Post Blaugust post

Blaugust is wrapped up for the year, and it was great fun to participate. I was a bit wary about signing up and committing to writing, but I’m glad I did - it created a good discipline to write each night, and the interaction with other bloggers was very rewarding. It was really good to find so many new blogs to follow, and also to see people didn’t worry about ‘gotta post every day’.

I’m pleased I managed the streak - on the couple of days when I struggled for an idea, it was great being able to turn to the Blaugustians and quickly find inspiration. After 31 days of posts, having three days of radio silence was kind of weird, but it happened to coincide with a work /afk trip so it all worked out pretty well.

Thanks to everyone who’s visited, and special thanks to Belghast.



Matryoshka secrets

One of the most fascinating - and mind boggling - recentish developments in the Warcraft community is the Warcraft Secret Finding Discord.

It’s a huge community of players who are dedicated to discovering and solving secrets that are hidden throughout the game world, and some of the things they’ve solved are incredible. At some point the Warcraft developers/designers started hiding things in the game for players to discover. I’m not exactly sure when that was, but it seems to have really ramped up during Legion. The secrets are often hidden deep within other secrets, with the ultimate solution leading to a reward like a mount or pet.

Senior designer Jeremy Feasel aka Muffinus seems to be the main culprit, or at least the person who leaks small clues and teasers about what might be out there to find. Once the secret has been solved, the community share it so we can all benefit from the fun. Syp chronicled his adventures earning the Lucid Nightmare mount, and you can see from the steps involved just how complicated it must have been to work out.

My favourite is probably the solution for the Sun Darter Hatchling. It’s hard to fathom how the community managed to work this one out, with the steps involving a baffling sequence of puzzle solving, potion guzzling, battle pets, and costumes.

Given the popularity of the community and puzzles, it’s no surprise that BfA includes more - and more challenging - challenges. The current hot topic is trying to work out how to earn the elusive Hivemind mount. The first major discovery was the Baa’l battle pet, which has a staggeringly complex sequence to complete before you can claim it.

Meanwhile Muffinus has claimed that the Hivemind was removed during the beta. Such is the game of cat and mouse with these secrets that no-one trusts that to necessarily be true - he does tease that ‘the secret hunt is far from over’ after all.

It just occurred to me - I’m a bit slow - that of course the ultimate secret is called the Hivemind, as the only way these increasingly complicated mysteries can be solved is with exactly that - a community of likeminded, focused, and slightly insane explorers.



Scalability

One of the more interesting - and controversial - changes with the 8.0 BfA Warcraft patch has been the further introduction of level scaling. It was already around before the patch, but it now seems to be universal. Which has had a huge impact on the speed of levelling.

For the longest time people have complained about out-levelling content so that they feel they can’t effectively finish storylines because the XP reward is basically zero. Not that that meant you couldn’t do the content, just that it felt like you were wasting time - it’s a strange mental trick. So Blizzard have introduced scaling across all continents and content, effectively splitting it into Vanilla / Burning Crusade + WotLK / Pandaria + Cataclysm / Warlords / Legion / BfA.

You can now level in any zone within those brackets, and the mobs and rewards will scale accordingly. This is pretty great in many ways, as those that enjoy the storylines can experience the entire thing. You can jump to a zone you haven’t played and everything will be a gentle challenge and you’ll get gear upgrades as you travel.

It’s a boon for the Alliance levelling we’re doing, making each zone relevant and interesting. The main disadvantage is all the old speed levelling techniques have dried up. I’m interested in levelling an Allied race - Highmountain Tauren, naturally - so started investigating how best to do it.

The received wisdom seems to be that there are basically no shortcuts any more. The old favourite of chain running dungeons appears to be off the cards, as the time invested in the run is often better served just doing simple questing. When we started running the low level Alliance dungeons, I assumed everyone would be gaining two or three levels per run, meaning we’d have trouble completing them all. But the scaling has meant that people are lucky to level even once, and all the dungeons are available until level 60. Pretty great, and very clever.

Some claim that carrying through dungeons with a high level friend (or second account) is still an option, running Stormwind Stockades from 1-60(!), but that is terminally dull. Some redditors seem to think that there’s a pet battle loophole, but that too sounds super dull. I want to level fastish, but I don’t want to just do the same thing over, and over, and over.

So in the end, it seems that the simple act of gearing your character up with heirlooms, taking mining and herbing, and setting out into the world is the best method. Which is probably as it should be, and I’m merrily making my way through the Barrens once again as a result, and enjoying every moment.



Classy

Soul of the Forest posted an interesting question: what class do you refuse to play?

Their bette noir is melee DPS, which is a very reasonable position to take. Staying alive is the key difference in playing and contributing well and being a dead weight, and melee DPS is always bottom of the heal priority whilst being in the most danger of death. I stopped raiding on my Rogue because I used to die too much too easily, but I’ll still play melee DPS as long as I’m wearing plate or have some good self heals.

Armagon and Endalia responded, with tanking being the main thing they avoid (largely due to the pressure from other players), and I’m sure there are more thoughts out there too.

I’m quite happy playing tanks of all descriptions, and love playing a Hunter obviously. I haven’t played a lot of healers in an MMO, but in Overwatch I love playing Mercy.

The class or role I just can’t bring myself to play is a caster. Something about using magic just doesn’t gel with me, and I can’t find a way to make it work. Despite casters being essentially a Hunter with lightning or flame instead of arrows and bullets, they don’t work for me. The same fear of magic applies in tabletop RPGs like DnD, some of which is down to the overwhelming spell tables, but it’s also just not a class I can roleplay at all. It somehow seems too passive, or that it’s not me doing the work, it’s the magic.

So I guess my characters have to have some element of physicality to them, something with heft or guile or a pet and a bow. I’ll leave the weaving of magic to the experts.



The WoW Diary

Blizzard Watch has posted about an interesting sounding project - a development diary about the very early days of the creation of WoW.

It’s being written by John Staats, who was apparently one of the key designers of a slew of early dungeons and content, including Karazhan, Wailing Caverns, and much more. There’s a good extract of the book over on Wowhead that details some of the work on Scholomance. In the early days apparently it could take 6 hours(!) to finish a single run - and this is a 5 man dungeon, not a raid.

It’s fascinating to read how Staats wanted to change the mob density in the dungeon as a result, but Jeff Kaplan (at the time the ‘endgame designer’ for WoW) pushed back as doing that may have had unintended consequences on the world economy. The less mobs, the less loot, and also the less crafting drops:

The next morning, I went back to Jeff’s office, to tell him again about the length. Ever patient, he explained that it wasn’t simply a matter of removing spawns, there might be quests that depended a number of drops and removing monsters might unbalanced quests. [Kaplan] explained that there were also trade skill recipes that used ingredients from loot tables - so reducing monsters could also affect the trade skill economy. “There’s lots of systems connected to monsters, and we also could be introducing bugs into the game by changing things.”

It’s very much an insider account, and he’s not hiding the politics and tensions of working on a high pressure development, which is unusual for this kind of book. Apparently it’s a fully Blizzard approved project, so it must be (mostly) accurate.

There’s a fair amount of ego on display in that Wowhead excerpt, but we can probably forgive that if the content is strong enough. There’s a Kickstarter to fund the book starting August 28 (which is now, here in Australia!). I’ll update this post with a real link once it’s live, in the meantime here’s a beta link to whet your appetite.

Update: Here’s the live Kickstarter - funded almost immediately.