplines, including computer science.

A pattern must explain why a particular situation causes problems, and why the proposed solution is considered a good one.

Alexander describes common design problems as arising from "conflicting forces" -- such as the conflict between wanting a room to be sunny and wanting it not to overheat on summer afternoons. A pattern would not tell the designer how many windows to put in the room; instead, it would propose a set of values to guide the designer toward a decision that is best for their particular application.

In software engineering, an anti-pattern is a design pattern that appears obvious but is ineffective or far from optimal in practice. [...] Some repeated pattern of action, process or structure that initially appears to be beneficial, but ultimately produces more bad consequences than beneficial results
I've cross posted this to the Nerfbat forums, where there is already a healthy discussion, mostly focused on whether crafting interdependency is an anti-pattern. What other MMOG design anti-patterns have you become aware of?

Thursday, September 11, 2008

Ding

Exalted with Zandalar Tribe.

'nuff said.

As an alchemist, this now means I can craft Living Action Potions, which turn out to be very handy in PvP. They don't share a cooldown with the PvP trinket, giving me an extra escape mechanism. It's also not the same as the trinket, being useless against mind control and polymorph, for example .. but it does confer immunity to stun and movement impairments for 5 secs.

I'm a lvl 70 hunter with Kara+ gear, so taking on the trash mobs in this 60's raid instance so getting to exalted was challenging. I had to pull out all my hunter tricks to take on 4 packs, and learned a couple of tricks along the way.

One trick good hunters should know is that when casting Scare Beast, its not only not necessary to keep your target selected, but detrimental to do so: once you're done casting an auto-shot might go off, hitting your now scared beast, and breaking said scare effect. Instead, the non-huntard will target the one beast they want to scare, begin casting, and in the 1.5 seconds they have now select the next beast they will unleash DPS onto. Not only do you avoid breaking your fear, but you don't waste time acquiring your next target.

Another tweak I picked up was to put
/stopattack
/startattack

into my macros for Steady Shot, Multi-Shot, and Arcane Shot. Although it does cause my gun to make lots of superfluous cocking sounds, it doesn't appear to reset the auto-shot timer .. and importantly it clears any lingering Raptor Strike from blocking my auto-shot. When you're taking on a pack of elite mobs, you need every point of DPS.