Malchome's Mind on Gaming

Cataclysm

Cataclysm Raid Lockouts and Progression – (“Expletive deleted” you) if you are not in the core group of a guild

by Malchome on Apr.26, 2010, under Cataclysm, PvE

From Blizz found here and here.

We’re continuing to refine the raid progression paths in Cataclysm, and we’d like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we’re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn’t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We’re designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we’ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They’ll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
10- and 25-player (normal difficulty) — Very similar to one another in difficulty; drop the exact same items as each other.
10- and 25-player (Heroic difficulty) — Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you’re able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don’t plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you’re a big guild or a small guild the choice won’t be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We’re eagerly awaiting any that we may have left unanswered. To the comments!

In all honesty most of these changes I have been hoping for for a very long time. I have one very important problem with these changes however.

10 and 25 should not have the same lock out if not then lockouts need to change and not be tied to a particular character. This change totally screws over anyone not able to or chosen to go in the main guild run. It is a giant FU to the entire concept of having a flexible gaming environment. No 25 man guilds can no longer have the “main run” and have several 10 man runs for alts and gearing up under geared members.

This is just one more piss poor implementation on a design of failure that is the raid lock out system. I say let the people that can not pace themselves burn themselves out. Let us play and run the content on our terms not yours.

Additionally hard modes should be available from day one, not after any or the first clear.

Also make sure there is scaling in the hard modes and not the pathetic binary difficulty bullshit that has been a plague on the content after Ulduar. OS and Ulduar were the best designs for hard modes in how they worked, not necessarily how to activate them.

I am sure I will have more to say on this at some point. The only other thing I can say is the Rated BGs are looking better and better all the time if they don’t screw up the “time risk” versus “reward” there. I have a separate post that I have been working about my concerns for the future of PvP, it is not done yet however.

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Combo Points have got to Change

by Malchome on Apr.12, 2010, under Cataclysm, PvE, PvP, Wish List

I will keep this short and to the point.  After seeing the Cataclysm class changes preview of Rogue and Druid I feel the need to reiterate an opinion I have held for a while now.

Combo points need to stack on the Rogue or Druid and not their target. I realize for PvP purposes this will need to be looked at closely but the new ability of Rogues Redirect (81) looks really cool but lets be honest this is an ability that should not even need to exist and if it is needed then it is something that rogues should have from about level 10/20 on.  It is something that should be available for use while leveling.  Furthermore no Cat equivalent was mentioned, however this is another area where it could simplify the “John Madden” effect that was mentioned when dealing with the Feral Cat rotation or should I say management system.

If we are worried about having too much burst from having combo points stack on the Rogue/Cat then also change combo points to stack from 1-5 to 1-10.  This will add additional tweak points and granularity for damage and buffs.  You could have points 1-5 scale linearly and 6-8 by powers and for real fun and burst 9-10 exponential.  But the time required to get 9-10 combo points will be about 2X if we keep the current combo point generation rate.  But even if 1-9 was linear with an extra boost at 10 for flair would not be uncalled for.

Now if Druids get another ability to equal Redirect for Rogues then that would be acceptable, not ideal but necessary.  The real problem with the Druid class as a whole with the exception of Resto is all 3 other spec flavors directly parallel another class.  This is actually OK because it is the nature of the Druid to be able to shift and therefore change what they are emulating relatively easily.  This is less the case with Bears.  Unless you time something perfectly you are not going to be able to shift out of Bear while a boss is wailing on you to do something in Caster or Cat form.

However here is the thing if Blizzard does not want the paralleled classes to play like their brethren then they need to create completely unique mechanics and resources for each flavor of Druid.  This in the end is insane from a development standpoint let alone class balance.  So in the end Cat and Bear need to have at least 50% of the tools that Protection Warriors and Rogues have access to including fundamental role and mechanical abilities, just not the flavor abilities.

Things not to copy:

  • Vanish, even though we want it.
  • Cloak of Shadows
  • Shadow Dance
  • Essentially most 41 and 51 point abilities.

Things that are copied or need to be:

  • Last Stand
  • Shield Wall
  • Hunger for Blood
  • Redirect(81), if it is implemented.

Anyway I will beat the horse one more time, to sum this all up, since combo points are here to stay then they need to be on the player and not the target.

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Balance Druid – Another Idea for a new Balance Ability

by Malchome on Apr.07, 2010, under Cataclysm, PvE, PvP, Wish List

So after reading a recent post on WoW.com by Murmurs : Tyler Caraway, about some possibilities to change the DoTs that balance druids have into something more interesting and that deal more damage, got me thinking about other new abilities that druids could get in Cataclysm.

