OK, so Blizzard announced a slew of new rare beasts, specifically for hunters to tame, each with their own tricky mechanic to overcome. Gripes about the non-rareness of the skins aside this is a move to applaud.
The forums however have multiple mentions of non-hunters killing the rares.
Naturally, some (or much) of that can be put down to players being bored and deliberately setting out to grief other players (ie. hunters seeking a taming challenge). However, I'm sensing an additional reason: regular PVE players are bored with the simplified solo-friendly content and are seeking a challenge. I know I miss the days when zones would have vicious elites that you'd carefully skirt around and cautiously plan your attack. Now ... elites are wimps.
Except the new rare taming spawns.
Wednesday, July 6, 2011
Non-hunters and the new rares
Friday, May 27, 2011
QOTD: I nearly died
"When people tell stories about their greatest moments, they often revolve around nearly dying. In games, what's really special for people is not, 'I killed the bad guy and I was perfect', it's, 'I nearly died, but I just managed to kill the bad guy.' How do we set out specifically to give them those experiences? That's a great challenge for us as game makers."
-- Brian Fleming, via The seduction secrets of video game designers
Guild Wars 2, with their downed, defeated, and rally mechanics, looks to be making a smart move. In contrast WoW's battle rezz (in various forms) seems to have missed the point - you are dead, a red smear on the landscape, and btw quite possibly by some mechanic that wiped out 50% of your health in one hit.
A little idea to toss into the mix - make damage and health work on a reverse logarithmic scale. The big nasty blows at the start of the fight when you're full of pep and bluster will knock 5%, 10% or more off your health, but the same blow when you're nearly dead only knocks off 1% or 2%. It might take 10 hits to get you down to 10%, then another 10 hits to get you down to 1%, and finally 10 more knock down drag 'em out hits to finally put you down. Down, but not defeated of course ;-)
It's all smoke an mirrors, but it'll work in the same way that players like having a 200% bonus for rested XP vs a 50% penalty for unrested XP.
Wednesday, February 23, 2011
Would you cross the street...
Would you cross the street to gain a skill improvement that buffs your key performance metric by 1%?
Would you travel to the other end of the world to gain another 1% improvement?
Would you set off on a journey which would take you several hours of game time to get a 0.1% skill buff?
I'm pondering the design of a skill based mmo set in a massive world, one where there are a small number of common 1% skill buffs, available pretty much everywhere, and then a large number of 0.1% buffs scattered about the world.
A rookie warrior could stay in the one general zone and pick up all the skill training buffs for a total of (say) +50% damage, and then set off into the wide world seeking out 0.1% here, and 0.1% there ... all adding up to another 25% again. It would be like traveling from Paris to Tibet to learn the ancient art of mumble-fu from a secretive clan of Mountain Warrior Monks (0.1% buff to unarmed combat), and then deep into darkest Africa to track down a mysterious Zulu Exiled King to another 0.1% buff to berserker stance combat.
All without teleports or any other fast travel. And even then, the Mountain Warrior Monks want you to prove your dedication and virtue by [killing 10 rats], the Zulu Exiled King generally mistrusts everyone and doesn't give training away for free, and so on.
I would plan the design such that it would take several months to travel the world and gather the full 250 x 0.1% buffs. And all while you're doing this you're not in your home zone contributing to the development of your village/estate/guild/kingdom.
But it wouldn't be necessary to do so. The Big Bads would be balanced around players having only a total of 50% – 51% skill buff. That would be all the common training, plus a dozen or so of the nearest rare skill buffs.
The design intent is that there would be a lonely few insane individuals wandering the dusty roads of the world, perfecting their personal skills; and meanwhile everyone else is putting time and effort into improving the quality of the smithworks, securing high grade ore, and other activities which give players additional bonuses.
Wednesday, November 10, 2010
Kill 10 rats ... or kill 4 specific rats
Which type of quest would you prefer to do:
- kill 10 rats, in a nearby farmyard with lots of rats
- kill a red rat from the barn, kill a black rat in the forest, kill a white rat in the house, kill a brown rat in the yard
Fine print: they both would take about 5 minutes to complete, both reward 55 silver and 1,250 xp (from mob kills and quest completion).
