Hard Easy Modes


Reading posts about guilds bashing their heads stubbornly against an seemingly insurmountable foe is inspiring and terrifying. Gravity tweeted about an 22 wipe night with his 10 man strict group (followed by a 16 wipe victory!), and Feist’s 25 man hard mode frustration speaks for itself.

On the complete opposite end of the progression spectrum, our guild hit a similar barrier last night in Halls of Reflection. Normal mode. On the trash waves between Falric and Marwyn. So not quite the level of epic our erstwhile twitterers have reached :-) But it was nevertheless a fun if insanely expensive and blood curdlingly annoying experience. We’d tried it a few weeks ago and failed to even get to Falric, whereas this time we downed him for the first time thanks to better tactics and clutch healing. Which led to much clenched fist “c’mons” before at all started again.

But we just couldn’t quite get past the next 5 waves. We did get to Marwyn twice, though each time with two DPS toasted so no way of finishing him off. I’d curse Blizz for not allowing our downed compatriots to bampf back in mid encounter, but I guess that would make the fight a doddle. Zomg it’s a tricky event. I’ve pugged it several times on my Rogue and zerged through thanks to OP groups, but with a slightly-undergeared slightly-undertrained strict 5 man guild like us, it’s a real challenge.

It’s enclosed, chaotic, you have to take down the mobs in order (Priest - Rogue - Casters - Melee) so I was trying to mark on the run, and PLEASE STOP HITTING THE HEALER LOOK-AT-ME LOOK-AT-ME! I struggled mightily with picking up the adds as they came in, always seeming to lose one, who inevitably one-shot our healer. The Shadow Mercenary in particular was trouble. B@stard rogues! And yet inch by inch we were progressing. We’d get one wave further each time, only for me to lose my agro seeking focus at the critical moment, or the healer getting frozen just as I got clobbered by something. It really felt like if we could just keep our healer up  - i.e. my main job beside getting wailed on - then we’d make it. Aargh!

I started to feel like a failtank even though I really thought we could do it, so we swapped in our fresh 80 Tankadin for my Warrior, hoping the improved AoE threat would help. To no avail - staying alive and doing enough DPS and holding agro and healing through it all seem to be mutually exclusive on this fight. So it was nuts. We wiped and wiped and repaired and repaired. But we kept coming back, and everyone kept wanting one last try.

We nailed Falric (who dropped nothing of any use, naturally). And though we didn’t get past Marwyn (maybe just as well given the LK phase to come!), it did give us a truckload of experience of working together to try and nut a tactic out and progress. And I got to understand better what the high end raiders are talking about when they say that endless wipes doesn’t always mean epic fail.

Addendum This is to scold myself into improving - using the Warrior toolkit and paying attention. To wit:

  • Watch my health bars - too often guilty of letting the healer do all the work, without saving myself (and their mana) when the situation gets desperate
  • Watch the healer! Dang blast it, he died a lot of times when I just wasn’t paying attention to the fact he was being fireballed or backstabbed to smithereens. If the healer dies it’s my fault, and he died a lot
  • Get my spell interrupting keys better mapped - I’m always too tardy in using them
  • Use Heroic Strike! It’s bound to my mouse button, but i still forget. Grrr.
  • While we’re at it: keep shouts up! Use Intervene/Intercept! KEEP THE HEALER ALIVE!!

Ahem.



Swamped

Just back from a long weekend /afk, and it’s taken pretty much the entire day to plough through my RSS feeds. Sometimes I think Honorshammer had it right in this tweet about /ignoring all the clutter, but then I catch-up with great posts like Veneretio on tanking consistency, learn that Portal 2 will have co-op, find Tam has setup a bloggers & readers guild (US version here), and all is well :-)



Mass Effected


I played the opening chapter of Mass Effect the other night, and it was superb. Terrific voice acting, nice cut scenes and story development, and an interesting plot. The NPCs are well designed, adhering to stereotypes but not in a /facepalm way. Channelling Helen Mirren as the ship Medic is a nice touch :-)

The voice acting was the most surprising thing. Whenever I start a game I always turn subtitles on (in case of interruption or distraction) and normally end up turning down the voices in a game, but this was so well done that I listened to every word. The dialogue trees in particular are fun to explore - the choices you are given are more about the “feel” of your reply than the actual words. So for example the tree option will read “Do you agree Captain?", but what you actually say will be more detailed, with interesting intonation and sometimes surprising emphasis. Which is far more satisfying than just hearing the avatar speak the exact words you just chose.