Now I have read the Stormrage book and one of the pivotal moments described a really cool concept for future druid possibilities.  I would call this ability Dream Cast, I don’t think they named it in the book if they did, I missed it.  Now that I have seen the Shaman preview, all I can say is well crap.  I initially envisioned an effect that is now very similar to the Elemental Overlord effect from the elemental tree, which is currently a talent Lightning Overlord.

So what I was initially envisioning would be a talent that when activated for the next  say 12 seconds every spell you cast a dream version of yourself would also casts it at the same time with the same buffs ect, and deals x% of damage of the base cast regardless of whether you normally hit or miss.  The lore perspective would be your dream version in the Emerald dream is casting at the same target as you are.  It would be a mix of Elemental Overlord/ and Mirror Image.

Ways to tweak this further would be to change duration and what spells it effects.  Initially I thought all spells would be duplicated but upon thinking about it further I think it should be like the old Elemental shaman talent Lightning Overlord.  It would only affect Wrath and other Nature based Damage spells maybe even including Dream Treants, which would look cool.  The dream form should show up as an effect but not be targetable given the short duration.  But the benefits and considerations are all tweak points.

Well given the release of the Druid information coming Friday this idea/concept is probably a bit too late but I thought still worth mentioning and maybe starting some discussion somewhere.

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Auction House Web Access – Other Improvements Needed First

by Malchome on Feb.03, 2010, under Cataclysm, Crafting, Wish List, World of Warcraft

By now the news has spread the Blizzard will eventually implement in game Auction House(AH) Access into the Armory, the signed in portion of course. I saw it mentioned first on mmo-champion which points to a WoW Forums post.

I think this is a really cool idea, I won’t be using this feature most of the time, but definitely something I will be using at other times. Especially since theoretically you could be on 1 character of the account and check the AH on other servers and or the Bank Alt of the same account. But they may put something in place such that is that account is logged into the game no character on that account could be checked. We will have to see.

Over all I like this idea but lets be serious the current AH in game feels like a quick fix that was added at the last moment to at least have some sort of an in-game economy going. The default interface is a pain in the ass and even with Auctioneer and other Add-ons it is still extremely tedious and a bitch to find stuff if you are just browsing. If you know exactly what you want it works otherwise it fails.

Out of the 4 in game AH like interfaces I have dealt with directly and several, more than 3, others I have heard about only 1 stands out as actually being something different, robust and useful.  EVE-Online is the only MMO I have seen that actually has a robust and useful economic interface.  I believe it is this way because, crafting and the economic game are actually acceptable play styles in EVE.  Whereas in all of the other MMOs I have dealt with and heard about those systems, crafting and trading, seem to be a quick fix to add features.

So what am I suggesting or IMO is needed. A complete overhaul of the AH. Yes our bag space may be limited by stack size but why the hell should the AH. The AH like everything in the game is ultimately a series of entries in a Database. Currently it seems like 1 entry in said DB has a stack size limitation. This is insane.

The following are IMO the way to make the AH sing.

  • 1 entry in the AH per Item of unlimited quantity (ultimately an unsigned Int of either 8/16/32bit in size. 16 would be the best since dust and some rep items could get into the hundreds easily.)
  • The biggest and most important one,  list Buy Orders
  • Fully customizable search for gear.
  • Wild Card Search-able for Name Text
  • iLvL
  • eLvL
  • Quality(Pick-able, not Lowest filter.) If I want to find a green item I want to see green, not green, blue, and purple.
  • Stat Search X [<|>|=] of Y Stat [Str|Agil|Stam|Int|Spr|SP|AP|Armor|Crit|Hit|Haste|ect....] Repeatable so add additional filters.
  • Price History (at least past week) so we can in game see the price trends over the past week. (Min, Max, Avg) of both Price listed and Price Sold. Maybe a separate graph showing # sold at what price through Bid and Buyout.

Essentially look at what EVE-Online has for an in game economic interface and make something similar with the Blizzard polish, because I really can’t think of any way to really improve the EVE interface, I just know that I like it and it would be great to have something similar in WoW. Unfortunately for EVE it is about the only thing I really like in the game but I will save my dislikes of EVE for another post sometime.

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Initial Review of Patch 3.3 and Projection to Cataclysm – Part 1

by Malchome on Dec.16, 2009, under Cataclysm, Crafting, Patch 3.3, World of Warcraft

Well patch 3.3 has come out and there was much rejoicing.  I will avoid discussing the Raid content.  I may be raiding it but it is not my main focus of this blog or even my usual goals so I will save comments on it for another day, most likely after the second wing opens in January.