Monday, August 16, 2010
The wolf is represented by the bassoon?
There's this thing called a Leitmotif. At its simplest, it is an audio cue.
So here's an idea - represent different classes or roles with different instruments, and have various actions or activity levels give rise to longish chords of music. This is more than just a 3 note audio cue which is played every time the priest casts Smite - instead, there would be a multi-bar track of music which is associated with a priest casting lots of offensive spells, with a different multi-bar track for healing spells.
For the tank, as the danger level increases the dramatic tones of his leitmotif could increase. The more adds he's tanking could be represented by a more frantic pace. If the tank's health starts to dip, the music could take on an ominous score. And if the tank dies?
All this is a mile ahead of simple background music on a loop and sound effects tied directly to specific abilities ... so I wouldn't expect to see it in any game anytime soon. Which is a pity.
And no, the wolf is represented by French Horns. It is the grandfather who is represented by the Bassoon.
Sunday, August 15, 2010
Grrr .. a rant on bad design
This afternoon we formed a pug with scrubs from /2 and headed into Ulduar to try Freya hard-mode.
It's a big indoor garden room, with lots of packs of trash between the boss and the entrance. We clear all that.
The boss fight goes something like this:
- Phase 1 has six waves of adds which must be eliminated before the boss can be harmed. There are three types of waves, each with their own abilities. Some do a massive AoE explosion on death, some do knock-backs, one wave is just a big tree elemental and some mushrooms the raid need to hide under.
- Phase 2 is less hectic, it's mostly a tank and spank but with the boss throwing seed bombs periodically.
The only possible way to learn how to handle the adds in the boss fight is to do the boss fight. And probably wipe, multiple times. And all that trash before? A pointless waste of time.
It would have been better if players would be exposed to each of the mechanics in separate trash packs, where they can learn the signs and the effects and teach any newbs in the raid what the heck happens. Then the boss fight packs them all together in one big encounter in combination.
Friday, May 14, 2010
Is healing boring because of interface design?
Playing DPS is generally more fun that playing a healer - that's the accepted wisdom.
This is often explained due to hurting being more fun that helping, and also due to hurting being essential to accomplishing the game goals (and that you can't "heal a mob to death").
I've previously written about making more quests for non-killing activities, particularly healing, but could it also be due to the interface design? With DPS, you are given continual appraisal and reinforcement of your progress towards your goal: the enemy target's health bar is diminished, gradually or in leaps, until it's all gone. Healers on the other hand see a full health bar when they start, and if they are doing their job properly they see .. a full health bar. Where's the encouraging feedback in that interface design? (The same goes with dispelling debuffs by the way.)
We're so used to seeing progress bars in our games, steady measurable visible progress. Enemy health bars go down, XP bars go up, reputation bars go up, cast bars fill up, channeling bars go down, item crafting feedback bars slide across the screen, etc.
There are no progress bars for healing though.
So, is healing boring because of interface design?
Sunday, May 24, 2009
The eternal readiness of mobs to eat your entrails
In WoW, the difference between an unpulled mob and a pulled mob is simply their intent. The former just stands there, the latter want to eat your entrails. The combat capabilities of both are the same, there is no advantage to be gained by a sneak attack unless you have special abilities.
Consider though if mobs by default stand about in a relaxed mode, unbuffed, weapons in the rack, some are asleep, some are not even in full armour. Some might even be absent-mindedly grinding away at some craft-work like cooking or blacksmithing. The side door might be left open. A few guards keep an eye out but that is all. A sneak or rush attack here would be devastating, and would reward the well prepared adventurer group with easier kills and thus more loot for less effort.
Let the guards hear you approach though, let them see you from a mile off, and by the time you get within pulling range you'll find them fully buffed and armed to the teeth, spoiling for a fight. They won't necessarily race to engage though (why would they?). They will however keep an eye on you and if you are wounded or distracted by a tussle with some of the local wild life you just might find yourself on the end of a sneak attack to devastating effect.