All of which gives me sudden new hope for the “all spoken dialogue all the time” approach that Star Wars: The Old Republic is taking. I had thought that this would be impossibly dull, and would instead become an “all skipping all the time” system. But if they can make it as interesting and well acted as ME, then maybe it will work. At least for the first toon :-)

The combat was a bit chaotic to begin with, I wasn’t sure exactly what I was doing with the various weapon options. I ramped the difficulty down (is “ramping down” even a legitimate concept?) as I am more interested in the unfolding story than struggling with a 3rd person shooter. I even almost let go of the instinctive mix-max character levelling process, setting my squad to “auto-level”, and generally letting the game recommend my skill upgrades. I don’t think that will last (I want to max out my “charisma” settings to open up more dialogue trees for example), but it makes for a more relaxing game experience. No meta-gaming, no Gamefaqs, and the game is still entirely playable and enjoyable.

The huge advantage a single player game has over the MMO is that the designers have total control over the plot. Cut scenes and dialogue choices force you to pay attention and make decisions. The downfall can be that if those scenes and choices are poorly implemented, you’ll lose interest in the game pretty quickly. That’s definitely not the case with ME. Compare this to Warcraft, where no matter how often I vow to read the quest text, it very rarely happens. The advent of TourGuide and the like means it’s more zen to just click accept, follow the TomTom arrow, stomp something, and hand in. Blizz’s own improved quest tracking only reinforces the “a-b-c” approach to levelling.

The only time I stop and pay attention is if something about the quest is particularly lore relevant (Wrathgate being the obvious example), but even then I often miss it due to the incredible complexity of the WoW backstory. There’s very few quest chains I can recall with fondness, despite levelling many-a-toon. Mulgore is the only exception, because, well, it’s Mulgore. ME is compelling, good looking, interesting to watch, with some nice direction and the feeling that the game universe is super solid. Being in space after spending all that Warcraft fantasy time is refreshing to say the least - Outland notwithstanding ;-)



Endgame freedom?


Spinks the Wise has a nice rambling post up about hitting the level cap in LotRO, which reaches a surprising but very insightful conclusion:

“It’s amazing how free you feel once you decide that you don’t want to get tied into the endgame grind.”

That made me rock back in my chair a little. What a concept: reaching the endgame and then…  enjoying the world. No badge grinds for gear, stat upgrades, LFD or PUG raiding.  Just fishing, crafting, noodling around. For this approach to work, the game has to support that kind of play. And it sounds like LotRO does exactly that, with a combination of epic lore based book quests, virtues and deeds, and the well received skirmish system (that scales the same content from solo to raid groups).

“Go play a single player game” you might argue. But one of the attractions of an MMO is chatting away to friends online whilst you noodle. And MMOs have the huge advantage of being an ever (slowly) changing landscape - each new addition to the game gives new content to explore and share. This is especially true in LotRO, where the new content advances the Fellowship storyline. If you’re not tied up in endgame progression and ‘keeping up’, MMOs allow you to  park your toon for a while then come back when some new content is offered up. DLC can offer some of that for single player games, but the sharing and social aspects aren’t there.

Between Spinks’ post and Syp’s re-entry into Middle Earth, LotRO sounds very tempting. My gamer group tried it briefly once, but quickly retreated back to Warcraft, mainly due to not having the energy to reinvest in a new MMO. But the Spinks perspective is enough to make me consider rolling around Hobbiton solo-MMO style. If it was free-to-play I’d be in there now, but committing to a sub takes a bit more consideration - and I can’t turn off WoW, I’ve got to keep up ;-)



Numbers or Names?


Does anyone else find having a goal of reaching 542 defence rating less interesting than a goal of obtaining gear such that you become The Uncrittable? Or obsessing over a 164 Expertise rating instead of being The Finisher? I know I’d rather be aiming for an Undeniable set bonus than two pieces of something rated 264.

Surely it would be possible to design a game so that the numbers are more hidden, at least to the casual masses. EJs will still want to min-max based on figures, but I’d be surprised if the majority wouldn’t prefer titles or visual indicators once they reached certain milestones. Achievements allow that in a way. You can see each step to Epic for example, so why not also have some non-numeric means of letting people see their progress toward key statistical milestones.

It could be something like the paper doll that shows when your gear is broken - but instead of showing damage, it shows how close each piece is to the magical goals. It would get pretty complicated with all the myriad stats, but with the coming Cataclysm stat simplification, surely it would be possible. I’d bet the vast majority of the player base would have no idea that their are certain numeric goals for each stat. Which leads to fail PUGs and finger pointing. But if you could work it so that it was more obvious, and more intuitive, then more players would be at least equipped well enough to hold their own.

Don’t get me wrong, I enjoy crunching spreadsheets, working out gear rankings, and planning upgrades. But all of that work is a meta-game, and it’s all for the minority of players. Better to put the basics in game,  make it visual so people can see what they’re aiming for, and reward players for reaching those goals.