Titanium Market

I am sure others around the web were complaining about Titanium ore/bars after 3.2 and the epic gem fiasco but I did not see many suggest the change that I did about a week before I saw the transmute changes hit the 3.3 patch notes.  I was ecstatic to see them in there and then actually find that it was implemented when the patch went live.  I say that because I think it was lacking from the official 3.3 notes.  Anyway the one thing I was surprised about was the speed of which the change propagated throughout the market.  It took less than a week for the cost of 1 bar of Titanium to be equal to or now even less than the saronite to transmute into the Titanium bar.  Which is to be expected a little bit.  On my transmute spec Alchemist about 1 in 10 transmutes is a double or greater proc.  One time I got 4 titanium bars from one transmute.

This trend should hopefully continue.  There are one or 2 more such improvements could come in lesser 3.3.x patches but especially for Cataclysm we need more of these market stabilizers.  How this happens is at initial release of content there are certain fixed quantities.  These are node spawn locations.  The initial patterns for each crafting profession seem to be somewhat modeled off of the rarity of the fixed materials.  Then comes the raid and patch content.  They will occasionally add in a few or many new recipes however they usually seem to revolve around a new resource that is added in specific content, i.e. Runic, Crusader Orbs and Epic Gems.  In the case of Epic gems one of the ways to acquire them was from prospecting a previously non-prospect-able ore.  This caused the Titanium ore/bar price issue I refer to earlier.  A similar area that could currently have the same market transition applied is the Eternal Market, which was the Primal Market in BC and Elemental/Essence in Vanilla.

I.E. like with the saronite -> titanium transmute we need to have the elemental/primal/eternal cool downs removed.  This will mean that rather than the following table.

Per Eternal

Fire – 30g
Water – 20g
Life – 25g
Earth – 7g

Over time we will get the following.

Fire – Xg
Water – Xg
Life – Xg
Earth – Xg

I suggest this because the cost to produce an item in the materials used seems to expect the Earth,Fire,Wind,Water,Life Eternal items to be worth the same and they are not.  This would make them be the same.  Oh and to prevent infinite Eternal, Primal, Elemental items the Transmute spec Proc should be removed, I know I have one and that will be annoying but we need a straight conversion here, or at least make it a 1/1000 chance.  So if you do spend a lot of time and I mean a lot of time constantly transmuting you can get more out than you put in but that really is not the point of this suggestion.

Currently Transmutation is the key trans-formative process in WoW to convert materials.  I don’t think this should change but ultimately if such conversions were to be extended adding more to enchanting would also be useful.

To further extend this idea, I hope we see improvements along the following lines in Cataclysm.

Generic Gathering -> Refined Raw Materials -> Processed Materials -> Basic Components -> Complex Components or Finish Product.

This progression is an extension of the current Inscription/Jewel Crafting/Engineering crafting process.  I have focused on these 2 professions 1 because Inscription is the newest and one of the better organized profession that Blizzard has made yet.  Jewel Crafting was the profession added in The Burning Crusade and is an iteration more advanced than Engineering which was evident when skilling it up.  Engineering is one of the best professions because you actually use items you create at lower skill in patterns of higher skill.  So there is an intrinsic recycling of materials which in some cases make certain parts of the skilling up process extremely cheap.

So for Alchemy/Inscription you would get something like the following.

Generic Herb (Skill Level x-y), -> Named Herb (Gold Clover, ect) -> Pigment Process -> Specific Ink -> Inscription, Glyph, etc….

Essentially we need to add a generic level appropriate material that is gathered, so Mining nodes would become like Taconite or some similar material.  Then different fantasy rock compositions can have a chance to produce current ore in different quantities per stack of 5, like how other professions, prospect, mill etc.  For Alchemy I think we need to add a layer from herb -> (potion, elixir, flask).  Rather than use raw herbs it should be processed into powders and extracts, same with enchanting.  Actually Alchemy and Enchanting should become more closely related and cross feed into one another.  Actually come to think of it we already have rough, dense, solid stone coming form mining nodes.  If we convert everything to a stone type as the node rather than the mineral or elemental name that would be a good starting point.

As for enchanting I think we should also have some extra gathering process that comes from extracting the magical essence from corpses like skining, herbing, and mining.  This would be an alternative method to get Essence of Undeath, Living Essence , Essence of Fire, you get the trend.  I also think fel and moon cloth should now be mutually exclusive and are made like spellweave, moonshroud, ebonweave is currently and add an extra one for spellweave equivalent and then we have a parallel between 0-300, 301-375, and 376-450.

I also think that enchanters should have an alternative process to create the special cloths.  Now I know most enchanters are tailors as well or at least use to be, so that may be overkill but we really need new alternative ways to balance out high end materials.  There should always be more than one way to obtain any crafting material.  Even if it is through an exchange vendor it will help to keep AH prices from getting to extreme.

Well that went a little longer than I expected.

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